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

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ncmako
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Posted: 26th Jun 2013 17:49 Edited at: 26th Jun 2013 17:51
Quote: " please ensure that your testlevel folder is empty "

Scene, I just want to make sure, which folder are you referring to?
Is it the "levelbank\testlevel?
s4real
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Posted: 26th Jun 2013 18:01 Edited at: 26th Jun 2013 18:13
Hi all,

To run the latest beta you need to make sure everything is clean and you running v1.20v17a.

1:- First download v1.20v17a from here :-

http://files.thegamecreators.com/betafiles/FPS_Creator_V120_BETA17a.zip

2:- del everything in the testfolder apart from universe.dbo.

3:- clean all the dbo and bins.

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A dude
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Posted: 26th Jun 2013 18:04 Edited at: 26th Jun 2013 18:05
I emptied the testlevel folder and used the FPSC cleaner but there is no improvement (v1.2 b18 latest unofficial build).

Don't waste your life

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A dude
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Posted: 26th Jun 2013 18:06
Is there a different between the v1.2v17a and the v1.2 b18?

Don't waste your life
ncmako
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Posted: 26th Jun 2013 18:35 Edited at: 26th Jun 2013 18:36
Same here s4real. Followed your instructions closely. Ran cleaner 3 times. Emptied test folder. 17a is flawless! Runs perfect. If I replace the exe. with the build Scene posted couple hours ago, same problem as A dude.
Just to make sure, I jumped back to 17a and all way good.
s4real
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Posted: 26th Jun 2013 18:48 Edited at: 26th Jun 2013 18:49
Yes there is the editor for b1.20b18 has a problem so its best to downgrade to that.


We can confirm there is an issue with the build scene posted we looking into at the moment.


Thanks for testing and your patiences

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s4real
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Posted: 26th Jun 2013 18:58
Newer version to test

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ncmako
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Posted: 26th Jun 2013 19:17
I think we have a winner Couple quick tests and all looks good.
Thank you to both of you!
MK83
FPSC Reloaded TGC Backer
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Posted: 27th Jun 2013 00:20 Edited at: 27th Jun 2013 00:21
@s4real, 1.20 beta 19d works wonderfully. Shaders look good.

mk83 Productions
Flatlander
FPSC Tool Maker
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Posted: 27th Jun 2013 06:18
I update my mod to r771. The VM is the same or better for my largest levels as compared to r768. The largest comes in at most used 1868. I have cap off. The level uses a little over 1700.

Shaders seem to be working. SciFi segments show up great. The lighting is very good. I don't know if I can say but looks better. Could be my eyes are just working better at that time.

I have not tried Dark AI. I will have a need for it soon but I'm just hoping that everything is as best as it can be now.

Again, thanks for all the work you guys have put into it.

I had just talked to Lee and he said the schedule is tight for Reloaded but it's going well and he's still excited about it. He said that he should have something "neat" by Christmas. I'm looking forward to it but I doubt if I will go to Reloaded right away when it's available. I have invested a lot of time with my mod and I have big plans of my own.


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deZilla
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Posted: 28th Jun 2013 16:58
Shaders 3.0 do not work on segments, levels need a lot of memory so build always crashes and I can't get enough fps. a problem with physical momory appeared when i got windows 8, everything else was same for windows 7. Levels are not very large and have not so many objects placed on. I don't know what to do =(
Flatlander
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Posted: 28th Jun 2013 19:53 Edited at: 28th Jun 2013 20:34
Using r771 . . .

Problem with spawning when they shouldn't spawn. I have four characters that are not supposed to spawn when game starts. When game starts everything is kosher until the player dies. When player dies, all four spawn. They shouldn't but do. Then when player is at it again, the four characters that are not supposed to be there are there. These are Minos characters. However, you can use the thug as well. Make sure flag is set to "No" for spawn at start. Download has fpm file so you won't have to make your own level. However, be sure and use the unofficial executable that is the same as r771. They are the thug characters. A thug with a machine gun will appear to kill the player. The thug is set to rapid fire. Now this brings up another very minor issue. Highlight "Rate Of Fire" and notice the description. It states zero is rapid fire. This is not true. 100 is rapid fire. At zero the npc does not fire weapon. So, when the player dies the others will spawn for me. Now start the level over again. This time walk out the door before npc kills you. This does not spawn the other npc's. Then let the single npc kill you. The others will spawn.

