Замечено, что некое "строительство порталов" и "сохранение и оптимизация вселенной" происходит два раза при компиляции и проверке. Зато если после такой проверки сильно не изменять карту, то следующая компила пройдёт быстро, за секунды, какой бы уровень ни был, что мне нравится Повышена производительность, мои горе-уровни перестали тормозить... немного изменён интерфейс, добавлена "рубрика" "getting started", с её помощью можно смотреть видюхи (нафиг это незнаю) и загружать карты. Изменен вид шрифта, теперь он более мелкий и приятный для глаз, имхо... Уничтожен этот гадкий звук топанья по металлу (по крайней мере у меня ), новые скриптовые команды... Позже ещё расскажу.
Добавлено (22.02.2010, 13:15) --------------------------------------------- * Amended 'alt tab' fix to allow keyboard/mouse to regain focus after switchover * Added code to help test game to appear above interface view * Changed ASPECTRATIO flag to default to zero (legacy support) * Fixed bug causing some standalones to crash when ai_free is called * Removed 100kb of interface code duplicating the TGCStore (now a DLL) * Fixed interface bug, allowing HELP>VIEW LICENSES to read correct folder * Restored ability for save/load to keep AI indexes of non characters * NOTE: Above fix solves the issue of weaponglow script loss on reload * Now retains all HUD data at point of save, fixes hud reload for entity prompts * Increased default FPS cap from 34 to 38 (until timer-based FPS comes along) * Solved issue of HUD data retaining in-game menu visibility modes (reset to hidden) * To ensure that TEST GAME absolutely appears on top at all times, TOPMOST flag used * Added OK button back into TEST GAME dialog as many users requested its return * Universe no longer disappears when using 'full effects' on test game rebuild * NOTE: You cannot use Light Mapping with those 'Full Effects' that use a nonstandard FVF (bump.fx) * Added thick black border to the RAWTEXT FPI feature * Interface now remembers which trees where expanded for entity and segment libraries * Added PREVIEW button back into the FPI wizard for editing game screens (X9) * Added new ASPECTRATIO, defaults to one to fix long-running aspect issue * Interface : Entity and segment library trees collapsed now by default (neater) * Interface : Now shows ALL the guns, not just the first 17 in Weapon Slot dialog * Added extra LOG entry at very top of each EXE to test if they run (then fail) * Changed FPSC-Game.exe to initialise at 640x480 then upscale to chosen (netbook) * If resolution specified in SETUP.INI not exist, uses desktop resolution * Save Load dialog now adjusts based on the resolution of the game (run-time) * Adjusted loading bar progress width based on chosen resolution * Amended the interface logging code to ensure the trace log appears with the EXE * NOTE: to trace the interface, set trace=1 in the FPSCI-050.ini file (langfile) * Fixed bug causing switches to reverse and doors not to show open on reload * Added new showalluniquetextures=0 flag to show per-entity unique textures * Added the TRIALPAY offer to a secondary BUILD GAME dialog prompt (to help users who cannot afford FPSC) * Fixed interface to allow both X9 and X10 serial codes, and re-activated free version code (BUILD GAME redirect) * Replaced interface with new unified version (X9+X10) (slight layout change, new getting started dialog, etc) * Can set player start marker lives and health to zero, removing them from influence within the game * Updated SWITCH2.FPI and added SWITCH2KEY.fpi and SWITCH3KEY.fpi (later requires key to operate switch) * Added LIGHTCANDLE.FPI to simulate the luminance of fire and candle light in a room (for dynamic lights only) * Fixed bug causing close portals clip universe camera close to them (removed near plane check from frustrum zero) * Major re-work of the universe collision builder, now performs two passes (first wraps static entities in boundbox) * Fixed major bug causing all non-character, non-marker entities to restoring the state on a game re-load * Renamed CURSOR LAYER to just LAYER for better screen management and reduces clipping of text with some fonts * Entities that have been picked up and then the level re-loaded no longer re-appear in their original positions * Fixed throw scripts which now load normally (fixes characters not falling over) * Updated legacy FPSC interface to remove the OKAY button and triggers auto-test game now (fixes