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FPSC Classic Product Chat / V119 Is Out of Beta!

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The Zombie Killer
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Posted: 2nd Apr 2012 11:22 Edited at: 3rd Apr 2012 10:41
Hi guys, I just noticed that update 1.19 is out of beta, but the files page is not updated. So I thought I would just post the update link here: http://files.thegamecreators.com/fpscreator/FPSCreator_Upgrade_119.zip
I would also like to note that the TF341 page has not been updated with the "this pack will be updated once v118 is out of beta" thing

EDIT: The files page has been updated.

Have fun!

-TZK

MrValentine
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Posted: 2nd Apr 2012 12:24
Interesting...

Errant AI
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Posted: 2nd Apr 2012 12:25
Quote: "I would also like to note that the TF341 page has not been updated with the "this pack will be updated once v118 is out of beta" thing"


Well... Hopefully v1.19 is solid enough to release the MP53 update that was planned for 1.18. I'll be checking it out this week.
maho76
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Posted: 2nd Apr 2012 12:45
just to mention the official page:

http://www.thegamecreators.com/?m=view_product&id=2001&page=Files

would be great to get some kind of overview for the new final commands and added variables or comment by scene commander (if he is accessible again, first take a bro^^)

s4real
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Posted: 2nd Apr 2012 15:31
Can't believe they released this, if they had released it on the 1st I would of thought it would be an april fools.

O well lets hope v1.20 is better.

best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
uzi idiot
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Posted: 2nd Apr 2012 15:33
I almost thought it was an April Fools.

Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.
Northern
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Posted: 2nd Apr 2012 16:16
Hello all,


I know that perfection belongs to God; however, I think this release was a bit hasty because there are still some problems to be solved. I'm sorry to know about that.

Cheers,

Northern
maho76
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Posted: 2nd Apr 2012 17:18
have you all checked the newest version? maybe scene commander edited the most important errors.
this was a commands-update of wasp from the beginning, not a performance update or an engine-rebuild, never declared as such.
i will wait until testing over the week before i judge anything.

s4real
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Posted: 2nd Apr 2012 18:17
maho76 thats not correct v1.19 was adding wasp mod and wasp mod has performance updates as well as a lot more features.

best s4real


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Hamburger
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Posted: 2nd Apr 2012 18:36
For some reason when I tested the new update things seemed a little slower than normal, like 7-15 fps slower. Is it just me?

[/href]
uzi idiot
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Posted: 2nd Apr 2012 18:44
I still feel the culling system needs to be improved.
GTX560 and I get only 30-40FPS on the Metro Theatre Showcase.
Hopefully the attached image shows what I mean.

Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.
bond1
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Posted: 2nd Apr 2012 19:35 Edited at: 2nd Apr 2012 19:43
Quote: "GTX560 and I get only 30-40FPS on the Metro Theatre Showcase."


If performance is that bad on this new version, it MUST be something other than polygon culling that is draining performance. The Metro Theater Showcase (without water) runs at 30fps on a Radeon 9800Pro from 2004 for Pete's sake. A GTX560 can render MILLIONS of polygons.

Polygons are not an issue on a newer graphics card like the GTX560. It must be entity logic or some other CPU related task - what does the performance meter show? Try and use a GPU benchmarking tool like the EVGA Precision tool, you'll find that you're probably only using like 30-50% of your GPU's capability on The Metro Theater level.

SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
uzi idiot
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Posted: 2nd Apr 2012 19:40 Edited at: 2nd Apr 2012 19:40
I must admit I have a level filled with tunnels and there is the same culling issue but the FPS is fine. It might be the shaders.

Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.
bond1
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Posted: 2nd Apr 2012 19:49 Edited at: 2nd Apr 2012 19:55
Quote: " It might be the shaders."


Not a chance in hell on a GTX560. No shader that FPSC uses even comes close to approaching the instruction limit for pixel shader 3. A current-gen midrange card like GTX560 is a pixel-shading beast.

