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 Top Ten Issues

Author
Message
LeeBamber
TGC Lead Developer
26
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 15th Apr 2012 21:32 Edited at: 15th Apr 2012 22:54
Hi Guys,

With the successful launch of one of the biggest feature updates to FPSC, namely V119, we are aware that it's probably time for a nice stability release to strengthen what we have. To this end we are opening up the conversation to find your top most nightmare issue currently interfering with your FPSC creations. Scene Commander has kindly offered to monitor this thread and prioritise what will become a top ten list of fixes which you will be able to enjoy in V120 release sometime in the future. I have scanned threads from time to time, and performance was one of the issues raised, so if you have something reproducible which can elevate your issue into the top ten chart (i.e. a level which shows V118=40fps, V119=20fps), please post them here and Dave will slowly build up a community based top ten issues. Dave aka Scene Commander will handle the day to day formation and fixing of the issues, and I will step in from time to time to ensure we're on track for a good V120 release.

I drink tea, and in my spare time I write software.
Scene Commander
Support Manager
18
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 15th Apr 2012 21:46 Edited at: 28th May 2012 14:51
Hi All,

I shall be keeping a list of your bugs here. Hopefully we can sort those remaining problems and stability issues some of you are experiencing. I should point out, that this is for ALL issues, no matter how long they've been around or from which version they originated.

Please add your system specs, and as much additional information as possible to help us solve these issues, FPM's, scripts, videos, etc. Also, if something worked before, and now doesn't please say when it worked, in which version and when it stopped working.

To start off, here's a list, in no particular order of issues that I've either noticed or have been reported. I'll sort the priority for these and other problems once we've got a clearer picture, as I'm sure there will be some overlap.

Everything on this list has been confirmed either by myself or a third party where I couldn't reproduce. It the cases of the latter, these have mostly only been reproduced on lower spec machines.

Please note that any changes are still WIP and will be until any official release.

1) Memory cap being hit earlier with each revision.
a) Tweaks to sound system to reduce memory usage and overall size of built game.
b) Changes to lightmapping (credit goes to bond1 for a major spot here)
2) Some performance issues on some machines
a) Tweaks to culling, to also include characters.
b) Some minor code rearrangement
c) Additional tweaks to fix potental clash when dynamically swapping cullmodes.
3) Player occasionally being knocked out of universe.
a) WIP - Some decent headway, still testing various scenarios.
4) $EPX etc, not being passed to entities.
a) - Fixed
5) Physics not always working on dropped weapons when weapon moves off screen.
a) - WIP - seems to be fixed, but will need wider testing in public beta
6) Occasional editor crash when saving level on some machines
a) - Some WIP, will need testing for public beta.
b) - Reported that this only happens on pre-V119 maps
7) Some legacy scripts causing issues with character animations on certain models.
8) DAI enemies can't reliably target the player with guns.
a) Fixed
9) Fog not affecting characters.
a) - WIP
10) MOVEBACK disabled.
a) Fixed to work as described.
11) Green 'plane' when using lightrays
a) Fixed
12) Some shaders causing black texturing on older models.
a) Some shaders are no longer compatiable with some models, and a newer shader should be used.
13) Possible issue with entities and characters being loaded into universe that aren't used.
a) This only appears to affect a few models, some possible minor savings to be made.
14) Request for JPEG support. Possible auto conversion required.
JPEG's not supported, and any models using them should be manually converted to dds. A tool exists for this here
15) Logic occasionally being overloaded.
a) - WIP
16) Some characters and entities, occasionally not finding floor correctly on first spawn.
a) Fixed for all characters/objects regardless of scale or spawning. (Hopefully).
17) Userdetails.ini file over-write
a) - Providing you have your user details, this isn't too much of an issue.
18) Water details not passed to save game
a) Fixed
19) Riding platform not working.
a) Fixed
20) 'Waiting to join' issue
a) Fixed - thanks to Hockeykid for sharing..
21) alttexure corrupting character mesh when shader applied to model.
a) Fixed
22) Flak not using flak spec decals.
a) Fixed
23) Rawtext and Hudtext incompatiable
a) Fixed
24) Weapon jamming should affect weapon and alt weapon if shared ammo.
a) Fixed
25) PLRMOVETO & PLRMOVEUSED rotates player on use
a) Added new parameter to allow rotation to be toggled off - full legacy compatability.


