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 Feature Creep / [STICKY] WABP: What has Already Been Posted 3

Author
Message
Les Horribres
20
Years of Service
User Offline
Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 20th Jun 2006 04:10 Edited at: 11th Apr 2010 11:56
What Has Already Been Posted 3
Because greatness cannot die!

We host 206 Suggestions (apox)

This is the New WABP thread. It is a tradition that I started on the 30th of July of 2005. Here I gather suggestions posted on this board and organize them into this thread... Anything from script language additions to engine changes, External Editors to Source Changes. However, I am NOT accepting Model Pack Ideas.

RULES:
I will allow you to post additions here, but only to a certain extent. Your first post on this list is to be your ONLY post on the list (given that you are list editing), simply mark your list with an aditional * each time you update it. If I don't notice your update you may repost it.

You are NOT allowed to spam this thread. This includes repeatedly posting the same suggestions, repeatedly posting WABP'd suggestions (in a different post), or generally insulting suggestions and asking for them to be removed. Going off topic, however, is worse.

You are NOT allowed to post Model Requests. End Story. If you want to make a model request thread you can ask the Moderators to 'sticky it' (or I will, at your request) but this is a 'feature' request thread, and models do not belong here.


The Covered Catagories Are

Major Overhauls - Something that may never be done, but is listed anyways
Minor But Signifigant - Doesn't fit anywhere else
Source Edits - Direct Source Edit
Editors - External Programs for internal editing
Bugs - Don't Know...
AI - Artifical Inteligence boosters
Physics - Self Explanatory
Multiplayer Enhancements - Self Explanatory
Character Enhancements - Entities basically, be it freind or foe.
Player Enhancements - Anything that is added to the player or
Editor Enhancements - Fixing the FPSCreator program.
Media Enhancements - Media... enhancements?
Graphical Enhancements - New... will move items in as see fit
Performance - REAL issues (not it is slow)
Program Additions - Affects the Program
Weapons - As if
Entity Damage - Ways an entity can be dammaged or dammage others
Game Enhancements - Affects Gameplay
Lights - Enough
Hardware Support - Support for hardware and related changes
Scripts - Okay
Paranoia - Need I say more?


Hate Spawned From V2
Give me all the V1 Features Back!

Hate Spawned From V1
GIVE ME BACK THE OLD ANIMATIONS!!!

Major Overhauls
Dynamic Adjustment of EVERY Variable. (I mean it, the power of the scripting language depends on how many dynamics we have.)
For Instance. If I can dynamically adjust the elasticity of an object I can create a grenade like the one in hl2 that is NOT originally a weapon. You pick it up,
:plrusingkey=1: elasticity=100 (100%), physicsforce=500, state=1
:state=1:onhitsettarget,activatetarget=1

(where the targets script includes)
:activated=1:addhealth=-50,activate=0

Look into "Cider" for MAC Emulation (I know, probally isn't 'too' major but not many places to put it).

Allow the IN ENGINE unloading of distant unseeable and non-interactive entitys.

Minor But Signifigant
Add "Create New Directory" to game build directory selection
Save Sky Cube Selection with Level (+ other various data)

Source Edits

Unlocated, but simple enough
Separate Grenade Timers For Individual Grenades
Distance does not affect bullet dammage.


***PLRSTARTINGSTRENGTH should NOT be used as PLRMAXSTRENGTH.
HUDTIMER is should be unique to entities, not a global variable.

Replace the "mapbanktestmap" with "%TEMP%TESTMAP"

PLRSPEED=100/FPS (generalized)
tcameraspeed#=(speed#*playerspeedratio#*(0.5+(cameradampen#/2.0)))*(35/screen fps()) (Uncertain on how it works)


New HideGun ShowGun Commands

"Rem Change Weapon"
replace the 'if k$="0"' with 'if k$="0" or hidegun=1'
add in the following cases and you know the rest
case AIACTHIDEGUN:
hidegun=1
endcase
case AIACTSHOWGUN:
hidegun=0
endcase

