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FPSC Classic Product Chat / V119 Top Ten Issues

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Thraxas
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Posted: 4th May 2012 14:05
Quote: "The waiting for join bug must be fixed automatically.
"


I'm pretty sure Hockeykid fixed the waiting to join issue. It's just not in the official source, unfortunately.

http://thraxocorp.webs.com/ Visit my totally awesome website: Thraxocorp. It's my own company and I'm totes the CEO.
maho76
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Posted: 4th May 2012 14:38
its in the project apex, so done. he said that he is waiting with this until the v119 code is cleaned and organized in v120betas because he dont want to mess up a messed up code again.^^

Tax 78
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Posted: 4th May 2012 15:27
Quote: "This was fixed in v1.18. I had helped with the debugging and it was fixed."

@Flatlander yes, this post was http://forum.thegamecreators.com/?m=forum_view&t=183752&b=21&msg=2185331#m2185331
In fact it worked in 1.18 final

Tax

Sorry but I use a translator
FPSC asa 289
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Posted: 4th May 2012 20:26
I have a bug with my FPS game after installed the VII9 update i opned FPS creter up and it said Runtime error 1504- could not create memblock at line 9978 then it closes some one help

ASA@*
BlackFox
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Posted: 5th May 2012 17:08 Edited at: 6th May 2012 17:19
Multiplayer "waiting to join" issue...

(Edit: the following is based on our current network, location, and systems we use. This in no way says it is the solution, but does show how and why an issue appeared.)

We have run a large set of tests on this issue with three machines- an HP desktop, Acer laptop, and a Dell laptop- all behind a router on a network. We built a multiplayer game and distributed on all three systems. If the HP desktop hosted, both laptops connected and all three could play no problem. If the Acer laptop hosted, only the Dell connected but the HP desktop got the "waiting to join" message. If the Dell hosted, the Acer and HP desktop both got the "waiting to join" message. Translation? Only the faster machine can properly host a multiplayer game without this "waiting to join" coming up. And to further assist in that conclusion, we added a fourth system- a virtual system running XP. The results were the same- if the HP hosted, all could play. Once the slowest machine hosted, everyone trying to connect got the "waiting to join" message.

So, to further our tests, we took the Acer outside of the router on the Web and had it connect in. Yes, we had to port forward. The results with three systems inside and one outside were exactly the same. We rotated the machine on the outside and all results were the same. If the fastest hosted, all was good. If a slower machine hosted, machines slower than the host could connect, but the faster systems got the "waiting to join" message.

This particular issue has existed back prior to FPSC's creation in other software. It existed back in the era of multiplay in games like Dark Forces II, Rainbow Six (ex: Covert Ops, Urban Ops, etc) where we had not only TCP, but IPX as well. In these games, it was a similar thing- the faster computer had to host, or else the game would lag, or players on faster machine would "jump/move" randomly on the screen.

I've seen the sources MP code for FPSC, and I have seen code from another game for it's multiplayer. Although the code for FPSC could use a bit of work/rewrite, it does work as it should. If people get this message and can't connect, then they can try a few things to track the issue. Check network connections, try hosting on a faster computer. It may not be an issue for some, but our data showed how and why the "waiting to join" message appears.

As far as connecting without having to port forward in the router, you would need to use a port that is already open and the game would have to contain an option to allow you to change the port to use. Until that option becomes available, then you will need to port forward on routers. Basic Networking 101.


Twitter: @NFoxMedia
Ertlov
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Posted: 5th May 2012 22:37
Quote: " As far as connecting without having to port forward in the router, you would need to use a port that is already open and the game would have to contain an option to allow you to change the port to use. Until that option becomes available, then you will need to port forward on routers. Basic Networking 101."


For us, but in now way for a customer. In Germany you could sweep all FPSC copies out of the shops with one letter to any court where you show that A) Multiplayer is advertised on the box and B) the customer needs to touch router settings.

Come to where the madness is:http://www.homegrowngames.at
uzi idiot
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Posted: 5th May 2012 22:53 Edited at: 5th May 2012 22:53
I've just like to note that Cube Maps don't seem to be working with Characters and Entities.


