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FPSC Classic Product Chat / V118 Public Beta 17

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2 Rogues
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Posted: 9th Apr 2011 03:25
The way I fix it is to set a non-shader equipped full segment (walls, ceiling floors) anywhere else on the map. See if this helps.
That Guy John
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Posted: 9th Apr 2011 05:27 Edited at: 9th Apr 2011 06:02
New Thread on this HERE.

Sorry for the delay and I want to apolgize to Lee, do to the fact I could not get 117 to run on this laptop and then when un installing 117 I accidently un installed Filezilla... that pretty much thew me off..

Videos for what I could capture for 118 beta 12 are encoding right now as I type and should be up on youtube shortly. Not sure how much help it will be though being as though, all I did was reproduce the bug here on my laptop.

Lee, again, sorry I wasn't able to gather all the PSR(s)and all the other screen captue videos I told you I would. Not coming through on something I said i was going to do, makes me feel like a real clown...

My Personal Blog (Randomly updated)
Flatlander
FPSC Tool Maker
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Posted: 9th Apr 2011 08:26
OK, I found an older computer with an older graphics card. I sent Lee the result in a step by step of what I did. Here I'm just going to show the images. I used the map found in issues #58.


This is THE map.


This is v1.17 with full shaders ON


This is v1.18 with full shaders OFF


This is v1.18 with full shaders ON - Invisible segment

Video card used: VisionTek Radeon X1300 Series with an ATI Display Chip set.

So, what do we have so far? With v1.18 and full shaders ON. NVIDIA series 7000 works. NVIDIA GeForce GTS works. NVIDIA series 6000 does not work. VisionTek Radion X1300 does not work.

With v1.17 and full shaders ON. They ALL work.

So, just saying. Video cards? Maybe it has something to do with the new normal.dds that is being used after v1.18 beta 6 or 7?

Hopefully Lee can find a fix.


Terry
Anigma
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Posted: 9th Apr 2011 09:34
@Flatlander

If you sent me an email, it never made it. Can you try again?

-Phil
Flatlander
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Posted: 9th Apr 2011 17:12 Edited at: 9th Apr 2011 17:14
@Anigma

I'm sorry, it slipped my mind that I was going to email you and now I can't remember what it was about.

Sing along with Fred Astaire:

Quote: "I've got dementia, I got music. I got dementia. Who can ask for anything more?"


I tell self, "Gotta keep sense of humour."


Terry
Flatlander
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Posted: 9th Apr 2011 17:13 Edited at: 9th Apr 2011 17:13
Release #428

Quote: "fixed ambient save load issue (persistent) and character angle issue on loading game level"



Terry
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Posted: 9th Apr 2011 19:25
Heh, well they say that your memory is the second thing to go as you get older.....

.... darned if I can remember what the first thing was...
Teacher
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Posted: 10th Apr 2011 23:48
I know this; it's your..
..erm
..darn.

I've put my update path on hold as at the present I can't risk the beta - although it feels as though the way forward might be a bit clearer?
Good luck Devs



Flatlander
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Posted: 11th Apr 2011 00:21
Well, teach, I have been told I have the magic machine. I'm not having the issues that others are having. In fact I continue to develop my game in WIP with the latest updates.

It's probably because I have pretty much the same hardware that Lee has.

An interesting aspect of the invisible segment. I would have the invisible segments on my older machine with the ATI card in development. However, If I build it on the machine I develop with and play it on the older machine. It works fine. Go figure. It might just be in the code somehow and can be fixed. The job for Lee is to find such a tricky "bug." I hope it is a bug, actually.


Terry
Nickydude
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Posted: 11th Apr 2011 00:49
The only thing I'm waiting for is the fix of the static light black blob issue. I'm using a lot of my own textures to create things for other people and the blob is stopping me. Tried reverting back to V1.17 but FPSC crashes with the "...encounted an error..." error.

