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FPSC Classic Product Chat / Limitations of fpsc

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Daniel wright 2311
User Banned
Posted: 26th Apr 2012 22:32
I sit here and look at today games and how most all of them do things impossible for fpsc.

1.One of them is switching back and forth between levels,A easy select case can fix this.

2.Another is when fpsc is loaded all of the textures are loaded into memory blocks hoging all of the memory slowing down game play.

3.Third thing is loading takes way to long,to load any leval takes a good three min to where most games today load there levals in 20 to 30 sec.

4.A extra life,you have recived a axtra life would be nice

In today's games,I think fpsc needs a hugh re writen approch,not that I am complaining,Im not,just addressing,I use dark basic pro my self making thease issues go away,but,I still think fpsc could be a great building tool if thease things where adressed.

I know many good things are there,But little things like 3rd person coded to where it realy works with stairs and all and the things I addressed and many many more.

What would you love to see in fpsc? and why?

my signature keeps being erased by a mod So this is my new signature.
BlackFox
FPSC Master
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Posted: 26th Apr 2012 22:44 Edited at: 26th Apr 2012 22:45
I can address a few here for you...

Quote: "1.One of them is switching back and forth between levels,A easy select case can fix this."


Actually, this can be done quite effectively, using the nextlevel=x command. We use it and can traverse back and forth within levels. In other words, I can go from level 1 to 2, then 3, back to 2, etc. And retain any items and such I collect, all with scripting and variables.

Quote: "4.A extra life,you have recived a axtra life would be nice"


Can be done, using the $PL variable. For example, here is a script for a bonus life (attach to a triggerzone). It can be modified to give a bonus life either in a zone, or when a player picks up an item.




Twitter: @NFoxMedia
xplosys
20
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Playing: FPSC Multiplayer Games
Posted: 27th Apr 2012 15:40
Thanks for the script BF

While I do understand the inherent restrictions and limitations of FPSC, I also know that people actually make games with it. Simple games? Yes mostly, but show me all the games that kids are making with other, more powerful engines?

A little ingenuity goes a long way and there are ways to get around or work through the limitations. In a way, I think it's better that everything isn't laid out for you and built-in. It makes for more diverse and interesting games. If it did everything automatically, every game would be a clone.

I do know what you mean about being a memory hog though. That's one thing that stifles our creativity instead of promoting it. Still, it can be dealt with to a point. If we could fix performance I think it would be a great little, all-around engine.

Brian.

!retupmoc eht ni deppart m'I !pleH

bruce3371
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Location: Englishland
Posted: 27th Apr 2012 17:54
Quote: "A little ingenuity goes a long way and there are ways to get around or work through the limitations. In a way, I think it's better that everything isn't laid out for you and built-in. It makes for more diverse and interesting games. If it did everything automatically, every game would be a clone."


I believe that was SC's philosophy when creating the 1.19 update. He believed that the future of new FPSC features lies with scripting.
I think you can create a unique gameplay experience, even using stock media, by making full use of the scripting commands that are now included in the engine

007
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Posted: 27th Apr 2012 20:56
Yes, i totally agree with SC, to create a killer FPSC Game you must have a "killer" understanding of FPI Scripting.

On my little time of studying FPI Scripting, i could create things that only the most experienced FPSC Scripters have done.

I created a perfectly working Mission Objectives System in FPSC, levels of difficulty with a growing number of mission objectives for the harder the level.

I could create, in example, a way of selecting the difficulty level in the titlescreen (like call of duty 4), i could created driveable vehicles in 3rd person (off course they are limited, however, you can drive them in 3rd person), i created a driveable helicopter that shoots at the enemies, driveable tank. But i did not have time to tweak them with the new 1.19 scripts camera commands.

I purchased the Silent Hill 3rd person script and changed it to a traditional 3rd person view even before what the folks here are doing now with the new scripts commands.

I just had a "coffebreak" now in FPI Script to study level design in 3dsmax using VRAY, to be able to create the entire illumination on 3dsmax and then "bake" it to the textures (like rolfy did in Dark House).

So as you see, i think YES, we can create a good game in FPSC, so good as a game created with, let`s suppose, Unreal Development Kit, or Unity Engine, or even Crytek Engine.

