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FPSC Classic Product Chat / V120 Public Beta 18 (RC)

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Scene Commander
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Posted: 3rd Mar 2013 07:05
@AngelTheKiller

I'm not able to replicate this either.. I suggest following S4Real's advice and reinstall (remembering to backup everything first). If you still have an issue, please let me know.

Thanks,

SC
BlackFox
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Posted: 3rd Mar 2013 07:38 Edited at: 3rd Mar 2013 07:40
I do not want to beat a dead horse, but...

There is the issue of the videos not being copied to the build. I mentioned it here and here. I described in detail how the top-most video is always copied when using the "video texture" feature/commands, even though it is not even referenced in any script, title page, etc. Other issues brought up seem to get looked at, and I am hoping this was not forgotten.

I would like to ask if something is/will be done to either the "video texture" commands or to the "file collection" routine as a whole to address this ongoing issue when building a game. With two large developments due to go out on our end, it is starting to become time consuming having to check my notebook to make sure every item is in fact being copied to the build.


There's no problem that can't be solved without applying a little scripting.
Nickydude
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Posted: 3rd Mar 2013 22:55 Edited at: 3rd Mar 2013 22:56
What level in the editor are you building your map on?

I reject your reality and substitute my own...
Scene Commander
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Posted: 4th Mar 2013 18:47 Edited at: 4th Mar 2013 18:49
@Blackfox.

There are several issues with the videobank transfer because of the way video files can be stored in many different files, including referenced by the entity, included in video scripts and now referenced as video textures, and I'm wary of making things worse by only transfering some files (which to me seems worse than none, as at least most developers know which videos are included in their game but may not notice if a couple are missing.).

Maybe the creation of a gamevideo folder which would behave in a similar way to the databank folder, in which all of the contents are transfered would help, but it would still put some responsibility on the developer to ensure all video files where included in this folder.

SC
BlackFox
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Posted: 4th Mar 2013 19:02 Edited at: 4th Mar 2013 19:03
Quote: "There are several issues with the videobank transfer because of the way video files can be stored in many different files, including referenced by the entity, included in video scripts and now referenced as video textures, and I'm wary of making things worse by only transfering some files (which to me seems worse than none, as at least most developers know which videos are included in their game but may not notice if a couple are missing.).

Maybe the creation of a gamevideo folder which would behave in a similar way to the databank folder, in which all of the contents are transfered would help, but it would still put some responsibility on the developer to ensure all video files where included in this folder."


I'm not (hopefully) driving you to the edge with my previous comments. My take on it is that if scripts can copy huds and such properly, then I failed to understand why videos would not copy. So when I still see the "odd" issue, I have to take time to test it in v1.20 to ensure it is in fact an issue before I report it, which takes time away from developments. We have already addressed the skybox copying issue, and this was the only other "copying" issue I have found to exist for quite some time.

In any event, I have actually made a "gamevideo" folder and have added the path in the "file collection" section for the build per your suggestion. This way I can keep the videos used for the "video texture" separate from the actual videobank folder, and we can reference our notes per development to make sure the required videos are present. I recognize that the engine does get temperamental when we coders adjust something to eliminate an issue, so I will have to take what I can get.

Thanks. We do appreciate the effort you make.


There's no problem that can't be solved without applying a little scripting.
michael x
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Posted: 5th Mar 2013 04:46
I think 120 needs a reboot starting from beta 1 or 3. i have gave up on testing 120 after beta 4. with the other issues I been reading about like the bop head and crashes. I think it time to go back to the beginning because things seem to be only getting worse. I think fpsc is has reach that limit on new commands.all the bugs that are here now was not in fpsc old version or just was not a big of a problem that it is now. I use 118 and dont most of any of these problems.there seems to be no end to this 120 bugs as every beta seems to have a problem. with every change in the code seems to cause these issues to be in fpsc.

more than what meets the eye

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Scene Commander
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Posted: 5th Mar 2013 11:02
Quote: "i have gave up on testing 120 after beta 4"


A very large number of issues have been fixed since that beta, and I'd suggest that you try out the later betas before suggesting that the project revert to the beginning, especially as you base this on an opinion on a beta 12 releases ago. We've been working hard to address the many problems reported (Which related to all releases of FPSC, not just V120) and will continue to do so should this be required. The 'bop head' issue that you mention was fixed quite some time ago, and the ocassional editor crash and the windows 8 related problems have also been addressed and should no longer be an issue with the latest (beta 16) release.