Editors
Note: May or May not Update to move in here
Entity Creator which allows premade body part models (by TGC of course) to be mixed and matched.
Menu Editor (Allow drag and drop construction, include Multiplayer Compatability)
Terrain Contructor / Editor
On addition of vehicles, if the complexity allows customization, have a separate screen to input the custom information. (wizard)
Cut Scene Script Creator

Bugs
Swim Animation Played When Entity Falls (Take it away)
Physics does not refresh after a save game
Physics does not refresh after the player picks up an object

AI
Allies
Dynamic Changing of Alliance
Enemies attacking Enemies
Mobile Waypoints (Attached to Objects)
Object Distances
Object Information
Object Type
Advanced AI Commands included visibility in light
AI commands that detect and allow enemys to pickup, drop and change weapons

Physics
Allow Manual Reseting of Physics Forces (basically run the physics sub command)
Implement Dark Physics
Rag Doll Physics
Fix Entity Damage (basically, the physics dammage of the object should be equal to the dammage it applys when it hits an enemy)
Allow Enemys to follow Regular Entity Physics laws.
Allow Dynamic Changes in Player Strength
Fix the “anything hits door and it breaks”
Remove physics damage from player bump.
Player Force Script Command
Shockwaves
Set Elasticity of Objects
Physics Forces (for dynamic addition of forces to entities)
Fix the collision boxes so that large enemys keep full collisions and that imported maps work. (Means they don't fall though spots on the ground)
Add plrfriction to entitys allowing the player to be unable to climb or slide.

Multiplayer Enhancements
Spectator Mode
Teams
CTF
MMO-Enhancements
Higher Player Ratio
Dedicated Servers
Enhanced Server Control & Menu
Character Saves (MMO)
Limbo Menu (With Character Selection + Team Selection)
Physics
Multi-Level Arena
Selection of Model (Included Picture)
Allow Removal or Edit of Multiplayer Character Selection Menu
Bots, and allow selective placment and selective scripts for them.

Character Enhancements
Enemy Health Bars (Turn on or off [script preferable])
Random Enemy Health
Character Model Talk Animations
Adjustable Hurt Scream Time
Surrender Option
Selective Animations (Meaning you select the animations used in particular models)
Allow Total Control of Animations
Dismemberment

Player Enhancements
Hand to Hand Combat
Player User Name Variable
Edit Player Movement Speeds (include crouch and jump)
Edit Player Jump Heights
Edit Player Strength
Allow Stealth (Possibly Global Script Variable {PlrStealthy>60}
Low Crawl Ability
Show Player Body Parts

Editor Enhancements
Allow the Remapping of all key functions and mouse functions
Allow Remapping of Editor Keys
Circular Waypoints
Allow Changing of Enemy Blood Gush rate
Allow Diagonal Placement of Segments.
Furthermore, add degree-based rotation of segments.
ALL entities MUST have the "IfUsed" Field.
Edit Scale for entities within program.
Edit Settings for Groups of Enemies
Edit Settings for types of Enemies.
Edit Settings Tab (lists all entities in the Level)
Select Multiple Entities
Remove Item From Library if it is not used
Sort the Library, and allow subfolder sorting
Selective Animations (allow user to select which animations to include in final render) [reduce model size]
Allow Removal of Layers in attempt to turn FPSC into a 3DGM
Selection of Loading Bars (Or Creation)

Media Enhancements
Low Crawl Animation
Add Hand Rail to Stair Case
Visible Player Model
Better Decals
More File Type Support
Animated Sky Cubes
Different Bullet Holes for Different Materials
Cut Scenes
Animated Textures
Multiple Textures (allow selection of textures used)
SWF Support
**Detect Textures called by .x file (Including Static Objects)
Selective Animations (allow user to select which animations to include in final render) [reduce model size]
MP3 Support
Further develop the sound based on object type to allow the user to create his own types and assign the object type without editing fpe's.
3D Decals: Hear me out, I want 3 animated decals to be combinded into a 3D Box forming an appearnt 3D Decal.
Dismemberment
Bumpmap Support

Performance
Faster Light mapping
REMOVE Map Object Limits
Unload Unseen Models
Unload Script Objects that are not visible to the player.
Fog

