FPSC Chat / AirMod :: FPSC Source Addon |
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Airslide
User ![]() Joined: Mon Oct 18th 2004 Location: Cyberspace |
![]() 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 Changelog/FeatureList (Outdated) + Code Snippet What will the next version of AirMod (0.7) focus on?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 |
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AaronG
User Joined: Sat Oct 28th 2006 Location: Hamilton, NJ |
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 |
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Dude232
User ![]() Joined: Fri Jan 18th 2008 Location: Cyberspace |
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Jenkins
User ![]() Joined: Thu Oct 19th 2006 Location: Worst state in USA... California |
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Airslide
User ![]() Joined: Mon Oct 18th 2004 Location: Cyberspace |
All those variables are for the gunspec.txt file for the weapon. So you get to edit them yourself 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 |
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Plystire
User Joined: Tue Feb 18th 2003 Location: Staring into the digital ether |
Awesome, Airslide! And here I thought you had given up on modding. The one and only, ~PlystirE~ ![]() |
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AaronG
User Joined: Sat Oct 28th 2006 Location: Hamilton, NJ |
Ah I'm in love. ![]() 8800 640mb GTS, 4gb RAM, 500gb HDD, Vista Home Premium, 3 Dual Panel Casing Fans |
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Jenkins
User ![]() Joined: Thu Oct 19th 2006 Location: Worst state in USA... California |
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Plystire
User Joined: Tue Feb 18th 2003 Location: Staring into the digital ether |
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~ ![]() |
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Airslide
User ![]() Joined: Mon Oct 18th 2004 Location: Cyberspace |
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 |
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Jenkins
User ![]() Joined: Thu Oct 19th 2006 Location: Worst state in USA... California |
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Airslide
User ![]() Joined: Mon Oct 18th 2004 Location: Cyberspace |
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Toasty Fresh
User Joined: Sun Jun 10th 2007 Location: In my office, making poly-eating models. |
So, can these be used as soon as it is installed? Or does it require a mod? |
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Airslide
User ![]() Joined: Mon Oct 18th 2004 Location: Cyberspace |
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). |
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Toasty Fresh
User Joined: Sun Jun 10th 2007 Location: In my office, making poly-eating models. |
So I replace this with the FPSC game, then I get timer based. |
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Airslide
User ![]() Joined: Mon Oct 18th 2004 Location: Cyberspace |
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. |
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Orrion Carn
User ![]() Joined: Mon Jul 23rd 2007 Location: Sandpoint, Idaho |
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Airslide
User ![]() Joined: Mon Oct 18th 2004 Location: Cyberspace |
Quote: "Off-topic: Do you know the program Nighthawk used to make that logo?"
Photoshop |
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Toasty Fresh
User Joined: Sun Jun 10th 2007 Location: In my office, making poly-eating models. |
WOOOOOOT! AWESOME-O! (caps off) |
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Jenkins
User ![]() Joined: Thu Oct 19th 2006 Location: Worst state in USA... California |
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Google Ad
AdBot Joined: Aug 26th 2002 Location: Everywhere |
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FredP
FPSC Moderator ![]() Joined: Mon Feb 27th 2006 Location: Indiana |
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Jenkins
User ![]() Joined: Thu Oct 19th 2006 Location: Worst state in USA... California |
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 |
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Airslide
User ![]() Joined: Mon Oct 18th 2004 Location: Cyberspace |
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. |
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Orrion Carn
User ![]() Joined: Mon Jul 23rd 2007 Location: Sandpoint, Idaho |
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Jenkins
User ![]() Joined: Thu Oct 19th 2006 Location: Worst state in USA... California |
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Plystire
User Joined: Tue Feb 18th 2003 Location: Staring into the digital ether |
Yes you do The one and only, ~PlystirE~ ![]() |
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Woolfman
User ![]() Joined: Wed Sep 19th 2007 Location: Cave |
Nice job Airslide. Runs very smooth. |
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Toasty Fresh
User Joined: Sun Jun 10th 2007 Location: In my office, making poly-eating models. |
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. |
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Jenkins
User ![]() Joined: Thu Oct 19th 2006 Location: Worst state in USA... California |
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Airslide
User ![]() Joined: Mon Oct 18th 2004 Location: Cyberspace |
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 |
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Slayer222
User Joined: Mon Mar 19th 2007 Location: Wherever I feel like |
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Duplex
User Joined: Sat Mar 24th 2007 Location: Cyberspace |
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Duplex
User Joined: Sat Mar 24th 2007 Location: Cyberspace |
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Toasty Fresh
User Joined: Sun Jun 10th 2007 Location: In my office, making poly-eating models. |
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"
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Plystire
User Joined: Tue Feb 18th 2003 Location: Staring into the digital ether |
@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~ ![]() |
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Toasty Fresh
User Joined: Sun Jun 10th 2007 Location: In my office, making poly-eating models. |
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. |
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Plystire
User Joined: Tue Feb 18th 2003 Location: Staring into the digital ether |
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~ ![]() |
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Aaagreen
User ![]() Joined: Tue Sep 4th 2007 Location: City 17 |
Oh my god it works brilliantly! Formerly Bum Fat Cheese |
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Toasty Fresh
User Joined: Sun Jun 10th 2007 Location: In my office, making poly-eating models. |
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. |
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Slayer222
User Joined: Mon Mar 19th 2007 Location: Wherever I feel like |
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