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FPSC Classic Product Chat / Last call for V120 bug issues

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Scene Commander
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Posted: 4th May 2013 23:03
Hi All,

I'm posting this as a new post so everyone sees it. We're making a final run through of reported issues with FPSC V120 as we're intending the next release to be the final one.

We've made quite a few fixes to AI and will be aiming to address the 'shoot' through doors problem in the next release.

We are also aware of the issue with video textures not copying over.

Lastly, we've made various tweaks to fix the MP bobble issue.

If you've got a bug that isn't one of the above, please post here,(rather than in the official beta thread). This way we'll be certain not to miss anything. We can't make any promises, as we are having to prioritise, but if it's a show stopper, we'll look at it.

Thanks all,

SC
Flatlander
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Posted: 4th May 2013 23:43
I would like a Guinness please and a 12 pack to go.

Oh sorry, me bad. I saw that last call and . . .


I'm addicted to programming and coffee!
Burger
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Posted: 5th May 2013 02:08
'backdropvideo' doesn't work properly (I mentioned this in the beta with more details)

Not a big deal, not a necessary feature.

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Scene Commander
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Posted: 5th May 2013 13:32
@Flatlander...

A slight mistake.. but easy to make...

@Burger,

That's on our list, as before, no promises as as far as we can tell it's never worked (if someone can say for sure it did, then we'll look further into it.).

And lastly, thanks to whoever put a sticky on this.
s4real
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Posted: 5th May 2013 20:58
@Burger :- I think its a guix9 feature.

best s4real

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Nickydude
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Posted: 5th May 2013 21:27
Quote: "And lastly, thanks to whoever put a sticky on this."




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D0MINIK
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Posted: 5th May 2013 22:18 Edited at: 5th May 2013 22:19
Has this one been fixed? Just making sure since if not that would mean a serious bug remaining in v.1.20.

Sorry for not testing it as beta tester myself... I'm currently working on a project and don't want to mess it up by installing beta versions

s4real
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Posted: 6th May 2013 04:00
@D0MINIK :- Post a map with the issue using stock and we look at it, not sure what error you talking about as there a few post of bugs on that page.

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Mini0013xx
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Posted: 6th May 2013 17:13
A friend and I recently tried to play a multiplayer map I created, but whenever he centered his reticle on my character, his game entirely froze and he would lag out of the game (aka, a crash).

I don't know how this is happening, but I know there's a bug that's causing it.
s4real
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Posted: 6th May 2013 17:55
@Mini0013xx :- Post a link to the game or email it not protected so we can see the problem.

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s4real
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Posted: 8th May 2013 22:36 Edited at: 8th May 2013 22:37
@D0MINIK :- well this must not be a big problem for you if you not helping with fixing this issue this has now been classed as fixed unless you get that map to us.

@Mini0013xx Same goes to you as well if we don't get a map with the problem we will put it down as fixed.


This is a final warning if you want any bug fixing please post here with maps or built games for us to see the problem, if you not willing to do this don't moan its not fixed.

Sorry for being harsh but time is running out for this final release so get your problems out there or forever hold your peace.

best s4real

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Muzzles56
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Posted: 9th May 2013 00:47
I made a level that has a dark AI ally. When walking into a different room, 3 enemies spawn in a room the ally is in. When the ally kills the enemies, there is no corpse. The character model is just standing up, but is halfway through the floor so you can only see the waist up.

Oh yeah, that reminds me, allies cannot seem to go through regular 1x1 segment doors (that require a key or are remote at least). Not sure if that is a model pack 3 issue, but i thought I should address it
s4real
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Posted: 9th May 2013 13:15 Edited at: 9th May 2013 15:33
@Muzzles56 :- We need a map to test this out with stock if you can provide one as can't recreate the issues.

If you can't recreate the issue with stock then the problem will be with the scripts you using.

I'm finding a lot of issues are sometime due to bad scripts.


Quote: "Oh yeah, that reminds me, allies cannot seem to go through regular 1x1 segment doors (that require a key or are remote at least). Not sure if that is a model pack 3 issue, but i thought I should address it"


For dark ai to see doors the need to have the word _door at the end of the mesh name.

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Ekipshi
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Posted: 9th May 2013 14:12
Is the issue of built games not running on PC's other than the exact one the game was built on, fixed? Forgive me if it's already sorted it out, I haven't used the absolute latest beta.

s4real
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Posted: 9th May 2013 14:40
@Ekipshi There never been an issue with the games not running on other systems, the system just don't have all the files and dll's to run the game.