When I revert back to r768. It works the way it should. They do not spawn when player dies.


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Teabone
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Posted: 29th Jun 2013 08:58
I'm not sure if others are experiencing this... but when I attempt to take an in game screen shot (in test mode and built game) it doesn't save any image anywhere?

Stalker93
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Posted: 29th Jun 2013 17:01
@s4real @Scene Commander
I think I found something that isn't really working as it should: the condition "plrrunning" should give a true value only when the player IS walking AND running..but it gives a true value by only pressing the shift key, even if the player is actually immobile..am I missing the existence of a "plrwalking" condition? I've tried fixing the problem by adding "keypressed=17 1,etc", and actually works, but sounds a bit tricky to me..

Anyway, 1.20.19d works perfectly for me
s4real
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Posted: 29th Jun 2013 17:01
@F l a t l a n d e r :- Thanks for the bug report I'm looking into it it now.

@Teabone :- screenshots seem to be working for me.

Please if you are putting up bug reports can we have the following info.


Version number :- v1.20 beta18 or what ever you you using

Unofficial or official :- Please tell us if you using the official or not.

What version of windows :- the version of windows you using.

The bug :- the report of the bug.

If you could post an example map with the problem this would help as well.


Please note this is the final version and any updates after lee has posted this version will more or less be in a mod or unofficial.

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s4real
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Posted: 29th Jun 2013 17:22
@stalker93 :- The plrrunning command is only set to the plrkeySHIFT keys,we not looking into changing any of the commands now so far into the final release we only doing final bug reports.

As you said with the right script this what you want can be achieved.

We will look into maybe for a mod or an unoffcial but we just looking at final bugs thanks.

Thanks for your time anyway for pointing this out.

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s4real
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Posted: 29th Jun 2013 21:56
Here another beta that will hopefully fix some of the last few bugs.

Dakrai still needs a lot of work and will prob will not have time to fix all these issues so good level design may be in need to workaround those issues.


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s4real
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Posted: 30th Jun 2013 21:12
Update final 2 fixes a few more issues that I forgot about.

Thats it for me on the official I will be working on the mod from now on.

I'm not sure if scene will be working anymore on this or not but this is now pretty stable release.

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Mini0013xx
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Posted: 30th Jun 2013 22:10
There appears to be a bug with the ai in version 1.20 beta 18.

When an ai starts off in an area, it stays attached to the ground (as it should) however, when the player moves through a trigger zone and spawns an ai, that new ai floats in the air.

Video here:

http://www.youtube.com/watch?v=zBBX2XPeHfA&feature=youtu.be

I haven't tested them out in a compiled game, this was all filmed in test game. Thank you.
Flatlander
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Posted: 30th Jun 2013 23:53
Thanks s4real. The spawning works now. Although I haven't tested it in a built game.

I'm hoping Scene will upload r772 with the fixes so I can use it.


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s4real
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Posted: 1st Jul 2013 03:13 Edited at: 1st Jul 2013 03:15
@Mini0013xx :- Make sure you using beta 17a with the latest unofficial release as beta 18 editor has major problems.If you could post a map with the problem then that would help and save time us making one and also make sure we seeing the problem as you made the map.


@F l a t l a n d e r Glad its working again for you.



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A dude
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Posted: 1st Jul 2013 03:45
Ignore my post about the preview for the setuplevel not working.

Don't waste your life
Mini0013xx
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Posted: 1st Jul 2013 06:21
@s4real

Oh. I was using version beta 18.

Never mind then.
Comby
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Posted: 1st Jul 2013 16:07
If I upgrade FPSC from v1.18 to v1.20, will my old levels work?
ncmako
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Posted: 1st Jul 2013 17:19
@ Comby Just backup EVERYTHING and you'll be safe if you have a problem. Personally most of mine worked, but a few didn't.
Depends on the map one created
elbow
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Posted: 2nd Jul 2013 20:22
Thanks ncmako for that reply -it was my question too. And thanks for all the time testing.

