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FPSC Classic Product Chat / V118 Public Beta 17

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The Zoq2
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Location: Linköping, Sweden
Posted: 17th Oct 2010 10:10 Edited at: 17th Oct 2010 10:10
The particle system doesn't work in beta 3

Srry about my english im from sweeden
Bigsnake
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Posted: 17th Oct 2010 14:22
Quote: "One thing I am noticing is the reflections seem to be offset too much as does the submerged part of objects, am I being too anal? Probably"


Possibly lol

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
JLMoondog
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Posted: 17th Oct 2010 15:24
rolfy: I agree, the normal used is way too much. Yours looks a lot better. I also think the offset of the reflection gives it an unnatural perspective sometimes, especially when your underwater looking up.


"...space is where I'll fight and where I'll die."
Bigsnake
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Posted: 17th Oct 2010 15:57
Quote: "The one provided with evolved shader I find way too turbulent."


Mostly everything uses that normal map for water funnily enoguh

Best water normal map you could probally use is the Source engine one, it doesn't work in the same way as the source engine would render it (Rippling circular motions for the older water textures) but it sure does work alot better

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
uzi idiot
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Posted: 17th Oct 2010 16:05
I want to edit the water shader to make it more reflective(i cant really see the reflections), what line do I need to edit

good frame rates matter...
Bigsnake
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Posted: 17th Oct 2010 16:11
There is no reflection controller but here are the varibles you can change :



You wanna change FresPow=
The lower it is the less refraction and the more reflection there will be

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
uzi idiot
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Posted: 17th Oct 2010 16:52
Thanks man, it worked

good frame rates matter...
Cyborg ART
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Location: Sweden - Sthlm
Posted: 17th Oct 2010 17:25
In order to find all bugs and errors on the new updated stock weapons I have created a thread in the "bug reports". I would apreaciate if anyone who has found a bug with the weapons could post there, even those of you who already have posted in this thread:

http://forum.thegamecreators.com/?m=forum_view&t=176822&b=28

Thanks!

Soviet176
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Posted: 17th Oct 2010 18:51
@rolfy

Can we still make the water look like its moving with your normal map shader?

Putting fear back into sliced bread since 4th May 2010
Red Eye
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Posted: 17th Oct 2010 20:20
@rolfy: I am in loveeeee... lol surealistic!!! Loving it.

rolfy
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Posted: 17th Oct 2010 20:45
Quote: "Can we still make the water look like its moving with your normal map shader?"

The normal map only affects shape of the water surface, all movement is controlled by the shader, this can be adjusted to suit.
The Zoq2
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Posted: 17th Oct 2010 22:29 Edited at: 17th Oct 2010 22:30
I have noticed a bug with the shadows. In the 1.17 update parts od an object with transparency didn't cast a shadow but here they do.



Srry about my english im from sweeden
Woolfman
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Posted: 18th Oct 2010 03:29
Don't know if someone said this bug with the water but here goes. When looking down into the water at the bottom part of a door you can see through the door before it's even open.

I'll take a screen shot if needed.
Nbt
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Posted: 18th Oct 2010 03:40 Edited at: 18th Oct 2010 03:43
Quote: "I have noticed a bug with the shadows. In the 1.17 update parts od an object with transparency didn't cast a shadow but here they do."


Only Full Lightmapping (i.e. one for Quality) takes notice of any alpha etc. Fast Lightingmapping treats it as a solid object with no alpha.

Quote: "Don't know if someone said this bug with the water but here goes. When looking down into the water at the bottom part of a door you can see through the door before it's even open. "


Doors are dynamic just like moveable barrels, so they will act the same way as has been reported many times above and also be effected by the same alpha sorting bug.

bruce3371
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Posted: 18th Oct 2010 05:12
Just been playing around with the water again, and thanks to Nbt's explanation earlier, I now understand about the height of the water.

Basically, in the script the height is a 3 digit number, the 1st number being the level of the map, ie level 0,1,2,3,4,5 etc, the 3rd and 4th numbers being the percentage of the segment height eg 25, 50, 99% etc.

So, a water height of, say, 375, would mean the water is at level 3, taking up 75% of the height of a segment.

Sorry if I'm just repeating what others have said, but I like to get things clear in my own head as well!

The Zoq2
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Posted: 18th Oct 2010 08:43
Oh sorry i forgot to change to full

Srry about my english im from sweeden
The New Noob
User Banned
Posted: 18th Oct 2010 12:35
Hey Lee can you implement Fenix Mod 1.1 into the final official release?

FPSC has no limits
Tyguy80s
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Posted: 18th Oct 2010 13:29
Yes, I've seen bugs (Isn't there always?) and I'm... willing to help out!

What is probably obvious is to be said now. Water density is not realstic (again, been said many times before) ;and the fact that the water is 18,000 Polygons! Some of the weapons have 'alternitve ammo' which doesn't seem to work and as said before by Cyborg ART he "forgot" to give Lee his 'altammo.fpi' script.

What is less obvious. I've noticed that sometimes when swimming upwards I can't see what is above me.

