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FPSC Classic Feature Creep / v1.19 Wish List

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CrescentMoon
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Posted: 4th Jun 2010 20:21 Edited at: 20th Dec 2010 23:12
I am happy now that v1.17 has been popped out and it appears that v1.18's course has been decided. That means we're focusing on v1.19's wishlist

v1.17 FPSC Migration Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21

General Suggestions


Upgrade Lightmapping
The current lightmapping just isn't up to snuff anymore, FPSC isn't in v1.0 anymore. Lightmapping needs to fit in with the new and more efficient FPSC! When I add lightmapping to a level it adds a huge amount of memory to the game.

Scriptable One-Way-Walls and Invisible Walls
There have been a hundred requests in the scripts section on how to make either an invisible barrier that the players cannot move through but can shoot through, or a one-way barrier that players can't move through but enemies can.
There should be scripting options that make objects block entity movement, player movement, gunfire, all three, or only one. Preferably able to be switched on and off, allowing greater puzzle capacities.

Multiple Starting Weapons
The age where the main character only had one weapon at the beginning has started to fall. Now is the age where multiple starting weapons are prized. So let's get a cut of the pie too!

(Note: This IS already possible though stragetic weapon placement and scripting for the record).

Better OS Support
A good chunk of the gaming community use Windows, so naturally FPSC can create games that play on Windows PCs. Still we should be able to create games with Mac and Linux support as well, otherwise we cut out a big chunk of our potential market as well.
As I've read, the source engine (http://en.wikipedia.org/wiki/Source_engine) uses OpenGl so the games designed on it can render on a Mac (and on the Playstation 3). I'm not sure what FPSC is capable of integrating though so I wouldn't know if this would be the cure.

Increased Maximum Game Memory
Last I heard, there is a fairly low cap on the amount of memory that FPSC can compile in a single game. With the community developing superior models and AI becoming even more advanced, it's impossible to sit back and only allow 1-2 GB of memory per game. Some members are starting up larger projects with the release of the more stable v1.17 and a game with 30-40 levels, filled with particles, AI, models, animations, special events, bullet holes, etc. would need a lot more memory than you'd think.

Better Camera System
Right now we have a single type of Camera system, the "FPS" system. As we all know, that means the camera is located in the eyes/head of the player and we can't move anything. We should have more than one view. Suggested:
Mode#1. standard FPS camera style (we know how that works)
Mode#2. 3rd person (much like fenix mod except with more control over the positioning. also it would be refined so that its easier to setup)
Mode#3. external cam (this would allow for you to position a camera in the editor and link it to a textere or hud for security cameras that really work or something)
Mode#4. Movie cam (much like the ext cam this is not attached to an entity of any kind, but can have animations for movie like cinematic scenes)

and script commands to go with them:

setplrcam1st = x (x is which fps camera to control. this means you can have a fps cam on multiple character entities)
setplrcam3rd = x (same as above except in 3rd person)
extcam = x (this will choose an external camera in the editor. you'd have to name them: 1, 2, 3 etc.)
moviecam = x (same as above except it will only render to full screen and can have animations(more commands for that))

http://forum.thegamecreators.com/?m=forum_view&t=173979&b=26&p=0
courtesy of EGG HEAD OF DOOM

Memory Test Button
A button that will make the game "fake build" to test how much memory the current level is using. I think the good points of this are kinda self explanatory

Recommended by:
bruce3371

Corrected by
Nbt

Upgraded Fog Effects
The ability to alter visibility, texture, velocity (For moving fog effects), color, and source (an option to create a "Fog Source" as well as just ambient fog) would be a nice addition, beats just being able to adjust whether fog exists and what color it is for sure...

Global Variable Systems
This would add some Roleplaying or Storyline capabilities to the engine. Allowing global variables would let the game store small bits of information, such as the player's choices at certain points (a point towards the bad ending, a point towards the good ending, somewhere in between, etc). Though this may require the nature of FPSC to be reworked into a Game --> Maps system instead of a Maps --> Game system.

