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FPSC Classic Product Chat / V118 Public Beta 17

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General Jackson
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Posted: 6th Mar 2011 03:35 Edited at: 6th Mar 2011 03:36
whoops double post.
General Jackson
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Posted: 6th Mar 2011 03:35
Could someone explain exactly WHY there is a memory cap?

It seemed fine before without it and I am sick of it personally :S
I can't build a map that I was able to build with beta 8 :/
MK83
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Posted: 6th Mar 2011 03:47
Quote: "Nope, it hasn't

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


Dang, your right.

mk83 Productions
Flatlander
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Posted: 6th Mar 2011 05:32 Edited at: 6th Mar 2011 08:45
@Nickydude
Quote: "Tried Dark Egypt corridor with a couple of yellow lights and the blob is still there."


It is still in the google code issues folder so it has not been fixed yet. This leads me to believe that there is going to be a build 11. I am assuming that Lee just wanted to get what fixes he had done out there so he can then move on to fix what is still in the issues folder and to make sure he didn't break anything when fixing what he fixed.

@Veer

I am not 100% sure that your issue is fixed yet. But, I'm sure it will be.

Addendum to Veer:

I'm sorry but the gun crash is still present. Lee has not gotten to it as yet. Hopefully in beta 11. He should finish up the rest of the issues that are currently present for the next beta release.
Michael Thompson
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Posted: 6th Mar 2011 11:36
Downloading BETA 10 now. Looking forward to trying it out. (I would ask for changes if there wasnt a changelog, I am just so excited by 1.18)

Windows 7 ultimate x64, Intel i7, 4 GB RAM, NVIDIA GEFORCE 330m 1GB
Flash Star Game Creations
jules
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Posted: 6th Mar 2011 13:16
I have a big problem! I want that cool limb detection and ragdoll thing
http://www.youtube.com/watch?v=mKX5UZQnZSU&feature=player_embedded
I downloaded the limbfinder prog and loaded mobzombie1 into that. After that i exportet the mobzombie1 limbs list. --> copie and put it into the Mob Zombie 1.fpe

BUT nothing hapens! I mean i didnĀ“t have that limb detection and ragdoll thing. please help me! i realy need this feature in my game!!! Where is the failure? I downloaded the new version of the zombie apocalypse in the My Products section here on tgc. its File Updated: 25th Jan 2011. there are two limb detection zombies included. BUT I NEED ALL THE 8 MOB Zombies. Can someone please help me and sent me the files from all that zombies that the limb detection works? [email protected]
I hope you can help me!
thx
Jules
Deathcow
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Posted: 6th Mar 2011 14:22
One thing I have noticed is that bump is no longer dark on dynamic entities. In fact it is really bright and glowing which does not look good with static entities or segments. I was wondering if there was some way to lower the bump effect.

To be honest I thought that the old bump looked better and matched in well with bump on static entities.

DC

veer
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Posted: 6th Mar 2011 17:56
Quote: "I'm sorry but the gun crash is still present. Lee has not gotten to it as yet. Hopefully in beta 11. He should finish up the rest of the issues that are currently present for the next beta release."


Flatlander
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Posted: 6th Mar 2011 19:50 Edited at: 6th Mar 2011 19:55
@veer

Be patient young Jedi.

Remember, this issue was just put into the issue folder on March 3rd. The status is still new. I'm thinking that now that Beta 10 is out, Lee will start on all the new issues and the couple that have already been started. Like the blob on the Egyptian segments when there is a light.

@Everybody

Don't rely on putting up issues in this thread. I don't think Lee is paying too much attention to the thread for issues. It is much easier and time efficient for him to have it in the Google issues board.

As he said,

"If you find issues, report to the Google Code issues board at:" http://code.google.com/p/fpscreatorengine/issues/list

Flatlander
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Posted: 6th Mar 2011 21:12
Quote: "One thing I have noticed is that bump is no longer dark on dynamic entities. In fact it is really bright and glowing"


Which dynamic entity are you noticing this on? Is it a stock entity? I would like to take a look. If not what effect is being used? The old effects are still available. Have you tried changing it to the old bump in the fpe file or change it in "optional visuals?"
General Jackson
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Posted: 6th Mar 2011 21:31
Quote: "Could someone explain exactly WHY there is a memory cap?

It seemed fine before without it and I am sick of it personally :S
I can't build a map that I was able to build with beta 8 :/"


Anyone able to answer?
Scurvy Lobster
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Posted: 6th Mar 2011 22:15
A google search will turn up loads of detailed articles on the 32 bit memory cap subject. Here's one of them.

