Product Chat / V1.009 is RELEASED!!!

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Duncan Peck
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Posted: 5th Jan 2015 18:43 Edited at: 5th Jan 2015 18:49
Did you read Lee's blog today... he's hiding in the "deepest darkest cave" coding away trying to finish the Reloaded project in 2 months! That got me really exited I'm taking what he said to mean that hopefully sometime in about 2 months we should have zombies and the construction kit! Maybe even a steam release... So multiplayer! Go Lee!! (And the rest of the team at TGC) I'm sure the community are behind you all the way.



Though I think he might be a little ambitious to think it can be done in that short time frame... but hey if he thinks it can be done that's awesome as a target to aim for.
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synchromesh
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Posted: 5th Jan 2015 18:59
Actually I hope its not complete in 2 months......Stable yes.....Able to create a full game yes...... But I was kind of hoping it would continue to expand and have even more features ?
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Duncan Peck
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Posted: 5th Jan 2015 19:15
I'm sure they will work on a version 2 eventually with more features... but getting a version 1 out to a wider customer base would be important to bring in revenue and would allow them to finance it. Steam will bring in lots of extra people which will be great.

I can see where your coming from though synchromesh, there is an almost endless list of perceivable features that could be added. I for one would like to see gtox's suggestion in feature creep for a noise brush for the terrain to facilitate a rougher more realistic terrain surface like that which is generated in a random map. Then there is implementing melee, making the transform widget more user friendly so the menu doesn't hover over the adjustable parameters... fixing all the minor bugs with the entities disappearing and the light mapper not saving the water reflections properly ... the list seems to get bigger and bigger... but then unlike me Lee is a super coder who knows what he is doing.
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The Next
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Posted: 5th Jan 2015 19:46
The product won't be complete, by complete what is actually meant is it will be in a state that can launch on Steam to a wider audience and then undergo continued development. The plan is that development will not end on Reloaded instead more features will be added more bugs will be fixed and a better product will be built.

2 months to what will be hopefully the first Steam launch

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m2design
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Posted: 5th Jan 2015 20:16
Question: Does this new coding time concentration being adopted, mean there will be no betas released during this time?
If I am to be stuck with 1.009 and its inherent problems for 2 months then I am not a happy camper!

Tell me it's not true...

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snowdog
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Posted: 5th Jan 2015 20:48
Wow, wasn't expecting it to be so soon. Brilliant news!

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Jerry Tremble
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Posted: 6th Jan 2015 00:30 Edited at: 6th Jan 2015 00:35
Sounds like an ambitious goal, but I have confidence that he can pull it off within a reasonable margin of that time frame. I hope we'll see at least one more beta in that time, perhaps the final pre-Steam release? I mean, someone has to put it through the ringer, right? I'm marking my calendar!



Marked my calendar, March 5. That also happens to be a payday for me, and Purim, as well! It's going to be a really good day!

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synchromesh
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Posted: 6th Jan 2015 02:15 Edited at: 6th Jan 2015 02:17
Quote: " I mean, someone has to put it through the ringer, right?"




Agreed...At least one update......Who better to check it out than us ....Nothing against the Alpha testers ( who will see it in progress anyway )

But Im sure its better that Lee knows of anything serious that we all find rather than a whole steam community.....

There pretty ruthless and unforgiving ...Honest
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Jerry Tremble
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Posted: 6th Jan 2015 02:31
Quote: "There pretty ruthless and unforgiving ...Honest "


Yeah, I've read many of the comments on Steam, and to be honest, while I realize they can be unduly harsh in my opinion, they have swayed my decision on many an occasion to make a purchase. I know from my own experiences that the people least satisfied with a product (or anything, really) are the most vocal, and most people don't consider diplomacy when angry! This is to be expected, but seldom do those that are satisfied with said product (or anything) actually bother to say anything! I don't believe there are enough alpha testers anyway (I don't know how many there are) to really give this product a sufficient run through.

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m2design
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Posted: 6th Jan 2015 17:00
@ teabone

Hills/cliffs in reloaded don't have to look like bumps on the terrain. I think you just need to play around with the tools available.
This terrain was created just using the available 3 terrain editing tools on the tool bar.

