thegamecreators / fps-creator-classic Goto Github PK
View Code? Open in Web Editor NEWSource code and files for FPS Creator Classic
Home Page: http://www.thegamecreators.com
Source code and files for FPS Creator Classic
Home Page: http://www.thegamecreators.com
What steps will reproduce the problem?
1. Load any level
2. Set resolution to a widescreen one (in my case 1920*1080)
3. Look at the output.
What is the expected output? What do you see instead?
That the screen looks like on any resolution, just that you see a bit more on
the sides. Instead the image is stretched, which looks terrible. This has not
happend in beta 3 for me.
What version of the product are you using? On what operating system?
118 Beta 7 with Windows 7 32 Bit
Please provide any additional information below.
This bug was not in beta 3 and I think also not in beta 5.
Original issue reported on code.google.com by [email protected]
on 1 Feb 2011 at 9:53
What steps will reproduce the problem?
1. load the attached bug_mp53_not_clearing_righthand_corner.fpm
2. place attached cornershot_debug_generic.fpi in scriptbank root
3. start level and move clock-wise around center cover to repro.
What is the expected output?
Expect DAI to clear the corner enough to have a chance to hit target as seen in
first part of linked video.
What do you see instead?
Right-handed DAI does not clear flat segment corners (like WW2 bunker-mid)
enough when the corner is to *their* right and ends up shooting the wall/corner.
What version of the product are you using? On what operating system?
v1.18 beta7 Windows Vista home premium 32bit
Please provide any additional information below.
video link: http://www.youtube.com/watch?v=GRPt2d1vEWk
.fpm and script included in attached .rar
Map uses MP53 Character assigned stock team2 DAI appear and stock fadecorpse
destroy. No shoot script. Main AI is special stripped down DAI speciffic for
showing this bug. Weapon is stock mp40. Should also work with stock character
BUT the problem is reversed for stock left-handed character. Issue is most
pronounced with totally flat walls like in example. Walls with detail (like
WW2 bunker top) make the issue less apparent.
Original issue reported on code.google.com by [email protected]
on 6 Feb 2011 at 1:14
Attachments:
What steps will reproduce the problem?
1. Load any map (the best is metro theater) with water shader active
2. Change water.fx so you only see the reflection image (see additional
information for values)
3. Start level
What is the expected output? What do you see instead?
That the universe gets reflected like it should (for example like in efxMod or
other Mods). Instead the most of the water plain is black and only some parts
are reflected.
http://imagesload.net/img/fpsc_water_reflection_bug.jpg
What version of the product are you using? On what operating system?
118 Beta 7 with Windows 7 32 Bit
Please provide any additional information below.
float2 WaterScale = { 0.0f , 0.0f};
float WaterBump = 0.00f;
float FresPow = 2.5f;
float2 Speed1={-0.04,0.04};
float2 Speed2={0.05,-0.05};
float3 RefractColor={0.0f,0.0f,0.0f};
float3 ReflectColor={1.0f,1.0f,1.0f};
Original issue reported on code.google.com by [email protected]
on 1 Feb 2011 at 10:01
What steps will reproduce the problem?
1. Make any sort of map and build the game.
2. In game press F9
3. Rage Quit
What is the expected output? What do you see instead?
Have no idea whats supposed to happen. Game just crashes/freezes.
What version of the product are you using? On what operating system?
1.18B8
Please provide any additional information below.
Was just bug hunting and pressing buttons. Found that F9 in a built game
causing game to crash.
Original issue reported on code.google.com by [email protected]
on 7 Feb 2011 at 8:37
What steps will reproduce the problem?
1. Load the water sample map into FPSC.
2. Test game and throw objects into the water, the object isn't rendered
properly.
Exepcted result is that the object is visible and rendered properly both
underwater and above water.
What's happening is, when underwater the area of the object above the water is
not rendered.
When above water, the area of the object under the water is not rendered.
Windows 7 32 bit, FPS Creator X9 v118 Beta 5.
Original issue reported on code.google.com by RKnox66
on 23 Jan 2011 at 5:26
What steps will reproduce the problem?
1. using the segment provided create a level
2. Create a common segment floor below it and test game
3. Player is unable to see through the transparent segment floor
What is the expected output?
To see through the transparent segment
What do you see instead?
Unable to see through the transparent floor segment or any transparent segments
What version of the product are you using?
118 beta 8
On what operating system?
