Product Chat / Version 1.071 Released!

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RickV
TGC Development Director
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Posted: 10th Jun 2014 12:15
Hi,

Version V1.071 is now released to all pledgers. Just go to your My Products area to download.

Full details of what's new can be found in the Change Log.

Regards,

Rick

Development Director

TGC Team
BarZaTTacKS
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Posted: 10th Jun 2014 14:28
Wow thank you!!! Load time for my game has reduced dramatically. I am back to working on my comp entry...you guys are really doing great!!!!
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MK83
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Posted: 10th Jun 2014 14:44
On 2 compound map I have a doubled FPS increase from 27fps to 47+ fps. Awesome work TGC. Absolutly on the right track now.

mk83 Productions



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World Class Multimedia
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Posted: 10th Jun 2014 14:58
Hmmmm. Doubled the frame rate. Do I dare upgrade? I would HATE to lose all that I have worked on.

Mike

YOU DREAM IT - WE CREATE IT!

www.world-class-multimedia.com

For world-class virtual instruments - www.supersynths.com
Dralel
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Posted: 10th Jun 2014 15:15
Got around to trying it, got a good FPS increase, so good job.

GPU: GTX 660, CPU: i7 3770 Intel 3.40ghz x4, PSU: 650 Watt, RAM: 8GB DDR3, OS: Win7 Ultimate 64-bit
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Jerry Tremble
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Posted: 10th Jun 2014 15:19 Edited at: 10th Jun 2014 15:36
My frame rate has skyrocketed (at least in the editor) from 14-19 fps to from 45 to over 90! Awesome! Now the downside. A standalone creeps along at about 9fps. Also, whether in the editor or standalone, if I travel eastward past approximately x = 489, it crashes. This happens even on a blank map, not just my level. Framerate sucks on blank standalone, too! This is unfortunate, because on my level the secret tunnel behind the secret wall that's secretly a door where you go to retrieve the secret crystal just happens to be beyond that point. I refuse to move it. I guess I could just submit as is and have some kind of message that says if you can survive traveling beyond this point, you win!



EDIT: My bad, framerate on standalones is spectacular! Forgot to add them to Nvidia list and was defaulting to integrated card. Still crashes when traveling past approx. x= 489, though!

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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morphtactic
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Posted: 10th Jun 2014 15:49
So far less crashing, a good sign, now able to run competition level but, frame rate is still low, occlusion does not seem to work at all?
synchromesh
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Posted: 10th Jun 2014 15:51
Mine is FLYING !!!!
Then I thought....Bet the settings are low and they were so I put them on highest everything !!

AND ITS STILL FLYING !!
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morphtactic
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Posted: 10th Jun 2014 16:51
Occlusion system is definitely not work at all for me. I have a powerful computer, but only getting 6 fps. Sure the software might flying with nothing on the grid, or a moderate amount of entities, but try pushing it toward what a real game would use. I think it can't handle it, yet this is a sandbox concept. If only the occlusion would work, like in smallg's occlusion script. It can't be that hard to create something like smallg's script for the engine's occlusion. I went from 10fps, to 42 fps using that script. But now it does not seem to work in .071...
RickV
TGC Development Director
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Posted: 10th Jun 2014 16:57
Hi,

Glad to hear you are getting some great frame rates!

@Jerry Tremble can you send us your level so we can take a look?

The Occlusion still needs some work from us. It will be of use in later versions.

Rick

Development Director

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morphtactic
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Posted: 10th Jun 2014 17:15
RickV: I thought there was work being done on occlusion? I don't get it. I did see something mentioned about occlusion in the new release. It can be done with a simple script: hide and show commands.... It is perplexing and frustrating for me at this point, as I was using a forum occlusion script to boost my fps that .071 has so far rendered useless. Occlusion is very important for more advanced games with interesting and detailed level design. Are you confirming that the occlusion slider does not work?
morphtactic
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Posted: 10th Jun 2014 17:24
Same thing for me Jerry Tremble: The standalone produce even lower FPS. Unusable.
MXS
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Posted: 10th Jun 2014 17:59
fpscR is a big step from fps and fpscx10. everything is working great. my only complaint world be to get custom character working in fpscR and end the game in the standalone build when you die with no lives left.

more than what meets the eye.Welcome to SciFi Summer

gtx770 sc acx 2gb gpu boost 2.0

synchromesh
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Posted: 10th Jun 2014 18:03
The grass clumps don't seem to work ( dunno if they did in V1.007 but not a biggie) and when I add a waypoint and character he seems to skip along and its to fast ?
Anyone else seen this ?
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MadLad Designs
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Posted: 10th Jun 2014 18:07
If you have a weapon (I used uzi) and run, then press both mouse buttons together and leave go the weapon stops swinging and when you stop running the weapon fire for a second.

