Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / V119 Public Beta

Author
Message
Dark Frager
15
Years of Service
User Offline
Joined: 16th Mar 2010
Location: The Void.
Posted: 4th Jan 2012 20:12
@Scene Commander
Don't worry. I figured out what was wrong. I was using the "I" key to test my level, and I pressed it as soon as I entered the trigger zone which spawns enemies. If I don't press I, it works!

"I guarantee you'll miss me, 'cause you changed the way you kissed me." [href]www.youtube.com/TheDarkFrager[/href]
Spare 2 seconds of your life and subscribe to me please.
Scene Commander
Support Manager
17
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 4th Jan 2012 20:41
Quote: "Don't worry. I figured out what was wrong"


Thanks for letting me know.. I'll cross that off the list

http://jimjamsgames.yolasite.com
TerrorNation
15
Years of Service
User Offline
Joined: 18th Dec 2009
Location:
Posted: 4th Jan 2012 22:23
@Ched80 and others

The internal variables don't seem to be able to be assigned to 'huduservar='; it results in FPSC-game crashing, and thus the whole program crashing too.
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 4th Jan 2012 23:11
They do work. Make sure you define your variable before you define your HUD. If you define the HUD before your variable FPSC will crash.

Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 4th Jan 2012 23:38 Edited at: 4th Jan 2012 23:39
Got two problems with r524 - all segments seem to be pitch black - static and dynamic lights have no effect. Dynamic entities are lit up, but the segments seem unaffected by light.

Second problem is a bit more odd. Made a simple 4x2 room and placed a start arrow in the middle, but i start the level way off to the side of the room in the middle of nowhere. As shown below:


NIlooc223
14
Years of Service
User Offline
Joined: 27th Aug 2010
Location: Heaven
Posted: 5th Jan 2012 00:56
Ched 80 I got the same problem to fix it place at least one entity into the room with the arrow weapons don't work it has to be like a light pole or some sort of static entity.

Your signature has been erased by a mod - no affiliate links thanks
TheDesertEagle
14
Years of Service
User Offline
Joined: 7th Jul 2011
Location: Canada - Who knows where else???
Posted: 5th Jan 2012 01:48
Weird the MP53 scripts work fine with the latest version of RPG-Mod

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
Scene Commander
Support Manager
17
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 5th Jan 2012 12:13 Edited at: 5th Jan 2012 12:24
Quote: "Weird the MP53 scripts work fine with the latest version of RPG-Mod"


Weirder still is the fact that when I went to look at the source to see if I could address this problem, all of my T341 characters are behaving normally again. If this problem happens again for me I might be able to look into it, but it's certainly an odd one.

@Ched80

I can't replicate this I'm afraid, but it's been a occasional problem for some users going back years. I suggest running the FPSC cleaner placing a single segment out of view. This often resets the lightmapping.

http://jimjamsgames.yolasite.com
maho76
14
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 5th Jan 2012 12:39
@ched:

fpsc-cleaner, then place a static light anywhere on the map above a floor segment. should work then.
Flatlander
FPSC Tool Maker
18
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 5th Jan 2012 17:46
@Scene Commander

Hi, sent you an email. Please read at your convenience. Thanks

Scene Commander
Support Manager
17
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 5th Jan 2012 18:19 Edited at: 5th Jan 2012 18:20
Thanks Terry, replied.

http://jimjamsgames.yolasite.com
Sting
14
Years of Service
User Offline
Joined: 18th Jan 2011
Location:
Posted: 6th Jan 2012 01:13
Been a way for a while but very happy to see WASP merged into vanilla SC, as you know I've always been a big fan. I've noticed a few bugs with this new BETA however most seem to have already been reported, I just have two issues.

When I place a trigger to spawn an entity it crashes for me... Same characters will spawn when set to spawn at start, however with triggers it crashes.

