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FPSC Classic Product Chat / V118 Public Beta 17

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That Guy John
15
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Joined: 30th Apr 2010
Location: United States
Posted: 28th May 2011 18:44
Borax,
Being as though someone else was able to run your maps with no problems you know that it is an issue with your FPSC install.

I know you did a re-install, but did you make sure to check your program files to make sure ALL of the FPS Creator files and directories were removed and run a registry cleaner before restarting and re-installing?

I found for myself that if you are doing a re-install, you MUST forst make sure ALL remnents of FPSC are gone from your system if you want a true fresh start.

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
michael x
16
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Joined: 10th Jan 2009
Location: Cybertron
Posted: 28th May 2011 22:18
its clear to me that fpscx9 is not compatible with windows7. this is a very bad thing.the walk bug I found was because of window7. I try 118 on vista it work just find. both of my computer hardware are beyond xp compatible.using the os they came with is not optional. for one program that is just xp compatible is not right. but I guess at this point Im lucky that vista run this properly.plus the segments disappearing stock or any other windows7 but works just find on my vista.this means half of the bugs we are getting are because of the os.its funny because this gives a more better reason to post your os specs.here is a pic no static entity trick.

more than what meets the eye

Welcome to SciFi Summer
charger bandit
15
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 28th May 2011 22:28
Werid,FPSC worked just fine on Windows 7 for me.


michael x
16
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Location: Cybertron
Posted: 28th May 2011 22:54 Edited at: 28th May 2011 23:21
it is werid because the invisable segments bug is on the list but the problem does not happen on my vista. its like there is no such bug. which make me wonder about the other bugs on the list.bug list mp40 ammo I can see no problems

more than what meets the eye

Welcome to SciFi Summer
Design Runner
14
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Joined: 16th Oct 2010
Location: In my own little world.
Posted: 28th May 2011 23:54
I'm on 7, and everything works great, of course other than the bugs on the bugs list FPSC opens fine every time.

Thraxas
Retired Moderator
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Location: The Avenging Axe, Turai
Posted: 29th May 2011 01:55
Quote: "its clear to me that fpscx9 is not compatible with windows7."


Well I'm another one who has no trouble with FPSC X9 using Windows 7.

Quote: ".plus the segments disappearing stock or any other windows7 but works just find on my vista"


So the hardware in your Vista machine is identical to the hardware in your Windows 7 machine? If not you can't instantly blame the OS for your problems. Seeing as lots of people use Windows 7 and don't have the problems it seems more likely that they are hardware problems. Why don't you list the specs for your two machines?

Your sig has been redacted by...
That Guy John
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Location: United States
Posted: 29th May 2011 05:00
Same here, I run Win 7 64bit, no problems.

Hardware plays a big part in the finikyness of FPSC, I had a laptop for a while that would only run 1.17.

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
raymondlee306
15
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Joined: 24th Oct 2009
Location: Ohio
Posted: 29th May 2011 07:13
@ michael x

I had a bug a while ago that reinstalling was not fixing. I found the problem to be even though I reinstalled the software the problem was in an entity file. After I would reinstall I would take my backup entitybank from my external drive and copy it back into my files essentially reinstalling the bad entity every time. What I had to do was install the folders one at a time to find which one contained the bad file and systematically track it down. Another time I tried to modify an FX file and screwed it up pretty good and it took me a while to figure out that what I did was removing all my textures from my segments.

With your windows 7 issue, make sure you also install the latest direct x 9 from microsoft's website because I have found direct x 10 and 11 are not completely backwards compatible and turn off user account control.
michael x
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Location: Cybertron
Posted: 29th May 2011 10:09 Edited at: 29th May 2011 10:16
i'm not saying window7 is the problem but its werid i get the bug everyone has gotten. but for some reason none of the bugs are on my vista when running fpsc. yes im up to date. but its not a big deal my window7 runs perfects with no errors. I have sp1 Dx up to date. maybe one day it will just work out on its own. but thanks for the suggestion. for know me & vista are going to be best friends on this game.