Again, for kicks try and run the EVGA Precision tool while your level is running. You'll see that any performance problems has nothing to do with your GPU - I'll bet that you're barely stressing 50% of your 560's capabilities. It HAS to be a CPU-related task that is causing the bottleneck.

SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
bruce3371
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Posted: 2nd Apr 2012 20:00 Edited at: 2nd Apr 2012 20:01
And now for something completely different - I'm going to THANK SC for his hard work putting 1.19 together for us, for FREE.

Thanks SC[u]

That Guy John
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Posted: 2nd Apr 2012 20:09
SC,
Thanks for all the work put into the new release.

I see many people coming up with "bugs" though. What is the general census on these issues? Problems with the update, hardware compatibility issues or user error?

Are the issues popping up only when people are trying to use the new commands?

I really want to upgrade just for the performance gain, the lift on 60fps cap is real nice. I only tried one of the betas when everyone was raving about that. Other than that, I haven't messed with it because I was waiting for a "stable" release.

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
uzi idiot
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Posted: 2nd Apr 2012 20:14
You're right, only 30-40% of the graphics card was used.
But the CPU was used even less. I have a quad core AMD FX 4100, I have no idea what the problem may be..

Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.
Flatlander
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Posted: 2nd Apr 2012 21:03 Edited at: 2nd Apr 2012 21:05
I have to get in on this conversation because I have said before in another thread that the CPU and the Graphics Card does make a difference. The following are images from Metro Theatre Flooded that shows the fps at mainly 79/80. It will go down to 69 on occasion. I also did a video with FRAPS. FRAPS took it down to 30 but I have mentioned earlier that 30 should be an acceptable fps anyway. At this rate there was no lag or jerkiness to the play.

I have GTS240 and an I7 Core CPU. This, for me, is acceptable because it cost less money. Bond1 suggested his configuration and I may eventually step up but I can see why he would get this configuration since he does modeling development. Development always requires a higher configuration at times. BTW, I also have these setup settings:

lightmaptexsize=1024
lightmapquality=75


This required 2600MB VM and of course with Win7 64 bit I was able to patch for 4GB of VM.

Here are the images. Click on the thumb nail image for a larger size:





You will notice that auto culling is in effect with images #2 and #3 (going from left to right and top/down).

uzi idiot
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Posted: 2nd Apr 2012 21:59
It's defiantly the Entity Logic, the bar goes sky high when the FPS drops. I have no idea why.

Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.
4125
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Posted: 2nd Apr 2012 23:50
Quote: "I have a quad core AMD FX 4100, I have no idea what the problem may be.."


It seems that FPSC has no official multi-core support ? Well maybe no more than two cores but still. Performance should still be good.

IMO, I think FPSC should be re-build from the ground up. The 2GB limit and a few other things are holding it back by a lot. CPU and GPU now a days should be more than enough for users to build larger more complex levels in FPSC without much fuss. I barely see PC's with less than 3GBs of RAM...

Intel Core 2 Quad Q9650, Nvidia Gefocre GTX 560 OC 1024MB, 8192MB RAM, Nforce 780i, Windows 7 Home Premium x64
NIlooc223
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Posted: 3rd Apr 2012 02:03
I agree with 4125 my old rig which was built for simple surfing the internet had 4 gigs its self and my new one has 8 gigs.

I have a

amd fx 4100
radeon hd series one of the older ones
and 8 gigs of ram.

I get 40-80 fps on levels at 3 gigs and up!

Your signature has been erased by a mod - no affiliate links thanks
s4real
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Posted: 3rd Apr 2012 02:18 Edited at: 3rd Apr 2012 02:20
It don't matter how much memory you have in your system fpsc is a 32bit program so there limits on how much memory a 32bit app can use.

Static data - 2GB
Dynamic data - 2GB
Stack data - 1GB (the stack size is set by the linker, the default is 1MB. This can be increased using the Linker property System > Stack Reserve Size)

Note that on 32-bit Windows, the sum of all types of data must be 2GB or less. The practical limit is about 1.75GB due to space used by Windows itself

Thats why there a cap in the first place.

