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FPSC Classic Product Chat / V108 BETA - Public Test

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Flatlander
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Posted: 10th Mar 2008 18:55
Quote: "Still getting the issue with using fake doors."


I haven't had that problem but every once in awhile the door frame is invisible on dynamic doors. Trouble is it is inconsistent.
Woolfman
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Posted: 10th Mar 2008 19:01
F l a t l a n d e r Yeah I've had that problem too but that isn't related to the Beta's. I think thats a problem to do with the way FPSC deals with shaders/effects.
Aaagreen
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Posted: 10th Mar 2008 19:13
i had the missing texture before the betas, it's nothing to worry about.

Formerly Bum Fat Cheese
Flatlander
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Posted: 10th Mar 2008 21:12 Edited at: 10th Mar 2008 21:17
OK thanks Woolfman. I have just started using shaders at the same time I began testing the betas.
Black Terror
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Posted: 10th Mar 2008 22:39
In addition to the headshots, couldn't leg, chest, and arm shots also appear in this update?

SpyDaniel
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Posted: 10th Mar 2008 22:51
Quote: "In addition to the headshots, couldn't leg, chest, and arm shots also appear in this update?"


Thats a great idea, some thing I would also like to see added.

SamHH
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Posted: 10th Mar 2008 23:26
Quote: "In addition to the headshots, couldn't leg, chest, and arm shots also appear in this update?"
Yes please! Locational damage with commands for them, like if arm damage.



Woolfman
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Posted: 10th Mar 2008 23:57
Well as of right now head shots work like a rectangle that is around the top of the body. Have a look at the screen shot. Anywhere in that rectangle is considered a head shot. Even in a corner of the rectangle that the model isn't in. So having individual parts sectioned off would be a bit difficult to do.

The only engine that I know that lets every limb and more to be shot is GHOUL2 Rendering Technology but they have a different way to do it. Anyone know what game uses it without looking?

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LeeBamber
TGC Lead Developer
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Posted: 11th Mar 2008 03:56
New beta uploaded. Just as a reminder, this is a performance and stability update so I won't be adding any features to this one. Body shots is something I can add after the migration version if there is enough requests for it, but we can leave that for another time as there is a bit of work to do between now and then

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "
Woolfman
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Posted: 11th Mar 2008 04:11 Edited at: 11th Mar 2008 04:13
V1.0.8 I noticed that it didn't have beta at the end of it Does that mean your working on the migration version of x10 to x9? If so are you going to be do beta's again like you did for the performance update?
Flatlander
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Posted: 11th Mar 2008 05:25
If I'm not mistaken -- and I could be -- I think he is going to work on V1.09 and then the migration. 1.09's going to add some new features I think, I hope; like the 5 variables.
Woolfman
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Posted: 11th Mar 2008 06:21
No no your right. I'm just jumping the gun. I just want them darn shaders
Flatlander
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Posted: 11th Mar 2008 08:05
Actually, I, too would like Lee to just skip version 109 and go right into the migration. Cheers
LeeBamber
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Posted: 11th Mar 2008 22:46
Unless there are V108 showstoppers I need to know about, I will be releasing this version officially in the next day or so officially. Thanks for all your help and I will see you during the V109 beta

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "
FredP
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Posted: 11th Mar 2008 23:44
Lee,
I have to tell you I don't know how you did it but I am getting 38 fps and only dropping into the mid 20's...that is with anywhere between 4-6 enemies at a time.
By the way it seems that if you set always active to "yes" that all of the enemies in an area will attack instead of just two or three at a time.
Now when you do the AI bit to this it should really speed things up and make enemies more intelligent.
Other than bug issues and optimization dishing out the sweet AI is what I want the most.
All in all I gotta say I am very happy with this.
You guys deserve a beer.

Please have mercy and use the search function.
Pride
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Posted: 12th Mar 2008 00:13 Edited at: 12th Mar 2008 00:25
Sweet, now I can upgrade my full FPSC version (the one I jacked full of Model Packs, forum stuff, etc.) without switching back and forth between versions.

