Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / V118 Public Beta 17

Author
Message
veer
16
Years of Service
User Offline
Joined: 3rd Mar 2010
Location:
Posted: 2nd Mar 2011 23:13 Edited at: 2nd Mar 2011 23:16
Quote: ":state=0,plrwithinzone=1:nextlevel=3,suspend"


can we use it in menu....

then can have a separate level ....like training level or survival mode
Deathcow
FPSC Reloaded Backer
20
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Right here!
Posted: 2nd Mar 2011 23:42
@veer

What you could do is create a lobby level and have off jumps for each mission or training mission. It will be in game which would be nice.

DC

HarryWever
16
Years of Service
User Offline
Joined: 14th Jan 2010
Location:
Posted: 3rd Mar 2011 00:28 Edited at: 3rd Mar 2011 09:33
Hello
Does anybody also have this problem.
When i choose a character from ww2 and make a trigger zone to spwan the entity , and set the entity to always active.. the weapon he is carrying is laying on the ground and shoots from the ground.
I removed everything. installed again then upgrade to v 117. the same problem.. then upgraded to v118 beta.. but also the same problem.. Change the entity back to always active NO,, and everything is oke.. changed it again to alway's active Yes and the weapon fires again from the ground..

Uses windows 7 64 bit
ati radeon hd 5770 1 gig.
Installed all the latest updates etc etc.. but nothing seems to work
I hope somone can help me!

Harry Wever
Ched80
15
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 3rd Mar 2011 09:51
@DC - cheers for looking into this. I'll add some notes to my syntax list.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
veer
16
Years of Service
User Offline
Joined: 3rd Mar 2010
Location:
Posted: 3rd Mar 2011 11:05
@HarryWever

i used to have same problem...but i can't remember how i solved it...are u making it spawn by trigger zone
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 3rd Mar 2011 19:43
@Tony06270

Quote: "@F l a t l a n d e r

What version of FPSC. If v1.18 which beta?
How are your preferences set?
Has it worked before in a previous version? Which version?

What are your computer specs? RAM? Graphics card?

----------------------------------------------------------

What version of FPSC. If v1.18 which beta? ==> 1.18 beta 9.
How are your preferences set? ==>

Has it worked before in a previous version? Which version? ==> Unable to reproduce on any other version.
What are your computer specs? RAM? Graphics card? ==> 2GB RAM - NVIDIA GeForce 9800GT.

I compiled scifi-1.fpm so you can see the problem : http://e5fiz6.megadl.fr/"



I'm not having any trouble with shaders in the compiled game. I think your card should be OK. I am actually using Beta 10 fixes so maybe the issues you are having are fixed. I can't guarantee that however. It's just that I'm not having any issues like your youtube example using your compiled scifigame.

@Bond1

Do you know if a 2GB RAM NVIDIA GeForce 9800GT should handle the shaders in v118 beta 9?
bond1
20
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 3rd Mar 2011 20:52 Edited at: 3rd Mar 2011 20:55
Quote: "Do you know if a 2GB RAM NVIDIA GeForce 9800GT should handle the shaders in v118 beta 9?"


It can handle them with ease. My old 8800GTS handles them just fine, and the 9800 is a generation newer. For anyone who wants to know exactly how much FPSC's shaders are stressing your graphics card, download the EVGA Precision utility here: http://www.evga.com/precision/


It's for Nvidia cards, and you'll be able to see exactly what percentage of your graphics card's resources FPSC uses. For most modern Nvidia GPU's, FPSC uses surprisingly little GPU power. People like to blame the shaders for poor performance, but that's usually not the case unless you're running a low-end or integrated graphics card.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 3rd Mar 2011 21:06
Thanks Bond1.

@Tony06270

I'm not sure I know what the problem is. I guess wait for beta 10 and see if that works.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 3rd Mar 2011 21:50 Edited at: 3rd Mar 2011 22:51
I am now testing save/loads. Loaded positions are not consistent to game positions being saved. Sometimes characters are turned 180 degrees. Music that is playing just before save is not playing when loaded. I have not tried it with stock yet.

