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FPSC Classic Product Chat / V119 Public Beta

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Scene Commander
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Posted: 21st Mar 2012 11:43 Edited at: 21st Mar 2012 11:44
@all.

We are keen to bring this beta to a close, I am aware that there are still a number of unresolved issues which appear to have come to light. If you still have a bug to report, please report here fully.

I have found scattered reports, along with negative comments about this beta on other threads. I feel I should point out that I'm not not paid by TGC for any of my work on this version, and do what I can in my very limited spare time, and thus don't have time to scan numberous threads in case there is a bug report.

If you don't report it here or on the google code board, the chances of it being fixed are considerably reduced.

That said, I'm freeing up as much of this week as possible to concentrate on serious debugging, so now is the time to report any problems.
Flatlander
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Posted: 21st Mar 2012 12:30 Edited at: 21st Mar 2012 12:31
The reason for this being so long is that it is an explanation of how "isobjective" works.

@Dennis,

People have had a problem with Winzone before and I cannot remember why there was an issue or how they fixed it. However, since I don't have an issue with it, it's hard for me to figure out what is wrong.

Here's how the "isobjective" feature works. Instead of having nine lets say that there are three objectives. They would be numbered 1-3. Now using the Winzone, it would be numbered 4. If you only pick up 2 objectives and enter the winzone, the winzone will not end the level as a win. You still have to pick up that third objective and then enter the winzone. If all three were character entities then all three would have to be killed before you can win the level by entering the winzone.

The winzone, by default is number "2". However, if there are no other entities assigned an isobjective number then winzone will always be activated as a win. There are some entities from the stock mod packs that also have the isobjective set to 2. For example, the dossier in WWII items has this set to 2. If you have more than one entity that has the objective set to two and no other entities set to a value larger than 0 then the first entity that is picked up that has the value set to 2 will end the game as a win. Even if you have the winzone set to 2. Either of the objectives picked up will win the game without entering the winzone. The winzone has to be set to either "1", "3" or higher.

Now lets say we have a two entities. One is set to "2" and the other is set to "3". No other entity has an objective including a winzone. Once you pick up these entities, then you will win the level, again, without a winzone. You can see that there doesn't have to be an entity set to "1" for this to work and the entities do not have to be picked up in consecutive order.

Now we have a scenario where there is a winzone and it has retained it's parameter of "2" for "isobjective." You still have the other two entities that have the values of "2" and "3". What happens when you enter the winzone? Nothing will happen and it looks as if the winzone is not working. The only way that this level can be won is by picking up the two entities. Again, you do not have to enter the winzone to win this level. All that is required is to pick up these two entities.

If you want the winzone to work, and be the last thing for the player to do then you need to assign an objective number that is higher than the largest objective number in the level. Which in my test level would have been 10. In fact, it wold not have to be 10, it could have been 20 and it still would have worked as a requirement.

So, actually if you are using objectives, then you really don't need a winzone. You can actually use a trigger zone. The thing is even if you use a winzone the level will not be won unless all objectives have been met including the winzone.

This brings us to the fact that the winzone is a convenient entity to allow the player to win the level. It is only based on the fact that it is an objective itself. Without any other objectives set it alone will "win" the level, thus it is called a winzone. You can actually take a trigger zone and do the same thing by setting the objective to 2 and have no other objectives set in the level.

If you are experiencing the winzone not working even after setting it to the larger number, then the first thing to do is exit the map editor and reboot your computer. Sometimes there seems to be residual effects as the resources keep taking up memory without releasing the memory. I have had problems in this regard with various odd things happening that shouldn't be. So, if you put the computer to sleep as well as yourself for the night, I would shut it down or actually reboot it before trying again.

My Best,
Terry

Flatlander
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Posted: 21st Mar 2012 12:39 Edited at: 21st Mar 2012 13:20
Never mind. Just think of the gal from SNL.

DennisW
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Posted: 21st Mar 2012 15:49
@ Flatlander Thanks for your full explanation on the set up of the winzone. In fact when I went back to put the isobjective in fro the win zone I did in deed see it was set at 2. I thought to myself thats odd I don't remember setting that. So that all pulls together now. I can't wait to get on this. I will let you know what I find out.


