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FPSC Classic Product Chat / V118 Public Beta 17

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bond1
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Posted: 7th Mar 2011 20:20 Edited at: 7th Mar 2011 20:21
Well, at least that narrows things down quite a bit then! Looks like a full clean reinstall is in order for you...

SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
KeithC
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Posted: 7th Mar 2011 20:36 Edited at: 7th Mar 2011 20:38
Reinstalled:

1.18 B10:



To note; after installing the first time (as it did last time), it popped up with a screen saying that it may not have installed correctly. Giving me the option of clicking "install with rec. settings" or "it installed correctly". This time I picked the former, and it works now. Strange. Thanks for all the help and persistence everyone!

Although I didn't do a full reinstall (uninstalling everything), I simply installed over the B10 with the same downloaded copy I had. Just chose a different install setting this time.

-Keith

bond1
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Posted: 7th Mar 2011 20:45
Ahh Windows, I've seen that box pop up before and I'm thinking, "How in the heck am I supposed to know if it installed correctly or not?!"

SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Soviet176
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Posted: 7th Mar 2011 20:59
Quote: "Played it; and it works. I don't see any issues with garbage shadows."


Does the odd shadows only happen in test game Keithc?


KeithC
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Posted: 7th Mar 2011 21:04
Not anymore Soviet. Reinstall seems to have fixed it.

-Keith

Flatlander
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Posted: 7th Mar 2011 21:06
Quote: "I'm thinking, "How in the heck am I supposed to know if it installed correctly or not?!""


I guess I just figure if the install itself doesn't crash then it installed correctly. But, then again, I'd never see MS W7 message would I?

Keith, I can see why you were concerned because the image above looks really nice and even more realistic. It seems it looks better than the v117; in which it is supposed to look better.
LeeBamber
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Posted: 7th Mar 2011 21:11
Hi Guys,

Pleased to hear the problem is solved. The only thing I can think of is that some of the files where locked when the install took place. Always a good idea to reset your PC before you apply an update, so Windows has every opportunity NOT to lock files and generally misbehave.

Hope BETA10 is okay!

I drink tea, and in my spare time I write software.
Payam
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Posted: 7th Mar 2011 22:03
Here is what I saw in a very old laptop with this spec:
VGA:Intel 915GM
CPU:1.6 GHz
Ram:1 GB
Screen:

Attention:Look at those segments.It happens in all versions of FPSC with 915GM because the shader of that VGA is low.And after testing with GT330M I saw everything normal,so the level is okay.

Have our guns was a mistake!!!

I am PaYaM
jbfreeze
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Posted: 8th Mar 2011 00:07
when I try to enable shaders all of the objects disappear this never happened before see attached image
jbfreeze
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Posted: 8th Mar 2011 00:08 Edited at: 8th Mar 2011 00:10
sorry for the double post
Nazareth Entertainment
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Posted: 8th Mar 2011 00:10 Edited at: 8th Mar 2011 00:18
Im getting some sort of blue shadow apearing on the wall behind the lighting, and on the floor where the light is shining, and every time i move, it moves, its weird, never had any problems like this before

i read all what keith c was saying and what he was eperiencing, but i tried reinstalling and nothing has changed

here are some pics







could some one please tell me whats wrong coz its near impossible to construct levels with this bug, as it inpares my visual goals

Deathkon 3000
bruce3371
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Posted: 8th Mar 2011 02:27 Edited at: 8th Mar 2011 02:29
I've just tried a test build and got an error message in Beta 10. I have shaders and textures etc set to full, with postprocessing set to 1. The 1st screenshot shows the initial error message I received, followed by the 2nd error (shown in the 2nd screenshot) which appeared after I clicked ok in the 1st error, if that makes sense.





Any ideas?

[edit] Sorry, I forgot to re-size the images [/edit]

Tony06270
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Posted: 8th Mar 2011 02:30
Hello.

[Nazareth Entertainment : I have exactly the same problem ... glad to know I'm not alone.]

Tomorrow I'll make a video to show you.
Please guys, help us.
Woolfman
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Posted: 8th Mar 2011 03:12 Edited at: 8th Mar 2011 03:12
bruce3371 2 things, you might have a model that has way to many polys or is bugged OR your running out of memory to build your level.

Try testing a smaller map.

As for Nazareth Entertainment and Tony06270. Need more info. Can't help ya if you don't say any settings. But I have a feeling that it's has something to do with the shader. Try turning it off and see what happens.
Jennwolf
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Posted: 8th Mar 2011 03:21
I've also encountered that problem on v1.18.009, this 'blue-ish blob shadow thing', guess what I did ?


I've reinstalled v1.17 ...
Flatlander
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Posted: 8th Mar 2011 03:31
@Nazareth Entertainment and Tony06270

This could be similiar to what Nickydude has been experiencing with the Egyptian segments. The only difference is that the color of the blob is black rather than blue.