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.
Sting
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Posted: 6th May 2012 12:21
The customer will always need to adjust router settings, its part and parcel with any online multiplayer game, the Q3 engine was the worst for it! That's called Networking.

Fox, I am interested to dig into your concept of this fundamental issue with just one or two lines. What is your conclusion? You state the faster machine needs to host? I have tried the same setup with 3 machines connected and they all worked, locally and externally. 1 laptop, 1 netbook and 1 PC. All three hosts managed to host correctly and the other 2 clients were able to connect successfully. I have a game online atm that is playing perfectly using 118.

I figured out that switching from MP to SP and vice versa seemed to be corrupting something in the FPM file which caused the issue once compiled into a built game.

Other than that, I have absolutely no other concern regarding MP as it works perfectly.

// EOF
Ertlov
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Posted: 6th May 2012 13:01 Edited at: 6th May 2012 13:04
Quote: "The customer will always need to adjust router settings, its part and parcel with any online multiplayer game, the Q3 engine was the worst for it! That's called Networking."


Nope. The customer may have to let the Windows Firewall pass the game, but it`s not OK if they have to do stuff that requires more IT knowledge than that. And thats business policy all over the world.

Examples:

- If you list a new game on steam that requires the customers to modify port forwarding in order to play MP, you are not allowed to tag it as multiplayer at all.

- If you have a Multiplayer-capable game on Amazon and an A+ description there advertising multiplayer, AND customers start writing to Amazon that the MP doesnt work without modifying router settings, your game will be pulled off the Amazon store untill you modify the A+ description.

Come to where the madness is:http://www.homegrowngames.at
Thraxas
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Posted: 6th May 2012 14:50
Quote: "- If you list a new game on steam that requires the customers to modify port forwarding in order to play MP, you are not allowed to tag it as multiplayer at all."


I play Killing Floor through steam and spent the best part of a day messing with all kinds of router settings to be able to play it online. It is tagged as multiplayer, or is the important part of that sentence the word 'new'.

As it is I can still ONLY play by connecting to other players, no one can ever connect to me if I set up a game.

It was incredibly frustrating that first day.

As for waiting to join, it's not an issue I have ever come across other than hearing about it.

http://thraxocorp.webs.com/ Visit my totally awesome website: Thraxocorp. It's my own company and I'm totes the CEO.
Ertlov
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Posted: 6th May 2012 15:04
Quote: "the word 'new'. "


Indeed. I got updated "guidelines" 2 months ago from a befriended dev team selling on steam.

Come to where the madness is:http://www.homegrowngames.at
BlackFox
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Posted: 6th May 2012 17:23
Quote: "Fox, I am interested to dig into your concept of this fundamental issue with just one or two lines. What is your conclusion? You state the faster machine needs to host?"


There are many variables involved with multiplayer games and not connecting- network speed, network type, packet transfer, speed of the systems, speed transferring from point A to B, etc. In our example, all the data we documented was based on our current systems and network setup and each test the message came up only if the machine connecting was faster than the system hosting. We built the level straight in MP mode.

Honestly, we don't do many MP developments to worry. I merely was attempting to point out some solutions to check if the issue arises rather than be led to believe I need to spend money on a project to fix an issue.


Twitter: @NFoxMedia
Sting
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Posted: 6th May 2012 20:49
Fox, indeed which is what is puzzling me. Nobody should have to spend money on Project Apex for a fix via the source, it should work as standard. The ONLY time I came across the 'Waiting to Join' scenario was when I switched from SP to MP. Same map redone in pure MP mode was successful and all the others too, which is why I think this issue needs to be resolved in the next update not an additional mod.

// EOF
BlackFox
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Posted: 6th May 2012 21:32 Edited at: 7th May 2012 17:36
Quote: "The ONLY time I came across the 'Waiting to Join' scenario was when I switched from SP to MP. Same map redone in pure MP mode was successful and all the others too, which is why I think this issue needs to be resolved in the next update not an additional mod."