ALT_TAB issue) * Fixed bug causing loading page script on game re-load to wipe out script bank one with its own logic (light bug) * Fixed ODE DLL bug causing collision exist to always return zero, fixes slow (to high) memory leak * Changed default HSRMODE (Heavy Style Recursion) to 2 (performance hit but avoids culling issues) * Additionally removed HSRMODE ONE which never made it to release (zero=speed/two=accuracy) * Creates GUN folder if it is not present in the final EXE to designate the genre mode * Prevented scripts from loading on mass in test and build game (faster builds, smaller EXEs) * Reconfigured TEST GAME to remove OK button (speeds up test process and fixes key/mouse focus bug) * Fixed issue of test game window not always appearing at front Z order (ALT+TAB bug removed) * Updated 'missing media' system which now produces a report alongside the FPM file (.log text format) * Removed memory gaph from test game debug window to speed up debug properties display * Fixed bug causing characters not to use their per-element texture (when fast bone was employed) * Characters can now be textured and viewed as textured in the map editor (slight performance hit) * Added new PLAYERDROPCURRENT action so only currently selected gun will be dropped (if used in weapon script) * Updated Game Creator Store to allow artists to upload segment based entitybank subfolders * Fixed bug causing doors to lose their rotation information on an initial re-load of a saved position * Refined saveload in-game screen grab to use entire screen not a cropped window in center (better) * Optimized loading of character sound effects (better sharing, lower footprint; 150 characters=600MB=fixed ) * Toned down player footfalls slightly to remove the consistenty annoying clang of movement * Entities that had their collision switched off retain their state after a game is reloaded with LOAD GAME * Characters that are completely destroyed (ACTDESTROY) no longer reappear on a reload with LOAD GAME * Compiled BETA5 with SafeArrays OFF to reduce executable sizes and test the tighter version publiclyv * Prevented characters from sinking into the floor when reloading after selecting LOAD GAME * Fixed bug causing characters to sink into floor sometimes during reload when click LOAD GAME * Fixed crash from model pack 9 and 10 shotguns (capped sound slot usage at engine level) * Solved bug causing animations to carry on when in PAUSE MODE (will now freeze in place) * Updated saveload to include pitch of the camera and whether a gun is being held * Extended mouse sensitivity flag to the saveload menu dialog for universal response to the value * Prevented some characters from using spawn animation when reloading saved position (.animdo could be -1) * Fixed bug in DBP, now allows instances to use FIX OBJECT PIVOT (which fixes new map editor rotation bug) * Fixed reading of RAISEFACTOR value to allow >0.0 and <1.0 values to report as 1 (legacy center Y fix) * Replaced FVF274 convert with legacy convert mode which intercepts the extra data before it loads * Above solves the characters turning into floor spiders bug in BETA1 * Source now compiles under U74 and above (and is combined with mapeditor code) for single code base * Updated text file to read 'creation' instead of 'FPSCREATOR', amogst other similar text shifts * Updated Game Creator Store with new sensitive rating flag features for future 'kid friendly' control * Added a convert to FVF 274 before dynamic entities are saved to fix crash when using newer DBOs (U74) * Fixed bug caused by large quantity of FPI files in scriptbank (crashed with over 200 files)
Я вапще когда обновил свой до 16 ачумел. Вапще все кнопки были без надписей. Пришлось пере устанавливать и обновлять до 15. Харошо что папку files сохранил.
Он его на русик поставил. А под 16-й патч русификатор вроде нужно основательно переписать, там стринги новіе появились в ресурсах. Фанат игр Max Payne и Fahrenheit.
На оф.сайте креатора. серийник 00V101124020f6e7 Скачать _____ SEGuy, чтобы исправить тот глюк нужно зайти в папку languagebank/english и папку textfiles скопировать в папку english, заменить все файлы. Результат: меню креатора будет на английском, а вся игра на русском (если русская версия была)
а я давно говорил, что 1.16 позитивнее. критичный недостаток у него один - у меня глючат некоторые модели (как любительские так и из паков), но не факт, что у всех так же будет. FPSC 9 1.20b16