Just to add on to my previous post. I'm getting the error (see attached image) with a lot of level I'm trying to build.
Testing the levels goes well and no problems there, but trying to build a stand-alone exe results in the error.
Building small levels don't pose a problem, but as soon as I'm trying to build larger levels this crash comes up. Even though testing the level was fine.
Also this new build seems to be picky about the number of objects that do use physics. A few levels that worked fine with RC& and before, now get stuck in the building/testing process when the engine gets to preparing the physics. The engine will crash with the debug error.
Another thing I've noticed and it's also with more complex levels. When using the storyzone (refering to an image) in a small level right at the beginning, the storyzone comes on fine. When using more complex levels, the storyzone used at the beginning just shows a black screen, until escape is pressed. The story zone encountered later on the level work fine. The initiation of the storyzone seems to need some warm up time.
Next problem I'm having is with full lightmapping. Soft lightmapping works fine (besides the mentionen problems), but when I try to test a level with full lightmapping, the level will build fine. But when I press OK to test the actual level, I'm taken to the level, see a black screen for a while and then FPSC crashes.
As more have remarked, this last build is very very slow. Games are running 5-10fps with this one, it's far worse then the previous one.
I'm not sure what's happening, but the updates are producing slower and slower builds and more errors then before, by now I'm not looking forward to the next build anymore. The newer the updates, the more problems I'm facing.
I'm going to try the next RC, but I'm a bit reluctant to do so. I'm stuck with a good number of levels that worked perfectly well under RC4/6, but from there one stopped working. It seems that the case is, the more is being added to FPSC, the less complex the levels can be. As always, I'm pushing FPSC to the limits, but with every build those limits become less and less. This worries me..... a lot. Will we end with an engine that produces great looking games, yet very small levels?
I'm now going to build a project that don't use any enemies at all, to the see the result of that. With that one I've never had any problems at all, so I'm curious to see what happens.
EDIT: quick report.... now I'm getting the lightmapper error others have reported.