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FPSC Classic Product Chat / V119 Public Beta

Author
Message
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 21st Nov 2011 20:34 Edited at: 11th Mar 2012 20:00
Hi Guys,

After many days wondering in the land of AppGameKit, I return to bring you a few choice gems that have been forged in my absence. Check out the change log and FAQ link below, and a link to the official beta of V119 here:

http://files.thegamecreators.com/betafiles/FPS_Creator_V119_BETA1.zip
http://files.thegamecreators.com/betafiles/FPS_Creator_V119_BETA2.zip
http://files.thegamecreators.com/betafiles/FPS_Creator_V119_BETA3.zip
http://files.thegamecreators.com/betafiles/FPS_Creator_V119_BETA4.zip
http://files.thegamecreators.com/betafiles/FPS_Creator_V119_BETA5.zip
http://files.thegamecreators.com/betafiles/FPS_Creator_V119_BETA6.zip
http://files.thegamecreators.com/betafiles/FPS_Creator_V119_BETA7.zip
http://files.thegamecreators.com/betafiles/FPS_Creator_V119_BETA8.zip
http://files.thegamecreators.com/betafiles/FPS_Creator_V119_BETA9.zip

Bear in mind no new features will be added to V119. This beta is to ensure the huge amount of features integrated from the WASP mode and BOND1 shaders allow your old projects to remain functional while offering these additional treats should you want to explore them.

History
=======

V1.1.9
------

* Thanks to The Zombie Killer for helping improve the anti-hacking featues of the FPSC Editor

WASP - Official V1 additions

playfullvideo=x – X=1, plays the full version of the next video called by video=x, preventing the player interrupting the playback.
plrwobble=x – sets the amount of 'wobble' affecting the player as they move around.
plrdeath=x –where X equal the direction of fall for the player

X=1 Fall left
X=2 Fall right
X=3 Fall forward
X=4 Fall backwards
X=5 Fall randomly

plrdeathspeed=x where x is the speed of the players fall.

plrdeathbounce=x where x is the amount of 'shake' when the player hits the floor.

plraction=X – Forces a one off player action
X=1 Fires current weapon
X=2 Zooms current weapon
X=3 Reloads current weapon
X=4 Crouches player
X=5 Jumps player
X=6 Peeks player left
X=7 Peeks player right
X=8 Forces “use” key
X=9 Forces left mouse click
X=10 Forces right mouse click
X=11 Forces current weapon jam

plrforcemove=X – if positive, turns on auto move forward for player, a negative value forces an auto move backwards as if the appropriate
movement key had been pressed. A setting of 0 (the default) disables auto move

Emitforce=x emits X amount of force from the current entity as a pulse. In a range of 0.0+ (default 1.0)
Forcedamageon=x 1=allows force damage (the default) any other number prevents damage

mousesclick=x (condition) – Returns the current mousestate.

X=1 returns true if left button is depressed
X=2 returns true if right button is depressed
X=3 returns true if both left and right buttons are depressed


WASP - Official V2 additions

crosshair=x, where 1 displays a crosshair if available and x=0 disables them. The default is on
weapontoslot=x where X is the next weapon slot to be used, X=0, use next free slot.
Armon = x 1=Turn on body armour, 0=No body armour, damage
is deducted from armour before health.
SetArmx=x, X cord of the armour display
SetArmy=x, Y cord of the armour display
SetArm=x, Sets body armour value to X
ArmInc=X, add X to your current body armour
ArmDec=X, subtract X from your current armour.
Airon=X - X=0 is off, X=1 acts like an aqualung. X=2 acts like lungs, restoring air to the amount set by SetAirMax when you surface.
Addair=X - Add x to air
Setair=X - Sets air to X
Setairx=X - Sets air display X cord to X
Setairy=X – Sets air display Y cord to X
Setairmax=X – sets the maximum air allowed.
Setair=X - Sets air to X
Setairtime=X – Where X is the number of milliseconds underwater before air is reduced
Setdrowntime=X - Where X is the number of milliseconds underwater before drowning damage occurs.
Instantdrown=x – If X=1 (default) running out of air results ininstant death, otherwise x=0 reduces heath.
AirGreater=x (condition) - returns true if air is greater than X.
AirLesser=x (condition) - returns true if air is less than X.
AirEqual=x (condition) - returns true if air equals X.
Samefloorasplr(condition) - returns true if the entity is on the same floor as the player.
Entityfloorequal=x - returns true if the entity is on floor X
plrfloorequal=x - returns true if the player is on floor X
plrsetimmune=x, when set the anything other than 0, player is immune from all damage!
plrimmune (condition)– returns true if the player is immune from damage.

Automated feature -Some characters, most notable Bond1's excellent models often include hard modelled melee weapons. The code automatically detects if you want the model to use another weapon and hides the melee weapon. Models must however use the
default FPSC limb naming convention: MELEE-WEAPON-LEFT or MELEE-WEAPON-RIGHT.