Second issue is, on a static map with a few static lights for some reason my AI processing whaps up to about 70-80% and entity logic whaps up to 90-100% which is affecting frame rate. There are no holes in any of the portals (no leaks) and no dynamic entities (apart from holding weapon)... When I revert to 1.18 it seems fine again! I had this issue in previous WASP, FPS was increased most of the times, however for some reason at Random AI Processing would whizz up and Entity Logic would whizz up decreasing the framerate somewhat...

Want your games to look professional? Website! - Thread!
TheDesertEagle
14
Years of Service
User Offline
Joined: 7th Jul 2011
Location: Canada - Who knows where else???
Posted: 6th Jan 2012 01:52 Edited at: 6th Jan 2012 01:53
Dude,thats exactly what happens to me the first issue AND the second issue
i did'nt report it because i thought it was just my laptop
turns out its not

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
Scene Commander
Support Manager
17
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 6th Jan 2012 07:24
@Sting.

Good to see you back. Could you please post your system specs and if possible a FPM outling the problem. Secondly, when FPS jumps up, are you seeing a drop in performance, or does everything run smoothly?

SC

http://jimjamsgames.yolasite.com
Scene Commander
Support Manager
17
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 6th Jan 2012 10:24
@All

I've believe I've fixed the occasional spawning bug. I've ran 30 tests and all appears to be well and this fix will appear in the next beta.

SC

http://jimjamsgames.yolasite.com
Snake200
18
Years of Service
User Offline
Joined: 9th May 2007
Location: Slovakia
Posted: 6th Jan 2012 16:35
Sorry, maybe my problem was somewhere in this thread(or forum), but I didn't read whole this theard.
So, I've got weird issue after installation this update, connected with weapons, actually, with the shooting. When I'm shooting, the shooting animation is stopping and I only see the cartridge case which is hung in air. I don't know how to explain exactly, but it looks like the shooting animation doesn't work correctly.
I wanted to record a video and show what's going on, but during recording everything works good(every time). Therefore, I attach only the screenshot.
Flatlander
FPSC Tool Maker
18
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 6th Jan 2012 17:11
I concur with Scene Commander with the spawning character issue using a trigger zone. Before I added r530, I would get the crash sporadically -- sometimes it wouldn't crash; but, I won't go into that. However, after adding the changes of r530 I could not duplicate a crash after upteen tests. I would also change from no shaders to turning shaders on. (It's not easy turning a shader on -- you have to wine and dine first. Shaders don't come cheap.

Also, least anyone forgets, always use appear2.fpi for characters if you wish to spawn them with full shaders on. I forgot and kept getting invisible characters.

Flatlander
FPSC Tool Maker
18
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 6th Jan 2012 17:23 Edited at: 6th Jan 2012 17:24
@Snake200

Which weapon are you using? Stock from WWII or from some other model pack.

I tried a half dozen or so weapons with no problems.

It is interesting that you can't duplicate this problem when trying to do a video capture. Hmmmm? Not sure what that might mean.

Scene Commander
Support Manager
17
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 6th Jan 2012 17:43
@Snake200

Would you mind posting your system specs please.

http://jimjamsgames.yolasite.com
TheDesertEagle
14
Years of Service
User Offline
Joined: 7th Jul 2011
Location: Canada - Who knows where else???
Posted: 6th Jan 2012 19:58
Uhh what does appear2 have that appear one dosent have??

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
Flatlander
FPSC Tool Maker
18
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 6th Jan 2012 20:18 Edited at: 6th Jan 2012 20:19
Maybe it doesn't happen to everybody but when I spawn a character from a trigger zone or just using an entity that activateifused=1, then that character will be invisible. However, using appear2.fpi will cause the character to be visible.

appear1.fpi

:state=0:setalphafade=100,runfpidefault=1

appear2.fpi

:state=0:state=1,setalphafade=0,animate=1
:state=1,alphafadeequal=0:incalphafade=100
:state=1,alphafadeequal=100:state=2,runfpidefault=1

========================================

Setting alphafade immediately to 100 seems to have issues but setting it to 0 and then increasing it to 100 (fully visible) will correct this issue.

