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FPSC Classic Product Chat / V118 Public Beta 17

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Flatlander
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Posted: 11th Mar 2011 01:51
Quote: "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 ; )"


Technically I would have to disagree with myself as well. However, you need a level that has few lights and is small enough also to be able to remain with the 2GB limit. Unless you have W7 x64 and patch fpsc-game.exe to allow for a 4GB limit.

I have a level where if my lightmapping variables are set at 512 and 30 it will peg just under 2GB. However, if I use 1024 100 then it will peg at 3101GB. I am fortunate enough to have W7 and the patch so it will compile.

On another note when the player is playing the game he/she may or may not see a difference as the game will either be going quickly or there will be many other things they will be paying attention to at the same time. The player will not have the luxury to take still images and compare them anyway.


Terry
Flatlander
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Posted: 11th Mar 2011 01:53 Edited at: 11th Mar 2011 01:58
@girlgamer404

Quote: "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? "


First of all welcome to the world of FPSC.

Do you mean you are using v1.18 beta 10? Or what version are you using?

@Veer

Quote: "i replaced the vicker gun with errant AI/m249A"


I relayed that info as a comment in the issues list.


Terry
Flatlander
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Posted: 11th Mar 2011 02:07 Edited at: 11th Mar 2011 02:08
I would like to comment on "Light Rays"


I have not tried LRs so I cannot comment on how they effect my fps. However, looking at the code if you do not use light rays it will not effect the fps one iota. You have to set the commands for lightrays as well as setting postproccessing from 3 to 7 or some such max value. I can't remember what it was. Once it gets into the engine loop it can bring down the fps. So don't use it.

The point is I don't think it is necessary to strip v118 of this feature since just being there doesn't affect anything. Of course, this decision is up to Lee.



Terry
Flatlander
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Posted: 11th Mar 2011 03:55 Edited at: 11th Mar 2011 03:56
@Veer

Quote: "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
"


I can't duplicate the first issue.

I can't duplicate the second issue until I used a model pack 9 weapon made by EAI. However this gun is not on the left side it actually is centered as if taking up the iron site position or whatever it's called. At least I think this is an EAI weapon.

It seems to me that Errant AI has some fixes to his weapons so maybe he has a fix. Try doing a search. I'll look tomorrow.


Terry
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Posted: 11th Mar 2011 05:40
first of all, how do you use the new lightrays? i wasent aware there was any...i am deisgning a game always using the latest beta, and i see no problem running it what so ever. I was also concerned with what other new features are going to be in 118 and why the actual forum for the migration hasent been updated since january....i thought this was to just discuss problems but it is slowly moving into the whole migration forum
Hockeykid
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Posted: 11th Mar 2011 06:27
Quote: " 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.
"


Thats why I added so much freedom. Clearly you've only experienced the default scripts that are included.

4125
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Posted: 11th Mar 2011 06:56
I just wanted to let everyone know that the 4GB patch works with Windows XP x64.

Yes I kno it was obivious but still. In-case some people didn't knew that.

Also, what exaclty is "Light Rays" ? How Do I set it up ? And what does it do ?

Computer Specs: Intel Core 2 Duo E7400 2.80GHz @ 1066Mhz FSB 3MB Cache, Dual Channel 8192MB DDR2 PC6400 800MHz RAM, XFX Nvidia Geforce 9800 GTX+ 512MB, XFX 780i SLI Motherboard
Dark Goblin
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Posted: 11th Mar 2011 09:34 Edited at: 11th Mar 2011 09:38
Quote: "I would like to comment on "Light Rays"


I have not tried LRs so I cannot comment on how they effect my fps. However, looking at the code if you do not use light rays it will not effect the fps one iota. You have to set the commands for lightrays as well as setting postproccessing from 3 to 7 or some such max value. I can't remember what it was. Once it gets into the engine loop it can bring down the fps. So don't use it.

The point is I don't think it is necessary to strip v118 of this feature since just being there doesn't affect anything. Of course, this decision is up to Lee.



