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FPSC Classic Product Chat / V118 Public Beta 17

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charger bandit
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Posted: 24th Apr 2011 12:23
Is it just me,or the shaders on segment don't work in the latest beta?


Arseny
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Posted: 24th Apr 2011 13:12
I added the post on 22nd Apr 2011 07:24. I don't understand - why on certain weapons the firespot is behind the gun, like it should be, and some weapons always behind the firespot, and it doesn't depend on alignz=. So, what's the matter?Could you suggest the solution?Anyway this glich has been appeared after beta 14.
Tax 78
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Posted: 24th Apr 2011 16:03
FPSC x9 beta 14

The segments of model pack 12, they are transparent.

Help!!!!!


Sorry but I use a translator
Deathcow
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Posted: 24th Apr 2011 21:13
@Tax 78

You may need to try the new updated one. It may fix the issue with Model Pack 12 segments.

DC

Tax 78
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Posted: 25th Apr 2011 00:12
@Deathcow

Sorry, but you're the beta 15?


Sorry but I use a translator
Deathcow
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Posted: 25th Apr 2011 00:15 Edited at: 25th Apr 2011 00:16
@Tax 78

Sorry I wasn't clear. I meant the new updated model pack 12.

You can re-download the model pack from your order history.

DC

Tax 78
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Posted: 25th Apr 2011 12:29 Edited at: 25th Apr 2011 12:31
ok thank you

go straight to download from my history


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Tax 78
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Posted: 25th Apr 2011 15:52 Edited at: 25th Apr 2011 16:15
Ok, downloaded and installed upgrade model pack 12
some segments are seen, but others still do not see them



Sorry but I use a translator
Tax 78
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Posted: 25th Apr 2011 16:34
I solved the problem ... After you upgrade to model pack 12, I used the (FPSCreatorCleaner), who has deleted the bin and dbo to replace them with new ones.


Now go to wonder


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Deathcow
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Posted: 25th Apr 2011 18:04
Tax 78
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Posted: 25th Apr 2011 20:45
@Deathcow
Thank you, the merit and only your


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michael x
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Posted: 25th Apr 2011 22:01
118 really bugs me. lol

more than what meets the eye

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Hyperion
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Posted: 25th Apr 2011 22:30 Edited at: 26th Apr 2011 03:20
recently installed 1.18 for the first time at Beta 14 lol. Anyway, Im a little late to the game but I very much love the upgrades, specially the stock weapon upgrades. One thing we need is the Chugshot to jump from X10. Im lucky that I recently got a new computer otherwise I wouldnt have been able to see all the fancy waters and shaders.
In short, great work people who made this

Your signature has been erased by a mod. Do not use swear words or other offensive terms anywhere at these boards.
uman
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Posted: 26th Apr 2011 03:12
Hyperion,

Using offensive words in a signature or anywhere else at these boards is a very bad idea.

Appropriate action has been taken. You are getting away lightly this time.

Further reputition will bring more severe action. You have been warned.

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Nomad Soul
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Posted: 26th Apr 2011 19:11
@Uman

Just wanted to say really enjoy reading your posts man.

Its like your always a bit down on the engine having some long term issues and things not working like they should then go ahead and fully test the new beta and give a nice summary of your findings anyway!

Clearly, FPSC is great. TGC and the community have done some fabulous work since V117 taking the engine in a direction which will bring the longevity which came under some pressure with the likes of UDK and Unity enjoying free releases.

For me there are a couple of things on the collision side which I'd like to see improved so I can put an enemy anywhere in my map without worrying about him getting stuck or walking through a wall but we are much closer to a robust tool set now than ever before.

Oh any dynamic shadows would be a really nice addition even if it does require a LOT of code Lee.

uman
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Posted: 27th Apr 2011 16:08 Edited at: 27th Apr 2011 16:10
Nomad Soul,

I am not a bit down on the engine. I just say what I find. It has nothing to do with a personal attack on the engine. Same for all engines. Its not personal as it were.

Thnaks for that. I try not to post too often as I dont really use FPSC in a game development environment and have not done so for many years. I still however am always building random levels with it to test out various things.

