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FPSC Classic Product Chat / V118 Public Beta 17

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Tombsville
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Posted: 14th Oct 2010 21:22
Quote: "Yeah, I think there were a few graphical updates between the 2 (Like the overdosed bloom) which causes lower spec machines to lag a little more."


What concerns me is that I have turned all postprocessing effects (bloom/blur) off not to mention all shaders.

I've also set lightmapping to performance level and have textures at medium quality.

I would normally get almost 70 fps on these settings with 1.17.

As it stands, I am now getting 30-60 (mostly lower) on the demos.

I could understand a "little lag" but this seems to be a bit more than that.

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
Payam
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Posted: 14th Oct 2010 21:30
I think in the real and original update there should be some hand sets texture,I mean more than one.

And the water effect is not bad but it steel not okay and it needs more work to be an acceptable water.

Sorry for this here:
I think a new Fenix mod should release because V1.18 and Fenix 1.2 can be very powerful together.

Have our guns was a mistake!!!

I am PaYaM
Nomad Soul
Moderator
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Posted: 14th Oct 2010 21:39
Yeah so I've been checking out the latest V118 BETA 2/3 and it seems a little incomplete.

Theres a number of issues with the water, I can't seem to find any flak entities, the documentation (addendum) hasn't been updated with details of the new features and I totally don't get the new GUI system at the moment.

I've found the same issues as other people with water:
- Entities freeze when they hit the water surface and just sink (no physics).
- Entities cannot be seen below the water surface
- Ceiling / skybox is not rendered when under the water looking up
- Player gets moved through segment floors when swimming underneath
- No control over reflection and refraction settings

The swimming is quite good and the sound effects are convincing but the rendering and physics needs some work.

I think I'll come back in another week or so before testing V118.

A dude
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Posted: 14th Oct 2010 21:45 Edited at: 14th Oct 2010 21:48
Why is the bloom so powerful? Can I lower it?

Oh, and in the water script, is it by feet or inches? I mean the number like 550.
knxrb
FPSC Tool Maker
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Posted: 14th Oct 2010 21:52 Edited at: 14th Oct 2010 21:52
Quote: "Oh, and in the water script, is it by feet or inches? I mean the number like 550. "

The number is measured in the size of the segments. One segment height is 100 so if the number is at 550 it will be halfway between the 5th and 6th layers from the bottom.

knxrb
Bigsnake
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Posted: 14th Oct 2010 22:30
Quote: "Why is the bloom so powerful? Can I lower it?"


No offence to whoever did the bloom but they failed a bit with getting it correct

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Payam
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Posted: 14th Oct 2010 23:20
And why the new version is too big,I thought the whole of it is 150Mb but we have one part for 75 Mb and 2 Parts for 125 Mb and they are just Beta versions,If just 25 Mb of them are the same so we have 275Mb new and the original file will be 300 Mb I think.

I know some game engines with the size of lower than 300Mb but this is just an update and it is 300 Mb,I just said wow after seeing the size .

Have our guns was a mistake!!!

I am PaYaM
=chris=
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Posted: 14th Oct 2010 23:35
I think the low frames per second have something to do with the water. The water uses a lot of fpsc's data. Thats what i beleive atleast
assaam
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Posted: 15th Oct 2010 00:12
Okay, i found another bug,i'm not sure if this is a new bug since i have not built a game since v117 was ready, but every time i try to build a game, the FPSC crashes during the last step. The interesting thing is that i found a few older maps (v116)that caused v116 to crash or play diashow, but work perfectly now. However, everything i try to build with v117 or v118 beta3 and looks like more than maybe a few minutes of work crashes. screenie attached.

it's not metal just because it sounds like explosive diarrhea.
Conjured Entertainment
AGK Developer
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Posted: 15th Oct 2010 00:29 Edited at: 15th Oct 2010 00:35
Another beta so soon, and with water, wow!

I am looking forward to trying this out after the download.

THANKS TGC!!!



@Rolfy
Your first screenshot of the water reflection looks awesome.