Windows 7 32 bit
Please provide any additional information below.
to test the provided segment copy content to the following location:
C:\Program Files\The Game Creators\FPS Creator\Files\segments\DTIFloorsV
I have a number of segments that work under 117, but even after clearing the
DBO and BIN files it still does not show as transparent.
Original issue reported on code.google.com by [email protected]
on 6 Feb 2011 at 10:08
Attachments:
What steps will reproduce the problem?
1. Load a custom map
2. Put any character from EAI's model pack 53 in.
3. Run game. Game compiles and works perfect until the blue screen comes to let
you inside the game. Then it crashes.
What is the expected output? What do you see instead?
The error after the blue screen. After you click ok it says you are building a
large map ect. Yet the map takes up 1.2GB. I even tried turning the memory cap
off. For some reason it works when you use stock media maps. I tried multiple
custom maps with different media and they all failed.
What version of the product are you using? On what operating system?
Windows 7 64 bit - 1.18B7
Please provide any additional information below.
Not sure if you can reproduce but any map I load and put his characters into I
get this error. I attached a screen shot of it.
Original issue reported on code.google.com by [email protected]
on 1 Feb 2011 at 12:29
Attachments:
What steps will reproduce the problem?
1. add water room .fpm in editor and full shaders on, Get spawned outside the
room.
2.Same .fpm with shaders off, and test game works correctly.
3.attached is example.
What is the expected output? What do you see instead?
also if placing just the common floor segment and shaders on, when game is
tested, looks like standing on air. No floor in other words.
What version of the product are you using? On what operating system?
fpsc 1.18 beta 8, Windows 7 ultimate, nvidia gtx 260 driver 185.85 and then
266.58 all in between have same effect. 4 gigs of ram.
Please provide any additional information below.
also talking aiko texture reads backwards.
Original issue reported on code.google.com by [email protected]
on 7 Feb 2011 at 3:23
Attachments:
What steps will reproduce the problem?
1. Ensure dynamic Lighting is on
2. Put down any metro theater\bond1 shaded segments or entities down
3. Place a Dynamic light in the map and test the game.
What is the expected output? What do you see instead?
I would expect to see the dynamic light. However, with any Bond1 shaded
objects\segments, you do not see the light.
What version of the product are you using? On what operating system?
v1.18.8
Please provide any additional information below.
Bug is annoying.
Original issue reported on code.google.com by [email protected]
on 20 Feb 2011 at 10:55
[deleted issue]
What steps will reproduce the problem?
1. Load the water sample map into FPSC.
2. Test game and throw objects into the water.
Expected result is that the object goes into the water and if light enough,
will float and if too heavy, will slowly fall and sink to the bottom.
What's happening is, when an object is thrown into the water, regardless of
weight, it will sink slightly and then 'stick' as if in mud.
It won't float to the surface or sink any further.
Windows 7 32 bit, FPS Creator X9 v118 Beta 5.
Original issue reported on code.google.com by RKnox66
on 23 Jan 2011 at 5:28
What steps will reproduce the problem?
1. make an advanced shoting level with multiple encounters
2. build game
3. near the 2nd encounter the game will reach zero fps, and then just crash
What is the expected output? What do you see instead?
i get multiple errors:
runtime error 118, cannot create memblocks,or a line array error at line 7006
and line 7066.
What version of the product are you using? On what operating system?
v1.18 beta 7
windows XP 32-bit system
Please provide any additional information below.
another thing is that the hands on the stock weapons are all screwed up,
there's a bunch of splashed hand textures everywhere, and there are no hand
models, also the fact that the textures don't fit the guns in any way possible.
Original issue reported on code.google.com by [email protected]
on 6 Feb 2011 at 8:38
What steps will reproduce the problem?
1. Have any level play music of shoot a gun
What is the expected output? What do you see instead?
The music will only play half of the song then it will repeat and go back to
the beginning without ending properly. The gun sound does the same. It plays a
little bit of the sound and goes back to the beginning without finishing the
sound.
What version of the product are you using? On what operating system?
FPSC V1.18 Beta 9
Windows XP Pro
Windows 7 Ultimate 32bit
Please provide any additional information below.
I have tried replacing the sounds with V1.17 but that didn't work.
