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Форум Игроделов » FPS CREATOR COMMUNITY (СООБЩЕСТВО) » FPSCreator ENGLISH COMMUNITY » Patch V1.10 (X10 Public Beta V110)
Patch V1.10
krystcla5Дата: Вс, 14 Фев 2010, 20:51 | Сообщение # 1
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biggrin X10 Public Beta V110 biggrin

Sorry this is patch for X10 not for X9.

Hi Guys,

Find the latest X10 V110 BETA installer below. Only participate in the beta if you are brave enough to risk losing your work and corrupting your installation as the update overwrites your existing installation and will affect the functionality of your current version.

http://www.fpscreator.com/betafiles/FPSCX10_Update_V110_BETA1.zip
http://www.fpscreator.com/betafiles/FPSCX10_Update_V110_BETA2.zip
http://www.fpscreator.com/betafiles/FPSCX10_Update_V110_BETA3.zip
http://www.fpscreator.com/betafiles/FPSCX10_Update_V110_BETA4.zip
http://www.fpscreator.com/betafiles/FPSCX10_Update_V110_BETA5.zip

After the incredible patience you have shown, we have decided to extend the purpose of this beta to include all the bugs you have thus far reported since the V109 update. This will be in addition to the major feature release of the Game Creator Store, which has now been embedded into the newly unified FPSC interface.

Before you post a bug report, ensure it does not conflict with any bug previously posted and is not excluded by way of appearing in the list of bugs at the bottom of this post, or appear in the list of notes of areas we are not going to work on. For each new bug report, ensure you provide a screenshot, steps to reproduce and if a second member could confirm that the bug is reproducible, it will be of great help.

Below you can find our release notes:

V1.10 BETA 5 - 12/02/10:

* Added 'GS08-EnemyClimbingStairs.fpm' to mapbank samples to demonstrate enemy climbing stairs, avoiding static entities
* Fixed code preventing legacy model pack (MP27/MP20) from performing full anims on 11 and 14
* Restored 'throw' animation code to ensure model packs behave as close as possible to X9 functionality
* Fixed bug causing newly restored throw animations toggle their final resting Y angle by 180 degrees
* NOTE: Wayppoint nodes can stretch any length on the X and Z, but only 100 units on the Y
* Added new example 'GS09-AntiGravHighRise.fpm' to demonstrate high reaching waypoint based platforms

BUGLIST AT OUTSET OF V110 UPDATE

Since V109 we have collected all the bug reports, and produced our reproducible list of the ones we intend to look at. We have also listed non-reproducibles and notes so you know what to expect from this process:

BUGS

* Fresh X10 + Latest Model Pack 3 - only see the shadows..
* Fresh X10 + Latest Model Pack 10 - http://forum.thegamecreators.com/?m=forum_view&t=151876&b=33
* Add ANTIGRAVITY script to allow platforms to follow waypoints
* When set spawn to 1/5 and spawn when dead to yes, BUG spawns at kill spot, not spawn location!
* When select a file in BUILD GAME LEVEL SETTINGS EDIT LOADING PAGE (background/music) outside FPSC it crashes!
* SMOOTHLIGHTMAPPING-RoughInX10 shows facet lighting issues in X10 (not present in X9 smoothness)
* When setting an enemy 'loaded weapon' to yes they still cycle through a reload animation before shooting
* NOTPATROLLING-aitest.fpm shows characters not patrolling (enemies and friendlies patrol area at start)
* Sound loops on Dynamic entities - link at http://forum.thegamecreators.com/?m=forum_view&t=152802&b=33&p=0
* I've noticed in v109 that when applying any shader to a dynamic entity you cannot pick it up.
* CUSTOMEFFECTSHADER-NoPickUp.fpm - can pick up regular entity, but not one with custom shader applied
* LOAD GAME issues:

http://www.youtube.com/watch?v=KmXeiR3rxAA
- the weapon is not in my hands after loading
- enemies are facing the wrong direction or do their start animation after loading
- player is looking in a wrong pitch after loading

http://www.youtube.com/watch?v=0z9h0-wDdNw
- physics go crazy when i repeating call the menu