A dude
15
Years of Service
User Offline
Joined: 15th Mar 2010
Location: The Solar System
Posted: 6th Jan 2012 21:37 Edited at: 6th Jan 2012 21:37
When the final version is released, could you put a file in the zip that shows what new features and commands are in the update?
Snake200
18
Years of Service
User Offline
Joined: 9th May 2007
Location: Slovakia
Posted: 6th Jan 2012 21:43
Quote: "Which weapon are you using? Stock from WWII or from some other model pack. "


It happens with any weapon which I'm using. When I'm using stock weapons and other too. Everything is fine, when I'm recording the video (which is very strange btw), therefore I cannot show any video. This issue appears only during the shooting.

My system spec:
-Windows XP SP3
- AMD Athlon Dual Core processor 5000+ 2.61 GHz
- 2GB of RAM
- GForce 7600GT video card


I know, that my video card is a bit old but after this update I have about 80 fps. I didn't have this issue on the 1.18 update.
Flatlander
FPSC Tool Maker
18
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 6th Jan 2012 21:57
@A dude

Attached for download that has been done so far (everything from way back when - v1.19 stuff on top.

Snake200

Just a heads up. Not all older video cards are playing well with v1.19. Just because it works with v1.18 doesn't mean it will work with v1.19. My older graphic card (which isn't that old) on my laptop is not compatible at all with v1.19. It is even a NVIDIA which is the graphics card of choice by TGC.

Is anybody else having the same problem as Snake200?

A dude
15
Years of Service
User Offline
Joined: 15th Mar 2010
Location: The Solar System
Posted: 6th Jan 2012 22:23
Thanks.
Snake200
18
Years of Service
User Offline
Joined: 9th May 2007
Location: Slovakia
Posted: 6th Jan 2012 22:26 Edited at: 6th Jan 2012 22:41
But this problem is rather unconnected with the video card. Everything works very well except for shooting animation.
Maybe I'll try to use some different software to recording video (I used Fraps so far) and maybe it will record this bug.
Snake200
18
Years of Service
User Offline
Joined: 9th May 2007
Location: Slovakia
Posted: 6th Jan 2012 23:11
Ok, I managed to record a very short video. I used the AutoScreenRecorder.
Flatlander
FPSC Tool Maker
18
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 6th Jan 2012 23:41
I know it seems like it should work; but, unless Scene Commander can duplicate it then it is very difficult to fix if there is a problem with the code. I'm going to test it out on my laptop. Since I haven't done any shooting with my game as yet I haven't had need. I'll do a simple fpm as you have done. Thanks for the video, that really does show what happens.

Sting
14
Years of Service
User Offline
Joined: 18th Jan 2011
Location:
Posted: 7th Jan 2012 12:24
Thanks SC, Flatlander good to see you back also!

My system specs are up to par; Athlon x64 2.2, HD4670 1GB 2gb RAM, completely tweaked system.

When the AI/EL bars go up to full the FPS isn't knocked considerably, however you do see a lag in movement (mouse movement). I will whip up a video for you now. Good to see the entity spawn was knocked on the head almost immediately.

Polygon count for the static scene is rather minimal, I cannot help but think it could be a portal issue but I'll make the video up this second and post it in a couple of hours.

Want your games to look professional? Website! - Thread!
Arseny
14
Years of Service
User Offline
Joined: 16th Aug 2010
Location: Russia
Posted: 7th Jan 2012 12:26
Sorry, maybe I am the 9000th with this question, but what's the polygon limit for the guns in fpsc(I am making a model pack). Thanx in advance)
Cyborg ART
18
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 7th Jan 2012 12:42
I just saw this:

Quote: "
jamchance=X.0 (gunspec) = percentage chance of a gun jammed due to overheat (Reloading clears jam)
overheatafter=x (gunspec) = the number of shots fired before the chance of jamming becomes active.
cooldown=x (gunspec) = time in millisecs between shots to completely prevent jamming
currentweaponjammed (condition) = returns true if the current weapon is jammed.
"


A hint for the developers, all of the updated stock weapons got a "clear jam" animation, so it would really be awesome to see an optional "fix jam = 620,660"
Each weapon also got a "jammed = 606,612"




- A secret signature -
Sting
14
Years of Service
User Offline
Joined: 18th Jan 2011
Location:
Posted: 7th Jan 2012 12:49 Edited at: 7th Jan 2012 12:50
Video Complete...

