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FPSC Classic Product Chat / [LOCKED] WASP mod V2

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Scene Commander
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Posted: 3rd Jul 2011 11:08
Quote: "no flashlight = dissapointed"


There is a flashlight, but there is no script provided. However there is a sample gunspec provided for the uzi which demonstrates the gun as a flashlight. If you wish to use the flashlight as a global light, I suggest you try writing your own script, all commands are covered in the manual.

Quote: "Also i did't really see an increase in my game."


The performance additions are more obvious on lower end machines, if your machine runs at 60fps, you're not going to notice as much as say those who's machines run at 10fps. WASPSv2 does offer considerable speed increases for a majority of users. In addition maps which feature no dynamic objects will see lesser improvements as much of the code aims to improve dynamic object performance.

http://jimjamsgames.yolasite.com
Payam
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Posted: 3rd Jul 2011 11:27
And in bigger levels you can see more FPS in WASP2.
Yes maybe you can't see any different in a 3*3 floor map with no entity.
Try larger levels.

Have our guns was a mistake!!!

I am PaYaM
Desecrated Studios
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Posted: 3rd Jul 2011 11:31
Alright i will start on that script for the flashlight!

Quote: "The performance additions are more obvious on lower end machines, if your machine runs at 60fps, you're not going to notice as much"


Yeah my computer can run 60fps normally, so that's why i didn't see an increase...

I have another question if you don't mind answering, how come i can only get 60fps? I know there is some type of screen cap or something like that that limits it to 60, but how come no one has removed that yet? I would rather my games run at like 100fps then 60fps, it would look better. But im just wondering of course!

-Josh
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Rytuklis
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Posted: 3rd Jul 2011 11:55
Imma certainly try this, because probably i have worst video card in this whole community

RAM: 1.5GB (good enough)
Processor: 2.4GHZ (good)
now , prepare for the worst ;D
Video Card: nVidia FX5500 258mb
Scene Commander
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Posted: 3rd Jul 2011 12:19
Quote: "Alright i will start on that script for the flashlight"


Good luck.

Quote: "how come i can only get 60fps?"


FPSC is capped at the best performance for the system it is running on. However removing or setting this cap would most likely result in very unstable movement due to the timer based system. While it might seem that a higher reported FPS is a good thing, what you really want is that it remains as near to the cap as possible and that as much as possible is happening between those frames. At the end of the day, adjusting the cap might work for one machine, but cause issues on others, so for global compatibility, it's something that is best left alone.

http://jimjamsgames.yolasite.com
Sting
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Posted: 3rd Jul 2011 13:24
That 60FPS is a 'sync' loop which is the main loop speed for the engine, as SC said, removing this or changing it would make the engine unstable!

@SC - An update, took my built MP game round to a friends who is also running Win7 x64 and same problem, we installed all the DX SDK's just to force DX 9 on his machine, then we had the missing msvcr100.dll so installed redist, that error went now when you launch the game it sticks in the process for a second or two and just closes, sent over the default v118 exe to replace the built game and it works!

Want your games to look professional? Website! - Thread!
Sting
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Posted: 3rd Jul 2011 14:29
@SC - Another error...

I've tested this with quite a few weapons and its causing problems.

See screenshot:
http://www.redrosecreative.co.uk/interfpsc/sting/fpsc1.jpg

This is a default MP53 weapon with no changes to the FPI it's placed just in front of the player.

When I swap from WASP to Vanilla it works...

N.B This happens with a multitude of weapons from various model packs including MP54 which seemed to work fine in the BETA 118 WASP...

Want your games to look professional? Website! - Thread!
Scene Commander
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Posted: 3rd Jul 2011 15:11
Quote: "An update, took my built MP game round to a friends who is also running Win7 x64 and same problem, we installed all the DX SDK's just to force DX 9 on his machine, then we had the missing msvcr100.dll so installed redist, that error went now when you launch the game it sticks in the process for a second or two and just closes,"


Quote: "Another error."