I have the latest Beta 14 running.

For those that are interested to confirm FPSC can have some value as a development tool.....

Currently I am using it for a Commercial project which is not a game but an Online Interactive Virtual World. Later I will Fraps some of it for use as Video or more likely Sequential image output which will be transferred to a Flash presentation build for deployment/delivery over the web. Unfortuneatly FPSC is not suitable in and off itself for such purposes thats another story. Even for this kind of use it is limited and does not in some areas offer the kind of ideal solution needed, however being relatively click and play as it were it does offer a way to develop secenes containing a lot of entity objects within a small area with some ease and speed which is what I need in this instance. The rest it is not particularly good at for the purpose either. Hopefully with careful effort and a bit of trickery hopefully I will be able to get good enough quality output for the need.

To keep this on topic with reference to FPSC Beta 14 and with regard to your statement. For my current purpose and for game making too FPSC as I have stated before and still find to be the case - complexity or volume within reason of general world content is not an issue. Thus one can easily have a large number of segments and additionally well over say 1000 general scene entities in a level without a problem. It will hardly affect frame rates at all from starting of level build figures with a completely empty level. FPS and gameplay speed issues arise when one adds AI Characters in particular, which in the case of recent versions of FPSC eat up far more fps than once was the case perhaps double the number of fps per character than earlier versions of the engine. Adding more than just a few Characters can kill the gameplay off.

How you work around that is not easy and for another time.

With regard to collision. Unfortunately as far as I can see the envisaged improvement of fps and gameplay speeds which was evisaged would be brought about by the introduction of Dark AI, thought would be brought about by its apparent potential to reduce AI call time or whatever on the engine as opposed to vanilla version AI has as far as I can see never materialised and indeed from my earlier statemment you can see that the opposite has resulted with each AI individual character imposing a greater burden on the engine than previously was the case. Either that or there is a combination of other factors too which I am unaware of. Whatever the result is despite faster empty level fps or even complete levels without AI Characters in them - adding them quickly reduces fps by large amounts per character and you can fall below unacceptable fps speeds very quickly.

Dark AI has also not improved the AI behaviour at least out of the box. How much work it would be to make it do so I am not quite sure as I have enough other problems for the moment and clearly as stands I can and do still use my own updated versions of vanilla AI scripts which give me much better AI behaviours and they can be more easily affected and tweaked to suit the need even if its not easy to do. I have not yet seen any examples of Dark AI scripts that can better the vanilla ones I use. Needless to say then that gives me issues with Vanilla driven Characters as their collision and pathfinding/obstacle avoidance is not good to say the least. DArk AI characters do have somewhat better pathfinding and obstacle avoidance but they also have other issues. All in all I prefer vanilla AI and more to the point Dark AI for me is unacceptable by comparison. As most levels I create are outdoors so I can push FPSC to the limits then thus far in an open type level I can kill all Dark AI charaters in a level stone dead before they can even fire a shot at me as opposed to I can set up vanilla AI to have the opposite effect if I want. Thats the difference for me. Flexibility always.

The only major isssue I have at the moment apart from AI and fps speeds which are issues which have always existed is that I am unable to have any lights/lightmapping outdoors where I have terrain as the terrain (alone) reflects with bright almost white ambient light surface only good for a snow level

There are probably loads of less important issues however I dont worry too much about them unless they are critical ones of AI behaviour and Gameplay speeds for without those being reasonable one cant really have an FP Shooter. When I sort those I will find some more - To sort them I need a stable environment to work with

I dont really care if I have shaders or not. I would prefer to have a ladder (of course ladders require good collision and multi floor spanning and therein you have a problem)than a shader for example. (Yes I know I have ladders but I made them myself - you get the point though) One adds an important gameplay feature the other does not. Basic things first. Get them right and they are the things that will really make the basis that you can build upon for a great engine. All a bit late for that now but there you go.

I should stop now. You should not encourage me.



