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

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Corno_1
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Posted: 27th Mar 2013 17:15
@Nickydude what the hell. I script for so long and I never realise this. This help me and it solves my problem. Thanks


Scene Commander
Support Manager
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Posted: 28th Mar 2013 18:20 Edited at: 28th Mar 2013 20:08
Hi Guys,

Just to say, firstly sorry, I've not been too active here the last few weeks, but real life work is keeping me pretty busy.

Secondly, to assure you, that progress is being made on fixing the last few issues. Thanks to S4real, this has gone faster than it would have done, as many hands make light work and all that.

Some of you have been asking for a list of confirmed bugs, so here goes.

AI's can shoot through dynamics objects - identified and ungoing final testing.

AI's can walk through closed and boxes doors. - Indentified, most likely fixed, still testing.

Multiplayer end game not reporting correctly - Being investigated.

Some collision issues with certain custom media - fixed.

Engine not running at all on some machines - identified and fixed.

Performance drop with latest build - Fixed.

A reported issue with FPSCRAWTEXT causing fps drop - investigating, not fully confirmed.

These are the only remaing bugs to date that I'm aware of. We are still working to ensure that everything is dealt with, please bare with us as both S4 and I do this in our spare time.

Thanks,

SC.
ncmako
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Location: Hendersonville,NC
Posted: 28th Mar 2013 19:26
Thank you for the update & hard work you do for us.
All can wait.
BlackFox
FPSC Master
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Location: Knight to Queens Bishop 3
Posted: 28th Mar 2013 19:54
Quote: "A reported issue with FPSCRAWTEXT causing fps drop - investigating, not fully confirmed."


It does drop the fps. I created another command to "print" text on the screen and it also drops my fps (starts at 70+ and drops to 32) when I activate the text to be shown; returns to normal when the text is disabled.

While we're on the topic of FPSCRAWTEXT, I'd like to present another issue with it. As I explained to s4real yesterday, if you have a hud showing and also use FPSCRAWTEXT, the text always remains behind the hud. When we define huds, you have to define them in the script in the proper order so a hud called does not appear "behind" another one. In other words, if I want a hud to appear "on top", it has to be defined in my script after the hud I want it to appear over. A good example is the menu page displayed when you press ESC- the pointer appears "over" the "Load Game", "Save Game" buttons because the pointer is defined after the other button images.

I'd like to see the ability for FPSCRAWTEXT to be able to be displayed over a hud. Even with the "print" text command I made it too always shows "behind" a hud. I have an inventory system almost 100% using just mouse and huds, and I'd like the ability to have the text showing "over" the item hud shown.


There's no problem that can't be solved without applying a little scripting.
Tax 78
14
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Location: Italy
Posted: 29th Mar 2013 09:32 Edited at: 29th Mar 2013 09:33
Quote: "Multiplayer end game not reporting correctly - Being investigated."

Thanks

Sorry but I use a translator
Nomad Soul
Moderator
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Location: United Kingdom
Posted: 1st Apr 2013 21:01
@Scene Commander

If this list of bugs is fixed for V120 final it will be an excellent build to dedvelop a game before FPSCR is ready.

- AI's can shoot through dynamics objects
- AI's can walk through closed and boxes doors
- Multiplayer end game not reporting correctly
- Some collision issues with certain custom media
- Engine not running at all on some machines
- Performance drop with latest build
- A reported issue with FPSCRAWTEXT causing fps drop

Are you going to be releasing more beta's for V120 or is the next version expected to be final?

Flatlander
FPSC Tool Maker
17
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 1st Apr 2013 21:46 Edited at: 1st Apr 2013 22:15
I think the commands "hide" and "show" are not working. These are commands to hide and show an entity. The commands need to be within the entity's main AI. If someone could confirm this.

Here's a script for anyone who wants to try it out. I'll upload an fpm file a little later. Place script in main AI of entity. It needs to be dynamic. Use the enter key to first hide the object (which it will not disappear or hide). Pressing the enter key again will show the object. I had to fix my hide and show rpg commands as well. They work now but not the unmodified command.




