Product Chat / Build V1.0085 Released

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LeeBamber
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Posted: 13th Aug 2014 11:39
The alpha testers have given the green light to V1.0085, which is now available to all pledgers from the TGC Product Page. You will find very minor improvements in this build, including small fixes to allow non-TGC Weapons to be sold through the store and some small features such as a new proximity mine entity and single stage undo feature in the IDE editor. The much more significant and documented V1.009 build will follow soon. Always remember to back-up your work before installing new beta versions of the software, and in the meantime, enjoy your game creating!

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

Steohl72
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Posted: 13th Aug 2014 13:16
Yay!

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Pirate Myke
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Posted: 13th Aug 2014 13:41
single undo works, and so does the proximity mine. Editor is much more responsive, will check a large level and see if its better when loaded down.

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TattieBoJangle
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Posted: 13th Aug 2014 13:57
had to post this









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Jerry Tremble
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Posted: 13th Aug 2014 13:59 Edited at: 13th Aug 2014 14:28
Love the undo! Proximity mine doesn't seem to be working for me. How long should I wait for it to go boom? Looking at the script, I'd say about 2.5 seconds. It chirps when I step on it, but nothing happens. LOL, Tattie!





EDIT: Nevermind, I don't think there is a boom being called! Yet it is explodable? I'm confused. I've tried jumping on it, shooting it, walking over it a dozen times. Can't get it to go boom.

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synchromesh
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Posted: 13th Aug 2014 14:29
Where is the undo feature ?
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Jerry Tremble
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Posted: 13th Aug 2014 14:30
Ctrl Z

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Steohl72
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Posted: 13th Aug 2014 14:38 Edited at: 13th Aug 2014 14:46
There should be information on HOW you undo something Guess it will be in 1.009

It would also be nice if you hade more steps back, not only one.



The mine have a funny thing going on. Place 3 mines. When you pass mine nr 3, mine nr 1 explodes...

They seem to explode in the same pattern you placed them, regardless of which one you stand close to.

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synchromesh
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Posted: 13th Aug 2014 14:46 Edited at: 13th Aug 2014 14:47
@Jerry Tremble .. Thanks

Works Great...



Still a small issue if you turn the water off....If you then run into the empty lake for instance you slow down to a stop and stick....As if the waters there but its not ..



Love the Proximity mines :
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Jerry Tremble
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Posted: 13th Aug 2014 15:00
Quote: "There should be information on HOW you undo something "


Ctrl Z

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Jerry Tremble
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Posted: 13th Aug 2014 15:10
Being curious about my mine not exploding, I tried the RPG. This is now also missing the explosion visuals as well as the contrail. Explosion audio works for the RPG at least. If I aim close to me toward the ground and launch the RPG, I die of course, but the game then locks up. Yes, installed in an empty directory. Will have to mess with this later tonight if I get time after work.

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Steohl72
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Posted: 13th Aug 2014 15:16 Edited at: 13th Aug 2014 15:17
Quote: "Being curious about my mine not exploding, I tried the RPG. This is now also missing the explosion visuals as well as the contrail. Explosion audio works for the RPG at least. If I aim close to me toward the ground and launch the RPG, I die of course, but the game then locks up. Yes, installed in an empty directory. Will have to mess with this later tonight if I get time after work."




First time I also wondered why my mine did not explode. Then I discovered that the mines explodes in the same pattern you place them. In my case I stood near the nr 3 mine, but it was mine nr 1 that exploded - and that mine was on another place.

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Jerry Tremble
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Posted: 13th Aug 2014 15:23
I've placed from 1-6 mines and none explode!

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synchromesh
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Posted: 13th Aug 2014 16:07
Quote: "I've placed from 1-6 mines and none explode!"


If you haven't done to much like added your stuff from the store etc ...I think it would be worth uninstalling and reinstalling again..
Seems odd ... If it was me I would just want to confirm that
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Steohl72
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Posted: 13th Aug 2014 17:19
Enemies doesn't seem to trigger the mines at all.

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lordjulian
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Posted: 13th Aug 2014 17:44
Re: The Hotfix = I haven't read anything regarding saving standalones. Have the issues I highlighted been fixed or do we need to wait until V1.009?

Julian
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Jyscalus
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Posted: 13th Aug 2014 17:44
Nice!

No idea...
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synchromesh
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Posted: 13th Aug 2014 18:00 Edited at: 13th Aug 2014 18:05
Quote: "Enemies doesn't seem to trigger the mines at all."




