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FPSC Classic Product Chat / V118 Public Beta 17

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kjwtechno
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Posted: 25th Mar 2011 09:06 Edited at: 25th Mar 2011 10:47
Bug report for beta 10. It could be new.
Note: I just noticed this only happens when Full Shaders is turn off.
I have a level with water in it.
If I go down to the floor and press page up to adjust the height of the water.
Then push down on the floor, I go through the floor of the map and kind of float there.
Can't go back up above ground.

With Full Shaders turn on everything works fine.

Kenneth J. Williams
NimmDae
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Location: Behind you.. always..
Posted: 25th Mar 2011 17:03
@F l a t l a n d e r

It was an old version. I can't remember which version exactly though. An educated guess would put it around V107 or 108. As I said, educated guess though.

I've also dug a little deeper and found that not only does the error come up on every attempt to load the map, but at some point between me clicking the download link for V118 beta 10, and running FPSC after it was installed, the FPM files for that map have been deleted. Wiped clean. As though they never existed. I don't understand this, it's as though that map has been targetted.

Additional info-
All 3 of the saves of that map (each with their own completely different name) have been deleted.
There's no sign they ever existed, except that the latest save of the map is still there, number 3 under the File tab.

Cheers,
NimmDae

Life's just a game.

..it was probably made using FPSC.
Flatlander
FPSC Tool Maker
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Posted: 25th Mar 2011 21:14 Edited at: 25th Mar 2011 21:17
Quote: "It was an old version. I can't remember which version exactly though. An educated guess would put it around V107 or 108. As I said, educated guess though."


I'm afraid that the map made with such an older version will not work. I can't explain it and I'm not sure Lee could either as he couldn't explain why when I went from an earlier version of the same to v113 - v115 was completely corrupted. I lost almost 20 levels which had to be remade. When I stuck with one version all the way through, everything went smoothly. But trying to go back and forth between versions can cause unpredictable results.

V118 beta 10 is probably the most stable beta for that version. I would suggest you rebuild your level. BTW, I had to rebuild 1 level when I went from v117 to v118 - when will I ever learn. However, I had made two games using v117 only. Level 1 remained OK but it was with the second level that I went back and forth between the two versions (117 and betas 118). So, I am in the process of building that second level. I am going to finish this game with v118 and when v119 beta comes out, I'm staying away from it until I'm finished with this game (going to be a big one) and ready for a new game.

As far as your missing two maps, I am sure that there was no malicious intent with FPSC or TGC. However, backup, we must remember to make backups. I'm always making that mistake and I've been a programmer for over 40 years.

Addendum:

I like your sig. I do feel that way sometimes.



Terry
The Zoq2
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Posted: 26th Mar 2011 00:03
Hi, i found a weird bug, The ambience lightning dosn't affect static entitys anymore in beta 10.

Here is an image to show what i mean, the screenshot system messed some things up but you get the point.

Srry about my english im from sweeden
Flatlander
FPSC Tool Maker
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Posted: 26th Mar 2011 00:13
Zoq2

Could you provide a stock map (fpm) that produces this problem and give the setting for fullshaders, postprocessing, and newblossershaders?

I can't duplicate it with doing my own map.


Terry
Slayer267
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Posted: 26th Mar 2011 00:27
wow this beta makes the water in the sprite pack look like dump lol ( Not to be mean...)

EPIC HELP! EPIC PWNAGE

www.fpschelp.webs.com
The Zoq2
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Posted: 26th Mar 2011 10:54
Here is a FPM showing the problem

I have post prossesing disabled, new blossershaders enabled and full shaders on

Srry about my english im from sweeden
Flatlander
FPSC Tool Maker
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Posted: 26th Mar 2011 15:28
Thanks for uploading the fpm.

Using your fpm and those settings, this is what I get showing three different camera positions.










Terry
RXcdeath
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Posted: 26th Mar 2011 22:50
will their ever be any sort of air system in the game engine? like entitys with a light weight could catch on the breeze and flow through the air. also what is being worked on currently concerning the updates, are we going to see AA or better dynamic shadows anytime soon?
The Zoq2
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Posted: 26th Mar 2011 23:10
I reinstalled the beta 10 and it worked at first, but then the bug returned

Srry about my english im from sweeden
RXcdeath
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Posted: 27th Mar 2011 00:01 Edited at: 29th Mar 2011 06:45
,
RXcdeath
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Posted: 27th Mar 2011 00:03
in my opinion, the ragdolls should be changed not to use death inims, but the force from the impact of the bullet using the hit detection system. Their should also be an option to keep the ragdolls active permanantly, and so you can pick them up (like in oblivion)
The Zoq2
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Posted: 27th Mar 2011 00:27
@F l a t l a n d e r can you post your setup.ini so i can see if that's the problem?