@ Scene Commander and S4Real - thanks once again for the time, effort and expertise that went into this. It's highly appreciated.
BlackFox
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Posted: 2nd Jul 2013 20:48 Edited at: 2nd Jul 2013 20:58
Quote: "If I upgrade FPSC from v1.18 to v1.20, will my old levels work?"


Quote: " Just backup EVERYTHING and you'll be safe if you have a problem. Personally most of mine worked, but a few didn't.
Depends on the map one created"


There is additional info to also take into account. Each version of FPSC has changes, particularly in the save/load routines where global data is saved/loaded. There is information in v1.20's save/load routine that does not exist in v1.18's routines. For example, any additional camera commands added in v1.20 get written to the save/load files but that data is lost if you attempt to open a level in an older version.

In other words, you really need to understand how the engine saves and loads the game data. If it is just a level with segments, entities, and no scripting- it should be fine when going from v1.18 to v1.20. Unless something in the source changed for segments, characters, etc you may see an issue or not at all. I can take a level from v1.17 and open it in v1.20 as long as it is strictly segments and static entities- once I involve scripts and such, I have a few issues and the easiest way for me to fix would be to reconstruct the level. Others may not have issues- it all depends on what that level contains.

Always good to backup your mapbank levels first before attempting. This way if you are unhappy with the results, you can revert back and continue. That is also why you never have a true development going and switch versions mid-stream.

On another note... it is too bad the build routine did not get a good glance at and the development team have run out of time. It is still frustrating to see how files used in a development are still not getting copied to a build properly.Scripts copy every time, but there is an issue with entities, skyboxes, and videos. We've had to completely strip down and reconstruct the code ourselves for our source and finally got it to work properly (both in v1.17 and v1.20). I remember back when in v1.16 we could not build past 5 levels and that got addressed pretty fast considering TGC's website advertised building 50 levels. Here we have media that gets missed in a build, but that seems to be of little interest (or importance) for fixing.

Anyways, thanks to Scene Commander and s4real for the time spent on addressing what you could with the time you had.


There's no problem that can't be solved without applying a little scripting.
s4real
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Posted: 3rd Jul 2013 09:49
Quote: " but there is an issue with entities, skyboxes, and videos."


We will be looking into this but we had to put more important issues first to have a stable version in the time we had.

It is important that the files do get transfered but there is a simple workaround to get them to work where other issues didn't have a simple workaround and was just broken.

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ncmako
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Posted: 3rd Jul 2013 20:16
@ s4real
All looks good. Feels smooth and stable Can across one little problem.(and you may be aware of it?) The condition "cantake" in most of the health/pickup scripts is not working. But removing just the "cantake", the script works fine Is the "cantake" then really necessary?
s4real
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Posted: 3rd Jul 2013 23:41
@ncmako :- If I have sometime I will look into the command.

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ncmako
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Posted: 4th Jul 2013 02:32
s4real, don't spend time on it if you don't have it. I went through
my "pickup" scripts and only the "health" ones had the "cantake" condition. Removing it allows the script to run. If anyone else out there could check their healthpickup script and if they get the same results?

Just asking, if "playertake" is the action, what is "cantake" for then?
Flatlander
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Posted: 4th Jul 2013 03:47 Edited at: 4th Jul 2013 04:08
@ncmako and s4real. I'm looking at it now.

Addendum:

I first looked at the code and couldn't see anything wrong with it. I then used the large health from WW2 items. It uses the script pickuphealth.fpi. It works the way it is supposed to work for me. I'm using r768 so I'm not sure which beta that is. I know it's not the unofficial beta but the previous. Probably beta 17a.

If your max health is say, 500 (default) and you already have 500 units of health, you will not be able to pick up any extra health. That is the reason for the "cantake" condition. If the health is less than 500 then it will pick it up but will only give you enough health up to 500. This health pack gives at most 50 units of health. If you have 475 units then it will only give you 25 units up to the max of 500. This is meant to make sure the player picks up the health packs wisely.