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Scene Commander
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Posted: 27th Apr 2011 17:29 Edited at: 27th Apr 2011 17:36
@Uman

I support your comments on the AI 100%. This is an issue I've attempted to raise on numerous occasions but have only met with some rather loud shouts of 'the AI is excellent and it's your fault for not using it correctly.'. Maybe as you've also raised the issue it will be possible to have a reasonable debate on the matter.

I'll be the first to say that I haven't looked indepth at the AI in FPSC as any modding will be a pretty large undertaking which I currently do not have time for. However, from a coders point of view (and is of course just my opinion) the issue with the AI is that while the path finding is good, too much is handed over to the automated Dark AI commands thus leaving it very generic. I've no wish to get into another round of being accused of not using it correctly but, for me, the only way to improve the AI will be to rewrite the code to allow for a 'better' fit of DAI into the FPSC engine.

To keep it on topic with the thread, I should also like to point out that I've encountered a new collision problem with the default map which comes with the history pack. If you try to walk into the low hedge, you are sometimes pushed through the ground and out into the wide world to fall to your death. Can anyone else confirm this?

http://jimjamsgames.yolasite.com
Hockeykid
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Posted: 28th Apr 2011 06:04
Quote: "With regard to collision. Unfortunately as far as I can see the envisaged improvement of fps and gameplay speeds which was evisaged would be brought about by the introduction of Dark AI, thought would be brought about by its apparent potential to reduce AI call time or whatever on the engine as opposed to vanilla version AI has as far as I can see never materialised and indeed from my earlier statemment you can see that the opposite has resulted with each AI individual character imposing a greater burden on the engine than previously was the case. Either that or there is a combination of other factors too which I am unaware of. Whatever the result is despite faster empty level fps or even complete levels without AI Characters in them - adding them quickly reduces fps by large amounts per character and you can fall below unacceptable fps speeds very quickly.
"


Its actually not the AI thats the biggest slow down, rather its the character limbs. DBPro is not very good at handling limbs, more limbs = more draw calls, and more draw calls = lower fps.

Quote: "Dark AI has also not improved the AI behaviour at least out of the box. How much work it would be to make it do so I am not quite sure as I have enough other problems for the moment and clearly as stands I can and do still use my own updated versions of vanilla AI scripts which give me much better AI behaviours and they can be more easily affected and tweaked to suit the need even if its not easy to do. I have not yet seen any examples of Dark AI scripts that can better the vanilla ones I use. Needless to say then that gives me issues with Vanilla driven Characters as their collision and pathfinding/obstacle avoidance is not good to say the least. DArk AI characters do have somewhat better pathfinding and obstacle avoidance but they also have other issues. All in all I prefer vanilla AI and more to the point Dark AI for me is unacceptable by comparison. As most levels I create are outdoors so I can push FPSC to the limits then thus far in an open type level I can kill all Dark AI charaters in a level stone dead before they can even fire a shot at me as opposed to I can set up vanilla AI to have the opposite effect if I want. Thats the difference for me. Flexibility always."


The DAI is actually extremely flexible, unfortunately people don't even attempt to make DAI scripts. I will admit, the DAI script that comes with the update is extremely bad, I never actually meant for that script to be the one that was given out to the public. The script was actually what I used for debugging.

So far the only person I know that has used the DAI commands to make a script is EAI, and I will say the AI in his Model Pack 53 is quite nice.

Quote: "With regard to collision."


ODE is actually a very good physics engine, though thats in C++. Unfortunately Lee's wrapper for ODE is quite slow, slower physics calculations basically means the easier it is to "slip through" an object before the physics wrapper can figure out where the player should be. Someone wrote a new ODE wrapper, one thats faster but Lee added special things to FPSC in his so it doesn't work for FPSC (not straight out of the box at least).

Another big issue is the raycast commands, the static raycast functions and the intersect object functions are quite slow compared to something such as Sparky's. Replacing them would be a big improvement in both speed and collision, but Lee had his static raycast return special information such as collision material.

For example,
100000 iterations of the IntersectObject() Function took 1683ms
while 100000 iterations of the sc_spherecast() (Sparkys) Function took 27ms
While it was a huge amount of iterations, its show you how much faster Sparky's collision is.