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Flatlander
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Posted: 9th May 2013 16:34
@Ekipshi

I've never had an issue with this. The most important thing the computer needs is DX9. Some systems only have DX10 or above and therefore the user needs to download or you need to make available DX9 for him/her to install. If they think they have DX9 they should at least still re-install it.


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s4real
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Posted: 11th May 2013 16:40
This is the very last call for bugs if you don't say now then they prob never be fixed.

Maps with stock will help a lot.

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yrkoon
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Posted: 12th May 2013 22:02
Not sure whether it is confined to my installation, but in the standard ww2 scenario, the two guards in the final room fire their single shot guns at me at machine gun firing rate (fresh install and update, no messing with scripts).

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Scene Commander
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Posted: 13th May 2013 09:07
@yrkoon,

Could you let me know the full name of the map you're refering to, as I don't recall any of the WW2 maps using shotguns, or do you mean pistols?

Thanks,

SC
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Posted: 13th May 2013 13:06
@SC
I think he means at the end of ww2.fpm with the two officers that have rifles.

-TZK

yrkoon
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Posted: 13th May 2013 13:33 Edited at: 13th May 2013 13:35
Yes, TZK, you're perfectly right. Those guys empty their magazines at me in way under a second (and they are very efficient at that .

@sc
The term "rifle" somehow had escaped me, I actually meant "guns usually firing one single shot at a time", as opposed to automatic or machine guns, and I never thought of shotguns (I'm not a native English speaker).

It's the room with the gold on the table in an elevated, recessed part of the room, and the map is ww2.fpm.
Sorry for not having been very precise before, but I thought that map is unique enough among the standard maps.

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s4real
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Posted: 13th May 2013 21:29
@yrkoon :- I can confirm the issue thanks for the report.

Dead line for bugs is Wednesday then we will not be taken anymore bugs.

The deadline for us to fix is this Friday so we will do our best to try and fix as many bugs until that time.

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Nomad Soul
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Posted: 13th May 2013 23:51 Edited at: 13th May 2013 23:53
I'd like to get a bug for V120 B17A whilst there is still time.

When the player walks into a segment wall the camera shakes about violently instead of just stopping you.

I've not used FPSC for a while but if this has always been there it needs to be fixed as its really noticeable and looks horrible.

Please fix the player collision so the player stops gracefully when walking into objects.

No FPM required for this. Just load up the 'simple.fpm' and walk into a wall or the half segment walls in the middle of the map.

Maybe this also has something to do with the head bobbing in multiplayer which I also noticed when testing.

Tax 78
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Posted: 15th May 2013 21:16
Bug or not ?

When you take away his eyes from these entities, they disappear



File .fpm in download

Thanks, Tax

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ncmako
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Posted: 15th May 2013 21:55 Edited at: 15th May 2013 21:57
Confirmed for me also. Weaponglow seems fine. Seems to be related only to the "health & key" scripts. When I also change the "pickuphealthglow" to "pickuphealth" is does not disappear but am not able to pickup the "Health" anymore. The "pickupkeyglow" makes the key/s not visible at all. (they don't seem to load at all)
Darn, and so close too.
ncmako
Tax 78
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Posted: 15th May 2013 22:05
@ncmako
thanks for Confirmed

Tax

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Flatlander
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Posted: 16th May 2013 01:47
I'm using the fpm supplied by Tax 78. Using shaders either on or off I cannot confirm this. I turned the player's back on (looked away from -- took his eyes off of) the health entities but they do not disappear when the pc turns to look at them again. I also used just the pickuphealth.fpi and it also works fine for me. I'm not sure if it has anything else to do with how parameters are set. Also, not sure if it is a video card issue which would be a bummer.

Of course, if the pc never loses any health the health item will not be picked up. Only when the pc loses some health then the health item will be picked up.


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ncmako
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Posted: 16th May 2013 08:40
@ Flatlander
Quote: "not sure if it is a video card issue"

You maybe right? So far though it seems to be effecting only certain entities, all "health & key glow scripts". Weapons(glow) seem unaffected. Ran with shaders on & off, postprocessing also on & off. Made no difference.
If it matters I'm running a GeForce 210
s4real
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Posted: 16th May 2013 11:45
@ncmako :- I can confirm the bug will be looking at it today there some timing issues still that needs to be looked at and this bug looks like it linked to a timing issue.