WASP - official V3 additions

Arrowkeys=X - toggles use of the arrow keys for movement
Peekkey= X - toggles use of the the peek keys
Crouchkey= X - toggles use of the crouch key
Jumpkey= X - toggles use of the jump key
Walkkey=X - toggles use of the walk key for movement
Runkey=x - toggles use of the walk key for movement
Setforcedamage – Sets the amount of damage the next force burst will cause.
Compasson = Turns on the compass
Compassoff= Turns off the compass
CompassX = Compass x coordinate on screen
CompassY = Compass y coordinate on screen
Compassspin = Sets the compass to spin rather than the needle
Needlespin = Sets the needle to spin rather than the compass.
radaron=x, where 1 turns on the dark radar feature, using blip1.png,blip2.png, etc, stored in databank to represent teams (1-10) non Dark AI's blips show as enemy (blip2)
radarx=x the radar x cord of the radar centre
radary=x the radar y cord of the radar centre
rotateblip=x, 1= enables radar blip to show entity facing
radarrange=x the range that entities show on the radar in segments
plrspeedmod=x where x adjusts the player speed by X%

WASP - official V4 additions.

AddRawText = String, Adds the string to the current RawText text.
Setisobjective, the object is set as the objective. A pointer, using the same format as the radar and the compass will point in the direction of the objective. Entities and Characters can all be
set as objectives. This is NOT the same as the isobjective in an objects settings.
setobjectivex=x. Where x= the x coordinate of the centre of the objective pointer
setobjectivey=x. Where x= the y coordinate of the centre of the objective pointer
setobjectivemode=x where x=0 hide objective set objective, x=1 always show, x=2 show on same floor only.
setvarrnd=x or setvarrnd=var x. sets system variable or named var to a random value between 0 and x
Randomize - resets the rnd seed to the timer
Emptyreloadonly (gunspec) - Won't allow reload until weapon is empty. E.g. M1 Garand, flintlock, etc.
setmaxweapons=x - sets the maximum number of weapons allowed in the players inventory. Exceeding X prevents pick up.
plrweaponsgreater=x (condition) - returns true if weapons in inventory is greater than X
plrweaponslesser=x (condition) - returns true if weapons in inventory is less than X
plrweaponsequal=x (condition) - returns true if weapons in inventory is equal to X
$ARM = system variable armour
$AIR = system variable air
$FPS = system variable FPS
$WAT = system variable water height
$MAX = system variable maximum weapons slots

Moved all new data to save/load routine.

WASP - official V5 additions.

Assigned variables to radar/compass objects for ease of use.
entitydamagemult=x multiplies the entities damage by x%

WASP - Official V6 additions

weaponinslot=x (condition) - returns true if slot X contains a weapon
plrstrength=x - multiplies the players strength by X%
currentweapon=x (condition) - returns true if the currently held weapon is in slot X

WASP Official - Cull additions

Added performance increases
Added 'average' timer based movement,for smoother movement.
Increase max FPS to 80 to account for additional improvements, cap required as FPS 80+ corrupting animations, will look into this.

cullmode=X - 0=Legacy culling, 1=Legacy+dynamic entity cull based on entity size- default, x=1 and system calculated cull range
cullrange=X - when cullmode=1 sets the range the entity will be culled at, overriding system defaults
hide - hides the current entity
show - shows the current entity
cullmod=x - where x is the multiplier for the new culling - x=default 400, while entity size dependant 100=approximately 1 segment.
$DIS - returns the current entities distance from the player.

WASP official - V7 - for use after V1.19 beta

Increased maximum radar blips to 20 to bring in line with maximum AI teams.
Changes to cull system to improve performance and added entity fade for smoother appearence.

plrrunning=x (condition) - X=1 returns true if the player is running, x=0 returns true if player not running.
plrzoomed=x (condition) - X=1 returns true if player weapon currently zoomed, X=0, returns true if weapon not zoomed
plrusingreload=X (condition) - returns true if reload pressed
plrcrouching=x (condition) - X=1. returns true if player crouched, x=0 returns true if player not crouching
plronground=x (condition) - X=1 and player is on ground returns true, X=0 and player is not on ground returns true.
plrjumping=x (condition) x=1 returns true if player is jumping, x=0 returns true if player is not jumping.

swaptoalt - swaps to alt fire on the current weapon
firemode=x (condition) - returns true if current firemode=x, 0=normal, 1=alt fire mode

plrrotatex=x - rotate camera angle x to X
plrrotatey=x - rotate camera angle y to X

entrotatex=x - rotate entity angle x to x
entrotatey=x - rotate entity angle y to x
entrotatez=x - rotate entity angle z to x

WASP official - V8

Fixed 'leavecorpse' bug, leave corpse now leaves corpse as it should do.
Fixed limited spawn bug
moveplrx=x - adds a one off X to players X velocity
moveplry=x - adds a one off X to players Y velocity
moveplrz=x - adds a one off X to players Z velocity
$DIF - returns the current entities real world distance in feet from the player.
$DIM - returns the current entities real world distance in metres from the player.

WASP official - V9

Prevented culling for multiplayer
Added png & jpg to splash screen options. Only 1 type allowed. Note, Jpg will not fade.
Fixed objective to scale to screen res.
Fixed non-spawned characters appearing on radar
onradar=x (condition) returns true if character on radar and x=1, else returns true if x=0 and character not on the radar.

