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FPSC Classic Product Chat / V118 Public Beta 17

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Coalition Forces
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Posted: 8th May 2011 03:31
Hey, does anyone know how to increase the memory cap from 1.85 to 1.87, trying to make a level but its 11 MB to big and what the level looks like now is how I want it to be.

coalitionforces, the team man.
That Guy John
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Posted: 8th May 2011 06:18 Edited at: 8th May 2011 06:21
You can start by trying to turn the memory cap off in the "setup" file in the FPSC root.'



If that doesn't work you can try the 4G Patch from HERE.
You would use that and run it on the FPSC-Game.exe.
Some have had success with it, some not..

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
charger bandit
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Posted: 8th May 2011 12:09
I still experience the invisible segments of death with the latest beta 14.


thiconZ
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Posted: 9th May 2011 03:37
Quote: "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"


if you have purchased x10 there is a way of taking the chugshot and putting it into x9, i was bored one day and took the chugshot from x10 and put it into x9 just as a test and after a long time of messing around with the gunspec since i had the files in their right places just needed to change their call location it worked out almost 100% the same the only difference is the graphics aren't the same but that is expected and when it is shot the laser from the front looks a bit more 2D than 3D but besides that it looks the same so hope this helps in showing you that if you have purchased both x9 and x10 you are able to move the files back and forth
That Guy John
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Posted: 10th May 2011 08:30
?Anyone at all with insight as to when 1.18 stable will be released?

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Anigma
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Posted: 10th May 2011 16:32
Quote: "Anyone at all with insight as to when 1.18 stable will be released?"


I'm thinking that it's going to be soon. The initial flood of bug reports seems to have slowed down to a small trickle, and on my machine a reboot seems to have fixed the one issue I was having with illegal object runtime errors. Beta 14 seems to be very solid to me and I'd wager (albeit a small one lol) that the next version we get will be a release candidate and not a beta.

It compiled! Ship it!
That Guy John
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Posted: 10th May 2011 19:00
Well, Beta14 is running really smooth for me. I am just waiting on an Official stable release before I dig into the source and compile it for myself.

And Here Is A Penguin:
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michael x
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Posted: 10th May 2011 23:15
I think there should be one more round of bug fix before the final. it still have bugs like the segment issue and characters are having problems with getting suck on the basic grey segment.

more than what meets the eye

Welcome to SciFi Summer
DARK METALK01
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Posted: 11th May 2011 06:04
please add more lights or spotlights source
plus the lights that are more realistic

HI MY NAME IS JOSE ANGEL VENEZOLAN
Sting
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Posted: 11th May 2011 17:15
I wouldn't say its too far off but to be more realistic I wouldn't say it's just around the corner either... there are still a few flows which I know Lee and co are working on, some are not easy to spot how they're happening either!

I'm eagerly awaiting the final release myself, 118 has come a LONG way in terms of development!

@CDS1234, it seems you may have found the wrong engine my friend. Your forum posts since you joined have been nothing but put downs even in the so much advanced 118 from 117. You must understand that this engine is VERY enhanced for it's price range. £20 for a 3D engine that has water, refraction, reflection, realtime spawning, multiplayer, custom EVERYTHING... you need to be a bit more patient and realise that things like 'real time rendering, light mapping and processing' will be something that will happen in the future for FPSC, as of now I am just happy to be able to create games on a 'stable engine'!
LeeBamber
TGC Lead Developer
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Posted: 11th May 2011 22:33
BETA15 released with more fixes from the Google Issues Board. Thanks for your patience - crazy world of development right now. You can thank Terry for his efforts in tracking and reproducing the bugs on Google Code, and adding new last minute code We are getting close to the V118 official release, so if you have a show stopper with BETA15, report it to the issues board here:

http://code.google.com/p/fpscreatorengine/issues/list

I drink tea, and in my spare time I write software.
Sting
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Posted: 11th May 2011 23:08
Cheers Lee, are you to mark the fixed issues off yet or is that list still in dev?

