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FPSC Classic Product Chat / V118 Public Beta 17

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A r e n a s
17
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Posted: 21st Oct 2010 22:23
I'm having two serious problems. The guns in the game seem to have super speed walking and running animations... Obviously a realism killer. The eye hud is also causing problems as it just isnt appearing...

Dark Goblin
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Posted: 22nd Oct 2010 01:15
@hockeykid (or every other developer):
Maybe you should think about hiding the currentgunobj and the crosshairobj in the camera sync of the water, as both are reflected by it.
Just as hint ;D

... efxMod Developer!
Hockeykid
DBPro Tool Maker
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Posted: 22nd Oct 2010 01:23
Quote: "Maybe you should think about hiding the currentgunobj and the crosshairobj in the camera sync of the water, as both are reflected by it."

Fixed that quite a while ago

Cyborg ART
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Posted: 22nd Oct 2010 14:19
Quote: "The guns in the game seem to have super speed walking and running animations... Obviously a realism killer."


Are you experiencing this on all guns? Or just for some of them?

xhogan89x
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Posted: 22nd Oct 2010 14:20
only on the stock weap.
Cyborg ART
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Posted: 22nd Oct 2010 17:19 Edited at: 22nd Oct 2010 17:19
Quote: "only on the stock weap. "


I mean, on all stock weapons or just on a few?

A r e n a s
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Posted: 22nd Oct 2010 18:28
I'm experienceing it with all guns. Im using 3 eai guns in may game and they all have this problem.

xhogan89x
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Posted: 22nd Oct 2010 20:03
all stock weap
Cyborg ART
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Posted: 22nd Oct 2010 21:09
If its for other weapons like arenas said, maybe it would be good to have a "set speed" in the gunspec. But I will see what I can do to get slower moveanimations. But I cant extend the ammount of frames since other animations comes directly after.

Bigsnake
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Posted: 23rd Oct 2010 17:37 Edited at: 23rd Oct 2010 17:38
Strange, my weapons are fine. Does FPSC have vsync ? If it does then you may want to enable it and see if that helps your animation speeds.

Other thing I could say it make sure Optimization Mode is on and HSR is set to 2.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Bigsnake
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Posted: 23rd Oct 2010 17:37 Edited at: 23rd Oct 2010 17:38
Wait what, it posted to posts

Could a mod delete this please ?

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Red Eye
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Posted: 24th Oct 2010 01:47
Never got around compiling the source. reset left eye() isnt working, and some other things like ai commands arent working. Very wierd.

Is there someone who can compile, please contact me, i would be more then gratefull.

Thanks,

Red Eye

Bigsnake
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Posted: 24th Oct 2010 03:05
Quote: "Never got around compiling the source. reset left eye() isnt working, and some other things like ai commands arent working. Very wierd."


You need Dark AI and Dark Lights

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Gibba gobba
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Posted: 24th Oct 2010 03:49
okay, i am seriously getting sick of the stupid bloom. even x10 dosnt have this crap. where is the visuals menu?

Changing the world of game making, one line of code at a time!
Crazy Acorn
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Posted: 24th Oct 2010 04:56
@ Gibba Gobba

Quote: "In setup.ini, change 'postprocessing=1' to 'postprocessing=0'. That will completely disable bloom."


bond1
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Posted: 24th Oct 2010 09:00 Edited at: 24th Oct 2010 09:04
Quote: "okay, i am seriously getting sick of the stupid bloom. even x10 dosnt have this crap. where is the visuals menu?"


Quote: ""In setup.ini, change 'postprocessing=1' to 'postprocessing=0'. That will completely disable bloom.""


Yeah this is unfortunate that people are resorting to disabling post processing because the bloom shader is so bad. I finally dug into the shader, and it's technically not a bloom shader at all, but a glorified blur shader that blurs and brightens the entire screen.

I've built a new adaptive-bloom shader that only effects the brightest sources in your scene (as a real bloom should), while leaving all other areas untouched. Plus it also adapts itself to the overall brightness of the scene. So in a dark room, it will increase the glow around light sources, while in a bright outdoor scene it will scale back the bloom to be more subtle so it doesn't blow out everything. It all happens automatically.

I will release sometime this week on the forums, then submit to Lee for inclusion in the next build.

----------------------------------------
"bond1 - You see this name, you think dirty."
vortech
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Posted: 24th Oct 2010 10:57
Yippee. I love you bond. Another shader from you.


Check for pure horror.
And Now with real demo.
Scope
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Posted: 24th Oct 2010 15:16
Excellent work Bond1.Thanks for all the hard work.
Scope.
KeithC
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Posted: 24th Oct 2010 15:43
Quote: "I will release sometime this week on the forums, then submit to Lee for inclusion in the next build."