KeithC
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Posted: 11th Apr 2011 05:14
I'm still having the mystery ambiance issue from before; even after installing the new Beta. As soon as I select something in globals, and build a game....blamo, most entities are black again!

-Keith

Flatlander
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Posted: 11th Apr 2011 05:47 Edited at: 11th Apr 2011 05:52
Quote: "The only thing I'm waiting for is the fix of the static light black blob issue."


Out of the five or six accepted issues, Lee has only two more to do. One is a misspelling and that won't take much and the other is the "black blob" issue. Hopefully he will be working on that in the coming week. He does have an idea what he has to do but I I've been there and thought that without it being so. However, it is usually a good start; and Lee knows the code inside-out and once he has good report it is much easier.

As far as the entities being black? That is probably one of the issues that is marked "started." He will select a group out of there and change the status to "accepted."

Lee is still trying to get some things sorted with another project. Here is his quote:

Quote: "A lot of my time has been spent in AppGameKit land, getting the compiler and interpreter sorted (which is my eminent domain at TGC)"


So it is taking top priority until he gets it sorted. He probably comes to FPSC "land" when he needs to take a break from the other. Although, Lee does know how important FPSC is.

In another email he mentioned that he hopes to find two or three days towards working on FPSC.

@Nickydude

The only issue I have is with the black blob and Lee was able to duplicate it. So that is definitely an issue that will be sorted soon. I know I said that once before.

I mentioned once before that those having that issue can use a dynamic light and it will work just fine. It is only happening with static lights and certain static segments.


Terry
weatherbob
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Posted: 11th Apr 2011 14:31
I think it works great, the graphics are better and this is on a gateway lx6810-01 computer with intel core 2 and 8gb ddr2 and nvidia geforce gt120 with a 1gb memory, i love the way the gui is better and easier i think!!!

weatherbob
LeeBamber
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Posted: 11th Apr 2011 18:21
Hi Guys,

Yes anything marked 'accepted' on the issues board means I've been able to reproduce it The missing segments issue now seems to be related to certain graphics cards not being able to handle the shaders we developed for the new features. It might be something to do with shader versions supported.

Can everyone who can reproduce the 'V118 invisible segment when shaders ON' bug please find out the maximum pixel and vertex shader versions supported by your card, thanks. It could be we have to revert to older shaders if the older/lower spec cards cannot handle the new shaders (better that than invisible walls!).

I drink tea, and in my spare time I write software.
Nomad Soul
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Posted: 11th Apr 2011 18:25 Edited at: 11th Apr 2011 18:33
So I've been out of the loop 2 weeks and we are on v118 BETA 12.

I'm glad to see this version isn't being pushed out the door prematurely but it still raises a number of important questions in my mind.

- Why was this implementation plagued with so many issues
- What changes are being made to the development / testing process to avoid a repeat of this
- What baseline testing is being done between versions to ensure we are not losing a frame here and there (if the same features are being used)
- Why are we seeing new features going in without being properly documented
- What are the important things to focus on going forward? collision, performance, memory utilisation etc?

@Lee

I don't think the missing segments issue is directly tied to video card support. I'm using Nvidia GTX 280 which is DX11 compatible and I don't have the issue in v117 but do in V118 BETA 10

Flatlander
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Posted: 11th Apr 2011 19:11
Quote: "It could be we have to revert to older shaders if the older/lower spec cards cannot handle the new shaders (better that than invisible walls!)."


Although, I want everybody to be able to use FPSC I'm hoping that, for those who can, can still use the newer shaders. Maybe a switch? Yea, one more switch.

Quote: "please find out the maximum pixel and vertex shader versions supported by your card"


Does anyone know how to find this info? Thanks.


Terry
BlackFox
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Posted: 11th Apr 2011 19:28 Edited at: 12th Apr 2011 00:38
Quote: "I'm still having the mystery ambiance issue from before; even after installing the new Beta. As soon as I select something in globals, and build a game....blamo, most entities are black again!"