Check out my YouTube Gaming Channel: /user/MadLadDesigns



W7 Home 64-bit, Intel i5-3330 quad-core 3.20GHz, nVidia GTX660 2Gb, 8Gb ram
tomjscott
User Banned
Posted: 10th Jun 2014 18:17
Frame rate for me hasn't changed at all as far as I can see, but I'm not using any enemy AI either and that seems to be where they made improvements. Still, it's disconcerting to see people getting such high frame rates and mine is only getting about 12-17 and my level isn't even that complex.

My eyes definitely lit up though when I saw the new HurtPlayer scripting command. That is totally awesome and just made it possible for my custom monsters to not only damage my player, but actually kill him. Thanks for that addition.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.007
LeeBamber
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Posted: 10th Jun 2014 18:29
@morphtactic : The occluder cache feature speeds up the occluder processing step, but overall we are sending WAY TOO MANY polygons to the system so we will be working on that part of the system for the next release. Can you email me your standalone from
LeeBamber
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Posted: 10th Jun 2014 18:31
@tomjscott : You will also find that RotateToPlayer also works with non-character entities as well, so you can rotate them to face the player then use MoveForward to go attack stuff It's the same system I am using now for my Zombies!

tomjscott
User Banned
Posted: 10th Jun 2014 18:37
Quote: "You will also find that RotateToPlayer also works with non-character entities as well"


I didn't see that in the release notes so thanks for pointing that out. That is absolutely huge and I can't say thanks enough. That basically just gave us free billboard capability as well. Awesome!

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.007
Scene Commander
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Posted: 10th Jun 2014 18:40 Edited at: 10th Jun 2014 18:41
Hi all,



I'm very pleased to hear that our hard work is helping most users. If you've any problems at all, I'm also available to help and assist. Please don't forget that we also have the bug board should you find any showstoppers.



SC

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morphtactic
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Posted: 10th Jun 2014 18:50
Sorry Lee, the occluder cache does nothing for me. Unfortunately, I can not email you a standalone from V1.007, as the standalone's I made were with smallg's brilliant occlusion script, which gave me huge frame rate boosts, and is not working anymore in V1.0071. Thus, you will have nothing to compare. I can send you a V1.0071 standalone, but problem there is the standalone's in V1.0071 are putting out unusable frame rates, which will not help anyone to win the competition. I'll see what I can send you... Good news is the terrible crashes I was suffering from before have ceased. Thanks for that...
tomjscott
User Banned
Posted: 10th Jun 2014 18:56
Quote: "I can not email you a standalone from V1.007, as the standalone's I made were with smallg's brilliant occlusion script, which gave me huge frame rate boosts, and is not working anymore in V1.0071."


I've been meaning to check that script out or write my own. I'm sure whatever is broken could be fixed by a script change. There's every reason to believe that an occlusion script of some sort could be functional with the current LUA capabilities. Have you asked smallg about it yet?

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.007
Auger
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Posted: 10th Jun 2014 19:43
Lee,

Nice work on the rotate and playerhurt commands. Just a quick question since I'm at work. Can we damage custom characters?

Auger
tomjscott
User Banned
Posted: 10th Jun 2014 19:47
Quote: "Can we damage custom characters?"


Currently this is already working. If the custom character has ischaracter = 1 set in the fpe then it gets damaged when shot. I found that out a while ago. They even die automatically.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.007
DVader
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Posted: 10th Jun 2014 20:00
Faster and more robust than before. Still needs some memory issues sorting as my test map can crash after just one or two tests (if I'm lucky). Also entity spawning seems to have been broken or changed from 1.7. Great speed enhancements though! Certainly getting closer to the mark people expect! Although, you know, it still needs more



SPECS: Q6600 CPU. Nvidia 260GTX. 8 Gig Memory. Win 7.
RickV
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Posted: 10th Jun 2014 20:36
@tomjscott what is your PC setup and in what res are you running Reloaded? Can you post some screen shots of your Reloaded settings too?

Rick

Development Director

TGC Team
Titantropo
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Posted: 10th Jun 2014 20:46 Edited at: 10th Jun 2014 20:48
I'me getting an improvment too. But isn't this too much AI? How did you get him to do all that climbing only with his feet?

Here, there and everywhere.
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Wobbelwap
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Posted: 10th Jun 2014 20:51
Had to uninstall the previous version manually, otherwise the new program wouldn't install (the files did, but not the program itself).

