Update 4


After heavy refactoring, EFPSE is back (probably but as of now unlikely, for the last time. It depends on higher ups pulling the plug on the internet)

Okay, well, reafactoring is not done, but I already made some very important improvements while refactoring.

  • Added warnings when trying to rename entities or weapon. You will need to import new sprites.
  • Added a reload sound import to weapons
  • Added option to disable collison generation for models. If enabled models will use entity collision (a cylinder)
  • Added option to set models as having transparency. This will enable more advanced (but more CPU demanding) sorting of models.
  • Fixed decorations not allowed to be used when increasing scale
  • Fixed weapons having wrong position on 4:3 resolutions
  • Fixed projectiles not making any blood when hitting enemies
  • It is now possible to save during cutscenes and terminals properly (saves from older versions are not compatible)
  • (hopefully) fixed some level geometry not loading after reset
  • Fixed terminals not adding scripts properly
  • Fixed hazard blocks hurting when player is higher
  • MAP FORMAT HAS CHANGED. It is now possible to place entities and modifiers on different floors. USE THE MAP CONVERTOR TO CONVERT OLD MAPS (here: https://www.dropbox.com/s/phyi23j1wfx28gi/MapConverter.exe?dl=0). All placed modifiers and entities will be put on the first floor after conversion, you will have to add necessary modifiers manually. DO NOT FORGET TO BACK UP YOUR FILES FIRST! Worst case - you'll need to redo all your maps manually.

Refactoring is still in progress.

Manual was updated a little. Still no progress on scripting ans State Machines. Sorry! :C


SINCE THIS HAS NOT BEEN PROPERLY TESTED YET, IT IS IN EXPERIMENTAL BRANCH! DOWNLOAD IT SEPARATELY (tbh I don't know how to do it from the client, but you should be able to just copy-paste all the files manually to the client folder). I only upload it to leave at least some major fixes in the worst case of me being unable to upload anything.

Get Easy FPS Editor 1.5 - PRO (OUTDATED, CHECK DESCRIPTION)

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Project is no longer open. Didn't touch it for 2 days. Experimental version.

Here is the error log:

Source: mscorlib

Reason: Чтение после конца потока невозможно.

Stack trace:    в System.IO.BinaryReader.FillBuffer(Int32 numBytes)

   в System.IO.BinaryReader.ReadInt16()

   в EasyFPSEditor15.Map.Load(String path)

   в EasyFPSEditor15.Editor.LoadMap(Int32 index)

   в EasyFPSEditor15.MainForm.ListBoxMapsSelectedIndexChanged(Object sender, EventArgs e)

   в System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)

   в System.Windows.Forms.ListBox.set_SelectedIndex(Int32 value)

   в EasyFPSEditor15.Editor.OpenProject()

   в EasyFPSEditor15.MainForm.OpenProjectToolStripMenuItemClick(Object sender, EventArgs e)

   в System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)

   в System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)

   в System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)

   в System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)

   в System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)

   в System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)

   в System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)

   в System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)

   в System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)

   в System.Windows.Forms.Control.WndProc(Message& m)

   в System.Windows.Forms.ScrollableControl.WndProc(Message& m)

   в System.Windows.Forms.ToolStrip.WndProc(Message& m)

   в System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)

   в System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

   в System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

   в System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

P.S. Runs in normal version. But it works without modifiers on different floors. Therefore, map turns into something terrible due to the reset modifiers.

Very strange.

The experimental version has a new map format. You either tried to load project without converting it to the new format or tried to open a converted map in the normal version.

Map was originally created in an experimental version. And kept only in it. I tried to open a map from the experimental version in the normal one - it opened. But in the experimental - refuses to open.

Initially, it stopped opening in the experimental vesrion. In the usual opened in order to see if there will be the same error or not.

Nothing meaningful in the error log? I can't make it out myself.

The only reason for the error to occur is something happened with the map itself.

I can't say for sure. All I can offer is for you to try again and try to remember your actions if it occurs again. This is a critical bug and if this is an oftenly happening error, this has to be fixed.

I will redo the map again. It's a shame, I built a large and multi-level map. But it's okay, I understand that the build is experimental.

Experimental version shows a warning in the "not for commercial use" menu. Is it supposed to be in the pro version?

No. It's a bug that occured after maps fprmat change. It's been fixed and will be gone in the real update for the pro version.

Many thanks for the quick response!

(2 edits)

Great game engine- huge improvement on the RGM engine I used for 'Zombie Freaks'. I'm using the experimental branch and have also encountered the floor not rendering beneath doors issue. 

(1 edit)

Yes, I already fixed that. Everything will work fine in the next real update.

As of now this only occurs on non-hinged walls.

When will you release the new update? 

Uncertain.

The testing is still on going.

Thanks.

Will test as soon as i get a chance to.  

Fantastic work! But we're still unable to place enemies and props on other height levels and on the flat level the floor doesn't render under doors.

The door should be surrounded by floor tiles. There might be a bug in checking if there are floor tiles but in general you need to provide tiles from both sides

Also, check if you downloaded the experimental branch. The usual download has not been updated yet.

Yes, the door is surrounded by floor tiles from both the front and back, the left and right sides are walls.
yet the floor underneath the door does not render.

That's strange. Which type of doors do you use?

(1 edit)

I think this is a bug. The issue is happening for all types of doors. I’m using the experimental branch. Here is a screenshot for reference.

I think this issue is specific to the experimental build only.

Is it the first floor? If it's higher than first floor then there will be no default floor tiling. You'll have to provide it with a wall underneath

Awesome work, Will test soon🤘