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DVader
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Posted: 7th Jan 2015 21:46
Quote: " I don't believe there are enough alpha testers anyway (I don't know how many there are) to really give this product a sufficient run through."


Perhaps, but please realize that MANY bugs were picked up in testing that were NOT fixed before release due to time constraints. The testers can only test and report. Please stop blaming the hard working testers. Not that you are in this case, but the general tone seems to be that way in the thread overall and it is a incorrect view. Bug fixing is a tough part of development, not only receiving bug reports but having to reproduce and then fix those bugs also. I'm sure the worst offenders will be seen to quite quickly, and I am sure a patch or new update will be released to fix major issues.

Me. I blame Xmas for shortening the working month Humbug!



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TattieBoJangle
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Posted: 7th Jan 2015 21:54
I second that ^^^ DVader and well said.





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Jerry Tremble
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Posted: 8th Jan 2015 00:36 Edited at: 8th Jan 2015 01:28
Quote: "Perhaps, but please realize that MANY bugs were picked up in testing that were NOT fixed before release due to time constraints. The testers can only test and report. Please stop blaming the hard working testers."






Taking it completely out of context makes it sound pretty mean. We were discussing the Steam release. Unless you're from the future...





But here's a much larger snippet of the conversation, and since that's all on the previous page, nobody will probably read it, and I really don't want anyone thinking I was being a dick:



Me: Sounds like an ambitious goal, but I have confidence that he can pull it off within a reasonable margin of that time frame. I hope we'll see at least one more beta in that time, perhaps the final pre-Steam release? I mean, someone has to put it through the ringer, right? I'm marking my calendar!



Marked my calendar, March 5. That also happens to be a payday for me, and Purim, as well! It's going to be a really good day!









Syncromesh: Quote: " I mean, someone has to put it through the ringer, right?"



Agreed...At least one update......Who better to check it out than us ....Nothing against the Alpha testers ( who will see it in progress anyway )

But Im sure its better that Lee knows of anything serious that we all find rather than a whole steam community.....

There pretty ruthless and unforgiving ...Honest





Me: Quote: "There pretty ruthless and unforgiving ...Honest "



Yeah, I've read many of the comments on Steam, and to be honest, while I realize they can be unduly harsh in my opinion, they have swayed my decision on many an occasion to make a purchase. I know from my own experiences that the people least satisfied with a product (or anything, really) are the most vocal, and most people don't consider diplomacy when angry! This is to be expected, but seldom do those that are satisfied with said product (or anything) actually bother to say anything! I don't believe there are enough alpha testers anyway (I don't know how many there are) to really give this product a sufficient run through.





You see, in this context (being the actual conversation), I point out that for the Steam Release, the alpha testers alone would not be sufficient. I don't know how many there are, and I don't care. There may be 200, but if there were enough, then beta testing would be a waste of everyone's time. I in no way criticized them for the release of 1.009.





And as long as you were following the thread, you would recall that earlier on I said this:



Quote: "I'm pretty sure they released this beta a little prematurely, with such a long wait for it and the holiday break and all. Based on previous posts, the "internal testers" were not responsible for green lighting this release. I think TGC just wanted to give us something to play/work with while they were away. It has bugs, for sure, every program does. This beta let us see, really, how much progress has been made in the eon since the last release.

"


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TazMan
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Posted: 8th Jan 2015 10:38
When I originally designed my competition level I wanted the player to get out of an area by finding an RPG and exploding a huge rock that was in the way. Unfortunately the only way I could make everything visible in the level was to bake it, this seems to have made it so that the RPG just went straight through the rock instead of blowing it up.

I changed the scenario because I couldn't get over the problem.

Has anyone else had a similar problem or knows a way around it.

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Tingalls
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Posted: 8th Jan 2015 10:47
I know that if you set an entity to dynamic it wont get baked in, sso if you set your rock
to dynamic it should be able to be destroyed.

In theory

Experiencing a cool Game --> Tingalls



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Scene Commander
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Posted: 8th Jan 2015 11:40
@TazMan

I've tested Rock 2 from the default media and I can hit them everytime with the RPG (and it's strangely fun watching them bounce around). Are you using a different model?

@All.

