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FPSC Classic Product Chat / V118 Public Beta 17

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uman
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Posted: 8th Nov 2010 19:17
Scene Commander,

I am sure no one would disagree with you. Certainly not me. Ideally whats needed is the fastest performance available on "All" potential average users machines whether game makers or game players.

Even that is very difficult for TGC to acheive - otherwise you would aready have it. Consistant average of 30fps is all that is needed - sounds easy - its not. There are a vast number of issues involved some which are commercial realities and those I am not privy to.

You are not alone in "going on about it" its been the main talking point of indie gamemakers since - well since they were invented and will still be the main talking point and the main "Issue" well into the future me thinks unless TGC solve it in which case it will be Win All Round.

When its sorted I can start making my game again



250 seamless textures : http://www.umedia.co.uk
Walls and doors
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Posted: 8th Nov 2010 19:52
Hmm Not sure if anyone els has this problem on beta 3 but when i test the map after i am done it gives you a error and makes you shut FPSC down. :/ And also the same prbleme that deathcow pointed out that the build game is bugged

Tombsville
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Posted: 8th Nov 2010 20:31
Quote: "Seems to be a marked decrease in fps in this one in particular Beta 3. Consistent to all levels. Something in the order of minus 15 to 20 fps. "


Same issue here (reported earlier) but occurring in stock media as well (especially WWII).

Slowly dropping fps from Betas 1 thru 3.

Used to get strong 60FPS, now barely getting 30FPS in some areas.

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
Stefos
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Posted: 8th Nov 2010 22:20
My fps goes up and down between 27 and 50 fps while I am standing still, so this is not a problem with graphics cards not being able to handle the game graphics but more of a problem with the coding, which I believe will be fixed on the later releases. I can fill a map with lots of 3d models and get an fps of around 19-23 fps and only a little improvement with less clutter. This strange up and down measurement of the fps could be a simple problem with the code used to measure the fps and not the core code its self. I don't know what anyone has found but I ask you, not counting water which we all agree has a problem on performance, have you found there is actually a degrade in graphics and movement through the game or are we all just concentrating on the fps numbers on the screen ? I know I have !

http://www.comix-sandbox.com
Dark Goblin
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Posted: 8th Nov 2010 22:24 Edited at: 8th Nov 2010 22:26
If you could add a standard shader to every object which does not use one and define another render cam which produces a depth image of the scene, a perfect DoF Shader and MotionBlur shader would be easy to add (I already know how to do it with the new method where everything can have a shader) but I can not get the google code source to compile perfectly and also I dont want to make a source mod now as you always change something.

If someone of the developer team want me to try my luck with a perfect DoF (Depth of Field) shader, than one (maybe hockeykid or Lee or someone else) provide me with a working FPSC Source for v1.18 Beta 3 and if I have some time, I will start adding the shader.

You can send me a working code to my email address ([email protected]) so I can really try it.

If you dont want my help, than also say it, as I would love to help but want to know if you dont need it!

DG

... efxMod Developer!
Hockeykid
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Posted: 8th Nov 2010 22:41
@Uman I've sent you an email.

ZockerX
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Posted: 8th Nov 2010 22:42 Edited at: 9th Nov 2010 01:27
Quote: "If you could add a standard shader to every object which does not use one and define another render cam which produces a depth image of the scene, a perfect DoF Shader and MotionBlur shader would be easy to add (I already know how to do it with the new method where everything can have a shader) but I can not get the google code source to compile perfectly and also I dont want to make a source mod now as you always change something.

If someone of the developer team want me to try my luck with a perfect DoF (Depth of Field) shader, than one (maybe hockeykid or Lee or someone else) provide me with a working FPSC Source for v1.18 Beta 3 and if I have some time, I will start adding the shader.

You can send me a working code to my email address ([email protected]) so I can really try it.

If you dont want my help, than also say it, as I would love to help but want to know if you dont need it!

DG"


/agree

Five words guys, I want what he said.

SonOfLight
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Posted: 9th Nov 2010 01:42
Hmm I seem to cant build the game. Is there a way to fix the win zone problem. If anyone is having sutch a problem.
SonOfLight
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Posted: 9th Nov 2010 02:40
Hello People!I am not sure if anyone else is getting the same problem but when i test my maps the moving entity such as ceiling fans and or moving surveillance cameras will move with a hesitation or will spin fast then slow and then normal, also with the character when i move around Its like he moves with a broken leg or if he is limping its weird. Wonder if anyone else is having that problem
French gui
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Posted: 9th Nov 2010 15:09 Edited at: 9th Nov 2010 20:17
Can someone with beta 3 try the particles system. It's not working anymore for me ...

[edit] ok, compiled the last source, particles are working now, but entities are sinking in water...
s0d3rb3rg
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Posted: 9th Nov 2010 15:35
When will the actual update be out?

uman
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Posted: 9th Nov 2010 19:46 Edited at: 10th Nov 2010 16:15
hockeykid,

Yes had the email and replied.

