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FPSC Classic Product Chat / The FPSCreator Community Mod - Free, open-source, community developed

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bojandurmic
14
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Location: My home
Posted: 25th Nov 2012 20:43
Guys can somebody help me with my problem on this link http://forum.thegamecreators.com/?m=forum_view&t=201728&b=21 no one is answering for over 2 days
BlackFox
FPSC Master
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Posted: 25th Nov 2012 21:24 Edited at: 25th Nov 2012 21:29
Quote: "Guys can somebody help me with my problem on this link http://forum.thegamecreators.com/?m=forum_view&t=201728&b=21 no one is answering for over 2 days"


Your question was answered. Please don't post issues a thread that is not related. This thread relates to the community mod, and given time, someone would have answered your original thread (like me).


There's no problem that can't be solved without applying a little scripting.
lotgd
16
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Location: italy
Posted: 30th Nov 2012 10:57 Edited at: 30th Nov 2012 11:01
The third person, I think it's bugged. made buildgame> start to play, so good. As soon as I die, and I have start again, the 3rd person remains locked.

What I did:
- Put an enemy
- Put a character, and "main" put third person script.
- Put the player start



Someone confirm this bug?

Dar13
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Location: Microsoft VisualStudio 2010 Professional
Posted: 30th Nov 2012 14:02
The mod's looking good TZK, though I have one tiny little nitpick about one of your new features. I see that you've decided to put the object's X and Y coordinates into internal variables, but I think that's a bad idea. That means that DBP is constantly updating that variable using a function similar to object screen x(), which uses more than a couple of CPU-intensive math operations(matrices and such). That can create a significant performance hit if that has to be calculated for each object in view of the player.

Also, I think they should be renamed to something like $OBJSCRX/OBJSCRY so as to avoid confusion in what this variable represents.

rolfy
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Posted: 30th Nov 2012 22:30
Finding the camera clips through walls with third person. You had this working pretty good with your script versions.

Corno_1
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Posted: 13th Dec 2012 18:26
I know that is Chrismas and you should give instead of wanting, but:
Quote: "Another solution is for me to modify the source replacing the code FPSC has with what I have in RPG Mod so you can use it. I have taken ncmako's script and used my command -- rpg_playerhasthisweapon -- instead. My command works great and I still get 140 FPS. The only modification would be for that command and nothing else."

This write flatlander in one thread and my question is:

Can you replace the plrcurrentweapon=... with this command from rpg mod, so i can use plrcurrentweapon, but it use the source of rpg mod?

Thanks for giving us this mod!

you need a script? I need useful requests at the moment!
http://forum.thegamecreators.com/?m=forum_view&t=200918&b=23
Flatlander
FPSC Tool Maker
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Posted: 13th Dec 2012 19:57 Edited at: 13th Dec 2012 20:07
@TZK: Here is the code to replace plrcurrentweapon with. I never even thought of giving you any code as I haven't even visited this thread. For some reason I thought of visiting. So here it is:



If the developer wants to use a gun name then all he needs to do is give the gun folder. A partial path is not needed. For example: you would use plrcurrentweapon=colt45 instead of plrcurrentweapon=ww2\colt45.

Now I'm going back to post #1 to see what this mod is all about.

Addendum:

Of course you can rename the command if you would like in order to retain the official command. Although it's not as efficient.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
The Zombie Killer
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Location: Gold Coast, Australia
Posted: 14th Dec 2012 01:11 Edited at: 14th Dec 2012 01:26
@lotgd
That's a very strange bug. Does it happen with the topdown shooter system too?

@Flatlander & Corno_1
Thanks for that Flatlander!
I'll probably make it a new command with the name name "rpg_playerhasthisweapon" for compatibility with RPG mod scripts.

@Rolfy
Hopefully this should be fixed in the next test build.

