Product Chat / V1.009 is RELEASED!!!

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rolfy
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Posted: 25th Dec 2014 18:58 Edited at: 25th Dec 2014 19:02
Quote: "Small stuff needed fixing.. more levels from win zone, fix the damn store send request failed thing.. " Hotfix did not work " Then you would have had it... Alpha testers dont know what the hell they are doing if they guided you guys through this.. Please take it back or make this weird stuff for your alpha testers and sell it to them. They must like playing with that all day for hours I guess."


You missed the part where the Alpha testers found the big stuff needing fixing, those things that would have made you even more frustrated. As this is Beta software you should expect some things to be broken. Personally I try to think of the way this is going and not what I have in front of me, I see the potential in unfinished features and try to add some comment that will improve things.



As a Beta tester you can treat it as such and report any issues and bugs you find so it can benefit all users, also as a Beta tester you will know this software very well by the time it is fully released, try to enjoy the ride for what it is and will be rather than getting frustrated with issues I reckon will eventually be squished. If you don't report bugs or missing features they won't be dealt with but ragging on folks that don't deserve it isn't the best way.



Merry Christmas
morphtactic
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Posted: 25th Dec 2014 19:03
Quote: "Wondering if dynamic lighting/shadows will work in the standalone. Does anyone know this? I notice that when I create a standalone it always puts out baked lighting. Since the real-time shadows look way better, since I have a higher end machine, since I can make much shorter game segments for large detailed levels with multi level function, for me baked is pointless. Can it be turned off? Merry Christmas!"


Never mind, I figured it out. To answer my own question: just don't f4 the pre-bake in the editor and the standalone will take the real time shadow lighting. To make it look better, all I did was turn up the shadow slider to make the shadows look darker in pre-bake. bake looks fine. Only sometimes in the standalone the bake makes model textures vanish. I'm sure it will be fixed.
Whyrag
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Posted: 25th Dec 2014 19:26
Thanks Rolfy, I agree. Just got Christmas day off after 12 hour days at work for 3 weeks straight through so I partied it up last night a little too hard. Need a breathalizer before I make stupid post ! Sorry, could not edit or erase after I posted. Once again, sorry if I offended anyone. Merry Christmas

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rolfy
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Posted: 25th Dec 2014 19:47
Get tired and frustrated too and need to remind myself often that it's Beta so I understand
Errant AI
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Posted: 25th Dec 2014 20:04 Edited at: 25th Dec 2014 20:22
Quote: "You missed the part where the Alpha testers found the big stuff needing fixing"




Keep in mind also that by any ordinary definition, the release version of 1.009 which pledgers are using is an Alpha and that the closed tests prior were Pre-Alpha/Alpha-Candidate. FPSCR won't realistically be even to an ordinary definition of "Beta" for many months to come (if not longer). After that, we should expect it to remain in perpetual beta, as is the case with most TGC platforms.



It's not unrealistic to expect things to be completely broken or to completely change or to have efforts by early game designers completely wiped out along the way.



That said, I hope the lighting system is still a long way off from completion and what we see now is only the foundation stages as it leaves much to be desired!



This is not a dig at TGC, BTW. It's just fact and as long as we continue to see improvements, the future should continue to look bright

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smallg
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Posted: 25th Dec 2014 20:48
Quote: "1.) if using the Images command - You have to copy images\XXX folder to the standalone Scriptbank folder or you get an error.
2.) When using images commands in other levels you have to clear the screen before doing another Jump or the screen will
still have the last thing shown on it."

@ tingalls
how do you show images? i cant seem to see anything when i use those commands

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Tingalls
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Posted: 25th Dec 2014 21:14
@ smallg
Create a folder inside scriptbank called images\XXX where XXX is any name you wish -- create PNG files and name the png files 000.png, 001.png etc and place them in the new folder under scriptbank\images, say scriptbank\images\huds then load wit
Tingalls
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Posted: 25th Dec 2014 21:23
Quote: "It's probably a feature to reduce AI load. Try setting "Always Active" to Yes/1 in the object properties."


@Errant AI
Thank you - that worked great --- my chopper can finish delivering presents now --- LOL

Experiencing a cool Game --> Tingalls



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smallg
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Posted: 25th Dec 2014 22:51 Edited at: 25th Dec 2014 23:15
thanks! working now, i swear i tried that but apparently i must have done something slightly different... ah well



edit, so we can only show 1 image at a time? lol?