Program Additions
Allow objects to catch on fire
Further Debug Information on Build (Light Mapping)
Diary / ability to type into pads (possibly also drop them)
Split exe into new exes per level
Associate Sky Cube with Level Save.
***Save Game
Difficulties
Particals System
Mouse Speed Settings Tab
Buffer Zones (no travel in) [repels player]
Open Help File Within Program
Cameras
Combine MP and SP
Options Menu

Weapons
Incorporation of dynamic objects in bullet trajectory calculation and enemy sight calculation.
Allow Decal Bullets to be shot (animated bullets basically... flak)
Carry Additional Weapons (exceed the set "9") weapons
Weapon Grouping (ie. press 1 for pistols... FULLY CUSTOMIZABLE)
HAVE CONIC SPREAD OF BULLETS INSTEAD OF CYLINDRICAL
Set "Maximum Obtainable Ammo" for given weapon
Crosshairs Change if they are over an enemy
Drop Weapon
Swap Weapon
Turrets (added script)
Dual Wielding
Weapon Add-ons (a.k.a. Silencer)
Ability to Shoot Though Objects
Tracer
Recoil Effects
Zoom Shaking

Adaptive Accuracy Crosshairs (As you fire more...)
Melee Weapons (Work Around Added)
Manual Control of Weapon Animation
Ability to hide weapon
Weapon Scripting Language
Gas Grenade
Concussion 'knockout' grenade
hitpercent. Chance of bullet hitting it's target.
Weapon Selection Menu
Alternate Fire

Entity Damage
Headshots
Groin shots
Melee Combat (added script)
Entity Dammage Type (Like an Elemental Dammage System)

Game Enhancements
Score System (vague, unknown)
World Size Maps (Bigger Maps)
Swimmable Water
Buffer Zones (Repels Player)
Searchable Inventory
Vehicles (full use of physics system and allow CUSTOMIZING via scripting)
Planes (extension on Vehicles, in this notice you allow vertical acceleration via scripting)
Use Keys For Mouse
Motion Sensor
Weather (particles)
Travel Back and Forth Between levels
RPG Elements (IE Money, Shops, NPCS)
Ladders
MiniMap

Lights
Bloom Effects
Moving Lights
Flashlight
Dynamic Lights
Aimable Lights
Directional Lights
Advanced Ambient Light Settings
Better Dynamic Shadows System
Allow Spawning points to be attached to entitys (iow, entity drop items)

Hardware Support
Joystick Support
Wide Screen
More Resolutions

Scripts
Time and Date Functions.
**ONKEY="" (omm so simple... you already have k$=inkey$)
BLOCKINPUT
Math
Create Variables
Global Variables
settarget="entity name" (and have it select closest entity.)
plrlower= (because plrhigher= does not support reversal)
Event Scripting
Player Force Script Command (allow changing of the force a plr exerts via scripting)
addhealth= (for given entity)
Plrshotdammage
AttachToEntity (allow attachment of any entity to another entity. Include lights and decals)
Sky= (I know it exists, but we want to dynamically change the sky)
Physics Forces (for dynamic addition of forces to entities)
Spawn= (spawn a entity dictated by its name)
Alarm (basically just a global variable)
Interactive INGAME menu system (not like the quit menu)
PauseGame (pauses the game, but not the script [In game menus])
Camera Controllable FULLY via script (not the plr cam)
onhitsettarget (on being hit by an entity set current target to that entity)
distwithin (spin from anywithin... exclude the plr) (also allow string input)
have settarget allow string input
plrweaponcanbeseen (meaning that the player has a weapon up)
plrweapon= (numeric or string input for a weapon change)
PlrAddLife = Add Player Lives
startmission = activates mission
endmission = ends mission
nextmission = starts the next mission
failed = if mission failed restart level or go to last checkpoint
plrpickupitem = if the player kills an enemy an item is obtained good for keys
objectivecomplete = if objective is complete
objectivefailed = if objective failed

Paranoia
Model Encryption
Script Encryption

Other
Cheats (added scripts)
Beer of Lee
Garden of Lee
Lee of Lee


This is a test of the Emergency Broadcast System

Its not who you are or what you've done... its WHY you did it and how far you are willing to go.
If you fear speaking for yourself, make use the words of others while discovering your own voice.
Les Horribres
20
Years of Service
User Offline
Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 20th Jun 2006 04:10 Edited at: 11th Feb 2007 08:32
Yes, I know I have trailed behind on updating this... I WILL get to it... but I have a few things I need to do, and papers to write. Sorry

TEMP

- Loading box must be changed that users can decide wich one they want into there game. (uncertain)

- Repair items to repair buildings or something. (rpg?)