-TZK

Flatlander
FPSC Tool Maker
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Posted: 15th Dec 2012 20:59 Edited at: 16th Dec 2012 05:35
Never mind.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
The Zombie Killer
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Posted: 16th Dec 2012 09:25
@Flatlander
Aw, I really want to know what that said now... :p

-TZK

Flatlander
FPSC Tool Maker
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Posted: 17th Dec 2012 08:31
I'll send you an email.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
The Zombie Killer
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Posted: 18th Dec 2012 08:22
@Flatlander
Received and replied.

@All
I've been working on a cool little feature for the Community Mod: GoldSrc (Half-Life)-styled flashlights. It's pretty much a simple job apart from the fact that I'm having trouble figuring out FPSC's bullet hitscan system. What I'm trying to do is find the X, Y and Z positions that a bullet would end up in after being fired and if the bullet had perfect accuracy. I then want to position the light at these positions to simulate a flashlight.
This is what I've got at the moment, it's untested and I have no idea if it'll work. It probably won't to be honest:


If anyone could help with this it would be GREATLY appreciated.

-TZK

Section 812
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Posted: 24th Dec 2012 02:03
you probably already skimmed this but if not mabe look around
this section


I have sent thee an email. try not to laugh at my code. LOL!

The Zombie Killer
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Posted: 24th Dec 2012 02:30
@Section 812
Got the email, and thanks for that. I did skim over it

-TZK

s4real
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Posted: 24th Dec 2012 03:16
@The Zombie Killer :- nice work on the mod keep up the good work if I have any time I will try and add something.

best s4real

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The Zombie Killer
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Posted: 17th Jan 2013 03:01
@s4real
Cheers!

@All
It seems the v0.06 update may be delayed for quite a while, but have no fear, it WILL eventually be released. I'll leave you with what is left for me to do, and my plans for v0.07

Todo:
- Slow motion sound fix
- Map editor size enlargement (99% done, just need to allow the user to specify their own level size)
- Fix minimap

V0.07 plans:
- Half-Life styled flashlight
- Optional advanced lighting/dynamic shadow system
- Platformer mode
- Aegul's mod merger?
- See if there's anything worth having in the Hell 6 mod code

Still looking for some feature suggestions.

-TZK

Stalker93
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Posted: 19th Jan 2013 13:33
@The Zombie Killer
Man you're amazing! Thanks a lot for all these features! Hope v0.06 update coming soon! ..I think the level size thing would be one of the best additions!! I've been looking for that since looooong time! ..but I'm still having a problem, everytime I'm using a modified version of FPSC-Game, it doesn't work while the vanilla one does..that's pretty weird any ideas? It doesn't work anymore since when I've upgraded to Windows 8..maybe I'm having some missing stuff?? Thanks!
The Zombie Killer
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Posted: 19th Jan 2013 13:52
@Stalker93
Do you mean modded FPSC-Game.exe files crash?
Also, if you think you're missing files, you could possibly be right. Download the latest web installer of DirectX 9 and see if that works, let me know if it doesn't and I'll look into it further.

-TZK

Stalker93
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Posted: 19th Jan 2013 14:13 Edited at: 19th Jan 2013 14:14
Yes, the modded FPSC-Game.exe crashes..It happens everytime I'm trying to build a level, even the stock simple.fpm: I press the test button and the building screen (the one one with the keyboard layout you know) pops up, but there's no loading bar appearing. It just hangs there. Doing nothing. After a while it says 'The application has encountered a problem and needs to close. The software has has encountered a problem and has been forced to close. Your level could be too large, or your building too many levels. If this problem persists, back-up your work and re-install the software.'...I don't know what to do. I've even tried to overwrite the vanilla exe of a built game with yours: same thing, but without the error message. I double click it, it shows up inside the windows task manager, and then suddenly disappers. Already downloaded the latest DirectX from Microsoft.com and I'm on the latest Forceware drivers 310.90..I don't think it could be a hardware-related problem, because my current system should be strong enough for FPSC: I have an Intel Core 2 Quad Q6600, 4GB DDR2 RAM and a GeForce GTX465 1GB GDDR5..But the weird thing is that the vanilla exe works without any problems. I don't know too much about Dark Basic PRO, but I suppose there might be somekind of compiling-related problem? Like different settings? Thanks!
The Zombie Killer
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Posted: 19th Jan 2013 14:16
@Stalker93
Hm, compile settings may actually be the problem here. I'll make the next build compiled with the same settings Lee uses and see if it works then.