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Ertlov
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Posted: 25th Dec 2014 23:29 Edited at: 25th Dec 2014 23:33
The biggest issue I experience right now is the vanishing of model textures after baking.



Strange enough 1: They appear properly after baking F4 or F3 (1 and 2 are out of the question due to heavy usage of static lights in the indoor scenes):



https://www.dropbox.com/s/daypw7pyb84ht8q/Screenshot%202014-12-25%2023.39.11.png?dl=0



After exiting the testgame and entering the test game again, the vanishing ocurrs:



It´s dead, Jim, it´s dead!!!





Strange enough 2: It doesnt matter if custom media, stock media, purchased or Legacy Pack. An entity can be shown properly (as the wall here) while the copied brothers are gone.



Strange enough 3: There are small white blocks where the entites should be:



https://www.dropbox.com/s/qbfywvk5e0y3gnd/Screenshot%202014-12-25%2023.59.03.png?dl=0



Strange enough 4: When I switch to Realtime, the entities are back:



https://www.dropbox.com/s/fyb3x8i2t1l91fs/Screenshot%202014-12-25%2023.59.22.png?dl=0



Vanishing also ocurrs in StandAlones.



Any ideas?

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rolfy
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Posted: 25th Dec 2014 23:29 Edited at: 25th Dec 2014 23:34
Quote: "so we can only show 1 image at a time? lol?"


Since it is set up to load a sequence using 001,002 etc, I would think it could be scripted with a timer, looking at it myself for this, animated huds etc.



Using position settings I would also reckon more than one image could called at a time from any script to populate the screen.
morphtactic
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Posted: 26th Dec 2014 01:19
Quote: "The biggest issue I experience right now is the vanishing of model textures after baking.

Strange enough 1: They appear properly after baking F4 or F3 (1 and 2 are out of the question due to heavy usage of static lights in the indoor scenes):

https://www.dropbox.com/s/daypw7pyb84ht8q/Screenshot%202014-12-25%2023.39.11.png?dl=0

After exiting the testgame and entering the test game again, the vanishing ocurrs:

It´s dead, Jim, it´s dead!!!


Strange enough 2: It doesnt matter if custom media, stock media, purchased or Legacy Pack. An entity can be shown properly (as the wall here) while the copied brothers are gone.

Strange enough 3: There are small white blocks where the entites should be:

https://www.dropbox.com/s/qbfywvk5e0y3gnd/Screenshot%202014-12-25%2023.59.03.png?dl=0

Strange enough 4: When I switch to Realtime, the entities are back:

https://www.dropbox.com/s/fyb3x8i2t1l91fs/Screenshot%202014-12-25%2023.59.22.png?dl=0

Vanishing also ocurrs in StandAlones.

Any ideas?"


I have all of these issues too, as do others. I don't think this will be a tough one for Lee to fix after Christmas. Sometimes models will vanish after saving too.
Teabone
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Posted: 26th Dec 2014 04:36 Edited at: 28th Dec 2014 06:25
Trust me Whyrag I know where your coming from with your frustrating and its just as hard for me to hide that back myself. We've been here long enough waiting for x9 to be what we wanted then x10... then back to x9... now Reloaded. Its a decade or more of waiting for a finished First Person Creator we still to this day have not received.



The public has already taken a look at Reloaded in bad light with the demos we have presented them with. Not the map designs or the graphics... but small things that to them are quite problematic as players. If you watch their Let's Plays on Youtube or even just read their comments. For instance you still die automatically when in water for a few seconds. Rockets instantly kill you without any sort of damage intensity radius. This may seem like very minor things but for someone testing and playing a game made with the engine... you should see their reactions... Its frustration. And they are simply playing games made with Reloaded not even using the engine yet. Just something to point out though I know the demos will be continuously improved.



I could write a whole book on things that need improving overall but I understand we are just creating the ground work for each aspect of the engine. I just think if your going to promote the product you should make sure the games you make are at least enjoyable to play.



I'm glad the terrain stretching has been fixed as that was one of my biggest issues with quality and it was also pointed out by others inside and outside of the Reloaded community.

