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

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BlackFox
FPSC Master
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Posted: 20th Apr 2013 17:17 Edited at: 20th Apr 2013 17:19
Quote: "Just thought I'd point out that AICONDPLRBLOCKING, AICONDINVIEW and AICONDPICKOBJECT are all missing their ":"s in their cases."


Quote: "Not sure what you trying to tell us but I've checked the source and they all seem fine."


TZK is correct. The cases mentioned are missing the colons (r768).


There's no problem that can't be solved without applying a little scripting.
s4real
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Posted: 20th Apr 2013 19:32
@The Zombie Killer :- Well spotted never noticed before its been like that since its been added it seems, I've looked at older version and its always been the same, not sure if it was done like that for a reason.

Will make sure its corrected.

best s4real

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Flatlander
FPSC Tool Maker
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Posted: 20th Apr 2013 21:31
I always make sure they're there in my code and I think it's a good idea to have them; but, it seems that sometimes it doesn't seem to matter. At least if I remember right one or two colons went missing that someone else had coded and it seemed to work fine. That may not be the case (no pun intended) so it would be good to fix.

When I first started programming in 'C' after programming in other languages first and especially 'BASIC' that was one of the most problematic things for me. All that punctuation.


I'm addicted to programming and coffee!
Mini0013xx
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Posted: 20th Apr 2013 23:31 Edited at: 20th Apr 2013 23:32
I can't open the .zip file for Beta 17. It says it's not available. (even though I've downloaded it).

Strange.
LeeBamber
TGC Lead Developer
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Posted: 21st Apr 2013 01:11
Oops! Sorry guys: http://files.thegamecreators.com/betafiles/FPS_Creator_V120_BETA17a.zip

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Section 812
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Posted: 21st Apr 2013 01:15
That's what happens when you party like it's 1999 frequently.

Burger
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Posted: 21st Apr 2013 03:48
I downloaded and when win rar went to unpack it gave me this message:

FPS_Creator_V120_BETA17a.zip: The archive is either in unknown format or damaged

And I couldn't get the files out.

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ncmako
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Posted: 21st Apr 2013 04:09
@ Burger
Try again, unpacked and installed just fine for me. I do use 7-zip
Tomahawk
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Posted: 21st Apr 2013 04:23
Worked for me! i use winzip.

Flatlander
FPSC Tool Maker
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Posted: 21st Apr 2013 06:08
Worked for me. I use Windows 7 folders zip.


I'm addicted to programming and coffee!
Pirate Myke
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Posted: 21st Apr 2013 07:18
Works for me using winrar on vista 64bit system.

Mini0013xx
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Posted: 21st Apr 2013 18:39
In Multiplayer, it still does the bobble thing where the player screen bobs up and down once you stop moving or jumping.

Character entity geometry still getting caught into stair geometry, making them unable to move up and down stairs.

That's it, for now.
s4real
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Posted: 21st Apr 2013 22:01
@Mini0013xx :- Can you show a video as the bobble effect shouldn't happen at all now due to the whole thing is timed and been removed.

You shouldn't be getting any collision problems or as you call it geometry issue as these have been fixed.

Upload a fpm and a vid so we can see whats going on please.

best s4real

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yrkoon
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Posted: 22nd Apr 2013 22:14
File collection for skies may be broken again.

I bought many of Rolfy's skies last week, only to find out that I'm ending up in a "halls of mirrors" in the sky of the game when I applied them to the standard ww2 map.

Rolfy made me check the respective output folders of the built game, and I found them empty. Manually copying the respective subfolder into the target dir immediately solved the problem.

Using FPSC 1.20beta17( completely fresh install and fresh update) Rolfy's sky textures ( e.g. his packs 2 and 3) are in .bmp Format.

Lives of great men all remind us we may make our lives sublime
Scene Commander
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Posted: 23rd Apr 2013 07:39
@Burger. I tested this last night and it's also working for me. Try again, and post here if you're still having issues.