I think it all depends on the designer / scripter skills, and even if there is some feature of a "top-notch" game that FPSC does not have by default, it`s just a question of dedication and hard work (and headaches also ) to be able to "simulate" it in FPSC, or at least, make something similar.

So i say, FPSC is growing and we, FPSC users, we must develop another skills related to game design in general (3d, animation, video editting, photoshop design, level design), to use it alongside with FPSC.

In example, i pretend to learn shader creation, to write my own shaders on FPSC, i pretend to use Motion Capture Files for my characters animation on my 007 Fan Game, i will use a 3dsmax plugin that simulates "physical destruction" for destroyable vehicles, i.e, that fragments a model (vehicle), and then each fragment i will bind a bone, and all the bones will be linked to a root, but each one will not be parented to anyone, so when it ragdolls, it will "desmembrate", "destroy" the vehicle (i tested it a time ago and worked).

So i will put all my skills in this project, and even if i take 2 years or more to create this game, i will do it to show what FPSC is capable of (god willing)...

Cheers,

007.

Goldenye 007 N64
The Storyteller 01
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Posted: 27th Apr 2012 21:43 Edited at: 27th Apr 2012 21:44
Quote: "yplosys: While I do understand the inherent restrictions and limitations of FPSC, I also know that people actually make games with it. Simple games? Yes mostly, but show me all the games that kids are making with other, more powerful engines? "


I know that the FPSC engine cannot be compared with Engines/Toolsets/Creation Kits from commercial AAA games.

But 18 year olds have done 100ds of stand-alone games or add-ons for Neverwinter Nights 1 & 2, Morrowind, Oblivion, Fallout 3 and others.

The SINGLE restriction of the FPSC engine to create levels, that actually fill the provided grid with segments, entities and creatures ALONE, supresses the creativity of even the most unambitious of bedroom developer.

Sure a lot of things can be done in FPSC with a certain amount of knowledge, dedication and time.

But personally I rather put all these ressources into developing the actual game, than having to use them to make basic things work.

I dare everyone to show me a contemporary game engine thats even more restricting regarding level size and use of (dynamic) objects.

In case you find my grammar and spelling weird ---> native German speaker ^^
Daniel wright 2311
User Banned
Posted: 27th Apr 2012 23:11 Edited at: 27th Apr 2012 23:12
Quote: "I dare everyone to show me a contemporary game engine thats even more restricting regarding level size and use of (dynamic) objects."


Dark basic pro my friend,I know you ment out side of fpsc,but it is another game engine,its the same engine,but its the core of fpsc.

I like fpsc,like it for building maps for darkbasic pro,becouse in dark basic pro I can make anything happen,anything I wish,and not everything is loaded into memory so my games run so fast.

So,we all love fpsc,I know I do,its a perfect game creation kit.But it does need a whole new rewrite for alot of things.

@BlackFox

Thank you for the scripts my freind.

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The Zoq2
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Posted: 27th Apr 2012 23:20 Edited at: 27th Apr 2012 23:21
Quote: "becouse in dark basic pro I can make anything happen,anything I wish,and not everything is loaded into memory so my games run so fast."


But can you make a fully functioning game in a few hours?

You have to make a choise if you want ease/speed of use or if you want lots of features...

I to have allmost moved on from FPSC because of the limitations, but FPSC taught me the basics of game development and got me into DBP and now AGK
Dar13
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Posted: 27th Apr 2012 23:46
@Daniel Wright 2311
He was asking for an engine that was *more* restricting, not less restricting on the level size and dynamic objects. DBPro is definitely not more restrictive than FPSC.

Quote: "2.Another is when fpsc is loaded all of the textures are loaded into memory blocks hoging all of the memory slowing down game play."

Quote: " in dark basic pro I can make anything happen,anything I wish,and not everything is loaded into memory so my games run so fast."

Unless you've managed to make a background loading system or you dynamically load your textures during gameplay, DBPro does the same thing that FPSC does. What is different is that FPSC has a complex backbone of entity scripting that eats up CPU while your game probably doesn't have to do that on a FPSC-like scale.