Can we please keep this thread free of feature requests, V120 will be aimed soley at stability, functionality and improving memory usuage wherever possible.

Thanks.

SC
Marc Steene
FPSC Master
20
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 15th Apr 2012 22:11
Sounds like a good idea


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
Sting
15
Years of Service
User Offline
Joined: 18th Jan 2011
Location:
Posted: 15th Apr 2012 22:45
Sounds like a plan to me. I'll do some bug noting in the upcoming fortnight and report them here for you SC. Thus far not really any issues, the Culling is an absolute godsend. I have seen just 1-2 snags but I'll await to see what others post before I post my final results.

// EOF
Nickydude
Retired Moderator
19
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 15th Apr 2012 22:56
Might be an idea to add you PC setup (graphic card, memory, CPU etc) when reporting your issues.

I reject your reality and substitute my own...
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 15th Apr 2012 23:12
Quote: "Might be an idea to add you PC setup (graphic card, memory, CPU etc) when reporting your issues."

This is a must, people. Also, as much information that relates to the issue as you can muster. Hopefully, I will be available for alpha testing and I hope others will step up to the plate as well.

bruce3371
15
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 16th Apr 2012 00:04
Quote: "Hopefully, I will be available for alpha testing and I hope others will step up to the plate as well.
"


Yes, count me in too, for alpha/beta/omega/whatever testing that's required lol

GreenDixy
17
Years of Service
User Offline
Joined: 24th Jul 2008
Location: Toronto
Posted: 16th Apr 2012 11:10
i get #5 the most at its not just once in awhile its i test my level go back into edit mode edit a couple things hit save crash reopen re edit save again crash .. i know some may be in the source for the exe but what about looking at the engine its self maybe it cannot handle all the new updates? i think way to much was put in and it just cant take it to much strain

======================================
My software never has bugs. It just develops random features.
Errant AI
19
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 16th Apr 2012 13:05
Hi Scene, I have two somewhat serious issues and one not-so-serious one in v1.19. I'll give summary here and if need be, I will post in the bug DB with debug FPMs/scripts.

1. DAI enemies can't reliably target the player with guns.

Sometimes they can hit the player when their fire cone by-chance is aligned with the player. As far as I know, the problem is related to the new accuracy code which first checks if the target has an entity ID but the player doesn't have one, so it doesn't get the xyz of the player borble (or whatever it's called). The script fix for enemy accuracy that you gave me fixes the problem with bullet spread but it doesn't fix the issue with firing orientation. The character can orientate towards the player and track them just fine but when shooting they often seem to pick a random spot in space for the bullets to fly to. Often this spot is nowhere in the direction of the player.

2. VWEAP position does not update accurately causing weird floating guns.

I notice this primarily with DAI characters but may happen with others. This always happens whenever a character leaves the viewable because the player looks elsewhere and if the character moves to a different location while off screen in a manner such that when the player looks back to where he last saw the character (but the character has moved away) the VWEAP will be floating where the character was last scene. The VWEAP will usually stay floating there until the player can see the character again. The way I test this is to have an enemy follow me around in a wide circle while going around a block of walls and periodically making visual contact with the enemy when I want to "set" where the floating gun will next be seen.

Both of these issues are a bit hard to explain but I can upload video if needed.

3.Deleted entities aren't always fully deleted.

This isn't probably anything too serious. More of an annoyance than anything and I think the bug is probably older than 1.19.
The problem is that when I turn on entity info display for debugging in test game, I can see the info tags for dynamic objects (weapons, characters) which have been deleted from the map. No amount of bin/dbo cleanings, resetting the app or PC made any difference. My universe.ele seemed to confirm that, in one case, there were seven additional characters being loaded which were not used in the map. I don't know if the data stored is insignificant or something to be concerned about for people whose entity profile bars run high, etc.

Sorry for the wordy post!
Scene Commander
Support Manager
18
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 16th Apr 2012 13:17
@EAI

Thanks for report. I've added the first issue to the list.

I believe your issue 2 is the same as issue 4 on my list, could you confirm please.