-TZK

s4real
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Posted: 19th Jan 2013 14:26
@Stalker93 :- Are you using a none english version of windows ?

If so I think thats the problem because the crash is because the map editor can't find the fpsc.exe .

best s4real

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Stalker93
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Posted: 19th Jan 2013 14:29
@The Zombie Killer
Thank you so much! Hope that's the problem
Stalker93
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Posted: 19th Jan 2013 14:30
@s4real
Yes, I'm using the italian version. There's really that problem? How could I fix it?
s4real
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Posted: 19th Jan 2013 15:46
NOt sure but you could try this fpsc loader Ive made it might fix the problem it might not as I can't test it on a none english machine

Test it out and tell me how you get on.

best s4real

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Stalker93
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Posted: 20th Jan 2013 11:28
@s4real
Just tried your fpsc loader, but it didn't worked: when the modded FPSC-Game starts running after the loader, it gives me the same problem..thanks anyway!!

@The Zombie Killer
I've found out something else: the crash happens even with Project Blue's modded exe..Now, I really think the settings could be the problem: maybe Windows 8 does not accept yours or the ones that Hockeykid used for Project Blue.
In fact, something similar has happened while I was using PB: Windows 7 Service Pack 1 made project blue unusable, therefore Hockeykid released an update to fix that. So, I was thinking, maybe there's an alike issue? Windows 8 is defenitely causing the trouble: while I was running Win7, I've never encountered this problem..
THX!!
The Zombie Killer
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Posted: 20th Jan 2013 12:17
@Stalker93
Hockeykid's patch was just a recompile in the latest DBP afaik, but I think I found the source of the problem, it was a "security" feature that came with Win8, I forgot what it was called, but I should hopefully have this fixed soon.

-TZK

s4real
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Posted: 20th Jan 2013 13:12
@Stalker93 :- No problem sorry it didn't work.

I'm on windows 8 and this mod works fine for me have you updated to the latest v1.20 beta 10RC ?

Do you have any issues at all with the official release ?

best s4real

Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
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Stalker93
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Posted: 20th Jan 2013 13:34
@The Zombie Killer
You're right, security stuff might be causing this weird behaviourHope you'll be able to fix that without any difficulties!! Thanks a lot TZK!!

@s4real
Yes, I'm on 1.20.10RC and it's working like a charm..Thanks for the camera wobble fix, that thing was driving me nuts I think there might be some little hidden differences between your version and mine, you know, maybe something that has to do with our different regions or some different features I have due to the different hardware..who knows anyway, thanks for your help!
s4real
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Posted: 20th Jan 2013 20:01
@Stalker93 :- Windows 8 has a lot of admin permissions set as standard and this may be the problem.

Right click your harddrive(C:drive or what ever is your system drive.) and go to Properties then click security then at the bottom click advanced

Click the first one in the list and click it and change to allow at the top then make sure all the boxes are ticked then click apply.

You will see some error messages sometimes just click continue.

Do this with all in the list to all say allow and full control.

Now you computer has full admin right in windows 8.

Hope this helps

best s4real

Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
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Stalker93
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Posted: 21st Jan 2013 19:03
@s4real
I've already tried that, but it didn't workedHope TZK will be able to fix this thing
Stalker93
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Posted: 23rd Jan 2013 16:40 Edited at: 23rd Jan 2013 16:41
@The Zombie Killer
I've just got an idea: what about adding the possibility of linking the position variables between different entities (even the player ones)? Let's say I need a burning car which moves somewhere following a waypoint (I know it sounds odd, but you know, it's just to give you the idea). So I have two entities: the car and a fire decal (with customized particle-like settings, so that it would look way more realistic)..but how could I link the fire to the car? Since I don't know any other way, I've thought of this: let's name the car entity "burningcar" and set this as the fire decal main script
.
I think it could be quite easy to do this way: baiscally you can force the fire decal's x,y,z to always match the car ones (or the ones specified by the name after the "_" symbol; maybe even the angles, like "setvar=$EAX $EAX_burningcar, etc...").
Just an ideaHope I explained myself well, it has been pretty hard, since english isn't my "native" languageThx
The Zombie Killer
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Posted: 24th Jan 2013 00:55
@Stalker93
You can do that in stock FPSC, add this to the car's script:



And use this for the decal:



-TZK

Stalker93
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Posted: 24th Jan 2013 10:52
@The Zombie Killer
oh..I haven't thought of that..Thanks
Disturbing 13
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Posted: 24th Jan 2013 11:02
Indeed, it's easier than that, you can give the car a firespot and call the assigned decal at any point in its animation frames. Butterfingers did this with a custom character of mine and moved the firespot to different places on the characters body.It would look even better with the particle system we have today.

Model pack 66-99 high quality items...cheap!!
"Who loves ya baby!"
Ruwbaen
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Posted: 26th Jan 2013 15:47
I've done everything the readme told me to do, but I don't get it. The modified fpsc-game runs, but those scripts aren't being executed. How can I do that?

"Ce n'est pas un bijou normale monsieur Will" - Chaque Dupont in my game Jack Will
The Zombie Killer
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Posted: 27th Jan 2013 02:19
@Ruwbaen
This may seem like a stupid question, but have you attached them to a trigger zone or entity's main script?

-TZK

Ruwbaen
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Posted: 27th Jan 2013 09:03
Yea, I done that. The minimap did run in a trigger, not as entity's main, so I was unable to use it in multiple zones. The cam attach to limb runned as well, however, it wasn't working right though. I was standing on the head of my character while the character was half in the floor. I do have some requests bytheway, can you put on culling, change the fps to 60 and making the viewdist from the cam between 1 and 1000? (Dbpro command: set camera range)

Thanks in advance!

"Ce n'est pas un bijou normale monsieur Will" - Chaque Dupont in my game Jack Will
Stalker93
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Posted: 27th Jan 2013 20:10
@The Zombie Killer
I've just discovered that you cannot set the light marker's vars to the ones you'd like to..if I place a dynamic light with this line in its main script
the level builds but then crashes, giving an "illegal object number" error..I thought we could set the vars of all the entities, even of dynamic lights: I was basically trying to create a fake flashlight (spotlight) effect, by fixing the light on player's x,y,z vars, then (here comes the hardest part), placing it up ahead through sine and cosine functions. So I think this could be a little addition to your mod
The Zombie Killer
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Posted: 28th Jan 2013 03:01
@Ruwbaen
Culling is already in FPSC in versions newer than v1.18. The 60fps cap can be done with a command and the viewdist should be pretty easy for me to implement.

@Stalker93
You can already do this with the flashlight=1 and flashlight=0 commands. I will look into getting variables to work with lights and trigger zones though, if the flashlight command doesn't work the way you want it to.

-TZK

Stalker93
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Posted: 1st Feb 2013 09:17
@The Zombie Killer
cybernescence found the solution to these crashes on the offical 1.20 beta thread: msvcp71.dll and msvcr71.dll MUST be inside the same folder as FPSC-Game if someone is experiencing these crashes (never thought of that since I've got a plenty of C and C++ redist installed..). Your mod is now working fine for me
The Zombie Killer
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Posted: 1st Feb 2013 12:19 Edited at: 1st Feb 2013 12:22
@Stalker93
That was the problem? Well, that's pretty simple, it fixed an issue that I had with RPG mod a while ago, so I don't know why I didn't think of it. Cheers to you and cybernescence for figuring that out. Future releases will include this. Better let Unfamillia and MK83 know that this has been resolved.

-TZK

The Zombie Killer
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Posted: 1st Feb 2013 13:58 Edited at: 1st Feb 2013 13:59
UPDATE
v0.06 has been released. Major changes include third person and a wip topdown shooter system.