We first used the "simple arena" map that came with FPSC first, then made a new map ourselves in MP mode. The results for us here were still the same. I will assume (based on your additional information) that if the machines are close in specification, then there will be no issues, whereas if the machines are widely varied (speed) then the hosting on the faster computer would come into play. The interesting thing was that when I added the system in VMWare to host, no one could connect to it, but it could connect if it was not hosting and played quite fine. And the VMWare system is slightly faster than the Dell laptop, but it seems that FPSC thinks it is the slower of them all.

I suspect that packet drop/loss is the key issue when the connection is being made and the notorious "waiting to join" message appears (in our scenario), and a different approach to the source might be to change the connection/handshake/packet transfers method. As mentioned before, I have seen older code with the usage of TCP/IP or IPX and have compared to the FPSC source. Two different methods, and the older code did rely on the faster systems to handle the hosting. Good to know your info on building a map in MP rather than SP first then switching to MP for the build.


Twitter: @NFoxMedia
Scene Commander
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Posted: 8th May 2012 09:32
@Tax 78

I've not been able to replicate the floating entity issue after save/load, however, I'm guessing it could well be related to issue 15 which is now fixed.

@All,

As nothing new is appearing here, this is a last call for remaining issues. After which, we'll agree a list of priorities and I can get to work on moving this towards V1.20 beta.
maho76
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Posted: 8th May 2012 10:12
@SC:

i will recheck the issues i reported on v119 again (1-life-but-continue, autosave-becomes-newgame, animation-speed). i will respond tomorrow morning if you dont say "dont worry, done in v119". i did a pause in fpsc-build, so didnt check that yet.

gz

Ched80
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Posted: 8th May 2012 12:45
I think I've got one or two to report. I'll post more when I get home.

1) emit force does not accept variables using "%", I think this is an integer/float issue.

2) spot flash does not light up the floor, only walls.

Tax 78
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Posted: 8th May 2012 14:56
@S.C.
Ok, thank

Sorry but I use a translator
maho76
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Posted: 9th May 2012 01:06
ok, checked the issues stated above, and i can say: "dont worry, done in v119". very cool, thanks scene commander, and i am very happy that they were not caused by any of my messed up scripts.^^

i think the fall-through-floor-from-time-to-time and dying-instantly-at-levelstart is on the list or in mind?

good luck with the tweaks, especially overall finalgame-performance and memory probs. we all count on you guys.

Flatlander
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Posted: 9th May 2012 04:48
The fall-through_floor has been an issue for a long time. Especially when colliding with certain entities or segments one will find themselves falling to their death.

"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.
raymondlee306
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Posted: 9th May 2012 05:20 Edited at: 9th May 2012 05:21
On the waiting to join error. I have 3 computers. My fastest being a DELL with an i7 with hyper thread, 12 gigs ram, ATI 1 gig video card, (2 24" screens, not that it matters, I just like it ) and a hardline connection to my modem. I start a new arena map, make a 12 segment square room, place 3 characters, 3 weapons and a light. Build the game 2 ways, one with start from specified marker, and one with random start markers. I place them on all three computers and no matter what, no computer will play with any other computer in any configuration or hosting order. I know it doesn't help, but I just wanted to weigh in on the fastest computer always host option.

I did a test game a long time ago (v1.17) and had six people play. 5 got in no problem, but the 6th could not. When the other 4 got out the 6th person could suddenly jump in and we played one on one, but then none of the ones just playing could re-enter. I have found no pattern, no repeatability, or anything to help me figure this out. I have even built a game in single player, switched it to multiplayer and it work for 2 days on my machines and suddenly stopped when I gave it to a friend. Even when trying to play on my machine like I was doing before I gave it to him, it would not connect again for me. I think me and Sting have even had a discussion about this before.
Ched80
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Posted: 9th May 2012 07:58
I have a bug with using "alttext=" on a character. The mesh gets crushed when the alternative texture is used.

I've attached the *.fpm.