3. Does sound like it's going to require further investigation and as you say might be accounting for the entity usage overload. I'll obviously look into it.
Errant AI
19
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 16th Apr 2012 13:32
@Scene Commander

#4 could be related in the sense that in both cases the VWEAP seems to be suspended when off-screen. I've not experimented yet with dropping weapons.

As a side note, it seems the updating for VWEAPs is just sort of off, in general. I've noticed that VWEAPs no longer stay cemented to the character's firespot when animating. The WVEAP position seems to lag behind the animation for a frame or two giving a weird bobble effect.
Hockeykid
DBPro Tool Maker
18
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 16th Apr 2012 13:43
Quote: "1. DAI enemies can't reliably target the player with guns."


@Scene Commander

Line# 9,320

Change:



to



You were checking if the entity target has an obj ID, problem is when the player's the target.

Sean

maho76
15
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 16th Apr 2012 17:51
maybe this is boring for you to hear it again, but so this is the right thread i want to point to my experiences with visoverlay and reducing of random framedrops again, maybe it helps to get on track of some basic performance problems:

http://forum.thegamecreators.com/?m=forum_view&t=186092&b=21

i am no coder, so i dont know why the benefits work and some other issues appear, but the main difference in building a level in this way is in calculating the portals.
out of my experience with very big one-portal areas (i think i am the only one doing this in an extreme way), FPSC has major problems when using a map in a wide range of height-levels, appearing errors in triggering objects, variables dont work anymore when too far away from playerstart-marker, major laggs when rapiddly changing height-level of the player a.s.o. i think its the way the engine checks the map and rasterizing calculation first in x/z axis and y-axis only in second, but as said i am no coder.

maybe these are some hints where to look for trouble in level-performance overall, also as for the "fall-through-floors"-issues.

gz

maho


GA-870A-UD3 (64Bit)
AMD Phenom II X6 1055T 2.8 GHz
4 Gig RAM
ATI Radeon HD 5830 1024 MB

Windows 7 Home Premium

Soviet176
16
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 16th Apr 2012 22:14
In my opinion the top most important thing that should be looked at and fixed is the Memory, I understand you know that the memory is filled up quicker, but I think this problem should be eliminated all together the best it can be. From experience in modding with this engine I can tell you obviously things need to be re-written or re-done completely.

Second problem is FPS issues.

First Test rig on custom map: Wifes computer
AMD Thuban x6 @ 3.2ghz
4GB DDR3 1600Mhz RAM
ATI 6970 @ Stock clocks

Primary Rig:
AMD FX-8120 8 core @ 4.0
8GB DDR3 1800mhz
Nvidia GeForce GTX680 @ Stock clocks

Both computers are water cooled with h-100’s so heat cannot be the issue, my rig idles around 19C and she idles around the same per core.

On the same map we average around 23-34 FPS 34 being MAX. Map uses the newer model packs (TF341 etc) with latest gen EAI weapons. We can barley use the new media because of memory repercussions.

Monitoring the activity and memory usage of the engine I noticed something that could drastically reduce the memory used. Sounds… Sounds consume the most memory so far. Take a decently sized map and throw in 6 of EAI’s TF341 or Model Pack 9/10 weapons and watch the FPSC-Game log for the weapon sounds loading into the engine.

I would recommend a better way to load sound files up. Later today when I am home I will see about setting up a default map.

However, I would really suggest changing the policy for default media, as the default media doesn’t even use half the new features the engine has, so there really is no real way to monitor the problems. Custom maps are what is generating the problems because people tend to be using the latest and greatest media in model packs (New scripts/animation better sound quality) and that is when the engine explodes. We cannot keep sitting around and use the same old, old style maps and expect –much- of a difference in outputs. Not to mention all the new cram packed features, as Story Teller mentioned, his maps have to be drastically reduced. The same thing we have to do.

Scene Commander
Support Manager
18
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 17th Apr 2012 09:25
Quote: "However, I would really suggest changing the policy for default media"


If you want to supply me with a map using TF341 models, I'll be happy to look at this for you. The default media rule came about I imagine so that no custom media issues where reported, but it's become apparant that since V116 several offical models packs have caused problems.