Quote: "I support your comments on the AI 100%. This is an issue I've attempted to raise on numerous occasions but have only met with some rather loud shouts of 'the AI is excellent and it's your fault for not using it correctly.'. Maybe as you've also raised the issue it will be possible to have a reasonable debate on the matter."


The AI is already in manual mode, and you have 100% control, there is no "automated" Dark AI commands, I pretty much brought out the Dark AI functions through scripting. I would really appreciate it if you actually attempted to make a Dark AI script before critique a system you clearly haven't explored.

I'd like to see a Dark AI thread pop up in the scripting boards, maybe one where the community pitches in to create a well rounded Dark AI script.

Scene Commander
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Posted: 28th Apr 2011 11:31 Edited at: 28th Apr 2011 11:40
Edited *Somehow double posted*

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Scene Commander
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Posted: 28th Apr 2011 11:34
Quote: "I support your comments on the AI 100%. This is an issue I've attempted to raise on numerous occasions but have only met with some rather loud shouts of 'the AI is excellent and it's your fault for not using it correctly.'. Maybe as you've also raised the issue it will be possible to have a reasonable debate on the matter"


Quote: "The AI is already in manual mode, and you have 100% control, there is no "automated" Dark AI commands, I pretty much brought out the Dark AI functions through scripting. I would really appreciate it if you actually attempted to make a Dark AI script before critique a system you clearly haven't explored."


I rest my case on my first statement. Please allow people to discuss this issue without telling them it is the users fault for not trying hard enough. FPSC is a 'First Person Shooter Creator' and I think most people expect a far better 'out of the box' AI.

Quote: "So far the only person I know that has used the DAI commands to make a script is EAI, and I will say the AI in his Model Pack 53 is quite nice."


The models in that pack are excellent and really worth the money. However the AI is still, in my opinion far below par for that of almost any game I can recall in the last 10 years. This is in no way EAI's fault as his scripts use the available commands well.

http://jimjamsgames.yolasite.com
uman
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Posted: 29th Apr 2011 03:18
Quote: "The DAI is actually extremely flexible, unfortunately people don't even attempt to make DAI scripts."


The first is not proven in relation not to the scripting itself but to actual enemies behaviours being flexible and the second - I have attempted to make DAI scripts with little success I must admit as I am no expert scripter, sorry.

If its that flexible perhaps we could see as proof a script that will allow me to place a Dark AI enemy one side of a level and the player at the extreme far end of the other side of the level i.e. 38 tiles away from one another and give both a Tavor weapon and get a reaction from the enemy to the player before I kill him stone dead.

I am not able to get the DAI to react to the player and attack at that range (ignores player beyond around 700 units) so perhaps you could show me how?




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Hockeykid
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Posted: 29th Apr 2011 05:49
Quote: "(ignores player beyond around 700 units)"


Actually do appreciate you saying that one, I took a look and your right. For some reason the overall view range was not made tweak-able :S. I had hoped that issues like these would've been found when the first beta including the Dark AI was released, unfortunately not many people reported bugs or issues.

I've added the command "aisetviewrange=x" to the source, I'm going to email Lee about updating the SVN with it.

I appreciate finding that one, and if you have anymore troubles with your Dark AI scripts I'd have no problem helping .

Quote: "I think most people expect a far better 'out of the box' AI."


AI should never work out of the box, AI should ALWAYS be scripted specific to the user's game.

Scene Commander
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Posted: 29th Apr 2011 10:22 Edited at: 29th Apr 2011 10:27
Quote: "AI should never work out of the box, AI should ALWAYS be scripted specific to the user's game."


Ah, the user friendly approach.

I give up on this, you clearly won't allow me to comment on the AI and I am fed up of trying to raise the subject. I just hope that others get more joy.

http://jimjamsgames.yolasite.com
Scurvy Lobster
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Posted: 29th Apr 2011 10:59
Quote: "AI should never work out of the box, AI should ALWAYS be scripted specific to the user's game."


Problem with this is that most FPSC users want "out of the box" AI for the drag-and-drop development. At least for basic stuff like shooting, searching for the player and melee. The reason we don't see many custom DAI scripters is that this is way beyond the scope of the core user.