What segment are you using? Is it a customized segment or is it a stock or model pack segment? If Model pack which one? I might have it.

If it is the same thing that is happening with the Egyptian segments then there is good news on the horizon. Lee has confirmed it and is working to fix it.

Tony06270
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Posted: 8th Mar 2011 12:08 Edited at: 8th Mar 2011 12:37
Hello.

Segment Metro theater, Doomster : http://www.youtube.com/watch?v=RK8jKCfGaOg
Link to download the video (better quality) : http://uploading.com/files/4febdda7/FPSC.flv/

Processor : Intel(R) Core(TM)2CPU 6600 @ 2.40GHz(2CPUs)
OS : Windows xp 32 bit (sp3)
Graphics Card : Nvidia 9800 GT 512MB
ram : 2 GB

Thank you.
[Edit : On my PC it gives me this problem with all segments...]
Deathcow
FPSC Reloaded Backer
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Posted: 8th Mar 2011 12:32 Edited at: 8th Mar 2011 12:33
The attack of the blobs.

It looks like the problem is to do with the bump.fx and bumpent.fx shaders. They now require the _n (normalmaps), so adding the normalmaps fixes the problem.

I never noticed this problem, but I removed the normalmaps on my game to test something and noticed the problem some have been reporting.



DC

KeithC
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Posted: 8th Mar 2011 14:10
All I did was tweak the ambiance in-game, and then through the global settings (down to 8); now all entities are black again, in two separate games! I tried restarting the PC...didn't work. I'll try reinstalling the Beta...again. This is getting old.

-Keith

jbfreeze
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Posted: 8th Mar 2011 14:15 Edited at: 8th Mar 2011 14:16
I still have a problem with the shaders
KeithC
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Posted: 8th Mar 2011 14:19
Reinstalling the Beta worked. I have no idea why tweaking the ambiance in the editor (first do it in-game, down to 8....then press enter; then get out of game, go to global settings and tweak overall/R/G/B to 8....then go back into game) is screwing things up like this.

-Keith

Doomster
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Posted: 8th Mar 2011 14:28 Edited at: 8th Mar 2011 17:39
@Tony06270: The problem is, that 1.18 applies Shaders to every Segment, even if they don't have the required shader maps (afaik).

Since the applied shader uses a "light" at the Player Position and applies it to the segments, to give this "specular" effect you see on Metro Theater segments, and the "Old Mansion" Pack doesn't have the Shader Maps, that's used to calculate the Light's Colour, it'll create this "blob" effect instead (Correct me if I'm wrong, bond1. ).

Could you try the attached segments and check if the blob issue is still present with them?

Quote: "near impossible to construct levels with this bug"

And it's not nearly, but definitely, impossible to release games with Stalker Weapons.

-Doomster

Scene Commander
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Posted: 8th Mar 2011 17:13
A reinstall didn't help my wife's issue. As she's running V117 without any problems, I can only guess that it's a V118 issue with the shaders.

http://jimjamsgames.yolasite.com
KeithC
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Posted: 8th Mar 2011 17:20
Oh I fully expect it to crop up again, don't get me wrong. It's just not easy duplicating the problem.

-Keith

JC LEON
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Posted: 9th Mar 2011 00:39 Edited at: 9th Mar 2011 00:42
hi, can you explain me the differences between the values and if mine is a good setup.ini file?


and if not ...wahat are the best settings for it..

my sytem specs are

e8400@4500ghz (dual core)
4gb ddr2 1066
hdd 1500gb sata2
svga ati 4870 512mb gddr5

thanks..
Flatlander
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Posted: 9th Mar 2011 02:00
lightmapquality=85

30 is probably a better number. The higher the number the more memory is used when compiling. Anything higher than 30 you probably won't notice a difference anyway. Unless you have very good eyes.

postprocessing=1

If you don't want bloom then set this one to '0'

Other than that the default values are good.
JC LEON
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Posted: 9th Mar 2011 09:58
Thank you Flatlander..

I want Bloom so i can maintain 1 in postprocessing..


a little question ..

in test game if I want to change ambient lightining i must use "," and "." instead "<" and ">"..and can change onle RED, but GREEN and BLUE remain ever the same.. why?

and when I press ENTER to confirm the choose after I Esc from game test and insert a new segment or entity in the map , and I restart a test game , the ambient light is DEFAULT instaed to mantain my choose..why??
Flatlander
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Posted: 9th Mar 2011 14:18 Edited at: 9th Mar 2011 14:29
Quote: "and when I press ENTER to confirm the choose after I Esc from game test and insert a new segment or entity in the map , and I restart a test game , the ambient light is DEFAULT instaed to mantain my choose..why?? "


I get the same thing. Doesn't seem to be very helpful does it? It's not a bug just the way it was programmed.