Should you wish to try the betas and have an problems please report them here, however, it is important that bug reports relate only to the latest beta and not to previous releases so that previously addressed bugs are not reinvestigated.

Many thanks,

SC
michael x
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Posted: 5th Mar 2013 16:15
Okay Scene Commander I just want 120 to be a good fix. but I will keep reading for any new news on 120. thanks for understanding it was just my opinion about 120. just wanted the work load to be easier for you. that bop head issues was a real pain of a bug. well good luck with the rest I hope all go well with this.

more than what meets the eye

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maxi360
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Posted: 6th Mar 2013 14:52
Hi guys,
I decided to come back after my 'big break' waiting to fix my ammo bug and someone said it has been fixed in 1.20 so i downloaded the beta and deleted my fpsc, installed then updated and i noticed a strange thing, this bug splat when i start the program. ( click view )

I read the whole thread in 1.20beta and saw some guys have problems at start but they problem was different about a blank.jpg.. mine error seems different. i only running fpsc. ( i usually got this error msg when running fpsc then opened another programe meanwhile..)

So when i start the program the picture appears to checking files then crash!.. pls help me.. Thanks your time.

Maxi.

I don't buy games....i make them.

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Scene Commander
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Posted: 6th Mar 2013 17:03
@Maxi360.

Are you using the lastest(20.16) beta.

Did you run the cleaner after the install?

What is your operating system and system specs please?

Thanks,

SC
bruce3371
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Posted: 6th Mar 2013 17:13
I have a bug report;

A woodlouse just crawled out from underneath the shed door.



Sorry for the off topic post, I just couldn't resist it lol

maxi360
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Posted: 6th Mar 2013 18:26
@Scene Commander

Well, i dont know which one i'am using. i downloaded the 16 links from the 1st post here then extract it so i guess yes.

I dont know what is the fpsc cleaner, you mean after patch it ask this "delete bin and dbo files (recommended)" i said yes to it. and pressed the button.

win7 64bit
4gb ram
2.20ghz(quadcore)
750gb hdd
nvidia geforce gt 525m (1024mb)

I don't buy games....i make them.
Scene Commander
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Posted: 6th Mar 2013 18:39
@Maxi360

Yes, that's the cleaner..

From the look of your specs, you might be having an issue with permissions, please make sure that you've set the FPSC-Mapeditor.exe to run as administrator. I'm running a very similar rig to you and I've not had any issues. Does anyone else have a problem?

SC
0Alemar0
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Posted: 6th Mar 2013 19:38
Scene
I don't know what happen, but 1.20 - 16 destroyed my frame rate... All was nice till beta 15, my more intense level with 60/80 fps. now I have 12 fps....I have a lag in editor either.Never I had this...
What I do now? Can I reinstall beta 15?
sorry

win7 32bit
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Meows
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Posted: 6th Mar 2013 19:57
This is getting exciting! Almost there.

maxi360
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Posted: 6th Mar 2013 20:01
No..its just wont working its very disapoint me because i was so glad about that modelpack 53 gun ammo bug fixed and finally i can finish my game and now its wont work..

I don't buy games....i make them.
bruce3371
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Posted: 6th Mar 2013 23:35
Hi SC, following on from our skype chat the other day - the map I told you about that wouldn't build, where previously it did; well the good news is that 1.20 b16 has cured that problem, that level now builds

The only problem I have now is entities from MP12 showing up blue in-game. But I'm sure that's a media problem, not an FPSC problem...

Leon Kennedy
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Posted: 7th Mar 2013 01:02
I just upgraded from 119 to 120 this afternoon, and I now have serious response issues in FPSC.

When I load a map - including the samples that come with FPSC - scrolling to the right/left/up/down in the map editor does not work properly. If I hit one of the arrow buttons, it takes 5-7 seconds to move the map, and when it does start moving it's very choppy and slow.

Clicking the Test Level button now takes 5+ minutes for the level - including the test levels that come with FPSC - to load and run. Hitting the Escape key when a level is running in test brings up the DELETING TEST LEVEL screen, and this takes 5 minutes to finish during which time I cannot do anything on my laptop as it won't let me move away from this screen.