WASP official - V10

scale=x or scale=x y - scales characters to scale X or scale X+ a value between 0-Y

V11

plrlastfired=x (condition) returns true if weapon path X is the last player weapon fired or x=the slot the weapon is carried in.
radargreater=x y (condition) returns true is an entites range on the radar is greater (in segment size) than x and Y=1, else returns true if range less than x and Y=0
radarequal=x y (condition) returns true is an entites range on the radar is equal (in segment size) to x and Y=1, else returns true if range does not equal x and Y=0
Fixed aiheardsound bug.
holster=x where x=1, player can swap/holster weapons as normal, x=0, player cannot holster or swap weapons.

V12

Fixed invisible spawn issue.
Fixed addhealth issue
Fixed AI footfall issue
Added Splash.avi video option.
globalnoair=x where X=1 set a global zero air, and x=0 sets air on. uses standard air settings otherwise.
setnoairdamage=x where x is the about of health lost when player has no air left.

V13

gravitygun=x (gunspec) - turns weapon into gravity gun, allow plr to pick up an object with right click within range X, right click again, drops, left click throws
magnet=x (gunspec) - turns gravity gun into magnet, left click hurls held object towards player
gravitystrength=x (gunspec) - sets the psyhics weight the gravity gun will handle
magnetstrength=x (gunspec) - sets the psyhics weight the magnet will handle

V14

entityishigher=x (condition) - returns true if the entity is X units higher than the player
entityislower=x (condition) - returns true if the entity is X units lower than the player
entityfloorhigher=x (condition) - returns true if the entity is X floors higher than the player
entityfloorlower=x (condition) - returns true if the entity is X floors lower than the player
plrpickon=x, x=1 then allow player pick up with right click
plrpickrange=x, sets the range at which the player can pick up an entity with right click

V15

emitflash - Emits a flash from an entity
setflashred=x - sets the next flashes red element
setflashgreen=x - sets the next flashes green element
setflashblue=x - sets the next flashes blue element
setflashrange=x - sets the flash range of the next flash emitted, default=600
flashing=x (condition) returns true if a spotflash is in process and x=1 or returns true if no spotflash is in process and x=0
logicburst - give entity temporary logic burst, effectively setting to always active for a few moments.
spawnsleft=x y (condition) returns true if spawnsleft=x and y=1 or returns true if spawnsleft<>x and y=0
spawnsgreater=x y (condition) returns true if spawns are greater than x and y=1 or returns true if spawns are less than x and y=0
damageby=X (condition) where X is either a weapon path (e.g. ww2/colt45)
or the string "collision", "melee", "indirect", "flak" or "falling".
or X= the slot number the weapon is carried in.
plrdamagemult=x where x is the % multiplier for the current damage caused by the player.

plrnotzoomed (condition) - returns true if player is not zoomed
plrnotrunning (condition) - returns true if player is not running
plrnotjumping (condition) - returns true if player is not jumping
plrnotcrouched (condition) - returns true if player is not crouched
plrnotusingreload (condition) - returns true if player is not pressing reload
notonradar (condition) - returns true if entity is not on the radar
setlistkey=x y - X from list below, Y=new scan code
X= 1 = plrkeyW
x= 2 = plrkeyS
x= 3 = plrkeyA
x= 4 = plrkeyD
x= 5 = plrkeySpace
x= 6 = plrkeyC
x= 7 = plrkeyReturn
X= 8 = plrkeyR
X= 9 = plrkeyQ
x= 10= plrkeyE
X= 11= plrkeyShift

V16
Fix usefullaim issue
Tweaks

V17
addrawvar=X where X=var name or number. Adds the named variable to the current rawtext string.
Added blood of floor for character V character
sin=x y - set variable X to sin of Y
cos=x y - set variable X to cos of Y
damagetimegreater=x - returns true of last entity damage time greater than X
scalehudx=X Y - rescales hud named X's X scale to Y
scalehudy=X Y - rescales hud named X's Y scale to Y
changehudalpha=X Y - changes hud X to alpha Y
jamchance=X.0 (gunspec) = percentage chance of a gun jammed due to overheat (Reloading clears jam)
overheatafter=x (gunspec) = the number of shots fired before the chance of jamming becomes active.
cooldown=x (gunspec) = time in millisecs between shots to completely prevent jamming
currentweaponjammed (condition) = returns true if the current weapon is jammed.

V18
Added new player action playeraction=11 which jams current gun
nosubmergedfire=x (gunspec) - prevents the weapon firing while underwater.
waterflow=x - sets the force of water flow effecting the player and entities if in water
watercurrent=x - sets the direction in angles of the water flow.
removeplrweapon=x where x is either the slot number or the weapon path e.g. scifi\autoslug - removes the weapon from the player, freeing the slot.
giveplrweapon=x where x is the path of the weapon e.g. scifi\autoslug. The weapon must exist somewhere in the level or will fail silently.
entitysetimmune=x - where x=1 set the entity to be immune from damage, x=0 set to receive damage
entityimmune (condition) - returns true if current entity is immune
entitynotimmune (condition)- returns true if current entity is not immune
resetglobalsonreload=x - x=0, carries default global variables over to the next level. X=1 resets default global variables on loading.
entitycam - moves camera to entity position, using entities rotation.
plrcam - restores camera to player
lastcam - swaps to previous camera.
playgunanimation=x y - where x is the animation start frame and y is the animation end frame.
camrotationon=x if x=0 the camera uses the entities rotation, x=1 use user set rotation
setcamoffsetx=x
setcamoffsety=x
setcamoffsetz=x
setcamrotx=x
setcamroty=x
setcamrotz=x

V18.5

scalelimb=x y - scales limb X to scale y
hidelimb=x - hides limb X
showlimb=x - shows limb x

Where x is the limb number and y is the limb rescale.