Shader Water Effects
The ability to create streams, lakes, or creeks. The ability to create running and stagnant water would be a beautiful addition to the games FPSC could pop out. Should come with the option to alter the texture, refraction, and clarity or opacity.

Courtesy of FPSCgamerguy2 who reminded me ;D

Reflection Graphics
The Pinnacle of a game's graphics is being able to see your own reflection in the mirror, a lake, or a pool of your enemy's blood...or being able to copy Doom3's graphics system but I don't think any of us have the free time or resources to make something like that...

For this we should be able to edit Refraction Index, Reflection Clarity, Depth, Distortion, and Color.

Bone Collision Detection
Allows entities to detect what area of their body was hit, allowing for different death animations depending on if they were shot in the head, leg, arm, chest, etc.

Not high on the priority though since it's just for effect and would take a long time to implement

Migrate to DarkPhysics
The thread below really explains it all, migrating from our current physics engine to DarkPhysics would improve what FPSC could do in the future just from the sheer number of commands at its disposal. Applauds to Lee and dev team for implementing ragdoll anyway in v1.17

http://forum.thegamecreators.com/?m=forum_view&t=173270&b=26

Integration of More Engine Mods
In the v1.17 Migration the Airmod will be integrated into the FPSC stock engine. Why stop there?
Incorperate other mods if the designers will let ya! You could make almost 3-4 updates just adding in new features from mods.
EDIT: Decided to be specific and list the general-use mods and their forum threads ;D (ones that can be used in any game without the need for turning off all their best features.

Project Green
http://forum.thegamecreators.com/?m=forum_view&t=160050&b=21
Fenix Mod
http://forum.thegamecreators.com/?m=forum_view&t=155710&b=21
S4Mod
http://forum.thegamecreators.com/?m=forum_view&t=130878&b=21
Ply's Mod
http://forum.thegamecreators.com/?m=forum_view&t=128688&b=21
Lemur v2
http://forum.thegamecreators.com/?m=forum_view&t=124345&b=21
Horror Mod (or whatever we can find)
http://forum.thegamecreators.com/?m=forum_view&t=155114&b=21
Xara Mod
http://forum.thegamecreators.com/?m=forum_view&t=164618&b=21

Integration of a Skybox Generator and the Entity Workshop
Both are free applications that have some very useful features. I mean it would be great if you could adjust the scale of an entity or object in the editor or create a new skybox specifically for your game and test it out almost immediately right?

Updated Player Voices
This can easily be done if you have the proper software (I use a microphone, Sony Acid Music Studio 7.0, and a few other SFX editors to produce a nice set) but for those who don't have or can't afford to buy the tools to make custom SFX, it would be a nice addition to give more variety and quality to the voice sets.

Better File Support
FPSC needs to learn to get along with favorite file types like animated .gifs and quicktime video files...or it's going in the corner!
But seriously, animated .gifs would make several things possible in the game (like tv's running, movies playing on a side screen, etc.) while taking up a huge amount less memory.

Patching Support
I'm sure that our players, however few there may or may not be, don't want to redownload our games every single time we update them. Considering that v1.17 is supposedly going to allow us to create more than 5 levels in a game, I'm sure we can expect to see some fairly big games coming out soon enough. When those games start showing bugs, nobody wants to redownload a 2-3 gig game ten times in a row...so we need patching compatibility!

With patching, the game would only download files that have changed instead of every single file, cutting the download time by a huge margin and letting players enjoy those games.

