Product Chat / FPS Creator Reloaded Beta 1.002 Released!

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RickV
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Posted: 8th Nov 2013 22:51
Hi,



The new Beta is now available for download.



Check your order history download area.



Rick

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DVader
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Posted: 8th Nov 2013 22:55
Cool beans! Downloading as I type

srealist
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Posted: 8th Nov 2013 23:01
Should we uninstall previous beta before installing?



Thanks!
Sparrowhawk
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Posted: 8th Nov 2013 23:04 Edited at: 8th Nov 2013 23:06
Brilliant thanks Rick



Saying 2hours eta on my 100mb/s connection - take it you have a lot of load on the accounts right now?



I've managed to wait a few days, so I'm not worried by a few more tiny minutes







Edit: gone down to 5 mins, so not a problem at all, must be chrome's eta at fault

I think therefore I am. I'm just not very good at either...

My production company: www.hawkvalley.co.uk
RickV
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Posted: 8th Nov 2013 23:08
Yes, un-install the older version.



Have fun!



Rick

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Dralel
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Posted: 8th Nov 2013 23:26
Just tested, the framerate is definetly improved and sound works!



Quick question, how can I tell which footstep noises are played based on the terrain the player is standing on?
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AeroFiles
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Posted: 8th Nov 2013 23:30
Fun Fun Fun !!!

AeroFiles - addon content developer for fps creator (store)
srealist
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Posted: 8th Nov 2013 23:39
I'm getting about ~30 FPS less than the previous beta on the Get To The River level. I was running between 60 - 45 FPS and now averaging about 20. It's actually a little worse than that because I was getting those high numbers with pretty much everything maxed out. If I max it out now, it is unplayable.



Hmmm..hope it is just me. Anyway, growing pains are expected.
AngelTheKiller
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Posted: 8th Nov 2013 23:51
I can finally hear sound but now I can't use model packs. This is what happens on a clean install, as you can see I lost my arms too.
mnemonic
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Posted: 8th Nov 2013 23:52
Great new beta! Looks better, and greater in-game performance. Sound now works. But when I right click the player marker and sets a start weapon, the player still has no weapon. Maybe you already know about this.

www.memblockgames.com
Titantropo
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Posted: 8th Nov 2013 23:53
Still having problems with the sound rifle makes. And others like this one

Here, there and everywhere.
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Intwyt
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Posted: 8th Nov 2013 23:53
It looks really great!

All the issues I had, are gone! The frame-rate has almost doubled with me.

So I'm a happy bunny!

It's Never That What You Think

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

Intel i3@3.330GHz, 4GB Ram,win7(32b,sp1), GTX650Ti
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AngelTheKiller
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Posted: 8th Nov 2013 23:55 Edited at: 9th Nov 2013 00:55
I also still have this problem when placing down objects,

entity placement do not match my mouse pointer
Green Gandalf
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Posted: 8th Nov 2013 23:57 Edited at: 9th Nov 2013 01:57
I'm getting a noticeable increase in FPS but still not enough. The auto detect low fps system seemed to work and brought it to about 17 but without shadows .



First test screenshot:







The download was slow (approx 35 mins on a slow broadband line as expected) but no other problems this time.



There was a glitch on installation. The installer seemed to get stuck on the DX installer (it should have been detected as unnecessary as before) so I cancelled it. The installation then proceeded to completion including a worrying moment when it said it was repairing the Visual Studio installation. [Edit The DX glitch didn't happen when I did a second clean install.]



So far the software seems to have installed correctly. Will test more carefully tomorrow. Nice to see that my custom changes to a few entities seemed intact after the new installation.





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Green Gandalf
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Posted: 9th Nov 2013 00:01 Edited at: 9th Nov 2013 01:55
Quote: "Yes, un-install the older version."




Ouch! I knew I should have read the thread first.



Perhaps that's why I've still got my custom changes. Watch this space.



