If you've met with a bug in Easy FPS Editor, post it here. We will try to fix it as soon as possible.
Simple way to create an old-school First Person Shooter! · By
Hmmm... I never imagined the client not working on 32 bits platforms. And it has Win7 or higher as a requirement.
What is the problem exactly?
You can try looking for a version that will work with your system.
As of now there is no other ways of running the pro version without client. I will work on a better way of checking for authorization.
My problem is not that big!
I bought EFPS Pro, downloaded the Itch client, installed it, it works great!
I thought I'd use it on another computer and do everything the same way...
The only thing that doesn't want to install is the client :(
I know I have to keep up with the times, I just thought the client would run on 32bit systems.
I'll try to look for older versions... I'll see if I can.
Anyway, if you need, I can send you a screenshot of the error message when I install the client.
Maybe you can find help on the itch app community board: https://itch.io/board/12011/itch-app-development
(btw. I'm just another user, but I'm trying to help ;)
Well. Problems with itch client are often out of my league. So unfortunately I don't have a slightest idea what the problem might be except for:
-Itch client doesn't support 32bits systems (which would be strange)
-You don't have necessary frameworks or libraries
-It just doesn't like you
Putting the last one (which is obviously a joke) aside, your best call is to try reaching itch.io support to help you with the client. As PixelPauer said, you can try reaching them on the board. If it's not successful, you can send a screenshot here and we'll try to understand what exactly is the problem.
The bug report link of the Pro Version page brought me here, but the title says "Lite Version". Probably just a minor mistake, but I'll report my bug anyway:
So it seems like you can't use the step modifier for floor 2 and beyond, because it just creates steps on floor 1 instead. I don't really know if this is a bug or if it was intended, but the other floors wouldn't make much sense that way imo.
Also there seems to be something wrong with transparency effects. I imported the same texture twice - a normal one and one with only 50% opacity, for glass blocks or something like that. The transparency seems to be irregular though for unknown reasons, because there doesn't seem to be a pattern in which they work or not. It's kinda hard to explain, so I recorded a short video to showcase that problem:
No, those are not really bugs.
As I explained in a different topic, you can't place steps higher than the first floor: https://itch.io/t/1906651/stairs-on-different-floors
The transparency problem is a common problem with 3d projects and I'm still trying to at least make it not as obvious. Note though that there might never be a solution as it is not a straightforward and trivial task. For now the only decent solution is to use models instead of tiles for transparent walls. The manual for models is on the go and will be added soon.
No, this is the right topic. I just decided not to create two separate communities for what is essentially the same project.
Thanks, I will try using the models, when the manual arrives.
Also tried using the custom modifiers but it's applied to all floors so I can't add a ceiling (for buildings with 2+ floors for example). Is there a way to use custom modifiers for specific floors only or will this be added in a future update, if it isn't available now?
Yes, this feature will be added later. In fact it is already in there you just need to manually edit the .dat file by adding "floor 1" etc to each block but it will be overriden by next editing of custom tiles. I will add the option in the editor in the future as it's not tested with 9 floors (it was made when there were only 4 floors available).
Texture.dat loading issue.
Trying to load my game and I'm getting an error "The process cannot access the file ####\Texture.dat because it is being used by another process.
I've tried rebooting my computer, but that hasn't made any difference.
EDIT: It seem this is down to a texture I added, that it doesn't like for some reason. I edited texture.dat with notepad and removed the texture and it seems to be fine.
So I tried to delete everything to the bare minimum, but it doesn't start for me.
I uploaded the project files...maybe you guys can find the cause of the problem.
https://drive.google.com/file/d/1TRn6uDXDB7F47GPWDpaml-QqNp-bFGme/view?usp=shari...
Okay, I passed it through debugger and there aare a few tiles and textures you set but then deleted.
I'm not sure why this happens as I've been adding checks here and there but this is the problem:
The engine tries to load tiles and textures that just don't exist anymore. Try adding some textures and a few custom tiles and see where they appear on the map. Then remove them.
I found something (not really a bug) which could boost performance.
I loaded 3 lava textures (c1, c2 and c3) and opened the texture animation configurator.
The animation is played quite fast, so i added the same frames more often.
When doing so, the level needs much more longer to load.
The 3 lava textures are 25kb png files with 128x128.
i think i found a bug. scripts run slightly different when you use "test current map" versus "test game"
here is an example of the script
vn 1
text "this is a message"
pause
text "this is another one"
pause
map return
the script is attached to trigger 1, and trigger 1 is attached to a floor tile. when you hit the trigger but continue holding w (run forward) you seem to bypass the execution of the script past the first line of the script, then if you hit escape the menu will have no text (continue exit settings etc etc) this only happens if i use "test current map". if i use "test game" and hold w while hitting trigger the script runs as i expect it to, with no bugged menu screen. i can easily reproduce this bug and make a video of it if seeing it would be easier to understand what i am saying.
that, or my script is just wrong. but it only happens on "test current map" so i'm pretty sure it be an insect
Hmmmm.... that is.... fascinating...