Different Views Adding Onto Ironsights
So we're getting Ironsights in the next update, but why stop there? Why not let our players also have access to x-ray, infrared, and nightvision specs? This would also be coupled with fullscreen shaders or the effects are lame.
This would definately be a bells and whistles throw in to the update, not a necessity at all.
http://forum.thegamecreators.com/?m=forum_view&t=170313&b=26
http://forum.thegamecreators.com/?m=forum_view&t=171101&b=26

Zero Gravity
Scripting commands to alter the gravity and gravity options (like in Mystic-Mod for x10) would be a great addition for scifi games. It'd at least make some levels just plain interesting.

http://forum.thegamecreators.com/?m=forum_view&t=171108&b=26

Better Explosion Effects
Right now the explosion is a little drab on the stock entities and the model packs :/ I mean if you fire an l.a.w at something, the dust cloud usually makes things barely visible for a few seconds afterward. The explosion effects need a boost, though I guess that might come with the particle generators in the next update.

Recommended if v1.17 doesn't fix it.
http://forum.thegamecreators.com/?m=forum_view&t=169518&b=26

Weather Effects
Kinda self explanatory, how boring is it to walk around at night in a game with nothing but bugs and a random zombie popping up? Doesn't the graveyard cliche include lightning? Rain? A lot of things?
The best way to do this would be animated skyboxes which sync with sounds. For the most part the only way to do this at the current time is extensively editting the Setup.fpi script. There should be an easier way to make this happen (.gif support, etc.)

Give The Player More Edittable Properties
Okay, when you edit an entity you see all these things you can edit (weight, physics, sound, texture, model, etc.) so wouldn't it be nice to be able to edit some of the same things for the player?

At the very least it would be nice for the player to have its own animated character model. That way instead of going through each stock model and adding hands or going through each "reflective surface" and adding some really complicated video and texture animations the player has its own model, so the hands come with the character and the reflection is just of the player (and eats up a lot less memory if you have a lot of reflective surfaces).

Tracers on Guns
A bells and whistles idea, it's available on X10 so I figure since x10 has no accepted future anymore we should at least get to leach some of their features ;P

Low Priority idea though.

New Camera Setup
The camera angle that the player is able to see should be shiftable through scripting. That way you could adjust the camera angle from 1st person view to 3rd person view, and in a more useful sense to zoom view (adding a scope HUD and moving the camera in front of the player). I'm sure everyone here could probably come up with a hundred different ways to make this useful.

Single Player Game Suggestions


New Character Animation Scripting (For Cutscene Production)
Right now the cutscenes possible with FPSC include either a video or a series of Textures (created with HUDs) that flash across the screen. For most games this generally isn't the best way to provide a plotline. There needs to be scripts or animators in-game that allows us to move the playing character around, move the camera, and to animate the player during these cutscenes.

Level Backtracking
Allows for RPG type shooters to be created in FPSC, players can return to old maps to check for items they may have missed or things they forgot. Also helps to make games similar to Silent Hill, puzzle games are difficult to properly create the way things are now.

http://forum.thegamecreators.com/?m=forum_view&t=172876&b=26

Better Damage and Blood Effects
Right now if the player gets hit with something it's boring, boring, and boring. A little red around the edges doesn't cut it for a shooter game...or a horror game...or any game where the player is actually taking damage.

When the player gets hit the player needs to be thinking "ouch!". Blood splatters, recoil, better voices (already suggested it :3), and maybe altering the screen as the player gets closer and closer to 0 hp (like say once the player gets below a certain point, the screen flashes red and the player starts breathing heavily). Most of this is, of course, scriptable or possible with a mod, but this really should be in the stock engine.

Inventory System
Right now the inventory options available, even with scripting, are something between nothing and nada. I mean how can we even begin to suggest things like healing items, boosts, special inventory items, etc. when we don't even have the framework for a place to put them all. We need an inventory system otherwise a lot of great ideas and concepts go out the window almost immediately.

Multiplayer Suggestions


Co-Op Support
Being able to fight against each other is fine, but isn't it nice every once in a while to be able to play through a game's story with your freinds? Or to be able to fend off a few waves of zombies as a team?

For examples look at Left4Dead, Killing Floor, Team Fortress 2, etc.