I'm addicted to programming and coffee!
Corno_1
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Joined: 3rd Nov 2010
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Posted: 1st Apr 2013 22:36
Quote: " If someone could confirm this."

I can. The commands are not working! in 1.2Beta15 also not...


Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 1st Apr 2013 23:44
Thanks Corno_1. I fixed it and will send to Scene Commander. I will also send him a little extra if he wants to use it.


I'm addicted to programming and coffee!
Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 3rd Apr 2013 15:50
The condition command, "plrnotzoomed" does not work. The reason being is that the line within the code, "conword$(AICONDNOTZOOMED)="plrnotzoomed" is not present.


I'm addicted to programming and coffee!
Nickydude
Retired Moderator
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Location: Look outside...
Posted: 3rd Apr 2013 17:01
Quote: " @Nickydude what the hell. I script for so long and I never realise this. This help me and it solves my problem. Thanks."


Glad I could help.

I reject your reality and substitute my own...
Scene Commander
Support Manager
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Posted: 3rd Apr 2013 17:54 Edited at: 3rd Apr 2013 17:56
Quote: "The condition command, "plrnotzoomed" does not work. The reason being is that the line within the code, "conword$(AICONDNOTZOOMED)="plrnotzoomed" is not present. "


I'm not sure what code you're looking at, but it's certainly in my source. Unless I've misunderstood your post - of course, if there is a problem, I'll happily look into it.

@All

S4 and I have found some time today to sit down and go through this list of bugs together and we're making good progress. I'll keep you all informed, but it's coming together.

SC
Flatlander
FPSC Tool Maker
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Posted: 3rd Apr 2013 18:06
Well, well, I don't know how it got deleted from the source I am using but it did. I too a look at the source from r767 and yes, it's there. I'll bow out of this thread gracefully and not return. Sorry.


I'm addicted to programming and coffee!
Scene Commander
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Posted: 3rd Apr 2013 18:11
Quote: "I'll bow out of this thread gracefully and not return"


That sounds extreme! I think you'll be allowed back
Nomad Soul
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Location: United Kingdom
Posted: 5th Apr 2013 00:25
Quote: "S4 and I have found some time today to sit down and go through this list of bugs together and we're making good progress. I'll keep you all informed, but it's coming together."


Great news. We must have the fixes.

defiler
15
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Location: Canada
Posted: 7th Apr 2013 10:39
I stopped using FPSC because it did not want to accept custom content anymore (not related)

This update is shaping up to be something solid, might have to see if custom content will want to work again or if I should wait for reloaded.

Again, this is going to be another solid update. Good work guys!

Current Project: The Underground: Awakening
s4real
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Posted: 8th Apr 2013 04:49
Quote: "I stopped using FPSC because it did not want to accept custom content anymore (not related)"


Not sue why it wouldn't I have loads of custom stuff and works fine.

A few rules is that fpsc does not see spaces when naming stuff.

example :- house a would not work but housea will or house_a

Also there seems to be a problem with decalmax setting this too high can crassh fpsc.

best s4real

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Tax 78
14
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Joined: 23rd Sep 2009
Location: Italy
Posted: 13th Apr 2013 16:30
Hi To all workers to version 1.20

My air system v. 3 works fine in version 1.19, but 1.20 beta 16 does not work

Look here for error and crash FPSC : http://www.youtube.com/watch?v=LmzVhDKZmPQ&feature=youtu.be

Tax

Sorry but I use a translator
s4real
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Posted: 13th Apr 2013 17:27
@Tax 78 :- If you can upload the script I will have a look at it but I think the air system has changed a bit in the latest versions.