Pirate Myke
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Posted: 12th May 2012 16:20
@Ched80 - I see the same thing with the character you use.

But in a vid in the download button (3.2megs)
one of the custom characters I am working on for someone is switching alttexture fine.

Sorry for the vid quality. The switch happens around 8 sec into the vid.

Flatlander
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Posted: 12th May 2012 22:22
I don't know if this is the fix for the alttex issue but this is what it says for r637.

Quote: "Fix for character mesh corruption when swapping to alt textures."


"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.
The Zombie Killer
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Posted: 13th May 2012 11:43
I know something you could do with V120 that would fix a whole range of physics bugs, and make the overall engine a lot better and faster:

Change the physics engine to the newton physics engine.

-TZK

Dar13
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Posted: 14th May 2012 04:24
Quote: "Change the physics engine to the newton physics engine."

How long are you willing to wait for that update? Because switching out physics engines is no easy task, especially between two so different as Newton and ODE. I mean, you might as well implement DarkDynamix(PhysX). At least it's supported.

The Zombie Killer
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Posted: 14th May 2012 09:54
@Dar13
I'd be willing to wait a while, I would've said DarkDynamix, but that would mean modders would need to buy another plugin.

-TZK

GreenDixy
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Posted: 14th May 2012 18:25
As much as DarkDynamix looks good i feel the other one should be updated for the ones who "cant" buy the new one I know its not a tgc product( I think ) made by another user. i thought when i bought all this stuff it would of been updated a bit more. Thank god for SC/hockey and everyone else for there hard work

======================================
My software never has bugs. It just develops random features.
Dar13
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Posted: 15th May 2012 02:46
Quote: "I'd be willing to wait a while, I would've said DarkDynamix, but that would mean modders would need to buy another plugin."

Unfortunately, yes. You want a better physics engine, you're either going to have implement your own plugin that gives access to another physics engine(Bullet, PhysX, Tokamak, Havok) or buy a pre-made and supported by the developer wrapper. And there is no guarantee that your implementation will be as good as the pre-made one.

Quote: "i feel the other one should be updated for the ones who "cant" buy the new one I know its not a tgc product( I think ) made by another user"

The ODE implementation used by FPSC is actually built-in to the language nowadays but was originally created as a plugin by Lee Bamber for FPSC. Of all the things that needs to be updated, the physics system and the scripting system need it the most.

Scene Commander
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Posted: 15th May 2012 13:33
Hi all,

Well, we're moving along the bug list now and hope to be looking at a V1.20 beta at some point sooner rather than later.

However, we could do with some help in tracking down issue 5

5) Occasional editor crash when saving level on some machines

Can anyone who has encountered this issue and can test an FPM which replicates the crash on more than one machine please post some information. I've not been able to replicate this on a high end and a mid range machine at all, and only once on a laptop, and then not again. It's going to be hard to track down if it can't be replicated.

Thanks,

SC
Tax 78
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Posted: 15th May 2012 15:10
@SC
Usually I move with the Visual level at a point where I do not see anything, then save the level.


In this way not crashing (This is my method)

I do not know what it depends

Tax

Sorry but I use a translator
maho76
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Posted: 15th May 2012 17:34 Edited at: 16th May 2012 10:14
i have a crash everytime AFTER saving a map and opening a new one, it stops loading and crashes at loading entities. every map, wether custom media or not. problem doesnt appear when loading the saved map directly after again. same when loading a new map after testgame another. easy to get in simply working on only 1 map at the time and then restart editor before loading another. no problem with buildgame using different maps.

FPSC v1.19
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

Flatlander
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Posted: 16th May 2012 00:59
Regarding Maho76 incident. I, too, get this crash once in awhile. I have just ignored it. It seems to have saved the map OK but crashes on the load. At least that's what I remember.

However, just now, I have tried to duplicate this on purpose and have had a hard time getting it to crash when I thought it should. So, I will try to get it to crash later tonight and keep track of what I was doing at the time so I can give you a step by step. I do happen to be using later releases and am not sure if something has fixed it "accidently" R639 is the last release I've integrated.