Base Systems
Similar to the Age-Old Capture the Flag Option on Halo, Base Systems where two teams of players fight against each other trying to capture the other's base are classics...they did it for real in Medevil times...close enough, it'd be cool ;p

Multiple Spawn Points
In the current multiplayer system, the player spawns in the same point each time, every time, for the entire game...which means if anyone has a brain cell or two, they camp those spawn points with a high power weapon and blow the crap out of the first person to die every time...

It'd be nice to have different spawn points, where the player respawns at randomly, that way if they die right as they spawn it's more bad luck then the game's faulty creation.

Turret Support
It's starting to become popular in a lot of multiplayer games that turrets, not only are automatic and exist, but that players are able to PLACE turrets as long as there's enough room and the limit for turrets in that level hasn't been reached yet.

This obviously isn't a high priority thing because, well it'd take a lot of work and effort and there ARE work arounds to it, but adding in scripting commands that allow the player to "summon" or "create" turrets/automatic rocket launchers/etc would be a nice bonus feature to add in sometime.

Better Multiplayer Support and Stability
There are a lot of complaints that Multiplayer just doesn't work unless you use Hamachi. Yea that won't do if you're actually trying to make an Indie Multiplayer FPS. The Multiplayer functions of FPSC need to be more stable and they need to be able to work with more than just Hamachi...it should be possible to upload them to a server so that multiple games can take place at the same time (like in Halo, Killing Floor, Left4Dead, Call of Duty, etc. etc. etc.)
This should be a priority since v1.17 focuses mainly on single player game support.

Radar
This is self explanatory too, in almost EVERY multiplayer FPS, there is some sort of radar which lets you know where the other players are. The radar is usually optional to heighten the effects though.

Multiplayer, Single Player, and Co-op Integration
I think this kinda thing would be a necessity if the multiplayer gets an upgrade any time soon. Basically the ability to make Halo style game with a Solo mode, a Multiplayer Arena type mode, and a Co-op Mission mode all in one game.

Chat System
How boring is it to play through a game on multiplayer and not even be able to type to your friends, let alone mic? With the current multiplayer systems you'd need to boot up Ventrilo or play with a laptop always running so you can switch back and forth between talking and playing. FPSC needs to at least have a chat system where you can type messages to your friends, if not integrating a voice chat system.

http://forum.thegamecreators.com/?m=forum_view&t=174267&b=21&p=0




My brain hurts ;D

I'll update as I think of/find more cool ideas that aren't already in the consideration list as I'm browsing through the forums.

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Sven
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Posted: 4th Jun 2010 22:30
I want it all

cheers from holland!
The Master Dinasty
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Posted: 5th Jun 2010 19:42 Edited at: 5th Jun 2010 19:43
The multiplayer code has been released as far as I know, you could probley pay or do some of this by yourself. You don't seriously think that there is going to be a version 1.18 any time soon do you?

The things that are nessecary is:

Singleplayer
Weather effects, nothing more the singleplayer aspect has been getting alot of attention lately.

Multiplayer
Everything, I cant even remember the last uppdate for something significant for multiplayer scratch that because I think that there has never been any changes to it at all.

The radar thingy is possible from before, like ive said in many other threads its called a mini-map. There are two things thats essential to know the name of if you are designing huds, first the rader is called a Mini-map, the second is that H.U.D means heads up display.

-Massap2

We are the magnificent Masters, builders of pyramids.
vortech
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Posted: 5th Jun 2010 20:23
I would like these

Singleplayer

New Character Animation Scripting (For Cutscene Production)
Weather Effects
Better Damage and Blood Effects

Multiplayer
All. Just like mssub said.

General
Reflection graphics.
Bone collision detection.
Engine mods. There is much free mods. Why don't add all them.
Full screen shaders. Directly chooseable from engine. (my suggestion)

Finally lovely list. There are much important things in there

There is always hope somewhere.
CrescentMoon
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Posted: 5th Jun 2010 21:34
Quote: "The multiplayer code has been released as far as I know, you could probley pay or do some of this by yourself. You don't seriously think that there is going to be a version 1.18 any time soon do you?"