First of all I thought that ..... But then I realised.....If you make a game the trap is for the player not the Character..



However when we can pick one up and place it somewhere... That will be the time we need it to kill the enemy



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synchromesh
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Posted: 13th Aug 2014 18:02 Edited at: 13th Aug 2014 18:03
Ok we have an Undo "CTRL+Z" which works great..

Minor Request..Not important but any chance of it on the Toolbar later
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Uman
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Posted: 13th Aug 2014 18:49 Edited at: 13th Aug 2014 18:50
Quote: "First of all I thought that ..... But then I realised.....If you make a game the trap is for the player not the Character"
.



Is that the proximity mines are not a player weapon? Backwards development to me at least. I don't want to blow myself up as a player though I understand the player danger factor use. As an fps shooter first off I think that a proximity mine should be placed by the player as a weapon in the first instance. Then when the engine is more complete add the player traps and danger items but glad someone told me in case I tread on one which hopefully wont work as some others seem to find.



To be honest I never knew this as I had not even tried them having concentration on other issues of some importance.



Not that getting blown up isn't important too
Steohl72
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Posted: 13th Aug 2014 19:20 Edited at: 13th Aug 2014 19:23
Quote: "First of all I thought that ..... But then I realised.....If you make a game the trap is for the player not the Character..



However when we can pick one up and place it somewhere... That will be the time we need it to kill the enemy "




Oh, you're right *lol* I never it saw in that way. Sometimes game-development and player experience tends to float together



But it would be great if we could use the mines as player weapons. Let the player pick them up and place them near enemies.

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Posted: 13th Aug 2014 21:24 Edited at: 13th Aug 2014 21:24
The landmine is in the first instance a trap for the player.. Don't worry a player thrown landmine will appear at some point along with grenades and all sorts of things that blow up.



SC

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cram
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Posted: 13th Aug 2014 21:41
Download does not work.it is a file of 355 mb,but its stops at 40.000kb. If I download other things from my products there is no problem.
Gtox
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Posted: 13th Aug 2014 22:12
@cram - what browser are you using? Are you using a download manager?
cram
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Posted: 13th Aug 2014 22:31 Edited at: 13th Aug 2014 22:32
@Ttox Google Chrome Firefox give the same problem.

No download manager.
LeeBamber
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Posted: 13th Aug 2014 22:32
The proximity mine was intended as a trap item, but the closest folder I figured it belonged was the Weapons category. I can remove it from there if anyone has a better suggestion. A player centric mine would have required more artwork for the HUD and hands, animation to place them on floors and walls, and a remote trigger system for manual or timed detonation, plus code for entity scanning so I can detect 'any' enemy, rather than a single player location. Not impossible, just involves a little more work, and I suspect you would prefer things like melee and radar before you would need mines the player can plant.

As for the mines not exploding, that is indeed odd. If anyone is experiencing this, and has some script know-how, open the 'proximine.lua' script and add debug prompt code to see if you can find out why they do not go BOOM when you stand near them.

@TattieBoJangle : If you can send me the model (or provide link) to the black model I can take a look. Make sure your ambiance is not zero and that you do have a diffuse assigned to the entity (either through FPE or internal to X file) as both can produce a black sided object

@cram : Did you solve your download issue for V1.0085? I have the file mirrored so you should get it fine if you try a few times.

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

Steohl72
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Posted: 13th Aug 2014 22:38
The mine makes more sense now, I was thinking wrong. Mixing up game creation with game play

But there is an issue when the mines explode in the order they were deployed. It should be the one you stand closest to that would explode, right?

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LeeBamber
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Posted: 13th Aug 2014 23:16
@Steohl72 : Yes if you put a few down, then stand near one, the closest one should beep for a while, then explode, then cause a chain reaction and explode the rest. That said, I was going to create a video showing how right I was, and discovered the bug y
cram
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Posted: 13th Aug 2014 23:46
@Lee No, and the weird thing is when I download the other beta's on my products,I have the same problem.But if I download for example the 400 legacy pack,then there is no problem.
Steohl72
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Posted: 14th Aug 2014 00:10
@LeeBamber: Great, thanks!

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m2design
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Posted: 14th Aug 2014 00:25 Edited at: 14th Aug 2014 04:48
@Lee

Here is a kind of funny "Shoot the bad guy" video.

At least he dies well.