* When using FPI to reduce BLOOM strength, internally cap at 1 (to avoid visual leftover artefact)
* All default X10 characters have their feet sunk into the ground, needs sorting (with MP and store compat)
* the dark ale : ZIP provided to prove shader inconsistencies (to check?)
* Dynamic light on it's own does nothing, add a ssecond light and it works
* FOLLOW, HOME, ATTACK should work in both lower and upper case key strokes
* Roman Soliders Pack (model pack 27) have their foot in the ground (to check?)

CANNOT REPRODUCE

* Disappearing guns issue, characters firing but holding no gun?
* Any report that was a simple one liner with no shots, steps or info naturally will not be fixed

NOTES

* No new features are planned for X10 as all new features will be part of the Migration Version moving forward
* If you are experiencing model pack issues that are reported officially as not reproducible, go back to your Order History and download the latest version of the model pack for X10 as we recently updated them all
* There are no plans to add any mod code to X10. Any future modding activity will be focused on the Migration Version
* X10 requires DirectX 10.1 which is not installed with Vista. You need to obtain the latest from Microsoft
* X10 is not designed to work on Windows 7 and Windows 7 operating system for X10 is not supported by TGC
* References to bugs that rely on using custom media or manual changes to the core files cannot be actioned
* Scripts carried over from X9 for model pack compatibility are not intended to reproduce X9 behaviour
* The particles in X10 are to demonstrate GPU particles and depth-reading, and cannot be customised
* Issues of importing custom media and related integration problems are not bug reports in this scope
* NOTE: Above relates to custom shaders, models, textures, skies and audio
* Semi-transparent textures are not permitted as static universe geometry, only solid opaque textures
* Metro Theator Pack is an X9 model pack only. Do not use this pack with X10.

This first post will be updated to keep you informed of additional information relating to the V110 update.

 
Сообщениеbiggrin X10 Public Beta V110 biggrin

Sorry this is patch for X10 not for X9.

Hi Guys,

Find the latest X10 V110 BETA installer below. Only participate in the beta if you are brave enough to risk losing your work and corrupting your installation as the update overwrites your existing installation and will affect the functionality of your current version.

http://www.fpscreator.com/betafiles/FPSCX10_Update_V110_BETA1.zip
http://www.fpscreator.com/betafiles/FPSCX10_Update_V110_BETA2.zip
http://www.fpscreator.com/betafiles/FPSCX10_Update_V110_BETA3.zip
http://www.fpscreator.com/betafiles/FPSCX10_Update_V110_BETA4.zip
http://www.fpscreator.com/betafiles/FPSCX10_Update_V110_BETA5.zip

After the incredible patience you have shown, we have decided to extend the purpose of this beta to include all the bugs you have thus far reported since the V109 update. This will be in addition to the major feature release of the Game Creator Store, which has now been embedded into the newly unified FPSC interface.

Before you post a bug report, ensure it does not conflict with any bug previously posted and is not excluded by way of appearing in the list of bugs at the bottom of this post, or appear in the list of notes of areas we are not going to work on. For each new bug report, ensure you provide a screenshot, steps to reproduce and if a second member could confirm that the bug is reproducible, it will be of great help.

Below you can find our release notes:

V1.10 BETA 5 - 12/02/10:

* Added 'GS08-EnemyClimbingStairs.fpm' to mapbank samples to demonstrate enemy climbing stairs, avoiding static entities
* Fixed code preventing legacy model pack (MP27/MP20) from performing full anims on 11 and 14
* Restored 'throw' animation code to ensure model packs behave as close as possible to X9 functionality
* Fixed bug causing newly restored throw animations toggle their final resting Y angle by 180 degrees
* NOTE: Wayppoint nodes can stretch any length on the X and Z, but only 100 units on the Y
* Added new example 'GS09-AntiGravHighRise.fpm' to demonstrate high reaching waypoint based platforms