Well I doubt v1.17 will be released fully before christmas, so hell no xD and I'm sure most of this kinda stuff could be done myself :3 but I think some of it could be done a lot more efficiently by making direct edits to the stock engine instead of through scripts.

Quote: "Singleplayer
Weather effects, nothing more the singleplayer aspect has been getting alot of attention lately."


Well if I had to rank my suggestions via importance...

1.Give The Player More Edittable Properties (seriously, how do you make reflections with the current stock engine?)
2.Weather Effects
3.Cutscene Creation Tools (a lot of attention or not, we NEED these soon or our games won't measure up against ANYTHING in the plotline sector)

I'll be adding in more suggestions as I come up with them/find them on the migration board/other places so keep tuning in with feedback

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The Master Dinasty
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Posted: 5th Jun 2010 23:35 Edited at: 5th Jun 2010 23:40
Quote: "Well I doubt v1.17 will be released fully before christmas"


Well obviously you havent check the migration close enough its due for summer. Almost everything is completed, if you don't want to do anything yourself why bother trying to make a game?

I agree sounds can be updated, but theres only 4 things for them to complete the migration so i doubt they would include another thing into it.


-Massap2

We are the magnificent Masters, builders of pyramids.
CrescentMoon
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Posted: 6th Jun 2010 04:32
Quote: "Well obviously you havent check the migration close enough its due for summer. Almost everything is completed, if you don't want to do anything yourself why bother trying to make a game?

I agree sounds can be updated, but theres only 4 things for them to complete the migration so i doubt they would include another thing into it.


-Massap2"


you're post is wildly confusing o.o

well first off if you'll look at the title this is for v1.18, so I'm not asking them to add anything into the migration, I'm saying this is the stuff I've seen (and thought up) that could make up the update after the staff has had their big migration break...(aka after v1.17 comes out these are some of the things that should be added next)

second off, I've heard so many varying times from the migration board that I barely trust the mods with the release date anymore >> first it was early June 2010, then it was christmas, then it was late summer, next who knows. I don't particularly care when it comes out, as long as it isn't buggy.

third off, where did I say I'm not willing to do anything myself in these posts? I simply stated that most people don't have the equipment or software to do most of the necessary things themselves (and FPSC was originally designed so that people with a limited budget could still create a game). I have my own sound creation software and equipment

well those are the only points I actually caught in your post o.o no offense but it was a little difficult to understand.

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Monkey Mja
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Posted: 5th Jul 2010 08:32
Weather could be HUDS. Right?

- Monkey
Miran
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Posted: 6th Jul 2010 18:48
I agree with the guy who posted this.Good ideas man [cheers from Bosnia]
WWIV Studios
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Posted: 21st Jul 2010 04:56
Quote: "Weather Effects
Kinda self explanatory, how boring is it to walk around at night in a game with nothing but bugs and a random zombie popping up? Doesn't the graveyard cliche include lightning? Rain? A lot of things?
The best way to do this would be animated skyboxes which sync with sounds. For the most part the only way to do this at the current time is extensively editting the Setup.fpi script. There should be an easier way to make this happen (.gif support, etc.)"


Wait, you mean 3 minutes right?

Pirate Myke
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Posted: 21st Jul 2010 08:52
Heres another one for you. The ability to open a web page by clicking on an entity or a storyzone inside the game.
Ex: an art gallery where the pictures are links to web content.

Nothing but coffee in my veins
Soviet176
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Posted: 24th Jul 2010 05:22
I agree with multi-player, I do not make single player games anymore. And I am kind of left off with nothing to do. It's so limited.

god games
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Posted: 26th Jul 2010 04:26
options menu

don't move handsup
CrescentMoon
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Posted: 26th Jul 2010 19:57
Imho I think that the multiplayer features (and a good deal of hte general features) should be included in v1.18 and the single player features included in v1.19. Also praying that some existing multiplayer features are pushed over to single player and that some existing single player features are pushed over to multiplayer.