It should be noted that I had none of these problems with 119. I even did a full uninstall and reinstall of FPSC with v120.016 and this problems persist.

My computer specs:

OS: Windows 8
Processor: AMD A6-4400 APU with Radeon HD Graphics 2.7 GHz
RAM: 8 GB
System Type: 64 bit

Anyone have any ideas why this is happening in 120.016?

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.
0Alemar0
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Posted: 7th Mar 2013 02:33
scrolling to the right/left/up/down in the map editor does not work properly. If I hit one of the arrow buttons, it takes 5-7 seconds to move the map, and when it does start moving it's very choppy and slow.

exactly the same problem that I had Leon Kennedy.but I used my own map...
Scene Commander
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Posted: 7th Mar 2013 08:39 Edited at: 7th Mar 2013 08:42
@maxi360

I'm thinking that you may need to reinstall FPSC (remembering to back up all of your work.), which hopefully should fix your problem. If not let me know via this forum.

@Bruce3371.

Hurrah..

@Leon Kennedy & 0Alemar0

I couldn't replicate this with any maps, either default or custom, which isn't to say you're not experiencing it. Do you have any applications running in the background as this can affect the editor. I'm assuming you've both run the FPSC cleaner. Does anyone else have an issue with this?

As always, please post your system specs and if using a custom map, please post an FPM.

Thanks,

SC
s4real
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Posted: 7th Mar 2013 14:43
Yeah I can confirm that the editor is running slow on windows 8 as well.

This has happened before with windows 7 the best fix for this is to install fpsc v1.20 beta 15 then copy the map editor files then install v1.20 beta 16 and then replace the map editor files with v1.20 v15 and that should fix your problem.

best s4real

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Leon Kennedy
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Posted: 7th Mar 2013 15:38
@SC: I posted my specs above. And the problem exists with any map I use, whether custom or one of the samples provided with FPSC. In fact, I can drop a single segment into the map editor and the problem exists.

@s4real: Interesting solution. You'd think that the map editor files wouldn't change between versions, especially if you're going from 15 to 16 to fix the problem.

Either way, I went back to v119 last night and the problem is resolved. I'll just stick with 119 until I see that this issue is resolved in 120.

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.
s4real
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Posted: 7th Mar 2013 17:10
@Leon Kennedy :- They added changes to the map editor code also when you update it install a new map editor with every update.

so it seems the fix that been added to the map editor is slowing the map editor in windows 8.

best s4real

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Scene Commander
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Posted: 7th Mar 2013 19:38
@Leon Kennedy and @S4Real..

I didn't realise that you were using Windows 8, which is causing no end of problems with FPSC. I'll have to pass this one to Lee as I don't have a Windows 8 machine to test on.

Thanks,

SC
maxi360
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Posted: 7th Mar 2013 21:33
@Scene Commander

i reinstalled the fpsc 1.18 work, 1.19 work too but 1.20b still not work...

i intalled fpsc to my very old computer and patched 1.20b and there it work but i cant use that computer for nothing( its really too old. )

What could be the problem is?
i start fpsc as administrator...
i tryed make the compability to win xp sp2...

Maxi.

I don't buy games....i make them.
s4real
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Posted: 7th Mar 2013 22:18
@everyone with windows 8.

A small fix that may work with some people move the install folder out of Program files so its just on the c drive.

This seems to fix the problem for me.

best s4real

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AngelTheKiller
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Posted: 9th Mar 2013 04:20
Hello, I got the random segment bug by downgrading and re-updating but the new 120.16 update gave me a huge frame drop for I don't know what reason. Here is a picture from 120.16 and 120.15.

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Tomahawk
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Posted: 9th Mar 2013 04:55
Is that the same map?
AngelTheKiller
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Posted: 9th Mar 2013 05:05
Top one was a test, second one was another room I made when I first downloaded v120.16
Teabone
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Posted: 9th Mar 2013 06:07 Edited at: 9th Mar 2013 06:09
You should test frame rates using the same maps. Because I believe they will very depending on whats on the map. However it is interesting to see the map with more on it has a better framerate than the map with barely anything in it.

Mini0013xx
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Posted: 9th Mar 2013 07:32 Edited at: 9th Mar 2013 07:36
I've noticed some bugs in FPSC version 1.20.16.

