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FPSC Classic Product Chat / [STICKY] Black Ice Mod Official Thread

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s4real
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Posted: 27th Jul 2015 23:24
Thanks for the bug reports Tony06270 and I'm looking into them.

I have the same problems as soon as I installed model pack 49.

best s4real

Amd fx4100,6gb ram,geforce 450
Tony06270
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Posted: 28th Jul 2015 00:10 Edited at: 28th Jul 2015 00:11
Nothing for the bug report By cons I do not quite understand how activated the player legs.
example: I chose a soldier of WW2 pack and main script, body.fpi, body2.fpi or player legs.fpi, I tried the script on a ww2 soldier are many legs of active player but there is no animation.

Thank you.
s4real
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Posted: 29th Jul 2015 14:17
To use a body just pick a ww2 character unarmed and place the body.fpi in the main script, you can only use one script at a time.

Hopefully fixed the zombie pack 10 with newer darkai fixes.

best s4real

Amd fx4100,6gb ram,geforce 450
ncmako
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Posted: 29th Jul 2015 18:12
s4real
Nice work on the mod. Everything runs smooth
I just notice you fixed the "plrfreeze" problem. Is it set
to work with milliseconds or just on/off (1 or 0)?
Thank you
best

My games never have bugs. They just develop random features..
Lots and lots of random features...
s4real
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Posted: 30th Jul 2015 16:48
UPDATE :-


THERE ARE ISSUE WITH THIS MOD WITH WINDOWS 10.

After the release of windows 10 there seems to be some issues with this mod at the moment.

Best s4real

Amd fx4100,6gb ram,geforce 450
Madcow
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Posted: 30th Jul 2015 20:30 Edited at: 30th Jul 2015 20:56
Jesus, your mod is A W E S O M E

Thanks to your 0mb Lightmapper, now I ( and all of us ) can create great outdoor levels without being worried so much about this damn memory cap.


See by yourself. For the moment, the level "only" uses 755 mb of available memory.




What do you think of this ?

Utinni !
Sinister Spoon
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Posted: 31st Jul 2015 02:11 Edited at: 31st Jul 2015 15:32
Again S4real and nomad, you guys rock so hard. Just trying out the new release.

Still have that issue where I cant edit any entity properties in the modded editor, everything loads in just fine except that the tabs are all switched round again still, entities under segments, markers under entities etc

Right clicking on marker entities enters their edit mode as normal however the box on the left is totally blank, no appear,default,destroy,ifused fields, nothing just a large blank space.

But right click an 'entity' entity just hard crashes it, the generic fpsc editor has stopped working box pops, a few moments later it closes the editor down.

Hope this helps track down the cause maybe as a fix would be MASSIVELY appreciated, like you saw how I gushed over the mod WITH these issues!

Other than that amazing work, just building out my current pre alpha through it and cant wait to see the results. Again dont take my bugs as criticism, the whole project is awesome and many thanks go to you and nomad for the whole thing.

Its great to know the community is still as active and generous as it is

Edit:
After some further testing Ive noticed around a 5 fps frame rate drop using this version so I shall Probably revert to the Original Alpha, I noticed in the patch notes there was supposed to be a performance increase but the opposite seems true for me, particularly when using some of the static nomad shaders.

On the subject of shaders is there anyway to make the cel shader.fx file have a more pronounced effect? Ive had a look through and increased some values fairly arbitrarily (I have no idea what Im really doing) but to no avail. Any help there would be appreciated

smoke em if you got em
s4real
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Posted: 31st Jul 2015 17:57
@Madcow :- looking good can't wait to play a demo if you release one.

@Sinister Spoon :- Thanks for your report as it helps us try and fix any issues you may have and others.

We have little control over the map editor and tbh have no idea why your editor changes so much.

What version of fpsc are you using for your alpha game when not using black ice mod ?

Since updating to windows 10 I'm seeing framerate drops more than before and noticed it seems to be the full screen shaders that causing the issues.I'm looking into this and may improve performance for you if I can work a fix.

I have little knowledge about shaders and maybe nomad will help you with this.

UPDATE :-

Here a list whats being worked on at the moment.

