About:
Project Apex will be a "fresh start" it will be going in a different direction than Project Blue and has/will expand the features of FPSC. Project Apex is currently in production and will be a paid mod, the price is undetermined at this point.
Current Version: In-production
Features:
Limb Scaling through scripting
Anti alias
Anisotropic Filtering
Waiting To Join bug fixed
UN-Hardcode multiplayer animations
Team Death Match (With Friendly Fire option)
Allow for developers to send their own values across multiplayer (using mpsenddata=x y and supporting conditions)
Detailed Additions List:
*Added new FPI condition plrhasweapon=x This will check if the player has the specified weapon x can either be the folder path in the "guns" folder to refer to a specific gun or x can be 1 / 0 to check if the player has a weapon in his hand or x can be 2 and then a new y parameter would specify the slot#
EXAMPLES:
plrhasweapon=eai\g36c this will check if the player has the G36c as a weapon
plrhasweapon=0 this will check if the player is not currently holding a weapon
plrhasweapon=1 this will check if the player is currently holding a weapon
plrhasweapon=2 5 this will check if the player has a weapon in weapon slot 5
*Added new FPI action inputmenu=x if x is = 1 then the game will go into a sort of "pause menu" state. Player's main game input will be frozen (walking,shooting,etc) but scripts and animations will still run and the mouse pointer hud will work
*Added new FPI action newhudy=x y this command will allow you to reposition a hud's y position. The hud is specified by x and the position is specified by y. EX: newhudy=myhud 50
*Added new FPI action newhudx=x y this command will allow you to reposition a hud's X position. The hud is specified by x and the position is specified by y. EX: newhudx=myhud 50
*Added new gunspec command holdtozoom=x if x is 1 then the player will have to hold down the right mouse button to stay zoomed
*Added new FPI action switchweapon=x switches the weapon to the slot specified by x or can x can be can be the folder path in the "guns" folder to refer to a specific gun EX: switchweapon=3 or switchweapon=eai\g36c
*Added new FPI condition plrfiredweapon=x x can be 1 or 0 to refer to the player's current gun, or x can be the folder path in the "guns" folder to refer to a specific gun EX: plrfiredweapon=0 or plrfiredweapon=1 or plrfiredweapon=eai\g36c
*Added new setup.ini command runasserver=x this will make it so the host of a multiplayer game will run as a server so the host can leave a running server while not playing
This will shirnk the application window and not render anything to allow for optimal computer performance while the server is running
*Added new FPI action radarenemyhud=x is the hudname of the hud you want to use for the enemy dot on the radar
*Added new FPI action radarfriendlyhud=x is the hudname of the hud you want to use for the friendly dot on the radar
*Added new FPI action radarhud=x X is the hudname of the hud you want to use for the radar
*Added new FPI action radary=x X will set the radar's Y position on screen. Defaulted at 0
*Added new FPI action radarx=x X will set the radar's x position on screen. Defaulted at 0
*Added new FPI action radarrange=x X is how far the radar can "see". Defaulted at 1000 units
*Added new FPI action radarradius=x X is equal to the radius of the circle that FPSC will draw for the radar (if not using your own radar image)
*Added new FPI action radar=x if x=1 then the radar will turn on if x=0 the radar will turn off
*Added $MPD2 to the internal variables for the new (Project Blue) variable system. This will return the second parameter value of the last mpsenddata=x y you recieved (This command is like mpdata=x y only more flexible because of the variable system)
*Added $MPD to the internal variables for the new (Project Blue) variable system. This will return the first parameter value of the last mpsenddata=x y you recieved (This command is like mpdata=x y only more flexible because of the variable system)
*Added new FPI condition mpdata=x y this will check the values from the last mpsenddata=x y that was recieved X is the value you're checking for and Y is the parameter
if you used mpsenddata=10 5, and wanted to check for the 5 you would use mpdata=5 2 or if you wanted to check for the 10 you would use mpdata=10 1
*Added new FPI action mpnewdata=x this will return if there are any currently "unchecked" flags
*Added new FPI action mpsenddata=x y this will allow you to send 2 values at a time to all the other clients in the multiplayer game
*Added new gunspec command altuseprimeammo=x this will allow your alt gun mode to use the same ammo as your primary mode, this can be useful for things like firing modes.
*Fixed multiplayer bug causing the player's health default at 100 after the first death
*Added mpfriendlyfireoff=x to setup.ini mpfriendlyfireoff=1 will turn friendly fire off while playing team death match
*Added mpgametype=x to setup.ini mpgametype=1 will turn team death match on
*Added "Team Name" field to entities (when you right click on an entity in the editor) to set their team for team death macth
*Added team death match
*Added hurt hud when getting shot in multiplayer
*Hid player weapon when killed and waiting to respawn in multiplayer
*Added mpfriendlyfireoff=x to setup.ini mpfriendlyfireoff=1 will turn friendly fire off while playing team death match
*Added mpgametype=x to setup.ini mpgametype=1 will turn team death match on
*Added team death macth
*Added the ability to UN-Hardcode multiplayer animations via the new mpanim=x y command
if x=1 then you are setting the idle animation and y is the animation number. For example mpanim=1 2
if x=2 then you are setting the walking animation and y is the animation number. For example mpanim=2 3
if x=3 then you are setting the run animation and y is the animation number. For example mpanim=3 6
if x=4 then you are setting the strafe left animation and y is the animation number. For example mpanim=4 4
if x=5 then you are setting the strafe right animation and y is the animation number. For example mpanim=5 5
if x=6 then you are setting the crouch idle animation and y is the animation number. For example mpanim=6 32
if x=7 then you are setting the crouch move animation and y is the animation number. For example mpanim=7 33
if x=8 then you are setting the jump animation and y is the animation number. For example mpanim=8 92
if x=9 then you are setting the reload animation and y is the animation number. For example mpanim=9 7
NOTE!: This command should be used in the entity's appear script
*Added new FPI command antialias=x, this command can be used to set the antialias level, attempting to change this value in real time will not work.
The FPI command is so people don't have to mess with the annoying setup.ini issues, this command is preproccessed.
*Added new FPI command anisotropicfiltering=x, this command can be used to change anisotropicfiltering in real time
*Added antialias can be changed using antialias=x in the setup.ini, if you go over the max the GPU can handle then it will be defaulted to the max
*Added anisotropic filtering can be changed using anisotropicfiltering=x in the setup.ini, if you go over the max the GPU can handle then it will be defaulted to the max
*Added $FPS to the internal variables for the new (Project Blue) variable system. This will return the current FPS of the game
Foot Note:
All Project Blue owners from the beginning of Project Blue to 2/20/2011 will get a discounted price.