Bogus is my middle name, what's your excuse?
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tomjscott
User Banned
Posted: 10th Jun 2014 21:30
@RickV, My system specs can be seen in my signature. My resolution is set to the recommended value of 1680x1050. I'm attaching my settings.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz,
Auger
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Posted: 10th Jun 2014 21:35
Quote: "Currently this is already working. If the custom character has ischaracter = 1 set in the fpe then it gets damaged when shot. I found that out a while ago. They even die automatically."


That's great. One thing that might be a problem is if your character doesn't have the standard death animations it might not work. What we really need is a HitEntity() command

Auger
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Posted: 10th Jun 2014 22:56 Edited at: 10th Jun 2014 23:07
Big problems while installing the software upgrade, getting install errors.

The install of all markers gives errors which I have to ignore to continue the installation proces.

See atachments , the installed v1.0071

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rolfy
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Posted: 10th Jun 2014 23:03
Congratulations TGC dev team, this is your best release yet, not perfect but almost, I will expect perfect when Reloaded is due for full public release

Till then, keep up the good work.

A funny thing happened on the way to the forum...
ozziedave
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Posted: 10th Jun 2014 23:09
Do this if your Executable will not respond - Right click on the FPSCreatorReloadedBETA-10071 file and in the GENERAL SECTION
you will see UNBLOCK click on it and your EXE will Boot.
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VRGames
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Posted: 10th Jun 2014 23:47
Oke thanks, I uninstalled it manually and reinstalled v1.0071 and got no installation errors.
The new version is working fine and more faster.
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drewtaylorr
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Posted: 11th Jun 2014 01:12
Im getting less fps than i did before .. im losing fps in game.

Kill or Be Killed
Pirate Myke
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Posted: 11th Jun 2014 01:26
Seeing great improvements on frame rate for older maps up 10 - 12 fps.

Fog and water still an issue on my machine. It seems that the water colors a bit but if you set the fog close near 3 and far 7, the water still does not fog for me.

AI seems to have all the soldiers running for the edge of the map in the same direction, no matter where there located. They are definitely not as aggressive as the are in the run to the river run map. I see in the script that they can be set to agro, but have not figured it out yet. Also the characters can and will run to the water level where they run under water. Taking the sniper rifle is fun shooting them from above into the water and watching them die. But probably not right.

occasionally the weapons do fire on there own when the mouse is manipulated a certain way. Check out madlads design post.

It seems that fresh maps are way more robust then maps made in previous betas. That is really good news.

Map editor speed is way better when the level is packed out during editing.

Memory meter says around 3/8th of use in my contest level, but of use of how much. might need some more calibrating.

Great improvements. Thank you. looking forward to the next set of updates.

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 4gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

unfamillia
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Posted: 11th Jun 2014 01:58 Edited at: 11th Jun 2014 02:02
Not really sure if this is a recent issue or if it has been around for a while.



In the editor, I set an entity to NOT be spawned at the start and to be spawned once something triggers it. It all works fine in the test game, however, once I build the game and then play the built version, the entities, that aren't supposed to be spawned until I tell them to, are just sitting there, bold as brass.



Is there a simple fix for this?



Cheers



Jay.

Jerry Tremble
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Posted: 11th Jun 2014 03:21 Edited at: 11th Jun 2014 03:26
Rick, here is a map made with my editor. I just sent a blank map since sorting out all my own media would take too long. Blank map does the same thing, I have the start marker at x= 488 and pointed east. When I execute, I take a few steps forward, and it crashes. The same thing happens with a stand alone and with my competition map. Now when I uninstalled the previous version, I didn't delete any files that the uninstaller didn't. I understand that's not necessary any more. Also, I looked at all the files left behind and they didn't appear to be critical to functionality (just media and a few scripts I wrote). A blank map uses none of those, though. It gives me a corrupt fpm file message as it is recovering, though. What could corrupt it? I just made it with this beta, not a previous one.

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics

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TattieBoJangle
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Posted: 11th Jun 2014 03:34
I just tested your blank map Jerry and it doesn't crash with me i had a run about for around 3min :/





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
Jerry Tremble
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Posted: 11th Jun 2014 04:17 Edited at: 11th Jun 2014 04:34
TattieBojangle-Did you walk straight forward? Or just "around"? If so, then it must be my install, which I've suspected, but I've installed it 3x. I'll try deleting everything and then reinstalling it, then manually add all my stuff. The uninstaller must not be catching something.







Update: Just reinstalled it a 4th time, deleted EVERYTHING, including the reloaded folder! Still same result. I'm gonna try downloading a new install. Maybe I'll have better luck.



Editorial: It downloaded in just a few minutes this morning, now it's telling me over an hour ETA! lol! I really hope this works because outside of this little bug, this is the most amazing update I think I've seen so far. I feel like I could throw almost anything in my level and it would work!