Black Ice Mod changelog:-
beta 4.4a
new performance tweets.


Beta 4.4
start of windows 10 fixes.
0mb lightmapping now works in windows 10.
Dark ai issues now fixed for windows 10.

beta 4.3
DarkAi obstacles checks added (fix pack10 zombie)
DarkAi see holes fix.
DarkAi small bug fixes.

beta 4.2
more bug fixes.
timing issues fixed.


beta 4.1b
new entity commands
Moveable Lights now added.(don't work with nomad mod)
now compile with smaller size exe.
some engine fixes.


beta v3.2
activated memory usage in map editor.

Beta v3.1
Fixed plrfreeze not working
timing system improved for more stable 62fps
underwater bubbles added.


Beta v3.0
new shader system added.
fix save and load bug.


Beta v2.0
Minimap added.
Clean up of source.


Beta v1.0
Fixed gun speed.
Can't jump when still now fixed
Diffrent collision
Fixed Ai crash

Alpha v1.4
New actions and commands added.
small bug fixes.
Script bank


Alpha v1.3
Fixed darkai ai20 bug
More performance changes.
fixed static lights not working with 0 lightmapping.


Alpha v1.2
Performance leaks fixed.
STATELESSER=x and STATEGREATER=x now added.
Script pack 10 - Nazi Zombies now supported
fixed invisable char's.
0 lightmapping added thanks to hockykid.





Alpha v1.1

Performance changes
New timer system
orignal source v1.18

Best s4real

Amd fx4100,6gb ram,geforce 450
Mriganka
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Posted: 31st Jul 2015 18:08
I really love the memory saving! I was happier to save a gig of memory than a few extra bucks! Btw, will there be any more feature additions to the mod?

s4real
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Posted: 31st Jul 2015 18:33
Quote: "I really love the memory saving! I was happier to save a gig of memory than a few extra bucks! Btw, will there be any more feature additions to the mod?
"


Thanks for the feedback , at the moment there are a few new commands and actions added to the source and can be seen in the doc's folder in a text called New script commands.

We adding more commands all the time to improve your games and you can see a list of scripts that use the new commands in black ice script folder.

As for features we will be looking into adding more once we feel happy how stable the mod is first.

thanks for your support best s4real

Amd fx4100,6gb ram,geforce 450
ncmako
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Posted: 31st Jul 2015 21:46
@ Sinister Spoon
Quote: "tabs are all switched round again still, entities under segments, markers under entities"

I had the exact same problem. I double checked my setup.ini,
userdetails.ini (my fpsc path was set incorrectly),
make sure the two needed .dll files are there and then I ran V1.20 beta 17a again to be sure. After doing those the editor was ok again.

My games never have bugs. They just develop random features..
Lots and lots of random features...
Tony06270
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Posted: 1st Aug 2015 09:48
Hello,

New version ? or is it downloads it please?

Thank you.
PixelF
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Posted: 2nd Aug 2015 08:08
During the test game build of the Black Ice demo, there always seems to be an error at the Universe Lighting part of the build.

"Error 105 - File does not exist at line 93"

I temporarily removed the LightMapper application from the FPSC directory and it loads fine. However, a few entities look pretty funky.

The error doesn't stop the level from building. I can still play the level, but all segments are missing.

Tried fixing the issue myself, but was unsuccessful.
s4real
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Posted: 2nd Aug 2015 11:44
Quote: "Hello,

New version ? or is it downloads it please?

Thank you. "


There will be a newer version coming soon just doing final test.

Quote: "During the test game build of the Black Ice demo, there always seems to be an error at the Universe Lighting part of the build.

"Error 105 - File does not exist at line 93"

I temporarily removed the LightMapper application from the FPSC directory and it loads fine. However, a few entities look pretty funky.

The error doesn't stop the level from building. I can still play the level, but all segments are missing.

Tried fixing the issue myself, but was unsuccessful. "



what version of windows are you using ?

That error is saying that fpsc has not built the universe.dbo for some odd reason.

Have you tried and change fpscgame.exe to run as administrator and the lightmapping.exe as well.

