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FPSC Classic Product Chat / V119 Public Beta

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Ched80
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Posted: 20th Jan 2012 20:30
Here's a draft of the gun and flak spec lists, there's an unfinished, well, unstarted to be honest, section on spec basics, but most of the commands are defined.

@Marc S: Is it not "backdropvideo=x"?

@Bruce: Cheers

The Nerevar
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Posted: 20th Jan 2012 23:01
@F l a t l a n d e r and Scene Commander: I was using the 5th beta, with stock weapons and the crawler zombie from the zombie apocalypse pack.

I'd have to say........ The Game Creators can make dreams come true.
Akanto10
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Posted: 20th Jan 2012 23:17
So I'm assuming "playgunanimation" and "presetgunanimation" cannot be interrupted by regular gun animations played internally, right?

Thanks,
Akanto

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007
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Posted: 20th Jan 2012 23:42 Edited at: 20th Jan 2012 23:43
Dear Folks,

How can i use the new culling function:

cullevenifimmobile=x

Do i have to put this on the entity fpe or in the entity`s main script?

And if i can use it for static entities, it opens a new world of possibilities on regard of level creation.

I using the Rolfy`s technique of making an entirely level in 3dsmax then export the level pieces as static props to fpsc, so it means that if we can use culling on those static entities, we will never more suffer from lag on levels.

Is this?

Thanks,

007

Goldenye 007 N64
J T Huges
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Posted: 21st Jan 2012 00:41
Hey Ched80,

thanks for the info. This will help.
Good work keep it up.

Live Long -N- Rock'n Space Cowboys
Scene Commander
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Posted: 21st Jan 2012 09:04 Edited at: 21st Jan 2012 09:04
Quote: " I was using the 5th beta, with stock weapons and the crawler zombie from the zombie apocalypse pack."


I've tested this as all is fine from my end. Again, can you supply an FPM outling the issue.

Quote: "So I'm assuming "playgunanimation" and "presetgunanimation" cannot be interrupted by regular gun animations played internally, right?"


Correct.

Quote: "And if i can use it for static entities, it opens a new world of possibilities on regard of level creation."



This command currently only works from the entity and only with dynamic entities set to ismmobile=yes. Static enitites become part of the level and are culled automatically by the system.

http://jimjamsgames.yolasite.com
Stalker93
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Posted: 21st Jan 2012 10:48
Guys! I need help! Could someone post a working script for the radar with the objective system? I can't get it to work correctly..or could someone explain it so that I can write a working script? Thanks!!
Tax 78
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Posted: 21st Jan 2012 14:23 Edited at: 21st Jan 2012 14:24
@Scene Commander---------beta6

Thanks for having fixed the jump into the water, works now

I still hear the sound GaspForAir.wav when return quickly in water

You can implement the action stopsound=filepath ? There is only stopsound=all those created by the user

Tax


Sorry but I use a translator
Scene Commander
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Posted: 21st Jan 2012 14:57 Edited at: 21st Jan 2012 14:58
@Tax78.

I'm glad the fix works for you.

Quote: "I still hear the sound GaspForAir.wav when return quickly in water"


Truth is I forgot about that one.. I'll look into it next week.

Quote: "You can implement the action stopsound=filepath ? There is only stopsound=all those created by the user"


You're not the first to request that feature and it would be useful I imagine. I'll consider it, but at the moment I think most work should be aimed at chasing down the last of the bugs. I do have a couple of other features I'd like to add to v119, but personally feel we should be heading towards stability now.

http://jimjamsgames.yolasite.com
Tax 78
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Posted: 21st Jan 2012 15:46 Edited at: 21st Jan 2012 15:47
@Scene Commander

Quote: "Truth is I forgot about that one.. I'll look into it next week."

Ok Thanks

Quote: "You're not the first to request that feature and it would be useful I imagine. I'll consider it, but at the moment I think most work should be aimed at chasing down the last of the bugs. I do have a couple of other features I'd like to add to v119, but personally feel we should be heading towards stability now.
"

Ok, do you think is best for the program.


Sorry but I use a translator
Flatlander
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Posted: 24th Jan 2012 09:51 Edited at: 24th Jan 2012 09:51
Scene Commander, I am really excited about using a lot of the commands you put into v119. I just used the combination of motionsickness post effect with plrwobble. This gives the effect of the player getting hit pretty hard in the head or an NPC who might have just kicked and punched the player. Real cool effect.