Added new gun animation options to fit with default weapons
fix jam (gunspec animation)=X Y where x is the start animation and Y is the end animation
hand push
hand dead
jammed
change firemode
hand button
hand take
presetgunanimation=x, plays a present gun animation, if it exists. where x= one of the following: (no action is taken if animation doesn't exist)

fixjam
handpush
handdead
jammed
swaptoalt
handbutton
handtake
select
idle
move
run
startreload
endreload
cock

lockemplacement - locks the player to a 45 degree fire arc
freeemplacement - frees the player from the fire arc.

Fixed no player movement if player entered water at a jump
Fixed water current affecting immobile objects.
cullevenifimmobile=x - allows the current immobile entity to be affected by the cull system, off by default.

V19

cull fix
tweaks and fixes for scaling
plrweaponidle (condition) - returns true if the player weapon is idle.
plrweaponnotidle (condition) - returns true if the player weapon is not idle.
Speed tweak
plraccuracymult=x. Modifiers the player accuracy by x%
entityaccuracymult=x Modifiers the entity accuracy by x%
debugcursor=x y
debugvar=var name
debugtext=text
wireframe=x 1=wireframe mode, 0=solid.
plrcamoffseton=x - 1 allows player camera offsetting.
plrcamoffsetx=x - x player camera offset
plrcamoffsety=x - y player camera offset
plrcamoffsetz=x - z player camera offset
further tweaks to culling.
fix to segment debug sphere issue.
Entity damage multiplier tweaks.
Mutate=x y - mutates the character/object limbs between scale X and Y
Improvements to player carry and gravity gun, objects now dropped if attempts made to life throw ceiling/objects.

V20

setobjectiverange=x - sets the range an objective marker is dropped from the radar
objectiverangelesser=x (condition) - returns true if the entity is an objective and it's range is less than x
objectiverangegreater=x (condition) - returns true if the entity is an objective and it's range is greater than x
linktoplayer - attach the current entity to the player cam using the entities camera offsets
freefromplayer - free the entity from the player cam and leave at last cords.
Added Team Death Match/Lemur V2 - Special thanks to Plystire for this code - I aim to improve this code at a later date.

To use Lemur you'll need to add additional options to the FPSC setup.ini located in your final built game folder.

aunt1=I Can Smell You!
taunt2=Is That Fear I Smell?
taunt3=Victory Is Mine!!
taunt4=I Got You Sucka!
taunt5=Time you got ya arse in gear!
taunt6=You Play Worse Then My Grandma And She's On Oxygen!
taunt7=Eat Lead Sucka!
taunt8=What? No Bullets??
taunt9=The Object Of The Game Is To Kill, Not Die!
taunt10=Who Taught You How To Shoot?
taunt11=Your Resistance Is Futile!
taunt12=You Just Got Spanked!
taunt13=Uninstall Now Before Your Feelings Get Hurt!
taunt14=Listen To The Sound Of PAIN!
taunt15=Didn't Your Momma Teach You Not To Play With Guns?
taunt16=I AM Your Daddy's Hero!
taunt17=What? Lead Poisoning? HAH!
taunt18=Should I Play Blindfolded?
taunt19=That's DOCTOR Death To You Sir!
taunt20=What? You Lose Something? Maybe A Life?
taunt21=Sorry Babe, I Just Had To.
taunt22=Whoops!!My Bad!!HAHA NOT!
taunt23=You Are Probably The Worst Player I've Ever Beaten!!
taunt24=And You Call THAT Skill?
taunt25=Why Do You Keep Dying? Is It Me??
taunt26=What Do You Say You Give Up Now And Save Yourself The Embarassment!!!
taunt27=Daddy Likes!!!
taunt28=This Ain't No O.K. Corral, Put 'Em UP!!
taunt29=I Must Be Your Bus Driver, Because I Just Took You To School!
taunt30=Somebody Better Call The Meat Wagon!!!
autoswaptrue=1
messagetime=3000
serverhostname= FPSC v119 Beta
allowscope=1
allowchat=1
alwaysrun=x x=1 all multi player character auto run
autoswaptrue=X where X=1on and X =0 off (autochange gun)
allowsscope=X where X=1on and X =0 off
allowchat=X where X=1 on and X =0 off
alwaysrun=X= 1(run,shift is walk) or X =0(walk,shift is run.)
matchtype=X= 0 for a standard deathmatch or X=1 for Team death match

Death Match settings :
matchtype=0
Make your game as normal making sure all character's have different names. You may have a maximum of 16 characters for a deathmatch
game.

Team death Match settings :

matchtype =1
Make your game as normal, making sure to give each character in a team the same unique character name. e.g. You could call all the
characters in team 1 Bob, all the characters in team 2 Tina, all the characters in team 3 Ronald, etc.

You may have as many teams as you like, up to a maximum of 16 characters in total.