Edit Decided to belatedly follow Rick's advice and lost some useful stuff that I'd put in the Reloaded folder. Very annoying. I expected it to remove only the stuff it had put there. So be warned. Fortunately it'll be easy for me to reproduce the stuff I lost but it nearly got a lot worse when I reinstalled beta2 to my main TGC folder. Never do anything important late at night.





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almightyhood
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Posted: 9th Nov 2013 00:03
getting about the same here, was 5fps no matter what I put into the maps now its 7-9fps with the editor just making a terrain to walk on which then drops down to 5fps with grass trees and all the rest of it.

have fun stay safe

hood
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LeeBamber
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Posted: 9th Nov 2013 00:51
One BIG improvement I am planning for next week is a set of PS 2.0 shaders for lower end cards. My guess is that it should provide a substantial boost. Glad you like the update, I will continue working...

Hogging the awesome since 1999
space123321
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Posted: 9th Nov 2013 01:10 Edited at: 9th Nov 2013 01:11
OHHHHHHHHHHHHHHHHHHH - sound!!! and the tab options are awesome.... have to get my kids to bed so that I can play. In the 5 minutes that I spent - LOVE IT!



60+ FPS
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Steohl72
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Posted: 9th Nov 2013 01:20
There´s a official Bug board, I think it´s good if we all could report the bug over there.
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J_C
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Posted: 9th Nov 2013 01:28
I have problems with weapons in this update.

With the original beta 1 The hand gun and rifle worked great.



Now in this beta 1.002 the handgun has a constant flicker..

- you can see the bullet holder flashing inside the gun and when you shoot.. the gun and hands hide and leave only the bullet holder on screen with the gun fire flash.Then the gun and hands reappear still with the flicker.



- The rifle continually jumps up and down very fast even standing still.

and when you reload then 2 disembodied hands and arms fly in to the screen and then the rifle starts its jumping up and down animations again..



System : Vista 32 bit, INTEL Quad core 2GB mem: Graphics Nvidia 640 GT 2GB
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Uman
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Posted: 9th Nov 2013 02:24 Edited at: 9th Nov 2013 02:26
Nice update with the sliders and controls though they make little difference to performance in the get to the river level where entities exist.



I am getting about an extra 2fps when accepting the prompt of low fps and selecting yes to auto optimise. I was getting 22fps and now 24fps tops.



In a new empty level there is a big improvement from 22 last version - now 34fps with auto fps optimisation but then there's nothing in the level to have much affect.



As with Beta 1.001 despite fairly low fps ranges player movement is relatively smooth and gameplay is OK/Possible



Is it my imagination or has the Terrain (world size) been reduced down? I think it may be the player speed is rather greater so covering more ground faster?



"The new update improves characters marginally, and they can no longer shoot at you from an insane distance." What insane distance is that? Enemies never shot at me from any insane distance from any version of FPSC I have seen by default. Reloaded enemies are lucky to see me and shoot at all much of the time. Please allow for users to control the enemies attack ranges and do not hard code restrict the flexibility of users to manage the attack ranges. If the player can see the enemy at any range and shoot the enemy then the reverse should be the case as in real life where humans can indeed see enemies and shoot them at extreme ranges given the correct weapon type with such range killing potential. I want to be able to kill and enemy at any range and vice versa as in real life up to the extents of human sight ranges with addition of telescopic sights in such cases. I don't want to have to walk up to a distance where I can kiss them or they me as now before they start shooting - I want to kill them.



On the subject of weapon and weapon scope why have I lost the ability to be able to adjust the screen settings to avoid/adjust horizontal image distortion completely? I am now left with Player hands and weapons (Most important of all image) squashed up in the vertical and cannot correct that at all using the sliders as I could do previously? Now the scope end of Rifle weapon and player hand are squashed in the vertical or egg shaped in the vertical. The weapon is one thing bad enough but player Hands too? You can see this also markedly on the pistol weapon. No way at the moment to adjust this to display correctly on my monitor as I could with V1.001.