Best s4real

Amd fx4100,6gb ram,geforce 450
PixelF
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Posted: 3rd Aug 2015 03:04
Quote: "what version of windows are you using ?"

I am using Windows 7
Quote: "
Have you tried and change fpscgame.exe to run as administrator and the lightmapping.exe as well."

Yes, I went into their properties > Compatibility > and marked them to always run as admin.

It's strange because this never occurred before when I was using Zeta mod on a separate FPSC. But now, it seems to happen on both Zeta and Black Ice.

I know the problem lies in my computer and not the mod, but I can't for the life of me figure it out.
s4real
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Posted: 4th Aug 2015 21:59
@PixelF :- Hope you get it working , I'm not sure why its doing that tbh.

UPDATE :-

New Update is now posted v4.6 with a lot of fixes and now has windows 10 support.

download on first post.

best s4real

Amd fx4100,6gb ram,geforce 450
Tony06270
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Posted: 5th Aug 2015 16:15
Hello, yes yes yes thank you very much s4real script pack 10 works fine now.

The legs of the script does not work with the arrows on the keyboard.

Why not try to add the view 3rd person aegul's mod ?

S4real thank you you are the best.
s4real
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Posted: 5th Aug 2015 18:44
@Tony06270 :- thanks.

I've attached a new body 3 script that uses the arrow keys as well as the wasd keys.

We might look into adding 3rd person view at a later date.

best s4real

Amd fx4100,6gb ram,geforce 450

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Tony06270
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Posted: 5th Aug 2015 20:12 Edited at: 5th Aug 2015 20:13
S4real thank you very much, you are too kind.
Yes the 3rd person aegul's mod is awesome we have not been able to use long ... Even the ladder system is awesome

Aegul's mod: http://forum.thegamecreators.com/?m=forum_view&t=201953&b=21
Madcow
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Posted: 5th Aug 2015 22:26 Edited at: 5th Aug 2015 22:26
I have the feeling that you secretely hope that is making a mod for you, am I wrong ?

Utinni !
Susysyay
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Posted: 6th Aug 2015 02:31
I just installed the new beta and my lightmapping quality is shot. All the preferences are set to the highest settings, and I cleaned out everything.

Here's a screen:




I even checked the setup.ini file to ensure the lightmapattern and lightmapquality fields hadn't become really low in value. They're set to 512 and 16 and 128 respectively. Any help?

-Winner of the X10 Revival Competition, Susysyay
"I'm havin' too good a time today, I ain't even thinkin' bout tomorrow."
Tony06270
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Posted: 6th Aug 2015 03:05 Edited at: 6th Aug 2015 03:09
Quote: "I have the feeling that you secretely hope that is making a mod for you, am I wrong ?"


@Madcow : Return to your occupations and let me do the suggestions I want at least I said something constructive for all the world.


If s4real to things to say it's big enough it seems.

I think not secretly s4real made mod for me no no !!!

Good night Madcow and stops to have so much hatred LoL
s4real
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Posted: 6th Aug 2015 14:42
@Susysyay :- Could you please put up the version of windows you are using please to help debug the problem.

Seems the lightmapping not being done proper by the picture, does it when it hit lightmapping stay on lightmapping and the size of memory used or does it go threw some other lightmapping then says done.

You could try and set the lightmapping.exe to run as admin and see if that helps.

Before testing anymore del everything in the testlevel folder and try again.

best s4real

Amd fx4100,6gb ram,geforce 450
Susysyay
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Posted: 7th Aug 2015 00:27
@s4real : I'm using Windows 8.1 Home Premium 64 bit. The previous beta didn't have this lightmapping problem. I tried running as admin with no luck. I tried a restart on my computer and that did fix the problem temporarily. If I try to launch a large level know, it freezes on Beginning to generate lightmap universe, or something along those lines. I do see the Eetalightmapper start and appear in the taskbar, so it is running. Not sure what's going on

-Winner of the X10 Revival Competition, Susysyay
"I'm havin' too good a time today, I ain't even thinkin' bout tomorrow."
DEATH GOTH SNIPER
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Posted: 7th Aug 2015 02:33
Thank you for your hard work S4real.
It blows my mind how good x9 has become.
I left around 1.3 updates its like learning it all over again.