"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.
bruce3371
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Posted: 16th May 2012 16:47 Edited at: 17th May 2012 14:25
I have this problem as well, but I've got into the same routine as Tax 78. I save at a point in the map where there isn't much to see. This seems to work about 80% of the time. I've also increased the size of the editor 'shroud' so that there isn't much being displayed anyway, this also seems to help reduce the editor crashes...

[edit]After speaking with SC about this, I've since found out that, according to the source code, the 'shroud' is in fact the viewable area of the map. So, to clarify what I meant, I reduce the size of the viewable area of the map, not the darkened area around it, using the '@' and '~' keys.[/edit]

Scene Commander
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Posted: 17th May 2012 14:19 Edited at: 17th May 2012 14:21
Hi again all..

Ok, I'm now looking at issue 3.

3) Player occasionally being knocked out of universe.

The only time I can replicate this consistently is when using very large characters with a high physics weight. Can anyone who has experienced this replicate this and supply an FPM demonstrating the issue using stock or normal model pack media please?

Best

SC
Conjured Entertainment
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Posted: 17th May 2012 21:19 Edited at: 17th May 2012 22:58
Quote: "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."

setvar=$CPY $EPY

Works for me, but not if I have called an entitycam action.
One of my scripts wasn't working either for those assignments until I removed the entitycam action.
Then it seemed to work fine.

PS
$CPY $EPY
are not listed in the WASP list of features in the main post of the v119 thread.
Is there a complete list of the $YSTEM variables that we now have access to, and if so, where?
Thanks

Ched80
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Posted: 18th May 2012 00:09 Edited at: 19th May 2012 11:55
Thanks Conjured! I'll share the script when I've tidied it up.
I was using it in my competition entry but FPSC is just not built for 3PSs and it's become impossible to make a playable game with all the bugs created from the 3PS mechanic. I haven't shown u some of the worst bugs. There are stairs collision bugs, door opening bugs using the stock scripts, character randomly walking off bugs.
So I've gone back to an FPS.

There is a list of $ystem variables at the back of my syntax list on the scripts board.

EDIT: My 3rd Person Scripts are now attached in TZK's 3rd Person Script Pack Thread and here.

Anigma
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Posted: 18th May 2012 00:52
Don't know if this has been reported or if anyone else is experiencing this, but in playing around with 1.19 last night I noticed two new bugs I haven't seen in previous FPSC versions:

1. Some characters (TF341 and Zombie Apocalypse 2 so far) were hovering above the floor when first spawned.

2. If respawned after death, the characters appeared sunken into the floor.

3. After the characters were killed, I couldn't pick their guns up. It worked once, then quit working for no apparent reason. Really weird. I gave up on the idea of picking up their guns and just made them non pickups but it was the first time I ever ran across this issue either.

Hopefully those are helpful, and thanks to all involved for all the hard work on FPSC!

It compiled! Ship it!
Flatlander
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Posted: 18th May 2012 03:57
After several tries I couldn't duplicate this with TF341 enemy character. Didn't try Zombie.

Now, I am using r643 which was released today. So, it might have been fixed. It seems I remember this issue brought up before and thought it was fixed prior to the official release of v119. So, maybe if someone else has this problem they can chime in and he heard.

"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.
Scene Commander
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Posted: 18th May 2012 09:25
Quote: "1. Some characters (TF341 and Zombie Apocalypse 2 so far) were hovering above the floor when first spawned.

2. If respawned after death, the characters appeared sunken into the floor."


Both of these issues which were occasionally happening have both been fixed for V1.20, which is why Flatlander can't replicate them.

However, can I ask that before reporting bugs that all users check the second post of this thread, where you will find all reported bugs and their current status.

Thanks,

SC
Anigma
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Posted: 18th May 2012 18:38
Thanks SC, for the quick work!

One more thing I found last night that I didn't see mentioned on your buglist: If you create an empty level with no static entities in it, the walls, floor and ceiling are invisible in test game. If you add a static entity, then they appear. It's not a big deal since I seriously doubt anyone will ever want to make a finished map with no static entities in it, but you never know. It should at least warn users that they need to have at least one static entity in their map.