The issue with the mod crashing all the time should be fixed too.
Just ensure that you copy all the included .dll files into your
built games as well.

Currently known bugs:
- The third person bug reported by lotgd earlier
- Sound issue with slow-motion
- Only able to open doors in third person when crouched

I still have a few contributions from Flatlander and Section 812 to add however, expect these to be in v0.07, which I might end up calling 1.0 because it looks nicer :p

-TZK

Stalker93
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Posted: 2nd Feb 2013 11:35 Edited at: 2nd Feb 2013 11:35
@The Zombie Killer
v0.06 is great: memory used while building levels dropped by more than 200MB for methanks!
Oh btw, have you managed to get the half-life styled flashlight to work? And have you fixed that problem of light position variables I've told you?
The Zombie Killer
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Posted: 2nd Feb 2013 13:51
@Stalker93
The memory usage drop is thanks to Scene Commander and s4real, I haven't touched that code.

I haven't gotten the HL flashlight to work yet, and as for the light\trigger zone positioning, I have that set for v0.07. I was going to release v0.06 later with all this stuff in it, but I wanted to get a version out that worked for everyone without crashes.

-TZK

The Zombie Killer
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Posted: 6th Feb 2013 12:11
UPDATE
v0.07 test 1 has been released.
Check the OP for download.

Additions:
-Uncapped scripts
-Custom map editor sizes
-Character selection screen for multiplayer

-TZK

SpaceWurm
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Posted: 6th Feb 2013 14:30
Brilliant TZK. I'm looking forward to checking out the character selection screen.

Does the character selection work in conjunction with team deathmatch? I mean, could a player select a team, then a character?

Landman

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jmtmew
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Posted: 6th Feb 2013 18:46
Quote: "Additions:
-Uncapped scripts
-Custom map editor sizes
-Character selection screen for multiplayer"


I freaking love you

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Section 812
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Posted: 7th Feb 2013 04:50
@ Landman, The selection screen lays out images that you can click instead of the old "choose a number" screen.
it lays them out in a pattern of 3 down and 4 across with a background image, unless TZK has changed that part.
Team deathmatch would work the same as before, you can just make your own images depict the teams.

when I get time I plan to make this more flexible, mabe add a config file so they can be repositioned easily.

maxiqueen123
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Posted: 7th Feb 2013 16:03
Custom map editor sizes ? how it works

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BlackFox
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Posted: 7th Feb 2013 17:08 Edited at: 7th Feb 2013 17:13
Quote: "Custom map editor sizes ? how it works"


When you download the mod, place the FPSC-Mod.ini in your FPS Creator directory (where FPSC-MapEditor.exe and FPSC-Game.exe reside). Before you open FPSC, edit the FPSC-Mod.ini file and adjust the fields to your liking. Save the file, then open FPSC. The grid should construct to the number you specify. This INI file is only required when you are developing- it does not need to be in the final build. We ran a test last night with two outdoor levels- one was a standard 40x40x20 grid, the other an 80x80x20 grid. They ran fine for us in v1.20. It was nice to have just that "little extra space" to add a bit more.

I have tested this out and have submitted some results to TZK to look at. First, we could not set the grid to 38x38 or lower, meaning that the X/Y minimum is 39. We have tested with a 60x60x20, 80x80x20, and 100x100x20 grid layout with no major problems. If the INI is missing, it defaults to 40x40x20.

Second, the bigger the grid, the longer it takes when either testing/building. It seems to take longer on the "[240] Building portals..." part while constructing the universe, but it does get through. An 80x80x20 grid took 2 minutes just on that part alone, so if you do make a larger grid, allow it the time to construct.

Third, if you construct a level in the default 40x40x20, but you set your INI file to 80x80x20 and then open that map level, it will remain in the 40x40x20. If you set your INI to 80x80x20, open FPSC, make a level, save and then change the INI to 60x60x20; open FPSC, load that 80x80 level, the grid remains in 80x80. Whatever the level was constructed in- that is what the grid will be.

It is pretty easy to get the hang of it.


There's no problem that can't be solved without applying a little scripting.

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