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FPSC Classic Product Chat / V119 Public Beta

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Marc Steene
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Posted: 11th Mar 2012 15:33
Also, the scale command used decalspec doesn't appear to work, it just remains at a constant size (for explosions - maybe because it keeps running the default explosion?).


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
angusm3
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Posted: 12th Mar 2012 06:26
I don't know if this has already been mentioned, but a "campull/camdrag" command would be good for moving the camera slowly toward an object instead of snapping to it

I appear to have burst into flames...
Marc Steene
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Posted: 12th Mar 2012 16:19 Edited at: 12th Mar 2012 16:44
Got a really annoying bug at the moment, I'm simply trying to display a HUD image but for some reason a greyscale version of the eyehud fills the screen instead (see the attached picture). I can tell the engine didn't even load it because there was no dds copy of the png image. Here is the FPI code I used below:

:state=0:hudreset,hudx=50,hudy=50,hudimage=gamecore\huds\flir.png,hudname=flir,hudhide=1,hudmake=display
:state=0:state=1
:state=1:hudshow=flir

I figure it must be some sort of shader issue (I remember running into this problem a while ago). I've tried using different images too, but all give me this grey eyehud.

EDIT: Discovered the issue was I didn't have any text in the desc= parameter of my script. What a stupid requirement


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
s4real
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Posted: 13th Mar 2012 05:07 Edited at: 13th Mar 2012 05:10
What a mess this has become , I think we need to go back to v1.18 and start again.

This is so much slower than v1.18.
levels now crash when trying to load them in.
char's only spawn like twice when set to respawn multi times.
the list goes on.

I'm still using wasp mod thats a lot more stable than v1.19.

I think scene should just take wasp mod source(the original before he re-wrote it) and make that v1.19 and then add the new commands and features.

I have great respect for scene and hope he can fix this mess that has become fpsc.


best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
washburnrover
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Posted: 13th Mar 2012 07:24
@s4real
what kind of wasp 118 were u using :p i used 1.18 with wasp v2 (whatever newest is) and was getting 1/3 the FPS as with v119.9, which is running far more stable than any 118 ever did 4 me. Now between 119.7 and 119.9 there's been a slight fps decrease (2-3 fps) but they fixed major bugs 4 me (like tf341 characters holding their guns in an offset position, maybe just a bug for me? idk, but they fixed it) they also added some badass commands that will be extremely helpful. I'm getting far less crashes, I just hope I'll be able to add Project Apex's multiplayer source (when it comes out) replacing vanilla's 119 multiplayer (Apex includes all of it anyways, plus flak )

That Big Idea guy that can't find the time...
unimansoftent
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Posted: 13th Mar 2012 07:50
Hi guys, well I tried the new patch 1.19.9 and I have a problem with the skyboxes, try changing the skybox gas.x to water.xy this is the result, I hope you serve something this observation.

http://www.youtube.com/watch?v=8-sdKNanzFg&context=C4a88a4bADvjVQa1PpcFMYsC6NiYtdAyS5q74lD1NpxxtZ6HXrHQw=

independent game developer
washburnrover
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Posted: 13th Mar 2012 08:22
@unimansoftent
i've had this b4...
did someone forget to wipe their db files mister ?

That Big Idea guy that can't find the time...
Stalker93
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Posted: 13th Mar 2012 08:39 Edited at: 13th Mar 2012 08:40
I have a question: how could I script the "emitflash thing" so that is looking always on?..I really miss the original moving lights from WASP
Scene Commander
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Posted: 13th Mar 2012 08:43
@all.

I'm not sure what's happened here, from what was being reported as a very stable beta with V119.8 seems to be now causing a few issues.

I'm not getting the spawning issue, but will of course look into it.

I'm also not seeing level crashing either, is anyone else?

S4.. send me an email about the slow down you're getting, as I'm also not seeing that, and it's not being reported by other users either. If you've other problems, let me know about those as well, hopefully we can get to the bottom of why you are.

I'll be doing a complete review of all commands however to try to bring any issues to a close ASAP.

Best

SC
Flatlander
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Posted: 13th Mar 2012 09:15
My FPS has gone from 60 to 80 depending on other variables within the game play.

maho76
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Posted: 13th Mar 2012 10:32 Edited at: 13th Mar 2012 10:40
s4real: v118+wasp is slightly faster/smoother than v119, right, but v118vanilla?? i get better results with v119 (ati-card).

@scene commander: levels crash in editor when a second/third map is loaded after first opened got saved or testbuild, but not all the time. only surprising, but not a real problem.

also again the question: wich variable to point at when checking for armor-value (varequal/greater)? i tried with $arm/arm to create a picture-hud instead of numerics, but doesnt work.