Dennis

Ham and Eggs Breakfast
The Chicken was involved the Pig was Committed
Tax 78
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Posted: 21st Mar 2012 18:47
SAVE-LOAD (BUG)


@Scene commander

I'm created game, used only basic things

setting buildgame:

V. 1.19 009
1)mygame.fpg (original)
2)map (scifi-1.fpm & scifi-2.fpm) unmodified
3)full shader effects (yes)

After saving and then loading the game, the weapon appears to be in the air and lit the entity.

Look at the pictures

Thanks

Sorry but I use a translator
mickeyb
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Posted: 21st Mar 2012 21:21
Just downloaded and installed beta 9
but when i run fps it shows 119.007.
This is on a clean install.
Flatlander
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Posted: 21st Mar 2012 22:23
Quote: "but when i run fps it shows 119.007."


That's odd.

You sure it's a seven (7) and not nine (9)?

I have to put my reading glasses on to be sure.

It reads 119.009 for me both when it loads and in the lower right hand corner of test level when running.

s4real
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Posted: 21st Mar 2012 22:54
I'm the same with Flatlander mine reads 119.009 as well.

best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
mickeyb
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Posted: 21st Mar 2012 23:08
Reinstalled everything and its now showing 119.009
strange
Ched80
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Posted: 22nd Mar 2012 07:41
@Scene Commander,

Is the "changing the entity position using variables" issue (i.e. setvar=$EPX) still being worked on?

I tried the latest code and it still doesn't work for me.

Flatlander
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Posted: 23rd Mar 2012 20:56
Thank you Scene Commander for all of your hard work and time you have spent on v1.19. I think this is probably a real big step up from v1.18.

If you cannot duplicate any of the reported problems -- the ones I have tested I have not been able to duplicate -- then there is not much you can do about it and I suspect it is a hardware problem and not a bug. Also, if those who do not provide you with enough information -- especially an fpm -- then again, they probably are afraid it is their hardware and there is nothing you can do about it. Lee would agree, I am sure. We have talked about these same situations with v1.18.

@Ched80 I'll take a look at setvar=$EPX. Give me an email, if you could, with a small fpm and the script that would go with changing the entity position. If not, it shouldn't be difficult to create but it would save me some time. Thanks

bruce3371
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Posted: 23rd Mar 2012 23:08
Quote: "Thank you Scene Commander for all of your hard work and time you have spent on v1.19. I think this is probably a real big step up from v1.18."


Yes, I second this.

There's been a lot of negative comments made about 1.19, and very few offers of help. SC is only one man after all, and a very busy one at that.

There's a lot of hard work gone into this update, and none of it is paid work.

I also feel that I need to mention Flatlander and Ched80, for their stellar work on RPG Mod. With 1.19 and RPG Mod combined, the potential of the games that can be developed is huge.

s4real
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Posted: 27th Mar 2012 16:33 Edited at: 27th Mar 2012 16:48
Quote: "then there is not much you can do about it and I suspect it is a hardware problem and not a bug"


What are you talking about terry, so you saying if its not a problem for you let just call it a hardware bug.

Thats a bit of a cop out in my book being the problems are not in an early version.

Anyway many people have forgot that I did help write wasp mod and know wasp pretty well inside and out and know how the performance system works.

I will be looking at the source myself in the next few days and see if I can help scene out with some fixes.

I agree well done scene commander for working on the source and taken crap of people like me but please don't give up.

best s4real[


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
maho76
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Posted: 27th Mar 2012 17:54
i think he wont reject this offer.

Ertlov
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Posted: 27th Mar 2012 21:22 Edited at: 27th Mar 2012 21:30
Ok, two bugs I encounter with the last 1.19V09:

The first one only appears at my laptop, but as directX and AMD Cataclyst are up to date and it DID work before, I blame the update now:



Yes, the Grendel is invisible. But still casts shadow and kills me (or gets killed),

2. This one is absolutely NEW to me and ocurrs on ALL Pcs. After killing an enemy from the Task Force Pack, my screen has this "cute animated distortions" all over it. The interesting thing is, it happens kinda random - but when I kill five of them at least one triggers the bugs. Also ocurrs sometimes when AI kills AI, as long its from Task Force...



Come to where the madness is:http://www.homegrowngames.at
kingofmk98
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Posted: 28th Mar 2012 23:23 Edited at: 28th Mar 2012 23:24
off topic
im number 666

[email protected]
http://technowarfareproductions.webs.com/
get free fpsc media at http://fpscfree.webs.com/
A dude
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Posted: 29th Mar 2012 17:38
That's not very good.
Rozza121
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Posted: 30th Mar 2012 01:13
multiplayer still not working . . . . do i really have to go back to v1.16? which lets face it isnt that good
bruce3371
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Posted: 30th Mar 2012 01:59
I'm not sure if this can really be described as a bug or not.