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Jerry Tremble
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Posted: 14th Aug 2014 04:04 Edited at: 14th Aug 2014 04:16
Problem solved. It appears so far that I was the only person experiencing the proximity mines not exploding. If this can help anyone who may experience this, here's what I did: I noticed right off that also the RPG wasn't displaying the explosion decals nor were there any contrails. So I uninstalled 1.0085 and reinstalled 1.008. (Yes, again, in a naked directory). Explosion decals/contrails were now missing from 1.008, whereas prior to installing 1.0085, they were fine. So I uninstalled, completely as always, deleted the entire Reloaded directory, as always, and shut my PC down. I rebooted and ran a system restore to one week ago today. I reinstalled 1.008 (I like baselines!). The explosions/contrails were back! I uninstalled 1.008, deleted the entire Reloaded directory, rebooted, and installed 1.0085. Voila! (Pardon my French) It all works like a charm!

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m2design
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Posted: 14th Aug 2014 05:34 Edited at: 14th Aug 2014 05:48
The top image is a scene with terrain set to "LUSH 2" and distance transition and transition range set to 100%

The second image is the same scene with terrain set to "LUSH" and distance transition and transition range set to 100%



Did I miss the setting of "LUSH 2" in 1008 or is this new?

New or not "LUSH 2" allows for more dramatic graphics - nice job







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smallg
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Posted: 14th Aug 2014 12:48 Edited at: 14th Aug 2014 15:30
fixed the mine script for you





also mines that now explode on any character proximity (player needs to be more than 600 distance away or the mine wont trigger - will still get hit if you move closer after it triggers though)


life's one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, geforce gtx460, directx 11

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Jerry Tremble
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Posted: 14th Aug 2014 13:04
m2design- that is a huge difference, looks much nicer! I don't know if that's new to 1.0085 as I've been playing in the desert these past several betas, but I know how it is to discover something new and then wonder how long it's been there! The change logs don't always document every new feature or sometimes I don't even look at them, relying instead on poking around in the folders, scripts, interface, etc. A lot of this is simply exploration, trial, and then, of course, error.

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TattieBoJangle
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Posted: 14th Aug 2014 15:27
thanks smallg much better





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smallg
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Posted: 14th Aug 2014 15:50 Edited at: 14th Aug 2014 15:51
Quote: "thanks smallg much better "


thanks



for anyone wanting mines that you can place and use to kill enemies check out my new script here http://fpscrforum.thegamecreators.com/?m=forum_view&t=207801&b=2&msg=2496357#m2496357



also noticed the sound plays twice on the standard mine script after i uploaded so i fixed that too in my scripting thread



will have to see what
Quote: "TransportToIfUsed(e)"
does next

life's one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, geforce gtx460, directx 11
Uman
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Posted: 14th Aug 2014 16:19
smallg,

Thanks very much. Brilliant

3com
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Posted: 14th Aug 2014 17:08 Edited at: 14th Aug 2014 22:58
Unfortunately and after much trying, I think I'll have to wait for the V1.009 version, possibly I'll have more luck.



The installer uninstall the previous version (V1.0080) and install the new one (V1.0085), right up here.



I run the application as administrator.

The application starts and everything is normal until the dialog "FPS creator reloaded - checking files for you" appears, this window remains forever.

The application runs in full screen mode. (I do not see my taskbar).

Maximize and minimize non-existent. Only (X) one, and it does not respond.

However the application is not consuming resources excessively.

The tooltips work, but the buttons obviously do not.



Finally, after several minutes, I have to kill the "Firts person Interface (32-bit) +" reloaded FPS game creator (32-bit) " process, via tasks Manager.



I has tried runing installer again and it offers me to uninstall V1.0085 before, since it was already installed, instead of give me the repair option as Classic does.

Well, I said yes and reinstall again, but this do not fix the problem.



Has anyone experienced this problem?



Edit: Well after uninstall I had noticed that the uninstall.exe does not clean windows registry; via regedit I can see many FPS entries, that bring others questions, such...

Should I delete them before reinstall version V1.0080 (work fine for me).?



If v1.0080 found v1.0085 entries in windows registry, this could be a problem?



Why installer does no have a king of pair table holding all the entries, stored them in a txt/dat/ini/log file, so if any problem occurred, uninstall process be able to delete all thats entries, and clean the windows registry.



Manipulate Windows registry manually is not a good idea, so I thought automate this task, is a better way to be safe.



If somebody like see the MapEditor log file I can post it, ignore if this can be useful. Checking Setup.ini I can see there is Generate log file, activate.

