Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / AirMod :: FPSC Source Addon

Author
Message
Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 1st Apr 2008 03:43 Edited at: 29th Apr 2009 17:03

What is AirMod?
AirMod is a open-source modification to FPS Creator. The goal is to serve as a library for other FPSC mods to use and allow consistent features that artists and scripters can use and know will work with many mods.

Is it meant to compete with EFX and Lemur?
No way! In fact, EFX [1.5+] is already sporting a slightly upgraded AirMod 0.5! AirMod is mean to be incoperated into other modifications, not to compete with them.

What kind of features does AirMod give modifications?
One feature is a huge improvement key to performance on low-end machines. AirMod gives source modders and easy solution for a timing system - as seen in EFX - which allows the game to base movement and animations off of a timer rather than the framerate. This means the game should behave the same at 20 fps and 200 fps!

For Programmers: Why should I use AirMod?
AirMod gives you access to universal features (few at the moment, but many sure to come!) that artists and scripters can take advantage of. By using AirMod features, artists and scriptors can be assured that their audience isn't limited to just those of a particular mod, but likely expanded to include other source mods. Errant AI is already planning AirMod support for his new weapons coming to the TGC store!

Downloads
http://airmod.googlepages.com/

User Manuals
AirMod User Manual [Version 0.6.0]: Download from TGC Forum (.RTF)

No screenshots at this time, as AirMod does not currently provide any graphical enhancements. Videos and a playable demo of some of the new features will be available later.

Changelog/FeatureList (Outdated)


What will the next version of AirMod (0.7) focus on?
AirMod 0.7 will likely focus on new scripting commands and multiplayer features. If all goes well, multiplayer should have scriptable gamemodes and perhaps even multiple levels!

Have any more suggestions [within reason]? Lemme know!

AirMod logo provided by NightHawk

AaronG
18
Years of Service
User Offline
Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 1st Apr 2008 04:08 Edited at: 1st Apr 2008 04:10
OMG dude, this is just what I was wanting. And it comes with Lazygun too! Wow man, this is incredible. Just wait 'till EFX publishes with this!

EDIT:

You list the variables as "X", are there already defaults, or do you need to edit them with DB Pro. Or, ar ethey adjustable via scripting?


8800 640mb GTS, 4gb RAM, 500gb HDD, Vista Home Premium, 3 Dual Panel Casing Fans
Dude232
16
Years of Service
User Offline
Joined: 18th Jan 2008
Location:
Posted: 1st Apr 2008 04:10
wow this came out of now where!!

RedneckRambo
18
Years of Service
User Offline
Joined: 19th Oct 2006
Location: Worst state in USA... California
Posted: 1st Apr 2008 04:15 Edited at: 1st Apr 2008 04:16
[edit] I have no idea what I just said.

Let me try again lol.

So are you saying that you just did a crazy speed increase? (Much better I guess lol?)

Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 1st Apr 2008 04:16 Edited at: 1st Apr 2008 04:19
All those variables are for the gunspec.txt file for the weapon. So you get to edit them yourself Be default it is setup to act just like an FPSC weapon, so no lazy gun unless you put in the values.

I'll have the demo in a sec. You'll be able to test out all the new gun features with it. Did have a problem though - apparently appear2.fpi doesn't work right. I think it may be a problem with the timer system and will fix in the next release.


EDIT:
Quote: "So are you saying my horrible computer that runs games at about 10fps which are normally the full 38fps, is going to run how a game should run?"


It will run the game at the same *speed* as it would at 30 fps. You won't get an actual performance boost (that will be the goal of a later version) but you won't walk around all slow and reload in slow-motion because of a low framerate

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 1st Apr 2008 04:22
Awesome, Airslide! And here I thought you had given up on modding.

The one and only,
~PlystirE~

AaronG
18
Years of Service
User Offline
Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 1st Apr 2008 04:24
Ah I'm in love.


8800 640mb GTS, 4gb RAM, 500gb HDD, Vista Home Premium, 3 Dual Panel Casing Fans
RedneckRambo
18
Years of Service
User Offline
Joined: 19th Oct 2006
Location: Worst state in USA... California
Posted: 1st Apr 2008 04:24 Edited at: 1st Apr 2008 04:26
If I had a ring I'd marry myself right now lol?

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 1st Apr 2008 04:26
Geez, man, you're sure getting a good crowd gathered. Makes me want to finish my little project faster so I can incorporate your additions into it.

I can only imagine what weapon lovers would say about mine.