Anyway, I've noticed that when a level has water in it, you can hear the sound of bullets hitting the water through the floor above the water level.

Obviously this is a bit annoying as the bullets shouldn't be going through a solid floor to hit the water beneath it.

Can anything be done about this?

I've enclosed a .zip file with an .fpm, plus the water script I used in it as a demonstration. When you fire the pistol at the floor in the enclosed .fpm, you'll see what I mean, obviously you'll need sound switched on to hear the bullets hitting the water!

Flatlander
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Posted: 30th Mar 2012 04:29 Edited at: 30th Mar 2012 05:03
Hi bruce3371,

I'm not sure if the bullet ray can be stopped when it collides with the floor. However, I do see where one can turn off the "bullet splash" when appropriate and then back on again. I will create that command and test it. If it works maybe SC will use it. It will not be something that could cause anything else to break. I'm just going to do an "if" statement and not allow the splash sound to occur when it is "off."

Addendum #1

I created a command called "createbulletsplash." The default is 1 and will cause a bullet splash sound if a bullet hits the water. If set to "0" (createbulletsplash=0) then there will be no bullet splash sound. Setting it to "1" will return the sound. This only effects the sound and not anything else such as a ripple. Since one does not see the water anyway then that should not be a problem. This was done to make it as non-problematic as possible with the code.

Scene Commander, what say you about implementing this? I will probably go ahead and implement it it RPG EdMod if you don't. Of course, using your own command syntax would be appropriate.

bruce3371
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Posted: 30th Mar 2012 16:01 Edited at: 30th Mar 2012 16:01
Sounds great, thanks Flatlander. Just a quick question; how would you implement it in a level with water?

Flatlander
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Posted: 30th Mar 2012 16:10
Default is on so if the player starts out in a level where there is water then the bullet hitting the water will make the splash sound. If the player goes to a level above the water with a floor you can then turn it off. If the player starts out in a level above the water as per your example, then you need to turn it off. When you go to the level with the water you turn it back on. You would use either trigger zones or other dynamic objects to turn it off/on.

bruce3371
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Posted: 30th Mar 2012 16:12
Thanks , looking forward to seeing it in RPG Mod, and fingers crossed SC implements it in 1.19!

Flatlander
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Posted: 30th Mar 2012 16:35
Oh, BTW, 1 would be on and 0 would be off.

bruce3371
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Posted: 30th Mar 2012 16:44 Edited at: 30th Mar 2012 16:45
Just taken another look at the 1.19 commands, and by the looks of it, your command could be used in conjunction with the 'plrfloorequal' condition...

Meows
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Posted: 31st Mar 2012 04:16
Ver 1.119.009
Processor Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz
Memory (RAM) 16.0 GB
Graphics NVIDIA GeForce GTX 560 Ti
Gaming graphics 4095 MB Total available graphics memory
Primary hard disk 715GB Free (932GB Total)

Having errors with built games.
I have a 14 level game.

I can test each level and they run perfect with dynamiclighting=1 dynamicshadows=1 useeffects=1

I can build each level and they run perfect with dynamiclighting=1 dynamicshadows=1 useeffects=1

I can build any combination of 2 levels. Like level 1,2. or 3,12,
5,1, etc. With dynamiclighting=1 dynamicshadows=1 useeffects=1

. And they run perfect.

I can NOT build any 3 levels with dynamiclighting=1 dynamicshadows=1 useeffects=1 No matter what levels i select the game will lock up loading the third level.