Srry about my english im from sweeden
Flatlander
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Posted: 27th Mar 2011 02:40
@Zoq2

Setup.ini




Terry
The Zoq2
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Posted: 27th Mar 2011 10:26
Thanks, it worked!

Srry about my english im from sweeden
Flatlander
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Posted: 27th Mar 2011 10:40
Hey, I'm glad it did. I hope it sticks.

You realize that I have two parameters that have very high values.

lightmaptexsize=1024
lightmapquality=100

This works for me because I use the 4GB patch on my W7 x64.


Terry
Juzi
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Posted: 27th Mar 2011 14:30
I have this weird framerate problem on my desktop PC with Windows 7. I actually had this same problem with my laptop which also had Win 7.

The level builds nicely, no errors or anything, but when I click test game and open the game, the game is incredibly laggy (0 FPS). The framerate sets to steady 60 after 1-3 minutes of waving the mouse around and taking steps in the level.

I'm pretty sure this isn't a bug, but a some kind of combatibility problem with Windows 7 Ultimate and that's why I'm asking if anyone else has this and has found a solution?

Here's some specs if they give you any help:

Laptop:

Mobility Radeon HD 3450 1Gb
3Gb RAM
AMD Turion X64 or something. Can't remember precisely.
Windows 7 Ultimate 64bit with DirectX10

Desktop:

nVidia Geforce GTS250 1Gb
3Gb 800mhz DDR2 RAM
Intel Core 2 Quad Q6700 @ 2.66Ghz
Windows 7 Ultimate 64bit With DirectX10 June 2007

Susysyay
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Posted: 28th Mar 2011 03:57
@Juzi

Try pressing space bar to jump at the start. I have a similar problem (only in test games thankfully) but the framerate reverts back to normal. All I have to do is jump. I know it sounds silly, but give it a try. Lemme know your luck after you try.


-Winner of the X10 Revival Competition, Susysyay
"I'm havin' too good a time today, I ain't even thinkin' bout tomorrow."
girlgamer404
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Posted: 28th Mar 2011 12:47
I'm sorry if this post is in the wrong spot but I can't find the ragdoll script, its not in my destroy folder thing, am I looking in the wrong place??
Sting
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Posted: 28th Mar 2011 13:46
RXcDeath I think new innovations are to be held back until we at least have a current stable engine.

Having said this, because I am eagerly awaiting the fix of the 'super jump' as is quite a lot of people, it's creating havoc around all our games...
RXcdeath
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Posted: 28th Mar 2011 21:11 Edited at: 29th Mar 2011 06:44
ok thanks for the info, I have been having one problem since i reformated my hard drive, whenever i exit the test game fps creator freezes up on me.
Flatlander
FPSC Tool Maker
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Posted: 28th Mar 2011 22:55
R424

Quote: "fixed crash caused by OGG sounds having no frequency under water"



Terry
Arseny
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Posted: 31st Mar 2011 13:17
So, this issue starts to brainout after beta3. Just look at this.
I've created simple map, you see:

Then I run test, and see, that mesh went over the collider.

That's why I sit on beta3.
That Guy John
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Posted: 1st Apr 2011 02:05 Edited at: 1st Apr 2011 09:37
@Arseny

This issue has something to do with lightmap quality and shaders, you can have one or the other on, but not both at the same time.

fix: in the setup file change postprocessing to 0, run cleaner, dumpmem, add a static entity to your map, save map, restart fpsc then open map, test test game, should load fine.
jbfreeze
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Posted: 2nd Apr 2011 00:31
having the same problem as arseny and the fix isn't working
Avenging Eagle
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Location: UK
Posted: 2nd Apr 2011 02:08 Edited at: 2nd Apr 2011 02:28
Yeah, same issue here. I loaded and played terrorstrike.fpm fine with shaders, but then tried the water sample maps and got this (attached pic)

EDIT: also thought I'd add that this was from a clean install, vanilla FPSC (V1.00) updated to Beta 10. My specs are as follows:

AMD Phenom 9950 2.6Ghz quad-core (black edition)
4GB OCZ RAM 1066Mhz
Nvidia 8800GTX (768Mb)
2 x 500GB Seagate HDD 7200rpm (not that that makes any difference)
Windows 7 Professional (64-bit)

AE
uman
Retired Moderator
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Posted: 2nd Apr 2011 02:42
Attached a screenshot showing an error I have when enemies are spawned. The issue is clearly seen in the attached - namely the enemies weapon and the associated muzzle flash is situated - well nowhere near the character and is on the ground approx 1 metre away.