Thanks,

SC
ncmako
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Posted: 23rd Apr 2013 19:56 Edited at: 23rd Apr 2013 20:57
I hate to say this, but Mini0013xx is right. In multiplayer only I get a very bad head bobbing again? I know, strange. Why multiplayer and not single player. Here's .fpm I used. Just the plain Chateau, one weapon and some static lights.
If Mini0013xx doesn't post video I can.

I had some time, here's a quick vid. Watch the block/brick pattern
on the walls.http://www.youtube.com/watch?v=DACXPa87F_4 As I don't use MP that much it isn't a deal beaker for me, but maybe others.

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BlackFox
FPSC Master
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Posted: 23rd Apr 2013 20:37
We have a question regarding the editor. While testing a pack for an upcoming release, we have come across a possible issue with the editor itself. I construct a level, run a test, exit and return to the editor. We save the level at that point and continue. Once in a while when we click save, we see the "Saving level..." bar and then the editor window is all dark grey. No segments or entities reappear. Now since I still work mainly in v1.17, I took the pack and brought it into v1.20 on another system. Every once in a while I get the same issue- I can adjust something in the level, click save, see the "saving level" bar and then it goes all grey. I have to use Task Manager to close down both the FPSC-MapEditor.exe and FPSCreator.exe, then restart. I even tried v1.19 with the same results. This is really beginning to become time consuming.

The question is this- is it something to do with the source itself, or is it the interface (FPSCreator.exe) that is the issue?


There's no problem that can't be solved without applying a little scripting.
s4real
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Posted: 23rd Apr 2013 22:50
@ncmako :- I can confirm the head bobble and have no idea why it would be doing but will look and see.

@BlackFox :- Unfortunately we don't have much control over the editor and most the fixes have to be done by lee, as far as I know lee is trying to but fpsc to bed now and the final release might be very soon so this problem may not even be fixed.

best s4real

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Burger
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Posted: 24th Apr 2013 11:42
@Scene Commander, sorry, it must have been the download cutting out or a network error. I downloaded again, and worked fine.

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Stalker93
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Posted: 24th Apr 2013 13:04
@Scene Commander @s4real
Sorry guys, I know it's not the best moment to ask you about features, but I think this one might ne extremely useful to everyone. I find tremendously annoying the fact that the editor shows only segments and entites placed on almost the same layer your're looking at. Happens many times to me that I'm in the need of checking how all my entites are fitting together..but I simply can't. The only way is testing the level, which doesn't allow to fix positions...stressful. Could you add the possibility of showing everything at once, no matter which layer you are looking at? Or it's already possible? Thanks for the hard work!
Scene Commander
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Posted: 24th Apr 2013 13:22
Hi,

S4 and I will look at the multiplayer 'bobble' effect.. All very strange...

@Stalker93 and others.

We aren't adding features, and I'm afraid we aren't in a position to alter anything at all to do with the editor anyway.I don't believe that Lee is prepared to make editor changes to FPSC now that he has moved onto Reloaded. I would suggest that you make a post on the Reloaded board requesting that it is investigated as part of the Reloaded project as editor changes will need to happen for that.

Don't forget that you can rightclick on an entity in the editor to fine adjust it. Not sure if that will help with your problem.

Thanks,

SC
007
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Posted: 24th Apr 2013 23:27 Edited at: 24th Apr 2013 23:29
Hello guys,

Just to note, this is by far the best FPSC Beta. Now it is working perfectly with me, i am under 80-90 fps (60 average for more complex levels).

Congratulations Scene Commander, i even think this could be the oficial V.1.20

Cheers,

007.

Goldenye 007 N64
Burger
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Posted: 25th Apr 2013 08:01
Does the backdrop video command work for other people? I've been messing around with it and it doesn't seem to work very well. It either has a black screen, or when I change its position in the script it loops the video (as expected) but none of the buttons show. I can attach a built level, if needed. But I thought I'd mention it. I don't know if its beta specific either.