Original issue reported on code.google.com by [email protected]
on 16 Feb 2011 at 8:26
In 1.18 beta 5 and 6 I've noticed an issue that's causing FPS to crash under
certain conditions. The issue itself may have been around longer than I
realize, I only noticed it because I've been doing some tests recently with
different weapons and HUD cross-hairs.
What steps will reproduce the problem?
The easiest conditions required to replicate the bug are to use the default
depth of field shader included with the current beta (I've also managed to
re-create the crash using other full-screen effects shaders as well) and the
bow or crossbow included included in FPSC model pack 28. Upon equipping or
sometimes immediately after firing either of these weapons, the game will crash.
Note: This issue does not appear to effect all full-screen shaders. Bond1's
adaptive bloom shader, for example, works fine without crashing.
What is the expected output? What do you see instead? Game functioning normally
rather than both the game and editor crashing.
What version of the product are you using? On what operating system? Currently
using 1.18 Beta 6, running on Windows 7 64bit version 6.1.7600.2.0.0.768.3
Please provide any additional information below.
Crash report data follows- Problem signature:
Problem Event Name: APPCRASH
Application Name: FPSC-Game.exe
Application Version: 1.0.0.0
Application Timestamp: 4bd9fcf9
Fault Module Name: DBProBasic3DDebug.dll
Fault Module Version: 1.0.0.0
Fault Module Timestamp: 4d38bdb8
Exception Code: c0000005
Exception Offset: 0004e59a
OS Version: 6.1.7600.2.0.0.768.3
Locale ID: 1033
Additional Information 1: c837
Additional Information 2: c8377b55459b9d496c88a09780c2c67d
Additional Information 3: ddca
Additional Information 4: ddca07339008bf32b476436818f3999f
Original issue reported on code.google.com by [email protected]
on 27 Jan 2011 at 11:51
What steps will reproduce the problem?
1. Create a script that contains a line like this:
:state=0:dimvar=ammount,hudreset,hudx=75,hudy=44,hudsizex=12,hudsizey=14,hudimag
e=yournumerichud.tga,hudname=ammounthud,hudtype=6,huduservar=ammount,hudhide=1,h
udmake=numeric
2. Give the variable a value from an external source (like entering a
triggerzone)
3. Build the game
4. Play the game, enter the triggerzone to get a value for the variable and
then save the game
5. Load the game again
What is the expected output? What do you see instead?
I expect the numeric hud to display the saved variable (saving dimvar works for
other things), instead it displays a value of 0 and cant be updated with a new
value.
What version of the product are you using? On what operating system?
1.18 Beta 8 on Windows Vista
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 19 Feb 2011 at 12:57
What steps will reproduce the problem?
1. Load "Metro Theater Showcase.fpm" from Model Pack 38
2. Entity logic meter is maxed out, and framerate suffers
3. See attached screenshot for comparison
What is the expected output? What do you see instead?
In beta 3, entity logic meter is very low and a smooth 60fps is achieved. In
beta 9, framerate is much lower and entiy logic meter is maxed out
Please use labels and text to provide additional information.
Original issue reported on code.google.com by [email protected]
on 20 Feb 2011 at 5:38
Attachments:
What steps will reproduce the problem?
1. Load the water sample map into FPSC.
3. Test game and throw an object into the water, then swim through it.
Exepcted result is that if light enough, the player collision would move the
object out of the player's way.
Or if, too heavy, then the player should be stopped and cannot swim further.
What's happening is, the player can swim right through an object, regardless of
weight and the object is moved away a tiny amount, hardly noticeable.
Windows 7 32 bit, FPS Creator X9 v118 Beta 5.
Original issue reported on code.google.com by RKnox66
on 23 Jan 2011 at 5:30
In real life, when underwater, your hearing becomes 'dulled' and sounds and
audio you hear normally above water become distorted or quieter.
What's happening is, when underwater the audio and sounds are exactly as they
are above water, ruining the effect of being underwater.
Windows 7 32 bit, FPS Creator X9 v118 Beta 5.
Original issue reported on code.google.com by RKnox66
on 23 Jan 2011 at 5:45
What steps will reproduce the problem?
1. in setup.ini - Set postprocessing=2
2. Create a small room in FPSC using the segments and items listed in
additional info
3. Launch a test game from within the FPSC editor and pick-up or try to use
either weapon.
What is the expected output? What do you see instead?
Expected output: No crash
Actual output: DBProBasic3DDebug.dll crash
What version of the product are you using? On what operating system?