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ncmako
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Posted: 4th Jul 2013 04:21 Edited at: 4th Jul 2013 04:21
Thank you Flatlander!
Yes, this has come up before. Hense why only my health scripts have this condition. Problem solved
Now the next problem, how to remember this when it comes up again in the furture
Vayduhr
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Posted: 4th Jul 2013 23:28
I know this is old.... but i JUST got fpsc and just found this update..... while beta 18 addressed MY issues - the only problem ive seen so far is that it stops responding....i will do the following:

1 - post dxdiag
2 - try re-installing models from the current special
3 - uninstal / load w models THEN update
4 - report back if anything OTHER THAN \'not responding\' when i close out

--------------------------------

The original error after installing packs was RUNTIME ERROR 106 IN FILE 20316 ----- as i said, beta 18 addressed that.... now for my specs:


------------------
System Information
------------------
Time of this report: 7/4/2013, 15:29:18
Machine name: DJKLEEN
Operating System: Windows 8 64-bit (6.2, Build 9200) (9200.win8_gdr.130410-1505)
Language: English (Regional Setting: English)
System Manufacturer: Acer
System Model: Aspire V5-571P
BIOS: V2.15
Processor: Intel(R) Core(TM) i3-3227U CPU @ 1.90GHz (4 CPUs), ~1.9GHz
Memory: 4096MB RAM
Available OS Memory: 3892MB RAM
Page File: 2879MB used, 1780MB available
Windows Dir: C:\\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 120 DPI (125 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.02.9200.16384 64bit Unicode

------------
DxDiag Notes
------------
Display Tab 1: No problems found.
Sound Tab 1: No problems found.
Input Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (retail)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)

---------------
Display Devices
---------------
Card name: Intel(R) HD Graphics 4000
Manufacturer: Intel Corporation
Chip type: Intel(R) HD Graphics Family
DAC type: Internal
Device Type: Full Device
Device Key: Enum\\PCI\\VEN_8086&DEV_0166&SUBSYS_072D1025&REV_09
Display Memory: 1785 MB
Dedicated Memory: 96 MB
Shared Memory: 1689 MB
Current Mode: 1366 x 768 (32 bit) (60Hz)
Monitor Name: Generic Non-PnP Monitor
Monitor Model: unknown
Monitor Id:
Native Mode: unknown
Output Type: Internal
Driver Name: igdumdim64.dll,igd10iumd64.dll,igd10iumd64.dll,igdumdim32,igd10iumd32,igd10iumd32
Driver File Version: 9.18.0010.3165 (English)
Driver Version: 9.18.10.3165
DDI Version: 11
Feature Levels: 11.0,10.1,10.0,9.3,9.2,9.1
Driver Model: WDDM 1.2
Graphics Preemption: DMA
Compute Preemption: Thread group
Driver Attributes: Final Retail
Driver Date/Size: 5/7/2013 17:22:46, 8632320 bytes
WHQL Logo\'d: n/a
WHQL Date Stamp: n/a
Device Identifier: {D7B78E66-4226-11CF-C87F-2727B4C2C435}
Vendor ID: 0x8086
Device ID: 0x0166
SubSys ID: 0x072D1025
Revision ID: 0x0009
Driver Strong Name: oem21.inf:5f63e5341859ec8c:iIVBM_w8:9.18.10.3165:pci\\ven_8086&dev_0166
Rank Of Driver: 00E02001
Video Accel: ModeMPEG2_A ModeMPEG2_C ModeWMV9_C ModeVC1_C
DXVA2 Modes: DXVA2_ModeMPEG2_VLD DXVA2_ModeMPEG2_IDCT DXVA2_ModeWMV9_IDCT DXVA2_ModeVC1_IDCT DXVA2_ModeH264_VLD_NoFGT
Deinterlace Caps: {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
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D3D9 Overlay: Supported
DXVA-HD: Supported
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled

