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FPSC Classic Product Chat / V119 Is Out of Beta!

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Tax 78
16
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Location: Italy
Posted: 5th Apr 2012 18:50
@Pirate Myke

I downloaded the list from here http://forum.thegamecreators.com/?m=forum_view&t=195673&b=21&msg=2333430#m2333430
I am translating into Italian

Tax

Sorry but I use a translator
Flatlander
FPSC Tool Maker
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Posted: 5th Apr 2012 19:48
createbulletsplashsound=x is an action.

setting to 0 turns it off
setting to 1 turns it back on

the default is on.

Someone was annoyed by the fact that if you were one floor above water and you shot at the floor. The splash of the bullet could be here. Of course, it is possible for a bullet to go through the floor; but, they didn't want the sound. This could be used regardless of the reason.

Tax 78
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Posted: 5th Apr 2012 20:04 Edited at: 5th Apr 2012 20:05
Quote: "Someone was annoyed by the fact that if you were one floor above water and you shot at the floor. The splash of the bullet could be here. Of course, it is possible for a bullet to go through the floor; but, they didn't want the sound. This could be used regardless of the reason. "


I am one of those

Tax

Sorry but I use a translator
Flatlander
FPSC Tool Maker
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Posted: 5th Apr 2012 20:50
Actually I am too. After re-reading my comment I could have stated it in a different way.

bruce3371
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Posted: 5th Apr 2012 20:54
Quote: "Someone was annoyed by the fact that if you were one floor above water and you shot at the floor. The splash of the bullet could be here. Of course, it is possible for a bullet to go through the floor; but, they didn't want the sound. This could be used regardless of the reason."


Guilty as charged lol

Pirate Myke
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Location: El Dorado, Ca
Posted: 5th Apr 2012 21:02
OK I have added it to the FPIEditpad files under actions.
Will post them in that thread.

Snake675
FPSC Reloaded TGC Backer
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Location: Planet Earth
Posted: 6th Apr 2012 08:03
Hi there

I am new here but not to game creation.

Did anyone notice strange on distance transparency with some entities after update?

It seems that f.e. the standard ww2 models fade out at a certain camara distance. Might the reason be the tga textures?
MrValentine
AGK Backer
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Playing: FFVII
Posted: 6th Apr 2012 12:17
Signing off

Tax 78
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Posted: 7th Apr 2012 11:54
The commands Gunspecs, are also alternative?

Quote: "Emptyreloadonly
gravitygun=x
magnet=x
gravitystrength=x
magnetstrength=x
jamchance=X.0
overheatafter=x
cooldown=x
nosubmergedfire=x"


Tax

Sorry but I use a translator
Scene Commander
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Posted: 7th Apr 2012 13:47
Quote: "The commands Gunspecs, are also alternative?"


Yes
The Zombie Killer
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Location: Gold Coast, Australia
Posted: 7th Apr 2012 13:57
@Scene Commander
Do you have any idea at all as to why the screen freaks out when you set the camera rotation to 180 so it is a topdown view?

-TZK

Tax 78
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Posted: 7th Apr 2012 14:32
ok, thanks

Sorry but I use a translator
Thraxas
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Posted: 9th Apr 2012 05:20 Edited at: 9th Apr 2012 05:22
I don't want to be down on Scene Commander's hard work in updating the source, but I have to say I'm horribly disappointed with 1.19.

My games run worse than they have done in the past. And I think that's really unacceptable. Performance should improve with the updates. I shouldn't need to revert to an older version to have an acceptable frame rate.

I don't understand why as a community we are still in the mindset of 'MOAR FEATURZ'. I haven't used most of the new features added in for many updates now, and can't see a time where I would ever need to. Personally I want to see things stripped out of FPSC and performance be the exclusive thing worked on, before even thinking about adding in anything new.

Still at version 1.19 I fall through the floor randomly. This was happening in version 1. Why after all these updates and additions has this not be fixed? I'm still mega jumping on occasion because I happen to be on or too near a entity (again which entity will trigger this seems random). Now I've flown through the ceiling of my level and am stuck outside. Why has this not been fixed?
Why am I still experiencing random lag in certain areas of the level?

With each new update it's becoming harder and harder for me to enjoy using FPSC as it's becomes less stable, imo, and adds in more superfluous features without addressing any of what I see as the the real problems.