@Thraxas
my window7 64bit amd quad core gtx460 1gb card 8gb ram
vista 32bit intel duo core 9800gtx 1gb card 4gb ram

more than what meets the eye

Welcome to SciFi Summer
Scene Commander
Support Manager
17
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Posted: 29th May 2011 21:17
Quote: "its clear to me that fpscx9 is not compatible with windows7"


I'm running windows 7, 64bit and have had no issues apart from the reported bugs. In fact I'd say FPSC runs better under windows 7 than on my xp machine.

http://jimjamsgames.yolasite.com
Crimson Night
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Posted: 30th May 2011 12:32
For as long as I can remember since using FPSC on my Windows 7 64bit PC it crashes whenever the PC's resolution/screen settings change - which happens the whole time in W7 when it requests permission for things. This is increadably frustrating, any chance of getting it fixed for the next release?

www.crimsonnight.com
veer
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Posted: 30th May 2011 13:34
you need to turn off the request permission ....from control panel
Crimson Night
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Posted: 30th May 2011 16:43
that's not a solution to the issue, that'd only stop the game crashing in those instances - if I start most other fullscreen applications it crashes the engine

www.crimsonnight.com
The Nerevar
15
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Location: Vvardenfell
Posted: 30th May 2011 19:06
Will ply's mod ever be part of 1.18?

I'd have to say........ The Game Creators can make dreams come true.
michael x
16
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Location: Cybertron
Posted: 30th May 2011 19:07
@Scene Commander
I dont get the real bug from the list on my vista. at this point im ready for a final 118.

more than what meets the eye

Welcome to SciFi Summer
That Guy John
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Location: United States
Posted: 30th May 2011 20:09
Quote: "at this point im ready for a final 118"

I think most of us are and as far as I can tell, the stable release will be the current beta.

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
old_School
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Posted: 30th May 2011 22:57 Edited at: 30th May 2011 22:59
Quote: "So the hardware in your Vista machine is identical to the hardware in your Windows 7 machine? If not you can't instantly blame the OS for your problems."


I live for these kinds of statements lol Perhapps the OS is not the issue hmm likely, maybe its the fact the engine was made for XP and needs overhualed for the modern age of X64 bit OS and stop crashing on Direct X driver issues related. I think its great you guys are attempting to fix this engine but It has a long road ahead of its self and by the time its finished. Honestly its pointless.

This engine is so out of date it ant even funny. The concept is great but for pratical use in proffesional use without core mods it just wont happen. Infact your likely better off to build your own engine using c++ and not BASIC. Sorry to bust balls but I keep hearing these claims from mods and others "ohh lets blame the OS". As bad as Vista was, its more stable then this engine. An even on a XP platform which this engine was designed for, its still very buggy. So lets stop pointing fingers and just fix the dang thing. Accept the fact it has bugs and admit the mistakes made durning creation so we can move on.
Conjured Entertainment
AGK Developer
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 31st May 2011 04:15
Quote: "its clear to me that fpscx9 is not compatible with windows7. this is a very bad thing.the walk bug I found was because of window7"

I just loaded v1.0 on my new laptop (i3) running Windows 7 (64bit), then upgraded to v118 beta 17.
It seems to be running fine so far, so Windows 7 is alright for FPSC X9 on my end.

veer
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Posted: 31st May 2011 18:52
Quote: "that's not a solution to the issue, that'd only stop the game crashing in those instances - if I start most other fullscreen applications it crashes the engine"


your build game won't crash...only engine
Hockeykid
DBPro Tool Maker
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Posted: 31st May 2011 21:53
Quote: "whenever the PC's resolution/screen settings change"


This isn't really an FPSC bug. Whenever your resolution is changed DirectX looses track of all of its resources, basically everything is dumped from its "memory". If I were to use DirectX to create an object and I then changed the screen resolution my object would no longer exist.

The only real solution is to reload all objects, cameras, etc....

spudnick
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Posted: 1st Jun 2011 00:21 Edited at: 1st Jun 2011 01:04
What is the point in posting about our beta test's if we get No Acknowlagement for our bug reports,

How do we know if our report give valuable information, Ie are they real Fpsc bugs or are they other related problems.

Instead all we get is another beta version just to play around with and go over the hole dam bugging issue again without no feedback.

Yes a bit of feed back from the developers would not go a miss!

So far i have upload bugs to google crap code and in here and get no feed back,

And so after nearly 7 months of beta testing im now GIVING UP it and so no more bug reports from me, as it been a pointless task.