With classic AI you can simply select an AI FPI script file as a MAIN and get a reasonable result with it. DAI has a way higher barrier of entry. I am sure the use of DAI would rise if FPSC had more scripts included than the few generic right now.

Hockeykid
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Posted: 29th Apr 2011 13:40
Quote: "Problem with this is that most FPSC users want "out of the box" AI for the drag-and-drop development. At least for basic stuff like shooting, searching for the player and melee. "

Which is one of the reasons why a lot of FPSC game are a bit more "generic".

Quote: " I am sure the use of DAI would rise if FPSC had more scripts included than the few generic right now."


I agree, I had hoped to do so but Lee had released the first beta of V117 without giving me a date. So I thought I had had more time. I'm now considering starting up a scripting request thread involving Dark AI.

Nomad Soul
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Posted: 29th Apr 2011 13:47
I agree it would be nice if the generic weapon / melee enemy scripts were improved so that everyone's gameplay is better out of the box.

AI scripting is probably the most difficult for non coders and given how FPSC games are developed in the same way i.e. segments / layers etc, I don't think AI needs to be completely custom for every game. Tweaked maybe but not re written.

I think there should be a community thread aimed at providing a nice set of Dark AI scripts for out of the box use which people can contribute to and test. Like an open source Dark AI.

J S Productions
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Posted: 29th Apr 2011 17:19
I'm not sure if someone has already asked this or not, but is there a toggle for the quality of the water, because my computer can't handle the processing required to run water quickly.

seriously, my fps rate goes down to 5.

I am really hoping to use water, I believe that has been one of the best improvemnts on the fpsc yet.
That Guy John
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Posted: 29th Apr 2011 19:37
J S,
What is your FPS without the water?
What shader and lightmapping quality are you using in preferences?
What are your system specs?

FPSC OneSource [DeskTop App] - Bringing everything together into one.
uman
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Posted: 29th Apr 2011 19:43
Quote: "I appreciate finding that one, and if you have anymore troubles with your Dark AI scripts I'd have no problem helping"


Its hardly something that I could have missed. If the activation range could be flexible in the hands of end users that would certainly be helpful and it might help also with some other issues of collision I had noticed where Dark AI characters can loose track of the player and in an effort as it were to track to the players "(last)Known" position moving forward "directly" to that and get stuck in walls and be unable to retrieve that situation, blindly and permanantly stuck in a wall in a never ending attempt to move in a straight line towards that players last known position. Unless you then move close and shoot at them they simply ignore anything else and reamin fixed on what they were last doing - being stuck in a wall unable to avoid the obstacle or rethink what they should be doing. This is behaviour I found with Model pack 53 Characters so could not use them. I have no idea of course if the issues is related but it could be I guess. If the range issue was fixed then it may or may not help.

I am sure there may be other isuues but to be fair as suggested we have not seen enough attempts one way or another to script solutions to solve potential issues such as these if the engine itself is not preventative in and of itself.

Ideally the AI users need is the flexibility that vanilla AI scripts offer with the obvious advantages that DAI offers in terms of improved pathfinding and obstacle avoidance, one applied to the other. We dont need the two systems but to remove the support for the old scripts would be a mistake at the moment which is what I have feared might happen and hopefully wont at least yet.

To be fair in commenting I must say that FPSC does have perhaps the best AI that one could expect from such an engine of such standing and DAI I can see should provide from its command set the potential for much better AI behaviours than we currently see. Problem seems to be that no one except the developers seem to understand it or have a need for it or perhaps at this moment in time have not had the time to develop it themselves because they have had to concentrate on other issues related to their game making and the constant stream of updates testing?

I am a big supporter of FPSC and its concept and always have been but I am not averse to commenting when I think a point is important. FPSC is a great idea and valuable indie resource. It has always tantilisingly offered great potential, temepered with a number of not quite there drawbacks, mainly, world size, collision, speed and AI. Thats nothing new as almost all all indie engines have had those issues and most still do.

FPSC has improved and the potential is still tantilising us.