With stock

This always happens after the character follows a way-point and stops. The following is a youtube of the issue. I will be providing an fpm and short script.

http://www.youtube.com/watch?v=RKdN8ZEUVGY

No matter which direction the character is facing before the save. When it is loaded it will always face the direction as shown at the end of the video.
Nickydude
Retired Moderator
19
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 3rd Mar 2011 21:51
That looks like a great tool Bond, unfortunately you have to sign up which I'm not going to do. You don't happen to know where I can download it without signing anything do you?

mgarand
18
Years of Service
User Offline
Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 3rd Mar 2011 22:00
veer
16
Years of Service
User Offline
Joined: 3rd Mar 2010
Location:
Posted: 3rd Mar 2011 22:11
@F l a t l a n d e r

error i am having while shooting the enemy

error is very random
bond1
20
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 3rd Mar 2011 22:12 Edited at: 3rd Mar 2011 22:28
Quote: "That looks like a great tool Bond, unfortunately you have to sign up which I'm not going to do."


Try here, wink wink: http://mjblosser.com/EVGAPrecision.ZIP

It works with all brands of Nvidia cards, not just EVGA. I don't use it to overclock, I just use it to keep an eye on the temps and GPU-usage. I just like to know how much graphics power FPSC uses compared to the latest games out there. And to keep track of how hard the newest games are stressing my card. I have a dual-monitor setup, so I just keep it running on the second monitor so I can see the results in real-time.

Some benchmark results you may find interesting.

FPSC with full shader effects: 6% GPU usage
Half Life 2: 20-40% GPU usage
Metro 2033: 100% GPU-usage! (maxes out my card)
Bioshock: 45-55% GPU-usage

So you can see there's a lot of untapped shadery-goodness that we can still do with FPSC.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
MK83
FPSC Reloaded TGC Backer
20
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 3rd Mar 2011 22:26
MSI Afterburner is a good tool as well, and you don't have to sign up. It too is for Nvidia cards.
http://event.msi.com/vga/afterburner/download.htm

mk83 Productions
HarryWever
16
Years of Service
User Offline
Joined: 14th Jan 2010
Location:
Posted: 3rd Mar 2011 22:53
@veer.

Yes thats correct i want to spawn them via a triggerzone


Hope you can remember how you solved that.


Harry
tecbug
16
Years of Service
User Offline
Joined: 29th Oct 2009
Location:
Posted: 3rd Mar 2011 23:01
Quote: "I am now testing save/loads. Loaded positions are not consistent to game positions being saved. Sometimes characters are turned 180 degrees. Music that is playing just before save is not playing when loaded. I have not tried it with stock yet."


F l a t l a n d e r, I also have bug related to saving:

When i save and load game. My ammo is changed (reduced to 1 clip size). Error occurs only in second level, not first.

Do you experience it too?
veer
16
Years of Service
User Offline
Joined: 3rd Mar 2010
Location:
Posted: 3rd Mar 2011 23:07 Edited at: 3rd Mar 2011 23:11
@HarryWever

got it
start: appear1.fpi

in place of that use appearifactivate.fpi

spawn :yes
......
so they appear with gun in right position but not active...
use trigger zone to make them active
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 3rd Mar 2011 23:16 Edited at: 3rd Mar 2011 23:24
@tecbug

Haven't tried it yet but I will.

@Veer

Actually when I use your fpm all the segments are invisible as well as the characters. But when I built a small room using Cliff Top they are OK. I will check out the scifi Zombie now.

Addendum for Veer

Attached is an image of the small map I used. It includes the Cliff Top segment and I included the scifi zombie. I also inluded the vickers weapon for the player. If you want I can upload the fpm of the map.