Offtopic I would like to know how to show the hand Animation when opening doors

Applications programming is a race between software engineers, who strive to produce idiot-proof programs, and the universe which strives to produce bigger idiots. So far the Universe is winning.
s4real
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Posted: 7th Aug 2015 12:19
Quote: "@s4real : I'm using Windows 8.1 Home Premium 64 bit. The previous beta didn't have this lightmapping problem. I tried running as admin with no luck. I tried a restart on my computer and that did fix the problem temporarily. If I try to launch a large level know, it freezes on Beginning to generate lightmap universe, or something along those lines. I do see the Eetalightmapper start and appear in the taskbar, so it is running. Not sure what's going on"


Sorry to hear that you having problems with the lightmapping with black ice mod, I was worried that the windows 10 fixes for the lightmapping might effect other os.

Do you have a skype account so you could beta test newer versions.

This would help in further beta test before release.

best s4real

Amd fx4100,6gb ram,geforce 450
Nomad Soul
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Posted: 7th Aug 2015 14:51 Edited at: 7th Aug 2015 14:53
@Sinister Spoon
To increase the impact of the cellshading effect you need to modify this part of the shader:


Increase the value to something like this. I also recommend increasing the ambient lighting in the level when using cell shading.


@PixelF / Susysyay
We are looking at the lightmapping issues being reported and some other fixes to be included in the next version.

@All
I've just finished doing some work to improve the shader and lighting system. The following will be in the next update:
- Fixed transparency for segment / static entity shaders
- Lighting effects now retain normal / specular textures
- Dynamic lighting more consistent with static lighting
- Improved dynamic entity / character shaders & lighting
- Optimised shaders and post effect for better performance

There is another big feature on its way which is being kept a surprise for now!

Madcow
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Posted: 7th Aug 2015 16:50
I bet it's dynamic shadows or per-pixel based lighting.

Utinni !
ncmako
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Posted: 7th Aug 2015 21:15
@Nomad Soul It just keeps getting better and better
Thank you
@S4real Load & build times are just plain fast! I don't know
what you did with this mod, but it's great
Thank you also

My games never have bugs. They just develop random features..
Lots and lots of random features...
DEATH GOTH SNIPER
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Posted: 8th Aug 2015 02:46 Edited at: 8th Aug 2015 03:03
I'm so sorry I didn't say thank you nomad
Thank you both for your time and hard work

I found a small bug sometimes when you crouch you will see lines on the screen see image

Also I know why the hand Animation don't work. The handdoor was removed for the code.

Applications programming is a race between software engineers, who strive to produce idiot-proof programs, and the universe which strives to produce bigger idiots. So far the Universe is winning.

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s4real
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Posted: 8th Aug 2015 12:45
@ncmako :- Thanks for your comments.

@DEATH GOTH SNIPER :- I'm not sure what we looking for in that picture but did notice you using v120.beta18 and that version has major issues it is recommended to use v1.20 beta 17a with this mod.

The lines you talk about could be a shader issue with nomad and your graphics card but nomad has re-wrote the shaders for the next release.

I can't see the problem in your image.


best s4real

Amd fx4100,6gb ram,geforce 450
DEATH GOTH SNIPER
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Posted: 8th Aug 2015 14:46
Can I just install 17a overtop without reinstalling x9 an then reinstall black ice?
My video card is x2 AIT HD 7790 at 2gb each.
I was looking at my textures an my S texture was making a lot if bugs.

Applications programming is a race between software engineers, who strive to produce idiot-proof programs, and the universe which strives to produce bigger idiots. So far the Universe is winning.
s4real
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Posted: 8th Aug 2015 14:56
Yeah it should be fine to install 120.beta17a over the top then re stall black ice mod.

best s4real

Amd fx4100,6gb ram,geforce 450
Nomad Soul
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Posted: 9th Aug 2015 02:46
**MIDNIGHT RELEASE**

The v4.7 update is now uploaded with the following:

- Improved shader and lighting system with better performance
- Fixed transparency for segment / static entity shaders
- Dynamic lighting now consistent with static lighting
- Lighting effects retain normal / specular textures
- Changes to lightmapper and fixed character spawning issues
- Also includes Model Pack 52 script fixes

And for the new surprise feature in this version ....