There are some very legitimate and valid opinions expressed here by users regarding the AI and the general mass of FPSC users who one suspects in the majority of instances are not expert scripters and never will be despite attempts to be so. After all makiing a game we all understand is a large undertaking requiring many, many skills and disciplines. By and large most of us simply do not have the either the rescources or time to be a master of all and do everything ourselves and need as much help as possible in development in a RAD environment if we are to complete the kind of games we all might like to see FPSC generate. Thats the nature of the indie world. We are not by and large experts and dont have massive resources if we did I doubt we would be using FPSC. For us its a tool that promises a route to actually produce something in actuality that we can get off the drawing board and into the hands of Game Players which no other engine can match. That much is true to say for which we are all grateful to Lee, the TGC team and all members of these forums and their contributions which have made that possible.

Long may that continue.

I am out of here now as though relevant to FPSC a little off topic here so enough said. Point is made by all I think. Mainly that its hard work and certainly not easy all round.

Lets all await the next update with eagerness.



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Richar97
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Posted: 30th Apr 2011 18:58
I am loving this already and I have compared other FPS Creation programs to FPSC and I got to say you definitely get the what you payed for also I noticed that one of the other FPS Creation programs and an FPS made on the Unity engine took FPSC Models and the other FPS Creation program is selling their software.

Thanks,
Richard
Nomad Soul
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Posted: 30th Apr 2011 21:15
I have a question about Dark AI

What is the difference between the Main and Shoot scripts when using Dark AI and how do you link them together?

I'm going to bite the bullet and start learning this with FPI Edit but I need to know how the system works.

Also I think I saw a new engine command about AI radius which has something to do with collision. Can anyone confirm?

Matt Rock
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Posted: 1st May 2011 05:14
I decided to revisit an old FPSC game of mine from 2007, Pod 9. I spent an hour or so fixing some of the game's problems (lighting and all that), and figured I'd re-compile it and re-release it in an updated form, with 1.18.14. But there's a catch...

It won't build, or allow me to do anything in the build game window. I can't alter the game project file name away from mygame.fpg (which loads automatically). I can't add, delete, or otherwise change levels, or alter any other settings. Once the window is open, FPSC effectively crashes, and I need to ctrl+alt+del to close it. I tried restarting my PC to try again, but it did the same thing. So naturally, I blamed the Foo Fighters, restarted the PC again, left everything turned off, and gave it another go. Still nothing. Is anyone else getting build screen crashes?

- Specs -
OS: Win 7 Home Premium 64-bit
Processor: AMD Phenom II X4 965 processor (quad core, 3.4 GHz)
RAM: 6 GB
Video: ATI Radeon HD 5570 (1 GB)
Sound: Creative SB X-Fi Titanium

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Scurvy Lobster
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Posted: 1st May 2011 13:17
Matt Rock: updating from old versions is known to brake compatibility with maps. This can happen even with small updates like V1.17 -> V1.18. I think you have to rebuild it all from scratch if you want to use it.

Matt Rock
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Posted: 1st May 2011 16:33 Edited at: 1st May 2011 16:34
I'm not even getting to the point where I can add levels, though. I essentially open the build game window, and FPSC crashes on the spot.

Also, I really hope you're joking about rebuilding games, lol. I just wrapped up 16 levels of a new game I've been making in my spare time; half in 17, and half in 18. All it needs is voice acting, which I've been planning on doing in my band's recording studio. But now... ack :/

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Scurvy Lobster
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Posted: 1st May 2011 23:12
Most games don't break... It never happened to me but you see the reports nearly every time a new update is released. Updating from a 2007 version of FPSC may just be stretching it.

Matt Rock
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Posted: 2nd May 2011 00:36
Well, the game was made in 2007. I updated FPSC from 1.17 to 1.18.13, then 1.18.14.

I started over from scratch... completely uninstalled FPSC and re-installed it, all of the way up to 118.14, and now, build game seems to be working (like, I can load the .fpg file and change settings, all that good stuff). But now, it keeps crashing in the build process. Long story short, if I have "automatic floor" on, it crashes mid-build on the first level. It's building right now with shaders on and everything cranked up, but without the floor option, and seems to be cruising straight through this time. Not sure if that's an old problem or a new one.