I'll need to know what FPS differences you were getting between V118 and V119 if they are different.
Sting
15
Years of Service
User Offline
Joined: 18th Jan 2011
Location:
Posted: 17th Apr 2012 11:05
@Scene - I have a serious issue with entity logic using minimal scripts. I can edit this post later today and make it more in-depth for you? It's a real problem as the map only contains around 2-3 scripts using 3-4 lines per script yet it's throwing the entity logic bar to max and is dropping fps from 80 to 15.

I have rescripted, debugged, made changes where I can even visually aswell as scriptwise and it's causing a bit of a headache as nothing I do seems to work it. This has to be an issue because 3 dynamic entities on screen running 3 scripts using 3-4 lines per script shouldn't cause this much of a problem.

Let me know.

// EOF
Scene Commander
Support Manager
18
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 17th Apr 2012 11:25
@Sting.

I'm afraid it's rather difficult for me to test this without knowing what scripts you're using.
Sting
15
Years of Service
User Offline
Joined: 18th Jan 2011
Location:
Posted: 17th Apr 2012 12:03 Edited at: 17th Apr 2012 12:04
@SC - Yes that's not a problem. I will send you the script files with a stock FPM to test this with, I'll provide as much info as I can to try and assist in ironing out what the problem maybe. I will have to email as these scripts have been custom written for a particular but simple routine so I don't really want them publicly available.

I'm hoping this entity logic problem maybe at least 'one' of the causes for performance drop. Not many people notice the entity logic bar, even when it's at half, in a 4x4 room closed off with 1 light and 1 dynamic entity it can cause a problem so hopefully this could free up some performance if we can get it ironed out!

// EOF
kingofmk98
14
Years of Service
User Offline
Joined: 30th Jul 2011
Location: Everywhere
Posted: 19th Apr 2012 20:25
I have an issue that has ever happened to me with 1.18. When i right click a character i get an error and the engine closes. plz help

http://technowarfareproductions.webs.com/
get free fpsc media at http://fpscfree.webs.com/
http://i53.tinypic.com/2cp9pbl.gif
Scene Commander
Support Manager
18
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 19th Apr 2012 20:33
@kingofmk98

That's a generic error, could you please supply some more information.

Which Character? - is it a custom character?

Can you supply an FPM that causes the issue

Please post your system specs.

Thanks,

SC
kingofmk98
14
Years of Service
User Offline
Joined: 30th Jul 2011
Location: Everywhere
Posted: 19th Apr 2012 21:06
It happens with all characters, and on any map.
Model: HP 2000 Notebook PC
Processor: AMD E-350 Processor 1.60 GHz
SystemType: 64-bit Operating System
Windows7


http://technowarfareproductions.webs.com/
get free fpsc media at http://fpscfree.webs.com/
http://i53.tinypic.com/2cp9pbl.gif
Ched80
15
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 19th Apr 2012 21:40
I have an issue with the "moveback=" command: it doesn't work. I know why too: the command is dead with the FPSC source code so this is not really a bug. My point is that this command would be really REALLY useful if it was reinstated.

Teabone
Valued Member
20
Years of Service
User Offline
Joined: 8th Jun 2006
Location: Canada
Posted: 20th Apr 2012 00:04
I've had the issues with the floating gun as mentioned above. Mostly with the wwii characters.

s4real
VIP Member
19
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 20th Apr 2012 01:17 Edited at: 20th Apr 2012 01:58
Its great to see Lee and scene commander going to sort out these issues.

Seems you have most the issue's on the list.

Performance is a main issue with me and I think thats whats causing the problems with the other bugs when the engine slows down to much, I'm also thinking it could be an operating system issue with some problems as my windows 7 machine seems to have less problems that my vista machine.

I have no idea why my framerate has gone down by 32fps with this version on metro theater but I'm sure you fix it.

And could we have jpg support back into fpsc as I have so much media I can't use.

Specs:-

Dual core duo 3.0
geforce 8800 gts
4gb memory
vista home 32bit ( I know its old )

best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
Scene Commander
Support Manager
18
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 20th Apr 2012 09:17
@kingofmk98

FPSC doesn't run well on notebooks and I suspect that is the major problem, but if you can supply a video of what's happening we'll look into this. Has this alway been the case? Or has it happened since an update?