And to think Lee said there weren't going to be many features put into this version.

uzi idiot
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Posted: 24th Jan 2012 17:09 Edited at: 24th Jan 2012 17:20
I'm noticing quite a large performance drop.
I got a flawless 79 fps on the previous beta. :/

[edit]
Problem found. The culling is not working.

Mr. Flibble is Very cross!
Mental Stability is over-rated!
Scene Commander
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Posted: 24th Jan 2012 18:18
Quote: "Problem found. The culling is not working."


Sorry, I'm confused, are you reporting that the culling isn't working for you or that you've fixed it? I've not personally seen any issues with it but am prepared to look into it if this is the case.

http://jimjamsgames.yolasite.com
The Zombie Killer
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Posted: 25th Jan 2012 03:13 Edited at: 25th Jan 2012 03:16
Quote: "V18.5

scalelimb=x y - scales limb X to scale y
1 = head
2 = left clavicle
3 = right clavicle
4 = left foot
5 = right foot
6 = left thigh
7 = right thigh
8 = left hand
9 = right hand
10 = left fore arm
11 = right fore arm
12 = left upper arm
13 = right upper arm
14 = spine base
15 = spine middle
16 = spine top
17 = neck

hidelimb=x - hides limb X
showlimb=x - shows limb x"


That's been added?, I thought that was gonna be cut out! W00T!
*attempts to script dismemberment*

Also, a question, are these numbers now also for the limb detection, by which I mean the shotdamagetype command? Instead of the default 5 numbers?

-TZK

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The Zombie Killer
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Posted: 25th Jan 2012 03:39 Edited at: 25th Jan 2012 06:30
TGC YOU ROCK! THIS IS EPIC!
Here's a pic of my dismemberment script in action! (currently built into dynamic ragdolls 3.0)




-TZK

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Susysyay
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Posted: 25th Jan 2012 05:33
Gotta say, I'm looking forward to the 80fps cap more than anything. I'll take smooth gameplay any day over fancy commands. Great job TGC and all who are testing the betas. I would test, but I have too much stuff to lose. :-( Can't wait for release though!

-Winner of the X10 Revival Competition, Susysyay
"I'm havin' too good a time today, I ain't even thinkin' bout tomorrow."
uzi idiot
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Posted: 25th Jan 2012 08:43
The culling system is defiantly broken for me.

Mr. Flibble is Very cross!
Mental Stability is over-rated!
Scene Commander
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Posted: 25th Jan 2012 10:53
Quote: "The culling system is defiantly broken for me."


I really can't replicate this. Could you please post an FPM that is causing the problem for you. Could you also please test stock FPM's, e.g. SCI-FI1 or similar and let me know if you're having the same issues there.

Thanks,

SC

http://jimjamsgames.yolasite.com
uzi idiot
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Posted: 25th Jan 2012 17:02 Edited at: 25th Jan 2012 17:22
Actually, it's only happening on certain parts of levels.

Mr. Flibble is Very cross!
Mental Stability is over-rated!
Scene Commander
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Posted: 25th Jan 2012 17:22
Quote: "Actually, it's only happening on saved levels."


Ok, by this do you mean if you save a default level, the culling stops working or that it doesn't work on custom levels, or lastly that it only doesn't work on your custom level?

http://jimjamsgames.yolasite.com
The Zombie Killer
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Posted: 26th Jan 2012 03:23 Edited at: 26th Jan 2012 03:49
Just thought that I'd report that hidelimb=x only works for the head for all the characters i've tried it on. And scalelimb=x only works when it's in the appear script so that's a no-go for what I'm trying to do. Just hoping that hidelimb will be fixed later on. Also could I request that disappearing characters be fixed. It's annoying to have to make them die in their main script just to keep them lying around.

EDIT: Could I also request a scripting command to make only a limb go ragdoll, for example :shotdamagetype=3:ragdolllimb=3,state=5
for things like injuries. I know that Lee said that there would be
no new features in 119, but this would be a great help to those
wanting to make modern war games etc.

-TZK

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Leongamerz
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Posted: 26th Jan 2012 03:51
I am not visiting this thread for while but I must say,the command that you all add is useful for us(Just tested some command in FPSC 1.19).For now,I don't have any problem with V1.19,will report it if I found some.

I have one question.

As I know we can sell our own FPS Creator mod right?I just wanna know,did we need to pay TGC if we used their source code?

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,Rolfy,KeithC,Nickydude,SceneCommander,Dark Goblin And Lee Bamber is my icon.