DUAL WIELDING!!
*The main black ice demo map is now dual wield enabled (flashlight, tavor, grenades). Hold left Ctrl key and mouse scroll to select dual wield enabled weapons.
**Instructions for dual wield can also be found in the FPSC Docs folder so you can get this working with your own weapons.

ncmako
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Posted: 9th Aug 2015 05:02
Awesome. Downloading now.
Thank you

My games never have bugs. They just develop random features..
Lots and lots of random features...
Madcow
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Posted: 9th Aug 2015 20:09 Edited at: 9th Aug 2015 20:11
I don't know if other people are in my case, but sometimes, some lighting markers are still present ( they do emit light ) on my map after being removed.

Utinni !
Nomad Soul
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Posted: 9th Aug 2015 22:20 Edited at: 9th Aug 2015 22:20
@DEATH GOTH SNIPER - Hope the new version is working well for you and should give better performance also.

@ncmako - Thanks and have fun with the new version. I haven't forgotten about your awesome hand torch and will include this in a future update once I've had another look.

@Madcow - We had a look at this and believe its because the new 0mb lightmapper runs on a separate executable.

I confirmed if you test a game then delete a static light and test again, that light will still be included in the lightmap. There is a workaround which is to move another static light in the map slightly before testing again and the lighting will be rebuilt correctly. Also if you add any new static lights to the level it will also work.

Madcow
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Posted: 9th Aug 2015 23:31
Oh, I didn't read the whole thread, sorry. Thank you.

Utinni !
DEATH GOTH SNIPER
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Posted: 10th Aug 2015 04:18 Edited at: 10th Aug 2015 04:20
Yes it fixed it thank you.
I have a small bug that use to not be.
I have a door with a window and a character behind the door. If I look at the window I see everything in the room but the character. See screen shot

Applications programming is a race between software engineers, who strive to produce idiot-proof programs, and the universe which strives to produce bigger idiots. So far the Universe is winning.

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Madcow
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Posted: 10th Aug 2015 11:05 Edited at: 10th Aug 2015 11:06
I think this is because of the glass, maybe this can help you ?
http://forum.thegamecreators.com/?m=forum_view&t=214709&b=23

Utinni !
DEATH GOTH SNIPER
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Posted: 11th Aug 2015 01:00 Edited at: 11th Aug 2015 22:43
Madcow
Thad did not work. Must I remove all doors or just the one in that room. I have a lot of doors and dif scripts for each

Edit: all the doors must be removed and replaced then it works.
What a pita

Applications programming is a race between software engineers, who strive to produce idiot-proof programs, and the universe which strives to produce bigger idiots. So far the Universe is winning.
Madcow
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Posted: 12th Aug 2015 02:23 Edited at: 12th Aug 2015 09:57
I love pitas, it tastes good.


Suggestion for the authors
I've noticed that the HUD pictures used by weapons seems to be un-affected by the re-sampling performed by FPSC when this one have to deal with widescreen resolutions.

Do you think you will be able to do the same thing for any other HUD file displayed by default or by scripts ?
(see attached)

I have updated my version of Black Ice since I took the screenshot, I wonder if you guys are gonna fix the way how the huds are displayed ?

Utinni !

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Sinister Spoon
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Posted: 13th Aug 2015 17:00
Hey S4 and Nomad, just to let you know.

Whatever the issue I was having when using Black Ice on Windows Xp has now been resolved! down to 360mb on build at the portal stage and always finishes lightmapping at less than 520mb with everything I tested which is Awesome, builds super fast again and the tabs are all in the right place and it doesnt crash when right clicking so i can finally move over to Black Ice completely on the XP Machine

So as far as my personal experience goes this for me is now 100% xp compatible! So thanks so much for that guys, you saved me a boat load of work!