In an interstellar burst, I'm back to save the universe
uman
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Posted: 2nd May 2011 03:31
Nomad Soul,

As far as I understand it in DAI shoot scripts are obsolete and everything is done and managed through Main.

*************

As to the question of backwards compatibility. Personally I can still use and build levels made with FPSC EA though various degrees of updating are required. They all have opened OK up until now anyway though not when the updates are seriously bugged until fixes are made. In the main they work fine though I tend to test them and resave with each new version of FPSC so I guess you could say FPSC updates the .fpm to boot. If one left them for years and tried to open them in much later versions it might be a different matter.

Messed up somewhat in some content which needs updating the levels themselves still are by and large credible.

Certainly I have never yet lost a level from incompatibility and as said many of the levels I have are the sames ones brought forward since the first early development betas even before EA was ever released.



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Anigma
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Posted: 2nd May 2011 16:12 Edited at: 2nd May 2011 16:29
Quote: "Long story short, if I have "automatic floor" on, it crashes mid-build on the first level. It's building right now with shaders on and everything cranked up, but without the floor option, and seems to be cruising straight through this time. Not sure if that's an old problem or a new one."


I have had issues with the "automatic floor" also - got the memory exceeded error on my latest map with it on. Works fine if it's turned off though, so that's where I leave it.

Right now I have a couple of odd issues that have cropped up, one of them is that a particular model added as static geometry causes the player to fall thru the floor when you get near it - I have to research a bit more to see which one is causing it, but it's happened on 2 maps now - and the other is a frustrating "Image (or something, can't recall offhand) not found at line 8336" error that has cropped up recently since I upgraded from v118.12 to v118.14. Other than that, this has been the most solid beta yet, and on my machine/fpsc install, that's saying something.

Edit: OK, looked at the source code to see what line 8336 is doing. It's an object error, involving bullets and it's going to require a change at the source code level to fix. If it were up to me, I'd modify line 8335 (and any others like it) to check if the object number referenced by "entityelement(tte)" actually exists before attempting to read any position data from it - hint, hint.

It compiled! Ship it!
Slayer267
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Posted: 3rd May 2011 05:27
Dude my lights disappeared... Like really lights are GONE!!! Im freaking out!!! Ahhhhhh!

EPIC HELP! EPIC PWNAGE

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klarkit
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Posted: 3rd May 2011 20:40
I cannot seem to be able to pick up any weapons or ammo.
I am using stock WW2 weapons in Beta 1.18.014.
The Zoq2
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Posted: 4th May 2011 16:09 Edited at: 4th May 2011 16:28
How do you use the scripted flak? and is it possible to make non-explosive flak that can do damage to entities if a character uses it?

Srry about my english im from sweeden
Gibba gobba
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Posted: 6th May 2011 02:35
if it would benefit the FPSC community (which everyone knows it would), im positive everyone here would be willing to trade the lives stat for an armor/shield stat. no fps since Wolf3D had lives

Hello one and all.......
The Zoq2
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Posted: 6th May 2011 09:03
CoD 4's arcade mode had lives

Srry about my english im from sweeden
Croeso
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Posted: 6th May 2011 13:28
If Gibba gobba does not wish to have lives, dare I suggest he edits them out.
The Nerevar
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Posted: 6th May 2011 23:50
I would like to see non-explodable flak that hurts enemies too. it'll be great for crossbows,bows,maybe throwing knives!

I'd have to say........ The Game Creators can make dreams come true.
The Zoq2
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Posted: 6th May 2011 23:52
Yes and for making player controllable robots

Srry about my english im from sweeden
Anigma
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Posted: 7th May 2011 05:23
Grrr... this is making me crazy... is anyone else getting Object Number Illegal at line 8336? Happens at a particular point in my map on a semi-regular basis, but not every time, so it's really hard to track down the culprit.

This just cropped up when I started using beta 14. I plunked a beta 12 exe in the same game folder and it does not seem to have the error so I'm guessing this is a new error in beta 14? Hopefully this is an easy fix because I get much better performance out of beta 14 than 12.