These are all very strange errors. I take it that once again these are MP maps?

Are you using custom media?

http://jimjamsgames.yolasite.com
Sting
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Posted: 3rd Jul 2011 15:13 Edited at: 3rd Jul 2011 15:15
The Win7 error is MP built yes.

The 'Loading Active Guns' error is a single player map. No Custom media, they are Model Pack 53 (TF341) weapons and it happens with Model Pack 54 weapons and some of the stock weapons.

If I take the guns OUT of the map(delete them) it works...

Want your games to look professional? Website! - Thread!
Scene Commander
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Posted: 3rd Jul 2011 15:17
@Sting.

Are you able to supply me with a copy of the map that is causing this error? I've not been able to replicate any of these problems, and can't find anyone else with them, so I think it's time to start elimnating problems.

http://jimjamsgames.yolasite.com
Sting
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Posted: 3rd Jul 2011 15:45 Edited at: 3rd Jul 2011 15:50
sure, i'll whip it up now with stock entities...

Edit: Attached FPM. Stock crates, with ground + 1 Model Pack 53 gun.

http://www.redrosecreative.co.uk/interfpsc/sting/testcrate.fpm

Always crashing on the 'Loading Active Guns' on test...

Want your games to look professional? Website! - Thread!
Scene Commander
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Posted: 3rd Jul 2011 15:56
@Sting

Thanks, but I'm afraid that link isn't working.

http://jimjamsgames.yolasite.com
Sting
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Posted: 3rd Jul 2011 15:59
works here dude

you'll have to right click it and click 'save link as' or 'save target as' to save it as an FPM on your computer

Want your games to look professional? Website! - Thread!
Scene Commander
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Posted: 3rd Jul 2011 16:06
Got it..

Okay, that is working perfectly for me I'm afraid.

One thought, have you removed the memory cap on your build?

http://jimjamsgames.yolasite.com
Sting
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Posted: 3rd Jul 2011 20:19
No, mem cap is still on, plus the map is only like 282mb it is exactly what you see in the screenshot above, but I just tried a test level with one of my previous 118 maps with wasp and it does the same on everyone, however when I revert back to 118 it works!

Want your games to look professional? Website! - Thread!
defiler
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Posted: 3rd Jul 2011 22:08
For some odd reason, outdoor levels lag for me when before they did not.

What are the recommended settings for the setup.ini, i do remember changing some values so that might be a problem.

Current Project: Lost Contact: Chapter 1
veer
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Posted: 3rd Jul 2011 22:37
Quote: "For some odd reason, outdoor levels lag for me when before they did not."


one time it was 30 now it 12 fps

not sure what happen
defiler
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Posted: 4th Jul 2011 11:31
@ veer: that is actually what happened

Current Project: Lost Contact: Chapter 1
Fuzz
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Posted: 4th Jul 2011 12:00
When using Wasp Mod, the Grendal monster from the viral outbreak pack just stands there when it's killed. Does this happen to anyone else?


Also, I couldn't get the torch to work :c


Scene Commander
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Posted: 4th Jul 2011 12:46
@Sting.

Thanks for the additional information. I'm afraid neither I, nor S4Real have been able to replicate this issue, and we've had no other reports of it. Which leads me to believe that it is a conflict within your system. If anyone else has Stings issue, could you please let us know so we can help to solve it.

@Defiler & Veer.

I suspect that this has to do with the fact the Antialiasing and Anistropic Filters are currently automatically applied to levels. I have changed this for the next release which should fix this issue.

Quote: "When using Wasp Mod, the Grendal monster from the viral outbreak pack just stands there when it's killed. Does this happen to anyone else?"


This is due to a conflict with the latest source and various model packs and has been covered in an this thread earlier by S4Real.

Quote: "Also, I couldn't get the torch to work"


The torch does require some scripting, please refer to the WASP V2 manual for the latest commands.

http://jimjamsgames.yolasite.com
Fuzz
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Posted: 4th Jul 2011 13:59
Quote: "This is due to a conflict with the latest source and various model packs and has been covered in an this thread earlier by S4Real."