Might actually be able to continue making the game now! As for windows 7 issues I was having, currently trying to install windows 10 on that machine which isnt going well seeing as the built in display is broken and it wont kick over to the external monitor till windows loads so Im kinda fumbling through the installation not able to see what im doing which is frustrating but cest la vie at least I have one machine on which everything works and is so awesomely fantastic I cant offer a single complaint this time!

All I will say is that Id like to throw my hat in with the hud sampling issues, all my huds looked amazing on my tiny little monitor but get stretched and made horrid on the 42 inch Im displaying the laptop through.

If theres no way to change the way the huds are sampled how about the option to just lock them to their original resolution so that instead of being stretched on a larger display. The hud remains the same size? Im pretty sure that we can script in the hudsize in the hud definition scripts, but the ability to make huds able to move, scale and rotate etc dynamically is really one of the only things holding FPSC back when compared to other engines which are capable of so much more complex and better looking 2d work than FPSC has ever been. Its a feature Id love since my games are screaming out for little puffs of smoke, wiggly hud items, glowing, scaling, rotating etc.

You guys made fpsc so damn freaking awesome on the 3d lighting and optimization front that the HUD issue is brought into much sharper focus when your playing along and enjoying all the optimization tweaks and gorgeous shaders and lighting then these lack lustre 2d static 2d images get plastered over it, badly scaled and in desperate need of being jazzed up.

But anyway. Once again this Mod has saved my entire project so im eternally grateful regardless!!! Many Many Many thanks!

smoke em if you got em
s4real
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Posted: 13th Aug 2015 21:33 Edited at: 13th Aug 2015 21:34
Quote: " I wonder if you guys are gonna fix the way how the huds are displayed"


Have you tried adding your resolution to the setup.ini under GAMEBUG like this for example for 1024 x768 would be :-

width=1024
height=768
depth=32

everything in the game would be set to this resolution.

@Sinister Spoon :- Glad everything is working for you in the new version.

Best s4real

Amd fx4100,6gb ram,geforce 450
Madcow
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Posted: 13th Aug 2015 22:15 Edited at: 13th Aug 2015 22:21
Using this resolution deforms the hud pictures but makes also the screen very aliased and stretched (even with aspect ratio turned on ). That's why I would like to stay in a widescreen resolution.

My current settings are


Utinni !
s4real
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Posted: 13th Aug 2015 22:21 Edited at: 13th Aug 2015 22:23
@madcow :- You add your own resolution like for widescreen would be something like this :-

width=1440
height=900
depth=32

This should set all the hubs and everything else to this resolution.

The only problem with settings resolutions to high can make your game crash on certain machines if there monitor does not support that resolution.


best s4real

Amd fx4100,6gb ram,geforce 450
Madcow
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Posted: 13th Aug 2015 22:31 Edited at: 13th Aug 2015 22:36
The huds are still re-sampled.
There is no way to play an FPSC Game in widescreen resolutions without having this issue ?

Utinni !
s4real
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Posted: 13th Aug 2015 22:48
I'm not sure if this can be fixed as hubs are a texture at the end of the day and would have to be re sampled to go with what resolution you set. I have a look at the source and see how this works.

Best s4real

Amd fx4100,6gb ram,geforce 450
Sinister Spoon
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Posted: 15th Aug 2015 16:34 Edited at: 15th Aug 2015 19:35
Hey there, back again after much testing and even reinstalling fresh from scratch and just updating the v1.20 beta 17 and the beta 4.7 black ice on a totally blank fpsc directory.

I use aspectratio=1, and set the height and width manually on my builds to always fit my monitor, but hud images always get stretched instead of remaining at their preset aspect ratio.

Admittedly I havent tried specifying hudsize=x etc in the hud definition line but thats an inelegant solution at best. I was just curious if you guys had any way that wasnt going to cause too much headache or work for you, to change the way they're rendered entirely, as dynamic huds are something people have requested for an eternity, say tying a hud image to the arrow keys and being able to move it around, or load in gifs as a hud image so simple smooth animations dont require 30 huds scripted to show/unshow in sequence. I mean moveable huds arent really that much an issue but the gif idea I personally would benefit HUGELY from.