@Ched80;

I'll look at reinstating that, but I'll need to see why it was removed first.

@Teabone, as you say, it's on the list..

@S4real

Performance and memory consumption are the first thing to be worked on and are, I agree a major issue for some people.

Thanks for reports guys..
kingofmk98
14
Years of Service
User Offline
Joined: 30th Jul 2011
Location: Everywhere
Posted: 21st Apr 2012 22:21
It has been running very well until the 1.19 update then after i updated to that i couldn't edit the characters when i right clicked them. But i can in version 1.18

http://technowarfareproductions.webs.com/
get free fpsc media at http://fpscfree.webs.com/
http://i53.tinypic.com/2cp9pbl.gif
Meows
14
Years of Service
User Offline
Joined: 12th Oct 2011
Location: Totally over the Rainbow
Posted: 22nd Apr 2012 05:54
Just something I learned the hard way back in 1986, Always program your web pages for the oldest system that may use your services then a version for the Most used operating system.
And then and only then a version with all the bells and whistles for the high end users.
So looking at the current (Jan 2012 )most popular operating system WORLD WIDE you can see it is still XP!

List of Most used and Popular Operating Systems 2012
This list shows the list of most used and popular operating system worldwide according to google analytics report . According to google analytics report we found around 75 % people using windows and the remaining 25% were using other Operating systems like Linux,Mac,Macintosh etc .

The two most commonly used operating systems World wide are Windows XP and Windows Vista

Read more: http://wiki.answers.com/Q/What_are_the_two_most_used_operating_system_software#ixzz1sjT9gba2

More than 50% of Window Users in the USA have installed Windows 7 and remaining percentage is occupied by Windows XP well ahead of Windows Vista .Its very rare to find windows 95 or 98 these days but you may accidently see them working in places like office or institutions.

Now how this equates to FPSC? If i can get a lot better programmer than I am these days to make the game launcher I want ( if you need a few $$$ email me )) I would make 2 versions using the build commands, and removing some features of the lower end game. One that runs good on my husbands old XP he plays Everquest and Rift on. And the high end that runs good on my Win7 3.4GHZ, 16 gig ram, 560 Gforce.

Like making web pages that display different versions depending on the browser the user is using.

The reason I say this is 50% use XP the other 50% use WIN7 if your market is USA. XP is still the number one operating system world wide.

Now add Laptops. Mine struggles with FPSC and will only run games I test on my husbands XP and has 1/3 the frame rate I get on his system.

>>>>>>The BOTTOM LINE<<<<<

I do not know HOW to sell games. Yet the day is coming I will.
Now to sell these games. why cripple your sales by limiting your customers to only 1/2 of the market? Which is why I want a different laucher program.

Life is a short trip to another world
Meows
14
Years of Service
User Offline
Joined: 12th Oct 2011
Location: Totally over the Rainbow
Posted: 22nd Apr 2012 08:02 Edited at: 22nd Apr 2012 08:03
exe and fpm files.
http://www.filefactory.com/file/5jeouo88afsl/n/lvl4_zip 4meg

a few issues. npc without weapons, lighting, had to remove almost
all to get it to even test under 119, NPC's warping across the
zone, When you die, sometimes but not all the time game start Triggers will not work.. Health packs errors. Game huds not
displaying upon key press.

Win zone seems to work when it wants to. NPC units that give items upon a quest will work if they feel like it.
Most issues occuring in XP and laptop. (much slower boxes)

Life is a short trip to another world
Scene Commander
Support Manager
18
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 22nd Apr 2012 10:45
@kingofmk98

I would suggest that you attempt a reinstall. Please remember to back up any important files/folders.

@Meows

I've tried to test you FPM, but some of it appears to be missing. It also contains scripts that I don't have so I'm unable to test fully.

I'm also afraid, the .exe alone is of no use, for me to test a built game it needs to be the full build, with all it's associated files, supplied in a packed format.

You also don't supply your laptop specs, so again, it's difficult for me to gauge the issues. However, as you seem to suggest that the level works on the higher spec machine, I'm guessing we can assume that this is an hardware issue.