I make games because of the enjoyment I derive from the creative process, I don't want to make a game to sell, or even to share really. It's not about the final product it's all about the journey for me. Now it's like walking on broken glass trying to do what I want within FPSC, to the stage where more often than not I'll just fire up gamemaker instead.

As this is my favourite piece of hobby software it's a sad sad day when I'd rather use something else.

Again this is not a slight on Scene Commander's work, but rather how I feel about this software right now. When Lee made the post about moving away from FPSC and letting the community 'fix it', I had a feeling it would not be good for FPSC and with each new release it confirms what I thought. It seems that with each new update features which worked now don't work and then a fix has to be found. Breaking working features is not improving the software!

I believe FPSC still has great potential, but if it continues down the road it's going it really isn't going to be worth using, for me.

This is all my opinion feel free to disagree if you like, but don't try to explain to me how I am wrong. I am not wrong, this is how I feel about FPSC right now.

http://thraxocorp.webs.com/ Visit my totally awesome website: Thraxocorp. It's my own company and I'm totes the CEO.
Flatlander
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Posted: 9th Apr 2012 05:37
I believe you and would not or will not debate you about this. It's just that I'm not having any issues with it. I do have a tremendous issue with it on my newest laptop, however. It is sad that my games (well, not that many games) will not run very smoothly on some older computers.

I did go to your website and noticed a picture of your computer. Hmmmmm? No comment.

I have not been able to get Lee to tell me what he has planned for v1.20. I'm hoping there will be a performance upgrade in there as well as whatever he has planned.

Thraxas
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Posted: 9th Apr 2012 05:49
Quote: "I did go to your website and noticed a picture of your computer. Hmmmmm? No comment. "


Yes that's certainly not a gaming computer (it belongs to my wife), but it does have a i7 and a damn good graphics card inside. It runs FPSC nicely, except when it doesn't. Also that website isn't really anything other than my view regarding the people who throw CEO/President after their name and say they are running a company.

But even on my built for gaming computer FPSC is performing badly with the latest update.

http://thraxocorp.webs.com/ Visit my totally awesome website: Thraxocorp. It's my own company and I'm totes the CEO.
The Zombie Killer
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Posted: 9th Apr 2012 05:57 Edited at: 12th Jan 2013 05:05
@Thraxas
Amen.
Quote: "Still at version 1.19 I fall through the floor randomly. This was happening in version 1."

I have always wanted this darn bug to be fixed. Annoys me to no limit, but keep in mind v1.19 was a WASP mod merger, not a complete bugfix update.

-TZK

Flatlander
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Posted: 9th Apr 2012 11:21 Edited at: 9th Apr 2012 11:23
Quote: "Also that website isn't really anything other than my view regarding the people who throw CEO/President after their name and say they are running a company. "


I knew that. I included it tongue in cheek. That was why the laughing face. ". . . and I'm totes the CEO." :ROFL:

Anyway,as I said, no debate and sorry your having such problems. That has to be so frustrating. When I got that laptop I was sure it would work fine so I could take it to the coffee house and work on my games. That was very disappointing. I can't afford another new one with the same configuration that my desktop has.

Thraxas
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Posted: 9th Apr 2012 12:47
It is frustrating as I do love this piece of software. Sorry you're having trouble with the laptop.

http://thraxocorp.webs.com/ Visit my totally awesome website: Thraxocorp. It's my own company and I'm totes the CEO.
Northern
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Posted: 9th Apr 2012 17:54
Hello Thraxas,


You did a great comment on your post about the current situation of the FPSC, and I believe many people on this forum, including myself are sharing the same feelings and wishes that you have described so well.

You are not alone!

Regards,

Northern
s4real
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Posted: 9th Apr 2012 23:12 Edited at: 9th Apr 2012 23:13
Thraxas I totally agree what you saying, the performance is the worse its been for a long time with v1.19 and wasp is meant to increase performance.

I have no idea what happened with the final release but I'm getting like 32fps frame drops,I just hope lee and scene spend a bit more time cleaning the source up for v1.20 and fix a lot of the issues instead of adding features.


