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FPSC Classic Product Chat / question about walls and patch and game play

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TechGirl
18
Years of Service
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Joined: 22nd May 2008
Location: Cyberspace USA
Posted: 8th Apr 2012 17:53 Edited at: 8th Apr 2012 17:53
Hi everyone, I'm back on the boards. It's been a long while, but I was waiting for a lot of improvements in the program and it looks like a lot of great progress has been made!

I have been sorting through a lot of posts the past couple of weeks

I am now starting a new game and have two questions.

First, I have the last 1.18 update, should I stick with that or go to the 1.19? If 1.19 is too buggy, I'll stay with 1.18 now.

Second, I notice that when you are putting walls in, it gives you double walls. One on each side. Is that necessary or is it better to have just one wall if the whole level is interior only? The walls I am using have the same texture on the back and front side. Does it affect gameplay (speed, etc.) either way?

Thanks everyone here for your great advice, scripts, models, etc. You are all awesome!

TechGirl
(Yes, I'm really female!)
mnemonic
19
Years of Service
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Joined: 14th Jan 2007
Location: Sweden
Posted: 8th Apr 2012 23:05
I waited until v1.19 was released for 'real' and not just a BETA, I don't like using betas. I downloaded and installed it the day i heard it was released, I don't experience any troubles, except that for some reason it appears that some enemies just won't die, the death animation don't play (But this has been a problem in all versions I believe)

The next question I find intresting. When making games we all have to think about what could cause lack of performence. If a scene has a large polygon count and has to render many things it 'beats up' the GPU/CPU also many dynamic objects causes this. We can think that it's unnessary to have both the inerior wall and the external wall if the external wall is never to be seen by the player. I don't this will affect the performence thou, since it's never rendered in the scene. I'm not on my main PC so I cannot try this out, but I don't know if it is possible to just paint the internal wall.

Best!

www.memblockgames.com
bruce3371
15
Years of Service
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Joined: 4th Aug 2010
Location: Englishland
Posted: 8th Apr 2012 23:12
I've used wall segments with only the interior. It took a lot of experimenting editing the segment's .fps file, so that it doesn't use the exterior meshes. It is possible though...

Ross tra damus
3D Media Maker
20
Years of Service
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Joined: 7th Jun 2006
Location: Looking to Escape London
Posted: 9th Apr 2012 02:07
TechGirl

If you can get hold of a copy (used to be a free version available) of a program called 'Signs' then you can make FPSC room Segments with or without exterior walls with ease.
maho76
15
Years of Service
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 9th Apr 2012 03:44 Edited at: 9th Apr 2012 03:47
fpsc bakes all statics (so also segments) into 1 dbo to be rendered in the game, so outer walls raise polycount wich can get a problem.
when you use different textures it also raises ramcount to render the level, so its good to use both the same textures when outer wall hasnt to be seen. when your level gets complex, you wanna safe every bite you can get.

look into the segment-fps file. a segment is an object-container, containing different amount of x-files (normally 16 for room-segments, so minimum 16x 4 polys, wich is really a lot for just 1 room-field). you can find your outer wall inside this. try to erase it in a copied sample-segment and test. i dont think it will work because of hardcode how to build up the segment in the editor, but worth a try.

another way is to use static objects instead of walls where not needed for collision or stair-problem, wich reduces polycount a lot (remember 16x4 against minimum poly of 5x4+floor ).

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 9th Apr 2012 04:59
welcome back

I don't have any problems with v1.19. In fact I've been using it all along with RPGmod. The issues mnemonic has with characters not dying might have been the characters from "viral outbreak." I posted the fix to that and it is a sticky right now. I had those same issues but not because of v119 and not with any other characters.

Make sure and back up everything just to play it safe and install the new version. I started a game when I was still using v118 and it is still working fine with v119.

I'm not sure if signs is available any longer but it might be on the fox's website. Black/BlueFox. That is a great little program.

TechGirl
18
Years of Service
User Offline
Joined: 22nd May 2008
Location: Cyberspace USA
Posted: 10th Apr 2012 16:08 Edited at: 10th Apr 2012 16:09
Thanks for the info everyone

I do still have my old copy of Signs, I love it!

In a nutshell, what is the advantage to using 1.19 over 1.18? Performance?

Right now I have a laptop running it (1GB graphics card), but I want to save up for a better computer (desktop) to run it. How's it working on Windows 7? Right now I have Vista 64.

The main problem I had before with the program is that it couldn't build a game with a lot of levels.

I try to be careful with polygon counts, but still...

I also now have my enemies spawn (triggers) and that helps too, but still...

TechGirl
(Yes, I'm really female!)

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