-------------
Sound Devices
-------------
Description: Speakers (Realtek High Definition Audio)
Default Sound Playback: Yes
Default Voice Playback: Yes
Hardware ID: HDAUDIO\\FUNC_01&VEN_10EC&DEV_0269&SUBSYS_1025072D&REV_1001
Manufacturer ID: 1
Product ID: 100
Type: WDM
Driver Name: RTKVHD64.sys
Driver Version: 6.00.0001.6716 (English)
Driver Attributes: Final Retail
WHQL Logo\'d: n/a
Date and Size: 9/2/2012 20:42:04, 4124176 bytes
Other Files:
Driver Provider: Realtek Semiconductor Corp.
HW Accel Level: Basic
Cap Flags: 0x0
Min/Max Sample Rate: 0, 0
Static/Strm HW Mix Bufs: 0, 0
Static/Strm HW 3D Bufs: 0, 0
HW Memory: 0
Voice Management: No
EAX(tm) 2.0 Listen/Src: No, No
I3DL2(tm) Listen/Src: No, No
Sensaura(tm) ZoomFX(tm): No

----------------------------------------

I uploaded the .txt as well for forum space

-- http://www.facebook.com/DjKleen5170 --

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Vayduhr
10
Years of Service
User Offline
Joined: 1st Jul 2013
Location:
Posted: 5th Jul 2013 00:01
ok - so a clean install still stops responding on exit....

everything else appears fine - even running as admin + compat down to win7....

it's not a 'big' deal - im on a laptop, not everything works on a top like the old school - but if all i have to do is hit end task.... im still cool...

making your own games is one thing - but when you work for EA Sports..... you learn to appreciate the hardwork and dedication....

-----still a fan-----

-- http://www.facebook.com/DjKleen5170 --
ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 5th Jul 2013 05:39 Edited at: 5th Jul 2013 05:53
Hi Vayduhr
Welcome to the forums. If you just installed the 1.20 beta 18
it has some issues/bugs with the editor. Read thru pages 37 & 38.
Look for the update s4real posted at \"26th Jun 2013 18:01\"
install beta 1.20.17a, then look for \"19c_final_build.exe\" Posted: 30th Jun 2013 21:12. This should fix most issues you may have. But remember, this is only a beta still. Not official yet.
best luck
Quote: " even running as admin + compat down to win7"

Try compatibility XP service pack 3, also have you installed
directX-9c yet?
Vayduhr
10
Years of Service
User Offline
Joined: 1st Jul 2013
Location:
Posted: 5th Jul 2013 06:22
Thanks neighbor. <-- ETN VOL COUNTRY. .....even tho the fb team is

Anyway ..... I'll get the new files and yes I needed it and .net1 for another project.....
I *thought*about sp3...but chose 7 in hopes of better compat but thats my next test before just to see.

Thanks again!

Happy 4th!

Vay

-- http://www.facebook.com/DjKleen5170 --
gameman87
11
Years of Service
User Offline
Joined: 14th Jul 2012
Location:
Posted: 9th Jul 2013 18:27
Looks like I install the beta 18 looking more updates on next one. Looking nice!

Thanks,
gameman87
bcx2068
13
Years of Service
User Offline
Joined: 9th Jun 2010
Location: Portugal
Posted: 14th Jul 2013 14:02 Edited at: 14th Jul 2013 17:04
I would like to export my surface directly from Wings3D to FPSC. The surface is flat but quite big. Furthermore, it is constructed as a one single square. The problem is, that player is blocking, roughly, somewhere on the middle of that surface and cannot move at all. I know, that I can to divide the surface into smaller squares. This method solves the problem, but is very time-consuming.
Is there some possibility to do something about it in current update?
Vayduhr
10
Years of Service
User Offline
Joined: 1st Jul 2013
Location:
Posted: 14th Jul 2013 16:34
Tbh... I want to make an rpg... I bought the outside pack thinking I would have a world model.... it didnt... just outside objects ..which is fine....... I've seen realm creator and now you brought this new world creator up which obviously works with fps....... probably not the intended area........ but which of these 2 products ... realm creator and the aforementioned. ....... will have the best compatibility, rpg feel and most importantly best for my pockets?

