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FPSC Classic Product Chat / Please help anybody! CRITICAL PROBLEM!

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MTC Music
20
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Joined: 11th Sep 2005
Location: Montreal
Posted: 15th Oct 2012 03:03
Hello,
I have a very strange bug happening in my FPS9 1.18 game.

I have created a 10 level (10 actual level files) game. The bug is in the loading of a saved game. I play the game fronm the start and save it when I reach level 3. Then I quit and reload the game. It loads fine, except that if I die on that reloaded game, I respawn into the floor with 0 health and the lives hud and number missing from the screen. I cannot move, jump, crouch or equip any items. This coninues happening even if I quit my game, restart it and then reload the saved game -- my player still spawns as mentioned above.

I have no idea how to fix this! In the level in question, I'm using medels from the medieval vilalge pack. Are these the problem?

Please help!

Thanks
Tom

www.mtcmusic.ca
BedsideReaper
15
Years of Service
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Joined: 4th Feb 2011
Location: Lakewood, WA
Posted: 15th Oct 2012 04:55
Could you supply a screenshot of when your player is stuck in the ground?

"I think I'm getting the 'Black Lung,' pop."

"Derrick, you've been down there for one day."
MTC Music
20
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Joined: 11th Sep 2005
Location: Montreal
Posted: 16th Oct 2012 01:06
Here's a screen shot of how I respawn after I die from a loaded game.



I hope someone can help because I spend a year developing this game and it all worked perfectly in the test builds. This is a really stressing problem!

Thanks in advance for any kind of help!!

www.mtcmusic.ca
Section 812
18
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Joined: 24th Feb 2008
Location:
Posted: 17th Oct 2012 05:16
I think that was a bug in the 118 build which was addressed in r428, which I believe is version 119.

you may want to upgrade.

A r e n a s
18
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Joined: 9th Jun 2008
Location:
Posted: 17th Oct 2012 10:03
For future reference I'd advise placing a bit more description in your thread titles. TGC discourages the 'HELP ME!' sort of title. A name such as 'Health and Movement Respawning Problem'

All the same, I'd update to the newest version of FPSC which should contain the latest bug fixes for your game and try to build again to see if the problem persists.

BlackFox
FPSC Master
18
Years of Service
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 17th Oct 2012 18:39
Quote: "I think that was a bug in the 118 build which was addressed in r428, which I believe is version 119.

you may want to upgrade."


Quote: "I'd update to the newest version of FPSC which should contain the latest bug fixes for your game and try to build again to see if the problem persists."


Suggesting an upgrade is great, but when doing so you forget one important piece of information (which always seems to be missed). In order to eliminate any chance of errors, the OP will also need to reconstruct the level(s) from scratch. If you use a level constructed in v1.18 in v1.19, the chances of errors (old and new) are great due to how each version reads/saves data in the level.


There's no problem that can't be solved without applying a little scripting.
srealist
15
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Joined: 18th Dec 2010
Location: Orlando, Florida, USA
Posted: 17th Oct 2012 20:14
Quote: "Suggesting an upgrade is great, but when doing so you forget one important piece of information (which always seems to be missed). In order to eliminate any chance of errors, the OP will also need to reconstruct the level(s) from scratch. If you use a level constructed in v1.18 in v1.19, the chances of errors (old and new) are great due to how each version reads/saves data in the level."


So very true and a lesson I learned the hard way....
MTC Music
20
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Joined: 11th Sep 2005
Location: Montreal
Posted: 18th Oct 2012 12:29
I had upgraded to 119 and had to go back to 118 due to a problem with my entities surfaces. I explain: I had some levels in my LARGE (1.5gig) multi level game (seperate level files) where the player had to jump onto a series of objects to reach a higher level doorway. In v119, the player could not stand on or jump off of these entities. I tried everything to make it work -- deactivated physics system, made object active, made it static, made it moveable, immovable, adjusted the vertical height in the editor, ... nothing worked. Jumping onto these objects would now cause me to just slipp off of them and never let me jump from them to other objects. So that's why i went back to v118. In 118, this problem does not exist.

www.mtcmusic.ca
Pain
FPSC Reloaded TGC Backer
19
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Joined: 4th Apr 2007
Location: Lake Orion, MI - USA
Posted: 18th Oct 2012 15:21
If you made the Entities, I would try going Back to V119 and either recreating the Entities that you jump on to or change the Entity to one from a Model Pack or Stock. Just to test it out.

But I have heard of this being an Issue inside V119 as seen in this thread:

http://forum.thegamecreators.com/?m=forum_view&t=199296&b=28

Did you download the Last V119 update or an earlier beta version?


PAIN!