Daniel wright 2311
User Banned
Posted: 28th Apr 2012 01:48
Quote: "DBPro does the same thing that FPSC does"


It does what I wish,If I want to load in my textures in a loop to save memory,this is what I do,and this is what I ment,most all games textures and other things are not loaded into memory,this is learned not to long ago.

Quote: "He was asking for an engine that was *more* restricting, not less restricting on the level size and dynamic objects"


Good point

Quote: "But can you make a fully functioning game in a few hours?"


Yes,I have many times

Quote: "FPSC has a complex backbone of entity scripting that eats up CPU while your game probably doesn't have to do that on a FPSC-like scale"


Good point to add to it all.

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NIlooc223
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Posted: 28th Apr 2012 04:18
Quote: "but show me all the games that kids are making with other, more powerful engines? "


Well I'm currently working with UDK which is a very powerfull engine and lets just say that I am a young adult .

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maho76
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Posted: 28th Apr 2012 11:22 Edited at: 28th Apr 2012 11:26
Quote: "Well I'm currently working with UDK which is a very powerfull engine and lets just say that I am a young adult .
"


yes, you are working with it, but you cant make a readybuild game fully working within a few hours with a good gameplay content within a week after start. fpsc can do because its so easy and "stock". and thats why its so restricted, slow and cannot be compared with bigger engines. code is full of automated features most of us never need overall in a single project, but in fact that its a stockbox it has to be in there to give everyone the ability to do what he wants to do without deeper knowledge of coding. automation is what fpsc is build for, and what makes it so slow and limited at the same time.

fact is: if you want a more consistant, better running fpsc, start learn coding, alter the fpsc-code and do a mod where you only use code neccessary for a single project. then you do what you have to do in other engines. code nearly from scratch. the only way to raise power is to significantly reduce automated features wich then are only possible with deep knowledge.

and for this there are better engines in the market, right.

fpsc is a burger to eat on the rush, other engines are 5star-18course-cuisine prepared the whole evening.

The Storyteller 01
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Posted: 28th Apr 2012 14:11 Edited at: 28th Apr 2012 14:12
Fact is, that in 2009 I could build levels twice as large with double as much NPCs and other dynamic entities.

For making complete games FPSC has turned to the worse and for what? For for the sake of creating mini-levels that look "cool".

Judging from the release rate of WIP threads, 90% of the FPSC users are satisfied in producing cool screenshots anyway, so I am probably part of a tiny minority who thinks the development goes in the wrong direction. After all the screenshots get cooler and cooler with each update

In case you find my grammar and spelling weird ---> native German speaker ^^
BlackFox
FPSC Master
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Posted: 28th Apr 2012 16:03
Quote: "Judging from the release rate of WIP threads, 90% of the FPSC users are satisfied in producing cool screenshots anyway, so I am probably part of a tiny minority who thinks the development goes in the wrong direction. After all the screenshots get cooler and cooler with each update"


Good. I'm glad that I am not the only one that has had this thought.


Twitter: @NFoxMedia
bruce3371
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Posted: 28th Apr 2012 19:13
Quote: "Judging from the release rate of WIP threads, 90% of the FPSC users are satisfied in producing cool screenshots anyway, so I am probably part of a tiny minority who thinks the development goes in the wrong direction. After all the screenshots get cooler and cooler with each update"


If a game is being developed just for the sake of showing off with 'cool screenshots', then I agree with you. How many completed games do we see in the Showcase board? Not many, certainly, very few of the games we see in the WIP threads, are then seen in a Showcase thread.

On the other hand, 'cool screenshots' are usefull to show people the work we're doing on our games.

My original WIP thread for Seclusion, showed plenty of screenshots. But, for one reason or another, no finished game.

I've since opened a new WIP thread, because of the changes that have been made to the game. Again, this has plenty of screenshots and a few videos, showing the work I've done on the game.

I'm aware that the game has been a long time in the making, with the only thing I've got to show for it being screenshots and videos, and it's still no closer to being completed!

That's not to say it won't be. It's just that the game is still evolving. Rightly or wrongly, with every new update to the engine that's been released, more features have been utilised in the game.