Best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
Soviet176
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Posted: 10th Apr 2012 01:09
Me and Mr. Fox already had a nice long talk about this very thing Thraxas and I to feel the same way. I reverted back to 1.18 to work on my custom modification.

bruce3371
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Posted: 10th Apr 2012 01:48
I'm beginning to feel very lonely, thinking I'm the only one who, so far, hasn't had any problems with 1.19.

Can someone please come and keep me company? lol

Sting
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Posted: 10th Apr 2012 01:53
I too can confirm zero issues with this current release using two different setups and a few stress test maps with some in-depth scripting.

If anything the culling is a god-send. Strange... o_0

// EOF
bruce3371
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Posted: 10th Apr 2012 02:00 Edited at: 10th Apr 2012 02:01
Quote: "If anything the culling is a god-send. Strange... o_0"


Agreed, in fact, I'm getting slightly better performance using 1.19 culling, than I did using Wasp's, although, that may be down to using the 'cullevenifimmobile' command as well as the default culling.

Sting
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Posted: 10th Apr 2012 02:08
Yes I was always an avid admirer of SC's work with WASP, I did see and test most of the revisions for 1.19 and saw the ups and downs. But I can honestly say I haven't really had any issues at all thus far. So it seems strange to me that other people are experiencing these issues...

// EOF
bruce3371
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Posted: 10th Apr 2012 02:24
I was lucky enough to be one of the beta testers for Wasp, and I too admired/respected the work SC did on it. I respect and admire the work he's done on 1.19 as well.

I can however understand people's long-term frustrations with FPSC's performance and stability. It's always been a bit hit-and-miss, depending on what version or beta you're using.

BlackFox
FPSC Master
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Posted: 10th Apr 2012 02:26
Quote: "I'm beginning to feel very lonely, thinking I'm the only one who, so far, hasn't had any problems with 1.19.

Can someone please come and keep me company? lol"


Although all our developments are still in v1.17 (our own in-house modded version) and we can't afford to run the newest upgrade, we have taken v1.19 and put it in a virtual system to test out. Creating levels from scratch have yielded no issues, and I'm even impressed we get high FPS rates considering we're running it in a virtual system. However, taking some of our levels from v1.17 and porting into v1.19 to test had produced some strange anomalies and low frame rate, even dropping around some specific segments. I assume that is because of the level being built in an older version.

I can agree that there are issues that exist for a multitude of people. I sympathize with Scene Commander- it is not easy to please such a wide diverse group that need/want everything to work. Coupled with the varied systems we all use and all the media that exists, I imagine he, Lee, and any other tester pull their hair out trying to replicate the errors that are reported. I am certainly grateful that the attempts are made to solve issues when they arise.

Quote: "I don't understand why as a community we are still in the mindset of 'MOAR FEATURZ'. I haven't used most of the new features added in for many updates now, and can't see a time where I would ever need to. Personally I want to see things stripped out of FPSC and performance be the exclusive thing worked on, before even thinking about adding in anything new."


I share your opinion here. A lot has been added to the engine since we first started with it. As Soviet176 and I discussed in another thread, the engine is in a mess, and could use a serious clean-up/organization. We (my wife and I) already have taken the v1.17 source we have modded and began to strip out the "non-essential" code, and then rewrote it to contain more "structure" so we know where everything is. I am not suggesting that the current team that work on the source and Beta(s) do not have the ability to do so. Sometimes when they are on a time schedule and swamped with all these issues and features to add, neatness becomes a lower priority to adding code and getting the finished product out.

Hopefully it will all get sorted out for everyone. We are at least happy with the software, as it has given us the means to produce finished products and have even made some descent sales from said projects. Sometimes we just have to do the best we can with what we have; other times you have to make a switch and use something new.


Twitter: @NFoxMedia
Dar13
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Posted: 10th Apr 2012 03:23
Quote: "We (my wife and I) already have taken the v1.17 source we have modded and began to strip out the "non-essential" code, and then rewrote it to contain more "structure" so we know where everything is."

If you don't mind, can you send me that cleaned up code? I've been thinking of either attempting to rewrite the engine in C++ or making a mod but I just couldn't get a hang of how FPSC does anything. If you aren't willing, due to your in-house mod code, I understand.

Errant AI
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Posted: 10th Apr 2012 09:06
@Scene Commander-

I've been looking through the addition notes and doing a little experimenting and have a couple questions...