Terry "


Ehm... They dont affect the FPS that much if you have a good graphics card. I dont understand why you even talk about something you havent even tested. Because there is a lot of work done and you also need to do some more things to even use them and they work perfectly.
I cant understand why someone might make a feature bad without testing it.
Also I think you dont even understand the source, because the only two settings for lightrays is "postprocessing=3" or "postprocessing=4", the rest is not active. And than they just use an own render path, because the normal post processing renderer is not able to render everything like it is needed. And the camera to image command is low, so it runs at a good FPS rate. Still its an high end feature, but your comment is completly dumb to say "Dont use it".
But well, this exactly underlines my opinion about the english community and new effects. Make everything bad, make others not use it, stick to old stuff, dont evolve in any part of FPSC. Thats your decision than. I think I might even stop showing you things and try to add them to official updates, as they are not even wanted (which is exactly what your comment shows).
Also they would not be in if Lee and knxrb havent tested them and I can tell you, for them the Demolevel runs perfectly, and so does it for me.
But if you dont like it (which you cant say as you havent tested them yet) than dont use it. There are people who CAN use them and know how to do it and the performance does not drop in any way. But please stop making effects bad because of nothing.

DG

EDIT:
LightRays are this


Scene Commander
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Posted: 11th Mar 2011 14:47 Edited at: 11th Mar 2011 15:29
*Edited*

Removed, as not really relevant.

http://jimjamsgames.yolasite.com
Seth Black
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Posted: 11th Mar 2011 14:53
...fight nice, kids.

Scurvy Lobster
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Posted: 11th Mar 2011 15:23
At least when making a complaint make it something that actually can be fixed. Features already added are probably not going to be removed so lets be constructive here. If you don't like a feature in FPSC or any program then don't use it.

Bug testing is not: I want a stable engine! Or: I hate that feature! Or: Fix ragdollz now, pleeaaasseee!!1

Bug testing is: I have found a problem/crash with X and I can reproduce it by doing Y. Could someone please confirm the bug so that I can add it to the official Issues list for Lee to take a look at. See attached image/level/video for more information. I am using Windows 7 and FPSC V1__ Beta __.

Anything other than that is just wasted bytes on the internet.

If I remember correctly all FPSC bugs I have reported over the years have been fixed shortly after by Lee. Why? Because I follow the simple rules of quality assurance testing.

uman
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Posted: 11th Mar 2011 16:54 Edited at: 11th Mar 2011 16:58
Hockeykid,

Quote: " " 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.
"

Thats why I added so much freedom. Clearly you've only experienced the default scripts that are included.

"


How or where can we experience anything else? Does anything else exist as an example?

I have made some tentative tests to replace my own original versions of standard AI with custom Dark AI.

I can see obviously that the system has some major benefits - mainly in the area of pathfinding and collision/object avoidance which the older system will never match, however by default or with some basic tweaking character AI of the classic variety can be tailored relatively easily to at least provide better Enemy behaviour than DarkAI out of the box and without resort to a serious investment in work/testing/knowledge base, given that one even has the knowledge available of how it exactly works and how to edit it "Effectively".

Given that the DAI system has seemingly much internal control which presumably cant be overidden via scripting even if the "Manual" was available to users, then I wonder how effective it could be made and if users do indeed have enough flexibility to make much difference to the results. Perhaps they do - if so perhaps there are some examples of it.

I dont know of any showing any quality in game play with advanced Character behaviours with it. So is it proven. I dont know. Nor without some kind of full in depth manual for all of its aspects then I dont know how one would work with it only by guesswork and trial and error hopeing to get a result. Not very appealing really to most users if they dont have oddles of free time just to play with AI notwithstanding all the rest of the things they need do when using FPSC to develop with which in many ways is very time consuming despite the concept of painting your game. Far from as easy as that it is.

I have one concern using Dark AI in the main if anyone can help and that is how does one lever control over the distance that an enemy will activate, stay activated and always hunt or attack the player from any distance the user requires? i.e. If I enter a level then I would like to have an enemy shoot immediately from across the other side of the level - A sniper for instance.

I dont seem to be able to get that to work using a basic DAI script which simply tells the enemy to attack the player instantly. There are no other contents to the script file.

My point being - Is it possible to overide the in built engine DAI system default range for enemies attacking and have them always remaining active instead of deciding to take a break and go to sleep at idle or decide they will take a stroll around and save their health by turning their back or attempting to hide somehwere even if when you dont have such instructions in your script. Seemingly they then default to their own internal instructions? which is not wanted either. Whats wanted is some more and varied scripts much like in Classic FPSC where users have many to choose from. Thus far FPSC does not have such a choice for users so they can only have the default one relatively decent though it is of course excepting the skating and sudden running movements at high speeds which is I know not what.