Have tried with various weapons not just one and same issue applies. If the characters are not spawned - the weapons behave normally and correctly so its presumably related to the spawning of the Characters.

Basic and not so basic issues abound.



250 seamless textures : http://www.umedia.co.uk
That Guy John
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Posted: 2nd Apr 2011 04:41 Edited at: 2nd Apr 2011 04:52
@jbfreeze,

Make sure you are running the cleaner and mem dump between each test. I assure you it works. I will dig up a link to the thread where a couple of us worked on this.

For those of you having issues with your segements going transparent and the player being outside of the map..
GO HERE
The Nerevar
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Posted: 2nd Apr 2011 06:06
I STILL have that one error that says " FPSC has encountered a problem and needs to close. your levels could be too large or your building too many levels. if this problem persists, yada,yada,yada,...."

I'd have to say........ The Game Creators can make dreams come true.
That Guy John
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Posted: 2nd Apr 2011 06:18
FPSCgamerguy,
Does it do this as soon as you launch FPSC, try to test level or build game?
Goodman84
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Posted: 2nd Apr 2011 12:07
I have multiple FPSC Installs how do I make it update one of my other ones? It just Auto Hits my C: Drive one. Kind of annoying

hey
Avenging Eagle
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Posted: 2nd Apr 2011 13:49
Thank you, That Guy John, the directions in that link seem to have fixed it!

To reiterate, if you're getting transparent segments when using shaders and full lightmapping, like I was in my previous post, place a single STATIC entity (not a dynamic one changed to static) in your map. Your segments should now be not only visible in test games but work with shaders and lightmapping. At least, it worked for me...

Bizarre bug

AE
jbfreeze
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Posted: 2nd Apr 2011 18:21
placing a static object in the scene like avenging eagle says seems to fix the problem
That Guy John
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Posted: 2nd Apr 2011 18:51
@ GoodMan,

Not possitive this will work, dont know if the upgrades make any registry changes when running the installer for them.. but try this.

1.Use 7-zip to extract everything from the installer of the upgrade you are trying to run.

2. Once extracted open the folder and copy all files (not the folders) from the root dir of the extracted exe.

3. Paste those files to the root dir of the FPSC install you want to upgrade.

4. Go back to the extracted exe folder. Open $_OUTDIR , copy the folders in there.

5. Paste those folders into the root dir of your FPSC install.

6. Run cleaner, dumpmem and start FPSC.

Watch the Splash screen for the FPSC Version to ensure it worked.
The of course start testing you maps.

Let me know if this works or if anyone else has a better solution.
Field meister_Gilmer
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Posted: 2nd Apr 2011 21:32
I just downloaded the beta and tried to install but it asked for the destination folder. Where would that be, exactly?

(\__/)
(O.o )
(> < ) so it begins...
That Guy John
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Posted: 2nd Apr 2011 23:12
Field,

Your destination folder is the root folder of your initial FPSC install.

Standardly you would select, C:\Program Files (x86)\The Game Creators\ FPS Creator unless you are on a 32 bit system which would be the same minus the (x86)
ninja king 01
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Posted: 3rd Apr 2011 20:40
Does anybody know when 1.18 will release its full version.

Im bored
veer
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Posted: 4th Apr 2011 00:09
@F l a t l a n d e r

no update about bug fixed
Flatlander
FPSC Tool Maker
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Posted: 4th Apr 2011 04:16 Edited at: 4th Apr 2011 04:18
@Veer

I know. Lee's been busy working on another project within TGC. Soon that will be done and he will then get to FPSC. I hope he will be getting at it starting Monday, but only he knows for sure.

@ninjakin 01

Lee would like it done and over with already but there are still some fixes. I'm going to take an educated guess that it might be within the next three weeks. It could be sooner but as I said before "only Lee knows for sure." And it might be longer as there needs to be a beta 11 before. And if he doesn't want to try and fix everything that's in the list, then there might even be a beta 12. Who knows.

@Field meister_Gilmer

That Guy John's right. However, when installing a beta it is looking for the directory that is stored in the Windows Registry. If it can't find it then that means you have not installed an original version. I'm not saying that your copy is illegal but that it is best to have an install from an original version such as from the disk.

You can try selecting the correct directory and it might work.