Quote: "Added new gun animation options to fit with default weapons
fix jam (gunspec animation)=X Y where x is the start animation and Y is the end animation
...
jammed
change firemode"


Does the animation jammed=x,y actually work? If I feed it a frame range, I never see the animation. When the weapon jams, it just plays the normal animations for idle, move, etc. The only difference is that the weapon won't fire until cleared. I also tried using "jammed" as an animation prefix but no success. Is there a separate setting I missed that enables special animations for the jammed state (as is the case with empty state)? The fix jam animation works fine, however.

My other question is about change firemode = x,y. Is this redundant to altto/altfrom or something else entirely?

Thanks.
Scene Commander
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Posted: 10th Apr 2012 10:31
Quote: "Does the animation jammed=x,y actually work?"


The animations should work as a presets, but aren't played when an attempt to fire a jammed gun is made. An oversight on my part. I'll look at fixing that for the next version.

Quote: "My other question is about change firemode = x,y"


This is currently the same as altto, and again was mainly for the presets although there were plans to expand upon the alt change system, but with time restraints I had to shelf the idea for the time being.
Errant AI
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Posted: 10th Apr 2012 10:54 Edited at: 10th Apr 2012 11:01
Ok. Good to know. So Should I assume that when fully implemented they will work as prefixes like:

jammed idle
jammed move
jammed run

jammed zoom idle

alt jammed idle
alt jammed move

etc., etc. ?

Also something minor I noticed. Prob. just another oversight but if you are in aiming mode and you get a jam and then hit reload to clear it, it skips directly to the fix jam animation and then back to zoom idle without using zoomto/zoomfrom. A transition animation should be used to avoid weird gimbal-lock/motion-blending issues between animations.

One last thing to add for later versions... Jamming should also be expanded to have an option that covers both modes if a weapon uses shareloadedammo=1 because as-is, if you have a weapon that is something like an ROF change or attachment change between modes, you can have a jam that would logically affect both primary and alt modes.
Scene Commander
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Posted: 10th Apr 2012 11:06
@EAI.

Yes, they are planned as prefixes.

Quote: "Prob. just another oversight"


Yes, it really should zoomto/from.. I'll make a note.

And, noted about the shareloadedammo, makes sense.
The Storyteller 01
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Posted: 10th Apr 2012 12:01 Edited at: 10th Apr 2012 12:11
I had time to play around a little with 1.19 and rebuilt a few maps from 1.18.

Somehow I have to agree with Thraxas on his opinion on the development. The more eye-candy features are added with each upgrade, the sooner the maps hit the memory cap and the lower the average framerate gets the moment you start to use lights.

FPS 1.16+Fenix Mod still had the best overall performance. Maps I built with that combo have to be reduced to HALF SIZE to squeeze into 1.8 GB (I am running 32 bits so no workaround here) with the current 1.19.

After all the hard work that went into 1.18 and 1.19 I am a little reluctant to say this, but imo the development goes into the wrong direction.

FPSC is becoming a kind of demo-engine that allows you to build stunning looking fully shaderd 5-minute levels (preferably consisting of narrow corridors) but its getting harder and harder to create any decent looking outdoor levels or ANYTHING that actually tries to use more than 10% of the 40x40x20 grid.

I admit, the new commands don't lower the performance - but whats the use of all the candy when I can't build anything thats worth actually featuring the stuff?

The only thing that's really an achievement imo is the water. Even in my larger maps it doesnt drop framerates or eats up memory to a large extent.

In case you find my grammar and spelling weird ---> native German speaker ^^
Scene Commander
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Posted: 10th Apr 2012 12:12
@All

I agree that some people are having greater issues than others and that there are still some unresolved bugs, and assisting in the development of FPSC is rather like trying to please all of the people all of the time. I'm currently involved with something else, but I think everyone knows that the memory issues are causing problems and reducing memory consumption will have to be a priority in any future versions.
defiler
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Posted: 12th Apr 2012 03:02
If i may say, i have been loving the new update, but if i may suggest something.

A way to have another DBP file execute with FPSC, this could allow people who make mods to offload sections to other DBP files to be executed, therefore allowing mods to grow larger perhaps.

Not sure if it can work like that but just wanted to give my 2 cents.

Anyway thanks for another steller update!!

Current Project: The Underground: Awakening

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