OS: Windows 7 Home Premium 64bit V6.1 Build 7600
Graphics Card: nVidia Geforce 9600, Driver Version 8.17.12.6099 (current stable
release)
Please provide any additional information below.
Segment used: dungeon_room_1 from FPSC pack #23
Eneties Used: Bow from model pack #28
Light source: Single static light using default settings
Shaders used: Depth of field shader included with beta 1.18 Beta 7
Crash occured almost immediately after picking up the bow. With the Crossbow
from pack #28, crash occures either immediately after weapon pick-up or within
seconds of firing the weapon.
Original issue reported on code.google.com by [email protected]
on 29 Jan 2011 at 12:20
Attachments:
What steps will reproduce the problem?
1. Load the water sample map into FPSC.
2. Assign the player a gun.
3. Test game and shoot into the water or throw an object in.
Expected result is that when a bullet hits the surface of the water or an
object is thrown in, water effects should be visible, such as ripples and
bulelt splashes.
What's happening is, no effects are visible at all, this is more of a
enhancement/request than a problem at the moment.
Windows 7 32 bit, FPS Creator X9 v118 Beta 5.
Original issue reported on code.google.com by RKnox66
on 23 Jan 2011 at 5:34
What steps will reproduce the problem?
1. Place enemy in map with shotgun or minigun (gun with long barrel)
2. When enemy shoots firespot effect appears on player hands
3.
What is the expected output? What do you see instead?
Firespot effect should appear at the end of the gun
What version of the product are you using? On what operating system?
Win7 32bit, FPSC X9, V118 BETA7
Please provide any additional information below.
Noticed this happening in V118 BETA6 and 7. Pic attached
Original issue reported on code.google.com by [email protected]
on 30 Jan 2011 at 12:23
Attachments:
What steps will reproduce the problem?
1. Build a room of 6 segments that will allow you to get close to the ceilling.
I added a platform with reallings to do this.
2. Test level
3. Try jumping close to the edge of the ceiling.
What is the expected output?
Not to jump through the ceiling.
What do you see instead?
You jump up through the ceiling up high and fall to the your death
What version of the product are you using?
118 Beta8
On what operating system?
Windows 7 32bit
Please provide any additional information below.
http://www.youtube.com/watch?v=f5SvW1V2TVs
Original issue reported on code.google.com by [email protected]
on 6 Feb 2011 at 10:02
What steps will reproduce the problem?
1. Turn on lightrays via postprocessing=4
2.
3.
What is the expected output? What do you see instead?
Skybox should display correctly
Skybox box floot green
What version of the product are you using? On what operating system?
v118 beta 8
Windows 7
4gb ram
Champ Valeur
ATI Radeon HD 5450
Please provide any additional information below.
fpm, current setup.ini and image attached
Original issue reported on code.google.com by [email protected]
on 12 Feb 2011 at 8:19
Attachments:
What steps will reproduce the problem?
1. File> Build game>Game project filename> select "scifigame.fpg"
2. Under tab Level settings add 8 extra levels for a total of 10 levels and
select scifi-1.fpm and scifi-2.fpm for each added level.
3. Under tab Textures, Lightmap best = quality and texture = high.
4. under build settings Enable full shaders.
5. build game
What is the expected output?
To build game using stock maps successfully.
What do you see instead?
The build process stops at level 3 or 4 with out of memory message. If
building with medium settings it will stop at level 8 or 9 with the same
message.
What version of the product are you using? On what operating system?
1.18 Beta7
Please provide any additional information below.
Windows 7 32Bit
Was able to build more levels under 1.17.011
Original issue reported on code.google.com by [email protected]
on 1 Feb 2011 at 3:20
As the title says, Dynamic Objects are culled underwater, technically making
Water Physics pointless as anything that floats halfway under the surface is
barely visible.. Looks awkward too.
Original issue reported on code.google.com by [email protected]
on 18 Dec 2010 at 11:07
What steps will reproduce the problem?
1. Create stock level with a stock gun.
2. Test level and fire gun.
3. Observe smoke coming from the hand/trigger area
What is the expected output? What do you see instead?
Smoke should be coming from end of the gun barrel instead.
What version of the product are you using? On what operating system?
FPSC V118 Beta 8. Windows Vista.
Please provide any additional information below.
Bug was confirmed by other user on the FPSC forum before posting here.