   Conjured Entertainment

 WARNING: Intense Madness
Hockeykid
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Posted: 15th Oct 2010 00:32
Quote: "-When looking up underwater all I see is the room around me but flipped and motionless"


This has something to do with the segments using shaders, for now you can turn full screen shaders off while I try to fix this issue.
Quote: "-You can't move water up and down with the + and - key, this may not be a bug, but it's nice"


You can use the Page Up and Page Down keys.

Quote: "-Water physics are all messed up, if you throw something on the surface it "sticks" to the water"


This is only if the object does not start it the water, but I do agree. Lee asked me to fix it and I had forgotten to.

Quote: "-When moving an object underwater and letting go underwater is just freezes"


Could you please provide me with step by step instructions on how to reproduce this.

Quote: "-Sometimes when I fire a weapon the light it gives off freezes and room stays orange"


This might be because you attempted to use the + and - keys to change water height. Those two keys have their own test game functions and if I remember correctly pressing this in test game causes that to happen.

Quote: "- The room next to me is reflected in the water when I am close to the surface."


Quote: "- Sometimes walls become invisible."


Could you please provide me with a .fpm (using only stock media) showing me these two issue?

Quote: "- The crosshair is reflected in the water."


Fixed

Quote: "Having trouble getting win zone to work on 1.18 beta 3.
Player enters win zone and game does not exit.
Just makes a click sound as the player first enters it."


Seems to be working fine for me, could you provide me with a .fpm please.

Quote: " at all but could use some control over reflection, refraction"


I can look into the reflectivity of the water, but as for refraction you can use the waterspeed=x scripting command to alter the refraction speed. (on a scale of 0 to 100)

Quote: "I think a new Fenix mod should release because V1.18 and Fenix 1.2 can be very powerful together."


This is not the thread to be discussing that in. Besides, I already said no.

Quote: "- Player gets moved through segment floors when swimming underneath"


Seems to be working fine for me, could you provide me with a .fpm please.

rolfy
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Posted: 15th Oct 2010 01:21 Edited at: 15th Oct 2010 01:27
Quote: "Just saying, About this whole water thing, has anyone ever noticed that this is a beta ? Therefore meaning it is under testing so there will be bugs that should be stated and not repeated again and again"

Heck, I must have missed the fact it says Beta in the title, could you point us in the direction of the thread that were supposed to post bugs in?
Is one person experiencing a problem a bug? or do you need more than one to make it so?
Just asking
Soviet176
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Posted: 15th Oct 2010 01:28
@hockeykid

Made a video confirming some of the bugs users are getting. Here you go.

http://www.youtube.com/watch?v=miTWfNgfo8A

Putting fear back into sliced bread since 4th May 2010
King Of Khaos
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Posted: 15th Oct 2010 02:15 Edited at: 15th Oct 2010 03:34
I think v1.18 should support pickobject. None of the pickup prompts show up in my game, and it's just something handy to have.

Cheers, Jake
------------------------------------------------------------
-The Clarkson Residence- (WIP)
2 Rogues
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Posted: 15th Oct 2010 03:24
I don't know if it's normal, but the water doesn't reflect from the bottom. It acts like the water for apple juice mod. Also, dynamic object reflection would be nice.
Brunopark09
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Posted: 15th Oct 2010 03:29
Well. here a FPI bug?

I made a pickup item that set the goblarvar to 1, the variable allows me to display a hud when i press the n key

but when i hit the n key with the item and the hud script aplied in a dinamyc light and i didn't pick up the item i get stuck and i can't move!

SCI FI MEDIA IS NEVER ENOUGH!
King Of Khaos
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Posted: 15th Oct 2010 03:37 Edited at: 15th Oct 2010 03:39
I meant pickobject, not FPGCRAWTEXT... I think. Maybe both. Because when i try to pick up a key using The Storyteller1's text script, the game doesn't exactly freeze, but the player does. I can't move or do anything besides exit the game. That's only when i try to use the pickobject with FPGCRAWTEXT.