- INTERACTING ENEMIES (NO MOVIE)


Add

Elemental Damage System

If you fear speaking for yourself, make use the words of others while discovering your own voice.
BULLSHOCK 2
Retired Moderator
20
Years of Service
User Offline
Joined: 14th Jun 2005
Location: Shocking Bulls
Posted: 20th Jun 2006 05:00 Edited at: 20th Jun 2006 05:02
I think that this thread will help the developers when looking into a v2 as to what users want.

its a great thread, but lets keep this one going instead of a WABP4 ok?


i also trust that you will keep this updated, correct?

stickied for the time being.


http://www.seqoiagames.com/seqoiacorp/
crow34
20
Years of Service
User Offline
Joined: 22nd Jul 2005
Location:
Posted: 7th Jul 2006 18:57 Edited at: 17th Sep 2006 15:35
multiple texture support

support for 3d world studio level creation

eg that physics bug that lets you fall through the level you created in 3d word studio

http://lovetrail.virtualdatingagency.com/index.php
uman
Retired Moderator
21
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 13th Jul 2006 11:01 Edited at: 17th Sep 2006 15:35
An official default : Load and Unload Entities on the Fly System which provides for some user editable properties in editor to replace the script system I posted which some are trying to utilise to the benefit of the games they make.



"I am and forever will be your friend"
TheDude
21
Years of Service
User Offline
Joined: 8th Feb 2005
Location: Chicago, Illinois
Posted: 28th Jul 2006 09:46 Edited at: 17th Sep 2006 15:36
the top three items that should be added in is bigger world maps, save, and fog.

Straight outta compton
Mr Love
20
Years of Service
User Offline
Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 30th Jul 2006 02:12
Didnt see bigger world... Alot of people has been asking for it..

I want to see a FPSC Professional! And lets make it REALLY expensive this time......
Les Horribres
20
Years of Service
User Offline
Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 3rd Aug 2006 08:35 Edited at: 17th Sep 2006 15:38
Under Proformance is Fog
Under Game Enhancements is World Size Maps
Under Program Additions is Save

I have been compiling this list together since the 30th of July of 2005.

Wisemen are hard to find, they are tarnished by sayings and quotes that are not of their true nature.
Soldier X1
20
Years of Service
User Offline
Joined: 10th Oct 2005
Location:
Posted: 3rd Aug 2006 21:45 Edited at: 17th Sep 2006 15:39
Well recently I've been wrestling with the menu of a multiplayer map and well as you probably know the only way to do that is through the FPI’s because the FPSC menu wizard doesn’t work for multiplayer. So I would like to see a better single player and multiplayer wizard. Oh one more thing, instead of multiplayer and single player exes being separate you should be able to build your entire game as one exe so if you have say 8 single player levels and 4 multiplayer maps it’s all one exe. So when you start the exe you get a menu that asks if you want to play single player or multiplayer. So basically a better menu/game builder wizard is needed. Please forgive me if any of that is already in your list.
FredP
Retired Moderator
20
Years of Service
User Offline
Joined: 27th Feb 2006
Location: Indiana
Posted: 28th Aug 2006 18:22
Quote: "Heck no Im not gonna read all that!"


Gee,I thought the purpose of stickies was so people would read them.
If you aren't going to read what was posted here then you shouldn't have bothered checking out this thread.
Do you have any idea how many threads would not have been posted on this board if everybody had read this thread?