Additionally the hands (animation) on the Rifle weapon leave the weapon behind so that needs checking. see attached
xplosys
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Posted: 9th Nov 2013 02:52 Edited at: 9th Nov 2013 03:27
Quote: "One BIG improvement I am planning for next week is a set of PS 2.0 shaders for lower end cards. My guess is that it should provide a substantial boost."


Glad to hear that! Congrats on some improvement in the performance, it is noticable. I went from 2 to 9 FPS in the included test level. I hope you'll continue to find ways to improve it without having to turn off the features that make it awesome.



My system is old and underpowered so I can't reaaly give much in the way of meaningful feedback.



9 FPS in included test level

I DID NOT see the issue with either weapon

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

AMD Athlon64 Dual Core @ 2.2Ghz

4GB DDR2 RAM (3.25 usable)

GeForce 8600GT w/512MB

Windows 7 (32Bit)

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

Keep up the great work.



Brian.

If my post seems rude or stupid, don't be offended. It's just a failed attempt at humor.
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KeithC
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Posted: 9th Nov 2013 03:01
I'm having similar issues with the two weapons mentioned.
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Uman
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Posted: 9th Nov 2013 03:07
Someone has suggested the FOV does not work at all?



There are some really very good and helpful things in the update but as always seemingly accompanied by more issues which creep in.



loopster1616
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Posted: 9th Nov 2013 03:39
Why is there no sound at all?

Guadalupe Alvarado Jr.
KeithC
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Posted: 9th Nov 2013 03:45
Yeah; I messed about with the FOV, to no avail.
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rolfy
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Posted: 9th Nov 2013 08:22 Edited at: 9th Nov 2013 08:45
Quote: "Someone has suggested the FOV does not work at all?"


You need to lower camera distance slider for FOV to work It's maxed out by default.



If your level is highly populated with buildings or trees etc which hide distant terrain and so forth, reducing Camera Distance should also help framerate.



At least it should anyway, but hey! it's a Beta
Grip Studios
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Posted: 9th Nov 2013 09:10
yes good on the new realese Mr.Bamber&Mr.Vanner



i was wating for the sound support

Look i make games using fps creator,udk unreal engine,cry engine 3,and unity 3d

B1trider
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Posted: 9th Nov 2013 11:13
TY for a very prompt update I had some problem with collision detection in the first beta I was testing a level and the enemies would not react to my bullets all the time. Also would it be possible to add location based damage or maybe running an individual script depending on what body part is hit...Excellent engine love it
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Green Gandalf
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Posted: 9th Nov 2013 11:16
Quote: "Someone has suggested the FOV does not work at all?"




Yes, that's my experience too. I've tried several times to reduce it and the slider moves rather jerkily and unpredictably and has no obvious effect. It worked perfectly in beta1.



Quote: "You need to lower camera distance slider for FOV to work It's maxed out by default."




Why is that relevant to FOV? Seems to be the case though.





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rolfy
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Posted: 9th Nov 2013 12:01
Quote: "Why is that relevant to FOV? "
I don't know...it's not my fault...honest
Snips
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Posted: 9th Nov 2013 14:01 Edited at: 9th Nov 2013 14:02
Hello,



I do not speak English sorry if it's bad.



My performances are down with the new Beta.



On the same stage, I averaged 70FPS (with up to over 120FPS) with the first Beta and now 35FPS (with up to 80FPS max)!

I have my performances which are divided by 2 with the new Beta.



My PC:

- Intel i5 3570K

- AMD HD7970 3GB

- 8GB DDR3 1866MHz

- Windows 8.1 64bits





I hope that performance optimization is at its beginning and it will greatly improve.