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The Nerevar
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Posted: 30th Jul 2010 23:09
How about water, you forgot water

I'd have to say........ The Game Creators can make dreams come true.
CrescentMoon
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Posted: 4th Aug 2010 23:01
Quote: "How about water, you forgot water"


omg I can't believe I forgot water ;o

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vortech
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Posted: 5th Aug 2010 10:52
Directional lights.

Bond1: When I saw it i think pie.
RoxasXIII
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Posted: 5th Aug 2010 13:05
What about real Anti-Aliasing?

Too much to do with too little time.
Metal Devil123
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Posted: 5th Aug 2010 15:18
Quote: "Well I doubt v1.17 will be released fully before christmas"

Check the FPSCreator website and see teh newest update... already released


My old YouTube account got deleted. My new account is called MetalFPSC. thanks for your time!
Butterkiss
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Posted: 6th Aug 2010 08:53
Well actually the cool things would be

[/b]Multiplayer

TDM, DM, Co-op, and... well basically a way to allow you to come up with your own game modes and stuff

Check My Youtube... http://www.youtube.com/user/Slumpyjulius
Turtle Productions
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Posted: 6th Aug 2010 11:05
In editor, you could have a button to hide/show entities and segments (only in editor for max. editing for entities places, they still will be able to see in the game, ofc)
A matrix-using terrain would be nice too for better environment

Thanks,
TP
vortech
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Posted: 6th Aug 2010 11:29
UDK like many small places to add your entity so you can have walls as entity (Just for better placing)


Click there and check my store
Turtle Productions
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Posted: 6th Aug 2010 17:09
One thing more what should be fixed:
(Map Editor) When adding a wall entity to wall horinzonally, it sticks into air, from about 0.4 meter away from wall but it works vertically. I know that there is one way to do it but it takes much time and you can't do it with the third mode of pressing B

Thanks
TP
Nbt
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Posted: 8th Aug 2010 22:21
Well with the new particle system you can create fog effects, so this one is pretty much done.
Quote: "Upgraded Fog Effects
The ability to alter visibility, texture, velocity (For moving fog effects), color, and source (an option to create a "Fog Source" as well as just ambient fog) would be a nice addition, beats just being able to adjust whether fog exists and what color it is for sure..."


CrescentMoon
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Posted: 9th Aug 2010 02:29 Edited at: 9th Aug 2010 20:11
Quote: "Well with the new particle system you can create fog effects, so this one is pretty much done."


that's true, I'll remove it when someone puts up a tutorial on how to do it.

Ah that reminds me, if you have a tutorial or know a tutorial that will allow you to do any of these in v 1.17, post it here and I'll remove it from the list and link it.

Also, if you have an idea for v1.18 please tell me so I can add it to the wish list :3 if you got it from a thread please send that too so I can give credit. Everyone's praying for more multiplayer in v1.18

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bruce3371
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Posted: 9th Aug 2010 19:31
How about in-editor level statistics on-the-fly? I.E. how many segments, entities, markers etc your level is currently using. At the moment I can only find out what it's using if I watch the load progress when I test my level!

I game therefore I am.
Nbt
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Posted: 10th Aug 2010 23:37
On the fly could be hard as a lot happens with memory space reclamation in the build process. Better would maybe be a "how much memory is my level using so far" button?

You press the button and FPSC goes through a fake building process, where it actually builds nothing, just calculates the total mem the level uses. Just like the old fake burns in CD Burning Applications.

bruce3371
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Posted: 11th Aug 2010 01:43
@Nbt Yes, if that's a better, more workable way to do it, then I'm all for it! Anything which enables me to better keep track of what's in my levels

I game therefore I am.
CrescentMoon
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Posted: 15th Aug 2010 07:19
Updated

@bruce3371:

added your suggestion

@Nbt:

added your correction

also shifted a few things around since some of them belonged in other categories.