If you have a 64bit OS you can patch a 32bit program to use more memory with the 4gb patch.

best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
GreenDixy
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Posted: 3rd Apr 2012 02:51
i got a question how can i switch the auto reload back i know some like it the new way but i do not in my levels me needing to hit the "R" key alot does not work. also my frame rate for my levels went from 1.18 went from 60 and over the updates now went down to 30

======================================
My software never has bugs. It just develops random features.
4125
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Posted: 3rd Apr 2012 07:36
Quote: "It don't matter how much memory you have in your system fpsc is a 32bit program so there limits on how much memory a 32bit app can use."


That's part of the problem. It should support more memory like most games and software does now a days. It's 2012 now and FPSC can only use 1.85GB (or so) of ram. Using the 4GB patch can only get you so far, and even with it comes other problems.

Quote: "If you have a 64bit OS you can patch a 32bit program to use more memory with the 4gb patch."


It shouldn't have to come to using a 3rd party patch. When I use it, the game builds but then I get problems during the final build. Such as the loading screen not loading the game and just staying stuck there. Also the patch only helps in building the game, it doesn't seem to improve performance.

The entire point is: A PC back from 2006 is capable of running FPSC just fine and even at that, the software still tends to slow down to a crawl. A decent PC from today should be able to chew FPSC as it would chew up Doom 3 at max settings.

Quote: "It's defiantly the Entity Logic, the bar goes sky high when the FPS drops. I have no idea why."


Quote: "It HAS to be a CPU-related task that is causing the bottleneck."


Exactly. The software seems to do things unexpectedly and thus slows down. Even on something with a quad core setup the FPS is still dropping for almost no reason. I'm not asking for 1000 FPS, I'm asking for a more stable version of FPSC and I think more memory support and perhaps better multi-core support. Then optimize the engine and tweak it up. Perhaps then we would be getting some better frame rates.

Intel Core 2 Quad Q9650, Nvidia Gefocre GTX 560 OC 1024MB, 8192MB RAM, Nforce 780i, Windows 7 Home Premium x64
Pirate Myke
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Posted: 3rd Apr 2012 11:19
Thanks Scene Commander for the hard work and the new additions.


007
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Posted: 3rd Apr 2012 18:11 Edited at: 3rd Apr 2012 19:31
Also i thank Scene Commander and all TGC Staff that worked for this new upgrade.

I have seen a lot of people complaining about bugs on this new update.

I don`t know why, but me, personally, i have not experienced any bugs on this new update, except the already know bugs from FPSC (like map editor crashing sometimes, the memory limits, and such).

I have seen people complaining about bugs on some model packs.

I don`t know why, but maybe the problem are with those model packs (i am not criticizing any one here), but as i am doing everything from scratch, custom models and weapons, i am not experiencing any bugs.

However, one day i was testing the save/load game features, and i have noted a bug where the HUD of my custom weapon was inverted after loading the saved game. But then i noted that the problem is that in 3dsmax the weapon was not rotated in the right direction. Regardless the fact that in the gunspec.txt i used the commands rotx, roty and rotz to position the hud model correctly, but when loading the game it was not loading those rotations, the game loaded the gun using the original model orientation (rotation) from inside 3dsmax.

So to corret this, i rotated the HUD model correctly and re-exported it again. Then, the problem was solved.

Maybe the creators of those model packs should "adapt" and correct their model packs to work in the new upgrade of FPSC?

It`s just an idea.

Cheers,

007.