I saw that you fixed the platforms issue. Is there any way to get a beta of v1.20? Since I'm trying to make a rail shooter I need this functionality. Been trying different workarounds using FPI scripts but it would be much easier to just use a platform.

It compiled! Ship it!
Scene Commander
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Posted: 18th May 2012 19:52
Quote: "One more thing I found last night that I didn't see mentioned on your buglist: If you create an empty level with no static entities in it, the walls, floor and ceiling are invisible in test game."


This has been a problem for awhile but as you say it's not a major issue.

Quote: "Is there any way to get a beta of v1.20"


There are no offical beta versions yet, but as the code is public maybe you can compile it yourself or ask someone who can nicely
Pain
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Posted: 18th May 2012 20:13
I will also start reporting on here with as much detail as possible.
One of the most annoying things is after you make you 15 level game... You find out... Fpsc doesnt feel like building your game. So then you are forced to build your game with work arounds. whixh takes much fustion and anger. Not to mention time. i would add that to the list.

Fpsc v1.18

Pc specs:
Intel i5 3.2 ghz x4
16 gb ddr3
Geforce 465 gtx x2 sli
X1 200gb ssd
X4 1tb setup with 2 mirrored raids

I hope this helps.

Me = noob

and i love The TGC : )
Anigma
15
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Joined: 25th Mar 2011
Location:
Posted: 18th May 2012 21:02
Quote: "There are no offical beta versions yet, but as the code is public maybe you can compile it yourself or ask someone who can nicely "


Darn, I was hoping there was a top secret link hidden deep within the TGC website that could only be accessed with a proper password, retina scan, fingerprint and voice matching.

I've been toying with the idea of compiling it myself but don't have the cash to lay out right now for the plugins. If someone would be so kind however.... I actually will start a new thread for this request, as I have some very minor changes I'd like to make while I'm at it that would make a railshooter much easier to create.

Thanks again,

It compiled! Ship it!
JD2
16
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Joined: 13th Feb 2010
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Posted: 19th May 2012 11:31
Quote: "There are no offical beta versions yet, but as the code is public maybe you can compile it yourself or ask someone who can nicely"

Where is the code repository or downloadable archive for the latest build of FPS Creator?
The Zombie Killer
15
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 19th May 2012 14:01
@JD2
http://fpscreatorengine.googlecode.com/svn/trunk

Use the X9 Modders Kit to compile the source.

-TZK

Marc Steene
FPSC Master
20
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 22nd May 2012 15:22
Test game being forced to run at 1024x768 (ignores setup.ini values)
Sin and Cos commands do not work (script below)

:state=0:dimvar=breath,setvar=breath 0,dimvar=sinbreath,setvar=sinbreath 0,state=1
:state=1:cos=breath 0,cos=sinbreath 180

:always:debugvar=sinbreath,debugvar=breath

Both values are returned as 0 when they should be 1 and -1


Official LightStorm Engine BETA Tester
/?m=forum_view&t=190541&b=21
Scene Commander
Support Manager
18
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Joined: 3rd May 2008
Location:
Posted: 22nd May 2012 15:38
@Marc Steene,

Thanks for the report, I'll look into those, sounds like they broke somewhere along the line.
Marc Steene
FPSC Master
20
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 22nd May 2012 16:58
Quote: "Thanks for the report, I'll look into those, sounds like they broke somewhere along the line."


Okay great I'm testing out most of the scripting features now. It appears setcamrotx/y/z also don't work (I'm assuming they're supposed to be used with entitycam).


Official LightStorm Engine BETA Tester
/?m=forum_view&t=190541&b=21
Scene Commander
Support Manager
18
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 22nd May 2012 19:05
Quote: "It appears setcamrotx/y/z also don't work "


Marc, Yyu need to set the camera rotation on using entity camrotationon=1, otherwise the entity camera will use the entities rotation values instead.

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