I just read through every page in the this thread and found a few posts concerning the issue, but no solution. Perhaps I missed it?

Quote: "The torch does require some scripting, please refer to the WASP V2 manual for the latest commands."


That's the first thing I did after downloading the mod. I've tried and read what others have said to do but I can't seem to get it to work.

Thanks anyway.


s4real
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Posted: 4th Jul 2011 22:18
@Sting :- Im just not getting these errors even testing your map, maybe try and do a fresh install of fpsc and make sure to clean ya reg.


@Fuzz :- We using the latest updates from google code and there has been some changes and it might be effecting some of the models from this pack we will look into it.

best s4real



Pack ya games with vishnu packer its free.
Fuzz
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Posted: 5th Jul 2011 01:45
Quote: "@Fuzz :- We using the latest updates from google code and there has been some changes and it might be effecting some of the models from this pack we will look into it."


Thanks man!


Stalker93
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Posted: 5th Jul 2011 10:26
Guys I need help!

I have WASP RC3 installed (I've also installed all the redist due to that famous .dll error), but every time I click on test game, it just hangs for a few seconds and then tells me "FPSC-Game.exe has encountered an error and needs to close". Vanilla 1.18 version works perfectly.

By the way, I'm running Windows XP Professional SP3, and these are my specs:

- Intel Pentium Dual-Core E5200@2,50GHz
- 4GB DDR2 RAM@800MHz
- ASUS P5QPL-AM motherboard
- ASUS GeForce GTS450 1GB GDDR5 OC'ed by stock

Thx!
Scene Commander
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Posted: 5th Jul 2011 13:30
@Stalker93

Sorry you're having a problem.

This error is obviously a rather hard one to track down.

Firstly, please make sure you have run FPSC-Cleaner to remove all redundant files. You may need to do this twice.

Secondly, you don't need to install all of 'redist', just msvcr100.dll. As this issue only affects a small set of users, I only recommend installing the required files and not the full set.

Thirdly, please make sure that you have moved the databank folder into your files folder.

Lastly, are you using custom media? Media from a third party, or any model packs? Can you post a fpm of the map that is causing issues. If we also encounter a problem we might be able to pinpoint the problem.

http://jimjamsgames.yolasite.com
Fuzz
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Posted: 5th Jul 2011 13:37
Scene Commander, I'm really sorry to bother you but could you please help me get the torch to work on a weapon? I've read the manual and tried the Uzi gunspec but I can't get it. I've tested out some of the new scripts and commands and they're great.


Scene Commander
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Posted: 5th Jul 2011 13:53 Edited at: 5th Jul 2011 13:54
@Fuzz

Place the following at the end of any gunspec and save the file. (Back up if you want to keep the original).



This sets up a weapon to use a torch, toggled on/off with the T key.

I hope that helps

http://jimjamsgames.yolasite.com
Fuzz
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Posted: 5th Jul 2011 14:13
Thanks! That's strange that it worked because it's exactly what I had but set to use the L key.


Scene Commander
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Posted: 5th Jul 2011 14:25
Well, glad it's working. The most common cause of the scripts not working is that they are using the wrong scancode. Which could have been your problem.

http://jimjamsgames.yolasite.com
Fuzz
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Posted: 5th Jul 2011 14:47
Possibly, but I've got a list of scancodes ready. Must of just slipped up every time haha. One more question, if I add battery life to the torch, does it only apply to the gun I'm using or all guns in the level? Hope that makes sense.