V21

soundplaying (condition) - returns true if the last sound called by the entity is still playing.
soundnotplaying (condition) - returns true if the last sound called by the entity is not longer playing.
multicompass (setup.ini) - activates compass for multiplayer
multicompassx (setup.ini) - multiplayer compass x
multicompassy (setup.ini) - multiplayer compass y
multiradar (setup.ini) - activates radar in multiplayer
multiradarx (setup.ini) - multiplayer radar x
multiradary (setup.ini) - multiplayer radar y

V22

fixed condition bug with soundplaying (shared constant)
fixed player not running bug
changed player command references to all read plr... for easier understanding.
changed alwaysrun to plralwaysrun to avoid confusion
removed "is" from player condtions, changing to:plrjumping, plrcrouching, plrzoomed,plrusingreload plrimmune and plrrunning for compatability.
removed "is" to from isentityimmune and isentitynotimmune.
fix player cam offset bug
plralwaysrun=x - x=1 the player will always run.
linkxrotation=x - X=1, rotates entity linked to player to use players x rotation
linkyrotation=x - X=1, rotates entity linked to player to use players y rotation
linkzrotation=x - X=1, rotates entity linked to player to use players z rotation
plroffsetanglex=x - player camera offset angle x
plroffsetangley=x - player camera offset angle y
plroffsetanglez=x - player camera offset angle z
offsetanglex=x - entity offset angle x
offsetangley=x - entity offset angle y
offsetanglez=x - entity offset angle z
swapplrweapon=x swaps the player current weapon or shows the weapon for path x. e.g.scifi\autoslug - the weapon must be in the player inventory.
lockslot=x y: sets the ability of the player to select weapons on slot x, y=0 available, y=1 not available.

FAQ and TESTIMONIALS
====================

You can find the latest FAQ at http://code.google.com/p/fpscreatorengine/wiki/FAQ

I drink tea, and in my spare time I write software.
Shakleford
FPSC Reloaded TGC Backer
13
Years of Service
User Offline
Joined: 15th Jun 2010
Location: on the flip side
Posted: 21st Nov 2011 20:42 Edited at: 21st Nov 2011 20:42
Thank you for all your are hard work Lee. A great update for FPSC.
And thannks to Scene Commander for the Wasp Mod integration

I recently learned to sleep with my eyes open. ..... God am I tired
uzi idiot
Valued Member
14
Years of Service
User Offline
Joined: 27th Dec 2009
Location: Who Knows?
Posted: 21st Nov 2011 20:58
Fantastic! I'm downloading now


Mental Stability is over-rated!
bruce3371
13
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 22nd Nov 2011 00:10
Thanks to Lee and SC
For making FPSC
As good as can be.

Please forgive my poor attempt at poetry!!

defiler
14
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 22nd Nov 2011 00:26
I have to reinstall my FPSC, so give me a couple hours to coax myself out of GMOD and do it, otherwise i can't wait to try this out!

Current Project: Lost Contact: Chapter 1
TheDesertEagle
12
Years of Service
User Offline
Joined: 7th Jul 2011
Location: Canada - Who knows where else???
Posted: 22nd Nov 2011 00:51
YES!!! 1.19 is almost HERE!!!

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
Braden 713
16
Years of Service
User Offline
Joined: 3rd Aug 2007
Location: Canada
Posted: 22nd Nov 2011 00:52
I'm really digging some of these new commands, can't wait to try them out myself. Thanks for your continued hard work everyone!

Life would be much easier if I had the source code.
Slayer267
13
Years of Service
User Offline
Joined: 6th Sep 2010
Location: Non of your beez wax
Posted: 22nd Nov 2011 04:45
Hmm... I have been noticing animation screw ups on one of my levels... Idk why... But you can look into it!

EPIC HELP! EPIC PWNAGE

www.Carnageproductions.webs.com
lotgd
13
Years of Service
User Offline
Joined: 2nd Apr 2010
Location: italy
Posted: 22nd Nov 2011 04:56
thanks for the great job!

When you think a little to fix the multiplayer?

Lewis
VBOTB Developer '10
19
Years of Service
User Offline
Joined: 16th Mar 2005
Location: Queensland, Australia
Posted: 22nd Nov 2011 05:04
LeeBamber,

You might want to fix this line:

Quote: "actword$(AIACTILTBOUNCE)="plrdeathbounce""


to this:

Quote: "actword$(AIACTTILTBOUNCE)="plrdeathbounce""


Slayer267
13
Years of Service
User Offline
Joined: 6th Sep 2010
Location: Non of your beez wax
Posted: 22nd Nov 2011 05:05
Also keep getting errors in installer saying it cant change docs and stuff...

EPIC HELP! EPIC PWNAGE

www.Carnageproductions.webs.com
Scene Commander
Support Manager
15
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 22nd Nov 2011 06:04
Hi All?

@Lewis, fixed at my end.

@Slayer267. So I can check to see if the animation issue is WASP performance related I'll need a FPM, using default media showing the problem please.

@All. A typo on my part in the docs I sent Lee. CULLMODI is in fact CULLMOD

http://jimjamsgames.yolasite.com
Fuzz
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Posted: 22nd Nov 2011 07:14
Sounds awesome! Just a question, why not integrate the player wobble and death commands into the "Player Start" marker?

And does anyone have scripts/examples of the player wobble/death?

Keep up the good work!

DarthBasicVader
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Posted: 22nd Nov 2011 08:25
WOW !!! Tx Lee , i'm glad you're back.