Maybe that's because I'm unable, mentally, to draw a line and 'feature lock' the game. I don't know. But I honestly believe that each new feature being utilised is an improvement. Will the game ever be completed? That's certainly my intention. Will I add any more features? At this stage I don't intend to, especially with 1.20 being a stability/performance update, with no new features.

Anyway, my point is, that I like to believe that I'm one of the 10% who hasn't just made a WIP thread just to show some 'cool screenshots'. At some point, the game WILL be finished and there WILL be a showcase thread. When? To be honest, I have no idea when. I made the decision, before opening the new thread, not to impose any deadlines on myself, to take my time, and create the best possible game that I can. In the meantime, I'll continue to show screenshots and videos to show the progress that I'm making....

Soviet176
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Posted: 28th Apr 2012 20:02
@Fox and Storyteller

I have to agree 100%

@Bruce

Which is good, we hope you release your game. In fact I think everyone hopes people release good games. The problem isn’t really so much with that. I think the problem being out lined here is that, your game could be even so much more if you could add more things without being memory conscious. Most games I see now a days do have some cool little features from the new updates, but lack in performance or long game-play per level.

I want to see games that utilize all the new features. All the new scripting commands and shaders and other stuff, but still have 20-30 enemy’s per map and dynamic entities that can be played with or used to create a realistic environment with larger maps that a user can explore to their own will. With that being said I really have high hopes for 1.20 fixing the memory issues.

bruce3371
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Posted: 28th Apr 2012 21:40
Putting aside the whole stability issue for a moment (I too have high hopes for 1.20, and wish SC all the best dealing with the various issues), I actually look at having to be memory conscious as a challenge that I enjoy.

I tend to be very carefull about my entity placement anyway (in terms of atmosphere, gameplay etc), so having to also be wary of the memory limitations when placing entities is no biggy IMO.

Admittedly, I've had to adapt some of the gameplay around these limitations. For example, in one level, I have a large fight sequence where the player has to combat about 20-30 enemies. In order for this to work, I've had to spawn the enemies a few at a time. But this isn't a problem, as I didn't want the player to be overwhelmed by having to fight all those enemies at once anyway.

In other words, although I've had to adapt the gameplay according to the engine's limitations, it hasn't made the game any worse than if there wasn't any limitations.

Again, putting aside the stability issues for a moment, I honestly don't believe that having to work around FPSC's limitations is a problem that means we can't make decent games with it.

Daniel wright 2311
User Banned
Posted: 28th Apr 2012 22:36
Quote: "Fact is, that in 2009 I could build levels twice as large with double as much NPCs and other dynamic entities."


I remember the day.

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BlackFox
FPSC Master
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Posted: 29th Apr 2012 00:29
You're doing fine, Bruce. Nothing wrong with your method, or your development. I believe you would be one of the few that will actually complete your development.


Twitter: @NFoxMedia
Daniel wright 2311
User Banned
Posted: 29th Apr 2012 00:54 Edited at: 29th Apr 2012 00:55
Quote: "I've had to spawn the enemies a few at a time"


That is one thing I would like to see change bruce3371

I would like a option to where I can load in my objects and textures in a loop or in the main game loop,then,delete them from the game memory when finished with them,I know to have this option would speed up the games made with fpsc by 70 percent at least.

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bruce3371
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Posted: 29th Apr 2012 04:24 Edited at: 29th Apr 2012 04:25
Quote: "You're doing fine, Bruce. Nothing wrong with your method, or your development. I believe you would be one of the few that will actually complete your development."


Thanks for those words of encouragement, I appreciate them

Quote: "load in my objects and textures in a loop or in the main game loop,then,delete them from the game memory when finished with them"


Although I have no doubt that this might be an issue for some, it's never caused problems for me (even on my old dinosaur!).

I don't really see having to spawn the enemies a few at a time as being a problem. I've designed that level in such a way that it will still be quite an intense combat sequence.

IMO whatever limitations there might be with FPSC, only serve to make us think more about how we design our levels/games. Which, surely, can only be a good thing? I think if there wasn't any limitations, we'd end up just chucking in loads of stuff without really thinking about we're doing.