Scene Commander
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Posted: 5th Jul 2011 15:00
Quote: "One more question, if I add battery life to the torch, does it only apply to the gun"


Currently, battery life is a global, i.e The single value applies to everything. It would possibly make more sense to apply a different value to each gun. I'll consider it. However, in the meantime you could just assign the battery life to a variable via $BAT which would allow different battery values to be applied.

http://jimjamsgames.yolasite.com
Fuzz
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Posted: 5th Jul 2011 15:05
Thanks for all your help!


bruce3371
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Posted: 5th Jul 2011 16:45 Edited at: 5th Jul 2011 16:51
Hi SC, from our previous conversations, I know that you can add a gunspec file to pretty much any model you want, so I'm wanting to attach one to a flashlight model.

I understand that I need to add the flashlight commands to the bottom of the gunspec file, but what do I need to edit in order to stop the flashlight model behaving like a gun as well? In other words, how do I stop it firing if I press the mouse button?

For other people wondering why I'm wanting to add a gunspec file to a flashlight model, the answer is that it seems to be the easiest way of adding a flashlight to my game using WASP

[edit]WASPv2 RC3 is working fine on my machine. I've just finished my Science Lab level re-build, and it works far better now than it did when I first built it! Good work all round chaps, looking forward to the final release [/edit]

Scene Commander
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Posted: 5th Jul 2011 17:58
@Bruce3371.

A good question, and one that I can't answer easily. In my mind, I'd always imagined the flashlight also being used as a melee weapon, or attached to a weapon with a flashlight attached.

Someone with a greater understanding of modelling guns might be able to answer this better than I can.

Maybe I should add the option to disable fire as a gunspec?

http://jimjamsgames.yolasite.com
Gencheff
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Posted: 5th Jul 2011 18:43
Wouldn't it be better if you just set the flashlight model as a melee weapon with a range of 0 and damage=0.Remove the fire sounds and fire animations and you should be set.

Samotnijat vylk nasred gorata.
-3D,2D Artist,Animator,Web developer and Programmer.
bruce3371
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Posted: 5th Jul 2011 18:46 Edited at: 5th Jul 2011 18:56
TBH I'd forgotten you'd said about using the flashlight as a melee weapon. This then begs the qustion; what animations do I change to make a weapon a melee weapon?

[edit]NVM; to use the flashlight as a melee weapon, I would need to make a hud model for it and rig it with hands, which is just way outside of my skills set [/edit]

Quote: "Maybe I should add the option to disable fire as a gunspec?"


Yeah, that would be usefull (especially bearing in mind my edit above lol)

cds1234
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Posted: 6th Jul 2011 02:25
The new update fixed the Save Game issue, that is awesome!
However, when saving/loading a game, it does not show an image of the Save Game state.
Stalker93
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Posted: 6th Jul 2011 15:56
@Scene Commander

Well problem solved. Just put MSVCP71.dll and msvcr71.dll into the same folder as FPSC-Game.exe; now everything is working fine (except for the colored bars, which stay immobile, but don't care about this)!!

Thx anyways man!
light mod
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Posted: 7th Jul 2011 00:57
looking great. - everything works.
Payam
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Posted: 7th Jul 2011 23:10
Can you make choose-able static and dynamic(immobile only)segments.
I think if the floor become dynamic(all dynamics means immobile in this message)it will make lots of problems with the character's moving but walls can be okay.

Problem:
As some guys use some shaders for only static models and segments if the segments become dynamic then all of them will become black.
So this case is only for people are not using those shaders or those walls without this shader.

How to solve:
In the .fps files of segments there should be dynamic/static= option and if it is 0 it will be like old segments and if it is equal 1 it will become choose-able in the setup.ini,so there should be an option in the setup.ini again.
If someone is using dynamic/static=1 for some segments then if in setup.ini , the "dynamicsegments" is equal 0 then again the old segment function will call but if it is 1 those segments will become dynamic.
Why we need this feature for each segment?
Some shaders will work on static ones only so for some segments we have to use static ones.
Why we will need it in setup.ini?
It's just for testing(And another reason in the end of message).
We make a map with lots of dynamic segments then we can turn it on for players and can turn it off for testing the FPS.