But, I have one little, teeny tiny issue, I cannot find HEADSHOTDAMAGE FPI or HEADSHOT FPI, only APPEARWITHEADSHOT FPI. I've searched to and fro, but still cannot find it.

Nice work, guys, keep up the awesomeness for x9!

Woolfman
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Posted: 12th Mar 2008 00:30 Edited at: 12th Mar 2008 00:31
I just checked my Script files too and haven't got those 2 files as well.

HEADSHOTDAMAGE.FPI & HEADSHOT.FPI
Airslide
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Posted: 12th Mar 2008 01:00
Those would be fpi COMMANDS

Pride
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Posted: 12th Mar 2008 01:02 Edited at: 12th Mar 2008 01:06
EDIT: Hold up, what do you mean, Airslide?

EDIT2: You mean the value in APPEARWITHHEADSHOT FPI is what The Great Lee has spoken of. So I change headshot = 1 in the APPEARWITHEADSHOT FPI instead of editing HEADSHOT FPI?

xplosys
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Posted: 12th Mar 2008 01:13 Edited at: 12th Mar 2008 01:14
They are two new commands.

HEADSHOT= is a value in appearwithheadshot.fpi. 1 is default and specifies a height of 42. You can change that with a different number, but I don't know how that number equates to the height.

HEADSHOTDAMAGE= is a value you can add to appearwithheadshot.fpi to adjust the amount of damage that a headshot does.

Perhaps Lee will expound more??? Blame Beer!

Best.

Seth Black
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Posted: 12th Mar 2008 02:00
Quote: "HEADSHOT= is a value in appearwithheadshot.fpi. 1 is default and specifies a height of 42. You can change that with a different number, but I don't know how that number equates to the height. "


...yep. It would be nice is a reference was provided, in regards to how different numbers presumably adjust the HEADSHOT specification.

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Defy
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Posted: 12th Mar 2008 02:01 Edited at: 12th Mar 2008 02:02
Today I thought I would check up on the progress here, and I see on page 1 v1.08. So I take it thats official.
Well done Lee, looking forward to checking it out.

@SethBlack, good to see you.
Seth Black
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Posted: 12th Mar 2008 02:03
Quote: "@SethBlack, good to see you. "


...likewise, deca.

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MK83
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Posted: 12th Mar 2008 02:21
Lee, do we need to remove the 1.07 up date, then install this one? Or just install this one With 1.07 still installed? Sorry folks, if this has been asked already. I'm getting old.


[href][/href]
Woolfman
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Posted: 12th Mar 2008 02:30 Edited at: 12th Mar 2008 02:32
Install it over the top of 1.0.7 it works fine.

Kind of tricky wording for the headshot commands. I thought it was another .fpi . Thanks guys for clearing that up.
Seth Black
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Posted: 12th Mar 2008 02:33
Quote: "...I'm getting old..."


...oh I got you beat!

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Holloguts
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Posted: 12th Mar 2008 13:31
I have tried the v1.08 on a level I set up using v1.07. The level is just a simple level to get used to the program. The specs on my current PC are quite low. AMD 1700+ (1.5G) with 1GB memory and 128MB ATI gfx card (very old).

There are no characters or items in the level, it just consists of a few room/buildings and outside area. With v1.07 the frame rate started ok at 32 fps eventually slowing to 2 fps (this is what it showed, but it was about 2 fp minute). To move through the level I had to take off the fps cap and as the program caught up (this could take a minute or two), this allowed me to move again, if I left the cap on, I couldn't move at all. I got this result everytime I tried the level.

Without any changes to the level v1.08 runs at 38 fps and drops for a few seconds to 26 fps but immediately returns to 37 fps wherever I go on the map. This is with the fps still capped.

A massive increase in speed for my specs. I don't seriously intend to try to create a game with these specs, just bought the program to learn until I get my new PC (soon). But I thought the speed increase for such a low spec pc should be reported here.