On the subject of alpha testers, we do have enough for our cu
DVader
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Posted: 8th Jan 2015 22:46
@ Jerry Tremble. Perhaps I quoted from a little late in that conversation. I was only using it as an example of many posts on this thread overall that seem to suggest more testers will equal faster progress. I mentioned you hadn't blamed them yourself. As
Jerry Tremble
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Posted: 9th Jan 2015 00:47 Edited at: 9th Jan 2015 00:48
Quote: " I mentioned you hadn't blamed them yourself"




I saw that, which made it even stranger that you quoted me! ( I wondered, "Why am I being single out?") LOL, no harm done, man, I realized early on that some were blaming the alpha testers, and it was pretty obvious from what we got in this beta that it hadn't been tested much if at all. And I am not knocking this beta; to date, it's the furthest step forward. Anyway, take care, be safe and have a great '15!

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rolfy
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Posted: 9th Jan 2015 10:52 Edited at: 9th Jan 2015 12:13
Quote: " it was pretty obvious from what we got in this beta that it hadn't been tested much if at all."


If you listen at all to whats being said you would realise this Beta had been tested to death by internal testers, all bugs were reported and internal testers had nothing to do with the decision to release it. An additional hundred testers would not have found any further major bugs and it was the right decision by TGC to give it out to everyone before christmas (they worked their butts off to fix the major ones which most users haven't had to deal with) so pledgers could have something for last month, any bugs found by users after release are already reported and nothing new so far, this is a fact.



Consider it a BETA which users then have the chance to confirm bugs which will be fixed and also an ALPHA which has been ironed out to some extent by internal testers which makes it easier for those BETA testers who can report issues across a broader range of machines....ummmm......something like that.



I cant help but feel if the release had been delayed then you all would have been blaming the internal testers for holding it back and for some reason thinking you could do a better job of it



Perhaps all you users who feel they have issues should start to put your comp specs into your signatures so TGC can target specific issues with specific machines and compile a list of testers for said specific issues... sounds complicated but maybe not and it all helps as that is what we are here for
Jerry Tremble
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Posted: 9th Jan 2015 12:40
Thanks for the info, Rolfy!

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Zeuce
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Posted: 9th Jan 2015 16:41
Really, really enjoying this update. Beyond excited for future character creation options.
m2design
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Posted: 15th Jan 2015 04:47 Edited at: 15th Jan 2015 04:52
Sorry wrong forum - post removed

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Tingalls
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Posted: 15th Jan 2015 04:52
Yep -> it works

Experiencing a cool Game --> Tingalls



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kulet
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Posted: 18th Jan 2015 03:32
Hi there, sorry if this post will be off topic but, i just want to know when will I get my copy of fpsc-r I pledge for the gold one. I am excited to play with it and how many free model packs will be there? And, Can I still use the old model packs that I bought way back 2011? I used those on the old fpsc. Thanks and congratulations on the great advancement.

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Teabone
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Posted: 18th Jan 2015 04:14
Quote: "That got me really exited I'm taking what he said to mean that hopefully sometime in about 2 months we should have zombies and the construction kit! Maybe even a steam release... So multiplayer! "


You may get zombies and multiplayer for the steam release (in 2 months). But no construction kit. That has been confirmed.

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Duncan Peck
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Posted: 18th Jan 2015 10:18
I was probably expecting a little bit too much when I wrote that... but since have learned there will be no construction kit for a while. Construction kit or not I'm still looking forward to the next release because I'd like to start building some multiplayer maps but that annoying "disappearing entities" bug is very frustrating. I'm hoping by the end of the month (two weeks time!) a new beta will come out which has fixed that... then I will be more than ready to start building a level for some multiplayer action in anticipation of the Steam release in 6 weeks or so. I might even just alter my completion map.. make it a little bit bigger and make it into a multiplayer map. I quite like my competition map... but then I would say that!
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Titantropo
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Posted: 18th Jan 2015 20:34
Something I've been thinking.. If FPSCR is even for anyone who can't code, and if we make and release a a game, and it has any trouble... how can we solve it, if we don't know how to code?

Here, there and everywhere.
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Duncan Peck
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Posted: 18th Jan 2015 20:53
Quote: "Something I've been thinking.. If FPSCR is even for anyone who can't code, and if we make and release a a game, and it has any trouble... how can we solve it, if we don't know how to code?"