Tax 78
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Posted: 13th Mar 2012 11:12
@ Scene Commander

The condition plrisrunning=x not work

Look .fpm

Thanks

Sorry but I use a translator
The Zombie Killer
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Posted: 13th Mar 2012 11:44
@Tax 78
It was renamed to plrrunning.

-TZK

007
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Posted: 13th Mar 2012 11:49
Quote: "@scene commander: levels crash in editor when a second/third map is loaded after first opened got saved or testbuild, but not all the time. only surprising, but not a real problem."


Yes, i also has this problem, but this is not a real problem, as bro maho said.

To avoid this, i constantly run fpscleaner.exe, and also, i always open the file C:

And i did not experience any problem with speed lag, my levels are all time on 60-80 fps (normally).

I just experienced some times constant crashes when i tried to use a ragdoll effect, dismembering a character by ragdoll.

I tried to simulate an execution (behead ) with a custom character.

O posed him in an execution position, but i unlinked the head bone from the character`s skeleton, i "cutted" the head polygon from the main mesh, and i skinned the head bone it in a way that the head bone has 100% influence over the "cutted" head mesh, so whenever the character ragdolled, voilla, the head falled down

But this "effect" really crashed FPSC a lot, it did not work, because this i gave up this new "feature".

But in general terms, i think FPSC 1.19 is very stable, and yes, it has GREAT improvements since the last update.

Goldenye 007 N64
The Zombie Killer
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Posted: 13th Mar 2012 11:53
@007
I myself actually have achieved complete dismemberment in FPSC, it works PERFECT, the only problem is, it's not ragdoll compatible.

-TZK

Tax 78
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Posted: 13th Mar 2012 12:21
@ The Zombie Killer

Ok!!!! plrrunning = work

thanks

Sorry but I use a translator
The Zombie Killer
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Posted: 13th Mar 2012 12:22
@Tax 78
No problem

-TZK

bruce3371
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Posted: 13th Mar 2012 16:03 Edited at: 13th Mar 2012 18:39
Sorry, misunderstood previous posts...

s4real
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Posted: 13th Mar 2012 17:16 Edited at: 13th Mar 2012 17:18
@ scene
I should of explained that the speed drop was compared to using wasp and not from v1.18 and v1.19.

Here's a few screen shots so you can compare the speed difference there like a 12 fps drop with v1.19 beta 9 and wasp pro private beta.

You will also notice that the red bar is being used more in v1.19 beta 9 official.

Both screens have the same shaders and settings.

So where is that 12fps loss going with the new version.

As for the chars not re-spawning make sure they can't see you, they spawn fine if u looking at them but put them away from you(out of camera view) and see how many times they spawn.

Quote: "I'm also not seeing level crashing either, is anyone else?"


You need to check the boards a bit more this problem is allover the place, the problem happens when you get to about the 3rd level of your built game.
most the time the game will crash at about 97% of loading or just sit there not going any further.

Not very good when you want to release a game.



best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
s4real
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Posted: 13th Mar 2012 17:39
@scene :- another problem with some segments.

Why do some segment disappear when moving around the room and reappear when you get far away.

See attached image.

best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
maho76
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Posted: 13th Mar 2012 17:58 Edited at: 13th Mar 2012 18:11
note in addition to s4real:

level-load-stop also happens when loadgame, so also when you saved the level before, not only when starting a new game (v1197+, so could be an older problem). limit is about 1670mb ram-use in building a level. happens less often when you stay below this limit. under 1220mb no problems anymore as far as i can see.

also i have THIS problem:
http://forum.thegamecreators.com/?m=forum_view&t=195077&b=21
player dies with 1 life-setup, but instead of endgame he respawns, sunk into the ground by 50% every time more until cam lies on the floor. maybe its a code-problem, i didnt change anything with playerlife, wether in scripts nor levelsetups. happens in level 2+ with more than 1400mb ram-use (only buildgame).

Scene Commander
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Posted: 13th Mar 2012 19:13
@S4.

Thanks for the clearer explanation buddy, I'll look into the spawn issue now I understand the problem.

Could you supply me with an FPM for the speed issue, giving me your results, so I can compare to V119 and the in house WASP so I can get a picture for the problem.

And lastly, could you supply me with an FPM for that segment issue, providing of course I've got those segments..

@All those with a build level issue.

I'm sorry, I'd seen a couple of posts and had assumed it was down to bad media from the context of the posts, I wasn't aware it was that much of an issue. I'll do some though testing this week and see if I can pin point the problem and what can be done about it.

@Maho76

I'll look into this.

Best

SC
s4real
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Posted: 13th Mar 2012 22:28
@scene

The fpm I'm using is the metro theater showcase flooded, its a great level to test the performance.

I will sort you out an fpm for the segment issue.