Perhps the answer to the Always Active range for enemies to "Perform" without stopping is already answered in which case I do applogise. If so I would be grateful if someone could point me in the right direction. It seems to me that the always active situation regarding entities is as has always been the case and that they cannot be always active in the way in which I refer (attacking) and - the engine by default sending them to sleep by default when it meets its own internal criteria?

I understand that there are range settings available in DAI but have not yet gotten them to overide the default for enemies attacking which always seems to come into play. As said I would like to have an enemy attack player from say 38 tiles away and continue attacking constantly until killed. Anyone know how that can be done?

If not then thanks and I will keep trying here.



250 seamless textures : http://www.umedia.co.uk
Flatlander
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Posted: 11th Mar 2011 18:06 Edited at: 11th Mar 2011 18:39
@Dark Goblin

Quote: "Ehm... They dont affect the FPS that much if you have a good graphics card. I dont understand why you even talk about something you havent even tested. Because there is a lot of work done and you also need to do some more things to even use them and they work perfectly."


Apparently you haven't read those posts suggesting that Lee take LRs out FPSC because they are getting low fps. I actually posted this in your defense. I was not criticizing it.If you don't read all the posts then don't take one post out of context! It was others who are having the fps issues. I am sure I will not if I ever try it. My levels so far have been indoors. You went off raving mad without even knowing the situation. I did not flame you why are you flaming me!

Also, I am offended that you say that I don't know the source that well. How do you really know. Here is where I got the info I saw in the code. I did not bother to see if any of that was working or not.



As you see you provided for up to postprocessing 7. Apparently not all is working but that wasn't the point for those who are having problems with fps when they run light rays.

addendum to DG:

BTW, cool example with the Metro. I remember your original thread and I also remember making kind comments regarding this feature. I agree with Scurvy Lobster that any feature already put in will more than likely stay in and my supposedly offending post did not indicate that it should be taken out.

@hockykid and Uman

Quote: "Thats why I added so much freedom. Clearly you've only experienced the default scripts that are included.
"


I haven't looked at the code that closely but I would it looks like it is a lot more versatile than the default scripts show.

What is needed eventually is a good tutorial, I should think.
Scene Commander
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Posted: 11th Mar 2011 18:17 Edited at: 11th Mar 2011 18:17
@Uman and @Flatlander.

I actually made both those points in the post I edited, and then felt I was being rude I deleted, but as you two have said it I'd just like to say I agree.

The AI maybe a good start, but simply isn't good enough, I've seen better in games 12 years old. I would say that the main reason for this is that it uses the default Dark AI commands, which honestly, aren't great. The whole system should use the DAI path finding and do almost everything else manually.

And, yes, the Lightrays halve my FPS on my machine, an i5, 3.4, dual core, ATI 5450 1gb, 4gb ram. Not top of the range, but hardly poor.

http://jimjamsgames.yolasite.com
BlackFox
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Posted: 11th Mar 2011 18:29 Edited at: 11th Mar 2011 18:30
@ Scene Commander

Quote: "I actually made both those points in the post I edited, and then felt I was being rude I deleted, but as you two have said it I'd just like to say I agree."


I was going to reply after my morning coffee, then you edited it. However, we had to agree with you.

Quote: "And, yes, the Lightrays halve my FPS on my machine, an i5, 3.4, dual core, ATI 5450 1gb, 4gb ram. Not top of the range, but hardly poor."


I have not had the opportunity to try the lightrays yet. I'd like to try them- if I can get a development to actually build without an error.

- BlackFox

The function of good software is to make the complex appear to be simple.
Hockeykid
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Posted: 11th Mar 2011 18:53 Edited at: 11th Mar 2011 18:54
Quote: "How or where can we experience anything else? Does anything else exist as an example?"


No one else has really bothered to make any scripts for DarkAI except for ErrantAI. Right now the best examples are the Dark AI scripts that come with his new pack.

Quote: "My point being - Is it possible to overide the in built engine DAI system default range for enemies attacking and have them always remaining active instead of deciding to take a break and go to sleep at idle or decide they will take a stroll around and save their health by turning their back or attempting to hide somehwere even if when you dont have such instructions in your script. Seemingly they then default to their own internal instructions? which is not wanted either. Whats wanted is some more and varied scripts much like in Classic FPSC where users have many to choose from. Thus far FPSC does not have such a choice for users so they can only have the default one relatively decent though it is of course excepting the skating and sudden running movements at high speeds which is I know not what."