Riccardo
maho76
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Posted: 22nd Nov 2011 09:26 Edited at: 22nd Nov 2011 09:27
yippie!!!

time to look for another additional mod.

thanks Lee, Bond & Wasp-team!
Errant AI
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Posted: 22nd Nov 2011 12:26 Edited at: 22nd Nov 2011 12:29
Awesome news. Thanks, Lee!

Has anyone experienced an issue where you have a few respawning characters and set their number of spawns high (like 99) but after like 3-5 respawns some stop spawning?
Jesper
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Posted: 22nd Nov 2011 14:19
Bugs i found out in my map that was originally made in 1.18:
-Some entities that should be spawned by trigger in middle of the game are rendered on screen, but they are not in there.. Like you have tio build a bridge with some planks, but you see that bridge, but you can't walk on it and you can build it later.
-Lightmaps.. Lights light one segment bright, next segment little darker.. even if i have correct settings in setup.ini
-Some dynamic entities are sometimes invisible and sometimes visible.. I don't know is this because of culling but I don't think so because those objects dosen't render in any distance..

I can post screens later if you need to solve this.

http://erkinpelit.webs.com
Some Company of Heroes maps.. and something else too.
Scene Commander
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Posted: 22nd Nov 2011 17:29
@Jesper. Invisible/visible entities are part of the culling and is a fairly common system for engines. However the system is of more use in outdoor scenes. While it is on by default, if people would prefer I could have it off at the start.

In the meantime it can be turned of using the FPI command cullmode=0. I've attached a script for a player start zone which turns off the advanced culling for anyone having issues.

It also sounds as if some un-spawned entities are appearing before their time. I'll look into this, however if you are having a problem, please test your level using the attached script so I've got an idea if that's the problem.

Thanks

http://jimjamsgames.yolasite.com

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Captain Coder
FPSC Reloaded TGC Backer
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Posted: 22nd Nov 2011 21:55 Edited at: 23rd Nov 2011 04:50
Dear Mr. Bamber,

Thank you for the hard work and time you have invested into helping make our FPS-game-development wishes come true. We know you work hard at what you do, and we all thank you for your continual investment into FPS Creator.

Thank you again,
Captain Coder


I can't wait to get started with this!

EDIT: As I was backing up my FPSC Directory, I discovered where 5 and a half gigabytes of hardrive space had disappeared to since installing numerous softwares on my computer Didn't know I had +20,000 different files in that whole directory either and that it will take +2 hrs to move all of them!

SECOND EDIT: I'm very sorry guys, but the idea of uninstalling and reinstalling all of my model packs just to test something gives me headaches (it's a real hassle for me). I will look into producing a series of scripts for v1.19 testers to try out for their games, but I am not sure; I am busy and will be working. I'll see what I can do. Sorry again for bailing so soon!

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
- Me
2Beastmode4u
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Posted: 22nd Nov 2011 22:03 Edited at: 22nd Nov 2011 22:44
Which culling is the "best" for outdoor/indoor use?

Cheers.
P.S.
Sent you an email SC.

God help me, Please.
Scene Commander
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Posted: 23rd Nov 2011 10:46
Quote: "Which culling is the "best" for outdoor/indoor use?"


In my opinion, cullmode=0 is best for indoors, cullmode=1 for outdoors for 'out of the box' use, however, a combination of the two will produce the best results. Don't forget, that through scripting, you can toggle between the two modes.

http://jimjamsgames.yolasite.com
2Beastmode4u
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Posted: 23rd Nov 2011 16:41
What about a nice cull range? I don't want thing to just disappear or appear on screen, but what is a good range for outdoors/indoors?


Cheers.

God help me, Please.
michael x
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Posted: 23rd Nov 2011 19:31
performance increases YES!.. one of the most things I like to have for fpsc. with all these extra shaders and full screen shader it over load on the performance. I know there is ways around but I think you should be able to throw anything in your level without the worry of performance lost. two to three characters on the screen at one time should not be able to kill the frame rate.

I really dont care for these commands to much but they sound cool.

more than what meets the eye

Welcome to SciFi Summer
GreenDixy
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Posted: 23rd Nov 2011 21:04
where i normally get at the lower end is 45 but with this update im getting about 12 i prob still need to adjust it so will report back tonight

======================================
My software never has bugs. It just develops random features.
michael x
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Posted: 23rd Nov 2011 21:19
Lee thank you so much this performance increases is great. I just test it three of bond1 zombies and still had 60 frames.WOW!.this simple is great I think from here bug fixes just need to be made if there is any.lol funny thing this version still says 118.17 but that no big deal I dont care its like 118 with a performance increases.cant wait for the final. this may have less bug or none because there is no real feature added which is good. I think is at that point where we need performance increases and a wide range of commands that it. graphic isn't everything so I'm happy with this update.

more than what meets the eye

Welcome to SciFi Summer
gendestroier
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Posted: 23rd Nov 2011 22:22
emm... lee... you said you would add my gunspecs and weapon modifications for this update remember ?

mods for creating a inteligent game,at least
Scene Commander
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Posted: 23rd Nov 2011 22:59
Quote: "where i normally get at the lower end is 45 but with this update im getting about 12 i prob still need to adjust it so will report back tonight"


Most of the performance updates come from WASP mod changes, if you are having issues would you mind posting a FPM using stock media so I can investigate. It would also be useful to see your system specs.