That said, we are aware of some performance and in particular memory consumption issues for some users and are working to improve this.
Soviet176
16
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 26th Apr 2012 21:59
@SC

I see you are adding in some ways to reduce sound impact on memory. This is a very good start. Each weapon or character you place on the map has to load up their sounds, which for some weapons can be 6-7 different sound files. This eats memory up.

Doing some additional testing I have come to an obvious conclusion that a huge bandit in memory consumption is the universe. Loading the entire universe like that easts a vastly large chunk of memory which could otherwise be used for more detail. If you have the time or the means, I propose a way to compress the universe even at the expense of longer loading times (Can be an option to turn on or off) so that we can save 100-200MB of memory which could make for vast improvements.

Also, I am noticing when a test or build game starts, the engine is already using 400-600MB of memory before anything is even starting. Reducing, or eliminating whatever happens within the time of the “test” button click would probably also make for a very large chunk of memory back to the end user, rather than the engines deep dark abyss. Just some suggestions for now, I will report anything else I find and if I have the time I will get you that map.

I would rather see improvements on the memory side than the FPS side of things. I’d rather sell a game that runs at 30FPS with 100 characters than 30fps with 8... if you’re lucky. Best of luck!

Leon Kennedy
17
Years of Service
User Offline
Joined: 7th Sep 2008
Location: Neither here nor there
Posted: 26th Apr 2012 22:11
First of all, I want to say thank you to SC for not only working on 119, but for going the extra mile to work on 120 for the stability issues. Without guys like you, guys like us wouldn't have anything to complain about.

With that said, I've got 3 things I'd like to bring up, even though they may already be on your list:

1. $EPX/Y/Z not being accessed by entities, or even being able to be used by anything at all. I'm not sure if they are supposed to be accessed by HUD commands, but they aren't even being passed from the entity to any variables either.

2. The memory cap is a huge issue. Yes, you are pushing the limits of what is possible in FPSC with each update that comes out. But these updates make it easier and easier to push that memory limit, so shouldn't it be updated?

3. FPSC installation causes the userdetails.ini file to get wiped out, thus making people have to update the file manually. This also causes numerous new threads about the issue, even though a million of these threads already exist. If this issue could be fixed, it would save a bunch of new users from asking the same question. And a bunch of us old users from having to answer it.

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.
Scene Commander
Support Manager
18
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 27th Apr 2012 13:30 Edited at: 27th Apr 2012 13:31
@Leon Kennedy

Thanks for the report, we are aware of these issues.

@Everyone else.

Although I've made a number of small fixes already, I plan to start looking at the main issues in earnest next week. I've been hanging back to date to compile a comprehensive list.

You'll find that full list in the second post, if you've encountered any other issue, from any previous version that is still a bugbear please report it. If it isn't reported or spotted it can't be fixed.
bruce3371
15
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 27th Apr 2012 17:48
As an addendum to issue number 15, some entities (that aren't characters) appear to hover when first spawned as well.

Leon Kennedy
17
Years of Service
User Offline
Joined: 7th Sep 2008
Location: Neither here nor there
Posted: 27th Apr 2012 19:30
@SC: Did I miss the userdetails.ini file over-write on the list?

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.
Scene Commander
Support Manager
18
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 27th Apr 2012 19:35
Quote: "Did I miss the userdetails.ini file over-write on the list?"


No, I forgot to add it, but we are aware
Ched80
15
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 28th Apr 2012 20:55
Here's a small list of bugs i've found in the current game i'm making.


Bug_1: The character shoots themselves whenever the gun is fired - @0,34

Bug_2: The debug game data, disappears @0,49

Bug_3: The camera position in the Y-axis (not the offset at the offset is maintained) does not match the character's position in the y-axis [@0,51] despite the following code :always:setvar=$CPY $EPY being in the character's script.

Bug_4: The character gets stuck walking through open doors @1,00

Bug_5: The auto-open doors do not respond to the character @1,10

Bug_6: The character moves despite the script not moving the character (the camera is permanently links to the character and the camera does not move) and the character walks through the scenery @2.53

These are related to this video:


Scene Commander
Support Manager
18
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 29th Apr 2012 19:07
@Ched80.

Most of these sound like scripting issues due to what you're attempting. That said, providing it doesn't impact on any of the other issues and isn't a huge amount of work which will take away from that, I will look at 'tweaking' the camera system to work a little better with this kind of thing.