Sorry for sounding a bit harsh in the early post about the source being a mess, i like to keep ya on ya toes lol

best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
Scene Commander
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Posted: 13th Mar 2012 22:42
Quote: "Sorry for sounding a bit harsh "


lol.. not a problem....
unimansoftent
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Posted: 13th Mar 2012 23:17
@washburnrover, thanks for the reply, but I use "FPSC cleaner" to clean the db, and the error persists, I will have to wait for another beta, greetings.

independent game developer
Errant AI
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Posted: 13th Mar 2012 23:30
Hi Scene Commander,

Just doing some testing in beta 9 and the aiusefullaim problem from issue 128 is back again. They are not pointing at each other like they should be.

http://code.google.com/p/fpscreatorengine/issues/detail?id=128&can=1&start=100
Errant AI
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Posted: 14th Mar 2012 00:06 Edited at: 14th Mar 2012 00:13
Don't know if it's directly related to the respawn issue but I've seen this happen several times when a character is killed off-screen (usually far away as well-further than when debug info is displayed).

It's hard to tell from the attached screenshot but there's an invisible guy here. I can collide with him and blood appears if i shoot at this spot. This is using the stock throwback scripts as installed by the update.
unimansoftent
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Posted: 14th Mar 2012 04:53
Hello friends, and fix what I asked, to restart my computer to use skyboxes normally. Excuse my English, I am Spanish speaker.

Here a video of the beta test:

Greetings and thanks.

http://www.youtube.com/watch?v=9ijLqrjMgds&context=C4d41acdADvjVQa1PpcFMYsC6NiYtdAyS5q74lD1NpxxtZ6HXrHQw=

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Meows
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Posted: 14th Mar 2012 06:49
Quote: "unimansoftent


User


Joined: Wed Apr 6th 2011
Location: Cyberspace Posted: 13th Mar 2012 08:50 | link | toggle



Hi guys, well I tried the new patch 1.19.9 and I have a problem with the skyboxes, try changing the skybox gas.x to water.xy this is the result, I hope you serve something this observation.

http://www.youtube.com/watch?v=8-sdKNanzFg&context=C4a88a4bADvjVQa1PpcFMYsC6NiYtdAyS5q74lD1NpxxtZ6HXrHQw="

I can confirm unimansoftent with the skyboxes. Place any floor, ww2 sci or what ever. and test. If it works add a partial wall to any side and your sky is toast.
NPC still running through walls and shooting through doors.

Life is a short trip to another world
Scene Commander
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Posted: 14th Mar 2012 08:26 Edited at: 14th Mar 2012 08:33
Quote: ""campull/camdrag" command "


I'll add this to the list, but no new features will be added to this beta.

Quote: "Just doing some testing in beta 9 and the aiusefullaim problem from issue 128 is back again."


Strange.. I'll look at this.

I'll also look at the spawn/invisible guy issue, it does sound as that might be related to the other issues.

@unimansoftent and @Meows

The sky box issue is usually related to not having run the fpsc cleaner.exe, sometimes it has to be run 2-3 times. As sometimes it occassionally misses files.

Quote: "NPC still running through walls and shooting through doors."


This does happen on occassions. It does need looking at, but not for this beta I'm afraid. Are you using the AI or the default scripts?
angusm3
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Posted: 14th Mar 2012 23:17
In addition to the camera commands, it would be good to have a forced directional movement command as wel: cammove=1-360

I appear to have burst into flames...
gozzy1999
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Posted: 14th Mar 2012 23:42
BTW the Gravity gun commands don't work very well if picks thing up but they don't come closer to the player and don't travel far when thrown(about half a meter)

''Make sure your hands are clean before you point the finger''
bruce3371
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Posted: 15th Mar 2012 00:01
Quote: "BTW the Gravity gun commands don't work very well if picks thing up but they don't come closer to the player and don't travel far when thrown(about half a meter)"


The strength of the gravity gun can be adjusted using the 'gravitystrength=x' gunspec command. The Physics Weight of entities can also be adjusted.

Playing around with those two will give you greater distances being thrown or pulled by the gravity gun.

Stalker93
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Posted: 15th Mar 2012 15:55 Edited at: 15th Mar 2012 15:57
@Scene Commander Since there's the "hudfadeout" command, what about adding a "hudfadein" command which makes an hud fade in though alpha changes (as well as the fade out does for fading out the hud)?
Marc Steene
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Posted: 15th Mar 2012 15:57
@Stalker93

A changehudalpha command is already implemented, you can just imitate the effect using a variable.


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
gozzy1999
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Posted: 15th Mar 2012 17:21
@bruce3371
lol i didn't see that

''Make sure your hands are clean before you point the finger''
Flatlander
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Posted: 16th Mar 2012 16:50
I'm having an interesting issue with large wall switches not showing up until the player gets within 100 units (1 segment) of the switch. I have four switches on a wall and it looks strange just appearing out of nowhere as the player approaches each one. Never had this issue before. Any ideas?