I am presuming that you had received the reply without difficulty so no need to reply here.

Regards

250 seamless textures : http://www.umedia.co.uk
SonOfLight
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Posted: 10th Nov 2010 18:30
There is something up with the ambient I turned it off to test a level I made. I didn't like it so i tried to turn it back on and it stays at 0 and wont turn on anymore. Whats the deal with that. Is there any solution to this problem?
Toffeemouse
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Posted: 10th Nov 2010 19:30
Hi! I just jumped boat from X10 and came back to my roots ^_<

Was shocked to see aim down sight in this beta, i almost fell off my chair when i right clicked.

Could someone fill me in when (and if) allies, different hitboxes (read in a newsletter a long long time ago that different health could be applied to different enemy body parts) and a score system will be implimented?
Soviet176
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Posted: 11th Nov 2010 02:33
Is there a work around for the win zone bug?

Putting fear back into sliced bread since 4th May 2010
BeauPratten
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Posted: 11th Nov 2010 06:21
It may be nothing but I noticed that the scripts I have that use some of the 1.17/ 1.18 beta 1 scripts don't work in 1.18 beta 3.

raymondlee306
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Posted: 12th Nov 2010 04:42
I seem to notice that winzones DO work after a build game, but not in a test level. That might be a work around for people having trouble testing their winzones.
Stefos
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Posted: 12th Nov 2010 17:41
Quote: "I seem to notice that winzones DO work after a build game, but not in a test level. That might be a work around for people having trouble testing their winzones. "


Build, you must be one of the lucky ones, as far as I know no one can run a built game in this BETA version

http://www.comix-sandbox.com
ISPYUDIE
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Posted: 12th Nov 2010 21:13
Just downloaded it and it's quite buggy, selecting a character from entities crashes my whole FPSC.



Layken
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Posted: 13th Nov 2010 12:22
In my fpsc 1.18 beta 3 winzone don't work and when I run my build game I have black screen.

I have 2 cmoputers on each is as.
Silvester
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Posted: 13th Nov 2010 17:50
Nice one, I've been gone for quite some time and am somewhat glad to see this much progress.. Out of curiosity though, There's no AA in the game by default, and somehow the game refuses to apply my AA settings I force on my graphics card in my ATI control panel. Is there perhaps a shader pre-rendering the scene making this impossible? Or am I simply going insane after playing Amnesia?

(That, and as others have said the Particle system appears to be broken in Beta 3)

Back from the dead!
DJ Almix
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Posted: 13th Nov 2010 21:22
We need a separate collision model system, it would make things so much easier (that is, if we don't get a new system that actually reduces collision problems)

Susysyay
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Posted: 14th Nov 2010 15:38
Yes, I can confirm that WINZONES do NOT end the level. The sound plays but nothing happens. I can also confirm enemies DO walk through walls. I dont mean to be harsh guys, but this update is starting to look like 3 steps forward, and 4 steps back! Can we please get an update on how the updates and fixes are goin?

-Winner of the X10 Revival Competition, Susysyay
Layken
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Posted: 14th Nov 2010 16:56
When I trigger enemy 3 times enemy don't work
Bigsnake
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Posted: 14th Nov 2010 17:00
Quote: " Can we please get an update on how the updates and fixes are goin?"


I was at the verge of asking that, Would be nice if lee could have a update thread

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Nickydude
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Posted: 14th Nov 2010 20:05
knxrb
FPSC Tool Maker
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Posted: 14th Nov 2010 20:38 Edited at: 14th Nov 2010 20:44
Quote: "Can we please get an update on how the updates and fixes are goin?"

Lee's currently away so it's unlikely there will be one for the next few days at least.
As Nickydude posted, the updates to the source can be seen on the SVN page.

knxrb
A dude
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Posted: 15th Nov 2010 15:41
Is there melee for the stock weapons? If so, how do I use it?
ThoughtWire Software
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Posted: 15th Nov 2010 17:32
Nice! Downloading...

www.thoughtwire.co.uk
Cyborg ART
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Posted: 15th Nov 2010 19:07
Quote: "Is there melee for the stock weapons? If so, how do I use it? "


Melee anmations are included, several of them actually. You will have to write an addition to the gunspec. But I didnt have time to try it out before it was sent off.

Would be awesome if someone could post some working melee

Bigsnake
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Posted: 15th Nov 2010 20:21
Quote: "Would be awesome if someone could post some working melee"


Here is an example of using them (EAI G36C)



The melee start and end is already included by default with the G36c just for those who doesn't know. "Melee key = 47" is "Melee Key = V" so you press V to melee and the range and damage are self explanitory.

@A dude

Yes they do, Here is the commando's



The melee start and end if already included and as you can see, I just added the melee key,range and damage commands to the gunspec.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Soviet176
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Posted: 15th Nov 2010 20:38
@Bigsnake

Does any of the model pack 10 weapons have melee features?