Many thanks,

SC

http://jimjamsgames.yolasite.com
GreenDixy
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Posted: 23rd Nov 2011 23:09
@Scene Commander i think i know what it is i will post a fpm later when i give it another go if i get stumped got my 2 kids for the entire night so cant do nothing till they goto bed lol

======================================
My software never has bugs. It just develops random features.
rolfy
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Posted: 23rd Nov 2011 23:19 Edited at: 23rd Nov 2011 23:21
Hi Lee,
Many thanks for all the hard work you do on FPSC.
Just a reminder as requested, to fix the segment ball issue if you can, you suggested delving the the source code at some point and reduce the sphere to zero so it effectively disappears.
Thanks again for your attention.

Quote: "it was only meant to be a debug object during development I think"


2Beastmode4u
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Posted: 24th Nov 2011 00:00 Edited at: 24th Nov 2011 00:38
@Scene Commander
I'm getting no performance increase at all. I just tested it out with culling set to 1 on my outside map and have an fps of 0-5. Unless I installed the update wrong, I'm confused.

Another Bug:


It seems that the new version doesn't build games right. The sky isn't even put in the skybox I had to put it in manually and it still didn't load.


Cheers.

God help me, Please.
Shakleford
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Posted: 24th Nov 2011 00:31 Edited at: 24th Nov 2011 01:07
I am getting a bigger performance increase than when I used WASP. Using the last WASPfree version, I was averaging about 40-45 fps in a complete map. With the new update Ive been getting between 45-60, while maxing out at 70 in some maps.

I have no enemy encounters in the maps I tested, so Im not sure how the performance is with characters on the map.

I recently learned to sleep with my eyes open. ..... God am I tired
TheDesertEagle
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Posted: 24th Nov 2011 00:43
Soo it cant be is specs, im gonna try this

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
Shakleford
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Posted: 24th Nov 2011 01:58
@ Beastmode
This looks like it could the same problem as in the thread I have linked. Hope this helps.

http://forum.thegamecreators.com/?m=forum_view&t=189153&b=28

I recently learned to sleep with my eyes open. ..... God am I tired
Deathcow
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Posted: 24th Nov 2011 02:33
@Scene Commander

Does this version of Wasp that was added, contain the following function?

Lemur V2 - Deathmatch and Team Deathmatch

Sorry for asking if it already has been stated, but I don’t see it.

DC

Leongamerz
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Posted: 24th Nov 2011 03:01
Wow just tested it with my lovely ATI Radeon 4500 512mb and I must say the perfomance is increase and stable.I am not test yet with outdoor level but for indoor before I used V1.19 is 32-43 after used v1.19 I got 40-53 sometimes 34-45 after used EAI weapons and 3 Bond'1 zombies.I see the lighting is bit different after used V1.19,I don't know its a bug or not.Well,I will report bugs if I find more.So well done SC And Lee Bamber.

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,Rolfy,KeithC,Nickydude,SceneCommander,Dark Goblin And Lee Bamber is my icon.

angusm3
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Location: Right behind you...
Posted: 24th Nov 2011 06:22
Now all we need is a command to force weapon choose, then I can make a melee knife script (I hope I'm wrong and it's already there)

I appear to have burst into flames...
michael x
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Posted: 24th Nov 2011 06:50 Edited at: 25th Nov 2011 17:06
its funny you guys get such frame rates. I get 80fps.

I use vista duo core 4gb ram Nvidia geforce 9800gtx 1gb ram.


hey lee here is a video of a bug I found. this is a final build level not a test run. when you pause the game then resume to the game the characters animation freeze frame.

http://youtu.be/rZpMvrjJFkg

more than what meets the eye

Welcome to SciFi Summer
Scene Commander
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Posted: 24th Nov 2011 09:15
@Beastmode4u

The sky issue looks like an old bug.

As for the performance increases, I can't really say why you're not seeing any increases without a FPM demonstrating the issue.

Quote: "Lemur V2 - Deathmatch and Team Deathmatch"


I'm afraid the code for TDM was not mine and was only authorised for use in WASP mod, and therefore can't be added.

http://jimjamsgames.yolasite.com
uman
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Posted: 24th Nov 2011 15:39
I have tested this latest V1.19 version out.

There are still numerous long standing issues that are apparent relating to a number of basic important things which for some reason do not seem to be being addressed.

I have attached a screen shot.

1. You can see that for some reason blood decals are not displaying correctly. When shot an enemies decal remains in this case as you can see fixed in a horizontal position in floating in space permanently in fresh air space in the middle of nowhere. Presumably the engine thinks these decals should be attached to the Grass Entities and it cant tell that is not splattered on a wall. Perhaps this could be overcome in one or other or a combination of entities scripts though personally I would not know the settings if thats the case. Not sure if anyone else does and I do not know if the solution needs hard coding into the engine. I can see it might be problematical but it is a serious issue visually to a game player to have this appearance which is very unprofessional.