Original issue reported on code.google.com by [email protected]
on 8 Feb 2011 at 8:23
Attachments:
What steps will reproduce the problem?
1. Build a stand alone game with water
2. Run it and observe the water
3. Water shader is not working. See attached video.
What is the expected output? What do you see instead?
Water shader should create realistic looking water. Note: this works in test
games run from inside FPSC
Tested on FPSC V118 beta 6. Full Shaders on.
Windows Vista, 3 GHZ Core2Duo, GeForce 8800
Original issue reported on code.google.com by [email protected]
on 27 Jan 2011 at 6:22
Attachments:
What steps will reproduce the problem?
1. Load Metro Theater Showcase
2. Activate Water on high 510 (or higher)
3. Set "Full Shader Effects"
What is the expected output? What do you see instead?
Looking through the doors right at the begging and you see the water. Instead
it disappears. I made a little screenshot of this:
http://imagesload.net/img/waterbug_fpsc_transparency.jpg
What version of the product are you using? On what operating system?
118 Beta 7 with Windows 7 32Bit
Please provide any additional information below.
Also the Waterfall Shader of Metro theater have this transparency bug.
Original issue reported on code.google.com by [email protected]
on 1 Feb 2011 at 9:47
What steps will reproduce the problem?
1. create an non-stock media level and save it then load it
do
2.
3.
What is the expected output? What do you see instead?
error message appear...runtime error 7006 - object number illegal at line 7027
What version of the product are you using? On what operating system?
v117/v118......on window 7
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 2 Feb 2011 at 11:48
What steps will reproduce the problem?
1. Load the water sample map into FPSC.
2. Place a segment floor just above where the surface of the water will be.
3. Test game and swim under the floor, then jump up.
Exepcted result is that the player would bump agaisnt the ceiling and would go
back down into the water.
What's happening is, the player is jumping up and through the ceiling, coming
out and standing on the ceiling.
Windows 7 32 bit, FPS Creator X9 v118 Beta 5.
Original issue reported on code.google.com by RKnox66
on 23 Jan 2011 at 5:49
What steps will reproduce the problem?
1. By adding a chacter
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
FPSC x9, using windows 7
Please provide any additional information below.
I make a simple room in version 1 with no errors. After install an upgrade 1.18
the stock characters have gun off to the right from the character. Without a
shader the character is black but there is no offset
http://forum.thegamecreators.com/?m=forum_view&t=180900&b=28
Original issue reported on code.google.com by [email protected]
on 3 Feb 2011 at 12:26
What steps will reproduce the problem?
1. Creating a medium scaled level. (High texture resolution, lightmapquality 32
and texture size 128)
2. Full Shader effects. Shader's on segments and entities
3. Testing level.
What is the expected output? What do you see instead?
Beta 4 (and the versions below) builded the level (testgame) without any
issue's... they usually consumed around 1,5 or 1,6 Gigabyte of memory. However:
The New Beta Versions exceed the 1,85 Memory Limit.
What version of the product are you using? On what operating system?
Windows XP (Problem persists on 1.18 Beta 8 and Beta 9)
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 17 Feb 2011 at 8:16
What steps will reproduce the problem?
1. Load any sample map into FPSC.
2. Place a key on the floor somewhere.
3. Test game and watch the key.
Exepcted result is that the key will stay on the floor as intended, for the
player to walk over and pick up.
What's happening is, when the level has started the key seems to jump up and
then falls through the floor.
This happens even if the key is raised off the floor slightly.
Windows 7 32 bit, FPS Creator X9 v118 Beta 5.
Original issue reported on code.google.com by RKnox66
on 23 Jan 2011 at 5:52
What steps will reproduce the problem?
1. place a segment.
2. add some objects on top of this
3. go swim in the water
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
v1.18.6
Please provide any additional information below.
The water reflects objects that are on top of segments and even things that are
blocked
Original issue reported on code.google.com by [email protected]
on 27 Jan 2011 at 7:55
Attachments:
What steps will reproduce the problem?
1. Create small room with segment which does not use bond1 shaders
2. Add light source and player start marker
3. Start test game and player spawns outside the map
What is the expected output? What do you see instead?
Shader should only be applied to segment if specified in the .fps.
What version of the product are you using? On what operating system?
Win7 32bit, FPSC X9 V118 BETA8
Please provide any additional information below.
Map file attached. Used ww2 chateau grand hallway full segment in example.