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BlackFox
FPSC Master
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Posted: 25th Apr 2013 19:44 Edited at: 25th Apr 2013 19:45
Quote: "We aren't adding features, and I'm afraid we aren't in a position to alter anything at all to do with the editor anyway.I don't believe that Lee is prepared to make editor changes to FPSC now that he has moved onto Reloaded. I would suggest that you make a post on the Reloaded board requesting that it is investigated as part of the Reloaded project as editor changes will need to happen for that."


It seems the issue I mentioned had to do with our "userdetails.ini" resetting to default (i.e no username/serial code). After posting here, I emailed Lee directly and he explained what causes the issue. So it seems that our file was reset and after entering our username/serial all was good again with no issue. I do recall installing older packs caused this, but I have not installed anything recently and seems a bit odd it would just reset on its own.

And now my rant...

For the record, this issue was mentioned before, prior to v1.18. One should not have to post in the Reloaded thread to ask for something in an old version to be addressed/fixed. Some of us may not be moving to Reloaded. I get you want to put the final version to rest, but there are a few things that many of us have mentioned for many years without them even being addressed. The "userdetails.ini" resetting for one, we have the issue with files not being copied to a build properly (I brought up the skyboxes and the video files for textures). While I can fix and recompile my source to address the issue(s), others cannot and it would be nice to know that when bugs/issues are brought up such as these, they all are given the same courtesy. After all, not everyone does this for a hobby and it is very time consuming when one has to backtrack on a project and spend more time troubleshooting and less time developing.

Thank you Lee for at least taking time from your Reloaded schedule to answer our email regarding FPSC v1.


There's no problem that can't be solved without applying a little scripting.
s4real
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Posted: 25th Apr 2013 22:13
@BlackFox :- I understand your frustration but as far as I know once the final of fpsc v1 is released there will be no more support for the product.
So more major bugs are being fixed at the moment, but like I said editor fixes are hard to do as we don't have much control.

Scene and myself are going through a lot of the bugs but time is running out.

I should say the only support for fpsc v1 will be from unofficial releases once the final is done.

Quote: "Congratulations Scene Commander, i even think this could be the oficial V.1.20"


Thanks for the support lol being Scene hasn't had much time to work on it.

@Burger :- If you could put a test level for download to check out and see whats going on.

Once again thanks for all the bug reports but a list of all remaining bugs would be great if anyone can make one up that would help.

best s4real

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Nomad Soul
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Posted: 25th Apr 2013 22:22 Edited at: 25th Apr 2013 22:28
Quote: "Some of us may not be moving to Reloaded"


I can't imagine any FPSC users that won't be migrating to FPSCR later this year. Its already looking amazing and will be better in every respect.

If Scene and Hockeykid and S4Real are able to spend their spare time getting V120 in really good shape that is a very kind of them but to be honest once FPSCR ships the original FPSC will be a distant memory.

I would like to see a list of remaining / confirmed bugs which are being fixed for V120 though. Here is some of them:

- Skybox and Video not being added in build game folder
- Player head bobbing in multiplayer mode
- Userdetails.ini not being saved

BlackFox
FPSC Master
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Posted: 25th Apr 2013 22:32 Edited at: 25th Apr 2013 22:37
Quote: "I understand your frustration but as far as I know once the final of fpsc v1 is released there will be no more support for the product.
So more major bugs are being fixed at the moment, but like I said editor fixes are hard to do as we don't have much control."


The ironic thing about the issue I mentioned is that it was not in the editor portion of the code. It was in the section relating to the "userdetails.ini". According to what Lee's reply was to me, there is some code that will grey out textures and such if an invalid serial is in the file. That lead me to look at our "userdetails.ini" because I recall in past installing older packs would reset this file. We were right in the middle of testing a model pack to be released when this started. We tried in another version and same thing. We looked at the media thinking maybe we did something wrong, and all the while it was the missing username/serial (again) causing the issue.