That would be excellent Bond. I'll try it out with the Garage Scene I was working on.

-Keith

bruce3371
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Posted: 24th Oct 2010 16:06
Quote: "I've built a new adaptive-bloom shader that only effects the brightest sources in your scene (as a real bloom should), while leaving all other areas untouched. Plus it also adapts itself to the overall brightness of the scene. So in a dark room, it will increase the glow around light sources, while in a bright outdoor scene it will scale back the bloom to be more subtle so it doesn't blow out everything. It all happens automatically."


The God of the shader has worked his magic again!! All hail Bond1 !! Can't wait to see this (pending getting a new hard drive of course lol).

Red Eye
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Posted: 24th Oct 2010 16:20
Thumbs up, bond1!

Bigsnake
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Posted: 25th Oct 2010 02:14
Quote: ". Plus it also adapts itself to the overall brightness of the scene. So in a dark room, it will increase the glow around light sources, while in a bright outdoor scene it will scale back the bloom to be more subtle so it doesn't blow out everything. It all happens automatically."


Isn't that technicly HDR then ?

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
double
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Posted: 25th Oct 2010 03:34
I have problems when i want to load a savegame of a built game. The loading bar goes right to the end and sometimes it stops there shortly before the end. tested it with stock and custom media

v. 1.18 beta 1 & 2
Plystire
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Posted: 25th Oct 2010 04:05
Quote: "Isn't that technicly HDR then ?"


It was my understanding that HDR took information from the level geometry itself to adjust the amount of "bloom" shown in certain areas of the screen.


The one and only,


Gibba gobba
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Posted: 25th Oct 2010 04:16
Thank you so much Bond! Honestly, what WOULD we do without you?

Changing the world of game making, one line of code at a time!
Bigsnake
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Posted: 25th Oct 2010 05:25
Quote: "It was my understanding that HDR took information from the level geometry itself to adjust the amount of "bloom" shown in certain areas of the screen."


It pretty much works that way but it's more like a eye adaption Post Proccess. It takes information from the level geometry like you said but it then dies the Bloom down until it's at a minimum, there is still bloom left though, it depends on how much bloom you want after it dies down. It can limit bloom to a certain degree of areas on the screen though.

But thanks Bond1, I think Lee probally wants to blow our screen pixels out with that bloom, that or blind us, I can't tell which lol.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
bond1
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Posted: 25th Oct 2010 05:58 Edited at: 25th Oct 2010 07:12
Quote: "Isn't that technicly HDR then ?"


You're right that this is the effect that most people associate with HDR in games, because it's the most noticeable. But true HDR encompasses other effects as well - tone mapping from high precision cube maps, lens flares, and automatic exposure control.

This is just one part of the puzzle, which is why I stopped short of calling it an HDR shader. Mine's a two-step process: First it identifies the brightest parts of the scene to apply bloom to. Then it calculates the AVERAGE brightness of the entire scene to determine HOW MUCH bloom to apply, and dynamically scales the bloom.

Valve is one of the few who uses this effect correctly, where you look up at the sun and get blinded for an instant before the bloom scales down, or when emerging from a dark tunnel. I think you'll like it!

----------------------------------------
"bond1 - You see this name, you think dirty."
defiler
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Posted: 25th Oct 2010 06:50
Wow, that's pretty neat bond.

Limitless Box studios current project: Lost Contact

uzi idiot
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Posted: 25th Oct 2010 10:48
Quote: "I've built a new adaptive-bloom shader that only effects the brightest sources in your scene (as a real bloom should), while leaving all other areas untouched. Plus it also adapts itself to the overall brightness of the scene. So in a dark room, it will increase the glow around light sources, while in a bright outdoor scene it will scale back the bloom to be more subtle so it doesn't blow out everything. It all happens automatically."


I read COZ tried to make a shader like this, he said fpsc's shader coding wasn't advanced enough.
I really want to see this shader, amazing work!

good frame rates matter...
bond1
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Posted: 25th Oct 2010 11:03 Edited at: 26th Oct 2010 08:14
Quote: "COZ tried to make a shader like this, he said fpsc's shader coding wasn't advanced enough.."


Well in fact it is possible with FPSC 1.17 and later.

----------------------------------------
"bond1 - You see this name, you think dirty."
Payam
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Posted: 25th Oct 2010 12:37
First thank you bond.

Second if both X10 and X9 are owned by TGC so programmers of X9 can use everything from X10,I mean they can use X10's test-game-menu and it's program for X9 and because for some shaders DX10 needed just remove those shaders from the menu or just make a lower one for X9

Have our guns was a mistake!!!

I am PaYaM
Red Eye
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Posted: 25th Oct 2010 12:52
@bond1: That last sentence is just sooo true.