Mini0013xx
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Posted: 26th Jan 2012 04:55
Whenever I spawn an entity that is not an ai via trigger zone (using the plrinzoneactivateused.fpi script) and use it, the entity spawns, but it has no collision. I can walk right through it. Other than that, this is turning out great.

I have one question though.
If waspmod is integrated into fps creator v1.19 (that's how I read it, correct me if I'm wrong) then is it going to add the team deathmatch function in multi-player for fpsc like waspmod v2 did for v1.18?
Flatlander
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Posted: 26th Jan 2012 05:38 Edited at: 26th Jan 2012 05:39
Quote: "As I know we can sell our own FPS Creator mod right?I just wanna know,did we need to pay TGC if we used their source code"


No. I asked Lee this and he said he has no problem with it selling the mod that is part of the TGC code as long as you're not selling it as a game engine or stand-alone apart from the user needing to get FPSC initially. As long as it is a simply a mod to the FPSC source code. I'm not sure I'm explaining this right but for example if I want to sell RPGmod it would be OK to do because those purchasing it would have to already own FPSC. Of course, RPGmod will not every be sold. Ched80 has said this as well.

Leongamerz
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Posted: 26th Jan 2012 06:13
Quote: "No. I asked Lee this and he said he has no problem with it selling the mod that is part of the TGC code as long as you're not selling it as a game engine or stand-alone apart from the user needing to get FPSC initially. As long as it is a simply a mod to the FPSC source code. I'm not sure I'm explaining this right but for example if I want to sell RPGmod it would be OK to do because those purchasing it would have to already own FPSC. Of course, RPGmod will not every be sold. Ched80 has said this as well."


I understand now,thanks Flatlander.I really appreciate your help.

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,Rolfy,KeithC,Nickydude,SceneCommander,Dark Goblin And Lee Bamber is my icon.

Scene Commander
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Posted: 26th Jan 2012 11:37
Quote: "Just thought that I'd report that hidelimb=x only works for the head for all the characters i've tried it on."


This does appear to have broken at some point as it doesn't work on all default models. I'll look into this.

Quote: "scalelimb=x only works when it's in the appear script"


Scaling was really only ever intended to work when the entity first appears.

Quote: "Could I also request a scripting command to make only a limb go ragdoll"


I'm not planning on adding much in the way of additional features for V119.

Quote: "If waspmod is integrated into fps creator v1.19 (that's how I read it, correct me if I'm wrong) then is it going to add the team deathmatch function in multi-player for fpsc like waspmod v2 did for v1.18?"


This question has been asked a few times. I did not own the rights to the teamdeath match code and it was only licenced for use in WASP mod. I've no intention I'm afraid of adding any additional features to multi-player, and the amount of work required to bring MP up to the standard most users would like would require a major reworking. I'm soley interested in upgrading the single player experience.

http://jimjamsgames.yolasite.com
The Zombie Killer
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Posted: 27th Jan 2012 01:56
@Scene Commander
Any news on fixing the bug where a dead character disappears but still exists when you look away or get too close to them?
Also, looking forward to that hidelimb fix

-TZK

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Mini0013xx
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Posted: 27th Jan 2012 07:37
When you have entities placed on a map, set to immobile, and start up a game the entity floats. It doesn't happen to character entities, (or at least it would be strange for someone to place one as immobile) but it happens to boxes and what not. Also, when a trigger is supposed to spawn an entity (for say, an invisible wall) The entity is visible before the trigger is hit, it just doesn't have collision. (And in the case of the invisible wall, the entity appears as a black wall, with no collision) I hope these bugs get worked out before the final is released.
Scene Commander
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Posted: 27th Jan 2012 08:00
Quote: "Any news on fixing the bug where a dead character disappears but still exists when you look away or get too close to them?"


I can't replicate anything like this, so I'm not quite sure what problem you're experiencing. Please post an FPM and any scripts you're using so I can investigate.

http://jimjamsgames.yolasite.com
The Zombie Killer
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Posted: 27th Jan 2012 08:18 Edited at: 27th Jan 2012 08:29
@Scene Commander
Just kill any character regardless of any script apart from fadecorpse etc and then look away, they will disappear but their instance still exists, for example, if you use keepalive, you can still shoot them once they've disappeared when you look away, they shouldn't even disappear at all. This has only happened on 119 EVER for me. Also, if you get too close to them they disappear. I'll make an FPM later, right now I'm a little busy.