Holloguts.
Pride
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Posted: 12th Mar 2008 23:16 Edited at: 12th Mar 2008 23:27
Okay, thank for clearing that up, guys! The performance is wonderful, but wouldn't the cap on 32 FPS work better? Because my reload animation got too fast for the guns!

You guys finally made FPSC TOO fast!

EDIT: Okay...um, okay. I'm confuzed! I set the headshot height to 20 and when I shoot the guy's foot, he dies... He has 100 health and I'm shooting him with an un-modded AT9MM Surpressed (it's the MP6 pistol and it deals under 20 damage). Help? Will a higher value mean shorter length?

EDIT2: Higher values DO mean shorter headshot length! The perfect length is 55, it makes it so that it's the head, not the torso.

I WIN!!!

Seth Black
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Posted: 13th Mar 2008 01:07
Quote: "Higher values DO mean shorter headshot length! The perfect length is 55, it makes it so that it's the head, not the torso."


...what did you enter to get the length of 55?

Did you just enter the value 55?

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Pride
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Posted: 13th Mar 2008 03:10
Well, as The All-Mightly Lee has stated, headshot=1 (in the APPEARWITHHEADSHOT FPI) means the headshot height is of 42. So, change headshot=1 to headshot=55.

Seth Black
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Posted: 13th Mar 2008 03:29
...pretty simple.

Wasn't sure, because you stated

Quote: "Higher values DO mean shorter headshot length"


Thanks for sharing the information. It'll be very useful.

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CoffeeGrunt
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Posted: 13th Mar 2008 18:31
This is great!

Are you going to use Plystire's code for the variables Lee?

Plystire
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Posted: 13th Mar 2008 23:59
I hope not yet, I'm still tweaking them.

I want to get them to the point where you can just up and use "%variable" to tell the engine that you want to use the variable's value... for pretty much ANY command. That would probably open up a ton of doors of opportunities.


But, from the email I received from Lee, he plans on implementing this sorta stuff after the X10 migration, and it sounded to me like he was interested in my code. Hopefully once the migration is over with, the forumers won't need to decide between using mods or the official release. (With the exception of Lemur which contains some features that I don't think Lee intended to have in FPSCX9, lol)


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Urlforce Studios
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Posted: 14th Mar 2008 01:48 Edited at: 14th Mar 2008 01:50
I need to experiment with 1.8, I haven't even tried it :S

Flatlander
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Posted: 14th Mar 2008 01:52
Quote: "But, from the email I received from Lee, he plans on implementing this sorta stuff after the X10 migration, "


Darn, I was hoping the variables would be in version 1.09. From what I understand he was going to do version 1.09 and then the migration.
Plystire
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Posted: 14th Mar 2008 02:45
From Lee:

Quote: "Hi,



The FPI commands are impressive. Send over the source and I will put it on standby. It will make more sense to add these changes to the migrated version as all changes to V108/V109 will have to be redone for the migration version anyway (meaning anything I add right now will have to be done twice), not a great use of time. I did promise a set of V109 features for X9 users right now, so those will come before the migration work. I also have some multiplayer code too which will probably make it into the migrated version as well, so lots of cool things dropping into my standby folder.



Best Regards,

Lee"


If I recall correctly, the multiplayer features are from Urlforce. So, you can expect those in a while as well.

V109 will take a while to test correctly, as is custom in the programming realm.

So, it looks like everyone will need to wait until the migrated version to get the goodies that Urlforce and myself have been handing to Lee.


The one and only,
~PlystirE~

BMB
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Posted: 14th Mar 2008 05:50
Quote: "Hopefully once the migration is over with, the forumers won't need to decide between using mods or the official release."

I hope so as well. It'd be nice to have everything in the official version of the program rather than having to choose which version of it to use for the features you want. The future sounds very promising for FPSC X9, and X10 as well.