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Ertlov
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Posted: 26th Dec 2014 11:44
Quote: "I have all of these issues too, as do others. I don't think this will be a tough one for Lee to fix after Christmas."


I know and I have full confidence in Lees fixing that, I just want to understand what causes ths behaviour and what makes the engine tick in order to show such errors.

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smallg
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Posted: 26th Dec 2014 13:47
Quote: "Since it is set up to load a sequence using 001,002 etc, I would think it could be scripted with a timer, looking at it myself for this, animated huds etc.

Using position settings I would also reckon more than one image could called at a time from any script to populate the screen. "


that was my original thought too but when i try it only the last image "shown" appears on screen - havent tried showing images from multiple scripts yet but i wanted to try make a radar/minimap but i had to give up until i can make sense of the commands.

i can get them to show fine and in the correct place if i do it one at a time but not if i try get them all to show at once... worst minimap ever

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morphtactic
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Posted: 26th Dec 2014 15:44
Quote: "I know and I have full confidence in Lees fixing that, I just want to understand what causes ths behaviour and what makes the engine tick in order to show such errors."


Understandable, I'm not sure why, but often in the past the standalone has lost textures through the encryption process. But this time it might be an internal thing based in the baking process. Who knows. in the standalone it is sometimes good to go into its files, and see if everything exported properly. Often terrainbank and vegbank get messed up too.
DVader
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Posted: 26th Dec 2014 16:07
@ smallg. I also started a minimap project, but also could not see a way to display more than one image. The position image command for instance has only the position values, not the image number, so you can only position them as you display them I think
Jerry Tremble
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Posted: 27th Dec 2014 03:00 Edited at: 27th Dec 2014 03:26
I've been messing with the image commands as well, and I haven't even been able to load a second image. The way I interpreted it was that the images were indexed in the folder. (0= 000.png, 1= 001.png, 2= 002.png, etc). If this were true, then even if I can't load and display two images at the same time with the same script, I should at least be able to load and display different images in different scripts. No matter which I call, I end up with image 0. I suppose I could put each image in a separate folder and load them through separate scripts, but I'm too tired right now to even try it! LOL, maybe tomorrow.

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Scene Commander
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Posted: 27th Dec 2014 08:51
The image commands are pretty basic at the moment. I'll play around with them and see if I can come up with a solution for you all, but the 'wish' list internally does add a lot more in the way of functionality to them.

SC

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rolfy
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Posted: 27th Dec 2014 11:18
Its not pretty but at least shows more than one image per script.
Place a trigger zone in front of the player marker and use the script attached.
When you enter the level image '0' will show
walk forward into the trigger zone and image "1" will show and hide in 8 seconds
In/out of the zone will hide/show image '0' even though there is no command to hide it....strange

This my first amateur attempts at getting a sequence of images to animate for a hud, hopefully it can inspire some of you proper scripters to have a look
You need two images in scriptbank\images\test, 000,001.png

smallg
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Posted: 27th Dec 2014 13:16
Quote: "In/out of the zone will hide/show image '0' even though there is no command to hide it....strange
"


in your script you call 1 image while out of the zone and another while inside it.
that's the problem i found, calling a "show image" overwrites the other images (so they appear hidden without any hide being called) - thus only 1 image at a time.

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wizard of id
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Posted: 27th Dec 2014 14:00
Quote: "The public has already taken a look at Reloaded in bad light with the demos we have presented them with."
Yes graphics wise, TGC put out a demo, as an example of what can be created "quickly" not necessarily quality.Thought nothing the wrong approach, people do want to see what is possible early on.However some would prefer a demo of what can be done realistically.

So demo wise, things are changing and TGC will be providing better demo's for new users and old user alike to sample, I have been apart of this demo creation revamp process and I have spend well over a month crafting the new escape demo, which will hopefully have new users emptying there pockets, and old users proud to showcase it to friends.That is the idea at least.

There is also another demo coming, which will see completely new content and level design, which will push another game genre that is popular and what every one is keen on making.So keep a look out you might find a nice surprise. !!!!

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Jerry Tremble
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Posted: 27th Dec 2014 14:06
2 called in one script is a lot farther than I was getting last night! Without the timer, it's essentially what I had. I was loading/showing/hiding/showing and it just wasn't working for me. I was quite tired and aggravated! Well, something more to play with today.