BUGLIST AT OUTSET OF V110 UPDATE

Since V109 we have collected all the bug reports, and produced our reproducible list of the ones we intend to look at. We have also listed non-reproducibles and notes so you know what to expect from this process:

BUGS

* Fresh X10 + Latest Model Pack 3 - only see the shadows..
* Fresh X10 + Latest Model Pack 10 - http://forum.thegamecreators.com/?m=forum_view&t=151876&b=33
* Add ANTIGRAVITY script to allow platforms to follow waypoints
* When set spawn to 1/5 and spawn when dead to yes, BUG spawns at kill spot, not spawn location!
* When select a file in BUILD GAME LEVEL SETTINGS EDIT LOADING PAGE (background/music) outside FPSC it crashes!
* SMOOTHLIGHTMAPPING-RoughInX10 shows facet lighting issues in X10 (not present in X9 smoothness)
* When setting an enemy 'loaded weapon' to yes they still cycle through a reload animation before shooting
* NOTPATROLLING-aitest.fpm shows characters not patrolling (enemies and friendlies patrol area at start)
* Sound loops on Dynamic entities - link at http://forum.thegamecreators.com/?m=forum_view&t=152802&b=33&p=0
* I've noticed in v109 that when applying any shader to a dynamic entity you cannot pick it up.
* CUSTOMEFFECTSHADER-NoPickUp.fpm - can pick up regular entity, but not one with custom shader applied
* LOAD GAME issues:

http://www.youtube.com/watch?v=KmXeiR3rxAA
- the weapon is not in my hands after loading
- enemies are facing the wrong direction or do their start animation after loading
- player is looking in a wrong pitch after loading

http://www.youtube.com/watch?v=0z9h0-wDdNw
- physics go crazy when i repeating call the menu

* When using FPI to reduce BLOOM strength, internally cap at 1 (to avoid visual leftover artefact)
* All default X10 characters have their feet sunk into the ground, needs sorting (with MP and store compat)
* the dark ale : ZIP provided to prove shader inconsistencies (to check?)
* Dynamic light on it's own does nothing, add a ssecond light and it works
* FOLLOW, HOME, ATTACK should work in both lower and upper case key strokes
* Roman Soliders Pack (model pack 27) have their foot in the ground (to check?)

CANNOT REPRODUCE

* Disappearing guns issue, characters firing but holding no gun?
* Any report that was a simple one liner with no shots, steps or info naturally will not be fixed

NOTES

* No new features are planned for X10 as all new features will be part of the Migration Version moving forward
* If you are experiencing model pack issues that are reported officially as not reproducible, go back to your Order History and download the latest version of the model pack for X10 as we recently updated them all
* There are no plans to add any mod code to X10. Any future modding activity will be focused on the Migration Version
* X10 requires DirectX 10.1 which is not installed with Vista. You need to obtain the latest from Microsoft
* X10 is not designed to work on Windows 7 and Windows 7 operating system for X10 is not supported by TGC
* References to bugs that rely on using custom media or manual changes to the core files cannot be actioned
* Scripts carried over from X9 for model pack compatibility are not intended to reproduce X9 behaviour
* The particles in X10 are to demonstrate GPU particles and depth-reading, and cannot be customised
* Issues of importing custom media and related integration problems are not bug reports in this scope
* NOTE: Above relates to custom shaders, models, textures, skies and audio
* Semi-transparent textures are not permitted as static universe geometry, only solid opaque textures
* Metro Theator Pack is an X9 model pack only. Do not use this pack with X10.

This first post will be updated to keep you informed of additional information relating to the V110 update.


Автор - krystcla5
Дата добавления - 14 Фев 2010 в 20:51
Форум Игроделов » FPS CREATOR COMMUNITY (СООБЩЕСТВО) » FPSCreator ENGLISH COMMUNITY » Patch V1.10 (X10 Public Beta V110)
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