Thats was the main point of my Dark AI integration, it's nothing like X10's. It is flexible to the point of which almost nothing is hard-coded.

Quote: "I understand that there are range settings available in DAI but have not yet gotten them to overide the default for enemies attacking which always seems to come into play. As said I would like to have an enemy attack player from say 38 tiles away and continue attacking constantly until killed."


There are many ways to do this. First to have full control of the Dark AI you need to use aiattackawareness=0 this will disable the AI's instinct to auto attack. Then you can use things like aitargetdistwithin=x etc...

Quote: "The AI maybe a good start, but simply isn't good enough, I've seen better in games 12 years old. I would say that the main reason for this is that it uses the default Dark AI commands, which honestly, aren't great. The whole system should use the DAI path finding and do almost everything else manually."


I would appreciate it if you actually tried it before saying things about it that you clearly don't know about. You have control over almost everything, when it shoots, how it shoots, if it moves to cover, if it's in a faction, if it responds to sounds and much more

Flatlander
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Posted: 11th Mar 2011 19:00 Edited at: 11th Mar 2011 19:04
I would like to take the opportunity to at least list all of the actions and conditions available for AI. Thanks to Pirate Myke for acummulating them. They are available along with all v118 commands for FPI EditPad.

ACTIONS



CONDITIONS



Hockykid I don't think they realize even all of the commands available and that is why there eventually needs to be a tutorial. Whether done by you or by someone who has the time and really likes the idea of "Dark AI." [Edited] Even being a programmer I'm not sure where to start or how to use these commands.



Terry
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Posted: 11th Mar 2011 19:01
Quote: "I would appreciate it if you actually tried it before saying things about it that you clearly don't know about. "


I have tried it and I stand by my comments.

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Hockeykid
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Posted: 11th Mar 2011 19:03
Heres a better list of the commands:
http://www.rkwebcreations.com/DarkAI/

Quote: "I have tried it and I stand by my comments."


Mind posting your script?

Flatlander
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Posted: 11th Mar 2011 19:06 Edited at: 11th Mar 2011 19:17
Quote: "Heres a better list of the commands:"


So, hockeykid, how did any of us know that was available. Communication is the key to any success.

I'm assuming Pirate Myke might have know and included the help as well. I haven't included it in the FPI EditPad that I use.

Addendum:

I just looked and yes he did include the help as is shown in Hockeykid's list.


Terry
Pirate Myke
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Posted: 11th Mar 2011 19:10
And now I can update further. Thanks Flatlander and HockeyKid.

Nothing but coffee in my veins 'Insomnia is Coming'
Hockeykid
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Posted: 11th Mar 2011 19:15
All you need to know about Dark AI is on this thread:
http://forum.thegamecreators.com/?m=forum_view&t=172899&b=23

Though it was probably looked over since it's a sticky on the Scripting board.

Flatlander
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Posted: 11th Mar 2011 19:20
Ooops. Even though I'm a scripter (programmer) I haven't actually been on that forum lately. Since it is called "unofficial" I'm glad you are endorsing it here.


Terry
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Posted: 11th Mar 2011 19:24
I'd just like to add my pennies worth: personally I love DAI, I find it flexible and a joy to work with compared to the old AI system. I think FPSC would be all the poorer if it were removed.

If it helps anyone I added a complete DAI conditions and actions list in my Complete Syntax List.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Dark Goblin
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Posted: 11th Mar 2011 20:17 Edited at: 11th Mar 2011 20:25
@F l a t l a n d e r:
if thats so than I need to apologize for my post.
I really havent seen that Lee has talked about something like that. Why he never told me about that it is out of my view. If there is a performance problem, some have with LightRays he should have told me (or knxrb and he than should have told me), but I never got any message from them.

Could you please link me to the post (if possible) so I can see what he has written? Maybe I can find a solution for the performance drop on some machines.

EDIT: Sorry for being unfriendly. I hope we can forget this little "fight" and work on fixing the problem.

uman
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Posted: 11th Mar 2011 20:25
Thanks for the feedback everyone Re-DarkAI especially Hokeykid.

I am making a level now - outdoors as usual so I can put the DAI to some use and hopefully see what I can make the enemies do to suit the scenario rather than simply let them run using the defaults. I am no coder but will have a go.