Still having that issue, Keith? Maybe you should come back to the older version

- BlackFox

The function of good software is to make the complex appear to be simple.
Flatlander
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Posted: 11th Apr 2011 20:32 Edited at: 11th Apr 2011 20:45
**** Never Mind - see addendum ****

Well my "magic" machine as That Guy John has called it reared up and bit me in the behind. Or, at least nvidia did. When I got an email from them saying that there was new driver updates, I thought I would be smart and update the drivers. Oh, I thought I would be able to roll it back if it didn't work. Well, it screwed up my segments big time. So, I went to roll it back. It wouldn't let me roll back. If I were new to computing someone could say, "Welcome to the world of computers and gaming."

Oh, their not invisible but their not showing any textures. Kind of a multi-grey color.

Addendum:

Never Mind

I was testing something for one of the forum members and they had "newblossershaders" turned off. I forgot to turn it back on. My "miracle" computer is back.


Terry
uman
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Posted: 11th Apr 2011 22:21
Quote: "What are the important things to focus on going forward? collision, performance, memory utilisation etc?

Those things would be helpful.

"


250 seamless textures : http://www.umedia.co.uk
uman
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Posted: 11th Apr 2011 22:21
Quote: "What are the important things to focus on going forward? collision, performance, memory utilisation etc?
"


Those things would be helpful.


250 seamless textures : http://www.umedia.co.uk
MK83
FPSC Reloaded TGC Backer
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Posted: 11th Apr 2011 23:02 Edited at: 12th Apr 2011 00:02
Quote: "Hi Guys,

Yes anything marked 'accepted' on the issues board means I've been able to reproduce it The missing segments issue now seems to be related to certain graphics cards not being able to handle the shaders we developed for the new features. It might be something to do with shader versions supported.

Can everyone who can reproduce the 'V118 invisible segment when shaders ON' bug please find out the maximum pixel and vertex shader versions supported by your card, thanks. It could be we have to revert to older shaders if the older/lower spec cards cannot handle the new shaders (better that than invisible walls!)."

EVGA 896-P3-1262-AR
·GPU: GTX 260
·Core Clock: 602 MHz
·Memory Clock: 2052 MHz
·Shader Clock: 1296 MHz
·Bus Type: PCI-E 2.0
·Memory Detail: 896 MB DDR3
·Memory Bit Width: 448 Bit
·Memory Speed: 1.0 ns
·Memory Bandwidth: 114.9 GB/sec
·NVIDIA® nView™ Multi-Display Technology
·Digital Vibrance Control™ (DVC) Technology
·NVIDIA® SLI™ Technology
·Full Microsoft® DirectX® 10 Shader Model 4.0 Support
·True 128-Bit Floating Point High Dynamic-Range (HDR)
·PCI Express® 2.0 / 1.1 Support
·2nd Generation Unified Shader Architecture
·NVIDIA® CUDA™ Support
·NVIDIA® PhysX™ Ready
·NVIDIA® PureVideo™ HD Technology
·NVIDIA® HybridPower™ Technology
·OpenGL® 3.0 Support

GPU-Z report attached.

mk83 Productions
unimansoftent
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Posted: 11th Apr 2011 23:09
Good beta, but the character is "aquaman" or something, why the character does not drown in water?, the character breathe water?, that would be the most important point to be corrected with the new patch v118, gretings. sorry my bad translation im not speak english.

independent game developer
Woolfman
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Posted: 11th Apr 2011 23:27 Edited at: 11th Apr 2011 23:37
Quote: "Quote: "please find out the maximum pixel and vertex shader versions supported by your card"

Does anyone know how to find this info? Thanks.
"


Don't know why I'm helping. So many worthless people that don't do anything but complain and not contribute. Yet one of the few people that tries to help with the beta is Flatlander. The best/free tool for GPU info is. GPU-Z.
GreenDixy
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Posted: 11th Apr 2011 23:49
Not to sure if this has been reported yet, But when i am moving and have a couple guns in invetory i cant switch guns while moving.

