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FPSC Classic Product Chat / V118 Public Beta 17

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Teacher
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Posted: 5th Apr 2011 12:46
Might be a bit of a breakthrough!
Well done Flatlander!



Flatlander
FPSC Tool Maker
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Posted: 5th Apr 2011 18:01
Release #426

Quote: "fixed weapon corruption on load, thanks to Terry"



Terry
AMF Productions Founder
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Posted: 6th Apr 2011 02:32
I found on problem. The zombies (Such as the lobotomy), are not showing up, there not working. Also, does anyone know how the mystery box works? Thanks!

I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.
Flatlander
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Posted: 6th Apr 2011 16:21
Lee has released a new beta. Beta #12. Please check it out to see if it has fixed anything. Not sure what happened to beta #11.

@Veer

Lee is starting to look at the issues list and he is looking at the gun issue. If you could try beta #12 and see if that fixed it. I haven't time right now. It might not.


Terry
SonOfLight
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Posted: 6th Apr 2011 19:18
Hey how do you use the 3rdperson on here..

-Sol
The Nerevar
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Posted: 6th Apr 2011 20:26 Edited at: 6th Apr 2011 20:27
Quote: "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,...."

"


@That Guy John: sometimes both.

also as a request, I want to see my feet (in the game), please.

I'd have to say........ The Game Creators can make dreams come true.
defiler
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Posted: 6th Apr 2011 23:27
For third person or first person feet, revert to 116 and download fenix mod.

Current Project: Lost Contact: Chapter 1
That Guy John
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Posted: 6th Apr 2011 23:36
FPSCgamerguy,

What version are you running? I am getting ready to install beta12 and I won't be reverting back to older versions unless their are major problems from here on out.

All I can tell you, without knowing your system specs, is run cleaner and mem dump before launching fpsc and go directly to testing your map or building your map without messing with anything else. Other than that.. maybe your map is too big?

Although, I am starting to see what others were talking about before.. previously smaller (in mb) maps are now seemingly bigger, even with the 4g patch, bigger maps will not crash FPSC but processing slows down tremendously after 2g.. I have yet to get a test or build over 2g to actually launch. Probably just my sytem limitations though.

Oh and... BETA 12!? (downloading now)
What happened to Beta 11? lol

Lee is a beast, he must have built and tested Beta 11 in his sleep! lol

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AngelTheKiller
FPSC Reloaded TGC Backer
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Posted: 7th Apr 2011 03:27
you know what will be the best add-on? visual settings for your games because I know not everyone haves a fast pc also a good add-on will be noclip it will be better for making pictures of your levels

Angel fpstube.webs.com check it out today and sign up!
raymondlee306
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Posted: 7th Apr 2011 04:21 Edited at: 7th Apr 2011 04:47
EDIT Removed: I made an idiot mistake and changed the wrong parameter. BETA 12 is working fine for me again.
jbfreeze
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Posted: 7th Apr 2011 04:25
there is still the problem with most of the scene not showing up when you run a level
Flatlander
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Posted: 7th Apr 2011 08:40
@jbfreeze

Lee's still working on the issues list. I believe he may be at it now. He hasn't told me anything though and I hadn't asked. No reason for him to tell me anything. :

Have you seen my post on the previous page. I decided what was going wrong with a problem that I didn't realize I had had to be fixed drastically. Have you gone through all of those steps? It usually fixes crazy things for me; and, you have to realize that the majority of the developers are not having this issue so it really can't be a bug.


Terry
jbfreeze
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Posted: 7th Apr 2011 14:17
Thanks for your help Flatlander but I feel it is unnecessary to go through all of those steps its a headache and I am not the only one on this forum who has had this issue so it may not be common but it isn't exclusive either
Scurvy Lobster
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Posted: 7th Apr 2011 14:45
jbfreeze: if there is no certain way of reproducing your error then don't expect it to be fixed by anything else than a fresh install.

Bugs need to be reproducible to be fixed.

jbfreeze
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Posted: 7th Apr 2011 15:07
I've actually tried the fresh install and i have to do it everytime i get a new patch and it doesn't always work but placing a static object in the scene like someone on this forum suggested works much more effectively and faster its unfortunate that this bug may be looked over because the majority don't experience it
Flatlander
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Posted: 7th Apr 2011 16:31
Quote: "but I feel it is unnecessary to go through all of those steps its a headache and I am not the only one on this forum who has had this issue so it may not be common but it isn't exclusive either "


I know you've been around these parts a long time; but, just because a few others have the same issue doesn't necessarily mean it's a bug. Believe me, I also know that it's a headache to do re-install as I had done; and, in my 30+ years of computer experience, it's hard to believe how sensitive these files seems to be.