It compiled! Ship it!
Croeso
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Posted: 7th May 2011 10:45
In reply to Anigma, I was getting a similar error. It happened several times. I deleted and reloaded Beta 14 again and to date problem has gone.
cds1234
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Posted: 7th May 2011 11:19
Ok, so after reading 20 pages of this thread, I seem to be experiencing the invisible segment issue.
I went straight from the download v1.0 install to version 18.14.
I have seen all entities and segments working correctly, including combined use of advanced shaders, post processing and blosser. But, when the issue starts to happen, I cannot find any combination, of reinstall, reboot, cleaner, setup.ini that gets me back to a working system. On the same GForce 6-series, I can run high quality lightmap with all shaders and the hazyglow/haze distance sharp front effect (#1 or #2 post process). But, I think the issue is the writing, re-writing, overwriting between limited preference choices and setup.ini. If each lightmap and shade option could be clicked on/off in prefs, the issue would be done I think.
I don't know how I experience the issue in v 14 since it appeared that people got it fixed from 13-to-14.
I have had the crash issues mentioned as well, but each time they happend I was able to solve with a reboot. The only time this was not the case, I had to clear up room on hard drives (ran out of processing cache! :0).

Anyway, not sure how I got the invisible lighting/shading thing in 14, I can confirm I have tried every variation of lightmap, shade, setup.ini, preferences, delete, overwrite, save, reload, reboot imaginable. I have hit on a few times where it all gets fixed, and a brief moment of success followed by a return of the issue.

In a perfect scenario, I can load ambient lighting with beautifully rendered shaded areas, colored lights around the room, and player hud/hands show change in light, shading, etc, and entities like wall decorations, room items, trash cans look full quality, and items like mirrors that reflect an effect and not just static, work perfectly, all of this without the haze/glow effect bc either blosser or post process are turned off or set to not engage.

I think, that the right combo of useeffectson (entity, statictextures, weapon), high end lightmapping, and old version of shadows turned off, fix the issue, but the combo is impossible to maintain bc prefs. over-write the correct combo if made in setup.ini with FPSC turned on or off.

My thoughts about some other things in the thread, are that I am happy to be testing this on what I would consider a decent all-purpose machine. I am sure there will be gamers on used laptops and 1-2yr old desktops that are interested in a great looking 3d engine that do not have the latest card, but I also like knowing the trade off in high end performance versus usefulness. The best market for a current game could easily have the same options I do: if the control menu does what most games have done from 2003-ish to present, with a nice choice of video settings. Example something like Need for Speed, which can render full world map, lighting, shading, shadows under vehicles, sharp textures, deep 3d field, 2d anims, etc, but everything can be turned on/off to optimize speed, from street reflection to car detail.
In some ways it is more useful as a developer/tester to need to configure for optimization, since in my case, I knw that I 'can' run the newest engine choices with all things blazing at the cost of slow frames. but, with the haze/shine effect turned off everything looks remarkable and performance is fast. I imagine just 3-4 menu options inside the FPSC could be the same options for the final game player, and the latest card/cpu/ram can add all things, and the guy using the 1-2yr old dinosaur (lol ok maybe 3 yr old) can get nearly perfect gameplay at almost no quality hit. Sounds like the perfect engine builder to me!
bruce3371
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Posted: 7th May 2011 18:22 Edited at: 7th May 2011 18:23
I don't know if it's a bug, or if it's already been reported (I've searched, but can't find anything about it), but I'm having problems getting fire and steam decals working.

I asked for help in another thread here; http://forum.thegamecreators.com/?m=forum_view&t=184769&b=21, but haven't had much joy.

I can get smoke and dust puff decals working fine, no problem, but I can't get fire and steam working, no matter what I try.

I'm using 1.18.14 with WASP mod (version 2.26). It's not a WASP compatibility problem, because I had the same problem before I re-installed WASP.

I've also tried all the usual stuff i.e. fpsc cleaner, cleared out the registry, emptied the temp folder, I've even re-installed FPSC, nothing helps.

Therefore, I've come to the conclusion that maybe it's a bug?

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