Quote: "in test game if I want to change ambient lightining i must use "," and "." instead "<" and ">""


Actually it is the "," and "." and not the "<" and ">" Pressing shift with the "," and "." will not change test ambience.

Quote: "
..and can change onle RED, but GREEN and BLUE remain ever the same.. why?"


In test level how are you changing "red?" I didn't know there was a key to be able to change the ambient colors.

In scripting there are action commands that allows you to change ambience and the ambient colors. In the test mode (level) this just allows you to see if there is an ambience that would be better suited for the particular level or for a particular area of the level. Once you decide which ambience level you like then you use the "ambience=" command to change it to the desired ambience.

girlgamer404
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Posted: 9th Mar 2011 15:01
I downloaded it with firefox, do i open it?? Cos my FPSC doesn't look differant
JC LEON
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Posted: 9th Mar 2011 15:54
@ ok Flatlander ...thanks..I understood...

i'll try it...
Scurvy Lobster
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Posted: 9th Mar 2011 17:52
girlgamer404: yes, if you downloaded the update you need to run the file and let the installer do the actual updating. FPSC itself won't look all that different from an update but depending on which version you where using before new features and more stability will be added.

Payam
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Posted: 9th Mar 2011 18:09
Does anyone how long does it take to release V1.18.
I know no one know when it will be finish but is it near to it's end?
Now I'm working on a game for a competition but and I have to send my game next week and there is no time.
If V1.18 will come out soon I will add some features then but if it takes more time I can send my game without those features.
Is beta 10 stable enough for competing in a competition or V1.17 is more stable?
Maybe I have to change my levels by changing the version.

Have our guns was a mistake!!!

I am PaYaM
veer
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Posted: 9th Mar 2011 18:42
Quote: "Is beta 10 stable enough for competing in a competition or V1.17 is more stable?"


v117 is stable except...saving/loading error

v118 beta 10 ...still some bugs
girlgamer404
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Posted: 9th Mar 2011 19:13
I downloaded it, its cool but when I was falling from a really high height and I fell through the ground, also is it bad if the poly count meter is high? Thanks
uman
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Posted: 9th Mar 2011 21:35 Edited at: 9th Mar 2011 21:36
I am getting a reduction of 30fps by using any kind of lightmapping at all in beta 10 and that in addition to the higher AI drain which seems to have crept in from previous versions.

I dont use lights at all therefore. I get 10fps in game level if I do. Lovely.

I have to use an older version of the game and editor .exe or its hopeless for me.

Think this version and the previous has killed me dead. Things cant get much worse as far as it goes for me at least.



250 seamless textures : http://www.umedia.co.uk
Nomad Soul
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Posted: 10th Mar 2011 00:41
@Uman

If you use V117 with WASP mod thats the best combination for performance in the testing I've done. Like 60fps most of the time.

I think we should consider taking the best parts of V118 e.g. the limb detection system and save/load bug fixes, add them into V117 and consider that V118 done with.

V118 has been plagued by noticeable bugs and performance drain which I agree is worrying. Sometimes its better to take a step back then persist trying to fix something.

Flatlander
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Posted: 10th Mar 2011 01:06 Edited at: 10th Mar 2011 01:12
I'm using v1.18 beta 10 with rpg mod in my WIP game. I have yet to have any difficulties. Because my OS is W7 x64 I am using the patch and the level I am working on now uses 3101 MB of memory to build (compile). It is fairly large and my setup.ini lightmapping textures are 1024 and 100% quality. My FPS is 60.

There are only two main issues I have. Egyptian segments (same one Nickydude has) and a load problem with a character that has stopped at a waypoint. Both of these are being fixed now.

There are two other issues that Lee is now in the process of actually fixing. I'm hoping the bug fix release for these will be coming out shortly in Google code.

There's a handful of other bugs that Lee is looking at but has not yet accepted. I don't think he wants to get too far ahead of himself so he can concentrate fully on what he is currently working on. (My bad; I ended that sentence with a preposition ).

Flatlander
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Posted: 10th Mar 2011 02:09 Edited at: 10th Mar 2011 02:10
release 422

Quote: "Fixed issue of character on different level not being able to shoot player when he's under a segment wall (ray cast accuracy code did not allow for elevation)"


This and the subsequent releases will presumably be in beta 11.
BlackFox
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Posted: 10th Mar 2011 03:38 Edited at: 10th Mar 2011 03:42
@ Uman

We share your frustration. My wife and I just scrapped on of our major developments we have had going for two years. We were building it in v1.17 and discovered some major issues. Bare in mind this development was started twice- once when we went from v1.15 to v1.16; and the second time upgrading to v1.17. Then we installed v1.18 and decided to start from scratch yet again. After rebuilding our first level, it was nothing but disaster. First it was some error with it not being able to create DDS texture (I assume because some media had JPG texture files). Then when I finally managed to build, the FPS on the level went down to 10. Originally I was averaging 42-50. Too much of a drop for my liking. The sad thing is that only two levels were underground- the rest were outdoor. Not good at all.