@All.

We're moving forward with the reported issues to date and from now on will be reporting the state of fixes/tweaks in the second post.
Soviet176
16
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 29th Apr 2012 19:29
Quote: "We're moving forward with the reported issues to date and from now on will be reporting the state of fixes/tweaks in the second post. "


So no section is completed yet correct? Changes and fixes will still be made to the memory, or you plan to come back to that after some other fixes?

Scene Commander
Support Manager
18
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 29th Apr 2012 19:36
Things aren't being done in order, it just happens to be that way at the moment.

As stated, all changes are still work in progress, and therefore are not complete.
Ertlov
19
Years of Service
User Offline
Joined: 18th Jan 2007
Location: Austria
Posted: 3rd May 2012 13:26
Quote: "1) Memory cap being hit earlier with each revision.
a) Tweaks to sound system to reduce memory usage and overall size of built game.
b) Changes to lightmapping (credit goes to bond1 for a major spot here)"


Basically, that`s the most important and the only real CRITICAL point there. Let`s face the truth: If you add some puzzles with scary tinker assets, 2-3 hud scripts, ogg soundtrack, 2 enemy types and 2 guns to the default Metro Theatre level, youre coming over 2GB. At the moment, there is now way to make a good gameplay in a level that is bigger then 4-5 decent rooms.

Come to where the madness is:http://www.homegrowngames.at
2or3D
14
Years of Service
User Offline
Joined: 5th Nov 2011
Location: United States
Posted: 3rd May 2012 15:56
At the top of my list is what the heck>>>i cant build stand alone games with it. Is there a hidden cost for taking this upgrade. My fps now says free and i cant build games. Nice splash screen telling me to buy buy buy...i think i have bought at least 3 in the last 4 months. fps x10 and 2 fps 9 and i have a couple of free versions which came with the nearly 1 grand of cash i laid out in the investment in TGC. Well on to the bugs since i am working for you now.
1 collision. TF 341 soldiers stand in my way and wont move. Is this a collision problem and why do they keep walking through the walls? They dont seem consistent sometimes they help kill the enemy other times they use our old Army moto, "we just stand here".
2 had to reload all of my model packs and i didnt do this yet but some did not work right so i deleted and reloaded. They were not working right in the first place so i thought, great an upgrade...maybe this will fix things...nope. Alright now may i say thank you for your effort and the improvements you have made. Dont be discouraged. Stay with it. I have been very pleased with your work so far..

Jess
Tax 78
16
Years of Service
User Offline
Joined: 23rd Sep 2009
Location: Italy
Posted: 3rd May 2012 18:53 Edited at: 3rd May 2012 19:04
Platform-player

Loading map GS24-MovingPlatform.fpm, I noticed that the platform does not carry the player

Tax

Sorry but I use a translator
Scene Commander
Support Manager
18
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 3rd May 2012 19:04 Edited at: 3rd May 2012 19:10
Quote: "At the top of my list is what the heck>>>i cant build stand alone games with it. Is there a hidden cost for taking this upgrade. My fps now says free and i cant build games. Nice splash screen telling me to buy buy buy...i think i have bought at least 3 in the last 4 months. fps x10 and 2 fps 9 and i have a couple of free versions which came with the nearly 1 grand of cash i laid out in the investment in TGC. Well on to the bugs since i am working for you now."


If this is the case I strongly suggest that you talk to support as you should only need to purchase the built game upgrade once. There are numerous threads regarding "turned to free" that you may find useful.

Quote: "had to reload all of my model packs and i didnt do this yet but some did not work right so i deleted and reloaded. They were not working right in the first place so i thought, great an upgrade...maybe this will fix things."


In what way don't they work? I'll need a little more information I'm afraid.
Tax 78
16
Years of Service
User Offline
Joined: 23rd Sep 2009
Location: Italy
Posted: 3rd May 2012 19:14
@scene commander SAVE-LOAD (BUG)

You have seen this post
http://forum.thegamecreators.com/?m=forum_view&t=191591&b=21&msg=2328832#m2328832
I ask because there was no reply

Tax

Sorry but I use a translator
Scene Commander
Support Manager
18
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 3rd May 2012 19:49
@Tax 78.