Will download for test now! Keep up the hard work!
trubkiller
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Posted: 11th May 2011 23:17
I was just looking on this board when I Found the new beta!!!!! YEAAAAAAAAA

Hello...
That Guy John
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Posted: 11th May 2011 23:24
*Face Palm*

Another Beta! haha

Quote: "thank Terry "

Indeed, he is always a great help.

Great work Lee, I am sure you have worked out many kinks.
Still scared to update to beta 15 though, will wait patiently for the stable. Hopefully the next release.

And Here Is A Penguin:
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bruce3371
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Posted: 12th May 2011 01:54
Thanks Lee for your continued work on this, and thanks to everyone else who has helped out

Deathcow
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Posted: 12th May 2011 02:38 Edited at: 12th May 2011 02:39
Looks like the jumping bug is back. I thought it had been fixed, but I could be wrong. Anyway it is very noticeable and happens on any sloped surface.

This is the bug were you jump of a surface and it springs you to the top of the map.

DC

Soviet176
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Posted: 12th May 2011 03:22
Quote: "Looks like the jumping bug is back. I thought it had been fixed, but I could be wrong. Anyway it is very noticeable and happens on any sloped surface.

This is the bug were you jump of a surface and it springs you to the top of the map."


This bugs happens on almost everything. From walls, to boxes, from entity terrains to entity walls. This happens mostly on entity's, static or dynamic. You can pull off a super jump on pretty much everything. However lee has not fixed the bug yet, it is still on Google code, it has not been fixed, if it was it would be marked fix. I to am looking forward to this jumping bug update.


J T Huges
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Posted: 12th May 2011 04:00
Thanks Lee,
You and the crew keep up the good work. I've updated to beta 14 and have been trying different things. For me so far I've haven't come into any issues or errors. Now I have downloaded beta 15 and will the same thing. I have a game in the works with FPSC and DBP plus a few other product to go with it, but I am waiting for the final release before I continue. For now I am testing each part of the game to see that it is still working with the each new beta.

Thanks again Lee.

Live Long -N- Rock'n Space Cowboys
That Guy John
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Posted: 12th May 2011 04:22
Had to re-install FPSC

Because I was poking around files I have no business poking and messed up something.

So I went ahead and installed the Beta 15 as well, "Flawless Victory".

And Here Is A Penguin:
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MK83
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Posted: 12th May 2011 04:36
Awesome update, no problem here with jumping bug.

mk83 Productions
Sting
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Posted: 12th May 2011 10:52
DC, Soviet - This was the bug I posted on the Google Issue list, I couldn't possibly release a multiplayer game featuring a jump on literally any surface or entity that enabled you to jump to the sky!

However, it was marked as a confirmed bug by Lee pretty much soon after, but I see it's still in the list so he must still be working on it! I think it will be wrapped up before official release. Touch wood anyway!
Stefos
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Posted: 12th May 2011 11:36
My frame rate has gone down by 50% with this updte !

http://www.comix-sandbox.com
That Guy John
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Posted: 12th May 2011 16:01
Stefos, double check your setup file to make sure you didn't lose your custom settings, if any during the update.

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
bruce3371
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Posted: 12th May 2011 19:01
I've just tried beta 15 and got the old spawning outside the level problem, I can't remember if this was a bug, or something to do with shaders or light mapping? Has anyone got some info about this?

That Guy John
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Posted: 12th May 2011 20:10
Bruce, I was getting this before with 14, adding a static enitity worked then.

I haven't had the problem at all with beta 15.

You may have to do the dreaded complete uninstall, delete all fpsc folders and files, clean your registry, restart, clean registry, then re-install FPSC base then instll the update.

It is a pain but worth it.

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
bruce3371
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Posted: 12th May 2011 20:40
@That Guy John, Ok, thanks, I'll try the static entity fix 1st

That Guy John
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Posted: 12th May 2011 21:45
Okay, double checked with the PS2Shaded sample map.. yeah I am getting it too. Adding a static entity does still fix it though.