Anyway ignore if a dump file is generate when fail loading, this might help.



ini file point to C\Program files\FPS.....\FPS Reloaded...\MYGAMES



but installer does not create this folder, and I've this folder in

C:\...\Documents\MyGames\



Due that I had created this folder manually in Reloaded Folder, as ini file point to, and run the application, but nothing change here.



Thanks in advance.





3com
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cram
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Posted: 14th Aug 2014 17:33
@Lee The download is succeeded now. Me happy
Uman
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Posted: 14th Aug 2014 23:11
Final Release :

Test Game : One thing I cant miss is that enemies I have attached to paths - which are set with the "Always Active" Flag are not active at all and don't walk the paths until the player now gets to within specified range of vision distance and then they sometimes get stuck on path or so it seems unless they get stuck on the terrain? Looks like a path issue to me?

Published Game: I get the issue of some completely black entities. See attached Screen shot. Enemies also have the "Always Active" path issue in published game.

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tomjscott
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Posted: 14th Aug 2014 23:16
Quote: "Has anyone experienced this problem?"

I had a similar issue and worked extensively with TGC during the first of the final 2 weeks of the competition to get it resolved for me. The fix is in 1.008 and beyond, but it seems you may have a similar related issue now. I've not seen the issue again since they provided a fix in 1.008.

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 1.0071
m2design
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Posted: 15th Aug 2014 04:02 Edited at: 15th Aug 2014 04:20
It seems we are still getting some defenders that when the going gets rough they jump into the water or float over the water and then fall in.

The video shows one such fellow standing near the lake bottom.





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Jerry Tremble
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Posted: 15th Aug 2014 04:42
LOL I've had that happen. You'd think/hope that at least they'd drown (I only say that out of a sense of fair play)! In previous betas they would even shoot back from down there. Maybe he still would, but you're just not close enough.

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3com
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Posted: 15th Aug 2014 10:38
@ tomjscott
Thanks for the input.

Apparently this is not a final solution.
I even had tried a clean install, but nothing change.

I'm waiting for a member of TGC answer my questions about FPS registry entries,
before reinstalling the version V
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tomjscott
User Banned
Posted: 15th Aug 2014 14:51
Quote: "It sounds like executable run twice when is loading."

That was definitely part of the issue, but I thought they fixed that part as well as another thing that was causing issues.

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 1.0071
Northern
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Posted: 15th Aug 2014 16:21
Hi all,

Congratulations to the TGC team for the hot fix 1.0085. Good job.

I have noted some improvements on frame rates, graphics, introducing proximity mines (with some issues indeed, but a good new feature) and a better game play in the Escape demo game with adding new entities in the scenario, cover zones just to mention a few and a best balancing between enemies and guns available to the player.Very nice, as compared with the previous version 1.008.

Fortunately, I don't have noticed greater issues with this release so far; however, some problems from earlier versions still remain.

Sometimes I wonder that a demo game similar to 'Escape,' even with all its issues, it would take at least a year or more, some hundred of money spent and a lot of pain to learning programming, to somebody be able to make a game like that in another game engine out there.

Great, thanks a lot.

Northern
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3com
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Posted: 15th Aug 2014 19:05
@ tomjscott

Since the problem does not occur on all computers, this reduces the scope, and leads us to believe it is related with the user settings, and I would bet that this problem only occurs on 64-bit systems.
So it may have to do with rights mana
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3com
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Joined: 18th May 2014
Location: Catalonia
Posted: 15th Aug 2014 23:00
Eureka!, I had fixed it.

I did a very clean install, this meant, delete all Reloaded+free version registry's entries, (manually).
Of course delete too Reloaded folders, than still remains after uninstall.
Make search for temp files, but only models packs generate temp files, I thought

Perhaps last beta does not handle accurately registry entries yet.

If you've same issue like me, and you plane delete registry's entries manually, I hight recomended be careful, and a good cup of coffee.

Nice undo feature.


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Joined: 24th Jan 2014
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Posted: 16th Aug 2014 08:31 Edited at: 16th Aug 2014 08:34
I make it a rule to "Always" do a clean install of the new Beta to avoid contamination....Its default install is C\Program files\ The game Creators\fps Creator Reloaded....Before uninstall I cut the entity folder and paste it beside the FPS Reloaded Folder which is instant...



Fully uninstall and reinstall the new beta..." Then Try It first" If all is ok you can put the files you want back in the Reloaded folder..



I also have classic and X10 installed in the Game Creator Folder which so far have not interfered with Reloaded in any way whatsoever
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