Quote: "Scene and myself are going through a lot of the bugs but time is running out.
"


I understand, but not only do we do this as an income, we have a large investment into this software and our developments. There is no way (and no reason) to have to wait for something to be addressed in the next version or a new version, given some of these issues have been around a lot longer than others. I myself would tend to think core issues would take a priority over features introduced at the start of v1.20, considering that these core issues existed well before. Things like files not being copied to a final build are time consuming when one has to sift through their notes and check everything has made it into a final build. As I said before, the balance of troubleshooting/developing has shifted slightly to the troubleshooting side and in my case that is time and money lost when we have deadlines to meet.

Quote: "I should say the only support for fpsc v1 will be from unofficial releases once the final is done.
"


I have made that assumption already. Recall the issue I briefed both you and Scene on regarding compiling my source, how I had to do both the "mapeditor" and "game" exe's in order for dynamic items to appear. I could not get a straight answer even from Lee himself as to why that was, being we were still in v1.17 and v1.19 was in development. Per his suggestion, we compile both and do so with each change we make to our source (which by the way does not produce near the errors we hear/read about regarding collision, entities, etc). I guess I look at it from the point with 3 developments still going in v1, we had hoped that the issues could have been solved. Since you guys are short on time, I will have to make time to address it on our end and fix it. With rewriting the entire source, at least it is much easier to see where the issue(s) is/are and is easy for me to fix. I was speaking on behalf of those that do not program/mod their source as they too have similar issues (files not being copied to a build, etc).

This in no way diminishes the hard work you, Scene Commander, Flatlander, or others have put in to fixing problems. We appreciate the effort, as do many others. It would have been nice to see most, if not all, addressed before v1 was labeled "complete", as there would be no chance of getting anything fixed after that point and one may have to start all over with the next version.

Quote: "I can't imagine any FPSC users that won't be migrating to FPSCR later this year."


Well now you can. My wife and I have three full developments running in v1 and cannot afford to scrap them and restart. We won't be in FPSCR for at least another year plus. I recon we will be one of the last "users" still using v1.


There's no problem that can't be solved without applying a little scripting.
s4real
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Posted: 25th Apr 2013 23:37
@BlackFox :- Thanks for your feedback and collision issues are not that much in v1.17 because it didn't have a new timer system added and the system was only half implemented hence the problems.

These problems should be fixed now in this latest version.

If you can give me a list of all your issues you like fixing then I will look into them as I don't have a full list of issues and do forget certain things.

My main thing was to get fpsc to a stable version and now I will work on other issues.

I will look into the userdetails.ini bit of code but I think all the key checks are done in code thats not in the source but will still have a look.

best s4real

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Burger
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Posted: 26th Apr 2013 05:49
Alright, I've used the videotexture example level and built a game with a modified titlepage.fpi to play the backdropvideo. From my tests the only way to get the video to work is to change it to a state=0 line at the top of the script. Another thing is that if its located elsewhere I run into weird trouble, but I can get the menu's to work.

I've attached it to the post as a .rar because it wont upload multiple files.

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Anubis
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Posted: 26th Apr 2013 13:55
Did version 20.17 address the Entity vs Door issue?
So my TF341 guys and gals can't walk/shoot/bleed through the door anymore?
Light and Blooddecals also don't care about doors and go straight through.. meaning.. light/decals that should be on the door on the side that emitted the light or bloodspurt are found on the wall behind the door.

ps.. im still using 20.10, hence my questions

-+- There are only 10 types of people in the world. Those who understand binary, and those who don't -+-

[Chipset:X58 CPU:i7.950.64 GPU:HD5970 RAM:12GB DDR3 WIN:7.x64 PRO FPSC:1.20.10]
s4real
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Posted: 26th Apr 2013 16:29
@Burger :- Thanks for the level test will look into it.

@Anubis :- dark ai is still being worked on at the moment they don't walk through auto doors but still have issues with none auto doors.