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CrescentMoon
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Posted: 27th Aug 2010 22:29
Sorry for the double post, can a Moderator change the title of this thread to
v1.19 Wishlist
or close this thread so I can put it all into a v1.19 wishlist? Whichever is easier :3

[WIP] Paranorma Chapter 1, The Horror at Silent Inn
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Deevos Cranium
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Posted: 19th Sep 2010 14:53
Thats all i want is water and much better fps,thats the only thing that lets fpsc down is fps even though it was improved in the last update it still needs a lot of work and should be no.1 priority over everything else?(considering half-life2 came out in 2005 in which my pc can handle on full settings with a good frame rate)



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AMF Productions Founder
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Posted: 22nd Nov 2010 22:12
I Want Some Features Like COD Black Ops. Like A Camera Spike Entity That Replaces Radar With Camera View, And Motion Sensor Bombs, Where The Bomb Explodes If Someone Goes Near It. Also A Create A Class Feature Would Be Nice For Multi-Payer Too, And You Unlock More Weapons, As You Get Higher In Ranks.

www.amfproductions.webs.com
Leongamerz
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Posted: 23rd Nov 2010 09:18
Why dont FPSC V1.19 can build game in single player+multiplayer.

Hello.There is my pics.And nice to meet all modeller,designer and many more
CrescentMoon
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Posted: 1st Dec 2010 02:07
Quote: "I Want Some Features Like COD Black Ops. Like A Camera Spike Entity That Replaces Radar With Camera View, And Motion Sensor Bombs, Where The Bomb Explodes If Someone Goes Near It. Also A Create A Class Feature Would Be Nice For Multi-Payer Too, And You Unlock More Weapons, As You Get Higher In Ranks."


The camera features are a good idea, I might put those in when I have more time

You can already make a sensory bomb with a little scripting. Just make an object release a bunch of explode particles, disappear, and do x amount of damage when a player or entity is within x units.

Class creation would be interesting, but Team Fortress 2 already covers that market. Unlocking weapons would be interesting but again, FPSC doesn't have network capabilities yet (at least no good ones). So put off until FPSC develops networking capabilities and the ability to work with pHp for databases.

[WIP] Paranorma Chapter 1, The Horror at Silent Inn
Level 1 - Suspended
Leongamerz
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Posted: 1st Dec 2010 04:12
I have an idea.If V1.19 MULTIPLAYER can play like Dead Frontier it will be cool because as I know FPSC Multiplayer always killing each other so if FPSC MULTIPLAYER be like dead frontier the player can kill zombies but can't kill other player this will be the best survival games in FPSC and you will need to work together in games.

Have A Good Day

From
Leon

Hello.There is my pics.And nice to meet all modeller,designer and many more
Michael Thompson
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Posted: 1st Dec 2010 09:09
GOD RAYS!
(See picture)

Windows 7 ultimate x64, Intel i7, 4 GB RAM, NVIDIA GEFORCE 330m 1GB
Flash Star Game Creations
CrescentMoon
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Posted: 1st Dec 2010 23:10
Quote: "GOD RAYS!
(See picture)"


Also possible with a little texture modification, light refraction, model tampering, etc. Plenty of work but if you don't work you don't gain

[WIP] Paranorma Chapter 1, The Horror at Silent Inn
Level 1 - Suspended
recon cmmdo
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Posted: 10th Dec 2010 01:19
I would like a true melee system comlete with lunge. You woul press a button and then you could either pull a knife or whack with your gun, whichever option you would've chose

I can blow stuff up... with my mind
AeroFiles
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Posted: 16th Dec 2010 16:30
a great list of whishes.
some of these have to be done, and mp is the most wanting one for me, along with dynamic camerasa in level, which could be used for the main menu as a wallpaper (dynamic)