@ Nomad Soul

Quote: "I think we should consider taking the best parts of V118 e.g. the limb detection system and save/load bug fixes, add them into V117 and consider that V118 done with.

V118 has been plagued by noticeable bugs and performance drain which I agree is worrying. Sometimes its better to take a step back then persist trying to fix something."


I agree with you 100%. V1.09 is starting to look good (kidding).

- BlackFox

The function of good software is to make the complex appear to be simple.
Scene Commander
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Posted: 10th Mar 2011 09:00 Edited at: 10th Mar 2011 09:01
Quote: " "I think we should consider taking the best parts of V118 e.g. the limb detection system and save/load bug fixes, add them into V117 and consider that V118 done with."


I'm not sure about this completely, there do seem to be major issues with the shaders now,but I certainly would like to see water retained as I don't think that's related to the issue.

The lightrays don't really work and are a massive drain on FPS, so I don't think that they've added anything and possibly are a cause of other issues.

I could be wrong, but the GUI system seems fairly pointless, and from reading through the code I'm not sure all of the features actually work, but I'm happy to be corrected.

What I do think is that there should be a lot of consideration given to a halt to adding major new features until the new ones aren't just bug free, but actually work well. My main concern is with the AI. Hockeykid made a good start, but most of the time they all just stand around looking lost for me, and the quality of AI in FPSC is behind even games made 12 years ago.

Just my thoughts.

http://jimjamsgames.yolasite.com
Thraxas
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Posted: 10th Mar 2011 09:31
Quote: "but I certainly would like to see water retained as I don't think that's related to the issue."


Personally, after lots of testing, water doesn't seem to affect performance at all on my system. I get the same frame rate whether I have it in the level or not.

As yet, I haven't had any crashes that I can put down to using the water either.

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
Doomster
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Posted: 10th Mar 2011 13:59
Quote: "The lightrays don't really work and are a massive drain on FPS, so I don't think that they've added anything and possibly are a cause of other issues. "

Signed, I don't think that Lightrays are needed, as they slow the Game down (1-3 FPS average on my system, while the normal Post Processing shaders at least run with 20 FPS on my system), and the effect can be created using Decals or Entities, anyway.

-Doomster

uzi idiot
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Posted: 10th Mar 2011 18:22
I'm having problems with the culling.
Mainly in custom segments, on stock or model pack segments I get little or no problems.

It's very noticeable on half high ceilings and floors.

I have 2 screen shots in a .zip file attached to demonstrate.

Has the culling system been changed or is it just a problem with my segments?

good frame rates matter... and a low ping might help XD
Tombsville
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Posted: 10th Mar 2011 20:06
@ uzi idiot

The images you zipped were from beta 9. You might try beta 10 as there are lots of tweaks that seemed to correct some problems, at least many of the issues I was experiencing from the previous releases.

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
veer
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Posted: 10th Mar 2011 21:06 Edited at: 10th Mar 2011 21:06
@F l a t l a n d e r

found two more bug....beta 10

1)when u die in game ....you start from your original position....but the player is stuck in the ground and can't move


2)start new game then save and load.....there is image of gun in left side ...see attached image
wizard of id
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Posted: 10th Mar 2011 21:10
Quote: "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?"


Yip same problem (AMD HD4650), I downgraded to the last stable one which was 1.18.7. I do however still need to add a single floor segment with no shader to make full screen shaders work.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 10th Mar 2011 21:36
Quote: "30 is probably a better number. The higher the number the more memory is used when compiling. Anything higher than 30 you probably won't notice a difference anyway. Unless you have very good eyes. "

I disagree ; )

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
uzi idiot
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Posted: 10th Mar 2011 21:50 Edited at: 10th Mar 2011 21:55
@Tombsville: I've just upgraded and, while it's was a slight bit harder to produce, it's still happening

[edit]Also, gun smoke is messed up[edit]

good frame rates matter... and a low ping might help XD
veer
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Posted: 10th Mar 2011 21:52
@F l a t l a n d e r

in your map veer1.fpm

i replaced the vicker gun with errant AI/m249A

same error after killing third zombies ......
girlgamer404
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Posted: 10th Mar 2011 23:38
I loaded one of the levels I made when I first got FPSC and there were no footsteps sound effect, no door opening sound effect and every time I shot with my gun it moved the screen up. Um how do I downgrade this version, y'know uninstall it?

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