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bruce3371
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Posted: 12th May 2011 22:55 Edited at: 13th May 2011 02:40
Tried that, it sorted the spawning outside the level problem, but instead I got all black segments, but only stock ones, custom ones were ok. I guess it's time for a complete re-install again lol

[edit]Got it all sorted, re-installed everything. Lesson learnt; don't install 1 beta on top of another! If you're just beta tsting and not developing, do a fresh install with each new beta. If you're developing, only use the last stable release[/edit]

AngelTheKiller
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Posted: 13th May 2011 05:38
When I updated to v15 I had this problem also I get the map/testmap/ doesn't exsist

Angel fpstube.webs.com check it out today and sign up!
That Guy John
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Posted: 13th May 2011 19:44 Edited at: 13th May 2011 19:48
AngelTheKiller,

Check to see if ...FPS Creator\Files\Mapbank\TestMap exists and make sure the files exist in it.



It doesn't seem as though it would disapear after just an update, are you sure you weren't poking around and messing with those files?

If you can't find a way to replace that folder, doing a complete re-install may be your only option.

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
AngelTheKiller
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Posted: 13th May 2011 23:50
That Guy John,

Ohh damn I was trying to make room I had alot of maps If I make a folder called testmap will it fix it?

Angel fpstube.webs.com check it out today and sign up!
midget overlord
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Posted: 14th May 2011 01:22
When the new one does come out can you upgrade from the last version for a lower price?
That Guy John
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Posted: 14th May 2011 02:31
Yes, I tested that theory for you, if you haven't already.

I went through numerous scenerios to test your last question..

Short answer, YES.

If your "testmap" folder for some reason is gone, just create a new folder, name it "testmap" and when you go to test your map it will automatically create the proper files.

Strange, I would think if FPSC automaticaly created the files that it would check to see if the folder existed, if not then it should create the folder to avoid that simple error.

Not sure why your "testmap" folder would come up missing in the first place, but yes. Create the folder in the mapbank and you should be fine.

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
uzi idiot
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Posted: 14th May 2011 14:20
I'd like to point out that dynamic lights work with shaders now, but muzzle-flashes still do not. Meaning EAI's LED lights don't work with shaders.


Scene Commander
Support Manager
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Posted: 14th May 2011 22:56
Quote: "When the new one does come out can you upgrade from the last version for a lower price? "


If you mean do you have to pay for version V118. It is free providing you own a version of FPSC

http://jimjamsgames.yolasite.com
midget overlord
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Posted: 15th May 2011 00:59
Ok, thanks.
midget overlord
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Posted: 15th May 2011 01:01
Also, pardon my stupidity, but where can I get that?
da2020
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Posted: 15th May 2011 04:20
@midget overlord, All the download links are on the first page of this thread.
Tax 78
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Posted: 15th May 2011 13:24
V.1.18 beta 15:

Despite the download model pack12 updated from my history, the segments with the shader effect not seen (transparent)

How can you solve?

Thank you


Sorry but I use a translator
spudnick
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Posted: 16th May 2011 00:36 Edited at: 16th May 2011 23:57
wow a newer update

well just to mention is that im on 1.18.14 and i have found a few bugs in my game making,

1. FPS character some times falls though the ground, but when i try to simulate bug again in same place/tile "no can do", but it may happen else where Randomly, sorry, But i cant simulate bug as it only does it when it want's to,

2, my characters don't follow any way points up or down stairs, oh they are double flight stairs so their spanning 2 levels

3, when testing game i get differant game size, example most times it says 1232 mb and using the same game doc i get 1675 or more and crashes, so how can their be around 300mb in diffrance, also i do use cleaner every time i use FPSC.

4, when i test a game, and at the start of it, i see barrels or chairs extra shoot of into the air, even if they are inside a building, rather funny to see realy. but not needed.

5.frame rates drops from 36 to 0 in a certain place, but when you walk backwards in the bad erea then it stays high, even if i remove all contents in that erea still drops Frame rate.

6.characters shooting through doors, i have tried dozens of differant doors but no effect.