I mean all they have to do is sort out the dam Shaders and the arrays.

Hint for windows users. Download and install the latest driver for your GFX card and then go here http://www.microsoft.com/downloads/en/details.aspx?FamilyID=0cef8180-e94a-4f56-b157-5ab8109cb4f5

to download directx 10
or
http://www.microsoft.com/downloads/en/details.aspx?FamilyID=3b170b25-abab-4bc3-ae91-50ceb6d8fa8d

for directx 11
i dont use the web installer as it seems to miss out on certain things,and so i use these one's for better running of DirectX aplications.

@Old School
I know what you mean, i bought X10 thinking it was a hole new better software, but all it is, was a bodge jobb of and upgrade for DirectX 10 gfx card users, i mean if you use any of fpsc versions, and add more than about 20 characters your frame rate drops dramaticly, and exsecialy on an out door scene,

All other game engines cope very well and with terrain map sizes of 1096x1096 and using high poly models, but fpsc struggles so bad even with low poly's

Don't get me wrong FPSC is a verry good simple game engine that can use DirextX files that are easy to create,
and have a simple battle map up and running in minuites.

But and this is a BIG BUTT, FPSC needs to have a revamp and be developed for us Indies and allow us to make commercail quality games, because its role is outdated,

With new media being created it needs a good engine to makes use of such,
So maybe a revamp of the game engine that will have a terrain editor and a reliable shader system, and proper height mapping that can utilize proper water effects and weather conditions, and if it had all this then i would gladly pay double the price for such a decent FPSC game engine, oh and also a way of changing the map size and scale...
veer
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Posted: 1st Jun 2011 10:09 Edited at: 1st Jun 2011 10:12
@spudnick

i am glad my bug report has been fixed ....

thanks to flatlander ..as lee is busy with AGK


and for FPSC future its not moving forward....
Michael Thompson
16
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Location: Behind you (if not, in australia)
Posted: 1st Jun 2011 12:20
Ok, I am having problems with the 118.17 download. I have downloaded it on 3 different occasions and it says that the zip file is invalid. It also said that for 118.16 aswell.

Nomad Soul
Moderator
18
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Location: United Kingdom
Posted: 1st Jun 2011 12:51
Its important to remember how far FPSC has come in the last year.

Before V117 good shaders could only be obtained in model packs and post processing effects were only achievable with a mod.

Dark AI and ragdoll physics were huge improvements not to mention proper particle effects instead of flat animated decals.

Since then we've been given limb detection, lip sync, water, per pixel dynamic lighting and lots of new scripting capabilities.

We have to accept this engine is not designed for large scale environments and terrains and there are no plans to change this. You probably want to try the free edition of Unity 3D if thats what you want to make.

Conjured Entertainment
AGK Developer
19
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Location: Nirvana
Posted: 1st Jun 2011 23:24
Quote: "Its important to remember how far FPSC has come in the last year."

Leaps & bounds.
All of those features you mentioned are awesome and were worth the wait.
As most of you already know, TGC has more products than developers so patience is a must.
Good things will & do come, but we have a break now & then so the team can update other products.
These bug reports are viewed and resolved eventually.
Posting the bug info here and at google code does speed up the process because they can jump right into fixing things when they do get back to FPSC's turn.

Quote: "We have to accept this engine is not designed for large scale environments and terrains and there are no plans to change this. You probably want to try the free edition of Unity 3D if thats what you want to make."

I love FPSC for what it is, and it's ease of use is outstanding.
I have been here from the start and I will be here 'til the end. (the end of me or FPSC, whichever comes first, but it will most likely be me)

Quote: "So maybe a revamp of the game engine that will have a terrain editor and a reliable shader system, and proper height mapping that can utilize proper water effects and weather conditions, and if it had all this then i would gladly pay double the price for such a decent FPSC game engine, oh and also a way of changing the map size and scale... "

We eagerly await your MOD.
I only say that because TGC has made it possible for anyone to change the engine to suit their needs.
It only depends on your skills (mod FPSC via DBP or extend DBP via C++), so if you can't wait for them then get cracking homey!

bruce3371
15
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Location: Englishland
Posted: 2nd Jun 2011 00:19
For me, FPSC 'does exactly what it says on the tin' to quote a famous British advert.

The fact that TGC has seen fit to improve it over the years is entirely to their credit.