Now running the gamelog when building the log shows MUCH MORE memory being used.
223070790 : MEMUSED:0K [314] Loading active decals... (1779MB used)
223071580 : MEMUSED:0K [315] Loading Flak Scripts... (1796MB used)
223071590 : MEMUSED:0K [318] Initialising player... (1796MB used)
223071611 : Debug String (C:\Program Files (x86)\The Game Creators\FPS Creator\MyGames\HQ2test\Files\audiobank\water\WaterIn.wav - ABS PATH NOT ALLOWED!)
223071611 : Debug String (C:\Program Files (x86)\The Game Creators\FPS Creator\MyGames\HQ2test\Files\audiobank\water\WaterOut.wav - ABS PATH NOT ALLOWED!)
223071621 : Debug String (C:\Program Files (x86)\The Game Creators\FPS Creator\MyGames\HQ2test\Files\audiobank\water\Drown.wav - ABS PATH NOT ALLOWED!)
223071621 : Debug String (C:\Program Files (x86)\The Game Creators\FPS Creator\MyGames\HQ2test\Files\audiobank\water\GaspForAir.wav - ABS PATH NOT ALLOWED!)
223071971 : MEMUSED:0K [320] Initialising entities... (1796MB used)
223072001 : MEMUSED:0K [321] Creating Water... (1796MB used)
223072021 : MEMUSED:0K [322] Creating Light Rays... (1812MB used)
223072031 : MEMUSED:0K [324] Generating Obstacles... (1812MB used)
223073572 : MEMUSED:0K [325] Initialising physics.. (1812MB used)


Now when testing this level
realgameview=1
dynamiclighting=1
dynamicshadows=1
useeffects=1
TEST shows 1244mb used
and the LOG shows
221062167 : MEMUSED:0K [314] Loading active decals... (777MB used)
221062214 : MEMUSED:0K [315] Loading Flak Scripts... (777MB used)
221062245 : MEMUSED:0K [318] Initialising player... (777MB used)
221062292 : Debug String (C:\Program Files (x86)\The Game Creators\FPS Creator\Files\audiobank\water\WaterIn.wav - ABS PATH NOT ALLOWED!)
221062308 : Debug String (C:\Program Files (x86)\The Game Creators\FPS Creator\Files\audiobank\water\WaterOut.wav - ABS PATH NOT ALLOWED!)
221062308 : Debug String (C:\Program Files (x86)\The Game Creators\FPS Creator\Files\audiobank\water\Drown.wav - ABS PATH NOT ALLOWED!)
221062308 : Debug String (C:\Program Files (x86)\The Game Creators\FPS Creator\Files\audiobank\water\GaspForAir.wav - ABS PATH NOT ALLOWED!)
221062401 : MEMUSED:0K [320] Initialising entities... (777MB used)
221062433 : MEMUSED:0K [321] Creating Water... (777MB used)
221062479 : MEMUSED:0K [322] Creating Light Rays... (785MB used)
221063899 : True Program Exit

Now the Built Game266722727 : MEMUSED:0K [314] Loading active decals... (1387MB used)
266723328 : MEMUSED:0K [315] Loading Flak Scripts... (1400MB used)
266723328 : MEMUSED:0K [318] Initialising player... (1400MB used)
266723358 : Debug String (C:\Program Files (x86)\The Game Creators\FPS Creator\MyGames\HQ44\Files\audiobank\water\WaterIn.wav - ABS PATH NOT ALLOWED!)
266723359 : Debug String (C:\Program Files (x86)\The Game Creators\FPS Creator\MyGames\HQ44\Files\audiobank\water\WaterOut.wav - ABS PATH NOT ALLOWED!)
266723359 : Debug String (C:\Program Files (x86)\The Game Creators\FPS Creator\MyGames\HQ44\Files\audiobank\water\Drown.wav - ABS PATH NOT ALLOWED!)
266723369 : Debug String (C:\Program Files (x86)\The Game Creators\FPS Creator\MyGames\HQ44\Files\audiobank\water\GaspForAir.wav - ABS PATH NOT ALLOWED!)
266723499 : MEMUSED:0K [320] Initialising entities... (1432MB used)
266723509 : MEMUSED:0K [321] Creating Water... (1432MB used)
266723540 : MEMUSED:0K [322] Creating Light Rays... (1432MB used)
266723611 : MEMUSED:0K [324] Generating Obstacles... (1458MB used)
266724971 : MEMUSED:0K [325] Initialising physics.. (1480MB used)
266725951 : MEMUSED:0K [326] Setting player start position.. (1498MB used)
266725971 : MEMUSED:0K [327] Preparing AI Data... (1498MB used)
266726093 : MEMUSED:0K [328] Loading entity sounds... (1498MB used)
266726323 : MEMUSED:0K [329] Starting main game loop.. (1515MB used)

So why all the variances and the third level crash?
I do suspect that for some reason the lighting crashes any level that is over a gig in size.

Life is a short trip to another world
Stalker93
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Posted: 31st Mar 2012 12:53
@Scene Commander There's still the green water bug to be fixed while using lightrays!

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