-There can be a way for customizing shaders too:
We can write 2 address for each segment in their .fps files.
One is for static and the other one is for dynamic.
So when they are dynamic the right shader will call and they won,t render while not looking at them(it will increase the speed to an unbelievable fps)
But when they are static then the static shader will call but all segments will render anytime in the game(just like now).

Extra info:
I can make launchers for my game and will make an option for shaders of walls in the launcher.
Because dynamic shaders can't be as good as static ones for walls when the player set shaders as low the launchers will turn on dynamic segments so but the player won't understand this and will think only shaders became lower and will see for example 80% faster result.(It can increase the speed from 1% to more than 80% depending on the size of the map)
So if anybody can make kind of this launcher can use this feature better than others.
If anyone didn't understand any part I try to explain better.

Thank you for reading.
And I am waiting for answer Scene Commander.(I think this can be one of the best features for FPSC).

Have our guns was a mistake!!!

I am PaYaM
cds1234
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Posted: 8th Jul 2011 11:46
Any news on the save game image situation? In regular engine, saving a game has save slot on left and a picture of current location on right. With WASP now saving correctly- no image on right.
Thanks!
Scene Commander
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Posted: 8th Jul 2011 13:31 Edited at: 8th Jul 2011 13:36
Quote: "(except for the colored bars, which stay immobile, but don't care about this)!!"


I'm afraid I don't understand this problem, are you talking about the performance meter? Because this is working for me.

Quote: "looking great. - everything works. "


I'm glad it's all working for you. It's nice to read a post that isn't a bug report

Quote: "Can you make choose-able static and dynamic(immobile only)segments."


The short answer I'm afraid is no, not really. Segments don't lend themselves to being dynamic and doing so would require an entire re-write of the engine.

And to be honest, I can't really see why anyone would need this. I may have misunderstood your request but without wanting to get technical, the base map is already culled and shaders aren't applied to hidden areas of the map, so I can't see that you would receive any FPS increase. In addition if you wanted to test your level without shaders, you can turn them off in preferences and rebuild your level.

If I've not understood your meaning, please feel free to correct me.

But in the meantime I'm afraid this isn't something I can really see the value of for the average user.

Quote: "Any news on the save game image situation?"


I'm afraid I haven't really looked at it. It is on my list of things to do, but it a little more complex than it first appears. I will get around to it, but can't say when.

http://jimjamsgames.yolasite.com
cds1234
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Posted: 8th Jul 2011 16:08
Hi there,

Thanks for the update.
I wonder if there is a way to edit the way the load/save screen looks to exclude the right-side window. In my opinion, the image is not a necessary feature. It is a nice thing to have, as it reminds the player of where they are at that stage, but the black squares make it clear that something is supposed to be there, so I can't see releasing something in its current state. If it is possible to change the view of the load/save screen to remove the image feature that to me is a viable solution at least until a fix is in place.

Great work on the mod!
Scene Commander
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Posted: 9th Jul 2011 00:15
Quote: " If it is possible to change the view of the load/save screen to remove the image feature that to me is a viable solution at least until a fix is in place."


I'd rather find a true fix than upload a temporary one. I'm afraid that I won't be able to look at it until next week now as I've other commitments to deal with first. I will however look at it soon.

Quote: "Great work on the mod! "


Glad you like it.

http://jimjamsgames.yolasite.com
Payam
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Posted: 9th Jul 2011 11:33
Quote: "The short answer I'm afraid is no, not really. Segments don't lend themselves to being dynamic and doing so would require an entire re-write of the engine.

And to be honest, I can't really see why anyone would need this. I may have misunderstood your request but without wanting to get technical, the base map is already culled and shaders aren't applied to hidden areas of the map, so I can't see that you would receive any FPS increase. In addition if you wanted to test your level without shaders, you can turn them off in preferences and rebuild your level.

If I've not understood your meaning, please feel free to correct me.

But in the meantime I'm afraid this isn't something I can really see the value of for the average user."