Let's face it, they must be doing something right, you only have to look at the size of the community on these forums to see that.

And, as has already been pointed out, for those people who need something a little different, there are plenty of mods available to customise the basic engine, not to mention all the amazing free content made by so many generous people.

So, I'm going to finish off by saying a HUUGE thankyou to Lee and all the rest of the staff at TGC (plus all the members of the forum that have helped with the all various updates and the debugging)

foleypro
20
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Location: Tacoma Washington USA
Posted: 2nd Jun 2011 00:35 Edited at: 2nd Jun 2011 00:37
Since I first Purchased FPSC way back when...I have been really happy that it does what I bought it for...Amen to the folks who give freebies away...I do it for the 3D community and I still get folks who say thanks years after I first uploaded freebies to the web...

Perfection takes time...

Remember folks if ya dont like/Cant use the programs go use Unity or UDK or even Blender...Maybe ya can use those...

As Always B3D....www.fnggames.com

da2020
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Location: C:\\Program Files\\
Posted: 2nd Jun 2011 13:29
Damn! all the people here complaining probably found it too hard to adapt to FPSC's environment, FPSC's lighting system alone is good enough to beat SOME commercial games out there.If you want to make big commercial games, then learn how to program, indie developers here still using FPSC are better off without you.
Nomad Soul
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Posted: 2nd Jun 2011 13:46 Edited at: 2nd Jun 2011 13:50
Completely agree with the comments here. Clearly, FPSC is great.

I actually spent some time with UDK recently and it does have some great tools for building terrains and environments but I personally find the node based system for building materials and triggers too clever for its own good. You can end up with something that looks like a 1950's telephone switchboard just to get a normal and specular map on there or an enemy to spawn.

Some of these so called next gen engines could learn a lot from FPSC in terms of bringing an actual game to life in its entirety rather than having lots of modules which you end up obsessing over without actually producing anything playable.

Unlike most engines FPSC strikes a really good balance of providing a level of technical challenge which is fun. I'm not looking to make a AAA game, I just want to have a set of tools which allow good quality games to be made with custom content and FPSC totally delivers on that.

Croeso
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Posted: 2nd Jun 2011 14:48
I also could not agree more with the last to posts. I find FPS is able to produce some good results. Compare the price of FPS with Unit etc.
4125
17
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Location: Bronx, New York
Posted: 3rd Jun 2011 08:20
IMHO:
I think FPS Creator should be redone completly from scratch after they make V118 at least useable so people can make something without too many show stopers...

There is just too many bugs and more will pop up as they fix others up. Also some people here are reporting bugs only on the forums when it was made clear that bugs only reported on the google bugs page will be addressed and fixed...

Computer Specs: Intel Core 2 Duo E7400 2.80GHz @ 1066Mhz FSB 3MB Cache, Dual Channel 8192MB DDR2 PC6400 800MHz RAM, XFX Nvidia Geforce 9800 GTX+ 512MB, XFX 780i SLI Motherboard
underthegun
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Posted: 3rd Jun 2011 08:35 Edited at: 3rd Jun 2011 08:42
@spudnick I think I requested it as well somewhere. It needs to be added, imo.


@michael x again another Windows 7 user here with no issues besides the normal bugs being reported.
cds1234
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Posted: 3rd Jun 2011 11:33
Wow, it is a beta jungle-lol! Just to add to the frustrated user and black segments etc. I can verify that it is a bug and not a card issue. Also, the dynamic light thing does help, but it can also cause shading surface issues in other places. I have created a trail of test maps with different combinations of static and dynamic lights, entities, and types of shaders. The reason the 2 dynamic lights worked is bc of their orientation on the map. Also, you may find that dynamics kick in when turning the proper direction in orientation to the lights. But, this fix remains good as long as you don't load something else dynamic to be tested for surface shading, which case the segments may draw and then force the static entity with surface shading to stop reading its specular or normal mapping data making it go black or invisible. Why is it a bug? BC the same card can draw it in one map and not another, and both maps may have had the same ingredients at one time. The only trial and error that seems to work is to close fpsc, delete dbo and bin files, delete temp directory, and reload the proper sequence.