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Jerry Tremble
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Posted: 27th Dec 2014 14:37 Edited at: 27th Dec 2014 14:55
One interesting thing I just found with that image script. I deleted the trigger zone that had rolfy's script attached to it to start a new little experiment. After placing a few entities (no trigger zones), Image (0) is still showing! Weird. I wonder if that's what was messing up my experiments last night?!!!





Image(0) is one persistent little bugger! Still loads and shows after starting a new level.

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Duncan Peck
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Posted: 27th Dec 2014 15:35
@ Wizard of ID

You intrigue me... I am looking forward to playing more demo levels... between you and me... if you need anyone to test play your demo map... I'd be eager to give you constructive feedback!
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wizard of id
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Posted: 27th Dec 2014 15:42
Quote: "@ Wizard of ID

You intrigue me... I am looking forward to playing more demo levels... between you and me... if you need anyone to test play your demo map... I'd be eager to give you constructive feedback! "
Demo is being battle tested by TGC team, thanks for the offer thought

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Tingalls
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Posted: 27th Dec 2014 17:19 Edited at: 27th Dec 2014 19:29
Animation using the image commands is simple -- HAHA -- took me most the night to iron this one down.



I used and Variable shift - where var --> a,b,c = c,a,b

each time the script sees this it will move the numbers to the left



I included the script - its just a start though still a WIP



Edit::: Apparently you cant name your scripts certain ways - I named the script below lightning.lua and it works fine but does not do the animation

of the images - as soon as I changed the name the animation started up... WOW!!!









Experiencing a cool Game --> Tingalls



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science boy
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Posted: 27th Dec 2014 17:59
Quote: "There is also another demo coming, which will see completely new content and level design, which will push another game genre that is popular and what every one is keen on making"


i am very intrigued which genre?

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wizard of id
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Posted: 27th Dec 2014 18:08
Quote: "i am very intrigued which genre?"
A complete surprise

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cybernescence
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Posted: 27th Dec 2014 18:24
Here's a custom HUD using the new image commands to help the player to steer towards objectives. Might not be obvious but I am using the mouse to follow the direction indicated by the HUD to arrive at pre-set objective locations - one of which is moving. Sorry for the boring map - just illustrating the HUD

I can get two images up at the same time (had a 'distance to go' indicator image also rather than the prompt text), but there is too much flickering (using a timer) - it's just annoying. It does look like you can only nicely place one image at a time and any new image hides/removes the previous one.

Still, it's a reasonable start and shows what could be coming in the way of HUD commands?



smallg
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Posted: 27th Dec 2014 18:41
@tingalls video is private but love the abc = cab trick

@cyber nice, how did you get the image to rotate or is it a new image each time?

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Jerry Tremble
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Posted: 27th Dec 2014 18:42 Edited at: 27th Dec 2014 18:44
Damn nice work, cybernescence! Now the big question: How the hell did you do it?



EDIT: Tingalls-thanks for unprivating (?) your video! Nice work as well!

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Tingalls
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Posted: 27th Dec 2014 18:46
Sorry forgot to publish the video - you can see it now - I hope

Experiencing a cool Game --> Tingalls



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Tingalls
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Posted: 27th Dec 2014 18:51 Edited at: 31st Dec 2014 16:38
@cybernescence



Nice - Very nice Work - noticed the Prompt command still works over the image as well



EDIT: Just for kicks I added thunder to my lightning video





Experiencing
Jerry Tremble
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Posted: 27th Dec 2014 21:06 Edited at: 27th Dec 2014 21:07
What's wrong with this picture?







Answer: The little white cube is NOT the Player Start Position! This appeared on initiating a new random level and naming it. Hadn't clicked on add anything yet. Weird.

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Tingalls
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Posted: 28th Dec 2014 04:07
A trivial thing that I noticed is that on the status bar at the bottom of the editor --> the X: and Z: map positions are crowding each other and not showing the whole number.

Experiencing a cool Game --> Tingalls



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Jerry Tremble
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Posted: 28th Dec 2014 04:49
The Z has always displayed in two digits in every beta since the start. Thought that was normal!