Okay, there might be a reason for that. And that is your mouse pollrate. I'm not sure how exactly to fix it if that is the problem, so we'll have to work together on this one.
Try to use a different mouse for starters. That would eliminate at least one reason for this problem to occur.
Also, check if frame limit is enabled (set to 60). A very high framerate might also cause this problem.
Hey, I just got an idea on what might be happening. Try downloading MESA from here: https://fdossena.com/?p=mesa/index.frag
And then put the provided dll in a folder with a built game.
See if it helps
Yeah, so... there really is no good fix for that. The only problem I found that could be raleted is your mouse. You probably have one of those "high DPI-high polling rate-gaming mouse". Which is good for games but bad for development. Because the poll rate is so high it just clogs events stack. Anyway, I'll try to do something about it but so far the only way is to try changing your mouse to something with a sane number of DPI (like an office mouse) and poll rate and check if it helps.
There is another probable culprit and that is a gamepad. Or rather the lack of it. Try pluging in a gamepad if you have one.
Floors are exclusively for ceilings if it's on other floors. I may add a feature to add floors but that might cause some troubles with how it all works. So, you need to place a wall on the first floor there. The map building is essentially 2d, as in Doom, so no rooms above rooms explicitly allowed. You can place a custom tile though, no problems. Just wait for the next update when I add a feature allowing selecting which floor a custom tile will affect.
I copied the images into the decorations and enemies folder, but the editor does not display them. I have tried everything.
There should be a button to import the file I think. For simplicity.
Thanks for the timeout fix, it no longer shows an error!
I have some ideas!
There could be a setting on the blocks to set it to be solid or permeable bkokk, so for example you could even make a pool in the game and it would be like being in water. :D
Plus, it would be cool if you could animate the sprite of it.
Is it possible to write a script that before starting a game, gives the command to play a video in ogg format?
If you know a script for this, please share it with me! :)
Copying images is not enough. You need to add an enemy in "Enemies editor" or a decoration in "Decorations editor". You can also import sprites in there.
You can animate textures by using "Textures Animation" in "Advanced Tools".
And no, I will never add a video support. This is just not something I'm very willing to put myself through.
Changing the name of anything from decorations to weapons causes the engine to flip out, drawing blank sprites when the project is active and corrupting the entire project when trying to load it. The name change is done by selecting the entity in its respective editor, changing the name, and hitting Accept. This is the error log file I got - from what I understand the engine did not change the sprite reference after the name change.
(Edit:) In the weapons menu’s “Import Sounds” editor, the “projectile collision” label is wrong; it’s actually the reload sound.
(Edit 2:) Is it possible to implement save (CTRL+S) and undo (CTRL+Z) shortcuts?
1) Nothing is wrong here. It is actually working exactly as it should. You change entity name but you don't provide it with new sprites. Editor doesn't rename your sprites for you. It also doesn't clear sprites when you remove decoration just in case you removed it by mistake. I'll try adding something like an auto renaming.
2) Perhaps. I'll check it.
3) It is. Probably. But I won't even try. It will definitely introduce new bugs and I don't want that.
About the renaming issue. I’m not concerned with the engine not doing it automatically so much as I am concerned about it completely flipping out without notice. It took me a bit of trial and error to understand the issue. It also happens when you have any sort of space in any name, which is understandable, but still strange - and it also makes the project “corrupt” unless you manually edit the data
I think a simple check for spaces (abd removing them if nessasary) and a notification about changing sprite names is a good first step. “Breaking” a project because you dared having a space or changing a name is unintuitive as hell.
Also - will you provide a default font sheet the same way you provided a default numbers sheet? I don’t know how to change the game’s font - there is no default template to work off.
I swear I read the entire thing and couldn’t find it. Maybe I’m just blind :)
Thanks for that heads up about a TTF file - I thought it required a sprite sheet the same way the numbers are. In general (I feel like I’m asking a lot in one thread lol) I would also suggest clarifying the file type the engine expects from certain fields. I didn’t know that little tidbit for instance.
(Edit: welp I tried importing a TTF file and the engine crashed. It did create the proper files in the Fonts folder though. Error log)
The editor applies a filter. It will never let you choose a file it can't use. As for the error - are you sure you've been trying to import _font_ and not an image?
UPD: Nevermind. I checked it, there is a bug. I fixed it, so it will be fixed in the next version. You can actually just add files manually.
Yeah I did import a .ttf file as you instructed.
Anyways, I’m aware of the fact you can manually copy-paste files into the project hierarchy, I just need to know how the engine expects me to call them first - which is what I did after importing dummy fonts and sprites and then changing them accordingly.
They will only play in a cutscene. As soon as you leave the cutscene (which a terminal basically is) all played sounds and music will stop.
If you want to just play a sound, you need to use a trigger and then provide it with a sound.
I never got around doing something about this as this was purely for cutscenes.