Best s4real

Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
Help keep vishnu free by pledging now :- http://vishnu.chipin.com/vishnu
Tax 78
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Posted: 13th Apr 2013 17:51
@s4real

We need the whole pack to try the script
here download : http://tax78.altervista.org/pagina-796663.html

I solved the crash:
I noticed the change of currentweapon to plrcurrentweapon

But it does not change with your hands when entering water

The script in question is: Air system no weapon hand.fpi

Repeat script running in version 1.19

Tax

Sorry but I use a translator
SpaceWurm
12
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Joined: 11th Nov 2011
Playing:
Posted: 14th Apr 2013 16:44
I was using 1.20.06 and updated to 1.20.16. After the update I noticed quite a huge drop in FrameRate. Anyone else experiencing this?

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
Tomahawk
11
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Location: Where do you think I live?
Posted: 14th Apr 2013 16:59
Quote: "I noticed quite a huge drop in FrameRate. Anyone else experiencing this?"
Same here

defiler
15
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Location: Canada
Posted: 14th Apr 2013 22:36
Thanks for the tip s4real. I will take a look to see if that is the case.

Current Project: The Underground: Awakening
Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 16th Apr 2013 22:04
Yay, changes have been uploaded to Google code.


I'm addicted to programming and coffee!
s4real
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Posted: 17th Apr 2013 15:35
@F l a t l a n d e r :- This is still going through heavy testing.

best s4real

Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
Help keep vishnu free by pledging now :- http://vishnu.chipin.com/vishnu
Flatlander
FPSC Tool Maker
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Posted: 17th Apr 2013 18:03
That's OK. I went ahead and integrated so I'll let you know if I have any problems. I can easily go back to the previous build.

So far I am not experiencing any problems but I'm not doing any "heavy" testing of the specific areas of code you have changed.


I'm addicted to programming and coffee!
Flatlander
FPSC Tool Maker
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Posted: 17th Apr 2013 23:15 Edited at: 19th Apr 2013 00:32
Deleted because comment not valid.


I'm addicted to programming and coffee!
Flatlander
FPSC Tool Maker
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Posted: 17th Apr 2013 23:40 Edited at: 19th Apr 2013 00:33
Deleted because post not valid anymore.


I'm addicted to programming and coffee!
rolfy
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Posted: 18th Apr 2013 08:31
Flatlander have you tried setting these animated entity's to always active, it might help with the problem.

I don't trip over...I do random gravity checks.
Flatlander
FPSC Tool Maker
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Posted: 18th Apr 2013 18:27
I just tried that per your suggestion. I was hoping this would work. It made sense in a way. However, it didn't work. Then I was thinking, "OK what happens when I save the game? What position of the script is being saved?" Well, it's the last position or state. So I looked at the script.

:state=0:animate=1
:state=0:state=1

What is saved is that the last position or state is "1". There is no "1" and therfore the animation will not be executed. Therefore, I just deleted the second line.

Boy I wish I was thinking more clearly about this at the time.


I'm addicted to programming and coffee!
rolfy
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Posted: 18th Apr 2013 18:46
Dont you just hate it when you spend hours going around in circles,getting all complex,and its a simple thing to fix

I don't trip over...I do random gravity checks.
BlackFox
FPSC Master
15
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Location: Knight to Queens Bishop 3
Posted: 18th Apr 2013 18:51
Quote: "I just tried that per your suggestion. I was hoping this would work. It made sense in a way. However, it didn't work. Then I was thinking, "OK what happens when I save the game? What position of the script is being saved?" Well, it's the last position or state. So I looked at the script.

:state=0:animate=1
:state=0:state=1

What is saved is that the last position or state is "1". There is no "1" and therfore the animation will not be executed. Therefore, I just deleted the second line.
"


Any scripts that have a similar layout where animation is called and the next line called does not exist will not play animations on the save/load. We have modified all our scripts so that animations will play when save/load is called. This has been this way since way before v1.17.

Quote: "Dont you just hate it when you spend hours going around in circles,getting all complex,and its a simple thing to fix"


Funny, my wife said that very thing to me this morning...