AeroFiles - addon content developer for fps creator (store)
Design Runner
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Posted: 25th Dec 2010 04:26
Can't believe you missed these:
1: Exploding weapons in mulitplayer (kind of annoying not being able to blow your friends up )
2: All the single player entity options of single player, but in multiplayer. Simply have a box at the top that says "Is Player" and if yes is checked it shows no options, if no is checked it shows all of the possible options. This would allow for SO MANY great things.
JcH
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Posted: 2nd Jan 2011 20:56
well i think everybody should help me with my mod i just started working on, Super mod. its going to have all these in it and more, but it will take a wile so..
Scene Commander
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Posted: 4th Jan 2011 15:48
Quote: "well i think everybody should help me with my mod i just started working on, Super mod. its going to have all these in it and more, but it will take a wile so.. "


No offense, but you're not going to get anyone who wants to help you until you can prove you'd made some decent progress yourself.

http://jimjamsgames.yolasite.com
biohazardNL
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Posted: 13th Mar 2011 01:13
this sounds like an new engine XD or leadwerks

[href]http://tbhproductions.com[/href]
Michael Thompson
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Posted: 16th Mar 2011 12:02 Edited at: 16th Mar 2011 12:07
YES CAMERAS!!! Allow us to create scripted cutscenes and keep with the times than have to make animations in other engines and import them, because that is not nearly as cool as scripting. nobody wants a create to reappear after you already destroyed it.

EDIT
Quote: "Also possible with a little texture modification, light refraction, model tampering, etc. Plenty of work but if you don't work you don't gain "

Really? are there any tutorials? are the rays just a 2d flat image, or can you go behind the tree and it actually does show as though shining from behind the tree?

Quote: "Can't believe you missed these:
1: Exploding weapons in mulitplayer (kind of annoying not being able to blow your friends up )
2: All the single player entity options of single player, but in multiplayer. Simply have a box at the top that says "Is Player" and if yes is checked it shows no options, if no is checked it shows all of the possible options. This would allow for SO MANY great things. "

Make the map as a single player then go into game options, select multiplayer, and save / compile it.

http://www.flashstargamecreations.webs.com
Design Runner
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Posted: 16th Mar 2011 23:30
I can already say that won't work without even trying it. No offense, but that is just a stupid thing to say.

The quick brown fox jumps over the lazy dog
BenJ
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Posted: 17th Mar 2011 06:36
What I do need is RAGDOLL, Dynamic Shadow, HDR (Sun sun sun sun), and tools to help you create a cut scene
Michael Thompson
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Posted: 24th Mar 2011 13:33 Edited at: 24th Mar 2011 13:36
Quote: "I can already say that won't work without even trying it. No offense, but that is just a stupid thing to say."

What wont work?

EDIT
Quote: "What I do need is RAGDOLL, Dynamic Shadow, HDR (Sun sun sun sun), and tools to help you create a cut scene "

Ragdoll already exists.
Bond1 Is working on dynamic Shadows.
There is already a sun (It just isnt dynamic and requires scripting to change it from default)
And I am working on making a machinima cutscene through scripting in Vanilla FPSC. I do not mean the "Take a video and insert it as a cutscene" approach, I actually mean a proper cutscene, so that if you were to have a shot in the wal, it would display in the cutscene. If I can do this, it could revolutionize how FPSC Cutscenes happen.

http://www.flashstargamecreations.webs.com
Design Runner
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Posted: 25th Mar 2011 04:16
The taking a single player level and changing it to multiplayer.

The quick brown fox jumps over the lazy dog
przemekh10
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Posted: 9th Apr 2011 21:31
Please! Fix this bugs: http://www.youtube.com/watch?v=5EKNssQwL2U
Michael Thompson
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Posted: 17th Apr 2011 13:39
Quote: "The taking a single player level and changing it to multiplayer."

You can already do this.
Just open the file, then select the file menu, preferences, and just click on multiplayer.

http://www.flashstargamecreations.webs.com

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