Scene Commander
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Posted: 16th Mar 2012 19:46
@Flatlander..

It's the auto culling, if you want to change the culling range either:-

1)Make it immobile, then it won't cull unless you ask it to.
2)Use CULLRANGE=x in the appear script to alter the culling range to the number of units required.
Flatlander
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Posted: 16th Mar 2012 22:29
SC, cool. This also was happening to a wall phone. It was already immobile and wouldn't appear until the player walks up to it. However, the cullrange command works great.

bruce3371
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Posted: 16th Mar 2012 22:55 Edited at: 16th Mar 2012 22:57
Quote: "I'm having an interesting issue with large wall switches not showing up until the player gets within 100 units (1 segment) of the switch. I have four switches on a wall and it looks strange just appearing out of nowhere as the player approaches each one. Never had this issue before. Any ideas?"


Quote: "It's the auto culling, if you want to change the culling range either:-

1)Make it immobile, then it won't cull unless you ask it to.
2)Use CULLRANGE=x in the appear script to alter the culling range to the number of units required."


I had the same 'pop-up' problem with ammo in my levels. I never even thought of using 'cullrange' without the other cull commands. I've since changed all my ammo appear scripts, and it worked a treat, thanks for the tip SC!!

Akanto10
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Posted: 16th Mar 2012 23:27
@SC,
I know you're not implementing any more commands to v1.19, but do you think it would be possible to implement a force a key press command, kind of like "plraction=X" with mouse clicks, in v1.2? Great job with implementing WASP, by the way. FPSC has definitely come far.

Thanks,
Akanto

| Windows 7 Home Premium 64 - Bit | AMD Athlon II X4 630 @ 2.8GHz | Nvidia GeForce GTX 460 1GB | 6GB DDR3 RAM | 1TB HDD |
washburnrover
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Posted: 17th Mar 2012 04:15
how bout a way to aim down sights only while holding down the right mouse button
i've never played cod on pc, but i suspect that's how they do it

That Big Idea guy that can't find the time...
TheDesertEagle
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Posted: 18th Mar 2012 01:46
Quote: "i've never played cod on pc, but i suspect that's how they do it"

Well,no its the same way as FPS Creator well,atleast in cod4 world at war and cod2 maybe they changed in call of duty mw3....i doubt it though

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
s4real
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Posted: 19th Mar 2012 18:34
@washburnrover :-The feature you talking about is called iron sight and has been in fpsc for sometime now, it is the same as in all modern fps games.

Check out this vid.
http://www.youtube.com/watch?v=L2WTKxt6EqU


best s4real


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washburnrover
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Posted: 19th Mar 2012 19:50
@s4real
yes, i know that
i didn't know if COD/battlefield's style was where you only aim down sight WHILE you're holding the rmb down, as opposed to click-ADS, click again-back to hip-fire

i played some BF Play4free (awesome game, I highly recommend) and it is the same as FPSC (click...click)

That Big Idea guy that can't find the time...
Errant AI
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Posted: 20th Mar 2012 03:39 Edited at: 20th Mar 2012 03:40
I also prefer when aiming is momentary/hold vs. toggle. The new Fallout games use that method as well and it's a lot more natural and realistic feeling because you can make faster targeting corrections and better transition your movement. Stalker also used the hold method.
DennisW
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Posted: 21st Mar 2012 00:26
Hi All

I am making a map using V119.9 all is fine and working good until
I number the entity characters isobjective I have 9 characters. I get this error.

"Runtime Error 7006-object number illegal at line 9298"

I turn them back to 0 and works fine

Any Idea

Thanks

Dennis

Ham and Eggs Breakfast
The Chicken was involved the Pig was Committed
Flatlander
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Posted: 21st Mar 2012 02:10
@Dennis, are you using any custom characters? Not sure this matters though. I place 9 characters on a simple ground map. Numbered the isobjective 1-9. 1 for the first one, 2 for the second, so on and so forth. The winzone I numbered 10.

Here is the map.



I start the level. It doesn't crash. I shoot each character and when I get to the winzone the level ends without a problem.

Not sure what's going on here. Sorry. I wish it would have crashed. Maybe Scene Commander can look at line #9298 and see if there is a problem with it.

DennisW
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Posted: 21st Mar 2012 05:29
@Flatlander The characters that I am using are tf341 and viral outbreak I did not number the winzone. I wil have to try that.

I will change and let you know.

Dennis

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The Chicken was involved the Pig was Committed
DennisW
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Posted: 21st Mar 2012 06:12
@ Flatander I went ahead made those changes It did not crash but when I put it back the way it was it did not crash either. But now I have a new problem. The winzone will not work no mater how I have it set up. Looks like it's tome to hit the hay I seem to be diging a hole here. Start fresh in the morning.

Dennis

Ham and Eggs Breakfast
The Chicken was involved the Pig was Committed

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