Goldenye 007 N64
DennisW
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Posted: 3rd Apr 2012 18:17
Hi All

Just a question on the final release is it the same as the Beta 9

Thanks

Ham and Eggs Breakfast
The Chicken was involved the Pig was Committed
Scene Commander
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Posted: 3rd Apr 2012 19:03
Quote: "Just a question on the final release is it the same as the Beta 9"


Not quite, there were a number of last moment tweaks and fixes.
Northern
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Posted: 3rd Apr 2012 21:20
Hi all,

Since there are still some issues with this new officially released version (1.19), what if the developers instead of waiting for to launch a major update of this version fixing all problems, Scene Commander's team might release just a series of small updates correcting errors more important or that easier one to be fixed because this procedure already happens with several software nowadays.

Well, this is just a suggestion which I do not know if it is possible to be accomplished with the FPSC anyway I think that might give more tranquility for developers to working on to solve the problems that remain yet.

Regards,

Northern
Ched80
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Posted: 3rd Apr 2012 21:48
Great news. Can't wait for the official competition to be announced!

s4real
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Posted: 3rd Apr 2012 22:05 Edited at: 3rd Apr 2012 22:08
Well I downloaded this final version and I'm the same as some on the forum I'm seeing a 20fps frame drop from the last beta, so in total I'm 32fps lower than wasp mod.

Wish scene commander all the best and hope he fixes these problems.

I'm thinking a lot of these problems are due to hardware being to low spec for this new version as it seem people with higher spec machines don't tend to be getting these problems.

best s4real


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GreenDixy
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Posted: 3rd Apr 2012 22:56
@s4real

i agree to a point. but most users on this forum cant afford top of the line pc's fpsc in my books seemed to be setup more tawards lower end pc's but its just recently that there is so much frame rate drop maybe a few small glitch's still ?

Still wondering about the reload. Where in the source is the reload part so i can add a flag in gunspec details to add auto reload back into it if anyone knows?

======================================
My software never has bugs. It just develops random features.
4125
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Posted: 3rd Apr 2012 23:03
Quote: "I'm thinking a lot of these problems are due to hardware being to low spec for this new version as it seem people with higher spec machines don't tend to be getting these problems."


I've gotten some frame drops myself. But not by much. About 5 - 9 Frames lower.

Intel Core 2 Quad Q9650, Nvidia Gefocre GTX 560 OC 1024MB, 8192MB RAM, Nforce 780i, Windows 7 Home Premium x64
Flatlander
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Posted: 4th Apr 2012 00:10
Quote: ". . .but most users on this forum cant afford top of the line pc's. . ."


I also agree with this.

Quote: ". . .in my books seemed to be setup more tawards lower end pc's. . ."


I had always thought FPSC was for those young people who wanted to get a taste of developing games. However, people kept demanding more and more out of FPSC and there was no time to really rebuild the engine. The engine is based on DBP and DirectX9. There is not much one can do until there is a decision to go beyond DX9. DBP needs to be updated in order to be able to work with the newer OS's. But, then again, that means newer hardware.

The older versions of FPSC are available for those who can't purchase new hardware. That seems to be the only option for those who can't afford new hardware and who wants to get a "taste" of game development.

I can only see that even if FPSC gets an overhaul it will still require newer hardware.

TheDesertEagle
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Posted: 4th Apr 2012 01:03
Do you guys think the FPSC-Editor Crashes because it can only use 1.85 gb of ram? if that goes for the editor too.
anyways im getting a huge frame rate drop 50-20 or 40-9...or 8
but my graphics card is not the best for 1.19 but on beta 1 i did'nt get these frame ratge drops
Quote: "You will notice that auto culling is in effect with images #2 and #3 (going from left to right and top/down).
"

so it really is the culling system makeking this frame rate drop?

Joey-May god have mercy upon my enemies, because I won't.
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Leongamerz
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Posted: 4th Apr 2012 01:06 Edited at: 4th Apr 2012 01:07
You all get down fps?My fps reach to 60-79.

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

Errant AI
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Posted: 4th Apr 2012 02:04
Quote: "Still wondering about the reload. Where in the source is the reload part so i can add a flag in gunspec details to add auto reload back into it if anyone knows?"