Best s4real

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007
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Posted: 26th Apr 2013 23:58
Quote: "Thanks for the support lol being Scene hasn't had much time to work on it."


Sorry man (s4real), i really thought that Scene Commander was the one behind FPSC, because in all updates i read his posts commenting on new features and such.

However, thanks to you and ALL the people behind FPSC.

007.

Goldenye 007 N64
Scene Commander
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Posted: 27th Apr 2013 10:26 Edited at: 27th Apr 2013 10:31
Quote: "Sorry man (s4real), i really thought that Scene Commander was the one behind FPSC, because in all updates i read his posts commenting on new features and such."


S4 has been a massive help with the lastest set of updates, I haven't had as much time to spend fixing issues lately as I'd have liked and S4 has kindly picked up the baton for me. I still update the SVN and S4 and I talk daily about what needs to be done, but I've needed to concentrate on paying work recently.

Quote: "Congratulations Scene Commander, i even think this could be the oficial V.1.20."


This is the offical V1.20 ! - or do you mean the final release?

Anyway, we both hope to spend a little time this afternoon looking at Multiplayer and tracking down the very odd 'bobblehead' issue.

Thanks to everyone for your patience and again to S4real for helping to push this forward.

SC
The Zombie Killer
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Posted: 27th Apr 2013 11:21 Edited at: 27th Apr 2013 11:22
@BlackFox
You're not alone with sticking to v1, I have a rather large source mod I've been working on recently that allows me to directly modify the engine and have direct access to many DBP commands directly from a scripting language: Lua.

@Scene Commander & @s4real
I'd like to personally thank you guys for the awesome update, the amount of work you guys have poured into this is incredible.

-TZK

s4real
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Posted: 27th Apr 2013 11:40 Edited at: 27th Apr 2013 13:13
@007 Its not a problem was only joking anyway.

@Scene Commander :- Thanks and what you working on is more important anyway.

@The Zombie Killer :- Thanks for the support and your mod is coming on nice just need to work away to reduce the 2gb limit problem that your mod hit faster due to bigger map size.

Thanks to everyone else that suport scene and myself we working hard to make a nice stable final.

Jpeg support seem to be back with this new version but please remember that you can't have spaces in your name title's

best s4real

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unimansoftent
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Posted: 27th Apr 2013 22:43
Hello everyone, well finally after more than a month, the new patch 1.20.17 is done.

the previous patch, 1.20.16, the fps (frames per second), were very laggy.

But the problem was not resolved with the waypoints.

1.20.11 patch, corrected the problems with the waypoints that report while.

But this new patch 1.20.17 insists the problem with waypoints, was all, greetings.

independent game developer
s4real
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Posted: 27th Apr 2013 23:55
@unimansoftent :- You still having issues with the waypoints in v1.20.17 upload a map with the problem and will look at it.

Everyone having issues with building games and skyboxes and other things missing.

The problem don't happen if you build your game with out a level loaded into the editor.

So just load fpsc then build with the map empty and the skyboxes and other stuff move over fine.

The reason they don't move is because the editor is using the items.

Hope this helps

best s4real

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ncmako
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Posted: 28th Apr 2013 00:06 Edited at: 28th Apr 2013 02:55
@ s4real
Quote: "The problem don't happen if you build your game with out a level loaded into the editor.
So just load fpsc then build with the map empty and the skyboxes and other stuff move over fine."

That's why is only happens sometimes. Thank you for the clarification. Makes perfect sense. I've had no other issues with this beta. So far smooth and flawless.
Thank you all!

@s4real
I may be doing something wrong, but have been trying to build without a loaded map in the editor to no success. In "Level Settings" I cannot choose my map(freezes) after that all buttons/tabs are froze. Have to manually close fpsc.
With a map loaded in editor, works fine. 1.20.17a
unimansoftent
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Posted: 28th Apr 2013 08:21
@s4real:- Hi my friend, here is the video, with the waypoints in version 1.20.17, grettings!