Me = noob

and i love The TGC : )
MTC Music
20
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Joined: 11th Sep 2005
Location: Montreal
Posted: 19th Oct 2012 15:59
I am unsing enities from the caverns model pack, but I had also tried using a stock box model to run tests and still had the same problem. I was wondering if the whole save/load inconsistency was fixed in v120? As long as this doesn't introduce a batch of whole new problems!
If I have to tear apart my 2 year long project because of this bug, this may very well be the last serious ptoject I ever attempt with FPSC. I created little 1-level study modules for my students to demonstrate certain concepts in my classes and those all worked fine because they were small, ridiculously simple and had no need to save or load. But a few years back I developped a larger 600Meg multi-level project (back in v112 days) which I published and that gave me quite a bit of grief when, after being mastered and distributed, some users reported "invisible" walls blocking their paths, or the player getting caught on what seemed to be snags in corridors (the way around this was to crouch and walk forwards). I had no way of fixing this since it only happened sometimes and always at different sections. Of course there were the teleportals teleporting the player occassionally "inside" a wall! All kinds of cute stuff like that. Nevertheless, I continued to sell the programs to music educators here in Quebec, it was impressive to them because of it's "mood" setting value and I managed to help them through with walk-through videos showing how to avoid most of the triggers I recognized. Nonetheless, this was exhausting and not worth the little bit of money I made in sales (only got 12% royalties from publisher). I was impressed by v118 and decided to go ahead with a bigger and more ambitious project. As always, everything worked perfectly in the test builds and I carefully avoided all the things I thought could cause problems, but I can't avoid save/load for a edu-game of this size!
So here I am, project finished, but no way to fix it. FPSC is not to blame. It goes way beyond what one would expect from a 60$ developpment product! I just think it's not stable enough for what I need and I'll learn that when I waste enough time trying to make it do something it wasn't designed to do (large educational games).

www.mtcmusic.ca
BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 19th Oct 2012 18:29
@ MTC Music,

We can identify with your frustration. A couple years ago we had a development all ready to be sent to a client. We had developed it in v1.16 and discovered in this version you could not build past 5 levels. So the final week we had to find a solution, which was to build the game in two parts. Game 1 contained levels 1-5 and game 2 contained levels 6-10. We had to create our own in-house launcher to wrap the two builds, and although the client was still pleased and we got paid, it was a bit frustrating.

We currently have 3 titles in development using v1.17. We never have had a lot of the issues that most have. Maybe we know enough about the source code and what the engine can/can't do that we are able to avoid the problems. When issues do come up, we try to find solutions. In your case with educational games, you may want to examine what each level entails and you may have to "dumb" them down a bit. We've done game developments for schools ourselves and made some good money on them keeping them fun yet simple.

Each version of FPSC has (had) issues in some way. Segments disappearing, entities doing this or that, crashes when picking up this, jump on that and go flying... The list goes on and on. The key is knowing each version will have issues; knowing what the engine can do and may not be able to do, and how the level(s) is/are constructed, what is in them, how items are placed, etc.

Remember one important thing when making decisions to upgrade your versions. You will need to reconstruct your levels. At first when we moved from v1.16 to v1.17 we did not understand why. Now that we know the source code and rewrote our source, we totally understand. There are some media that may not work well if in a level with others, some media causes nothing but grief. All one can do is record notes as they develop so that you get an idea what works best for your developments.

Regardless, we wish you the best on your developments.


There's no problem that can't be solved without applying a little scripting.
Pain
FPSC Reloaded TGC Backer
19
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Location: Lake Orion, MI - USA
Posted: 19th Oct 2012 18:48
@ MTC Music

My recomendations to get around this bug, is to take the entity that you are using and make it a segment. there are some Segment creating tools that are very easy to use. Take the .x file from the entity from the entity bank and the texture and see if you can make it a segment. you can also resize/move the .x to fit in the segment editor as you please. You may have to move the .x around in a editor such as MilkShap then export it as .x and then add into the segment editor and then slap the texture on it and add as custom segment.

If you need help working on this email me at [email protected] and I could help you create these files or even show you how to do it.

let me know. There is always a Work around for FPSC I have learned that after these many years with FPSC. If you want to complete a Project YOU MUST NOT GIVE UP! keep at it. Ask questions on these forms thats what they are here for! I love helping as much as I can here and always enjoy making games.

Let me know. but Over all We can get your project going again.
Don't let up!

PAIN!

Me = noob

and i love The TGC : )
MTC Music
20
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Joined: 11th Sep 2005
Location: Montreal
Posted: 19th Oct 2012 19:15
Thanks so much for the encouragement

@ Pain

I need the entity I use to jump onto to spawn at runtime wneh the player answers a question correctly, so I, unfortunately, cannot use a segment for this. But I appreciate the idea, it would work great if the jumping platform was there permanently.

@ BlackFox

I don't think I'll upgrade to 119 for that exact reason, that is, I would have to reconstruct all my levels. I will, however, create "saving gateways" between each level in hope that this will flush out the save/reload inconsistencies.

To add to everything, I have purchased SmartPacker Pro to facilitate packing and distribution of my FPSC projects only to find (after I bought it) that it could not handle projets of circa 1Gig or over. It can't set up a big enough virtual file system in memory with a project that size so I have to wait for them to develop the 64-bit version of SPpro to be able to use it on my FPSC projects. That too seems to have been developped with the idea that the user would not develop very large projects. The folks at SPpro were incredibly nice and tried everything to get around that problem, but unfortunately, the current version of their product has that limitation (final project size limit).