======================================

GreenDixy Productions http://GreenDixy.Com
WickedX
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Posted: 12th Apr 2011 00:31
Quote: "
Can everyone who can reproduce the 'V118 invisible segment when shaders ON' bug please find out the maximum pixel and vertex shader versions supported by your card, thanks. It could be we have to revert to older shaders if the older/lower spec cards cannot handle the new shaders (better that than invisible walls!).
"


This is what SPECCY says about my GPU's Shaders.

DirectX Shader Model 3.0
Shaders Vertex 4/Pixel 4
Flatlander
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Posted: 12th Apr 2011 00:39 Edited at: 12th Apr 2011 02:34
Woolfman, thanks for coming out of the cave to give me (us) the link. Just downloaded.

VisionTek Radeon 1300 series

Shaders: 4 pixel/2 Vertex


Terry
Jcatalfamo
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Posted: 12th Apr 2011 02:44
Error when selecting an unused save slot. This is happening in beta .10 and beta .12
100% vanilla fpsc, nothing on map except 4 floor segments.
Quicksave,quickload, and load work fine


Error:
Runtime error 502: image does not exist at line 40184

The save attempt actually works but the game crashes as soon as you click the save slot.
Flatlander
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Posted: 12th Apr 2011 05:03
Lee has informed me that he has confirmed the invisible segment issue on an older computer that he pull out of storage; or somewhere.

He also confirmed as did I that putting just one static entity within the map will restore the geometry and you will no longer have invisible segments.

Where he's going from there, I'm not sure.


Terry
That Guy John
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Posted: 12th Apr 2011 07:20
Quote: "or somewhere"

Are you hinting towards somewhere in particular you are not wanting to mention here, Flatlander?

I am so glad he is finally able to duplicate these prblems finally, I just hope it doesn't render my laptop useless and he can find a fix for it.

"If" it is shader support, do you think he would be able to use a system of "If"(s) to check for shader version support on an end users "Magic Machine" and "If" exist or "Not" would tell FPSC which shader versions to "Start"?

hehe sorry, too many hours on MSDN the last couple days.

My Personal Blog (Randomly updated)
Woolfman
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Posted: 12th Apr 2011 09:07 Edited at: 12th Apr 2011 09:09
Quote: "Lee has informed me that he has confirmed the invisible segment issue on an older computer that he pull out of storage; or somewhere.

He also confirmed as did I that putting just one static entity within the map will restore the geometry and you will no longer have invisible segments.

Where he's going from there, I'm not sure. "


Well that can't be the fix for everyone. Because If I can run that error map just fine without the static entity. Then it's more then just that entity.

Also what about built games? If someone created a game with this error on a better Video Card system then someone played it on a Old Video card system would they still see this error?
Kerrby
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Location: Australia mate.
Posted: 12th Apr 2011 10:28
Am getting that invisible textures with shaders on.

Using Radeon 4600 HD Crossfire cards, will double check my specs for pixel shaders but it is shader model 3.0.


WizMod Developer.
Scene Commander
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Posted: 12th Apr 2011 11:24 Edited at: 12th Apr 2011 11:27
Hi, I've tried Lee's suggestion on the machine we're having problems with and this is the result.

Edit* Image attached as it's not showing in post for some reason.

Now nothing is being shown.

GFX card Nividia 6600gt which supports shaders 3.0.

http://jimjamsgames.yolasite.com
That Guy John
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Posted: 12th Apr 2011 11:44
Scene Commander, no trying to be a wise guy, but did you turn your ambience up when in test game?

Okay, after reading that Lee was able to duplicate the problem finally (On a machine that "he pulled out of somewhere").
Decided to give it one more try.
Uninstalled, cleaned registry, went to the FPSC folder and deleted it, restarted, ran registry cleaner, (CCleaner + FixIt) , restarted, crossed my fingers and re-installed FPSC and Beta 12. Before I even dared open it I made a tiny static tree with Alfresco. Opened FPSC, before loaind a map I went ahead and moved the shader, lights, and textures on high. Loaded the shaded scifi map, placed that static tree out of site..