So, is the latest beta fixing anything or is it just another bug hunt? Is it worth updating or better safe than sorry?
michael x
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Posted: 3rd Jun 2011 13:02 Edited at: 3rd Jun 2011 13:03
@underthegun thanks man and thank you you everyone else now I know how many people is using window7. it not a big deal any more my 7 will come around when its ready.

@cds1234 in this pick I dont get two kinds of bugs. Black segment and invisable segment.

I think the bug list need to be put off until 119. because something is not making since. I have view the bug list and try to to see if I get the same but I dont. some are not bugs like the Enemies shooting through dynamic entities. just put a static entity there make sure the ambience is up to 10 or higher run the cleaner twice. a lot of these things are work around. a bug with no work around is a real bug. another thing is dont use bumpbone shader bond1 made better shaders. as for my window 7 it runs x10 perfectly so i will do something to fix it on x9 part but i dont care that what i have two computers for. vista has never gave me no problems anyway. with that said I think its time to rap up 118 and create some games with it.

more than what meets the eye

Welcome to SciFi Summer
michael x
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Posted: 4th Jun 2011 10:35
I am happy to say 118 final is on the way. I have been inform this so get ready to draw up some final work. because 118 is a huge update so lets have fun this summer.

more than what meets the eye

Welcome to SciFi Summer
veer
15
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Posted: 4th Jun 2011 11:51
can anyone confirm this bug ...before the official v118 come out


just got email from lee....to ask any one to confirm this bugs


http://code.google.com/p/fpscreatorengine/issues/detail?id=85
Michael Thompson
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Posted: 4th Jun 2011 13:16
Can anybody help me please? I cannot download the beta17. How should I go about this? Should I e-mail Lee, or just leave another forum post in hopes that someone who can help will see it?

Payam
16
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Posted: 4th Jun 2011 13:38
I tried to use PLRdisable command which should disable the plr for X milliseconds but we can still change our weapon(Maybe it's not a bug but read below)and when I zoom by right clicking or going to ironsight then it goes and wont get out of it until the X milliseconds past.And while zooming we can't holster by 0 or change our gun,so It has lots of problems but I wanna be sure that other people have so then I will send a report.
Here it's script for disabling for 25 seconds to let you test everything.


Have our guns was a mistake!!!

I am PaYaM
veer
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Posted: 4th Jun 2011 15:41
@Michael Thompson


try using different browser ...try Firefox
michael x
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Posted: 4th Jun 2011 17:30
save the game then load the game
2. then die ...you will start at the original position
3. but the player is stuck and can't move

I have done this but I dont get stuck. everything works fine.

more than what meets the eye

Welcome to SciFi Summer
veer
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Posted: 4th Jun 2011 19:50
try to follow the way it is shown in the video
Michael Thompson
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Posted: 5th Jun 2011 14:03
@veer
Thanks for the suggestion. Unfortunately, I have already tried on chrome, then I tried firefox,then I tried internet explorer, then I tried portable versions of FF and CC so I doubt that it is the browser. Did the beta 17 work for you?

Thanks.

veer
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Posted: 5th Jun 2011 14:28 Edited at: 5th Jun 2011 14:30
yep it did

i just check again and it is working

i think it has to do with some error with your window(same kind of problem happen with me when all my the browser stop working)

try using system restore to return to earlier date(worked for me)
J T Huges
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Posted: 5th Jun 2011 16:22
@ Michael Thompson:
Turn off any antivirse program that you may have. Sometimes they prevent some files from downloading. If that doesn't work, reset your firewall to excepted it or just turn it off before you download it and turn it back on.
Try this way (if you have already) instead of selecting run, save it first to your hard-drive then run it.
Another thing you can check is your enternet Option and look at you security settings. It might be set to high or might have one setting that you may have to change.
OR, You can reset all your options to "default" mode on your enternet and go from there.
It does seems to be some setting that is keeping you from downloading the file/s.
Sometimes when the enternet and/or the antivires programs does an upgrade it changes some setting that you didn't know about which may cause this problem.

Live Long -N- Rock'n Space Cowboys
spudnick
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Posted: 5th Jun 2011 16:43
What steps will reproduce the problem?
1. killing 341 unarmed enemy character
2.
3.