Before I enter the room you will see the AI/EL bars are half way up (ish) which I can't understand anyway seen as though there are no dynamic entities in the map.

[youtube]http://www.youtube.com/watch?v=tkyeZsuLJ4o[/youtube]

After I leave the room you will then also see it drop again. After extensive testing it seems, if your camera gets too close to a static entity it increases the AI/EL bars.

Crap frame rate is due to recording.

Want your games to look professional? Website! - Thread!
TheDesertEagle
14
Years of Service
User Offline
Joined: 7th Jul 2011
Location: Canada - Who knows where else???
Posted: 7th Jan 2012 14:28 Edited at: 7th Jan 2012 14:31
@Sting
it better to embed a video(to me)

but anyways do you have postprocess on?

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
Sting
14
Years of Service
User Offline
Joined: 18th Jan 2011
Location:
Posted: 7th Jan 2012 14:40
Of course post process is on, how do you think I achieved the night vision?!

PostProcess on/off makes no difference to the AI/EL bar which is why I presumed it is in the engine itself.

SC - If you make an 8x8 room with lots of static entities inside (asif you were modelling a room) test it and the closer you get to an entity the higher the bars go up.

Want your games to look professional? Website! - Thread!
TheDesertEagle
14
Years of Service
User Offline
Joined: 7th Jul 2011
Location: Canada - Who knows where else???
Posted: 7th Jan 2012 14:50
I can still use night vision with it off
did anyone else try the map?

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
TerrorNation
15
Years of Service
User Offline
Joined: 18th Dec 2009
Location:
Posted: 7th Jan 2012 14:50
Quote: "The internal variables don't seem to be able to be assigned to 'huduservar='; it results in FPSC-game crashing, and thus the whole program crashing too."



Quote: "They do work. Make sure you define your variable before you define your HUD. If you define the HUD before your variable FPSC will crash.
"


I can't seem to be able to set the value of the internal variable my own user variable, so the HUD just displays the number 0 rather than the $DIM value of the entity.
Kalex91
16
Years of Service
User Offline
Joined: 1st Jul 2009
Location: Isle of Wight / UK
Posted: 8th Jan 2012 16:05
will this latest version stop fpsc from crashing when i test my level? because ive had to stop working on a project for half a year now as no one knows how to fix the problem. Thanks
Scene Commander
Support Manager
17
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 9th Jan 2012 09:22
Quote: "will this latest version stop fpsc from crashing when i test my level?"


Well, that really depends on the reason for your crash. Could you please post a few more details.

http://jimjamsgames.yolasite.com
bruce3371
15
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 9th Jan 2012 16:33 Edited at: 9th Jan 2012 16:40
Hi everyone, I've just been informed by SC that the new beta is now ready for download on the first post of this thread.

Thanks SC, great work you're doing Thanks to Flatlander as well for his help testing

uzi idiot
Valued Member
15
Years of Service
User Offline
Joined: 27th Dec 2009
Location: Who Knows?
Posted: 9th Jan 2012 16:39
I'm downloading it now!

Mr. Flibble is Very cross!
Mental Stability is over-rated!
Captain Coder
FPSC Reloaded TGC Backer
14
Years of Service
User Offline
Joined: 6th Jul 2011
Playing: Elite: Dangerous
Posted: 9th Jan 2012 19:24
@Everyone who can compile the FPSC source code:

Let me quickly say that I have been trying off-and-on for several months now to compile the source code but it always flops and says it cannot understand a command (I'll try to pull up the error again). My primary problem is that I'm missing a few DLLs. I'm running DBP U7.5 and am wondering what extras should I download to fix this problem?