Quote: "A lot of users are complaining about the customer service around here, and it's probably bringing bad business to TGM. All this 'anti-noob' signs, comments and gestures has got to go as well. The forums are here for people who NEED HELP! Noob, translated into NEWBIE, there are gonna be newbies on here. duh. If you don't want to deal with this fact, then do not come here. I care about TGM. That means I care about THE COMPANY. And people who bring bad business to a COMPANY, than they shouldn't be on a COMPANY website, because money does talk, but when it doesn't, the COMPANY fades away. In general, when the 'new-guy' comes on here asking questions on how to do something, no matter how stupid the question is, you help the 'new-guy'. Dont smart off, HELP is the keyword here."

Really?You know that there are forum members who spend quite a bit of their time helping out when they can.
If people read the stickies,read the manual and use the search function that will cut down on the number of threads that people post asking for help and will allow those of us who are trying to help the chance to help those that really need it instead of those that are just too lazy to read a post or type something in the search box.
There are some of us who are trying to make these forums a nice place to visit.

Walking Dead Productions
20
Years of Service
User Offline
Joined: 6th Apr 2006
Location: USA
Posted: 29th Aug 2006 17:33 Edited at: 17th Sep 2006 15:40
Suggestion for Media Enhancements:
The volume of a sound increases as you approach the source, and the volume of a sound decreases as you move away from the source of the sound.
This would make it possible to have sounds in the distance.

When there's
no more room in HELL
the dead will walk the EARTH
Les Horribres
20
Years of Service
User Offline
Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 3rd Sep 2006 08:42 Edited at: 3rd Sep 2006 08:49
@Walking Dead Productions
I am 80% (I consiter 90%=100%) certain that 3dSound preforms the same thing. I may be wrong though...

Uman or FredP, I would appreciate if you do 'clean up' this thread, and I appologise if TheDude (not to be confused with The Dude) comes back with a hateful attitude, that would be my doing.

Your Mod was deleted by the Government.
Rebellious Gamer
19
Years of Service
User Offline
Joined: 16th Aug 2006
Location: Scotland
Posted: 15th Sep 2006 18:46 Edited at: 17th Sep 2006 15:40
Bugs - DOOR BUG (Fix it)

Entities - Some modern-day characters.

Les Horribres
20
Years of Service
User Offline
Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 17th Sep 2006 06:22
Rebellious, I do apologise for not explaining in the thread, but I have made a persistant stand against having this turn into a model request thread. The main reason is that model requests are so frequent that it would make this five times larger (not to mention much harder to organize). The second is that I don't believe in allocating TGC's resources to model creation, yes, it is biased, but anyone can start up a model creation thread.

Finally, can you be specific with the 'door bug' there are many bugs involving doors, I don't mind adding in smaller bug issues (NOT ERRORS WITH FPSEDITOR) that occur in FPSC due to the ease of generalizing them and predicting where they occur.

For instance, if the door bug is the bug with the door falling down, this I have linked to the door being 'closed' before it is open. So if someone complains about a dissappearing door I can link it to the same bug I have.

However, FPSCEDITOR problems typically are harder to link and will result in the thread bloating horribly.

Basically, what I want is something that occurs in FPSC because of FPSC (Oh yeah, like the floating player...), this makes my mini bug section not a hunt it down but a 'there is the error'. Also, if you just tell me what the door issue is I probally can figure it out... rather good at things like that.

Your Mod was deleted by the Government.
uman
Retired Moderator
21
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 17th Sep 2006 15:45 Edited at: 17th Sep 2006 15:45
Merranvo,

This is brief.

I have edited this thread extensively in an effort to keep it on topic and to the point. Cant do any more at this stage.



"I am and forever will be your friend"
Tin Soldier
19
Years of Service
User Offline
Joined: 23rd Sep 2006
Location: Planet Earth ?
Posted: 12th Oct 2006 20:12
How about a general synced variable and or chat function.