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Scene Commander
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Posted: 28th Apr 2013 09:51 Edited at: 28th Apr 2013 09:52
@unimansoftent

Thanks for the video. However, unless I'm missing something, it looked to me as if the default media is working (which is what we use to test), but the latest WW2 make models seem to be having issues. Is that correct?

Unfortunately I don't have that pack (and I don't think S4 does either) so I'm not able to test.

Thanks,

SC
kaiserfloh67
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Posted: 28th Apr 2013 17:20
Hi
I have a big problem. If I walk against a Wall or boxbased Object the player is wiggling around and falls after some time through the map. This heppens with stock media and custom media.
Flatlander
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Posted: 28th Apr 2013 20:13 Edited at: 28th Apr 2013 20:15
@kaiserfloh67

This has been an issue since day one. Lee and others have tried to fix it and to some extent have made it better. So, what we have here is if you run into this problem you need to do a work-a-round. One of the best work-a-rounds for this is to place an invisible wall in front of the place that the player has this problem. Certain segments present this problem while most do not. At least for me.

Another issue is the player getting stuck in certain areas. Use the same type of work-a-round.

@unimansoftent

Dark AI does have problems with waypoints. I have not experienced this issue as shown in your video, however. The character itself does not necessarily have this issue with waypoints. It is a matter of how it's scripted.

Here is a video of the T341 character using a way point. The first image is what scripts I have used.



Now the video.



T341 characters work if changing scripts to appear1.fpi and the main script to people\follow.fpi. I have not tested the different animations. As I have always understood it, waypoints are meant to use the basic standard animation for the character.

unimansoftent, if you could post the scripts you are using, I could see if I can't modify them to work for you. But there are no guarantees on that.


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s4real
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Posted: 29th Apr 2013 03:40
@unimansoftent :- Hi m8 I don't have that pack but sounds more like a script issue to me if you using dark Ai.(As Flatlander pointed out.)

If you can upload a map with stock doing the problem then we could look into it videos not much good to us.


@kaiserfloh67 :- If you could upload a map with this problem with stock then I look into it as I don't see this problem much.

Most the time you pushed out of the map is due to collision and physic fighting each other then push you out the map.

@ncmako :- Just tested and seems to be working fine for me.

what I do is load fpsc the pick build game.

Click on the level that its loaded and change it to the level I want to build I never click insert level unless I'm adding more than one level.

hope this helps

Please if you want your last issues looked at then put them down in a list and tell us or we never get to look at it.

I prefer the format like this :-

Issue

1 :- skyboxes not working ( don't copy over)
2 :- Dark ai issues ( char walking through walls.)

if its not in this format then we might miss it as just saying in a post is ok but when fixing we tend to forget so if you can put your issues like that then we will look into it and if you can upload a demo map with the problem or a game this would help even more.

@Burger :- I don't think the backdropvid is a proper feature as video will always play over the main menu as its using media player in windows.

I think this was added but never worked due to that fact I will look into a different method of getting this to work but as it is in the source this will not work as you want.


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BlackFox
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Posted: 29th Apr 2013 04:24 Edited at: 29th Apr 2013 04:26
Quote: "Please if you want your last issues looked at then put them down in a list and tell us or we never get to look at it.
"


The following are results I have run using v1.20, not my v1.17 source.

1 :- JPG skybox's do not copy even though you listed JPG in the skybox code. BMP, PNG, DDS, TGA copy as they should. I recognize that JPG can be converted, but if people are using v1.17 and lower (and there are), then this is a bug that existed for a long time and keeps getting missed.

2 :- Video files specified using the "video texture" feature do not copy over to a build. As I explained in a novel before, the top-most video only copies over but any video I specify in a script using the "video texture" never copies.