Daniel wright 2311
User Banned
Posted: 29th Apr 2012 07:09
Quote: "we'd end up just chucking in loads of stuff without really thinking about we're doing."


Not seriouse game creators,not the ones who want to create a hugh game that is,I dont think so.Here is the main problem with that.

When I spawn any guys they all end up all around in walls,in the floors,not spawning at all and other issues I would rather not deal with,this has been my problem any how.

If I had the ability for more stuff with faster game play,I would be carfull of what I put in,but at least I can put in 10 guys in each leval with frame rates of 30 to 40 frames per sec,on my machine here,its around 12 to 15,real slow,even with just 10 guys.

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Thraxas
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Posted: 29th Apr 2012 09:31
Quote: "Fact is, that in 2009 I could build levels twice as large with double as much NPCs and other dynamic entities."


This is true.

It's also pretty incredible that one of the best games created in FPSC was made in version 1! With all the 'improvements' games being made should really show off what it can now do. But unfortunately, for me at least (as I'm aware that NUMEROUS people are able to create and build levels with no problems), the cost of adding in these new features is that I now hit the memory cap before I've even get to adding NPCs or lighting. So I have these nice levels with nothing happening in them. Or I can have empty levels and a couple of NPCs... OR I can have each level just being one room with as much as I want in it.

http://thraxocorp.webs.com/ Visit my totally awesome website: Thraxocorp. It's my own company and I'm totes the CEO.
rolfy
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Posted: 29th Apr 2012 09:38 Edited at: 29th Apr 2012 09:46
Ummm....I always thought all the new features, post-processing, new script commands etc, ya know all that extra stuff introduced since 2009...was optional. Now I haven't tried to build anything more than a small level in a while mostly for testing things out so I cant say for sure, but I would have thought that creating a game similar in style and content to earlier versions would see speed increases and better performance at least, maybe you guy's can tell me this is not so.
If you would rather have performance over eye candy then simply dont use the eye candy, build your levels to be interesting....shaders and effects are nice and all but I dont expect this engine to compete when it comes to creating a game with UDK and a team that knows how to use it with skilled coders,animators modelers,scripters and whatnot...if you create certain small areas within your game which utilises extra effects the player wont even notice that most of it doesnt, use the eye candy spread here and there and only when it seems appropriate to do so...the introduction of post prcessing variables allowing you to turn it off and on was a genius move, if the player is expecting to see shaders and effects on everything during a battle then its because the gameplay is boring.

Awesome! Its one of those threads.
Daniel wright 2311
User Banned
Posted: 29th Apr 2012 10:21
Quote: "If you would rather have performance over eye candy then simply dont use the eye candy,"



We should call this FPMOSDS

FIRST PERSON MOD SCRIPTER SHOOTER

as for eye candy,I run a game with nothing,no effects,and still get real slow frame rates.It has to do with the code that holds all of the texture info and the model info into memory at the same time the game is running when in turn nothing should be in memory unless it's in front of you as the player. Also all of the scripts that are read at one time,there should be one script per game holding all of the info,well,this is what I think any how.

Like when I load in a model into dark basic pro,There are no scripts,none,just animation code,directions code and placment code for that model,And my games run so fast I cant belive the diffrence between the two,and I have been trying to figure out why,and this is the find I have found.

And there are many others things fpsc is missing from other games,not engins,but games I see all the time.

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Thraxas
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Posted: 29th Apr 2012 11:12
They are optional Rolfy and I don't use them but somewhere along the way they affect the performance.

http://thraxocorp.webs.com/ Visit my totally awesome website: Thraxocorp. It's my own company and I'm totes the CEO.
The Storyteller 01
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Posted: 29th Apr 2012 11:47 Edited at: 29th Apr 2012 13:55
@rolfy

I simply load my old maps from "pre eye-candy time". They include no shaders, no postprocessing, no elaborate lighting.....and they just DON'T GET BUILT ANYMORE.

Here's an example of what I mean: My old demo game for the AGSP script pack back from june 2010. Playing it took over 15 minutes, the cut-down youtube version takes 10 minutes:

As anyone can see there is NO eye candy at all and its got only a few light sources with 75% ambient light. I tried to build it with the current 1.19 (no-shaders, no dynamic lighting) but its simply impossible. I did cut the map literally in half, but even the 2 smaller maps scratch at the memory cap.