Everything, works perfect! Finally!

My Personal Blog (Randomly updated)
Scene Commander
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Posted: 12th Apr 2011 12:48
Quote: "Scene Commander, no trying to be a wise guy, but did you turn your ambience up when in test game?"


Yes, ambience is on 100 and it's the same. (I even went back in and checked). as I wouldn't have put it passed me to not have noticed.

http://jimjamsgames.yolasite.com
Flatlander
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Posted: 13th Apr 2011 00:57 Edited at: 13th Apr 2011 01:00
Just to let everybody know that Lee is hot on the trail of the invisible segments issue. He said he is very confident that he will come up with a fix. I won't bother going into detail.


Terry
MK83
FPSC Reloaded TGC Backer
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Posted: 13th Apr 2011 01:15
Quote: "Just to let everybody know that Lee is hot on the trail of the invisible segments issue. He said he is very confident that he will come up with a fix. I won't bother going into detail.
"


That's wonderful to hear.

mk83 Productions
Flatlander
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Posted: 13th Apr 2011 01:23
MK83, yes it is. It's been a long hard row.


Terry
That Guy John
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Posted: 13th Apr 2011 02:10


Sweet!

Although, now I have been able to repeatedly add a static entity to many levels and they all load perfect now.

I hope the "fix" doesn't hate my static entities! lol

My Personal Blog (Randomly updated)
Flatlander
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Posted: 13th Apr 2011 05:26 Edited at: 13th Apr 2011 05:36
Lee, has stayed up until 3:00 in the morning. He has the invisible segments issue FIXED. This is in release 430.

Addendum:

As I looked at the code I noticed this remark:

Quote: "rem REVERT - 130411 - this FIXES the invisible segment issue (works on some PC's but not all PC's - need to find solution for shading older segments?"


Hopefully it is fixed for most.


Terry
Flatlander
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Posted: 13th Apr 2011 05:54 Edited at: 13th Apr 2011 05:56
FYI: BETA 13 WILL BE OUT SHORTLY.

This will include several fixes including the invisible segment fix.

If you are one of the first to notice the link. Please be sure that the size is over 135 MB before continuing with the download. It will take a little while for it to be completely uploaded.

Again, Lee has sacrificed his personal sleep time to fix this and other issues. He deserves a loud applause, and, a lot of tea.


Terry
Nickydude
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Posted: 13th Apr 2011 05:57
Quote: "Comment #16 on issue 64 by LeeBamberTGC: Black block lighting issue
http://code.google.com/p/fpscreatorengine/issues/detail?id=64

Please try this with BETA13. I have changed some code which 'might' change this behaviour..."


YES!

Flatlander
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Posted: 13th Apr 2011 06:14 Edited at: 13th Apr 2011 06:15
@Nickydude

Since I already have the code release, I was able to compile it. Yes, it works.


Terry
Nickydude
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Posted: 13th Apr 2011 06:27 Edited at: 13th Apr 2011 06:28
w00t!

Pirate Myke
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Posted: 13th Apr 2011 06:35
Beta 13 out.

Nothing but coffee in my veins 'Insomnia is Coming'
Scurvy Lobster
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Posted: 13th Apr 2011 08:49
Nickydude
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Posted: 13th Apr 2011 09:24
From what I've tested, the blob issue has been resolved

Kerrby
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Location: Australia mate.
Posted: 13th Apr 2011 09:44
Thanks so much Lee! You are a legend.


WizMod Developer.
Scene Commander
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Posted: 13th Apr 2011 13:03
I can confirm that beta 13 fixes the invisible segments issues for me.

Thanks

http://jimjamsgames.yolasite.com
KeithC
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Posted: 13th Apr 2011 14:31
I'll see if this does anything for my ambiance issue.

-Keith

bruce3371
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Posted: 13th Apr 2011 15:24
*Applauds loudly for Lee as requested by FLATLANDER* lol

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