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FPSC Classic Models and Media / doomster's doors not working?

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SgtBrown5
15
Years of Service
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Joined: 10th Mar 2010
Location:
Posted: 14th Mar 2013 22:20
Ok so when I test the game in the edditor, no problem. Doors work perfectly. But once I build the game all thats left are the frames of the doors, and the fake doors. Which really sucks because the first door in my game is locked and you have to find a key. doesnt really present much challenge when you can just walk through.

Thanks for the help in advance.

SgtBrown5
BlackFox
FPSC Master
17
Years of Service
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 14th Mar 2013 22:41 Edited at: 14th Mar 2013 23:34
Quote: "when I test the game in the edditor, no problem. Doors work perfectly. But once I build the game all thats left are the frames of the doors, and the fake doors."


This is normally an indication that all the required media did not copy to the build- not a fault of the media itself but the engine's routine when in the build process. Doors use both a mesh and and entity reference. For example:



I suspect the "entity" part (if referenced in the door's FPS file) is not getting copied to your build. All you have to do is find it and copy it manually to your build and the door will be there (if copied in the correct path structure).

One thing I will add- anytime there is something in a FPI, FPS, FPE with characters such as "#,&,%" in a defined path, the engine tends to ignore it which also can give the same result as the OP. We discovered this with the Dark Egypt Pack. If it is being used, you may have to manually copy missing media like we do.


There's no problem that can't be solved without applying a little scripting.
SgtBrown5
15
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Joined: 10th Mar 2010
Location:
Posted: 15th Mar 2013 00:01
Thanks a million!!!! That was way easier than I thought it would be!

SgtBrown5

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