EDIT: FPM attached, the two at the front use leavecorpse and the two at the back use keepalive

-TZK

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Scene Commander
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Posted: 27th Jan 2012 09:10
Quote: "Just kill any character regardless of any script apart from fadecorpse etc and then look away,"


I'm sorry, I'm just not getting this, with the supplied FPM. The leave corpse script, they behave as they should. Changing it to fade corpse and they fade. The keep alive script does cause them to disappear once of screen, but I'm not sure why you'd want to use that script with characters, it's desgined for vehicles, etc.

If anyone else can confirm this I'll look into it further, but for the meantime, I just can't replicate it.

http://jimjamsgames.yolasite.com
Teabone
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Posted: 27th Jan 2012 10:20 Edited at: 27th Jan 2012 10:31
Really like these new features. Just wish we could get text more clear somehow

The Zombie Killer
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Posted: 27th Jan 2012 12:02 Edited at: 27th Jan 2012 12:05
Just thought that I'd point out that the source code download is broken, there is a duplicate of FPSC-Game.DBPRO with the same name, so TortoiseSVN can't finish the checkout. This has been happening for quite a few revisions and has been annoying me heaps.

http://fpscreatorengine.googlecode.com/svn/trunk/

EDIT: I am able to get the source via wget, with this commandline, but it's annoying to not have the SVN update capability:
wget -r http://fpscreatorengine.googlecode.com/svn/trunk/ --reject index.html

-TZK

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Scene Commander
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Posted: 27th Jan 2012 13:15
Quote: "Just thought that I'd point out that the source code download is broken, there is a duplicate of FPSC-Game.DBPRO "


If you're having problems I suggest reporting it to Lee as I have nothing to do with it,However, I've just downloaded without a problem so maybe you need to update Tortoise.

http://jimjamsgames.yolasite.com
007
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Posted: 27th Jan 2012 13:20
Dear Scene Commander,

First of all, congratulations for you, Lee, and all the people that are working on FPSC development.

I really love this engine, i am studying hard FPSC, 3dsmax, and such, to be able to create a great game to show the world that FPSC is a Very Good Engine, and in my opinion, is one of the best engine for creating Action Games. It`s easy, soft, pleasant to use, it`s very easy to learn FPI Scripting, it has so many features like those seen on the High Tech Engines of the Market.

I could only with some hard script working, create playable vehicles in 3rd person, with a help from members of the forum, i could change a bit the Silent Hill Script and create a good and playable 3rd person camera script, in resume, FPSC has everything that it`s needed to create a good action game.

However, if you permit an opinion, i think if you could develop better the lighting system in FPSC, it would be awesome, because i think the actual lightmapping system in FPSC is a little poor.

I am using pre-rendered lighting in 3dsmax with VRAY. It`s good, however, not everybody has access to those tools. And it`s a work to do this.

If i could do all the lighting inside FPSC, it would be a lot better, and a lot easier for me.

I don`t understand good about programming, but i think if you could integrate in FPSC a free Global illumination editor, like Autodesk Beast (I think it`s free because it was integrated in Unity Engine 3), or another open source lightmapper (i think gile[s] is free), it would be awesome, indeed, awesome.

I think that lighting is only thing that is missing in FPS Creator.

Best Regards,

007

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Tax 78
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Posted: 27th Jan 2012 15:59 Edited at: 27th Jan 2012 16:02
@Scene Commander.........scalelimb=x y

Seems to work only the limb 1, viewing image

Tax


Sorry but I use a translator
Scene Commander
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Posted: 27th Jan 2012 17:17
Quote: "Seems to work only the limb 1,"


There is a problem with limb scaling/hiding, it had been working but I seem to have messed it up somewhere . I'll be going over the code next week and comparing it with legacy code next week to find the problem. Sorry guys, I know many of you are looking for a fast fix

http://jimjamsgames.yolasite.com
Tax 78
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Posted: 27th Jan 2012 18:40
ehehehehe ok ok


Sorry but I use a translator
bruce3371
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Posted: 27th Jan 2012 18:47
Quote: "There is a problem with limb scaling/hiding, it had been working but I seem to have messed it up somewhere ."


Fairplay for 'fessing up SC! Seriously, you're doing stirling work on this

Brendy boy
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Posted: 27th Jan 2012 19:58
Quote: " like Autodesk Beast"

it isn't

Quote: "or another open source lightmapper (i think gile[s] is free"

it isn't open source and is terribly slow

Conjured Entertainment
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Posted: 27th Jan 2012 23:33
So many new features, but so little time to play with them.
It's okay, I love you anyway Scene Commander, and eveyone else who has made FPSC the awesome engine it is.
I'll be having a hard time catching up on all the new FPI features that I missed while I was away, but it's okay.
Machinima possibilities have never been better!
I am spending all of February playing with FPSC and updating some of my old scripts.
Some of my old scripts are obsolete now, like body armor, but others, like my old puppet script, can be improved alot with v119.