Thanks for the bug report

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s4real
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Posted: 17th May 2013 01:09
Been doing a bit of bug fixing today.

All the fixes added today only work in a new map if you use the old ww2 map some of the bugs will still be there.

The heathpack bug is to do with the spinrate of the script and the culling system.

Scene will have to look into that as I'm not 100% sure how he set it up.

I have added a better timing system to help with fixing more issues.

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Flatlander
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Posted: 17th May 2013 02:50
Quote: "The heathpack bug is to do with the spinrate of the script and the culling system."


Since it works fine for me, I wonder if I have set culling differently than the default -- or if those having issues with it have reset the culling values. I can't recall that I have done anything with the culling values? I don't know if I'll have time but I could check that out by using different culling values. I certainly haven't reset the spinrate.


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s4real
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Posted: 17th May 2013 03:59
@F l a t l a n d e r :- I've set it to off as default instead of on as I'm not seeing any performance increase with it on or off.

People can switch it on with scripts if they want to use it I feel this is the best option at the moment as many items still don't show up.

Its a good system but feel it don't need to be on as default.

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unimansoftent
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Posted: 18th May 2013 05:38
Just give it a fixed to waypoints, is my only suggestion, and I explained in previous posts, with sample videos and you will know that other defects will have the beta patch, by the way, I am a FPS Creator Reloaded Pledger now, at least leave well groomed the classic version (the new name for the FPSC X9), thanks for your attention.

independent game developer
s4real
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Posted: 18th May 2013 14:34
We not taken anymore bug reports as the dead line has passed.

@unimansoftent Scene and myself can't repeat this bug so we think it might be a scripting issue with yourself plus flatlander has show working videos of these working fine and how to set them up.

If you using an old map then the map needs to be rebuilt from fresh as sometimes old maps don't work.

Also sometimes the commands change so your scripts might be out of date and need redoing.


Waypoints have never been changed or touched and you never posted a map with the problem so we could see the problem.

If you post a map before the end of today it might get looked at as a last thing.

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Flatlander
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Posted: 18th May 2013 15:15
@s4real

I'm putting this here only to hopefully get your attention faster.

What is the date used for compiling of the most current dll called:

DBProTextDebug.dll

???

I've been getting MS program faults within this dll when loading a saved level or even when the next level loads after a finished level.

BTW,that's what I'm thinking about unimansoftent's issue.


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yashasp9
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Posted: 18th May 2013 16:16
When I place entities on a platform they dont appear unless I go very close to them.But I can shoot them.This is a screenshot when I am away.
yashasp9
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Posted: 18th May 2013 16:18
This is another screenshot of the same thing but the only difference is that I moved 2 steps front.
s4real
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Posted: 18th May 2013 18:22
@F l a t l a n d e r :- Not sure what you mean by date is this a fpsc game ?

@yashasp9 :- This issue been fixed for the next release.

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unimansoftent
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Posted: 18th May 2013 21:40
@s4real - Thanks for your answer my friend, I will continue your advice, thank you, by the way, I have my new badge, best regards.

independent game developer
Tax 78
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Posted: 21st May 2013 23:31 Edited at: 21st May 2013 23:32
Hi,

Why the action "flashlight=1" in the segments sci-fi does not work ?? is bug ??

Video:

http://www.youtube.com/watch?v=isQykJW0hYE&feature=youtu.be


best,Tax

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michael x
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Posted: 22nd May 2013 05:17
it does not work on shader models and segments.it never did.

more than what meets the eye

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Tax 78
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Posted: 22nd May 2013 10:07
Right, so just delete the shader by the segments.
ok, thanks

Tax

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s4real
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Posted: 22nd May 2013 17:23 Edited at: 22nd May 2013 17:26
The problem is something to do with the shaders as michael x said maybe the flashlight code needs changing a bit to work with shader's better.

I think bond1 did make some that worked with the flashlights

http://www.youtube.com/watch?v=mRAA7zm7p5Q

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Tax 78
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Posted: 22nd May 2013 22:54
Ok, thanks for reply

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fps help
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Posted: 7th Jun 2013 13:22
hi fps game creator

i have sorted out the run time error on my 7 level game
it was to do with the script's the test was working ok
the problem came up afther clicking on start new game
it was coming up with run time error on line 1571 or 15
-
all sorted now .will be doing another game soon
this time with 12 level's then the prosess start's again
-
will there be another .fps game creator coming out......
-
please reply.....

paulransom

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