Putting fear back into sliced bread since 4th May 2010
Bigsnake
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Posted: 15th Nov 2010 21:50
No, only the store weaps

Of course you can make your own animations for them though.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Microhamster
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Posted: 15th Nov 2010 22:16
hey when i use the water script and i go to the top of the celling it trows me out of the room threw the celling and into te air.
just wanted to let you ppls know
Stefos
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Posted: 16th Nov 2010 18:12
Quote: "I don't know if anyone has reported this, but if you build a game and try to play it. It does not load the menu and you can only see a black screen.

This is with Beta 3, but Beta 2 works fine with build games.

Note: I used the standard WW2 map"


The build problem I think has been fixed for the next release and the bloom problem I believe.

http://www.comix-sandbox.com
Nomad Soul
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Posted: 16th Nov 2010 18:28
Does anyone have a list of the confirmed V118 BETA3 bugs which are being worked on?

I think it might have been a little early to roll out the new water, GUI system and flak features at the same time. I'd prefer to see 1 new feature at a time so it can be tested more thoroughly.

FPSC is great now so we don't need to try and rush everything out really quickly and risk making things more unstable in the process.

old_School
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Posted: 16th Nov 2010 20:13
Let me make sure I understand this. Stupid question: Beta 18 3 includes all previous beta version fixes correct? So I just need Beta 3 right?
Scene Commander
Support Manager
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Posted: 16th Nov 2010 20:37
Quote: " Beta 18 3 includes all previous beta version fixes correct"


Yes, but it introduces a few of it's own.

http://jimjamsgames.yolasite.com
FredP
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Posted: 17th Nov 2010 16:26
Bugs I have found (all of which have been listed) :
Drop in fps.
Winzone doesn't work
Build Game doesn't work.
xhogan89x
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Posted: 17th Nov 2010 17:00
@FredP

last update: 2 november
incense
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Posted: 18th Nov 2010 03:26
Swimable water, Yay!!! Bloom, huh? I have no idea who did the bloom but it is way to high. I am sure that they must have noticed that. Just that alone renders the entire engine useless. I tried adjusting the fx file and the setup.ini and nothing brought the bloom down. I have downloaded fx files that are supposed to fix the issue but there are no directions on how to use them.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Plystire
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Posted: 18th Nov 2010 04:00
You'd be better off using bond1's adaptive bloom. It's up for download in the media board.


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
Marc Steene
FPSC Master
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Posted: 18th Nov 2010 09:28
I believe Lee has already included it in the next beta release.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Norion
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Posted: 18th Nov 2010 12:13
@ marc steene

yep that is right


NORION.

The universe is everything around this but you are everything around the universe.

by Norion.
incense
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Posted: 18th Nov 2010 12:24 Edited at: 18th Nov 2010 13:09
Lets go back to the part where there are no directions on how to use the adaptive files.

EDIT:
Has anyone tried to use the water? No matter where I place the trigger zone in the level the water ingame is completely off the map. I did follow the water room as a road map but it just does not go where I want it. It goes only where I don't want it. Off the level completely, As in no where on the game level at all. Just off to the side.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Jesper
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Posted: 18th Nov 2010 16:18
So.. i downloaded.. but after patching it requires DX10.. i thought that this is upgrade to X9 version.. so am i understood something wrong?

http://erkinpelit.webs.com
Some Company of Heroes maps.. and something else too.
Dark Goblin
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Posted: 18th Nov 2010 16:51
Quote: "I believe Lee has already included it in the next beta release."


And I also combined the newest adaptive bloom with his filmgrain shader and also added a sharpen effect.
You can also find it in the media section!

Quote: "So.. i downloaded.. but after patching it requires DX10.. i thought that this is upgrade to X9 version.. so am i understood something wrong?"

You need to update your DirectX, nothing more!

... efxMod Developer!
bond1
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Posted: 19th Nov 2010 01:40 Edited at: 19th Nov 2010 01:41
Quote: " Out of curiosity though, There's no AA in the game by default, and somehow the game refuses to apply my AA settings I force on my graphics card in my ATI control panel. Is there perhaps a shader pre-rendering the scene making this impossible?"


With post-processing turned on, your video card can't perform normal AA, because the RENDERTARGET texture is not antialiased in directx9. That means that AA must be performed as a post-process effect. I'm working on this...will be incorporated into the bloom shader and my other post shaders eventually. Just bear with the jaggies for now.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Dark Goblin
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Posted: 19th Nov 2010 13:39
if the new shader will be available, I will also integrate that feature in the combined shader.
I just want it to be up-to-date with all your perfect single post-processing shaders!

... efxMod Developer!
defiler
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Posted: 20th Nov 2010 00:32 Edited at: 20th Nov 2010 00:34
@bond: Awesome! can't wait to see what you do to achieve it.

edit: must learn how to use this kind of quote system >_<

Limitless Box studios current project: Lost Contact

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