Thanks.



250 seamless textures : http://www.umedia.co.uk
Flatlander
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Posted: 11th Mar 2011 21:36
DG, thanks for the apology. I have to apologize as well because I don't think I explained myself very well in either of those posts.

BTW, it wasn't Lee that was talking about it. It was others on this thread.

I've sent you an email.
JC LEON
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Posted: 12th Mar 2011 01:08 Edited at: 12th Mar 2011 01:14
excuse me for the idiot question but

can be in the game lightrays,bloom and depth of field in the game at the same time?
if yes,how to?

are lr icluded by default in v.1.18?

can someone explain me how i can bypass the 2gb build limit?

i have win7 64 bit --but i havent found any patch....

and can someone post a setup.ini file code with all graphic effects active so i can copy that setting in my setup.ini?
thanks

sorry for my bad english..
MK83
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Posted: 12th Mar 2011 01:23
http://ntcore.com/4gb_patch.php
change systemmemorycapoff=1 to systemmemorycapoff=0 in the setup.ini
Make sure to back up your FPSC-Game.exe before you patch it,just in case.

mk83 Productions
Flatlander
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Posted: 12th Mar 2011 04:22
@JC LEON

Set postprocessing=4 to get both light rays and bloom. I haven't used depth of field so I'm not sure what that setting is.

If you use the patch you can probably set the following two as:

lightmaptexsize=1024
lightmapquality=100



Terry
JC LEON
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Posted: 12th Mar 2011 09:38 Edited at: 12th Mar 2011 10:36
THANk you to both ..MK83 and Flatlander...but

i downlaoded the patcher and I patched the fpsc-game.exe(after i made a backup of the file) and I have changed
systemmemorycapoff from 0 to 1.

after i change lighmapsize to 1024 and lightmapquality to 100 as suggested by Flatlander, but when i try to load cavepack.fpm demo map from fpsc GEtting Stared i receive the message that say that the build execeded the memory limit og 1.85gb and dont load the map.

i tried to lower the lightmasizae to 512 again and the lightmapquality to 50 but the situation dont seems to change..

why?

ADDITION

whem i set lightrays happen this on my maps

there is a green plan on the map in the lower part of the skybox

is it normal??



and ..thereis a way to improve the lightray's intenity?

in the picture attached is a little discerible
Flatlander
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Posted: 12th Mar 2011 10:35 Edited at: 12th Mar 2011 10:40
Make sure that FPSC is not running. If it is then exit from the map editor. Then edit the setup.ini file and make sure it is saved. I have had that problem, forgetting to save files especially since notepad doesn't ever indicated whether or not a file has been saved. That should work. If not reboot and edit setup.ini before you start FPSC map editor. Also make sure you have administrative rights to edit/save the file.

Addendum:

I have as yet worked with light rays. So I'm not sure what is going on. Hopefully someone who knows exactly what needs to be done can help at this point. I do know that there is more to it than just setting postprocessing to 4 (if you want both bloom and light rays). Set to 3 if you only want light rays but not bloom.



Terry
JC LEON
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Posted: 12th Mar 2011 11:10 Edited at: 12th Mar 2011 11:51
thank so much for your interesting Flatlander, but dont work...

i made as you told me and i closed fpsc and after edited the sutup.ini file but dont work. so i restated pc and remade the same try but nothing..in I set postprocessing to 3 i have a black floor and if i set postprocessing to 4 i have a green floor..

maybe dark goblin can help me for the Addtion ask about intensity of lightrays

but for the first problem now i havent reached any solution..sigh..

edit

what do lightmapblurmode and lightmapboost???
Dark Goblin
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Posted: 12th Mar 2011 12:34 Edited at: 12th Mar 2011 12:50
The depth of field effect (which exactly is none ) does not work with LightRays and Bloom.
It does not work with Bloom in vanilla FPSC and so it does also not work with LightRays (as it is also not really needed).

If you want to use the Rays, you also need to adjust your shaders (because every object needs to have one).
I explained how to adjust a basic shader on my YouTube channel, you can search it our just follow this link: http://www.youtube.com/watch?v=T-NLKjLPC8k

To get only the Rays without bloom set the postprocessing=3.

I hope this helps you

If there are any more questions concerning LightRays, just post them here, as I read this thread several times a day and so I can collect all problems.