THANKS GUYS!

The Zombie Killer
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Posted: 28th Jan 2012 02:19
@Scene Commander
The duplicate file was only JUST fixed in the latest revision, try downloading R562 and you'll see what I meant.

-TZK

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The Zombie Killer
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Posted: 28th Jan 2012 04:30
I took the liberty of compiling r564
I compiled FPSC-Game and FPSC-Game-Web
FPSC-Game-Web lets you run your FPSC games in a browser.

Quote: "Special version of the FPSC-Game.exe called FPSC-Game-Web.exe
used in combination with the Web Game Builder program to convert
your standalone FPS Creator executable into an ActiveX allowing
you to paste your FPSC game right into your web page! Neat "


Download: http://tzksoft.webs.com/fpscrevs/FPSC_r564.rar

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Stalker93
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Posted: 28th Jan 2012 15:00
@Scene Commander What about the moving lights from WASP? I think the could be an amazing feature! It would be great even if someone could fix the terrible behaviour of the spotlights on segments (as far as I remember they where looking really buggy an segments)!!

Thx!
uman
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Posted: 28th Jan 2012 17:50 Edited at: 28th Jan 2012 18:40
The Zombie Killer,

"I took the liberty of compiling r564
I compiled FPSC-Game and FPSC-Game-Web
FPSC-Game-Web lets you run your FPSC games in a browser"


Do you have instructions for compiling and deploying to the web browser please so we can test this? Where do we find the Web Game Builder program?

Thanks



Flatlander
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Posted: 28th Jan 2012 18:30 Edited at: 28th Jan 2012 18:31
I'm curious about r564. This release in "changes" has no log message and that "Delete /trunk/FPSC-Game-Web.dba" is all that is indicated. I have no access to this release.

The Zombie Killer
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Posted: 29th Jan 2012 03:39 Edited at: 29th Jan 2012 04:01
@uman
Nope, I have no idea at all, I just saw it and compiled it
Maybe Lee could help us?

@flatlander
Yeah, I noticed that the dba was missing from r564 as well, I compiled the one from r563, FPSC-Game-Web.dba has been there for quite a few revisions, and each one hasn't changed it one bit.

EDIT: I think I found Web Game Builder: http://www.promotionsoft.com/web-game-builder/index.html

http://www.webgamebuilder.com/

@Scene Commander Another person has been getting the disappearing bodies problem: http://forum.thegamecreators.com/?m=forum_view&t=193704&b=21 Look towards the bottom of the page

-TZK

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Plystire
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Posted: 29th Jan 2012 03:56
@Scene Commander:

You may use the Lemur DM/TDM code for the official releases. I personally don't feel that the state the code was in in Lemur is professional enough, but if you want to it may be used. Perhaps refine it a bit yourself, if you find the time and if you haven't already.

Sorry I'm just now posting this on page 8 of the thread, but I don't frequent these boards nowadays.


~Plystire

A rose is only a rose until it is held and cherished -- then it becomes a treasure.
Scene Commander
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Posted: 29th Jan 2012 06:42
Quote: "'m curious about r564. This release in "changes""


I was just tidying the database to resolve a download issue one use was expriencing, there are no changes to the source with that release.

Quote: "@Scene Commander Another person has been getting the disappearing bodies problem:"


This appears to be in your thread for your mod, as I can't replicate the issue, I have to ask if you've changed the source for your mod? If others have this issue I'll look into it, however they must be experiencing it using only V119 beta 6 upwards.

Quote: "You may use the Lemur DM/TDM code for the official releases."


That's generous and I'm sure will be welcomed. I'll see if I've got time to tweak the code a little as well.

http://jimjamsgames.yolasite.com
The Zombie Killer
14
Years of Service
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 29th Jan 2012 06:47
@Scene Commander
I haven't changed anything at all. The FPSC-Game included with the mod shouldn't be used anyway, it slows down the computer and I don't know why.
I've been getting this problem with 1.19 Beta 2 or was it 3 and up, I can't remember. It happens on any character that is in it's destroy state. But I still think it may be due to the culling system.

-TZK

YoYo Games Account
Predator drone for FPSC - Coming soon, maybe

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