Oh, and if you spoke to Urlforce about what I've been playin with, don't spoil the surprise.


The one and only,
~PlystirE~

Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 1st Apr 2008 04:31
Yea, really, especially since it's been like 3 minutes since I started the thread

If you ever have something you'd like to be universal I'd love to take it

RedneckRambo
18
Years of Service
User Offline
Joined: 19th Oct 2006
Location: Worst state in USA... California
Posted: 1st Apr 2008 04:32
Quote: "Yea, really, especially since it's been like 3 minutes since I started the thread"

Well a speed increase is the most important thing that FPSC needed. Honestly it's not even debatable.

Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 1st Apr 2008 04:39
Ze demo is up

Toasty Fresh
17
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 1st Apr 2008 04:39
So, can these be used as soon as it is installed? Or does it require a mod?

Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 1st Apr 2008 04:42
You can rename the executable in the demo to FPSC-Game.exe and put that in the FPSC directory (backing up the orginal) if you want to use it, or wait until EFX 1.5 is released (or another mod incoperating it).

Toasty Fresh
17
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 1st Apr 2008 04:48
So I replace this with the FPSC game, then I get timer based.

Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 1st Apr 2008 04:50
You replace the FPSC game with this (little English correction )

And yes, you'll get uncapped FPS, timer system, and all the other fixes and additions listed in the changelog.

Orrion Carn
17
Years of Service
User Offline
Joined: 23rd Jul 2007
Location: Sandpoint, Idaho
Posted: 1st Apr 2008 04:52
Hmm... Sounds good.

Off-topic: Do you know the program Nighthawk used to make that logo?

Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 1st Apr 2008 04:55
Quote: "Off-topic: Do you know the program Nighthawk used to make that logo?"


Photoshop

Toasty Fresh
17
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 1st Apr 2008 04:58
WOOOOOOT! AWESOME-O!

(caps off)

RedneckRambo
18
Years of Service
User Offline
Joined: 19th Oct 2006
Location: Worst state in USA... California
Posted: 1st Apr 2008 05:02
I'm about to test it here soon. I'm excited lol. I'll type down how my experiment goes as well.

FredP
Retired Moderator
18
Years of Service
User Offline
Joined: 27th Feb 2006
Location: Indiana
Posted: 1st Apr 2008 05:03
Quote: "If I had a ring I'd marry myself right now lol?"

Then you should have gotten a room with yourself instead of posting here...

Been waiting for this,Airslide.
Thanks again.

RIP Floating Skull unknown-2007 we will miss you in FPSC x10
RedneckRambo
18
Years of Service
User Offline
Joined: 19th Oct 2006
Location: Worst state in USA... California
Posted: 1st Apr 2008 05:13 Edited at: 1st Apr 2008 05:34
Quote: "Then you should have gotten a room with yourself instead of posting here..."

I was merely just stating how happy I was.

[edit]Sorry didn't see the readme

[edit2]Okay it's been a while since I've been really doing this stuff. I just read the readme like 5 times and it makes me feel like an idiot. I honestly just don't know what to put where

Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 1st Apr 2008 05:36
If you just want to use the mod, take the exe from the demo download, name it FPSC-Game.exe, go to your FPSC directory, backup the old FPSC-Game.exe, and replace it with the new exe.

The Developer package is if you can compile the source code with DBP.

Orrion Carn
17
Years of Service
User Offline
Joined: 23rd Jul 2007
Location: Sandpoint, Idaho
Posted: 1st Apr 2008 05:38
Quote: "Photoshop"


Dang, can't get that program. lol.

(AKA, don't have enough money)

RedneckRambo
18
Years of Service
User Offline
Joined: 19th Oct 2006
Location: Worst state in USA... California
Posted: 1st Apr 2008 05:38
Oh got ya. Thank you very much. I'll try that out then. Just in case I missed it, do I need v107 for this?

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 1st Apr 2008 05:40
Yes you do


The one and only,
~PlystirE~

Woolfman
17
Years of Service
User Offline
Joined: 19th Sep 2007
Location: Cave
Posted: 1st Apr 2008 05:43 Edited at: 1st Apr 2008 05:43
Nice job Airslide. Runs very smooth.
Toasty Fresh
17
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 1st Apr 2008 05:56
Well, for some reason i'm getting no lighting, and on a large level i'm getting no reload sound, except for the last part of the sound.