EDIT: You beat me Brunopark09!

Cheers, Jake
------------------------------------------------------------
-The Clarkson Residence- (WIP)
defiler
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Posted: 15th Oct 2010 03:39
Where do i go to mess with the Anti Aliasing?

Limitless Box studios current project: Lost Contact

ArcGames
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Posted: 15th Oct 2010 04:44
Has anyone tried doing a BUILD GAME yet? When you do and then you try to run the game you made, all you get is a BLANK SCREEN, anyone know why and when or if this will be fixed/addressed?
double
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Posted: 15th Oct 2010 13:49 Edited at: 15th Oct 2010 13:50
"I don't know if anyone has reported this, but if you build a game and try to play it. It does not load the menu and you can only see a black screen"

i have the same bug
knxrb
FPSC Tool Maker
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Posted: 15th Oct 2010 14:36
Quote: "anyone know why and when or if this will be fixed/addressed? "

As I've already said above, I'm fixing this bug

knxrb
xhogan89x
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Posted: 15th Oct 2010 15:48
how to use the water? o_O
Arseny
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Posted: 15th Oct 2010 16:20
Where I can see the changelog of beta 3?
bruce3371
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Posted: 15th Oct 2010 17:20
Quote: "how to use the water? o_O "


This has been explained at least twice in the previous pages of this thread, it doesn't need to be explained yet again.

xhogan89x
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Posted: 15th Oct 2010 20:42
beta 3 is full of bugs wait the next beta...
bruce3371
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Posted: 15th Oct 2010 21:56
lol, the whole point of a beta is to TEST for bugs, so why should we skip testing one beta version and wait for the next one to test?

A dude
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Posted: 15th Oct 2010 23:12
@Whoever made the water,

Can you make it when I press the page up or down keys, a HUD appears and show how high the water is like the ambience.
knxrb
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Posted: 16th Oct 2010 00:41
Just to let you all know, the black screen after building a game has been fixed and should be in the next beta.

knxrb
raymondlee306
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Posted: 16th Oct 2010 00:55
I did notice that if the water is on level 595 and you are swimming on level 5, you can swim up to the ceiling and if you keep looking at the ceiling and holing "w" you can swim through the ceiling and be standing on the floor of level 6.

My other question is can you limit the area the water is created? There are times when you might not want the whole level to contain water.
Crazy Acorn
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Posted: 16th Oct 2010 01:14 Edited at: 16th Oct 2010 01:15
@ Everyone who needs help making water and adjusting water levels!!!

Steps
1. Place trigger zone (does not matter where)

2. Select the "Trigger zone"" and in "Main" put the "water script" which is located in the "water" folded

3. Start the game

4. The water is going to be very high up but don't worry

5. Use the "page up" and "page down" buttons to lower and raise the water levels until you are satisfied.

END

Flatlander
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Posted: 16th Oct 2010 01:24
Thanks Gorlocks. Very straight forward and easy to follow. I wanted to know how to do it as well.

But, be aware, eventually someone will ask again.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
A dude
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Posted: 16th Oct 2010 01:30
AND you can change of the height of the water in the script.
Nbt
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Posted: 16th Oct 2010 01:57
Quote: "Just to let you all know, the black screen after building a game has been fixed and should be in the next beta."


Nice one Robbo

Crazy Acorn
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Posted: 16th Oct 2010 02:21
Quote: "AND you can change of the height of the water in the script. "


Yes but that take long and a bit more confusing

@ F l A T L A N D E R

Thanks! And when the ask we could just quote it or something

A dude
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Posted: 16th Oct 2010 02:28
Quote: "Yes but that take long and a bit more confusing"


When you press the pg up & down keys, does it change the script?
Crazy Acorn
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Posted: 16th Oct 2010 03:32
honestly... I don't know, but I would say no...?

Nbt
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Posted: 16th Oct 2010 05:23
Doing it via the script is not too confusing really. Just remember a map layer (and a single segment wall) is 100 units high.