Anyway . Anybody who can compile the source code, I did some changes, and we need somone to compile it for us, or somone that could tell us why on earth we are getting reset left eye() does not exist, even tho we installed all plugins in the plugins folder.

Thanks!

Scene Commander
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Posted: 25th Oct 2010 16:06
Quote: "I did some changes, and we need somone to compile it for us, or somone that could tell us why on earth we are getting reset left eye() does not exist, even tho we installed all plugins in the plugins folder."


I can't test this as my main machine recently died and I'm stuck with a very low spec, internet only machine at the moment.

But, are you running the latest version of DBP, from 28th June,2010? I don't think the command reset left eye() existed before then.

http://http://www.thegamecreators.com/?m=view_product&id=2000&page=upgrade7-5
Red Eye
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Posted: 25th Oct 2010 16:40
@Scene Commander: Awesomly thanks gonna test it out!

creator of zombies
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Posted: 26th Oct 2010 03:08
Quote: "I read COZ tried to make a shader like this, he said fpsc's shader coding wasn't advanced enough.but throwing FPSC under the bus because you don't know how to do something is lame. Instead just say, "I don't know how to do it.""
.
This is not strictly true, and I find the last comment a tad insulting. I never said FPSC wasn't "advanced enough" due to the HLSL language is very expansive and you can do most things with it. I basically stated that at the time of coding, FPSC didn't handle multiple camera's in an effective and optimal way, which made everything more trouble than it was worth. I also had a serious case of "can't be asked" on some days, and essentially couldn't be bothered to sit down and code ad iron out bugs for several hours due to work issues etc.

Just thought I would get that clear before people begin to claim that I can't do certain things, and I simply blame FPSC for my "lack of ability". I may not be part of FPSC anymore, but I still hang around the forums briefly due to reasons such as this.

CoZ

"The Coz-enator
AMD Phenom II 555 Black Edition @ 4Ghz | ATI 5970 2GB |2GB Geil DDR2 | 160 WD Caviar Blue HDD | Corsair HX520W PSU
Flatlander
FPSC Tool Maker
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Posted: 26th Oct 2010 06:40
Quote: "stated that at the time of coding, FPSC didn't handle multiple camera's in an effective and optimal way, which made everything more trouble than it was worth"


I can attest to that. I was trying to just do a simple mini camera view that gave the player a top-down view of a certain area. I was able to get the camera positioned and pointing correctly but that has been about it. All that is really required is the following DBPro code:

MAKE CAMERA X
POSITION CAMERA X, x pos, y pos, zpos
POINT CAMERA X, x pos, y pos, zpos
SET CAMERA VIEW X, screenw-240, 10, screenw-140, 110

Just doing this it shows up correctly but there are two issues. One is that the skybox doesn't show up and that the the backdrop color is the default green. There are other issues I will not go into only because this is off-topic already.

I do have to hand it to Plystire with having multi-camera capability in PB. Since I don't have PB I'm not sure how well it works but I'm sure it is very adequate.

As with CoZ, I don't want to take the time with it now.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
bond1
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Posted: 26th Oct 2010 07:54 Edited at: 26th Oct 2010 08:40
Quote: "stated that at the time of coding, FPSC didn't handle multiple camera's in an effective and optimal way, which made everything more trouble than it was worth"


I'm using the same v1.17 that you are in you are in your "Coz's 1.17 shaders thread", so it handles multiple cameras in the exact same way.

This is not a personal beef, but a general beef. I just don't like when I see information pulled out of one's behind and presented as fact.

Edited previous post and removed snarky comment. And I just noticed that I've been posting in the beta thread instead of the migration thread. Shame on me.

----------------------------------------
"bond1 - You see this name, you think dirty."
Flatlander
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Posted: 26th Oct 2010 09:13
Oh, you guys are talking about shaders. That's way above my head. Sorry for interjecting my stupidity.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
Help bugs!
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Posted: 26th Oct 2010 12:15
Sorry to do this buuut.... bug report

Alright, so Every time I build game it builds properly. But when I go to run the build game .exe (the built game) It doesn't do anything. Then when I run it around 5 times (with no success) It deletes the .exe

I wouldn't normally bother you guys about this but It's for the splatter spawn comp and I've put heaps of time into this game.

I am using v1.18 (beta 3) with all shaders on and lighting set to
'for best proformance'
Nomad Soul
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Posted: 26th Oct 2010 15:38
Quote: "I've built a new adaptive-bloom shader that only effects the brightest sources in your scene (as a real bloom should), while leaving all other areas untouched. Plus it also adapts itself to the overall brightness of the scene. So in a dark room, it will increase the glow around light sources, while in a bright outdoor scene it will scale back the bloom to be more subtle so it doesn't blow out everything. It all happens automatically.

