Hi
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I bought the New version of FPSC so eagerly awaiting the 22nd
I was happy to see the post about a new demo, so I eagerly downloaded it and tried it out. I'm impressed with the faster farmerates both in game and in the editor
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However, I have a few questions:
1. The first thing I did was load the 2 examples, as I though this would be the best way for me to judge the improvements from the EA version of the demo. However I couldn't tell a difference, and crucially found NO usage of physics in them - surely thats a mistake - the demos should show what the program is really capable of
2. Anyway I tentatively started a new game, built a small room, and placed an object (chair) in it. I worked out that the objects are static as default and I had to choose it to react to physics. Once I did this my mind was put at rest as I had fun picking it up, droping it, knocking it over etc. But then I added a gun object and tried shooting it - nothing! If the chair moves when you walk in to it, surely it should practically go flying when you shoot it? Have I missed something and you have to turn that on somehow?
3. I noticed the lightmapper doesn't appear to cast shadows? Or am I wrong? I could only get it to ADD light to an area. Or am I simply doing it wrong? I imagine perhaps to get decent shadowing around a corner some kind of removal of ambience and a larger light would be necessary, or does the lightmapper simply not cast shadows? (Ie static wall shadowing around corners / doorways etc.)
4. Is there any way to add a dynamic or even faked shadow to objects? It seems a shame to have such a standout flaw in otherwise very nice model & texture work
5. I didn't play much with adding enemies or AI yet, but when I tried the WWII examples, most characters ended up stuck running into walls - do other people get this? Seems strange as I read other people say how great the new AI was, although as I said I haven't experimented with it yet, just what I saw in the demos.
Anyway I hope this all doesn't sound too negative as its still great fun to play with and a huge achievement
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A special mention must go to the models and textures they are very pro looking, esp for low poly, none wasted there
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I'm really looking forward to the weekend after the 22nd when I can really get my teeth into exploring the full potential of the product!
Cheers, Sam