The variable could be used for chating and other things like sending the current players health value to other players.


http://www.wspa-international.org/WSPA
http://www.wwf.org/ WWF
mangymutt
19
Years of Service
User Offline
Joined: 5th Nov 2006
Location:
Posted: 6th Nov 2006 16:29



Well...since it's an open forum, and since I hope the moderater
will pick through this and only put in the ones not already done;

1. A key to enlarge enemy units during construction.
2. A key to shrink enemy units during construction.
3. When a bullet kills at 10 feet it should kill at
three hundred feet.
4. Better physics for enemy units. Take a standard enemy
unit and seven handgrenades won't knock it down. I know
a two hundred and fifty pound enemy unit in real life
is hard to knock down--but not impossible--and when I
say knock it down I mean knock it up into the air like
a lite weight chair and toss it.
5. I have fifty handgrenades, I toss them all, none of them
go off until the last one is tossed and its count-down
has finished.
7. (P.S.) My post on Frames Per Second might have been a
little inaccurate, it should have read: Use three-sided,
two tile floor--with a door at the far end. All units
should stand away from the door so as not to activate it.
8. I think this might have already been said--adjustable
running and walking speed.
9. Adjustable jumping--I'm old and I can jump higher.
10. A LOW-CRAWL button so your unit can crawl around on
its stomach.
11. A LOW-CRAWL option for enemy units in their physics.
12. Better Physic with more options for everything using
IF THEN statments. IF unit comes on your (bad guy's)
left THEN turn left AND attack. Don't walk sideways.
IF shot at THEN duck or dodge or shoot back. I feel
these options should be added to the physics and many
others.
13. Frankinstein a copy of FPS Creator's engine to existing
FPS Creator's engine so it can run all of the above
new programing while the original FPS Creator's engine
runs the game.
14. Us a GET and then PLACE or STACK game option so you
can build barracades, build crate stairs and so on.
15. In test mode you should beable to add to equipment
a PAINT GUN so you can go through testing the game and
spray the enterior of each building with 'joint filler'
paint. This should stop any leakage. When I machinegun
a floor or wall plate some of the holes remain for a
long time--if you could find away to save these changes
I think it would work.
16. Enemy units sound and sight sensitive.
17. Computer should only allow dynamic units to activate when
in the area of editor shroud--Frames Per Second issue.
dark heart
20
Years of Service
User Offline
Joined: 13th May 2006
Location: Australia
Posted: 13th Nov 2006 06:11
1-explode entities! like that crumble effect in half-life.
2-fix that jittery buggy movement in the charactors! or is that just me?
3-please make the maps bigger!
4-use near and far code, create a script that reduces texture and triangles in distant so that the game runs alot more smoothly.
5-make the waypoints smoother-mabye a fly through draw and add a circlular turn option.
6-add event options, like for instance in my game a giant maggot games down from a hole in the ceiling and bites a charactor into bloody slime with the blowing up script, see above.
Les Horribres
20
Years of Service
User Offline
Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 14th Nov 2006 04:25 Edited at: 14th Nov 2006 04:43
Sigh...

This is only a note... but please don't post your lists here. I will (eventually) come back and add in what I see. Mind you, I am SEVERLY annoyed of having read 20 odd same old same old requests, if I sound harsh, forgive me. Just a little 'off'. It isn't that I don't want to add your info to the list, it is just that... well, this was inevidable.

Either way, Please check to see if your 'addition' is in the list. Or at least a discernable attempt.

Wisemen are hard to find, they are tarnished by sayings and quotes that are not of their true nature.
Nickydude
Retired Moderator
19
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 21st Nov 2006 01:19
Here's a suggestion: When building a game, have the option to make a new directory when selecting where to save (see attached screenshot)

FPSC Hint's and Tips Guide (pdf)
Best Regards,
Nickydude
Nickydude
Retired Moderator
19
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 27th Nov 2006 21:54
Here's another: Save the options you've changed in the build menu when saving a game. For example you start a game with a night time skybox, you then save it and start on one with a sci-fi skybox, you load up your night time game but it still has the last skybox you've added (sci-fi). There's many a time I forgot to change the skybox to what it's supposed to be.


Les Horribres
20
Years of Service
User Offline
Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 30th Nov 2006 03:32 Edited at: 30th Nov 2006 03:44
[url]

Wisemen are hard to find, they are tarnished by sayings and quotes that are not of their true nature.
RickV
TGC Development Director
26
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 19th Dec 2006 00:14
Keep up the good work Les Horribres, TGC is watching this thread!