For the rest, nice work, the editor is really great!
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Ertlov
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Posted: 9th Nov 2013 14:03 Edited at: 9th Nov 2013 14:04
I have, unfortunately, to confirm that on sophisticated levels the FPS are reduced by 30-50%, on the same basical settings, even with heavy usage of the terrain LOD sliders. See attachement.



Specs:



Phenom X4 9650

4GB RAM

ATI 7850 1 GB VRAM

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
Titantropo
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Posted: 9th Nov 2013 15:23
Quote: "There´s a official Bug board, I think it´s good if we all could report the bug over there. "




Thre was one, but I can't find it now.

Here, there and everywhere.
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Uman
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Posted: 9th Nov 2013 15:55
Quote: "I have, unfortunately, to confirm that on sophisticated levels the FPS are reduced by 30-50%, on the same basical settings, even with heavy usage of the terrain LOD sliders. "




That's not good news and clearly a long way to go in a forward direction in achieving and sustaining consistent performance and fps levels. Thankfully someone "Ertlov" has actually created a complex level so that this can even be tested at all in such a scenario at this stage. Thank you Ertlov.



It's the only way to test performance in a way of any real value as to any accuracy of how the engine will perform for end users when they actually make something substantial with it. Many of us users reporting performance in empty levels or low complexity levels is not really what is needed though it gives some indication of course.



It may have been suspected that Performance may have been a major issue for Reloaded and with still many features and complexities yet to add it is clearly going to be some time before the product in any complete form can be placed in the hands of users so they can make some real games with complex content so as to adjudge how it will perform. Currently we can only look at what it does at any given time during the development but so far its not to promising all told at least for many users right now and their available systems. Of course as has always been the case there seems to be some variation in users findings and no real baseline. We can see however a low performance and fps trend even to date.



Ah well - performance - performance - performance.



Green Gandalf
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Posted: 9th Nov 2013 15:56
Quote: "Thre was one, but I can't find it now.

"




It's here - and hasn't moved



Reloaded bug board





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Ertlov
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Posted: 9th Nov 2013 20:05
Quote: "It's the only way to test performance in a way of any real value as to any accuracy of how the engine will perform for end users when they actually make something substantial with it. Many of us users reporting performance in empty levels or low complexity levels is not really what is needed though it gives some indication of course."




Yes, that´s one of the reasons I created the level - to have a real-life benchmark. And you have to keep in mind that this level still has no scripted content, which will also consume at least some CPU power, and less AI encounters as planned.



I also have to mention that now I have less FPS in a situation where 500k polygons are rendered than I had before with similar settings, but 900k polys.



However, the fact that fog now covers entities, too, is a major step forward as a distance culling of 20 - 30 is now perfectly fine.

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
Netsky
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Posted: 12th Nov 2013 22:53
nice!

It really is great to see how easy it is to create some outdoor level - can'T wait for more
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sacdaly
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Posted: 15th Nov 2013 13:39
Hi All

Is it still the case that if i make a large map i wont be able to use it in future beta's or the finished product.

At the moment im reluctant to make a large map with lots going on if i cant then re-use or modify it at a later date when new/improved beta's come out. ie i only have the 2 stock enemies to play with (no other character entity's from fpsc x9 work for me) , but i can place them where i want them to be ans so forth for a later beta that i can use or use new ones in.



cheers si

s clarke
MK83
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Posted: 19th Nov 2013 21:51
looks good

mk83 Productions
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loopster1616
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Posted: 20th Nov 2013 02:36
I hear no sound at all in the new beta. Also, when you place barrels in a scene. They fall down when you do a test.

Guadalupe Alvarado Jr.
RickV
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Posted: 20th Nov 2013 11:37
@loopster1616 - what is your PC specification? Seems strange you are not hearing any sounds now.

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J T Huges
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Posted: 24th Nov 2013 21:53
have downloaded it and follow through.

Looking good with the new updates.

still trying to improve the speed, but it is getting there.



Live Long -N- Rock'n Space Cowboys

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