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FPSC Classic Product Chat / V119 Top Ten Issues

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Ched80
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Location: Peterborough, UK
Posted: 22nd May 2012 19:16
Concerning the cos= and sin= functions. They do work, but they set the variable to the cos/sin of itself.

I.e.

Setvar=variable 90,sin=variable

This would set variable to 1.

Scene Commander
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Posted: 22nd May 2012 19:48
@Ched80,

Thanks for that report, that's what is supposed to happen, I'm reluctant to alter the way the syntax works to allow for backward compatability.
Meows
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Posted: 22nd May 2012 21:36 Edited at: 22nd May 2012 21:40
two issues,
first is testing game F12 key to capture a image


Now we have a HUD and FPG text issue, the images explain it.

Normal HUD text


hit a trigger with FPG text and your Hud is toasted



The Hud text is resized to the size of the FPG text


Now we open the Hud and both text is resized to small text


Close the Hud and the text resizes once again.

Now I know your so busy and you do wonderful work however this really looks tacky in a game. Is there a work around that can be used?

Last item I would like to address, is the or Use the File Uploader applet (Max. 50MB) now no matter what I try to upload a x file a jpg file a zip file, none work. not even a 3k image! what is the secret please?

Life is a short trip to another world
Ched80
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Posted: 23rd May 2012 08:57 Edited at: 23rd May 2012 21:16
Sorry to report another bug, but it seems the player cannot pick up an enemy's dropped weapon unless the enemy model is destroyed.

I'm using a modified ragdoll script than only destroys the entity when the player walks far away. But before the entity is destroyed, the player cannot collect the enemy's gun. The player can collide with it and kicking around the level, but the weapon is not picked up until the destroy command is called.

Here's a vid of the problem


fpm is in the download.

Scene Commander
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Posted: 23rd May 2012 09:33
@Meows,

I'm afriad your images aren't showing. I've a vague idea of what you're talking about as I've experienced something similar myself, but the images would really help.

@Ched80

Don't worry about posting bugs, they won't get fixed otherwise I could do with the script though, if you want to share privately, email me. Bear in mind that the system isn't really currently designed to be used in that way, but I'll still take a look.

SC
Meows
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Posted: 23rd May 2012 11:12
So sorry. I have been fighting off a china attack on my web server for the last few weeks and had to reboot and forgot I turned off auto start for the web server.

I ended up blocking a section.

Life is a short trip to another world
Marc Steene
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Posted: 23rd May 2012 13:52
The decal particle emitter keeps being culled resulting in particles not being generated while it is off the screen.


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The Zombie Killer
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Posted: 24th May 2012 09:31
@Ched80
Yes, but the pickup weapon bug isn't really a bug, more of an annoyance, and it's an annoyance I encountered with my dynamic ragdoll scripts, it's because to pick up a weapon, the 'suspend' command needs to be called in the script. The only way I can see to fix this is to create a 'allowweappickup' command, but v120 is not for feature additions, so I don't see this changing very soon.

-TZK

Marc Steene
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Posted: 24th May 2012 21:16
Getting some issues using the divvar command at the moment, my script looks fine I think. I want to find the ratio of health that the player has left using this script:

:state=0:dimvar=healthcheck,state=1
:state=1:setvar=healthcheck $PH,subvar=healthcheck 100,divvar=healthcheck 100,state=2
:state=2:state=1

:always:debugvar=$PH,debugvar=healthmax,debugvar=healthcheck

It works fine and returns a value of one but as soon as the player's health decreases below 200, it immediately goes straight to 0 (instead of say 0.96). When I remove the divvar command, the variable decreases with the player's health as it should but obviously it's not the ratio I need, so something is definitely up with divvar.


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Flatlander
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Posted: 25th May 2012 01:29 Edited at: 25th May 2012 04:54
Nevermind with the colt45. Everything is OK with that.

@Marc Steene

Are variable's integer values only? If they are then decimal points won't work. Just a guess without looking at the code.

Addendum for Marc:

variable values are "floats" however the health value is assigned as an integer type. Therefore there won't be any possible decimal values. They both have to be a "float" type.

"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.
meeke
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Posted: 25th May 2012 02:50
When I download the update it changes the software to the free version of FPS creator. Why?
Flatlander
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Posted: 25th May 2012 07:17 Edited at: 25th May 2012 07:18
@meeke

Go here to find out why:

Turns Into Free

"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.
Marc Steene
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Posted: 25th May 2012 10:35
Quote: "Are variable's integer values only?"


Thanks for your reply flatlander. The variables are integer values till the divvar command is used (where the number goes from an integer to a decimal). I don't see why this would be a problem though, decimal numbers should be expected when dividing...