RedneckRambo
18
Years of Service
User Offline
Joined: 19th Oct 2006
Location: Worst state in USA... California
Posted: 1st Apr 2008 06:08
Okay downloaded it and tested it out. But since it's been so long since I've actually played an FPSC game I don't remember what 15fps is like. I'm averaging about 15fps still but it seems like I'm moving faster than I normally would be. Idk if that's how it works or not but it seems good.

Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 1st Apr 2008 06:27
Quote: "Well, for some reason i'm getting no lighting, and on a large level i'm getting no reload sound, except for the last part of the sound."


Ambience is stuck at 0 (technicallity with lightmaps, I think, blame Lee ) but I have no idea with that reload sound...weird...

Slayer222
17
Years of Service
User Offline
Joined: 19th Mar 2007
Location: Wherever I feel like
Posted: 1st Apr 2008 07:56
If this is integrated with EFX, I will go crazy Especially if EFX supports V2 (if there is ever source code released for it).

[img]
[/img] Check out the Elite OPS Terrorstike thread in the showcase.
Duplex
User Banned
Posted: 1st Apr 2008 09:04
Thanks man. Great Job. I'll let you know if I have any problems.

Duplex
User Banned
Posted: 1st Apr 2008 10:06
Ok, I loaded the same map shown in my Construction Yard Showcase and tested game. The player kept jolting up and down and once I died, I tried to pick up a weapon and then used the mouse wheel and it crashed. The only error box that came up was the 'This app needs to close' box.

Toasty Fresh
17
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 1st Apr 2008 10:46
BUG!

I get this error when opening an existing level:

Quote: "Runtime Error 118 - Array does not exist or array subscript out of bounds at line 14220"


Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 1st Apr 2008 11:02
@The Toasty:

Usually when using a NEW engine, you should create a NEW level with that engine, and not try to load up a level that has been saved with a different one.


The one and only,
~PlystirE~

Toasty Fresh
17
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 1st Apr 2008 11:40
Yeah, but, said level is part of the new game i'm making. It's a bit inconvenient when someone downloads the mod, declares that they are using it with their game, then it doesn't work.

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 1st Apr 2008 11:58
Usually you create the game when you already have everything needed. Jumping over to a different engine in mid-dev cycle is a bit rash if you ask me.

Oh, and Airslide... I got that... *thing*... working about 5 minutes ago. Omg, it's so much fun. I've been playing around with it more than I have been coding it, lol.


The one and only,
~PlystirE~

Aaagreen
17
Years of Service
User Offline
Joined: 4th Sep 2007
Location: City 17
Posted: 1st Apr 2008 12:51 Edited at: 1st Apr 2008 13:15
Oh my god it works brilliantly!

Formerly Bum Fat Cheese
Toasty Fresh
17
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 1st Apr 2008 13:53 Edited at: 1st Apr 2008 14:15
Quote: "Usually you create the game when you already have everything needed. Jumping over to a different engine in mid-dev cycle is a bit rash if you ask me."


Got me there.

EDIT: Sorry, but i'm gonna stop using this until some of the bugs get fixed. In my opinion, it is far too buggy. Take a look at this screenshot. (attached)

Here's another bug for you to fix. When I kill an enemy, their weapon falls through the floor.

EDIT 2: Great, now I have to re-light all my levels.

Attachments

Login to view attachments
Slayer222
17
Years of Service
User Offline
Joined: 19th Mar 2007
Location: Wherever I feel like
Posted: 1st Apr 2008 22:45
Well it was released like one day ago.. so give it a break please

[img]
[/img] Check out the Elite OPS Terrorstike thread in the showcase.
AaronG
18
Years of Service
User Offline
Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 1st Apr 2008 23:33 Edited at: 2nd Apr 2008 01:08
Yeah I've noticed ambiance and fog are non existing in this.
Also, doors and other items don't work as well, and I have alot of issues with them not opening, etc.

I love the Gun Lag though, I'm infatuated with it. Haha, it changes the gameplay so much, and gets rid of that cheesy feel. Also, it may be the timers, but playing even your demo felt more "professional" because the mouse movement is so much smoother, more fluent and really feels like a commercial game. I may sound odd, but there's no other way to describe it.

Also, I was messing around with the Gun Lag option, and I found that if you set the 3 required gun lag fields to

gunlagspeed = 5
gunlagxmax = 18
gunlagymax = 18

it has a more noticeable, but not overly done effect.

Thought I might share that.

Looking forward to this being implemented into Efx and other mods.

Amazing.


Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 2nd Apr 2008 01:49
Also, guys, you gotta remember that this is "V0.5", and not a full release. You can expect there to be bugs.


The one and only,
~PlystirE~

Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 2nd Apr 2008 02:02 Edited at: 2nd Apr 2008 02:02
Ack! Guys! It's version 0.5!

A lot of the bugs are issues with the FPSC source, not me The abmbience for one.

Also, if a gun has more than 5 sounds defined in the gunspec (as is the case with several Model Pack 9 and 10 weapons) it WILL crash.

No idea why doors wouldn't open...but then again, some scripts seem to be having problems. Nevertheless, I'm going to do a re-write from the ground up for 0.6, so hopefully it won't have as many issues. Some though, such as ambience, you can go scream at Lee for, not my fault

EDIT:

Quote: "Also, guys, you gotta remember that this is "V0.5", and not a full release. You can expect there to be bugs."


I technically posted before I saw this

conspiracy
16
Years of Service
User Offline
Joined: 1st Apr 2008
Location:
Posted: 2nd Apr 2008 02:07
First of all this mod rocks. My computer sucks and usually the maps I create in FPSC run so slow... but with this mod it runs very smooth.

Know I know this is just v0.5 But am having a few problems with it.

1.When i run a quick preview of my map everythings fine until a exit the preview, the whole program crashes.
2.When I try to pick up a weapon (from model pack 9 and 10) the program crashes.
3.And I use the Cutter Next-Level tool and when I Test the level the wholes in the segments doesn't show up.

Now I know theres a lot to be done with this mod since its only V0.05 but I just thought you have to know every bug to make your mod more complete.

Anyways keep up the good work...
AaronG
18
Years of Service
User Offline
Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 2nd Apr 2008 02:30
Awesome, looking forward to this.


Toasty Fresh
17
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 2nd Apr 2008 07:41 Edited at: 2nd Apr 2008 09:33
Yeah, it's got a few bugs, and as I said, too many for my tastes, but with a little more work, everyone will be using this. Excellent work, Airslide.

EDIT: I've decided to copy my ENTIRE FPSC program folder, so I can have to versions of FPSC: one with this mod, one without. Just one question: Airslide, in your demo level, why is there lighting?

EDIT2: Oh, Airslide, I just noticed that you've also included your shotgun mod in it.

Pus In Boots
19
Years of Service
User Offline
Joined: 5th Nov 2005
Location: S.M.I.L.E. industries
Posted: 2nd Apr 2008 19:26
Quote: "*Alternate Weapon Drop
--EXPERIMENTAL STILL! MAY BE DROPPED IN LATER VERSION!
--Allows ODE to take over weapon in hand of characters
---when they die
*Fading EyeHud
--Damage hud now fades out instead of appearing/dis-
---apearing.

*Conical Spread Accuracy
--Weapons are deadly accurate at point-blank range,
---progressively less accurate at distance.

*New Gunspec Options
--[All options use normal FPSC behavior by default]
--Shotgun Reload (shotgun = X, 1 to enable)
--Burst Fire (burst = X, # of rounds per burst)
---MUST BE ON AUTOMATIC WEAPON
--Rate of Fire Changing (firerate = X, 12 default)
--Lazy Gun Feature
---[gunlagspeed = X] (Interoplation time between move-
----ment, example value: 14)
---[gunlagxmax] (Maximum movement on X-Axis, usually
----small value, IE: 2)
---[gunlagymax] (Same as above but for Y-Axis)"


Can this stuff be enabled/disabled? If so, I must have this! Many 'grats to you!

Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 3rd Apr 2008 00:56
Quote: "Airslide, in your demo level, why is there lighting?"


Why not?

Quote: "Can this stuff be enabled/disabled? If so, I must have this! Many 'grats to you!"


Those are all settings for the gunspec.txt file in the weapon's directory. So, for example, if you open up the Mossberg's gunspec.txt and add shotgun = 1, it will reload properly (as it is already setup for this!). I'll make this clearer in the 0.6 release. This was more to gauge the general reaction to the mod.

Kenster
User Banned
Posted: 3rd Apr 2008 04:17
@Airslide
Not to change the subject, But Did you Give up on Decal Maker?
AaronG
18
Years of Service
User Offline
Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 3rd Apr 2008 04:31
Let's keep this on heaven being integrated with FPSC please, Kenster.


Login to post a reply

Server time is: 2024-11-17 11:42:48
Your offset time is: 2024-11-17 11:42:48