Actually what I wanted to say is a little different to what you understood but never mind because it wasn't very important.

Have our guns was a mistake!!!

I am PaYaM
Scene Commander
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Posted: 9th Jul 2011 13:59
Quote: "Actually what I wanted to say is a little different to what you understood"


If I have misunderstood and you would like to try to explain again, please do, as we do always welcome ideas.

http://jimjamsgames.yolasite.com
Payam
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Posted: 9th Jul 2011 22:35
Quote: "If I have misunderstood and you would like to try to explain again, please do, as we do always welcome ideas."


Okay,
I just thought if the segments become like immobile dynamic entities they will affect like when you use them instead of static ones.
You always tell people use immobile dynamic entities instead of static ones because it increases the FPS.
But I found that the segments uses a different way to render so they aren't like static entities.
So if we make indoor games using doors between rooms then the segments of other rooms won't render but the static entities will render anyway.
So I think what I said was a mistake from me.
-------------------------------------------------------------------
But I was thinking for another idea.
Using this is a little hard but it will change FPSC for ever.
I am talking about loading and unloading system while playing the game.
For example when you spawn an enemy in game(not from start)it will load from start but it won't appear so what I am thinking about is completely different.
For example in some games you are playing and you see for 1 or 2 seconds the game will stop(even using very good computers)so it is loading new parts and unloading old parts.
So the loading system should change and first read the scripts from load and unload functions if they used then don't load some parts(the game designer should set some parts for not being load)and will load the rest of it.
There should be some options for using load/unload system.
for example the designer have a level with 2 parts.
The first part is on the ground and the second part is under ground and after jumping to a hole and going to the under ground there is not way to go back on the ground.
The designer can use a script added to a trigger and it is something like this:

(notload means not load at start)
So that script means everything in the area between x=10 to 18 and z=9 to 15 and layers=4 to 5 won't load at start.
And the designer knows the player won't see those parts because they are under ground.
But after jumping to that hole(there should be a trigger zone with the below scripts)everything upper than the hole will unload and remove from RAM and the underground should load.
Here is it's script:

state=0 means unload everything in x and z from 0 to 40(means whole layer)and will unload layers from 6 to 19.
State=1 means load those parts in the underground(in the first script they were not load).
So we can use more memory in each level.
But some things which are repeated should not be unload because they have to load again and will take more time if they unload and again load.(For example the player and weapons should not unload anyway)
I know this is really really hard but if this come to true then we can make very huge levels using ingame loading and unloading system and make speedier loading at start(because it wont load everything at start)so it needs less LM memory at start etc.
If you tell me this is even harder than mission impossible(the movie) then you're right.
Sorry if I always write very long messages.

Have our guns was a mistake!!!

I am PaYaM
s4real
VIP Member
19
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Joined: 22nd Jul 2006
Location:
Posted: 10th Jul 2011 04:33
Update:

fixed show an image of the Save Game state, so it now shows the image.

best s4real



Pack ya games with vishnu packer its free.
cds1234
15
Years of Service
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Joined: 30th Apr 2011
Location:
Posted: 10th Jul 2011 05:05
That is awesome!
When will you post this update?

Thanks!
anayar
16
Years of Service
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 11th Jul 2011 08:39
Well, for the first time in my life I tried to use a mod... And as usual, I seem to have the terrible luck of things going wrong

I backed up my FPSC-Game, Copied the WASP Mod files into my FPSC Folder and chose replace all. After that when I go to test game with one of my small test-levels, FPSC gives me an error message EVERY time which says:
"This application has failed to start because MSCVR100.dll was not found. Re-installing the application may fix this problem"

And then FPSC shuts itself down

I tried to test game with my backed-up FPSC-Game and it worked perfectly (Thank God), but I am in a position right now where I need this mod... my laptop just cant handle large levels, it runs at 6-10 fps Anyways, if anyone knows a solution to this problem or knows why this is happening, PLEASE post!!! Thanks!

Cheers,
Anayar


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