And that's what really bugs me. If I cannot build my simple old shaderless stock media levels anymore, where is the improvement?

In case you find my grammar and spelling weird ---> native German speaker ^^
rolfy
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Posted: 29th Apr 2012 12:10 Edited at: 29th Apr 2012 12:52
Ok I see.
To be honest I always dev'd on an old laptop which as far as I could tell was performing pretty well with everything I did up to 1.17. I could only compare I guess by trying to build maps from this time period. I have a better specs comp here now but not tried to build anything of any substance with it yet, I wont go into comparing DBP with FPSC or any other engine or trying to figure why FPSC has these memory issues simply because I dont have the tech knowledge to do so.
I can only say if you get better performance and find you can handle another software or engine then why continue with FPSC? Just go use what works for you.
There is no real point to continuing this until SC and Lee fix these problems which by all accounts it looks like they are doing with the next update, if that fails for folks then I could understand everyones disappointment with FPSC, give it a chance my fellow FPSC users all hope is not lost....I think.

This is a list of issues being addressed in thread at top of this board:
1) Memory cap being hit earlier with each revision.
2) Some performance issues on some machines
2) Player occasionally being knocked out of universe.
3) $EPX etc, not being passed to entities.
4) Physics not always working on dropped weapons when weapon moves off screen.
5) Occasional editor crash when saving level on some machines.
6) Some legacy scripts causing issues with character animations on certain models.
7) DAI enemies can't reliably target the player with guns.
8) Fog not affecting characters.
9) MOVEBACK disabled.
10) Green 'plane' when using lightrays
11) Some shaders causing black texturing on older models.
12) Possible issue with entities and characters being loaded into universe that aren't used.
13) Request for JPEG support. Possible auto conversion required.
14) Logic occasionally being overloaded.
15) Some characters, occasionally not finding floor correctly on first spawn.
16) Userdetails.ini file over-write

Maybe it would be better to post in the sticky for this than creating new threads to complain in, the original comments posted in this thread were addressed adequately by Blackfox. The OP asked what folks would like to see in FPSC and why? but its just turned into the usual complaints department...its.....tiring.

Awesome! Its one of those threads.
Daniel wright 2311
User Banned
Posted: 29th Apr 2012 13:32
Quote: "but its just turned into the usual complaints department...its.....tiring"


Im not complaning at all,I love fpsc,it builds my maps for dark basic pro like a dream. No complaints here,just informing and also finding out what other people think on the limitations of it.

Its true all the way,fpsc is slow,and I am shure there are ways to fix it,re write it is what I say,dont upgrade it,re write it,I have studdied the code for years,and I know what I would do if it was me,im just saying.

Not that I would,its not mine to mess with.

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bruce3371
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Posted: 29th Apr 2012 16:45
What I don't get, is how, with my old dinosaur of a PC, the only problem I have is the save/load map editor crash. And yet, people with far better PCs are saying they have no end of problems with FPSC.

Now don't get me wrong, I'm not doubting those people, it's just that it's always puzzled me as to why...

Another thing that's been puzzling me lately, of all those people who say they're having problems, why is it there's only a small minority who actually do something constructive and report their issues in the relevant board?

BlackFox
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Posted: 29th Apr 2012 17:01
Quote: "I simply load my old maps from "pre eye-candy time". They include no shaders, no postprocessing, no elaborate lighting.....and they just DON'T GET BUILT ANYMORE."


There lies the problem, at least one of them. FPSC does not handle backwards compatibility very well. Example- people think that opening a level they built back in v1.17 or less should open in v1.19 and have no problems. At some point when they want to add to it or build it, they end up with a large list of issues. We had it happen with the v1.16 and v1.17 upgrades way-back-when, and know that you can't open a development from an older version with a newer version and expect to never encounter problems.

Quote: "What I don't get, is how, with my old dinosaur of a PC, the only problem I have is the save/load map editor crash. And yet, people with far better PCs are saying they have no end of problems with FPSC."