Terry
Ctamerica21
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Posted: 4th Apr 2011 05:19
How do we get rid of the bloom it's so bad that i cat see a thing
Flatlander
FPSC Tool Maker
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Posted: 4th Apr 2011 05:27
setup.ini file in root dir.

postprocessing=0 will turn bloom off. Entirely.


Terry
Flatlander
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Posted: 4th Apr 2011 09:21
Release #425

Another issue has been fixed.

Quote: "Terry contributed an ambient light fix to ensure ambient light is retained (and saved and reloaded during save/load)"



Terry
veer
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Posted: 4th Apr 2011 22:47 Edited at: 4th Apr 2011 23:41
one more bug

in level2
load your save game and when you die ...the player start from original position ...but stuck in ground and can not movei
Scurvy Lobster
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Posted: 4th Apr 2011 23:37
veer: that sounds a bit like a specific bug in your test case. Can you reproduce on any map?

Ikey
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Posted: 4th Apr 2011 23:57 Edited at: 5th Apr 2011 00:00
@Veer

Is that for a build game?
Does this also happen if you die on that level in testgame?
If it does, it's probably just the level.
If it happens with any level in the second slot on a build game, it' the update.

Now for my post. The beta seems to have fixed a lot. Whereas in 1.17, half the levels I could load in 1.16 wouldn't work, but I've actually seen a MASSIVE rise in performance with 1.18. Still, I've been having problems with the 1.18 superjump thing. It seems most prominent in trees and other layered entities like them. If it were just trees, coloff would be an easy fix. It also seems to happen with sloped walls though. Of course, you could only use them in rooms two 'floors' high, but that would be pretty limiting.


Soviet176
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Posted: 5th Apr 2011 01:12
I just don't understand how, I have my map, that took up 1888VM, and a light in that map set at 10000 radius. Reduce the light radius to 3800, and the VM goes up to 1990 and crashes. I reduced the light radius by a crap load what the heck? I even closed out, ran the cleaner and when back in, and it still loads the same way, before it was working perfectly. This is a little bit retarded.


Field meister_Gilmer
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Posted: 5th Apr 2011 03:57
@Flatlander
I installed my copy from the disk that came with the FPSCreator I ordered. I ended up just putting it in
C:\Program Files\The Game Creators\FPS Creator
and it didn't seem to have any issues. Although I don't automatically notice a whole lot new with FPSCreator. But maybe I'm not looking hard enough?

(\__/)
(O.o )
(> < ) so it begins...
Flatlander
FPSC Tool Maker
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Posted: 5th Apr 2011 04:47
@Field meister_Gilmer

I'm not sure what you are saying. That directory is the default directory unless you are using W7 which is "Program Files (x86)."

The disk only has v1.0 on it and that is a very, very old version which is very, very buggy. So, at least install v1.17 which is an official release. Then if you want install beta 10 of v1.18.

v1.18 is an extension to v1.17 and has a lot of updates to the features such as Dark AI, water, particles, and shaders.

Enjoy


Terry
Flatlander
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Posted: 5th Apr 2011 07:38 Edited at: 5th Apr 2011 07:39
Since I have been basically making a non-shooter game, I had not tested any shooting of NPCs. I noticed that consistently regardless of what is in the destroy AI, except for ragdoll, the NPC, just simply disappears (standing up) and leaves the gun in the air.

Is anybody else getting this result.

Placing ragdollleave.fpi as that parameter will cause the desired result. No big deal if we have to use ragdoll all the time but some characters will not simply fall down dead. The wastelanders will just fall apart -- from limb to limb.

Edit:

Sorry if I missed any of this in previous posts.


Terry
Flatlander
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Posted: 5th Apr 2011 12:41 Edited at: 5th Apr 2011 12:42
Addendum:

(Note: I meant to have put this as an addendum to the previous post.)

Decided not wait for a reply. I knew this wasn't right. So, I took my own advice since this was kind of a major issue.

1. I uninstalled FPS Creator and MPs (I have more than 40 of them).
2. I backed up the rest.
3. I deleted the FPS Creator directory.
4. I ran a safe clean on Windows Registry.
5. I re-installed FPS Creator v1.0 from disk.
6. I installed v1.17
7. I tested the destroy fpi on a character. (Worked like a charm now).
8. I installed v1.18 beta 10.
9. I tested the destroy fpi on a character. (Worked like a charm with this version as well).
10. I installed RPG Mod.
11. RPG Mod works. The mod contains beta 10+. All the source code releases after official beta 10 release.
12. Installed Bond1's MP #52 and the characters work even better now.

So, I now have clean bill of health. Happy day, Oh, happy day.


Terry

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