Ok, off from work today, so will try to put into action all the solutions you were all so kind enough to suggest!

Tom

www.mtcmusic.ca
Pain
FPSC Reloaded TGC Backer
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Location: Lake Orion, MI - USA
Posted: 19th Oct 2012 21:02
I hope you come up with a solution that will work. I would like to know if you do, how, that way if I run into this I can work around it or pass the info onto someone else. Knowledge is everything.

If the Packer you are using is not able to pack as much data as you needed then I would return it and get software that will instead of waiting for the next version to come out.

PAIN!

Me = noob

and i love The TGC : )
MTC Music
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Joined: 11th Sep 2005
Location: Montreal
Posted: 21st Oct 2012 00:45
Ok! I set up savegame levels in between each of my game levels, I made these levels look like simple transport tunnels connecting my game worlds (for the sake of the story) and once a player walks through this "tunnel", he enters a zone that plays a very short avi showing the player radiating energy and presenting a message telling him that his game has been saved and his energy restored to full. He then continues to the end of the tunnel where he enters a win zone that loads the next level.

Everything works fine until the player finishes level 6 (actually level 4 of the game since I am counting the inter-levels). When he enters the win zone for level 6 (scripoted exactly like the other win zones), the loading page appears and towards the end of the load cycle, THIS APPEARS!!!
Signature du problème :
Nom d’événement de problème: APPCRASH
Nom de l’application: Aventure2.exe
Version de l’application: 1.0.0.0
Horodatage de l’application: 4d460aea
Nom du module par défaut: StackHash_0a9e
Version du module par défaut: 0.0.0.0
Horodateur du module par défaut: 00000000
Code de l’exception: c0000005
Décalage de l’exception: 04339fe9
Version du système: 6.1.7601.2.1.0.256.48
Identificateur de paramètres régionaux: 3084
Information supplémentaire n° 1: 0a9e
Information supplémentaire n° 2: 0a9e372d3b4ad19135b953a78882e789
Information supplémentaire n° 3: 0a9e
Information supplémentaire n° 4: 0a9e372d3b4ad19135b953a78882e789

Isn't it cute? I tried rebuilding, moving entities around, simplifying scripts in the last working level... no success.
I'm no expert, but chould this error mean that I am overflowing my memory? That StackHash thing leads me to think it's running out of memory or something to do with memory. But I have 8Gigs in my machine and am running on a i7 processor.

Right now I'm taking a break otherwise I may hurt someone.

www.mtcmusic.ca
ReFure
AGK Developer
16
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Playing: AGK
Posted: 21st Oct 2012 13:09 Edited at: 21st Oct 2012 13:10
My saving does the same (floating in ground) - and im using v11905. I can't upgrade as LewMod is only stable at v11905 (Im thinking of v120)

I have too tried moving stuff around, checking spawn and everything. Nothing seems to work.




Also MTC, I have a 8gig RAM computer too. And the level 6 bug happens to me too. Thats a bit wierd that we are encountering the same problems, but still: It works for the people who bought my game. They say they can play but the saving glitches up. :/


- Nic

I work at STL - http://www.stlinteractive.net
MTC Music
20
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Location: Montreal
Posted: 21st Oct 2012 15:39
@ Niclauke

So the level 6 bug only happens on some computers? How nice! I've given up on trying to build my game as one product. I'm now in damage control mode... trying to recover as much work as possible and get the damned thing out the door. I've started breaking my game apart into "Chapters". Each chapter is 5 - 6 levels long and is a standalone build. At the end of one chapter, the player recieves a code which he uses to enter into the following chapter (by eunning the next executable). I'm now designing a launcher in MMF2dev to manage the transition betwenn the chapters. Not very elegant, but this is my option if I want to save 2 years of work. Every single level works perfectly in the test builds in FPSC. I's just when you build the whole damned thing taht everything goes to intermitent bug hell! I'm changing the structure of my game slightly to give the player a goal for each chapter so that it makes sense. So much work, just to workaround bugs in FPSC

@ Lee & his team

I want to support FPSC 2, I want to use FPSC, I want to believe in it's potential, but I stuff like this really makes me want to take the whole damned think off my systems and throw in the towel. I pledged to support the and help fund FPS2 (or Reload, if that's the name of the project), but I would really like to see stability... real stability.. forget 1 million new features, fix what's broken first, properly, efficiently, finally. New features are useless if the damned thing can't save/load reliably and can't handle large games!

www.mtcmusic.ca
Pain
FPSC Reloaded TGC Backer
19
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Joined: 4th Apr 2007
Location: Lake Orion, MI - USA
Posted: 22nd Oct 2012 15:22
how much memory is level 6 (actually Level 4) using?

Is it exceeding the 2GB cap?

Me = noob

and i love The TGC : )

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