On a side note, and believe me I dont wana seem ungrateful, Im sure this is a lot of work for you guys and seeing a stream of complaints everytime you release an update could be demorallising but I need to raise an issue again with the optimization thats going on, as whatever it is you guys are doing behind the scenes on the mod to optimize it are having a steady detrimental effect on the frame rate im getting, from the Alpha to beta 3.2 (I think it was?) I lost an average of 5-10 fps over my previous build from the Alpha, and on the 4.7 beta its now down a total of around 12-18fps, so where I was getting 40-50 previously, its down to between 20-30, changing the lightmap to performance does nothing to increase the fps, neither does changing the texture quality, turning off shaders however DOES.

On a simple test room of a 3x3 scifi room that comes stock with the mod (nomad sci fi room?) I get an average of 52 fps (love the new tab features that display processor etc and average fps, though in a built game they break all fpgcrawtext just a heads up there unless I redefined all the hud size, font, etc on each line of text the fps display overrides it and makes game text unreadabley small) But yeah, 52 fps on a 3x3 nomad mod sci fi room with no shaders, 29-30 fps if I turn shaders on and as I say performance lightmapping and texture quality changes have no effect, its just a 20 fps reduction with shaders on.

I guess it must be my system thats incompatible, but if a 3x3 room with shaders on produces 30 fps with nothing else in the level I seriously doubt Im ever going to actually use the shaders if I have to sacrifice 20 fps for them.

Im on a quad core i3 each at 2.4ghz, 2gb ram, 750mb onboard graphics, all intel hd based on a x64 win 7 os. So yeah I know the laptop aint great but previous versions actually did boost my fps considerably but now its worse than just stock fpsc at v1.20 so I dont know what gives.

other than that it works perfectly.

EDIT:

I think Im going to have to wipe my fpsc directory, uninstall and go back to the Alpha version, I just built out the test room I was fiddling with to see if the fps issue was linked to the editor but no, it was even worse in a built game "Highest fps achieved 17" says it all, in a 3x3 room, with 4 lights, one in each corner set to static and a radius of 150, nothing else at all, and 15fps average... I mean that cannot be right..

Breaks down like this :
Room (3x3, nomad sci fi segment, nomad segment shader, 4x150 radius lights)

In Test Game:
No shader effects-
-52 fps highest, 50 fps average
Full Shader Effects-
-32 fps highest, 29 fps average

In built exe
No shader effects-
-20 fps highest, 18 fps average
Fullshader effects-
-17 fps highest, 15 fps average

With that in mind there has to be something going wrong internally somewhere, some incompatability with my graphics card Im assuming? But it simply wasnt there in previous versions of the mod, its something thats happened with the latest 2 iterations of the beta only, Seems I was over enthusiastic on the resurrection of my project.

I shall once again wipe my entire fpsc and reinstall with the Alpha and v1,17 of fpsc and see if the problem goes away. Though I did notice while installing Win 10 A system update for x64 based cpu's was downloaded and the laptops a tad slower since...

I love this mod to death, but the gradual drop in frame rate down to now 15 fps in an empty 3x3 room is too much

smoke em if you got em
Nomad Soul
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Posted: 16th Aug 2015 02:35 Edited at: 16th Aug 2015 02:36
@Sinister Spoon
As much as we want the mod to run well on all machines, its important to remember we are trying to achieve the best visuals possible and the shaders play a significant part in this at a performance cost. To be fair your laptop does not meet our recommended specifications (see 1st post) and I don't recommend any serious gaming or game development with integrated graphics. A dedicated graphics card is a must really.

There has definitely been a speed improvement between v4.6 and v4.7 after the optimizations I made to the shaders which now use less instructions. We found an average increase of around 5-10fps on the machines tested. My advice would be to consider using the mod but with the stock FPSC segment and entity shaders (pixel shader 2.0) which I also updated to support dynamic lighting and consider switching off post processing in the setup.ini file. This should give you much better performance.

Having said all this, its interesting to hear you had better performance with the alpha so I will also run some tests for comparison. If there is anything obvious going on there I'm sure we can fix it but there is no performance drop for me between the latest beta's.

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