Thank you!

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
Scene Commander
Support Manager
17
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 9th Jan 2012 19:38 Edited at: 9th Jan 2012 19:38
@Captain Coder.

You need RC7.7 from the DBP boards and the extra dll's found http://www.thegamecreators.com/?m=view_product&id=2000&page=upgrade7-5

I think that's the latest extra's folder, if I'm wrong I'm sure someone will tell me.

http://jimjamsgames.yolasite.com
Kalex91
16
Years of Service
User Offline
Joined: 1st Jul 2009
Location: Isle of Wight / UK
Posted: 9th Jan 2012 21:01 Edited at: 9th Jan 2012 21:03
I have attached an image with the error messages. basicaly i can walk around for around about 15 seconds and it starts lagging then freezes. would it have anything to do with doors being left open once the character passes through? And should i stick to using official model packs aswell? Thank you, kalex 91


I have just tested from the start of the map and got more than halfway through. im going to delete all the items near the end and hopefully find out whats causing the problem. should boxes be static instead of dynamic?
Flatlander
FPSC Tool Maker
18
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 9th Jan 2012 22:48
Quote: "would it have anything to do with doors being left open once the character passes through"


No

Quote: "should i stick to using official model packs aswell?"


Not necessarily but I have occasionally (not very often at all) run across free models that have caused problems. Also, some older models might cause issues.

My suggestion is to test your levels often and save parts of levels frequently so you can go back to an older level that you knew worked. Add very few free models to the level and test. If works, save and continue on.

Snake200
18
Years of Service
User Offline
Joined: 9th May 2007
Location: Slovakia
Posted: 10th Jan 2012 16:48
I downloaded the beta 5 today and I'm testing it now. It seems that my problem with shooting has been solved. Everything works fine so far. I had another problem lately, this time with spawning enemies but I see, that this bug has been solved too. Thanks for effort.
jag productions forum
15
Years of Service
User Offline
Joined: 26th Nov 2009
Location:
Posted: 11th Jan 2012 05:07
cant install it :/, think its because my orriginal failed and im now using my back up in C:/fpsc/ any way this is what i get on every file

error opening the file for writing, is there any way i can set my directory?

my sig is EpIc!!!!!
Cyborg ART
18
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 11th Jan 2012 18:03
Thanks to Scene Commander I will now be able to update all the stock weapons to fully use the new cool features like jamming weapons and fully working handanimations.

Here is a quick test I did with stock and Mp54 weapons.



Since there is no sound for when the gun is jammed its a bit hard to see in the video, but I am trying to fire as quick as possible.

This would be really awesome for a zombiegame, having hordes of zombies getting closer. And the gun you found in the trash is rusty and un-trusty, resulting in breaking down all of the time.

hint hint


- A secret signature -
bruce3371
15
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 12th Jan 2012 19:27
The video's just pure genius, nice work CA, SC, Flatlander and everyone else involved

bruce3371
15
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 12th Jan 2012 21:08 Edited at: 12th Jan 2012 21:11
Sorry for double post (SC has already read my previous post, so there's no guarantee he'll read an edit);

I've got a potential bug. Whenever I load a map, save it, then load a new map, FPSC crashes, with the usual generic error message. At 1st I thought it was because I use a lot of custom media, so I tried it with the 2 stock Sci-Fi maps. However, I get the same problem with the stock maps; i.e. I load a map, save it, then when I load a new map, the editor crashes.

If you think this is a bug (it might just be my old dinosaur, playing tricks on me again lol), I'll post it on the google code site as well...

[edit]Sometimes FPSC will also crash when I just save a map, without loading a new one afterwards[/edit]

Sting
14
Years of Service
User Offline
Joined: 18th Jan 2011
Location:
Posted: 12th Jan 2012 21:32
@bruce3371 - I can confirm this also, never happened to me beforehand.

Want your games to look professional? Website! - Thread!

Login to post a reply

Server time is: 2025-08-08 12:06:22
Your offset time is: 2025-08-08 12:06:22