What is the expected output? What do you see instead?
Floating respawned character

What version of the product are you using? On what operating system?
1.18.17

Please provide any additional information below.

using just a basic floor and one enemyt character from 341 character pack 53
after shooting character and setting the respawn, the character respwns oin mid air but their is a shadow of the character left on the ground, and when you get near it it still functions to kill you as normal,

Some time their is another bit of data attached to character that beams from under level to uper level that is attached to the character, A bit like looking at some one flying a kite.
michael x
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Posted: 5th Jun 2011 23:37
well get this guys the walking getting stuck bug i had on my win7 of fpsc has been fix.this has been in fpsc before back when i had my xp computer with version fpsc 109. bond1 had this problem around this time. so he defaultheight = 10 the zombies. as far this gos im going to face the facts of my win7 and fpsc being a little off. but if i can fix it or have a work around than im cool.

@spudnick
if you get stuck on floors press C. that bug been of and on for some time. dont have you game with save and reload option.that was not stable since 115. as for the floating man maybe his parachute got court in the wind. beings I dont have pack 53 i have no idea but i hope it get fix.

from that i think all these new feature add a lot bugs so 119 should nothing but a big bug fix. we have enough feature here to us going. i still say performance is needed because this feature and new shaders can takt a lot out of fpsc.

more than what meets the eye

Welcome to SciFi Summer
spudnick
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Posted: 6th Jun 2011 01:53 Edited at: 6th Jun 2011 02:26
After a complete uninstall and install of Fpsc v1 and update to 1.18.17 I still get issues to all my existing bugs A lot of it is down to the program not understanding the scripts, either it does not implement them corectly, save changes to values made on the entities in the editor, its like the editor forgets,
And the stranges thing is that every time i test a level the memory usage is differant by about 100 - 250 mb.

Also randomly not working lights, meaning every time i test or play a game from .Exe some lights work and others don't and so the next time i test again the ones that did not work but do now and viceVersa, RANDOM!

And now my nice Mines that i have in my mine field go Boom/ explode on their own after only a few minuites into the game, i never had problems with that on earlier versons upto 1.18.10 i think or was it 1.18.08, anyway whatever.

But now im gonna have to put Blue capes on my soldiers and have a superman fighting games with my flying troops problem, Also this seems to happen when setting them to respawn, but not if left with basic settings, i almost forgot to mention that bit.

I was playing about with the fog settings today, and hence i got it all to work then i put every setting back to original state and i still had fog, i ran the cleaner a dozen times and reloaded editor and so on , in the end i had to make a fresh new map, save it and then open my map that i had problem with fog and it was ok, again its like the editor is not functioning properly. Idon't have this problem in v1.18.16

As for getting stuck on the ground thingy, i have a wonderfall work around for that, and that is i have created an invisable mesh the size of a square and the thickness of a road side kerb, and i use it on sticky areas like doors and bridges, basicly where the gound is uneven. and it works a treat, and i do use it with a texture aswell, see attached image. the fix n the image is of a contoured wooden blank to follow my terrain, but it can basicly be anything that makes the character walk above the sticky bits,
Also you can use an overlay.
LeeBamber
TGC Lead Developer
25
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 6th Jun 2011 15:55
In order to chase down any remaining issues that might be hiding in V118, I have released it as the public version today. I will start up a new V119 beta soon to catch and crush any bugs that might still be scurrying about. Remember to use the Google Code Issues Board (http://code.google.com/p/fpscreatorengine/) to report your bugs, and also try to get the bug confirmed by another member so when we pour through the reports we can reproduce them and fix them quickly for V119. I am sure there will be a few remaining issues with V118, and reproducing them will be the key to having them solved for V119. Thanks to everyone who has helped confirm the bugs on the issues board and for posting your experiences with the beta here. An FPSC modder has kindly volunteered some of his time to go through the issues board to reproduce the remaining issues so if you have anything else to report on V118, please read the issues already reported and post if you have something new (and reproducible). Good luck with your creations!

I drink tea, and in my spare time I write software.
2Beastmode4u
14
Years of Service
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Joined: 14th Feb 2011
Location: Loading...
Posted: 6th Jun 2011 16:11
Version 1.19 here we come!


Cheers.

God help me, Please.

Come on down to my site at Unleashed FPSCreators
Nickydude
Retired Moderator
18
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 6th Jun 2011 16:31
But don't expect it for a while.

I reject your reality and substitute my own...

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