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Tingalls
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Posted: 28th Dec 2014 05:01
If you go to the very top left of the map it will show X: 0 Z:499 - it doesn't matter to me cause I don't use it at all, I just happen to notice it when I was trying to confirm your weird white cube. It didn't show up when I did a new random map

Experiencing a cool Game --> Tingalls



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Avram
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Posted: 28th Dec 2014 15:41
Very nice. I also thought of making a map with a marker where you are but since you can't draw two images at the same time it'd probably cause epi attack because of all the flickering. And I don't know how to easily capture whole map screen shot from above (bird eye)

Jerry Tremble
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Posted: 28th Dec 2014 17:35
Quote: "If you go to the very top left of the map it will show X: 0 Z:499 - it doesn't matter to me cause I don't use it at all, I just happen to notice it when I was trying to confirm your weird white cube. It didn't show up when I did a new random map"


Mine will show 0, 499 in the top left corner as well, however at any location on the map less than z=490, the z axis will display in the first two digits, x will always display three. Its always been that way for me! As for the little white cube, I haven't been able to recreate that occurrence, but there were TWO Player Start Positions on that map, one of which was the white cube. Don't know what would have caused it.

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Avram
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Posted: 29th Dec 2014 00:21
Can anyone explain how images should be named and where should they be placed in order LoadImages("dirname") to load them? I tried putting them into scriptbank\images\dirname\ and name them 1.png, 2.png, 3.png, ... though I don't know why should they go into scriptbank\images after all (those are not scripts but images), but that's how it said in the LUA Scripting commands and structure thread.

Tingalls
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Posted: 29th Dec 2014 00:33
the images need to be named with 3 digits - don't ask why - I have no idea..LOL

So if you named them 1.png then you need to make them 001.png - 002.png etc.

I like your Toolkit BTW

Experiencing a cool Game --> Tingalls



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Jerry Tremble
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Posted: 29th Dec 2014 02:22
I think the reason they go in the script folder is for the relative file structure. (Same directory) I also think they are currently indexed in that folder (000.png, 001.png, etc) for the same reason. It seems almost as though it was kinda thrown in there at the end of the 1.009 development to give us something extra to play with. It WAS a long wait!

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Tingalls
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Posted: 29th Dec 2014 02:35
Well another thing is that they put it there because the scriptbank will always be there no matter what.
If they put it in the entitybank, it could be moved.
But your right about putting it in at the last moment it seems

Experiencing a cool Game --> Tingalls



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Avram
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Posted: 29th Dec 2014 09:56 Edited at: 29th Dec 2014 10:51
Thanks guys! Will try it later...



edit: IT WORKS!



Tingalls wrote: " I like your Toolkit BTW"




Thanks! If you need any help with it, don't hesitate to contact me. I know the docs are not updated... :S

Duncan Peck
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Posted: 29th Dec 2014 19:10 Edited at: 29th Dec 2014 19:58
I have a little bug here which might need ironing out. It's to do with the light mapper and water reflections. I light mapped my competition level and the reflections looked fine as in one of the pictures attached. Upon saving and quitting FPSC:R and leaving my computer in standby for a while and then coming back and re-launching and loading the level the reflections come out wrong.. as in the other picture. I tried this twice and got the same problem. It looks fine just after you have light mapped but then it doesn't necessarily save the reflection data correctly.

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morphtactic
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Posted: 29th Dec 2014 19:32
So far it looks like lightmap data is not saving the way it should. If you want to keep it you will have save a standalone, but that might make some textures vanish.
Scene Commander
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Posted: 30th Dec 2014 10:07
@Duncan Peck

Could you post this as a bug please? So it doesn't get missed.

SC

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TazMan
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Posted: 30th Dec 2014 15:32
Hi

I was playing around with the Get to the River level for the Competition in V1.009 and got to the point where I wanted to save. When it finished saving three items were missing, but when you load the level the three items are showing in the list of items but they are not visible in the editor or when I run the game. Has anyone else found this in V1.009.

Help Please

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Duncan Peck
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Posted: 30th Dec 2014 15:44 Edited at: 30th Dec 2014 15:46
@ Scene Commander - I've posted it in the bugs section as you requested... it seems to be an easy to replicate bug for me so my hopes are high it should be one of the easier sorts of bugs to be fixed.



@ TazMan - Disappearing entities are a problem a
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