I've only been able to see what's viewable. (Not the most experienced user). And here it is.

Enemy character entities ignore allied character entities and immediately attack the player.

The Player can walk through allied character entities.

All character entities LOVE to move through doors. They won't even let solid walls stop them. (As in, they move straight through the solid wall and head to the door if there's a cieling or floor next to it.)

Everything is explained in the video. (Don't worry, it's not too long).
http://www.youtube.com/watch?v=fvjKWwBMIPc&feature=youtu.be
Scene Commander
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Posted: 9th Mar 2013 14:14 Edited at: 9th Mar 2013 15:02
@Mini0013xx

*Edited* - After reading S4's post, I did see the character pass through the door. I must have missed it in wireframe mode . I believe this has been an issue for quite some time. I'll have a think about it.


I however tested some AI's myself using both the T341's characters and by applying AI scripts to default characters and they characters do seem to be fighting correctly for me.

As mentioned before, it is important when posting reports that an FPM using default media is including demonstrating the issues. This would enable me to see exactly what you're seeing without any confusion.

Thanks,

SC
s4real
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Posted: 9th Mar 2013 14:55
@Scene Commander I can see the problems in that video the characters walk threw the door at the end of the vid when he turns it into mash mode and also only the soldiers are attacking the others are just shooting you.

Maybe you need glasses or get some new ones if you wear them lol

best s4real

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bruce3371
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Posted: 9th Mar 2013 15:29
Just a thought; I'm wondering how many people are applying the various updates to the free version of FPSC, and that's what's causing some of the problems?

Like I said, just a thought, and I'm probably way off base...

Mini0013xx
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Posted: 9th Mar 2013 20:45
I got the ai to work. Guess I just have to re-input the allied and enemy ai commands for all the units. *sigh* there's over 40 in that level alone...

Anyway, I found another thing. I have static entity boxes laying in a level. The entities seem to want to run straight through those as well.

http://www.youtube.com/watch?v=aTGWvZctAdg&feature=youtu.be

Attatched below is the .FPM, using only stock assets from the WW2 folder.

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0Alemar0
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Posted: 9th Mar 2013 20:58
Scene

my report
I don't know what happen, but 1.20 - 16 destroyed my frame rate... my more intense level with 60/80 fps. now I have 12 fps....
scrolling to the right/left/up/down in the map editor does not work properly.
I used my own map, no stock assets...
I Don't have any applications running in the background as this can affect the editor.

well,I reinstalled version 15.
No more lag in editor.
Performance , back almost to normal.
Character , pass door ( I didn't have this problem before )

win7 32bit
8gb ram
i7
1 tera hdd
nvidia geforce gt 230m
s4real
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Posted: 9th Mar 2013 22:48
Quote: "Attatched below is the .FPM, using only stock assets from the WW2 folder."


This problem happens in early version as well so this must be an old bug that needs looking at.

best s4real

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Scene Commander
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Posted: 10th Mar 2013 16:32 Edited at: 10th Mar 2013 16:33
I've had a think about the 'door' issue. I think one of the easiest solutions would be to place an invisible entity with the same name as the door near to the door that blocked access. The entity could be toggled on/off as the door is opened/closed.

As I didn't write the script I can't post it, but the scripts supplied with Rolfy's excellent energy barriers here could easily be adapted.

SC
RelMayer
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Posted: 10th Mar 2013 17:44
I have a very annoying problem with v120.15 about dynamic entities.

Most of my dynamics entities dissapears if i'm too away from them ( 1, 5 segment, it's a very short distance ), it seems to happen with small to mid-sized entities such lamps, pick-up items, clutter/furniture or computers.

Bigger objects like glasses or characters, don't disappear.

I've also tried with the beta 16, i've got the same issue...


any ideas ?

Excuse my grammar errors, I'm French.
s4real
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Posted: 10th Mar 2013 18:03
@RelMayer :- I don't think the culling system not working right as the scripts to change the culling not working, Scene was meant to be looking at this but he keeps forgetting.


Quote: "I've had a think about the 'door' issue. I think one of the easiest solutions would be to place an invisible entity with the same name as the door near to the door that blocked access. The entity could be toggled on/off as the door is opened/closed.