I also dont understand why the Scriptcommands and the Helpfile for the Rays are not included in any Beta right now.
I upload them as an attachment, so you can download the complete Package, with all Scriptcommands and the old Readme, how to adjust the Rays.
The filename has "118b4" in because this was the first time the LightRays were in v118 and since this time, all the files in the .rar archive are missing. Still dont know why.

EDIT:
So the Bug with the Green Box is still not fixed? ...
This has something to do with the water plain, which only gets a green image, because the Skybox is not rendered in the water camera if the LightRays are activated. I thought they have fixed it, because I have it fixed in my FPSC versions right now (and also the Community Mod for the german Community).
I think they have to do some more testing before releasing it. As for me it works well now, its just one or two commands that need to be changed, so it appears in the water camera.

JC LEON
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Posted: 12th Mar 2011 14:37
@ DARK GOBLIN..

thank you so much for your reply and for the attachment

i read your guide but i dont understand what shader i must modify ..

for the green box i havent found any solution yet...
Dark Goblin
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Posted: 12th Mar 2011 15:22
there is no specific shader.
You need a shader on every object (segment, dynamic and static entity).
Which shader does not matter, as long as it has one (that works with it).
Than you need to adjust all the shaders that are used in the game (so all shaders you use).

For the green box, there is nothing you can do, its up to the FPSC developers to fix this bug, because its a bug in the source.

JC LEON
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Posted: 12th Mar 2011 15:42 Edited at: 12th Mar 2011 15:47
thnks again..

watch here..

URL=http://img860.imageshack.us/i/fpscgame201103121539142.jpg/][/URL]

URL=http://img535.imageshack.us/i/fpscgame201103121540228.jpg/][/URL]



why shadows works so bad for the barrel?
set to dynamic... i i set it as static it doesnt appear in test game and if i set it as dynamic and set the option ISimmobile = on the barrel appear but without any shadow
Dark Goblin
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Posted: 12th Mar 2011 15:48
dont use dynamic shadows at all.
They are bad and buggy as hell.

Just use static objects for static shadows.

JC LEON
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Posted: 12th Mar 2011 15:51
can you explaim me please?

i must disable dynamic shadows on setup.ini or what?

sorry for my incompetance, but i'm here to learn

thanks again
Dark Goblin
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Posted: 12th Mar 2011 16:02
Yep, just disable them in the setup.ini "dynamicshadows=0".

This will disable them and after that, dynamic objects will not cast any shadow, which looks a lot better than with these buggy ones

JC LEON
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Posted: 12th Mar 2011 17:24
ok Dark..so is there no way to have shadows for dynamic objiects without bugs?
Flatlander
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Posted: 12th Mar 2011 17:44 Edited at: 12th Mar 2011 17:54
I'm not going to use Light Rays with this level; but, I was wondering what it would look like if I set postprocessing to 3. The light rays are dramatic actually and I'm not getting any reduction at all with FPS. I did not set any other commands except PP.

I used the in-game screen shot so that's why the levels are not showing. So as to prove that I'm getting 60 fps I took another screen shot using another app. Click on View to see it.





Terry
jbfreeze
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Posted: 12th Mar 2011 23:17
the shaders are not working in the beta 10
Nazareth Entertainment
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Posted: 14th Mar 2011 17:01
yeah they are, you need to chose the full screen shader u want through set up

Deathkon 3000
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Posted: 14th Mar 2011 21:02
no they aren't view my earlier post I tried everything when I try to apply shaders the level and disappears
dustofdeath
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Posted: 15th Mar 2011 12:19
Hmm, how about antialiasing (NOT the gfx driver forced stuff)... but in setup.ini - there was a lien in changelogs that 1.18 included a new flag for it in setup.ini - any idea whats the flag?
tecbug
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Posted: 16th Mar 2011 22:02
I'm also interested in progress in AA.
defiler
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Posted: 17th Mar 2011 03:05
that looks cool f l a t l a n d e r

Current Project: Lost Contact: Chapter 1
Flatlander
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Posted: 17th Mar 2011 04:21 Edited at: 17th Mar 2011 04:22
Release #423:

Quote: " - Lee
fixed crash when old material index file used with new source code (water material slot 18 not exist)"




Terry
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Posted: 17th Mar 2011 22:23
Is the scriptable flak good or is to really buggy?

Has anyone been trying it?

good frame rates matter... and a low ping might help XD

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