I did not get anything unusual with the weapon; but, boy what a kick that vickers has. It's hard to control.
veer
16
Years of Service
User Offline
Joined: 3rd Mar 2010
Location:
Posted: 3rd Mar 2011 23:18
@F l a t l a n d e r

turn off the shader
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 3rd Mar 2011 23:30 Edited at: 3rd Mar 2011 23:31
Quote: "@F l a t l a n d e r

turn off the shader "


OK, I turned off shaders. However, shaders do work for me on my map. Anyway, segments and zombies now show up on your map. I killed the first zombie. Picked up zombies weapon and then I get the error message shown with the view button. Is this the error you get?
veer
16
Years of Service
User Offline
Joined: 3rd Mar 2010
Location:
Posted: 3rd Mar 2011 23:34 Edited at: 3rd Mar 2011 23:36
Quote: "OK, I turned off shaders. However, shaders do work for me on my map. Anyway, segments and zombies now show up on your map. I killed the first zombie. Picked up zombies weapon and then I get the error message shown with the view button. Is this the error you get?"



yes finally.....you found it...now please do something about it

having same error in almost every level...
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 3rd Mar 2011 23:38
Quote: "Quote: "OK, I turned off shaders. However, shaders do work for me on my map. Anyway, segments and zombies now show up on your map. I killed the first zombie. Picked up zombies weapon and then I get the error message shown with the view button. Is this the error you get?"


yes finally.....found it...now please do something about it

"


It has nothing to do with firing the gun. It happens after you pick up the zombies weapon which happens to be the same as the players. I have seen the problem before. There is nothing I can personally do about it except report it to Lee. There is a work-around which I will explain in a bit. I want to test something else out.
veer
16
Years of Service
User Offline
Joined: 3rd Mar 2010
Location:
Posted: 3rd Mar 2011 23:46
Quote: "It has nothing to do with firing the gun."


i have already told you the error is very random.......mostly for me its occurring while shooting enemy
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 4th Mar 2011 00:04 Edited at: 4th Mar 2011 00:04
Quote: "i have already told you the error is very random.......mostly for me its occurring while shooting enemy "


When I first tested the level that's when it would always show up for me; after I picked up the gun from the character.

But, you are right, I'm now getting different times that it crashes and it is the same error. I tested the work-a-round that I was thinking about but it doesn't work. This will show up at any time. Even when not firing the weapon. It showed up as I began to move after the level loaded.

I can't remember is this with beta 8 or 9?
veer
16
Years of Service
User Offline
Joined: 3rd Mar 2010
Location:
Posted: 4th Mar 2011 00:30
Quote: "I can't remember is this with beta 8 or 9?"


first time i get that error in beta 8

after that i am getting in v117 also...
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 4th Mar 2011 02:45 Edited at: 4th Mar 2011 05:50
@veer

I am pretty certain that the "vickers" gun is causing this. So far, I've used the "mp40" and the "blaster" without the crash. I went back to the "vickers" after testing the other two guns and it crashed again. With the other two guns I went through the entire maze without a crash. I will try the other scifi guns.

Addendum to veer

I tested the autoslug and the tavor. Did not crash through the entire maze and after shooting 12 zombies. However, going back to the vickers did cause an eventual crash.

I'm going to go out on a limb and say there is something wrong when the "vickers" is being used.

Addendum #2 to veer

I entered a new issue (#61) regarding this.

@tecbug

Quote: "When i save and load game. My ammo is changed (reduced to 1 clip size). Error occurs only in second level, not first."


I'm not sure I understand what you mean by reducing it to 1 clip size. Is this the total amount ammo -- after the slash -- or the amount before the slash?

I don't seem to be having a problem with this. I went from level 1 (33/410) to level two and still had 33/410.
veer
16
Years of Service
User Offline
Joined: 3rd Mar 2010
Location:
Posted: 4th Mar 2011 09:22 Edited at: 4th Mar 2011 09:23
Quote: "I am pretty certain that the "vickers" gun is causing this"


i have tested other gun.. same error occur after you go the 2nd level and then shoot enemy (i am getting with non stock gun mostly)
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 4th Mar 2011 15:30
Quote: "i have tested other gun.. same error occur after you go the 2nd level and then shoot enemy (i am getting with non stock gun mostly"