Flatlander
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Posted: 6th Mar 2011 22:39 Edited at: 6th Mar 2011 23:23
@General Jackson

SL has provided a link to an explanation of the limitations.

The 2GB limit is always present for 32 bit OS. Once it passes this limit it will simply crash. However, Lee has provided a way to escape the crash by intercepting the amount of VM used and then allowing you to go back to the map and restructure things to lessen the VM. He set this at 1.85 GB. However, you can disable the flag to intercept in the setup.ini file. This way you can get closer to the 2GB limit. However, once it goes beyond this it will crash. As far as I can tell beta 10 has fixed a way to regain some memory so that it will not just continually add up during the compile time. There is about 500MB-650MB of overhead so even one simple map will be that large. However, it adds to the memory more slowly from there.
Teacher
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Posted: 6th Mar 2011 22:46 Edited at: 6th Mar 2011 22:59
Just caught the news about the new release; does anyone know - has this latest beta fixed the windows 7 bug?



Flatlander
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Posted: 6th Mar 2011 23:21
What W7 bug? I use W7 and I don't have any issues. Call me curious.
Nickydude
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Posted: 6th Mar 2011 23:42
Quote: "It is still in the google code issues folder so it has not been fixed yet. This leads me to believe that there is going to be a build 11. I am assuming that Lee just wanted to get what fixes he had done out there so he can then move on to fix what is still in the issues folder and to make sure he didn't break anything when fixing what he fixed."


Thanks F l a t l a n d e r, I though it had been 'fixed'.

Doomster
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Posted: 7th Mar 2011 00:00 Edited at: 7th Mar 2011 00:04
@F l a t l a n d e r: He's probably talking about this bug: Issue 52: Windows 7 SP1 causes games to not run

Quote: "has this latest beta fixed the windows 7 bug?"

Yes, since Beta 10 is compiled with the newest DBPro Update the Executables will work as expected on SP1.

@Everyone still using v1.17: 1.17 Version that's also working on Windows 7 SP1 can be found here: FPS Creator V1.17 for Windows 7 SP1.

-Doomster

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Posted: 7th Mar 2011 00:42
@Doomster: Brilliant Thanks!

@Flatlander: I probably should have said W7 SP1, my two pennorth is here
http://forum.thegamecreators.com/?m=forum_view&t=182135&b=21



raymondlee306
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Posted: 7th Mar 2011 02:14 Edited at: 7th Mar 2011 03:15
Okay I give up...

Most of my work is done on my laptop which cannot run post processing. I usually run the cleaner, set postprocessing and blossershaders to zero in the buildsetupfiles and setup, and that's it, they are off. With BETA 10 I have been trying for around 4 hours straight to get them to stay off. I have restarted, reinstalled, ran the cleaner about 40 times. And every test and every build they magically turn back on. Can anyone out there get them to shut off with beta 10? This was easy in all the previous updates but with 10, they will turn themselves back on against all odds...

Edit: Okay never mind on this one. In previous updates when the postproccesing was on and I built a game. Even shutting them off in the built game folder would not work. I just ran a test and even though I have to manually shut them every time I build a level it does stay off after that. Annoying, but I can live with it because it's a beta version.

However now the characters are all black...
Flatlander
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Posted: 7th Mar 2011 03:06 Edited at: 7th Mar 2011 03:09
An update on the issues.

Issues #45, 60, 63, and 64 have been accepted. Which means he will be working on them.

FYI, Nickydude, issue #64 is the Egyptian wall issue.

FYI, whoever published issue #63, this is the fog issue.

FYI, whoever published issue #45, this is the sound issue.

#60 was my issue that I reported.

I will be bold enough to say that these will be fixed for the next beta.

KeithC
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Posted: 7th Mar 2011 04:10 Edited at: 7th Mar 2011 05:08
Scene in 1.17:



Scene in 1.18 B10:



Not sure what's going on.

Ambiance is at full here:



-Keith

Flatlander
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Posted: 7th Mar 2011 05:20 Edited at: 7th Mar 2011 05:22
Besides that the player is pointing a pistol?

What are the preferences for each one and how is your setup.ini configured; esp. postprocessing, newblossershaders, lightmaptexsize, lightmapquality? It doesn't look like bloom is turned on in the v118 image or probably the v117 image.

What is the ambiance set at in setuplevel.fpi for both?