Maybe they're not sticking their tongue out in the right way.


Twitter: @NFoxMedia
Conjured Entertainment
AGK Developer
20
Years of Service
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 29th Apr 2012 17:01 Edited at: 29th Apr 2012 17:02
Quote: "Another thing that's been puzzling me lately, of all those people who say they're having problems, why is it there's only a small minority who actually do something constructive and report their issues in the relevant board?"

Maybe their lack of paying attention to the details is part of the problem.
They do not know the board exists, just like they are unaware of the Docs folder???

Just Kidding

The dinosaur issue is probably a result of a better operating system.
You are probably running XP and they are using VISTA or 7

The Storyteller 01
17
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 29th Apr 2012 17:52
Quote: "Another thing that's been puzzling me lately, of all those people who say they're having problems, why is it there's only a small minority who actually do something constructive and report their issues in the relevant board?"

My only single problem is the memory cap issue getting constantly worse - and it's not only mine. I don't think I need to document it like it's a CDT problem with an exotic video card. And I don't intend to mod or workaround a problem, that has its sole reason in official upgrades...erh, I meant updates.

Quote: "There lies the problem, at least one of them. FPSC does not handle backwards compatibility very well. Example- people think that opening a level they built back in v1.17 or less should open in v1.19 and have no problems. At some point when they want to add to it or build it, they end up with a large list of issues. We had it happen with the v1.16 and v1.17 upgrades way-back-when, and know that you can't open a development from an older version with a newer version and expect to never encounter problems. "

Cutting my levels into smaller parts solves my single problem.

In case you find my grammar and spelling weird ---> native German speaker ^^
bruce3371
15
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Joined: 4th Aug 2010
Location: Englishland
Posted: 29th Apr 2012 18:04 Edited at: 29th Apr 2012 18:07
Quote: "My only single problem is the memory cap issue getting constantly worse - and it's not only mine. I don't think I need to document it like it's a CDT problem with an exotic video card."


The more computer configurations that are given alongside bug reports (even if they're the same bug being reported), the more likely it is that SC etc can narrow down what exactly is causing the problem.

Here's SC's post in the 1.19 Top Ten Issues thread;

Linky

If you don't fancy clicking on the link, here's a quote;

Quote: "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."


People just seem to be happier moaning than being constructive.

The Storyteller 01
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 29th Apr 2012 18:37 Edited at: 29th Apr 2012 18:43
@bruce3371
EDIT: I'm tired of it.

In case you find my grammar and spelling weird ---> native German speaker ^^
TriSpefear Studios
14
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Location: Dallas, Texas, USA
Posted: 29th Apr 2012 19:32
I see no need to use a lot of shaders and post-processing. all you really need is good look on your levels. Not so much complicated crap :/

"Everyone may doubt me, but your just giving me more of a reason to continue on..."
The Storyteller 01
17
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 29th Apr 2012 21:53 Edited at: 29th Apr 2012 21:54
Quote: "I see no need to use a lot of shaders and post-processing. all you really need is good look on your levels. Not so much complicated crap :/"

Unfortunately the memory cap doesn't care about that. It filles up simply on segments and entities - especially dynamic entities. Even without shaders and postprocessing, or even if you try to get along with ambient light only the cap won't let you build anything large or populated.

In case you find my grammar and spelling weird ---> native German speaker ^^
Soviet176
16
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Joined: 19th Sep 2009
Location: Volgograd
Posted: 29th Apr 2012 22:36
Story teller is right sadly. Memory cap is a huge issue. I really hope that 1.20 fixes this.

TriSpefear Studios
14
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Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 29th Apr 2012 22:43
Quote: "Unfortunately the memory cap doesn't care about that. It filles up simply on segments and entities - especially dynamic entities. Even without shaders and postprocessing, or even if you try to get along with ambient light only the cap won't let you build anything large or populated.
"

Why is that?

"Everyone may doubt me, but your just giving me more of a reason to continue on..."
Daniel wright 2311
User Banned
Posted: 29th Apr 2012 22:47
@The Storyteller 01

That game you created rocks.

my signature keeps being erased by a mod So this is my new signature.

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