If a user is as fussy as I am about everything in a level being, behaving and looking exactly how I want it to be then I dont see any option currently than to perhaps in a very large and conmplex level to have to test run it many hundreds or perhaps even thousands of times before one can is happy with the outcome.
Unfortuanately theres no other way currently other than test run and physically walking around a large level - sure you can move the player position to an area currently being worked upon - but as with any engine you then cant see whats happening elewhere unless you walk everywhere to check out whats going on. You have to accept the long compile times all those tests add to game making with FPSC.
You can do a part test of world objects only if you choose the second test button in the edtior menu just to test out the world construction if that helps.
Currently we have no real time feedback, compile or 3D world camera flythrough or anything of that nature so full test runs are the only way to see all is as it should be.
Users need be careful if they wish to skip full testing and just get on building large worlds or levels and not testing them fully and regularly. As if any errors occur and you have not seen them and save your level you could get caught out. I always make my changes or additions and test fully before saving my levels - so have to test often then save. With this in mind regular backups before editor sessions are to be recommended so you can go back to a previous version of the level if need be. If you invest months of work in a level you dont want to lose it.
A long time ago now I suggested to TGC improvements or changes to the way the whole testing and compile procedures work so that accumalative real time compiles could be put into affect. That means in short that only any currrent changes would have to be updated in levels at test run or full game compile. I doubt that will ever happen but I have no influence upon that.
If you want to see what entities do when away from the player then you need move to or follow them or try viewing whats going on in wireframe mode in Test run.
Max entities limit is currently just less than 200 - 200 by default. This Limit is apparently to be removed but dont expext to hold TGC to that.
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As to preferences for order of game level buiding - well each to their own - having experience of FPSC I use my own.
This is in reference to anyone wishing to build large complex worlds.
1. Have level design plan. Game design plan
2. Build levels starting at any level you choose.
3. Always start building in centre of world and work towards the extremities - this is very important. You need a grid type layout plan for this so you know your level will fit to world size. Keep important content away from world edge. At least try and keep the complexity of content balanced throughout a level. i.e. spread the load and burden on the engine at any one time.
4. Do extensive tests for any possible level or entity scenarios that may pose problems or present you with difficulty in getting them to work, behaviors and so on - in empty tests levels to perfect them. You can do this as you go (build main levels) if you wish and not necessarily all first of course.
5. Build world objects (walls)
6. Finish one part at a time completely including any and all entities to a basic level completeion so that you encounter as many possible problems early on. You can do this while testing out any probs or anything you want to do but dont know how as above. At the same time as you go add a little more of the next part of your level. This you should do so you can watch how the level design and content affects fps and gameplay speeds and stop if necessary before you go to far. Entities either static or dynamic can be switched to one or the other at any time so I would not worry too much about that - general rules about quantities of either apply. If you have too many of one or the other then you will need to ascertain that in real time - (and this is partly guesswork or detectivework) and use well documented methods to overcome any limitations. Trial and error in this in individual levels is the only way.
7. If necessary stop to redesign your level and use all of the optimisation methods available and detailed at this forum to keep the fps accaeptable. When it is move on and keep building - this way you get to know FPSC limitations and overcome them as you go. If you reach a max out and cant maintain fps then you have your level more or less complete to a certain stage and could start a new level to continue if necessary. Obviously you would need an appropriate level change built in.
8. Keep this going - build, optimise if necessary until each single level is by and large complete and problems are overcome and fps is maintained.
9. Try and keep the fps at your required max for gameplay and when your level is overall in a stage of completion - see if you can optimise a little more and squeeze in some improvements or aditions by going back over the level and making last final improvements wherever you can. Improve anything you can to provide maximum quality and gameplay experience.
10. Repeat for all levels.
11. Compile your Game.
When I get there I will let you know. Easy to say not so easy to do.
Now someone not I should place this info somewhere it may be of continual help to other users - that if its helpful at all. Unfortunately its a little more invloved and complicated than it sounds here but together with other information available here at the forum it may help some users.
"I am and forever will be your friend"