Good question has me a little bit stumped.. Well it's a longshot but I guess if I released a game and if was successful and there was a recurring bug in it and I couldn't fix it... I'd ask Lee very nicely if he would mind having a look at it for me. I'd probably offer him a slice of the profits or something for his time spent on it.. I'm not really into making games for the money; just for fun really. That would be my approach.
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Tingalls
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Posted: 18th Jan 2015 21:33
@Titantropo - if you didn't code anything and later have trouble with something, you can always ask about it in one of these forums.
I found that - if I test my game 1000 times myself it would be Error free, but as soon as someone else plays it - they no
kulet
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Posted: 19th Jan 2015 15:53
Thanks guys, I just received fpscr and also done fixing the store errors, though there lots of bugs in the current build, it doesn't bother me at this moment. Just wanna ask this newbie question though... How can I create an indoor game?

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Duncan Peck
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Posted: 19th Jan 2015 17:12
Quote: " How can I create an indoor game?"


Using the construction kit. It's still in development though so.. you can't use it yet as it's not yet released. Hopefully it will make an appearance sometime after the Steam launch.

If your really keen though you can make some interesting bunkers out of the stock slabs included as stock media in Reloaded, look in fixtures in the entity selector.
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kulet
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Posted: 20th Jan 2015 02:05 Edited at: 20th Jan 2015 02:08
Thank you Duncan. I am having a hard time adjusting in fpscr for not having segments lol. When will the blobs be available in fpscr and what version? I feel a need of having indoor levels. Thanks and by the way, congratulations for the continuing advancement of the engine. When will the steam launch happen?

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Posted: 20th Jan 2015 16:33
You can use FPSC classic to create indoor levels. Someone posted a tweak that easily allows you to add them to your FPSCR levels.

Mike

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Posted: 21st Jan 2015 22:23
Will an option be available in order to make the objective of the level the last enemy to be killed, the objective? Like in FPSC, we the de "is objective1". But I want something so if I have 3 enemies in an arena, I can shoot them in any order, but the last one I kill is what makes me win.

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kulet
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Posted: 22nd Jan 2015 15:24
Quote: "You can use FPSC classic to create indoor levels. Someone posted a tweak that easily allows you to add them to your FPSCR levels."


Do you have a link for that thread? Because Having that tweak will make me more busy for the coming weeks.

To create games for fun and to make game developing a hobby, I do not want to earn, rather, I want to learn and to give happiness...
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Posted: 22nd Jan 2015 15:44 Edited at: 22nd Jan 2015 15:46
http://fpscrforum.thegamecreators.com/?m=forum_view&t=210500&b=1



Here is the steps:





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TazMan
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Posted: 22nd Jan 2015 15:46 Edited at: 22nd Jan 2015 16:03
Quote: "Perhaps all you users who feel they have issues should start to put your comp specs into your signatures so TGC can target specific issues with specific machines and compile a list of testers for said specific issues... sounds complicated but maybe not and it all helps as that is what we are here for"




@rolfy this is a great idea, in fact I have just updated my profile to show the machine I use for Reloaded.



On the note of of errors in the new build:

I don't know if this was in any of the previous builds but just recently I have been testing a new model pack I am in the process of creating, this is made up of modular buildings. I wanted to put some boxes in one of the modular buildings and noticed that when I just put one in it sits on ground level. Which I thought was fine I will just press the return key and it will then sit on the floor of the building.



This did not happen when I pressed the return key it sent it to the top of the model, which is really strange because when I wanted to put one of the modular buildings on top of another, if I pressed the return key it put it on the floor of bottom building.

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Posted: 22nd Jan 2015 18:33
@Tazman,

We do want to improve the floor finding a lot, and have a lot of ideas. If you'd like to send me some sample models, I'll see if there's anything that can be done to make this easier for you and other users as that sounds like a bit of a pain
TazMan
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Posted: 23rd Jan 2015 16:40
@Scene Commander I have sent you some models to have a look at thanks, let me know if these help

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Teabone
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Posted: 23rd Jan 2015 18:30
so about em zombies... hope to see them soon

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