As I didn't write the script I can't post it, but the scripts supplied with Rolfy's excellent energy barriers here could easily be adapted.

SC"


The problem is only with dark ai as I've tested it so there must be some collision issues somewhere.


Best s4real

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Scene Commander
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Posted: 10th Mar 2013 18:21
@RelMayer

That's odd, as I'm 99% certain this was fixed for V20.16. So we're on the same page, please post an FPM showing a mixed of default items so I can investigate, just in case this still needs attention.

Thanks,

SC
RelMayer
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Posted: 10th Mar 2013 19:11
I gave another try this time with V20.16, small objects dissapear when i'm at 4 segments of them, seven for the crate ( i think ), the big scenery items ( the iron crate and the double bed ) do not dissapear.


( FPM file attached )
Map made with V20.16




Another weird thing is that i managed to got more than 300 FPS ( max 369 for me ) with V20.15, but with V20.16, the engine never past the 95 fps limit.

More concerning : With 20.15 installed, my FPSC is way faster ( i can see it with my eyes ) but with 20.16, even if the engine displays 95 FPS, it seems to be a bit slower ( like if the engine was constantly running at 45 fps ).

Excuse my grammar errors, I'm French.

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Deathcow
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Posted: 10th Mar 2013 20:06
@Scene Commander

I don't know if this has been reported, but 1.20.16 does not run an Windows 7 64bit. I have two machines both 64bit versions of windows 7 installed and both stop at checking files on starting up. Both work running patch 1.18. I run them as admin.

DC
AngelTheKiller
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Posted: 10th Mar 2013 20:38
@Deathcow,

Thats weird, I have a windows7 64bit pc and can run it. 1.20.16 is glitchy though. 1.20.15 is more stable for me.
Scene Commander
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Posted: 10th Mar 2013 22:06
@RelMayer

I've fixed this for the next beta. I'm looking at the performance issue, although I can't replicate it, I think I might be able to made some changes which will restore any lost FPS.

@Deathcow

I develop on a Windows 7, 64bit, so I know it works, at least on my machine. Have previous V120 beta builds worked for you?

SC
Deathcow
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Posted: 10th Mar 2013 22:35
@Scene Commander

I have just upgraded from Win7 32bit to 64bit. I have tried 1.20.15 and 1.20.16 both not working, but I will try earlier versions to see if they work. I'll get back with you about which ones work. I don't know if I'm missing something.

DC
Scene Commander
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Posted: 10th Mar 2013 22:50
@Deathcow.

This sounds very much like a permissions issue, as Windows 7 can be a bit picky. Let me know if you can get it sorted, otherwise post here and I'll do what I can to help.

SC
Lightning Bolt Studios
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Posted: 11th Mar 2013 00:05 Edited at: 11th Mar 2013 00:10
Deathcow - did you install Direct X 9 ?, if not it won't run. Did you install the latest drivers for your video card ?, I also had an issue with FPSC not running a few years back when I changed to a different Antivirus Program, can't remember that name of it but it would shut down FPSC every time I tried to run it.
I've been running Windows 7 Pro 64 bit on my Desktop and on my Laptop since release, and FPSC runs fine on both, even all the 120 beta's

Best
Deathcow
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Posted: 11th Mar 2013 00:45 Edited at: 11th Mar 2013 00:51
@Scene Commander

I have tested a number of beta and they work up until 10. I don’t have 11 and can’t download it for some reason will try again later. From 12 on word do not work please see included screenshot. I have also included two links for my systems specs for both machines.

Note: Directx 9 is installed on both machines to answer the above question.

Beta 3 working
Beta 5 working
Beta 7 working
Beta 8b working
Beta 9 working
Beta 10 working
Beta 11 not working (Just downloaded and tested.)
Beta 12 not working
Beta 13 not working
Beta 14 not working
http://speccy.piriform.com/results/huwegYnkLJ1EcUCZnlr1hcB
http://speccy.piriform.com/results/k68rP3YZvBQYMKAepDldDDe

If there is anything else you need let me know.

DC

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s4real
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17
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Joined: 22nd Jul 2006
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Posted: 11th Mar 2013 01:40
@Deathcow That an editor crash save the map editor.exe from a version that works for now and then update to v1.20v16 or whatever you feel you want to use and replace the map editor for the one you backed up.

Best s4real

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