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Scene Commander
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Posted: 25th May 2012 16:03
@Marc Steene,

I can see this being a problem, and would be a fairly simple fix, however, I can't imagine anyone wanting a health value displayed as 0.52 or something, so I'll have a think and providing it doesn't break too much I'll make a fix, but no promises on this one until I've look at it fully.
Marc Steene
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Posted: 25th May 2012 17:11
Quote: "I can't imagine anyone wanting a health value displayed as 0.52 or something"


But the health value doesn't need to be a decimal...maybe I'm not explaining this well.

So I'm making this RPG type script where a health bar is displayed - I've created HUDs for the health bar in 20 different intervals. Normally you could use the plrhealthless and plrhealthgreater commands to set which HUD should display when, however, the player can increase their maximum health, so obviously this won't work as these health values will constantly change.

So I've made this script to find out the ratio of health that the player has left, and am using this to compare health values.

Here is my full script, minus most of the HUD commands to save space:

:state=0:dimvar=healthcheck,state=1
:state=1:setvar=healthcheck $PH,subvar=healthcheck 100,divvar=healthcheck %healthmax,state=2
:state=2,vargreater=healthcheck 0.95:hudshow=health20,hudunshow=health19,hudunshow=health18,hudunshow=health17...etc

All I'm doing is dividing one variable by another (two integers) which should result in a value from 0-1, but as soon as a decimal value is required it goes into a fit and only displays 0


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Marc Steene
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Posted: 25th May 2012 20:16
Quote: "4) $EPX etc, not being passed to entities."


Is this to do with not being able to use setvar=$EPX etc? Just tried the same with $A and $CA and those don't work either (can't be manually adjusted). Will this be fixed too?


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Flatlander
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Posted: 25th May 2012 22:18 Edited at: 25th May 2012 22:19
I explained that within the code, the variables ARE of type float. However, the health units ARE of the type integer. If you mix the two, you will ONLY get an integer value so dividing a float type with an integer type (or vice versa) will ONLY yield an integer value. That is why there are no decimal places. You will ONLY get an integer value. So a value that is less than 1 will yield 0.

The code has to be changed to make the health value a float type and this might cause problems in other areas of the code where the health units are used. SC needs to look to see if this would indeed cause a problem in other parts of the code. He doesn't want to break the code if what he is trying to accomplish is to fix bugs and not create them.

"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: 25th May 2012 22:25
Quote: "Is this to do with not being able to use setvar=$EPX etc? Just tried the same with $A and $CA and those don't work either (can't be manually adjusted). Will this be fixed too?"


All of these issues have been fixed and should work for V120

@Flatlander.

Correct.
Dar13
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Posted: 25th May 2012 23:49
Quote: "I don't see why this would be a problem though, decimal numbers should be expected when dividing"

Not when you're dealing with integers. As Flatlander and Scene Commander have stated, integers are sometimes used for a good reason within an application.

@Scene Commander
Couldn't you just add "tmpHealth# = (player health variable)" and then use that temporary variable to do the division? I suppose you could even add another division command (divvarf? divfvar?) to force a float-on-float division.

Marc Steene
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Posted: 26th May 2012 11:52
Thanks for the explanation flatlander. I think I might be able to do a workaround so this might not be a problem after all.

Quote: "All of these issues have been fixed and should work for V120 "


Great, I can't wait for v1.20 now. It's fixing a lot of the small annoyances FPSC has had for a while. One of the ones which plagued me for 6 years of using this program was fixed in another thread (the one with the plrmoveto command which forced the player to look at a certain angle when moved).


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Marc Steene
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Posted: 26th May 2012 20:58
Just thought I'd note, using setvar=variable $FPS doesn't seem to work at all (not sure if this was fixed aswell).


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Scene Commander
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Posted: 26th May 2012 22:54
Quote: "using setvar=variable $FPS doesn't seem to work at all "


I'll look into this one.
Marc Steene
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Posted: 27th May 2012 10:27 Edited at: 27th May 2012 10:32
Does anyone have any idea what the emitflash command can be used for? If it was possible to just have a light constantly on and bound to an entity (which is already possible using a combination of the linktoplr commands and emitflash command), you could do all sorts of stuff like flashlights and a basic TOD system. If you have the line :always:emitflash the light is almost constant but there's a very noticeable flickering.


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uman
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Posted: 28th May 2012 00:09
Using the latest version of FPSC I have a number of issues some of which I may be able to find solutions to myself if need be perhaps.