However, I also know within that experience that if the so-called bug can't be reproduced by the developer, then it is unlikely that it is a bug and so the person exhibiting the issue has to look elsewhere for a solution.

If you have not even provided a map (fpm) of stock (original) objects -- apparently mainly segments for others to test, then it will be impossible to even begin debugging. So, if you have not please provide such an fpm and I'll see if I can't duplicate it.

If you already have provided such an fpm, then please let me know which page it's on so I don't have to search 40 pages of posts.


Terry
Scene Commander
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Posted: 7th Apr 2011 17:15 Edited at: 7th Apr 2011 17:19
Quote: "I know you've been around these parts a long time; but, just because a few others have the same issue doesn't necessarily mean it's a bug. Believe me, I also know that it's a headache to do re-install as I had done; and, in my 30+ years of computer experienc"


Actually, my wife and I know several others also have this issue. I myself am a computer user of more than 30 years with a vast amount of commerical programming experience and I have not only reinstalled from scratch but have even followed your instructions as I am the first to admit that I could have missed something.

Unfortunately, none of these attempts have resulted in a solution to the problem. This issue does not appear with V117 but is present with V118 upwards. This does suggest that it is a bug, and most likely one with the new shaders unless lots of users machines have suddenly stopped working correctly between V117 and V118 and somehow magically fix themselves if the user reverts to V117.

I know that my wife has reported this on the google code forums and has included screenshots and an FPM.

I understand that Lee has not been able to reproduce this error, but the fact is it still does exsist for a number of people.

The report http://code.google.com/p/fpscreatorengine/issues/detail?id=58#c2 is on the board here.

Maybe all users with this issue (or without) could try the fpm here and post their specs, a screen shot and the results using this fpm, maybe then all users would be using the same fpm and a clear pattern could emerge.

http://jimjamsgames.yolasite.com
veer
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Posted: 7th Apr 2011 17:21
@flatlander

still getting error
Flatlander
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Posted: 7th Apr 2011 18:00 Edited at: 7th Apr 2011 18:22
Here is what Lee had reported:

Quote: "Works in BETA10 here. Try running the FPSC cleaner and then building the level from scratch and try again. Thanks. Can anyone else confirm this happens with a nvidia 6600gt (to discount this as a possible cause)."


So, does anyone have a nvidia 6600gt so that this can be confirmed. I am suspecting the video card. Since v1.17 there have been updates to DBPro that compiles FPSC and there have been updates in the source code of FPSC. From the comments I've been seeing it looks like many of the older cards -- even when they have been the best in their day -- are not compatible anymore.

I am not having that issue and my video card is "almost" the best that nvidia has to offer now. Bond1 has the best.

Edit:

SC, have you tried setting "newblossershaders=0" in your setup file as well?

Addendum:

My laptop has a nvidia geforce go 7900 GS and I also have no issues. Well, except speed.

This isn't really a contest but I started in 1971, so I guess that's 40 years now. Boy time flies when your having fun. Or is it the old age perspective of time.


Terry
Scene Commander
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Posted: 7th Apr 2011 18:50
Quote: "From the comments I've been seeing it looks like many of the older cards -- even when they have been the best in their day -- are not compatible anymore"


While I agree with the statement, the fact is that many of these cards are capable of running far more advanced software than FPSC and the changes between V117 and V118 aren't that major. Sure, if FPSC was creating games of a AAA standard then by all means have it require a more advanced card, but it isn't and the system requirements for the results are far too high and I imagine most users who weren't aware of the games origins would be very disappointed if they were to play a game based on the required specs and find an FPSC game at the end of it. I don't mean to dismiss FPSC, I'm just saying that if it is indeed a problem with the cards, which it could well be then FPSC is now too system hunger for the results.

Quote: "SC, have you tried setting "newblossershaders=0" in your setup file as well?"


Yes, and the segments are still invisible, so I guess it's the way the shaders are now applied.

Quote: "This isn't really a contest but I started in 1971, so I guess that's 40 years now"


Well, if it were a contest, you win.. You've got about 7 years on me.

http://jimjamsgames.yolasite.com
Woolfman
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Posted: 7th Apr 2011 19:04
I tested your .FPM Scene Commander.I did a Test Built and Game Build they both worked just fine.

Using a Nvidia GeForce GTS 450.
Flatlander
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Posted: 7th Apr 2011 19:13
Well, I can't really help any further. Sorry.

And I'm afraid Lee can't fix it until he can duplicate it somehow. I hope that somebody else who has your card can come forward and verify this issue. I'm not sure but if Lee knew for sure that it was this card, he might take time with nvidia people and invest in that card to see if there is something that can be done in the source code. Either DBPro or FPSC. And yest there have been changes in how shaders work from v1.17 and what is written in DBPro.