I'll post somethings later.
Cyborg ART
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Posted: 18th Oct 2010 13:45
Quote: "as said before by Cyborg ART he "forgot" to give Lee his 'altammo.fpi' script.

"


My secret plan is to sell the altammo.fpi for lots of money

No, serious. I sent the latest version of the weapons to Lee one day and the next day the new beta was released. No time to find out that the .fpi was not included.

As a sidenote, the template for ironsights and alternate ammo (as well as the alt-ammo.fpi) was made by Shadowtroid for this project.

Scene Commander
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Posted: 18th Oct 2010 17:03
Looking fairly good.

A few problems unfortunately.

Even with no "new" features, e.g. bloom, water, etc running.. V1.18 is around 6-10fps slower on the levels I tested than V1.17. I imagine that this could be a major problem as new features are added.

Particles are no longer visible, and I believe also decals.

AI's seem to be ignoring waypoints on stairs. More worryingly, on levels with waypoints the AI's seem to stop shooting at the player. They still track the player, just don't shoot. As far as I can tell they are targeting allies. Once waypoints are removed, the AI's revert to shooting the player.

AI's are walking into and through static entities that are part of the scenery. I'm thinking that this is only if the gap between entities is less than 1 segment in size, but could be wrong.

In addition characters are walking through walls.

Characters walk through doors which are either "fake" or not yet open because they are remotely operated or locked because they require a key.

The skybox can be seen from underwater when looking up, even if there is a roof above you.

Object do sort of just hit the water as reported but they seem to sink a little.

Spawned characters are still sometimes appearing transparent.

On occasion, spawned characters are spawning with the guns at their feet instead of in hands.

I don't know if anyone else has experienced these issues?
The Zoq2
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Posted: 18th Oct 2010 17:16
The decals can be seen but the decalparticle.fpi doesn't work

Srry about my english im from sweeden
uzi idiot
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Posted: 18th Oct 2010 18:39
my performance dropped hugely upgrading from beta 1 to beta 3
(does normal 1.17 run faster than 1.18 bata 1?)

good frame rates matter...
Scene Commander
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Posted: 18th Oct 2010 18:56
Quote: "my performance dropped hugely upgrading from beta 1 to beta 3
(does normal 1.17 run faster than 1.18 bata 1?)"


I've only tested beta 3, can anyone answer this?
Seth Black
FPSC Reloaded TGC Backer
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Posted: 18th Oct 2010 19:36
...experienced drop of about 15 to 20 fps, since upgrading from v1.17 to v1.18 Beta 1.

In light of what's been reported bugwise, I'm not going to bother with Beta 2 or Beta 3.

Nomad Soul
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Posted: 18th Oct 2010 20:04
In principle the addition of water in X9 is a great thing but right now its not usable. I would be quite happy with a water plane which just refracts everything beneath if it makes it stable and reduces the performance overhead.

I think water is a great spot effect whereby you have a certain part of a level thats flooded or something where it makes that area look really cool but adding swimming and lots of CPU based physics probably isn't going to help all that much.

This is the 1st FPSC feature which is definately much better in X10.

I think the scriptable flak will be great and the new GUI providing there is some good documentation to support it.

Bigsnake
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Posted: 18th Oct 2010 21:30
Quote: "This is the 1st FPSC feature which is definately much better in X10."


Main problem is that x9 is using Directx9 which is out of date now and it seems to be slower then Directx10 and 11. X10 can compile levels at least 6x quicker then X9 can aswell. I don't see much framerate problems in FPSC though, I think that Lee has to improve the engines way of rendering and updating the screen because for the graphics that X9 has, it really is slower then all the other engines.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Tyguy80s
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Posted: 18th Oct 2010 23:40
I'm here to plop down even more of a bug infested sandwich for the water in X9 HAHAHA!!!! Just kidding.

The only other thing I've noticed is that 'water' is a bigger framerate drop when put into a 'room' (walls, floor, and ceiling) rather than in an open world which has a bigger framerate (I put terrain segments for me to go on hill top and look at everything and the system goes at 24-35 fps.) I also agree with what Nomad soul said earlier about
Quote: "being quite happy with a water plane which just refracts everything beneath if it makes it stable and reduces the performance overhead."
and I belive that this could make more peformance while stil representing what is supposed to be water.

BTW What is G.U.I and how is it helping with everything?
Crazy Acorn
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Posted: 19th Oct 2010 00:03
Hmm not sure why but my FPS has improved with the update... It used to be like 10 FPS now its 24 FPS and it shoots up to 47 FPS when the water is above my character... not sure why but its cool!

Bigsnake
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Posted: 19th Oct 2010 00:17
Quote: "BTW What is G.U.I and how is it helping with everything?"


GUI stands for Graphical User Interface which basicly stands for stuff like menus and Huds ETC

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
knxrb
FPSC Tool Maker
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Posted: 19th Oct 2010 01:13
Quote: "Quote: "BTW What is G.U.I and how is it helping with everything?""