Vay

-- http://www.facebook.com/DjKleen5170 --
s4real
VIP Member
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 15th Jul 2013 03:46
Quote: "I would like to export my surface directly from Wings3D to FPSC. The surface is flat but quite big. Furthermore, it is constructed as a one single square. The problem is, that player is blocking, roughly, somewhere on the middle of that surface and cannot move at all. I know, that I can to divide the surface into smaller squares. This method solves the problem, but is very time-consuming.
Is there some possibility to do something about it in current update?"


We not doing any more work to the official now unless there's a major show stopper. To add this would probably mean major re-work to the collision in the engine and that being done in reloaded.


Best s4real

Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
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The Zombie Killer
13
Years of Service
User Offline
Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 16th Jul 2013 10:34
Quote: "We not doing any more work to the official now unless there's a major show stopper."


So the current source on GoogleCode is the last official code for FPSC v1?

-TZK

s4real
VIP Member
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 16th Jul 2013 17:53
Quote: "So the current source on GoogleCode is the last official code for FPSC v1?"


We hoping so as lee wants this done and over with now.

The only way v1 will be supported now will be with mods or unofficial updates.

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
The Zombie Killer
13
Years of Service
User Offline
Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 16th Jul 2013 18:15
@s4real
Quote: "The only way v1 will be supported now will be with mods or unofficial updates"

I've actually begun to work on a community mod reboot. I've completely rewritten the slow motion system, there is now no performance impact, it affects decals, physics, gravity and all the fancy stuff, and can still be changed at will. Hopefully I'll implement parts of LuaMod into it too.

It'll hopefully be released in time with the rebirth of FPS-Files, thus I'm calling it the "FPS-Files Edition"

I'm interested to see how the mod that you and SC are working on turns out.

-TZK

Mini0013xx
13
Years of Service
User Offline
Joined: 15th Jun 2010
Location:
Posted: 26th Jul 2013 00:44
So, no official v1.20 then? I was really hoping for this to be released. v1.19 has a bad glitch that I don't want to revert back to. It's a bit game breaking.
Scene Commander
Support Manager
15
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 26th Jul 2013 17:00
Quote: "So, no official v1.20 then? I was really hoping for this to be released. v1.19 has a bad glitch that I don't want to revert back to. It's a bit game breaking"


There will be an official release, but I'm not sure when. Hopefully soon. All S4 has been saying is that he and I have run out of time to spend on the source. We've spent a couple of years between us working to fix issues, all in our free time, and I'm afraid that's just something we couldn't afford to continue doing. However, if you let me know the issue, I'll see if it's been fixed.

Thanks,

SC

Bringing you games since 1981!
BedsideReaper
13
Years of Service
User Offline
Joined: 4th Feb 2011
Location: Lakewood, WA
Posted: 27th Jul 2013 07:11
Hey, guys. As usual, I went missing for about a month, so I need to catch up on a lot of things. Previously, I've been using the seven beta(I know, waaays back. And as I understand it, there's something wrong with 18? The only problems I had with the previous version that I was using seemed to be the bobblehead issue, and there was this interesting problem I had where sometimes when I would save, FPSC would crash and refuse to close. After shutting down FPSC through the task manager, it would then refuse to start up completely until I restarted my computer. Has this been confirmed or fixed?

BedsideReaper

"I think I'm getting the 'Black Lung,' pop."

"Derrick, you've been down there for one day."
s4real
VIP Member
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 28th Jul 2013 01:39
@BedsideReaper

Download the newer unofficial Betas and see if it works

http://forum.thegamecreators.com/?m=forum_view&t=197293&b=21&msg=2467405#m2467405

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
Corno_1
13
Years of Service
User Offline
Joined: 3rd Nov 2010
Location:
Posted: 21st Aug 2013 13:30
when comes the final?

Make this forum to something a little bit better and release more stuff. So we can push the Request/NoobHelp threads aside.
The Zombie Killer
13
Years of Service
User Offline
Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 21st Aug 2013 14:39
To my knowledge, the current unofficial alpha is the final, Lee just has to remove the "unofficial" watermark text and then package it up.

-TZK

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