I know you're not me; but, if it were me and I had a desktop that I could replace the video card. I probably would.

Maybe you should write Lee a personal email and see if there is anything he can do?


Terry
michael x
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Posted: 7th Apr 2011 19:51
bug fix. if you all are having any problems with segments not showing up or the big shadow blob on you segments. just turn full shader off or add a shader segment to the segments.also make sure your texture file are dds. no jpg bmp or png no textures. do this and you will have on problems. tga dds are the best to use. but prefer dds most wise choose.

more than what meets the eye

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jbfreeze
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Posted: 7th Apr 2011 19:59
It's weird because this only started happening after like beta 1.18 patch 7 and up everything was working fine before
my graphics card is a ATI 5670 it isn't the newest but I'd say that's far from old
Field meister_Gilmer
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Posted: 7th Apr 2011 22:10
So far the only issue I've had is the water's animation is on an incredibly obvious loop. Not a huge deal, but if anybody has time it should be fixed. I'd do it myself, but Thumper+Coding=fail.

(\__/)
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Anigma
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Posted: 7th Apr 2011 23:05
Had a weird issue with 118.12, it might be my map, or windows 7 or my crappy laptop, or even sunspots but I'm not sure. Maybe someone can try it out and see if it happens to them.

I'm creating a shooting range/training level for my game. I'm using the weapons from MP53 for the player, and the stock sci-fi segments for the level itself. Everything seemed to run fine until I reload the gun. Not every time, but often enough to be really irritating, FPSCGame crashes about halfway thru the reload animation and then after a few seconds, so does the editor. I reverted back to 118.10 and no longer have the issue. Coincidence? I dunno, but thought it was worth reporting.
Tombsville
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Posted: 8th Apr 2011 00:36 Edited at: 8th Apr 2011 00:37
Can also confirm the "invisibe segment texture" problem.

Windows XP Home, AMD Athlon 64x2 Dual Core Processor, NVIDIA GeForce GT 240
That Guy John
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Posted: 8th Apr 2011 00:52
Quote: "started in 1971"

Stone tablets are not really Tablet PC(s) Flatlander

On the map problems, I don't think it is an Nvidia specific problem. I have had the problem on ATI Radeons as well.

This Thread, which I linked to before has been a solution for most people. I think that thread should be used on that issue as not to bombard this thread with it.

I am going to wait til 1.18 stable is released before I mess with it any further. Then I will do another clean install and see if it happens again.

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Field meister_Gilmer
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Posted: 8th Apr 2011 00:53
@Tombsville
What be this "invisibe segment texture" that thou speaketh of?

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Susysyay
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Posted: 8th Apr 2011 00:56
Can someone confirm that the ragdoll works in 1.18 B12? In beta 10, several other people including myself reported that it wasn't working.

-Winner of the X10 Revival Competition, Susysyay
"I'm havin' too good a time today, I ain't even thinkin' bout tomorrow."
Tombsville
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Posted: 8th Apr 2011 01:10
@Field meister_Gilmer

'Tis issue 58 I speak of.

Discussed in posts prior to mine, good sir.

Windows XP Home, AMD Athlon 64x2 Dual Core Processor, NVIDIA GeForce GT 240
uman
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Posted: 8th Apr 2011 01:35
"which it could well be then FPSC is now too system hunger for the results"

That has always been the case and is even more so now - a combination of that and numerous other unhelpful things by design or not.

250 seamless textures : http://www.umedia.co.uk
Flatlander
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Posted: 8th Apr 2011 01:36
@Anigma

I don't have MP53.

Does it crash with any other weapon?

The only thing that had to do with weapons in Beta 12 was the save/load. This should not have affected a weapon currently being held. I tried one of the weapons from MP9 and it worked fine.

???


Terry
Field meister_Gilmer
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Posted: 8th Apr 2011 02:11
@Tombsville
Oooohh... It be a problem! For I was wishing just moments ago that some kind stranger would happen upon some form of invisible wall for my wee little self.

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Design Runner
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Posted: 8th Apr 2011 03:05
That is easy to accomplish, open paint.NET, Gimp, Photoshop, Paint Shop, anything like that, make a document like 50x50, and fill it with 0,0,0 (black). Now save it as .tga or .dds. Put it in your textures folder. Copy your segment you want to be invisible, and paste it somewhere else. Open the .fps file and change all of the textured = files to point to your new image.

Easier way: download Firma V2 and load your image into there.
Enjoy! There is also an invisible wall on the fpsc models and media section, as well as on fps-media and fps-files.

The quick brown fox jumps over the lazy dog
Flatlander
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Posted: 8th Apr 2011 03:47
Release #427

Quote: "Mutual exclusive A and D keys code added"


This means that if you press A and D keys at the same time the player will not move.