There's no problem that can't be solved without applying a little scripting.
Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 19th Apr 2013 00:34
Quote: "Dont you just hate it when you spend hours going around in circles,getting all complex,and its a simple thing to fix"


Yup!


I'm addicted to programming and coffee!
Scene Commander
Support Manager
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Posted: 19th Apr 2013 08:14 Edited at: 19th Apr 2013 08:16
Hi All,

Beta 17 is now up and fixes a number of issues. You should see an improvement in AI path finding, culling stability and various other odds and ends including the end to the issue requiring the last few builds to need additional dll's on some machines. A special thanks to S4real for all his work helping me to get this out the door as without his efforts I was struggling for free time.

As a side note, performance hasn't dropped, but should now remain fairly constant and is tied into your moniter refresh rate again. This capping improves overal stability across all machines.

As always, please post any issues, including an FPM if one is required.

Thanks,

SC
elbow
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Posted: 19th Apr 2013 08:51
Thanks for all the hard work, effort and time you put into this. It is highly appreciated. The FPSC world would be a much poorer place if not the likes of you.

Eugene
Wolf
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Posted: 19th Apr 2013 13:04
Yes!!

Thank you!!

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Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
Deathcow
FPSC Reloaded Backer
18
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Posted: 19th Apr 2013 14:39
I have tried downloading the new beta and it is only downloading 27MB file which is broken.

DC
Tomahawk
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Posted: 19th Apr 2013 15:28
Trying now, Thanks for the hard work Scene Commander, and S4real.

Tax 78
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Posted: 19th Apr 2013 15:31
Quote: "only downloading 27MB "


Why???

Sorry but I use a translator
Pirate Myke
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Location: El Dorado, Ca
Posted: 19th Apr 2013 15:32 Edited at: 19th Apr 2013 15:33
Yes the file seems to be broken or incomplete. Content are 166,058,677mb Packed should be 165,990,929. File download size is 27,627mb. Seems a bit small for a full update.

Also Thanks S4Real and Scene Commander for making this possible.

Scene Commander
Support Manager
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Posted: 19th Apr 2013 16:42
Hi all,

I've let Lee know of the problem, hopefully he'll be able to tear himself away from Reloaded for a few minutes to have a look.

Thanks,

SC
Lightning Bolt Studios
FPSC Reloaded Backer
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Location: Otisville, MI
Posted: 19th Apr 2013 20:09
I just download 120.17RC 3 different times and tried to extract it using WINRAR and 7Zip and I get a corrupt file error using both programs.
NST
AGK Bronze Backer
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Posted: 19th Apr 2013 20:38
Me too, I'm afraid.
Tomahawk
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Posted: 19th Apr 2013 21:03
Same here

Seth Black
FPSC Reloaded TGC Backer
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Location: Pittsburgh, PA
Posted: 19th Apr 2013 21:15
DITTO

Flatlander
FPSC Tool Maker
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Posted: 19th Apr 2013 22:13
I'm sure Lee will get it taken care of as Scene Commander has said. Lee just has to pull himself away from Reloaded long enough to redo the upload.


I'm addicted to programming and coffee!
Nomad Soul
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Posted: 20th Apr 2013 00:42
When is the Beta 17 coming back up? I need to test this now.

The Zombie Killer
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Location: Gold Coast, Australia
Posted: 20th Apr 2013 11:38
Just thought I'd point out that AICONDPLRBLOCKING, AICONDINVIEW and AICONDPICKOBJECT are all missing their ":"s in their cases.

-TZK

s4real
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Posted: 20th Apr 2013 14:43
@The Zombie Killer :- Not sure what you trying to tell us but I've checked the source and they all seem fine.


I'm sure Lee will upload beta 17 very soon.again.

best s4real

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The Zombie Killer
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Posted: 20th Apr 2013 16:11
@s4real
Here in the source:


Notice how the colons for the three conditions I mentioned are missing.

-TZK

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