With all the guns I tested that did not crash they went through two levels. So I guess your out of luck. If Lee can't duplicate with a stock gun or a model pack gun then he can't do anything about it. He still has to even verify it with the vickers and if for some reason it works for him then we both are out of luck.
veer
16
Years of Service
User Offline
Joined: 3rd Mar 2010
Location:
Posted: 4th Mar 2011 18:18
Quote: "He still has to even verify it with the vickers and if for some reason it works for him then we both are out of luck."


i think its the same error....solving the Vickers gun error will solve problem with my other gun has well

thank you very much for your help.....i owe you a party
uman
Retired Moderator
21
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 4th Mar 2011 18:33 Edited at: 4th Mar 2011 18:47
Quote: "People like to blame the shaders for poor performance, but that's usually not the case unless you're running a low-end or integrated graphics card."


In FPSC main reasons for poor performance, lack of gameplay speeds and low fps are the same now as they have always been and the reasons have been well documented over the years. They have not changed so it seems. Whats changed is all the additions that mask them.

Turn off all the additions and run basic levels and you can still see the reasons unadulterated.

By far the biggest drain on resources is still AI and characetr AI in particular which eats an enourmous amount of fps currently.

In the order of 15fps per character in game level so if you have 2 then you loose 30fps. That a massive influence.

I am testing out new AI (not DAI)in an outdoor level with 3 Characters. 1 Ally and 2 Enemies.

Player and 1 Ally : max 60fps

Player, 1 Ally and 2 Enemies : @30fps

At least thats what happens with me at the moment. It may well be different for everyone else of course.





250 seamless textures : http://www.umedia.co.uk
tecbug
16
Years of Service
User Offline
Joined: 29th Oct 2009
Location:
Posted: 4th Mar 2011 21:59 Edited at: 4th Mar 2011 22:00
@F l a t l a n d e r
Quote: "@tecbug

Quote: "When i save and load game. My ammo is changed (reduced to 1 clip size). Error occurs only in second level, not first."

I'm not sure I understand what you mean by reducing it to 1 clip size. Is this the total amount ammo -- after the slash -- or the amount before the slash?

I don't seem to be having a problem with this. I went from level 1 (33/410) to level two and still had 33/410."


Yes, but try now to save and then load the game.
Error occurs not when changing the level, but when saving after changing the level.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 5th Mar 2011 01:04 Edited at: 5th Mar 2011 03:30
@tecbug,

OH, I either didn't know about that part or didn't remember. I'll give it a try.

Addendum:

There is something wrong with re-loading the total amount of ammo when it is saved in the 2nd level. However, I hadn't lost anything ammo. I actually gained. In other words, it was saved as 495. However, loading it one time it was 566, another time is was 548, another time it was 588 and another at 533. The same that was saved for slot #6. I was always loading from slot #5. However, slot #6 always loaded as it was saved at 533. The clip info in front of the slash was always 33. That never changed. Before I saved I always reloaded. I haven't tried it without reloading however.

Although I can confirm a problem I'm not sure how I'm going to explain it to Lee.

Addendum #2:

I forgot to try my compilation of beta 10. I did so, and I can't seem to be getting in issues with the loaded ammo in level 2. I saved several times and reloaded several times and the ammo info remained the same. So, I'm hoping this has been fixed in beta 10.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 5th Mar 2011 03:38
@veer

I forgot to test the issue with beta 10. It hasn't crashed yet with beta 10. So, we might have hope using beta 10 as it just might have been fixed. I know there had been some fixes for weapons that will be in beta 10.
Gibba gobba
17
Years of Service
User Offline
Joined: 21st Dec 2008
Location: regret
Posted: 5th Mar 2011 04:38
beta 10? it hasnt showed up yet! has it?