Quote: "GUI stands for Graphical User Interface which basicly stands for stuff like menus and Huds ETC"

Correct and that's the new feature I've been working on, I'm hoping to have it ready for the next beta.

knxrb
Nickydude
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Posted: 19th Oct 2010 01:42
So there's no changes to the GUI in the previous betas as of yet?



For KeithC
knxrb
FPSC Tool Maker
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Posted: 19th Oct 2010 01:47 Edited at: 19th Oct 2010 01:48
There are new commands in the previous betas but I haven't yet written the help files explaining how to use them and what they do, so you're free to try and use them but there's no instructions yet.

knxrb
AeroFiles
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Posted: 19th Oct 2010 01:54
Awesome, a great adition to fps creator

PS: New forum name. Old name was Avalonze. (in case you noticed that this was my first post) but in reality it was not

AeroFiles - addon content developer for fps creator (store)
AeroFiles
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Posted: 19th Oct 2010 03:15
is is just me or?
I have installed the 118 beta, but don't see any option to add water to my test level.

AeroFiles - addon content developer for fps creator (store)
Crazy Acorn
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Posted: 19th Oct 2010 16:25
@AeroFiles

*Facepalm* Did you read the instructions I posted a few post back???

Quote: "@ Everyone who needs help making water and adjusting water levels!!!

Steps
1. Place trigger zone (does not matter where)

2. Select the "Trigger zone"" and in "Main" put the "water script" which is located in the "water" folded

3. Start the game

4. The water is going to be very high up but don't worry

5. Use the "page up" and "page down" buttons to lower and raise the water levels until you are satisfied.

END"


tecbug
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Posted: 19th Oct 2010 17:06
knxrb, very good news that You're working on new GUI options.
I'm looking forward for option like this: donotresizehud.
This would solve my problem from this thread: http://forum.thegamecreators.com/?m=forum_view&t=176002&b=21
AeroFiles
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Posted: 19th Oct 2010 18:18
@User

Well I was looking for a slider option like in X10, but makes sence that I could not find it.

A slider would be better in my view, but still much better than nothing at all.

Bloom effects is way to high in this update.
How can I change that?

AeroFiles - addon content developer for fps creator (store)
AngelTheKiller
FPSC Reloaded TGC Backer
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Posted: 19th Oct 2010 18:28
maby add a new hub when you go to the water like when your out of breath to start to lose life it will make the water realer

Angel fpstube.webs.com check it out today and sign up!
AngelTheKiller
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Posted: 19th Oct 2010 18:30
also be able to change color of the water. sorry for dubble pust

Angel fpstube.webs.com check it out today and sign up!
The Zoq2
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Posted: 19th Oct 2010 18:58
You can allready change the water collor

Srry about my english im from sweeden
AngelTheKiller
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Posted: 19th Oct 2010 19:49
how?

Angel fpstube.webs.com check it out today and sign up!
Deevos Cranium
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Posted: 19th Oct 2010 20:45
1:-Winzone has stopped working for me as nothing happens while in the zone.
2:-With bloom switched off my framerate dropped from 50fps to 15-25fps so i switched it back on and fps went back up.
3:-Also i suffer with the water problems that have been posted already by other users e.g reflection,framerate and skybox issues.

Your signature has been erased by a mod please reduce it to 600x120 and no anim.
Red Eye
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Posted: 19th Oct 2010 22:28
Yup, nobody who can help me with my bug I talked about?

The FPSC Edit Map Editor starts as a single screen at the top left on top of FPS-Creator.exe it self.

rolfy
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Posted: 20th Oct 2010 00:08 Edited at: 20th Oct 2010 00:16
Ummm I know I been playing way too much with the water shader but I couldn't resist this. x10 users seem to have a thing about the water for floor reflections with every other image posted using it. So heres the x9 version.
Used a very low turbulent normal map lowered the frespower and the water speed. Water level just one unit above floor.

Enclosed entity


Sci-fi floor with open skybox



Red eye: no idea why it would do that, have you tried closing out the map editor in task manager, I often have a problem with it myself not closing after test.
AeroFiles
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Posted: 20th Oct 2010 00:30
How can I change the bloom effect that came with the new update?
It is way to bloomy.

Any hints?

AeroFiles - addon content developer for fps creator (store)
bruce3371
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Posted: 20th Oct 2010 00:55
Wow! Very nice rolfy, you wouldn't think from looking at those screenies that the water was still only in the beta testing stages.

Nbt
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Posted: 20th Oct 2010 00:59
Quote: "also be able to change color of the water. sorry for dubble pust "


From the changelog readme file which shows the new commands for changing water colour etc.


AngelTheKiller
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Posted: 20th Oct 2010 01:22
ohh thanks nbt

Angel fpstube.webs.com check it out today and sign up!
Red Eye
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Posted: 20th Oct 2010 13:36
Okay thanks Rolfy, worked .

defiler
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Posted: 21st Oct 2010 02:49
When i go to edit the water height in fpi editor, the water does not change to the one i set.

Limitless Box studios current project: Lost Contact

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