A major issue with me which I would think I would have very limited ability do influence is that the player (me) collision is so bad its impossible to move around any level without getting caught up and stuck somewhere in the level. One can get trapped against or locked into the polygons of well almost any entity with no escape except for exciting the level. Not seen it this bad ever in its history. The only collision issue previously I have had ever before is occasionally falling out of a level on occasions when previous versions have suffered from that. This is a whole other much more severe collision issue.

No idea if anyone else is getting the issue so just reporting this as its a show stopper for me at least.

Scene Commander
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Posted: 28th May 2012 00:18 Edited at: 28th May 2012 00:20
@uman,

This is certainly a new one to me and I've not had anything similar reported that I'm aware of, nor have I experienced anything like this. I will of course look into this if it can be replicated.

Is this an old map, or a new one created with v119?

Are you able to supply me with an FPM demonstrating the issue please?

SC
GreenDixy
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Posted: 28th May 2012 03:10
I get stuck in kraven wolfs bridge not sure if it is related or not. had it with a couple other things.

======================================
My software never has bugs. It just develops random features.
Marc Steene
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Posted: 28th May 2012 10:15
I'm not getting any player collision problems, apart from if the player is wedged in a tiny room with lots of places for the collision sphere to get stuck on. Uman, maybe you could post a video/example fpm of the problems to help scene commander out?


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TIMON
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Posted: 28th May 2012 15:18
Hi Scene Commander when can we expect the release of v120 beta? Thanks
Scene Commander
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Posted: 28th May 2012 18:20
Quote: "Hi Scene Commander when can we expect the release of v120 beta"


All being well, not too long now, but we want to be sure we've tackled the major issues first.
TIMON
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Posted: 28th May 2012 18:47
Quote: "All being well, not too long now, but we want to be sure we've tackled the major issues first.
"

Hi Scene Commander, I hope you read this
For me the biggest issue is the huge memory usage (even for small maps) especially when building a level it appears to consume many ressources for no reason I think, also the stability issue of the editor, sometimes when I add a new entity into my map from the entity browser the editor hangs up for 10 seconds then it gives me an error and then crashes. Here is the error that I get:
"The application has encountered an error and needs to close"
It is very annoying becoz it is totally random, and happens even when I have few entities in my map.

Thanks
Scene Commander
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Posted: 28th May 2012 19:51
@TIMON

We are obviously aware of the issues regarding memory usage.

The crashes sound like corrupt data. Can you replicate the crashes using stock media or any official model pack and supply a FPM for testing
Marc Steene
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Posted: 29th May 2012 19:49 Edited at: 29th May 2012 19:52
I'm getting huge performance hits when adding characters to my game - I run at 80fps without them, and with 3 characters, I get 50fps. The same occurs with both DarkAI and the regular AI. This is with the zombie apocalypse mob zombies.

Also, small dynamic entities clip when the player is too far away while in the field of view (around 4-5 segments) and re-appear when he gets closer.


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Scene Commander
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Posted: 29th May 2012 19:58
Quote: "I'm getting huge performance hits when adding characters to my game"


I suppose this really depends on what else is in your map.

Quote: "Also, small dynamic entities clip when the player is too far away while in the field of view"


This one has been answered in several threads already, this is the culling system, if you want to control the distance individual entities appear, and this is especially true for small objects, you can override the system calculated range using CULLRANGE=x where x is the number of units the culling starts to take effect.

SC
Leon Kennedy
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Posted: 29th May 2012 21:11
Not sure if this has been asked, but has anyone addressed the skybox issue? You know, where you have the build game stuff all set up but when you change the skybox it doesn't change?

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Marc Steene
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Posted: 29th May 2012 22:28
Just found another issue, when using player cam offsetting, the player's weapon doesn't stick with the camera which can lead to some weird effects and bad aiming.


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Teabone
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Posted: 30th May 2012 00:40 Edited at: 30th May 2012 08:30
Sometimes when I pick up and throw items they fall through the ground. This is an issue I've seen happen in previous versions as well.

@uman I've experienced the same issue when moving on top of entities. If you jump towards and fall onto an entity such as a hill for example... the player will be moved constantly without the ability to stop it and you end up stuck somewhere.

@Leon Kennedy I've experienced the same issue when using certain skybox's. When I build the game it doesn't properly save the skybox files to the built game folder and ends up using a default skybox instead. I generally always have to manually place my skybox files into the skybox folder of my built games.

Akanto10
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Posted: 30th May 2012 04:02
I can confirm Marc's issue. I just thought I'd put my input in there.

Thanks,
Akanto

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maho76
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Posted: 30th May 2012 10:56
the number of cursorlevel in mapeditor has only 1 decimal show up (shows correctly from 0-9, then only displays "1").

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