So to have water halfway up the walls you would use "waterheight=50" (around chest high on a stock AI) and to fill a single map layer from floor to ceiling you would use "waterheight=100" and so on.

For almost waste high water use "waterheight=25" which is about the height of the crutch on a stock FPSC AI.

By doing it in the script, you can save a few water scripts for the various useful heights as well as other adjustments, so you can pick the one you want when building your maps.

Wise Wowk
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Posted: 16th Oct 2010 05:37
Is this like Fps Creator x10?
How do you edit water levels (if there is water yet)
But, the water is quite interesting,
One problem is that when an object is like have in water you can only see the part of the object that is above water, unless
you go underneither.

And,
When I tried the law,
I shot a bullet then this big yellow light just stayed on my level.. That needs to be fixed...
I'll try more weapons now.
Wise Wowk
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Posted: 16th Oct 2010 08:47
I took a video of the water effects incase
anyone wants a preview of what it looks like.
The collision splash and sound need to be added.

http://www.youtube.com/watch?v=LnOXwt5pNW8
Deevos Cranium
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Posted: 16th Oct 2010 13:11
Apart from the bugs that have been stated for the BETA(which i have also had)the water looks fantastic and the hands for the stock weapons are cool.
Also,i am sure all the bugs will be ironed out and V118 will be fantastic when it's released.
The framerate has dropped a little bit due to the water but its still better than any framerate before V117,things are looking good and i am impressed with BETA v118 so far

Oh,and for users who dont want to read every post from the start,if you have underwater reflection problems just turn off full shaders and then problem solved.

Your signature has been erased by a mod please reduce it to 600x120 and no anim.
Metal Devil123
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Posted: 16th Oct 2010 17:42
Quote: "But, be aware, eventually someone will ask again"

Quote: "How do you edit water levels (if there is water yet)"

And there it came!

Quote: "I shot a bullet then this big yellow light just stayed on my level.. That needs to be fixed..."

I have had that problem before too, not in this beta thou, propably something like v1.15 or so... and I don't think it's this (v1.18) version's fault. Maby it has something to do with dynamic lights? Becouse I had dynamic lights in my map when that happened...

Bigsnake
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Posted: 16th Oct 2010 19:51
I havn't had that muzzleflash light bug since 1.15, it still does lurk in the FPSC code. It does get anoying though.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
vortech
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Posted: 16th Oct 2010 20:31
Has anyone else notised that when you throw barrel into water there comes metallic sound and barrel stops moving.


Check for pure horror.
And Now with real demo.
Bigsnake
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Posted: 16th Oct 2010 20:36
Yup, the boubouncy bug has aleady been mentioned tons of times

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Daryl
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Posted: 16th Oct 2010 21:31
When can we expect beta 4?
The Zoq2
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Posted: 17th Oct 2010 00:39
Quote: "When can we expect beta 4? "

probably

Srry about my english im from sweeden
defiler
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Posted: 17th Oct 2010 01:13
whoa whoa whoa, in that video the barrels went underwater?

Limitless Box studios current project: Lost Contact

gendestroier
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Posted: 17th Oct 2010 01:44 Edited at: 17th Oct 2010 01:45
haha.... nice !!!!! thanks man !!!!!!

gotta keep my work in 50.caliber,(50.calbiber lololoz O.o)
see ya !!!!

and thanks again !!!

mods for creating a inteligent game,at least
Bigsnake
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Posted: 17th Oct 2010 04:58
Awesome just noticed that the water used is evolved's, gunna edit some values to get a better effect from the water

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
rolfy
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Posted: 17th Oct 2010 09:26 Edited at: 17th Oct 2010 09:34
By swapping out the normal map you get better effects with the water.
The one provided with evolved shader I find way too turbulent.
The images below both use a less pronounced normal and work better for what I want, maybe not to everyones taste but I was looking for a more tranquil surface.





One thing I am noticing is the reflections seem to be offset too much as does the submerged part of objects, am I being too anal? Probably

I have attached the normal map used in the second screenshot for anyone that wants to try it out, remember to back up the original.

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