Original issue reported on code.google.com by [email protected]
on 7 Feb 2011 at 3:57
Attachments:
What steps will reproduce the problem?
1. Launching FPSC on my PC, after updating to 1.18 B5 and onwards.
What is the expected output? What do you see instead?
The map editor should open. Instead, the error;
"Could not find function '?SetObjectEffectCore@ @YAXHHH@Z' in
552:DBProBasic3DDebug.dll".
What version of the product are you using? On what operating system?
V1.18 Beta7 / Windows 7Home Premium 64-bit 4GB RAM
Please provide any additional information below.
Previous versions do not seem to have this problem.
Original issue reported on code.google.com by mejony
on 2 Feb 2011 at 5:46
Attachments:
What steps will reproduce the problem?
1. Create a room with the stock character Zombie (sci-fi).
2. Run a test game and observe the character being almost completely black. See
attached image.
What is the expected output? What do you see instead?
Character should be lighted according to the lighting in the room.
Ambience lighting does not affect the character either.
Test conditions:
Tested on FPSC V118 beta 6. Full Shaders on.
Windows Vista, 3 GHZ Core2Duo, GeForce 8800
Original issue reported on code.google.com by [email protected]
on 27 Jan 2011 at 6:12
Attachments:
What steps will reproduce the problem?
1.Just make any room segment.
2.place player, battle ax, morning star, or war hammer, in the room. Then run
test game.
3.Fpsc will crash upon pick up of these weapons, or when you use them .
What is the expected output? What do you see instead?
Not to crash, I get a total crash. Others on the forum have confirmed this as
well.
What version of the product are you using? On what operating system?
Version 1.18 beta 6 but crash has been on going in all 1.18 betas.
OS Windows 7 Ultimate 64 bit
Please provide any additional information below.
These are the only weapons that I know of in this particular pack that cause
the crash.
Original issue reported on code.google.com by [email protected]
on 28 Jan 2011 at 7:06
-What steps will reproduce the problem?
Set up a winzone in your level, or any other entity with an objective ID, Upon
entering such a zone or killing/retrieving the entity the level will not end as
it should.
-What version of the product are you using? On what operating system?
Revision 337, Windows 7 64Bit
-Please provide any additional information below.
There's been multiple posts about this on the forums, so figured I'd add it to
the bug tracker on here. :)
Original issue reported on code.google.com by [email protected]
on 18 Dec 2010 at 7:53
What steps will reproduce the problem?
1. use any non stock gun(errant ai light machine gun) and
2. test game and shoot the enemy
3.
What is the expected output? What do you see instead?
game crash and error
What version of the product are you using? On what operating system?
v118 beta 7 window 7 64 bit
Please provide any additional information below.
error is not spontaneous it appear after killing two three enemy
Original issue reported on code.google.com by [email protected]
on 20 Feb 2011 at 7:24
Attachments:
What steps will reproduce the problem?
1. Build a room with these segment
2. Tutn on full shaders
3.
What is the expected output? What do you see instead?
Segments should appear correctly
Segments don't cull correctly without shaders and don't display correctly with
full shaders on.
What version of the product are you using? On what operating system?
V118.Beta 8
Windows 7
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 6 Feb 2011 at 5:01
Attachments:
What steps will reproduce the problem?
1. Make a level with water
2. Test game and jump into water
3. Observe that water visibility is clear like air.
What is the expected output? What do you see instead?
Looking through water should degrade visibilty.
Also, see attached image.
Test conditions:
Tested on FPSC V118 beta 6. Full Shaders on.
Windows Vista, 3 GHZ Core2Duo, GeForce 8800
Original issue reported on code.google.com by [email protected]
on 27 Jan 2011 at 6:18
Attachments:
Exepcted result is that the character will die, ragdoll will take over and it
will work the same as any other game with ragdoll mode.
What's happening is, some ragdolls work fine, with no problems.
A majority of ragdolls will either shake continuously or become impossibly
distorted with limbs being stretched or rotated.
Windows 7 32 bit, FPS Creator X9 v118 Beta 5.
Original issue reported on code.google.com by RKnox66
on 23 Jan 2011 at 5:41
What steps will reproduce the problem?
1. place ww2 metal stairs in map.
2. player can walk through them from the side.
3.
What is the expected output? What do you see instead?
player should be prevented from walking through static entities
What version of the product are you using? On what operating system?