Hello one and all.......
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 5th Mar 2011 06:40 Edited at: 5th Mar 2011 06:41
No, sorry, it's my personal compilation of all the release fixes (through 421 which is the last release).
Home Studio
15
Years of Service
User Offline
Joined: 3rd Feb 2011
Location: Poland
Posted: 5th Mar 2011 08:56 Edited at: 5th Mar 2011 10:57
http://forum.thegamecreators.com/?m=forum_view&t=182462&b=21

Home Studio
veer
16
Years of Service
User Offline
Joined: 3rd Mar 2010
Location:
Posted: 5th Mar 2011 09:09
Quote: "I forgot to test the issue with beta 10. It hasn't crashed yet with beta 10. So, we might have hope using beta 10 as it just might have been fixed. I know there had been some fixes for weapons that will be in beta 10."


thank you....
veer
16
Years of Service
User Offline
Joined: 3rd Mar 2010
Location:
Posted: 5th Mar 2011 20:58
@F l a t l a n d e r

when we can expect beta 10.....
LeeBamber
TGC Lead Developer
26
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 5th Mar 2011 21:24
veer : Right about now Find BETA10 ready for download now. If you find issues, report to the Google Code issues board at: http://code.google.com/p/fpscreatorengine/issues/list

I drink tea, and in my spare time I write software.
science boy
17
Years of Service
User Offline
Joined: 3rd Oct 2008
Location:
Posted: 5th Mar 2011 21:55
sorry for jumping to your board, i do have a bug and not sure if bug reports gets checked frequently, just wondered lee if a mini fog underwater colour fix for x10 would be cool, not seen budo for ages and i do not use mystic anyway. the problem is just the under water fog colour resets every time you load the game in, so not matter what you do when building a game the colour will be a shocking royal blue, and yes i built a game with 1 level, to test. sorry for going off topic

s.b.

an unquenchable thirst for knowledge of game creation!!!
Thraxas
Retired Moderator
20
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 5th Mar 2011 22:52
Excellent, I'm not sure what was changed, but my level which was going severely over the cap is now building at 1.4gb.

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
SonOfLight
15
Years of Service
User Offline
Joined: 8th Nov 2010
Location: Heaven
Posted: 6th Mar 2011 00:03
Sweet..Beta....10...WOOP!!

-SOL
Nickydude
Retired Moderator
19
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 6th Mar 2011 00:24
Before I download and install, does anyone know if the 'black-light blob' bug been rectified?

MK83
FPSC Reloaded TGC Backer
20
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 6th Mar 2011 01:48
@Nickydude, I don't see it anymore.

mk83 Productions
Nickydude
Retired Moderator
19
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 6th Mar 2011 02:54
Nope, it hasn't

Tried Dark Egypt corridor with a couple of yellow lights and the blob is still there.

Deathcow
FPSC Reloaded Backer
20
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Right here!
Posted: 6th Mar 2011 02:58
I don't know if anyone has noticed when testing or building it is using more memory when it is building the lights. It is abit strange as it didn't that before. On some of my bigger maps it used to use 1700mb, but now it is capping out at 1900mb +. Going to do more testing, but for me it looks like Beta 10 is using more memory than before.

I have some settings turned down and they still make no difference.
lightmaptexsize=128
Lightmapquality=5
imageblockmode=0

DC

Thraxas
Retired Moderator
20
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 6th Mar 2011 03:06
Quote: "I don't know if anyone has noticed when testing or building it is using more memory when it is building the lights. "


Strange as I am having the opposite, my builds are now smaller.

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
Deathcow
FPSC Reloaded Backer
20
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Right here!
Posted: 6th Mar 2011 03:10 Edited at: 6th Mar 2011 03:12
Sorry I should have stated it was the test maps I talking about. Edit: It does build games ok, but it is still using abit more memory.

DC

Thraxas
Retired Moderator
20
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 6th Mar 2011 03:13
I meant the test builds. I should have been clearer

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
Deathcow
FPSC Reloaded Backer
20
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Right here!
Posted: 6th Mar 2011 03:19
hehe It's late here and I'm so tired right now I wouldn't have notice to be honest.

I may need to clear the DBO and BIN files and try again.

DC

Login to post a reply

Server time is: 2026-06-30 10:25:31
Your offset time is: 2026-06-30 10:25:31