3 :- I would like to hear confirmation if JPG support has been removed or not. I can use a JPG button on a title page, etc but it seems we cannot use JPG textures. If it is removed, where and how was it removed. Is it in the source or a DLL? What is the full reason/explanation. Yes, I realize I can use JPG in my v1.17 source, but I have checked v1.17 and v1.18 (where JPG was supposedly dropped) and cannot find where the drop occurred.

4 :- The "userdetails.ini" being reset, either when installing older model packs or on a whim. I posted how we were testing a model pack in both v1.17 and v1.20 and every time my level saved, the editor went grey. According to Lee, it is a "security" issue with blacklisted serials. Why does it lose the username/serial to begin with?

These issues have been around for some time and should/could be resolved to neatly close off v1. Although I can mod my v1.17 source to address and fix them, I mention these four issues for the possibility to be addressed for those that cannot mod the source.


There's no problem that can't be solved without applying a little scripting.
Burger
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Posted: 29th Apr 2013 09:17
Quote: "@Burger :- I don't think the backdropvid is a proper feature as video will always play over the main menu as its using media player in windows.

I think this was added but never worked due to that fact I will look into a different method of getting this to work but as it is in the source this will not work as you want."


Alright, sounds good.

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Scene Commander
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Posted: 29th Apr 2013 10:48 Edited at: 29th Apr 2013 10:50
@Blackfox.

We are aware of problems 1 and 2. They've been skipped due to the complexity in favour of more major stability fixes, however, I do agree they need to looked at more fully.

3. JPG support wasn't offically ever dropped,but appears to be related to updated shaders. However, we seem to have fixed the issue with V120.17. - User testing required.

4. I can't answer why the user details are dropped, and if Lee introduced it as a security feature, I'm not prepared to alter that.

Thanks for reminders,

SC
ncmako
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Posted: 29th Apr 2013 16:02
@s4real
After a reboot, that seems to work. Thanks.
Only issue is also #1-skyboxes don't copy over.
best
BlackFox
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Posted: 29th Apr 2013 17:01
Quote: "We are aware of problems 1 and 2. They've been skipped due to the complexity in favour of more major stability fixes, however, I do agree they need to looked at more fully.

3. JPG support wasn't offically ever dropped,but appears to be related to updated shaders. However, we seem to have fixed the issue with V120.17. - User testing required.

4. I can't answer why the user details are dropped, and if Lee introduced it as a security feature, I'm not prepared to alter that.
"


As far as issue 4, it is not a security feature. I said the issue I brought up with the editor going grey while saving a level (and our username/serial missing) was the security feature Lee says has to do with blacklisted serials. As I know my serial is not blacklisted, there is obviously another reason. Same with files not being copied in a final build. Too much time being spend on a finished product to fix problems. Scripts are never missing when called upon in development, I fail to see why other media is getting missed (skyboxes, video files for textures and other calls).

As of now, we are done with this and moving on. We have fixed the issues in our source. Besides, we have another opportunity and are taking it. Thanks anyways.


There's no problem that can't be solved without applying a little scripting.
s4real
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Posted: 29th Apr 2013 21:14
@BlackFox first thanks for the list and it is added to my list I'm now making and will be looking into these issues.

Sorry I've not had much time to look at these issues yet and understand your frustration in the matter.

Quote: " I fail to see why other media is getting missed (skyboxes, video files for textures and other calls)."


The problem is that fpsc doesn't copy over folders without a ref file in that folder but will look into this with more detail.

Quote: "As of now, we are done with this and moving on. We have fixed the issues in our source. Besides, we have another opportunity and are taking it. Thanks anyways."


I'm sorry you feel this way but I'm doing the best I can with the limited time to fix these issues and real life as well but I wish you the best in your new project's.

best s4real

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s4real
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Posted: 30th Apr 2013 00:17
I like to point out that scene and myself are doing this in our own time and if it wasn't for us this would of been put to bed a long time ago its only scene and myself keeping the beta open to try and get you all a nice final version.

Lee is pushing for this to be closed but we pushing to keep fixing stuff.

best s4real

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