Win7 32bit, FPSC X9, V118 BETA7
Please provide any additional information below.
This issue does not exist in v118 BETA6. Looks to be a new bug for BETA7.
Attached a pic
Original issue reported on code.google.com by [email protected]
on 30 Jan 2011 at 12:19
Attachments:
What steps will reproduce the problem?
1. Starting up the FPSC program
2. (if the program actually starts up) creating a test level, or building a
game.
3.
What is the expected output? What do you see instead?
Expected output: Test level starts up, program starts up, game is build
completely, but usually the same window pops up saying: "The application has
encountered a problem... Your level could be too large, or you're building too
many levels." I usually build my levels well under the memory cap of 1.6 GB,
and I only have two levels built at the moment, so I have no idea what is
causing this.
What version of the product are you using? On what operating system?
I am using the V1.118.7 Beta version (after using the latest patch beforehand,
V1.117) on an improved Compaq Evo W4000 Windows XP with a 2 GB RAM.
Please provide any additional information below.
If I restart my computer, the FPSC program will corrupt and display the error
window stating that the level or so is too big, which can be seen below. After
that, the program will instantly close. If I try opening it again, the main
menu will say: "Checking files for you..." And the program will never fully
open. This can also be seen below in the screenshot provided.
Original issue reported on code.google.com by [email protected]
on 5 Feb 2011 at 7:45
Attachments:
What steps will reproduce the problem?
1. Load the water sample map into FPSC.
2. Place a door so it's half underwater.
3. Test game and view the door area under the water and above the water.
Exepcted result is that the door is visible and rendered properly both
udnerwater and above water.
What's happening is, when underwater the area of the door above the water is
not rendered and you can see through into the next room.
When above water, the area of the door under the water can be seen through, etc.
Windows 7 32 bit, FPS Creator X9 v118 Beta 5.
Original issue reported on code.google.com by RKnox66
on 23 Jan 2011 at 5:25
What steps will reproduce the problem?
1. Create a large room with stock media and build or test it.
2. Move forward through the room while jumping.
3. Repeat jumping since it happens around 1/5 times.
What is the expected output? What do you see instead?
The player should jump every time but sometimes the player does not or the jump
is a bit delayed or throws the player a bit to the side. Also, the jumping
sound sometime plays twice on a single jump.
What version of the product are you using? On what operating system?
FPSC V118 beta 5. Windows Vista. Intel Core2Duo 3 GHZ. GeForce 8800.
(a wmv on this bug has also been video attached)
Original issue reported on code.google.com by [email protected]
on 27 Jan 2011 at 1:48
Attachments:
What steps will reproduce the problem?
1. In setup.ini set postprocessing=3
2. Build a test game
3. Recheck setup.ini for the built game and make sure =3 is set
4. Run game
5. Game crashes to desktop on level load.
What is the expected output? What do you see instead?
Game should run with lightrays on. I should note that these work fine in test
games run from FPSC.
For error code on crash see the attached image.
Test conditions:
Tested on FPSC V118 beta 6. Full Shaders on.
Windows Vista, 3 GHZ Core2Duo, GeForce 8800
Original issue reported on code.google.com by [email protected]
on 27 Jan 2011 at 6:15
Attachments:
What steps will reproduce the problem?
1. open your gunspec.
2. set your standart altfire commands.
3. add the commands ''altroty'' or ''altrotx'' to your gunspec and run a test
game.
What is the expected output? What do you see instead?
i expect these commands to work just with the alternative fire mode, but it's
affecting the normal firemode properties too.
What version of the product are you using? On what operating system?
i'm using the 1.18 beta 8.
windows xp sp3.
Please provide any additional information below.
there's no aditional information to be provided.
Original issue reported on code.google.com by [email protected]
on 9 Feb 2011 at 9:50
What steps will reproduce the problem?
1. Make trigger zones to spawn enemys around the levels
2. Build the game
3. The game seems to crash on the third level after you shoot an enemy
What is the expected output? What do you see instead?
Runtime Error 118
What version of the product are you using? On what operating system?
V1.18 Beta 8
Windows 7 Ultimate 32 bit - Crashes on XP as well
Please provide any additional information below.
If I remove the plrinzoneactivateused.fpi script the game has no crashes.
I am using the stock media entitys
Original issue reported on code.google.com by [email protected]
on 6 Feb 2011 at 6:27
Attachments:
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