You can change this in a weapon's gunspec.txt. Just change the setting...

noautoreload = 1

to

noautoreload = 0

then clean DBO and rebuild testgame.

Quote: "There is not much one can do until there is a decision to go beyond DX9"


The problem isn't DX9. It's that FPSC jams everything onto the CPU and only uses one core.
Doomster
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Posted: 4th Apr 2012 02:18 Edited at: 4th Apr 2012 02:22
Quote: "The problem isn't DX9. It's that FPSC jams everything onto the CPU and only uses one core. "

...as well as not rendering in "batches"; instead DBP draws every object separately, and with each draw call the performance drops a bit.

If DBP would allow for object batching, as well as streaming of the level (right now FPSC uses BSP's for the map, so the whole map is always in memory, iirc), the performance impact would be far less - but these techniques would require the renderer to be rewritten, as well as the level format, which quite frankly, won't happen.

-Doomster

Flatlander
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Posted: 4th Apr 2012 11:24
The official v1.19 has been released.

The Zombie Killer
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Posted: 4th Apr 2012 11:43
@Flatlander
I know that lol, that was the whole purpose of this thread

-TZK

Sting
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Posted: 4th Apr 2012 12:14
@SC/Flatlander/Rest - Thanks for the update, I'm sure things will iron themselves out.

@Flatlander - with regards to 30 fps being acceptable, yes it is, if the main loop is set at 30/40 but with the main loop set at 80 fps even a minor slow down to 50/60fps is noticeable because the engine is trying to render everything to display at 80fps.

With regards to system specs and Bond1's shaders I have tested and confirmed 50/60fps using a Dell Inspiron 1110 with onboard Intel 4500 which is one of the lowest performing netbooks I have come across yet works perfectly fine on a lot of maps. It's not just about fpsc/map optimisation it's also about system optimisation the game is running on. I now offer a control panel to my end-users allowing them to tweak system graphics before launching the game dependent on their system specs, this allows for better performance.

// EOF
Flatlander
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Posted: 4th Apr 2012 18:51 Edited at: 4th Apr 2012 18:52
Quote: "@Flatlander
I know that lol, that was the whole purpose of this thread"


DOH!

Errant AI
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Posted: 5th Apr 2012 07:11 Edited at: 5th Apr 2012 07:12
Can someone please tell me if there is a line limit (if yes than what) for .fpe files?

I attempted to add footfall data for MP53 to kill some ghost steps but it took the .FPE to 316 lines. It seems only some of them are working...

BTW, been doing some testing and overall I am liking the release version of 1.19.
GreenDixy
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Posted: 5th Apr 2012 10:41
@Errant AI

Awesome thank you. I understand this feature for the new auto load, But fighting lots of things it slows me down lol.

======================================
My software never has bugs. It just develops random features.
Pirate Myke
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Posted: 5th Apr 2012 11:52
350 using FPIEditpad. Dont know if that is the max the engine can use.

Tax 78
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Posted: 5th Apr 2012 13:14
createbulletsplashsound=x where x=0 turns off sound of bullets hitting water.

Thanks Scene Commander

Sorry but I use a translator
Scene Commander
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Posted: 5th Apr 2012 13:50
@Tax 78.

Actually the thanks goes to Flatlander, all I did was port his code into V119.
Tax 78
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Posted: 5th Apr 2012 15:22
ah.. ok.. sorry.. thanks Flatlander

Sorry but I use a translator
The Zombie Killer
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Posted: 5th Apr 2012 15:27
This thread has more replies and views than I ever imagined.

-TZK

Pirate Myke
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Posted: 5th Apr 2012 18:18 Edited at: 5th Apr 2012 18:19
@Tax 78

Quote: "createbulletsplashsound=x where x=0 turns off sound of bullets hitting water"


Is this an action, condition or gunspec?

I want to add it to the FPIEditpad files, if it is.
Also if anyone else knows of any new action, condition. Please let me know.

Thanks

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