2. More important is the fact that enemies are still able to see the player and shoot the player through other entities which do not block their view, thus an enemy in this level can see and attacks the player even if the player is visually out of site in game hiding behind the rocks, cliffs or walls or indeed any other entity in the level. As in this instance my enemies are scripted to have the ability to actually attack the player at any range (if the player can be seen) then again its somewhat very disconcerting and again unprofessional when the player is far away out of sight hidden behind entity objects but always being shot by enemies the player cannot obviously visually see and vice versa but as far as the engine is concerned apparently the enemies can indeed see the player and shoot through these, at least visually in game solid objects. Again not sure if theres a simple script solution to this but the issue has been around for quite some time and really does need sorting badly.

3. For some reason with regard to WASP/and its integration perhaps it seems that when enemies are dead their bodies are removed from game despite them having a leave corpse script. It seems that it may be hard coded or behaving in this manner for some other reason. If its hard coded and cant be over ridden then that needs removing so the option to leave corpse after death is available. Not sure if anyone else is finding this or its just me.

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2Beastmode4u
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Posted: 24th Nov 2011 17:05 Edited at: 24th Nov 2011 17:10
@Scene Commander
I'm uninstalling FPSC (Backing up all of the thing in my files folder) and going to re-install everything. 15.9 gb taking quite some time... Anyway if this doesn't work, I know it must be a bug with the version.

My specs:



Cheers.

God help me, Please.
J T Huges
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Posted: 24th Nov 2011 17:15
Thanks Lee for the hard work and update.
Thanks Uman for the info and advise, have downloaded the program and shall review the issues, and to all the others that everyone else has posted.

Thank you.

Live Long -N- Rock'n Space Cowboys
2Beastmode4u
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Posted: 24th Nov 2011 20:38 Edited at: 24th Nov 2011 20:39
So after all the proper installing still, didn't work... My skybank isn't properly loaded and yes, I'm using the regular mygame thing, I just changed the sky. I don't see why but it just refuses to work. Frame rate changes seemed to be none.


Cheers.

God help me, Please.
TheDesertEagle
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Posted: 24th Nov 2011 21:31
Quote: "its funny you guy such frame rates. I get 80fps.

I use vista duo core 4gb ram Nvidia geforce 9800gtx 1gb ram."

I dont get it! i have this and its still 8-9FPS

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
michael x
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Posted: 25th Nov 2011 02:45 Edited at: 25th Nov 2011 17:05
is there music playing when you test your level? I had the same issue with pb mod when there was no music or sound the frame rate would be choppy.test a with a empty room with music playing.

so you know I'm telling the truth I made a pic in the upper left corner is my frame rate.



more than what meets the eye

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Scene Commander
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Posted: 25th Nov 2011 08:14 Edited at: 25th Nov 2011 14:16
Quote: "For some reason with regard to WASP/and its integration perhaps it seems that when enemies are dead their bodies are removed from game despite them having a leave corpse script. It seems that it may be hard coded or behaving in this manner for some other reason. If its hard coded and cant be over ridden then that needs removing so the option to leave corpse after death is available. Not sure if anyone else is finding this or its just me."


This was a WASP related bug and is fixed for the next beta.

Quote: "Frame rate changes seemed to be none"


I'm really sorry, but I can't do anything to investigate this issue without an FPM demonstrating the issue. It could be that as your system is pretty high spec you may not see an major performance increases as you will already be running nearer the top end.

Quote: "Has anyone experienced an issue where you have a few respawning characters and set their number of spawns high (like 99) but after like 3-5 respawns some stop spawning? "


Fixed for next beta, well tested with 8 characters, respawning 100 times, all respawn without problems.

http://jimjamsgames.yolasite.com
TheDesertEagle
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Posted: 25th Nov 2011 16:45
Quote: "is there music playing when you test your level? I had the same issue with pb mod when there was no music or sound the frame rate would be choppy.test a with a empty room with music playing."

really ill try that

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
OverBlack
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Posted: 25th Nov 2011 21:19
I think the BETA 2, is now available:

http://files.thegamecreators.com/betafiles/FPS_Creator_V119_BETA2.zip

OverBlack Design..

Coming Soon...
GreenDixy
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Posted: 25th Nov 2011 22:42
Scene Commander using the metro fpm non flooded one my speed is under 15 sometimes it drops to 5-8 depending if im looking at the water parts before the update i was getting 35 to 45 (with a bunch of other stuff running) not sure what happen between the updates even did all the tweaks im sure it will get better over the course of the updates

======================================
My software never has bugs. It just develops random features.
michael x
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Posted: 26th Nov 2011 00:38 Edited at: 26th Nov 2011 01:06
here it is 119 beta2 my performance is the same so there is no problems on this end.






here the frames drop because it polygon process up to 50,000. when you reach to this number without characters its normal for fpsc to drop frames.
this is one of the reason why I'm always saying fpsc needs more performance over everything else. without a performance increase all the shaders like the full screen shaders like bloom , water effect and particle effects will be pointless to use. even fpscx10 get drain for to many full screen shaders.

I suggest when beta testing test with a empty room with music. performance should be at its peek.

more than what meets the eye

Welcome to SciFi Summer

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Scene Commander
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Posted: 26th Nov 2011 06:10
Quote: "Scene Commander using the metro fpm non flooded one my speed is under 15 sometimes it drops to 5-8 depending if im looking at the water parts before the update i was getting 35 to 45 (with a bunch of other stuff running)"


Could you post your specs please and when you say update do you mean V118 or V119 beta 1?

http://jimjamsgames.yolasite.com

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