This is mainly to make sure that both are set exactly the same. To tell you the truth I like the the middle one best (I didn't see the bottom one until after I posted this). It makes more logical sense because all of the lights are on. Changing ambiance in the v118 a little lower might then give a little more sinister effect.

v1.18 has changed how the light mapping is configured. Trying to make it more realistic, which I think it does. We just have to reconfigure the lights and ambience now to make it more how we want it. That's why when changing the ambiance during testing the level shows up at the top of the monitor so that we can see to adjust it.

What beta are you using?

KeithC
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Posted: 7th Mar 2011 05:31
Beta 10. How do you explain the entities being black in a high ambient setting?

-Keith

Flatlander
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Posted: 7th Mar 2011 05:42 Edited at: 7th Mar 2011 05:50
What does it look like at a much lower ambient lighting? Do you have a stock fpm that I can take a look to confirm. If I think it is a bug or something that should be looked into, then I will be glad to report it for you.

It might be the old bromide, "If it hurts when you do that then don't do it."

Addendum:

For those who don't get what I'm saying. If high ambiance produces something that doesn't look right then don't use it. Try something different instead.
KeithC
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Posted: 7th Mar 2011 05:49 Edited at: 7th Mar 2011 06:24
Brightness up:

Brightness down:

It looks like all static entities are affected by light only, and not ambiance at all. As you can see in the first image; the shadows show that the object is only detecting the light above, and not the level ambiance.

Here's how it looked in 1.17:



-Keith

Flatlander
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Posted: 7th Mar 2011 06:01
I'm not sure what you are trying to say or what the issue is. I see that there is very little detail in the shadows. That is expected. It also seems that there is really no way to adjust the contrast. That means that there will be more detail in the shadows but the the lighted area could be more washed out. Anyway, that's in photography.

You never did answer my question about what your preferences are and how your setup is configured so I'm going to stop right here. Someone else can chime in.

If your "Light shadows" is set to best quality you might want to go for best performance and see what that does. If your lightmaptexsize is 1024 might put it down to 512 or if 512 see what 256 looks like. If your lightmapquality is more that 30, might go down to 30 or 20.

Last thing I'll say because it's looking more and more like not a bug but just not liking how things are turning out with the lighting. Also, customized segments and entities (especially when dynamic) may be made in such a way as strange lighting happens. Sometimes it could be a bug and other times it might need to be remade. A good example of that is the Egyptian segments. That strangeness was definitely a bug.


KeithC
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Posted: 7th Mar 2011 06:08 Edited at: 7th Mar 2011 06:17
This level was lit and ran fine in 1.17. I've used the same or similar settings in 1.18; with the above as a result. Setting the lightmap quality too low causes the appearance of seams in the segments, which is a no-no.

Here's the whole thing:



As you can see from this image; a combination of ambient setting (75) and lightmap quality (32), along with static light placement...gives the illusion of global illumination, creating a "light-bounce" effect on all objects and segments. This shot was done in 1.17 with the settings listed above.



In this image (1.18 B10); the lighting is unrealistic, when I try to get that "light-bounce". The light cut-off is much harsher; where it should be gradual:



-Keith

bond1
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Posted: 7th Mar 2011 06:15 Edited at: 7th Mar 2011 06:18
Keith, I can't reproduce this on my end with beta10. In my pic, the barrel is static, and does not use a shader, and ambient light affects it as expected. Do you have shader effects on or off?



"bond1 - You see this name, you think dirty."
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jbfreeze
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Posted: 7th Mar 2011 06:16
with the new beta the when i try to activate shaders on a map its just empty no entities no segments nothing in the scene
KeithC
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Posted: 7th Mar 2011 06:18 Edited at: 7th Mar 2011 06:24
@ Bond: I have full shaders on. Everything else in my settings is listed in the code block.

Here's that view I showed the comparison of (ambient high and low), in 1.17...the way it should look:



-Keith

bond1
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Posted: 7th Mar 2011 06:34 Edited at: 7th Mar 2011 06:44
@KeithC: I'm a bit confused, are you saying that ambient light settings are not affecting your static entities (it is working fine for me). What ambient setting are you using? The lighting for me seems no different than in 1.17, and certainly nothing like the image you posted. Maybe build a simple map using stock media that we could compare between us.

I get the same nice soft lighting in beta10 as in 1.17:


"bond1 - You see this name, you think dirty."
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KeithC
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Posted: 7th Mar 2011 06:44 Edited at: 7th Mar 2011 06:46
I'm saying that the ambient light isn't affecting the static objects at all; whether it's light ambiance, or dark...makes no difference.