I will release sometime this week on the forums, then submit to Lee for inclusion in the next build."


This is wonderful news. The stock bloom works ok for indoor areas (although its definately too strong in V118) but most skyboxes tend to get washed out so a HDR bloom effect will be great. Thanks bond1.

I hope you will do another video for this as I really enjoy watching them.

MONSTER MARK
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Posted: 27th Oct 2010 17:02
Will fpsc 1.18 rock-on without the help of a mod ?

I mean will the frame rates get any better with respect to v1.16.
I stick to fenix coz of its good frame rates...

Still using Fenix mod here, so I'm kinda missing out the action of the later releases of fpsc..

Will the frame rates drop sharply once the water trigger zone is active, etc... I'm concerned about it.

Thanks...

Judgment Day Can Wait !!
Bigsnake
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Posted: 27th Oct 2010 19:45 Edited at: 27th Oct 2010 23:13
Quote: "You're right that this is the effect that most people associate with HDR in games, because it's the most noticeable. But true HDR encompasses other effects as well - tone mapping from high precision cube maps, lens flares, and automatic exposure control."


Oh yeah I forgot about those cube maped tone mapping effects and I even work with an engine that uses HDR aswell I don't think the source engine uses the lens flares though and if it does then it's very light, I would have to look into it though.

Next thing would be allow both DoF and Bloom to be enabled at the same time in FPSC because both could make some good effects when together.

Oh also lee I have a question about the source code, how come you include Dark Ai and Lightmapper.dll's if they are not valid to use ? I would buy them if I had the money so I could compile the later source codes.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
zerocool126
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Posted: 28th Oct 2010 03:51
i get the same error cant play built game its just a black screen with beta 3
defiler
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Posted: 28th Oct 2010 06:17
Question: If i change systemmemorycapoff=0 to systemmemorycapoff=1
will i be able to compile bigger games?

Limitless Box studios current project: Lost Contact

seth zer0
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Posted: 28th Oct 2010 06:32
Not by much it caps off at 2gb(because of the 32bit os). And sometime(most of the time really) it messes up when you try to use that much ram..

Flatlander
FPSC Tool Maker
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Posted: 28th Oct 2010 06:37 Edited at: 28th Oct 2010 06:41
@Defiler

Quote: "Question: If i change systemmemorycapoff=0 to systemmemorycapoff=1
will i be able to compile bigger games?"


I believe you mean a bigger level? No, it will not allow that. It still will only allow 2GB tops. If it exceeds that then it will crash. The main reason for increase is the amount of static lighting you have in the level. If you remember the Concrete Tunnel by WizID (?). I happened to get it when it was available and he gave an fpm with it. It is huge with some static lighting. When compile it is only 1GB.

OK, so what happens when you turn off system memory cap? When compiling the engine will not check the cap at 1.85 and then let you down easy so you can go back and redo whatever you would need to do to make memory. What will happen is that when it reaches 2GB it will crash and you will lose whatever you had not saved and have to restart FPSC. So, in one since it is better to leave it off.

However, personally, turn the cap off and I test build often and watch for the maximum memory being used. This way I can get it up a lot closer to the 2GB, than 1.85. I have built levels that used up to 1.95 GB without a problem. I know, I'm playing with fire. But, I can at least get the most out of it.

I apologize for my disjointed sentences. My head is coudy need to quit tonigt.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
defiler
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Posted: 28th Oct 2010 07:54
@ F L A T L A N D E R : Its cool bro, at least i know know, but is the compiling for the game level based so if i have a level that is like lets say 1 GB and the other level is 1.10GB, will fpsc crash or will it dump whatever it used for that level so you have enough for the next level.

more clearer explanation if you need it.

so you have 2 levels, each are 1.10GB just for this example

and you go to compile with the 2 levels, which one will occur?

1. You are able to compile both levels because FPSC dumps the memory it used so the next level can get compiled without spilling into the 2GB range and crashing fpsc.

2. FPSC will crash due to too much memory usage.

Hopefully i said it clearly. Thanks.

Limitless Box studios current project: Lost Contact

Nbt
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Posted: 28th Oct 2010 13:35
The 1.85GB Cap is on a per level (map) basis, so answer 1.

Deathcow
FPSC Reloaded Backer
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Posted: 28th Oct 2010 23:57
I don't know if anyone has tried this, but if you load an old map into 118 beta 3 and try to load it into 117. It will not load the entities, but list them in the entities tab on the left hadn side.

Not sure if this is meant to be the case with this update.

DC

Red Eye
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Posted: 29th Oct 2010 00:12
@Deathcow: The entityloading system has changed...

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