Rick

Financial Director
TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]
Zdrok
19
Years of Service
User Offline
Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 1st Jan 2007 17:01
Heh, I'm sorry for the bump, guys, but I would like to see:

1.More modern weapons (without the use of a Model Pack)
2.A Wild-West entities/segments/etc. category. I wanna make a western game!
3. I know this was already said, but--swimmable water!
4. More blood and gore (arms and legs blowing around, heads getting blown up, etc.)!
5. Be able to choose what level SETTING you want, ie: hospital, city street, military base, mountain, beach, etc.
6. A more complex physics system, ie: enemies' ragdoll deaths; explodable tables, chairs, walls, ceilings, floors; maybe even blow up a WHOLE BUILDING! Y'know, like in Soldner Secret Wars.

That's all my suggestions. Sorry if some of them were already posted, but.......yeah!

Automatic: Biological Warfare

Comin' soon, maybe in Jan./Feb. 2007!
bdgbdg
19
Years of Service
User Offline
Joined: 30th Jul 2006
Location:
Posted: 1st Jan 2007 17:59
Hey, all you suggestion either have already been posted or is media.
1. Media request;
2. Media request;
3. Already asked;
4. Media request;
5. You can do it manually. If this was implemented, games would have to be more limited;
6. Already asked/Archieved with media.

Project FPS - 71%
yerry
19
Years of Service
User Offline
Joined: 4th Jan 2007
Location:
Posted: 18th Jan 2007 02:10
transport enemies or any entity to another location the playeer is about to enter so as to keep using the same ones and cut down on memory, frames per second.
jun 4 dragon 1976
19
Years of Service
User Offline
Joined: 17th Apr 2007
Location: Washington... yes, the state.
Posted: 18th Apr 2007 05:25
I looked through the list and didn't find anything related to the following:



Editor:

Invert Mouse Option (this could fall under the catagory of remapping mouse functions already listed). This suggestion is self explanitory and regards specifically the test mode, but also the actual game, once built (and if it is already implimented please can someone show me where to find it? note: I am an idiot and may have missed alot).

'Lock' Wall/Floor Only choice. As it is currently, every time you choose a new segment it defaults back to full segment. I would prefer if it kept the choice I already had selected. It is somewhat tedious to keep having to select floor or wall when building multiple designs in a single room.

Ceilings. The system currently defaults the ceiling as the same texture as the floor of the tile used. When designing multi story attatched floors that are supposed to look different this doesn't always work (especially when the floors are of different designs both arcitecturally and texturally). Adding a ceiling to the bottom of the floor (like the interior/exterior wall difference) would help greatly. And on a related note to this...

Point and Click Texture Painting (w/Texture Paint Sample Clipboard). I don't know if that makes sense, but the ability to repaint a segment (one wall/floor at a time... or all walls/floors etc w/ shift/alt key) by simply choising a paintbrush tool and a selection of textures that can be chosen from a bank. My only example of what I mean is from Deathmatch Maker (original and 2). It was a drag and drop map maker for Quake (2 was for Quake 2... obviously). It had many of the features that have already been suggested for FPS Creator... it was just for Quake so old and out of date now. Also asociated with this suggestion is...

'Blank Slate' Room Segments (this might fall under Media). With a point and click texture painting tool, A blank slate room segment would allow a person to simply drag and drop a blank 'template' room segment (with white walls and white floors or something equally simple) into the map and then repaint it to what ever they wanted, allowing for rapid construction of levels. Then that same person (that person being like me... wanting near instant gratification in designing a simple FPS) could obviously come back later and modify as needed his maps to make them look 'good'.

Full Sphere 'Look'. A simple camera mod while editing. This goes along with most of my other suggestions. The ability to look 'under' your map would be useful for painting the ceiling textures if the other things I suggested were to be implimented.



These are all I can think of now. I will probably have more suggestions as I continue to play around with the system.

(note: many of these suggestions come from my limited experience with the Deathmatch Maker and Deathmatch Maker 2 for the games Quake and Quake 2 respectivly)

<insert humorous, insightful, original, quoted, and/or topical reference here>

Login to post a reply

Server time is: 2026-06-09 15:30:48
Your offset time is: 2026-06-09 15:30:48