7. My ww2 grenades now don't go as far when thrown, if i aim at about 45 to 50 degree angle then the grenade floats back to me, and yep you got it" Kaboom!" i get injured, dam funny but Not needed.

8. i have loads of invisable segments

Just to mention is that the characters i used are from Errants TaskForce pack.

Also has any of the above been addresed/looked or even known to be fixed at for version 1.118.15. hence whats been improved.

Regards Spudnick
Thraxas
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Posted: 16th May 2011 01:19
Quote: "5.frame rates drops from 36 to 0 in a certain place, but when you walk backwards in the bad erea then it stays high, even if i remove all contents in that erea still drops Frame rate.
"


Use the [ key in test game mode and walk forward. I bet you find that a lot of the level is being rendered behind the wall. Use walls to block it off and it should sort out your problem. At least, that has fixed it for me every time it happens to me

It was supposed to be a monkey / kangaroo fire-breathing hybrid. And it would be 70 km tall, and keep a giant laser in it's pouch.
spudnick
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Posted: 16th May 2011 01:59 Edited at: 16th May 2011 23:50
Thanks Thraxas,

I did have that in mind, as you say it helps reduce the rendering in a certain erea,

But i cant realy do that in this scene, as it is an open terrain.

i have even reduced the map by nearly half, and now making it join up to other half, just to make things quicker,

its all mainly down to the AI characters from the taskforce pack 53 that im using,(Just to say Awsome Model Pack ) just thought i would mention that just incase some one thinks im giving bad Vibes. so if i use fpsc stock characters then things are a lot better and i can have more enemy's. but poorer qualty troops, DOH!

Ia'm trying to have my cake and eat it! so to speak

Also this is a good tipp to all. Have your characters spawn by delay or even better by using Triggers, it reduces Ai load by around 90% and also reduce fully model trees by using billborads helps reduce Data.

The thing thast make me laugh, Is that in a comercial online game i can play againts 40 ish other players with all hardware to full spec and have fast gaming, But Fpsc struggles with open scene and with only about half a dozen troops, is their somthing we can do to keep up the frame rate just like in comercial games, without re inventing the wheel so to speak.
Thanks to any info
Soviet176
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Posted: 16th May 2011 02:32
Quote: "is their somthing we can do to keep up the frame rate just like in comercial games, without re inventing the wheel so to speak."


Not to sure, as each beta come and goes more stuff is added naturally. As lee stated the new betas do consume more memory. Only problem is soon the engine wont be able to be used at all. I hope lee does something about the memory issue and the lag issue in 1.19.


2Beastmode4u
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Posted: 16th May 2011 02:47
Did they add the anywithinzone command or entitywithinzone command? That would be great!


Cheers.

God help me, Please.
Thraxas
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Posted: 16th May 2011 02:48
Quote: "But i cant realy do that in this scene, as it is an open terrain."


Ah well that does make things more difficult... You couldn't put a wall in there somewhere and make it fit?

It was supposed to be a monkey / kangaroo fire-breathing hybrid. And it would be 70 km tall, and keep a giant laser in it's pouch.
Sting
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Posted: 16th May 2011 14:06
It maybe an option for Lee to integrate some of Scene Commanders coding into the stock engine and introduce Culling, as we all know SC's WASP mod takes majority of maps frame rates down 40-80%!

Want your games to look professional?Website! - Thread!
That Guy John
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Posted: 16th May 2011 20:33
Really... Beta 16?
You're killin' us Lee. lol

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bruce3371
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Posted: 16th May 2011 20:38
After my experiences with beta 15, is it likely to be safe to install beta 16 on top of beta 15, or should I play it safe and do another fresh install?

spudnick
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Posted: 17th May 2011 00:03
Is their a forum that can explain what has been fixed in newer beta's.

Cus im spending a lot of time downloading newer versions but no idea what has been done since previous version.

Anyway im glad to see newer versions
J T Huges
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Posted: 17th May 2011 03:58
Uh? ok, beta 16B?
What happen to 16, or 16A? Did it fell apart.
(just kidding).

Whatever it takes to correct it done.

Live Long -N- Rock'n Space Cowboys

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