Quote: "I feel this depends on your system as I find v1.17 one of the worse version released apart from v1.19, collision has always been bad from v1.16 upwards for me and the same with my new machine I've just built and with beta testing this seems to be the same case."
We have the same system when we started at v1.09 and upward. From what we have done and released, each version had issues unique to that version. The only reason we like v1.17 was the fact that the building over 5 levels without crashing was addressed, and as you said, did not contain the GUI-X9 spread out all over the place.
Quote: "Mainly this was due to some major changes and v1.09 to me is the best version of fpsc.Mods back then seem to still be more advanced than fpsc is now."
FPSC v1.09 was good only because the editor code was very much different back then. Since v1.09, the entire source underwent a complete overhaul including the editor.
Quote: "You should always start new maps with a new version as back compatible with maps don't work great with fpsc."
That is true. Many seem to forget that maps from one version may not work correctly in another version. That is because of how the data is saved/loaded between the versions.
Quote: "The only problem is that your game might work great on your machine but plays terrible for many others."
Well we have done games in v1.15, v1.16, and v1.17 with no complaints or issues. I guess we have just been lucky, but then again we are pretty much the only ones that use this full time on a commercial level.
Quote: "LOw spec machine are only having major slow downs due to full screen shaders and higher specs in the setup.ini."
We can agree to that. We have had our settings set to texture size 1024 and light quality 20+ and we can cap out. As long as we keep our texture size to 256, we do fine. The key is knowing the system you work on and the source. We also do not use full screen shaders. At best, we use the post effects, but the shaders are nothing more than a pain at times with either speed or model textures.
Quote: "These are just my personal views and are not right or wrong the best thing is to use the version that best suits the game you making."
Agreed. I don't disagree with anything you say. I know the source pretty good now, particularly after rewriting the entire thing. As we have discussed before, it is a personal preference, like the car analogy. I like Ford while others may like Chevy; apples or oranges. At the end of the day, we all use what we know and what works for us.

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