This is ambiance all the way up, it isn't affecting the objects at all:



Here I've taken one object and made it dynamic:



-Keith

bond1
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Posted: 7th Mar 2011 06:48 Edited at: 7th Mar 2011 06:53
Well that is certainly odd then. Because as I mentioned earlier it works for me. Here is another screenshot of my above image with ambience all the way up, and it is clearly affecting my static entities normally.

Can you reproduce the problem with just a small room using stock media, just to see if it works under those simple circumstances?




"bond1 - You see this name, you think dirty."
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KeithC
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Posted: 7th Mar 2011 06:55 Edited at: 7th Mar 2011 06:59
Here's a quick level (.fpm) you can check out (assuming you have MP 3 for the crate). This is what I see on my end:





Ambiance all the way up:



-Keith

MK83
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Posted: 7th Mar 2011 07:13
@KeithC, tried your .fpm. Everything looks as it should for me with ambiance up and down. Strange how some people get some problems and others don't. Like I have to add a static entity to my level or the room segment and floor become invisible.

mk83 Productions
bond1
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Posted: 7th Mar 2011 07:13 Edited at: 7th Mar 2011 07:15
All looks OK here as well, the crates scale up in brightness as ambient light is raised (had to use a different crate though, I don't MP3 installed).



"bond1 - You see this name, you think dirty."
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KeithC
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Posted: 7th Mar 2011 07:14
Thanks for the help guys; this is getting pretty irritating. Not sure what's going on; I only know that it's not good.

-Keith

Flatlander
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Posted: 7th Mar 2011 07:16
This is what I was asking for and it took Bond1 to get it. Fancy that.

I just downloaded it and will also try it.
KeithC
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Posted: 7th Mar 2011 07:20 Edited at: 7th Mar 2011 16:05
Wasn't trying to slight you Terry; it's 1AM here, and I'm pretty tired from the work day/week. I thought I posted what you wanted after your last post up there, before Bond started helping?

-Keith

Nickydude
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Posted: 7th Mar 2011 13:26
Tested your map Keith and the ambience works fine for me also and there is no 'black-blob-light'.

KeithC
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Posted: 7th Mar 2011 16:02 Edited at: 7th Mar 2011 16:06
Was this the same issue (look-wise) as was reported for the Egyptian segments? Except I'm getting the problem with stock segments too.

Is there anything about my settings that are off?



-Keith

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Posted: 7th Mar 2011 17:07
Looks like it's wanting to store just the light information from the level and not ambient like you said. So it's hanging on to some kind of information from another build or settings that you've edited before.

Your setup.ini looks fine. Try FPSCreator Cleaner and a PC reset.
KeithC
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Posted: 7th Mar 2011 17:42
I tried what you said, and it's still the same. I appreciate the help though.

-Keith

Woolfman
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Posted: 7th Mar 2011 17:59 Edited at: 7th Mar 2011 18:02
Another thing to try is Shaders off. Question, When you move one of the objects in the level it still has the problem right?

Uploaded my settings so you can test it with that. Not much different then yours but it's worth a shot.
KeithC
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Posted: 7th Mar 2011 18:13
Tried it; same issue. Thanks again.

-Keith

Woolfman
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Posted: 7th Mar 2011 18:40
Gah. Good luck. I think I had this problem too but can't remember the fix. Those are the things I would have tried before I just say forget it and reinstall FPSC and deleting the left over folder.
Scene Commander
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Posted: 7th Mar 2011 19:28 Edited at: 7th Mar 2011 19:30
The shaders are all working fine for me.

However, my wife, is having problems on her machine which runs perfectly on V117 with full shaders, but all segments are invisible with V118 upwards with full shaders on, but all is fine with the shader turned off.

Her card is a Nivida 6600gt, which should run 3.0 shaders and has the latest drivers. I believe she posted the bug on the google code board, but is anyone else is experiencing this problem?

http://jimjamsgames.yolasite.com
KeithC
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Posted: 7th Mar 2011 19:33
My card is an NVIDIA 460GTX.

-Keith

bond1
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Posted: 7th Mar 2011 19:41 Edited at: 7th Mar 2011 20:01
Keith, here is a built game of that simple map. Download and see if it works. If it DOES work, then I'd say you have a problem with your FPSC installation. If it doesn't work, then I'd say the problem lies with your system - although a GTX460 wouldn't be the problem unless your driver somehow got borked - it's one heck of a good card.

http://mjblosser.com/keithctest.zip

SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
KeithC
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Posted: 7th Mar 2011 20:01 Edited at: 7th Mar 2011 20:08
Downloading now...

Played it; and it works. I don't see any issues with garbage shadows.

-Keith

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