I can confirm the gravity platform bug, I've a feeling this is an old bug, but can't remember, can anyone else remember this issue?

As for the save-load bug, can you please supply an FPM and remind me of your system specs please.

DC
Tax 78
16
Years of Service
User Offline
Joined: 23rd Sep 2009
Location: Italy
Posted: 3rd May 2012 20:17
As written in the post link:

2)(scifi-1.fpm & scifi-2.fpm) basic FPSC

My Pc:
AMD phenom Quad-core processor
6gb ram ddr3
ati radeon hd 4650 1024mb

Tax

Sorry but I use a translator
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 3rd May 2012 23:32 Edited at: 3rd May 2012 23:33
I do agree with what Ertlov said on the last page. I'm thankful that I have Win7 64 bit with more than 4GB of RAM and the 4GB patch.

Looking at the code I do see they are trying to work this out. I do believe the main problem is still the fact that they can't go beyond 2GB with 32 bit and even with Win7 64bit you still need a patch to get it to 4GB. This is mainly an issue with DBPro as there is no command code to use VM so it has to use what is available.

Are your values for the following parameters larger than they are shown below?

lightmaptexsize=512
lightmapquality=5

If so you might want to go back to these defaults. If not then try lowering "lightmapexsize" to 256. I know this makes for lousy quality but this might be an interim fix so you can work on your game until either you get a 64bit OS and use the patch or until some of these memory issues are worked out.

"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 3rd May 2012 23:36 Edited at: 4th May 2012 00:20
Quote: "Platform-player

Loading map GS24-MovingPlatform.fpm, I noticed that the platform does not carry the player

Tax"


This was fixed in v1.18. I had helped with the debugging and it was fixed. That is why he did a sample for it so that the scripting was done properly. I am going to test it right now.

Addendum:

Yup, it's broken again. It was working before v1.19. I am going to check out earlier betas of v1.19 to see how far back it continued to work -- if I can.

Addendum #2:

I used v118 to verify it was working. I can verify that. r462 will still work consistently. However, after this release it started to work inconsistently until it didn't work at all in r470. It could have stopped working even before then. But haven't tried the other releases except for r464. So, whatever this is worth.

"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.
Soviet176
16
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 3rd May 2012 23:59
Quote: "Basically, that`s the most important and the only real CRITICAL point there. Let`s face the truth: If you add some puzzles with scary tinker assets, 2-3 hud scripts, ogg soundtrack, 2 enemy types and 2 guns to the default Metro Theatre level, youre coming over 2GB. At the moment, there is now way to make a good gameplay in a level that is bigger then 4-5 decent rooms."


Correct, that’s why I have been watching this thread closely, and letting SC in on some areas the engine needs a complete re-write. There is no amount of extra code that will fix the memory problem. Things need to be taken away, or completely deleted and re-done to conserve memory. This is very critical.

Ertlov
19
Years of Service
User Offline
Joined: 18th Jan 2007
Location: Austria
Posted: 4th May 2012 11:02 Edited at: 4th May 2012 13:20
Quote: "lightmaptexsize=512
lightmapquality=5

If so you might want to go back to these defaults. If not then try lowering "lightmapexsize" to 256. "


256 is not an option as large and complex models will spit shader errors with a 256 setting due to the fact that the LM can`t be applied to the larger polys.

LMQ 5 would be a letdown compared to the 75-95 used that I cannot bear.


Quote: "Correct, that’s why I have been watching this thread closely, and letting SC in on some areas the engine needs a complete re-write. There is no amount of extra code that will fix the memory problem. Things need to be taken away, or completely deleted and re-done to conserve memory. This is very critical."


Nice to see I`m not the only one pointing the priority to the mem problem.

BIG FAT EDIT:

I forgot something that is also really important. The NEtcode needs to be adapted to work without port forwarding set in the router. No matter how many good tutorials we have up here, we simply can NEVER expect our audience or customers to mess around in their router settings to get MP going. This is a total No-Go.
The waiting for join bug must be fixed automatically.

Come to where the madness is:http://www.homegrowngames.at

Login to post a reply

Server time is: 2026-07-06 04:29:41
Your offset time is: 2026-07-06 04:29:41