Terry
That Guy John
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Posted: 8th Apr 2011 04:29
Flatlander,

Quote: "This means that if you press A and D keys at the same time the player will not move."


Okay but will the camera move? "Look"

If so, is there going to be a way of scripting this to happen when we want it to?

Example: Item picked up, then player cannot move til dropping that item?

My Personal Blog (Randomly updated)
Flatlander
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Posted: 8th Apr 2011 04:51
@That Guy John

Quote: "Stone tablets are not really Tablet PC(s) Flatlander"


Almost ROFL.

Sorry I didn't 'splain myself better.

Right now if you press the A (left arrow) and D (right arrow) key at the same time you will move forward instead of not moving in any direction. For those who are long-time gamers and use the A and D key this is inconvenient. I realize that this is not a major fix. In fact it's not a bug so it's not really a fix it's a modification of the code. However, this was something I was able to help Lee with since it was simple to do.

So, those who had been maundering about it, will be very happy.

Yes, you can still do a mouse look while you are pressing down the A and D key. There are no commands to stop a player in his tracks except the plrfreeze and plrdisable commands.


Terry
That Guy John
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Posted: 8th Apr 2011 05:34
Okay, thanks for clearing that up.

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Anigma
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Posted: 8th Apr 2011 06:52
Hi Flatlander, I don't know if it happens on any other guns, because I reverted back to Beta 10 after it happened too many times to be just coincidence. Maybe someone else can try it and report in?

Sorry I'm not much help.
Flatlander
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Posted: 8th Apr 2011 07:07
@Anigma

I tested all of the MP9 weapons and they all worked without crashing. I know that all of the stock weapons are working.

More than likely I will be getting MP53 tomorrow. My wife's going to kill me. $20 US is OK with her but she may jump at $40.


Terry
Anigma
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Posted: 8th Apr 2011 09:29
It very well could be my machine just doesn't like beta 12. This laptop was definitely NOT designed for making or playing 3d games. Glad to hear that it's not happening on your end. I've got another machine I can install B12 on and test so if I get time this weekend, I'll do that and report back.

As for MP53, trust me, it's well worth the $40 and any nagging from your better half that you might have to endure. She just needs to understand that us boys like our toys!
Artyom
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Posted: 8th Apr 2011 10:22
Hi there, Does V118 + Put extra strain on the system, or will it require the same ammount/less resources?

The Curtain has fallen...
Flatlander
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Posted: 8th Apr 2011 14:29 Edited at: 8th Apr 2011 14:30
@Anigma

I downloaded MP53 at 6:00 this morning.

Tested all of the weapons in MP53 and they work fine. I had a concern at first because I was expecting an auto-load; which didn't happen. It took me several times adding more ammo to the weapon (it doesn't show up on my screen) when I thought, "OK, try pressing 'R' the reload key." That worked.

I'm going to send you an email later on today. Watch for it.


Terry
LeeBamber
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Posted: 8th Apr 2011 20:22
Just to chime in, if you have good strong ways to reproduce the 'invisible segment issue' on more than one system, please email me the steps with default stock FPM and screenshot. It's a bugger of a bug to reproduce and I sorely want to see why it is happening! Also send a screenshot from V117 to show it works with that version (same angle), and if possible upload two FPSC final executables so I can study both in detail to see where the code paths diverge. Thanks.

I drink tea, and in my spare time I write software.
That Guy John
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Posted: 8th Apr 2011 21:23 Edited at: 9th Apr 2011 06:01
New Thread on this, HERE.

Lee, just to clearify.

Is this the issue you were referring to?

If not, if anyone else is having this same problem (it came back up again for me) I will be willing to go through the tedious process of recording every single thing I do to reproduce this.



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jbfreeze
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Posted: 8th Apr 2011 23:06
yep that is the problem which I have been having
Scene Commander
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Posted: 8th Apr 2011 23:22
@That Guy John

Yes, That looks like the one. Well explained.

http://jimjamsgames.yolasite.com
frafra_95
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Posted: 9th Apr 2011 00:08
Quote: "It's weird because this only started happening after like beta 1.18 patch 7 and up everything was working fine before"

i've noticed it too, i've a nvidia geforce 9500gs and i've never had problems like this with it
that's weird!
Flatlander
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Posted: 9th Apr 2011 01:25
I hope you guys are doing the following:

Lee quote:

if you have good strong ways to reproduce the 'invisible segment issue' on more than one system, please email me the steps with default stock FPM and screenshot.

Lee quote:

Also send a screenshot from V117 to show it works with that version (same angle)

Remember to email Lee. Youtube links would be great in the email as well.


Terry

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