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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TattieBoJangle
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Posted: 11th Jun 2014 04:18
straight forward till i hit the edge then around m8





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
Auger
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Posted: 11th Jun 2014 04:42
Well I went from 17 fps to about 40 fps in my wip so good job TGC.
Now if I only had a command to check if an entity was hit by gunfire I'd be really happy

Auger
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Posted: 11th Jun 2014 05:01
I found a bug in the new version. When running a test game and hitting F9, most of the time it creates an infinite mountain the size of the editing cursor. It has forced me to quit without saving each time.

I am getting a slight FPS improvement, but I am also using the occluder script created by smallg.

Please fix this bug since the whole F9 toggle makes the occluder work better.

Mike

YOU DREAM IT - WE CREATE IT!

www.world-class-multimedia.com

For world-class virtual instruments - www.supersynths.com
Jerry Tremble
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Posted: 11th Jun 2014 05:05 Edited at: 11th Jun 2014 19:32
Thanks, TattieBojangle for checking it out. It's gotta be the editor, then; I'm still waiting for the download. I'm gonna try a complete, fresh install and see what happens. It's about all I can do, I can't ship my computer to TGC!lol





EDIT: Or could I?



UPDATE: Just downloaded and installed it in a naked directory. Does the same thing, so it's not the editor. It's something specific to my laptop. I'll try it on my desktop and see what happens. Downside is my best desktop is in my MAME cabinet and it's not really good for development.





UPDATE #2: Just downloaded/installed on my desktop, same issue.I'm done for now! Gotta go to bed!





UPDATE DAY 2: Still getting same issue. Strange that I would have 2 pcs doing the same thing when nobody else has this issue. At least the desktop points me to the SimonReloaded.dll. Now this does me no good, really, but at least I know who or what to blame! Lol. Gonna try it on one of my old laptops, then one of my other desktops.



UPDATE DAY 2.1: Just ran it on my old laptop and it runs fine, albeit at 9fps. Now I just gotta figure out what my new laptop and desktop all have in common. They both have Nvidia graphics, Win 8.1, i7 processors, McAfee (but that's on the other laptop as well), tons of other graphics apps. UU3d is on both, and that's caused issues in the past, but it's not running currently. Anyway, this is my only day off before the deadline, so I'm gonna spend it figuring this out, won't have time to work on my level, so I'm out. Best of luck to everyone else!





UPDATE DAY 2.2: I have a theory that SimonReloaded.dll has something to do with Physics, AI, or both. If I place my start marker at or beyond x= 491 and launch, it crashes immediately but the last thing it hangs on is initializing physics. I wonder if there is a conflict between that and Nvidia PhysX? Just tossing out ideas as I think out loud here. Unfortunately I can't disable PhysX to test that theory. But what would be the significance of 491?

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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Scene Commander
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Posted: 11th Jun 2014 09:42
@unfamillia

Could you send me an fpm with the relevant scripts for the spawning issue so I can investigate.

Many thanks,

SC

i7-4770s 3.10ghz - Geforce GTX 650ti
unfamillia
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Posted: 11th Jun 2014 09:50
Will send it over now mate.

Cheers

Jay.

Lance
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Posted: 11th Jun 2014 15:04
I tried 007.1 on my Dell Studio 17" with built in graphics (Intel 4000) and got 3-4 fps . So on a basic laptop there was no gain . On my desktop running i5 and gtx660 I got a 25 fps increase . 54fps to 75fps . Nice
Too bad for the laptop ,I was hoping to go back to it for game programming . The desktop is great but you can't hall it outside to enjoy the warm fresh air ..
Lance
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morphtactic
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Posted: 11th Jun 2014 15:09
looks like there is a major bug: not able to add a lot of scripts: at a certain point I think around the 12th script, the map crashes at initializing physics... Stopping me, once again, from completing my competition level. Talk about an endless up-hill battle... Others have been lamenting about this bug I have read, on the forums, and Lees blog, nasty....
tomjscott
User Banned
Posted: 11th Jun 2014 15:51
Quote: "looks like there is a major bug: not able to add a lot of scripts: at a certain point I think around the 12th script, the map crashes at initializing physics... Stopping me, once again, from completing my competition level. Talk about an endless up-hill battle... Others have been lamenting about this bug I have read, on the forums, and Lees blog, nasty...."


Lee responded and there is a solution thankfully. If you add an init function at the beginning of your scripts then it doesn't happen. I verified this with a test map and my full map using the visibility script I made. It all works now.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.007
morphtactic
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Posted: 11th Jun 2014 15:59
Can you please add and example in terms of the code, as I have tried this, and I get an error: script\occlusion2.lua:28 'end' expected (to close 'function' at line 11) near <eof>. Line 11 is where the new inti function lives
Thanks

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