Aaagreen
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Posted: 14th Mar 2008 21:23
i have noticed that you haven't called the latest v.108 "beta 7". Now it's just v.108.

Formerly Bum Fat Cheese
Plystire
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Posted: 14th Mar 2008 21:33
Hmmmm, I thought that it was out of beta already.

Oh well. Everyone knows what v108 refers to.


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~PlystirE~

Zdrok
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Posted: 14th Mar 2008 21:47
I installed the last v108 (what some believe to be "beta" 7), and it certainly makes my games faster! The headshots, however, don't work; it took a few shots with a pistol to bring down an Aiko. Help?

JimB
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Posted: 14th Mar 2008 22:54
My OS is Vista Home Premium,when shooting the sound keeps on going also the bodies are left sticking out of the walls or from under crates etc.
Plystire
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Posted: 14th Mar 2008 23:01
Headshots need to be set up by giving the entity a specific script.


@JimB:

Those are generic bugs that are not caused by V108. It's been happening for a while now. That belongs in the FPSC Bug Reports board... but I wouldn't post about it because I bet a million other people already have.


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Zdrok
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Posted: 14th Mar 2008 23:26
@ Plystire: I did give the enemies the headshot script, and I put it in the Main area. It doesn't work...

CoffeeGrunt
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Posted: 14th Mar 2008 23:47
You need to put it in their Start AI.....

Flatlander
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Posted: 15th Mar 2008 06:46 Edited at: 15th Mar 2008 06:48
I spent about 30 to 45 minutes testing the headshot fpi (appearwithheadshot.fpi) using headshotdamage. Hey, I'm retired, I can spend my time now anyway I want.

If you set it to "25" it will take six shots to bring em down. Set at "50" it will take 3 shots. Set at "75" 2 shots. Even set at "100" it will take 2 shots. Set at "125 will take 1 shot. If you want just a 1 shot take down, then leave it alone (don't add it to the script and use the default).

Also, the headshot will work with neck to maybe midchest but not a direct hit on the shoulder. I imagine it has something to do with the limb configuration.

I used Thug (pistol) for the tests and used the sniper rifle with scope so I could see exactly where I was shooting. Whether this agrees with Lee's tests I wouldn't know.

Personally, I would use headshots sparingly as why would you want the player to win so handily. Aren't games supposed to be a challenge? However, I can see it being useful to add variety. Like sneaking around a guard without him seeing you and then pow letting him have it with a scoped rifle. This was talked about in another thread and I can't remember where that was.
Plystire
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Posted: 15th Mar 2008 08:39
Or, for enemies with helmets make it take 3 headshots to kill them, and enemies without helmets make it take a single shot. That seems rather realistic to me.


The one and only,
~PlystirE~

Flatlander
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Posted: 15th Mar 2008 09:40
If you want realism and nothing wrong with that.

Me I just want em to have a challenge even if it isn't too realistic.

Satchmo
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Posted: 15th Mar 2008 15:33
Let's set the value to negative, piss off some prople.

Zdrok
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Posted: 15th Mar 2008 15:57
I'll try it with 125, just to see how it works. In Kola, there'll be three types enemies: weapons specialists (take only one shot to the head); commandos (may take 1 to 2 shots to the head); and elites (armored at the head, takes 3 shots to kill, they usually have shotguns for extra fun!). I'll use three different copies of appearwithheadshot.fpi for this.

Flatlander
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Posted: 15th Mar 2008 18:14 Edited at: 15th Mar 2008 18:34
It looks like 7 shots is the norm for the thug with pistol so anything below 25 will be the norm -- whether or not it is a negative value.

Since I was checking out the lower values again, I was not getting a consistent 6 shots at 25. It was either 5 or 7. Strange. Anyway, best to test the game and never let the player know how many shots it's going to take for a particular character. That would add to the challenge I would think.

The weapon the player has can make a difference. Using the MP9 shotgun will take the character out in two shots without the headshot. Setting the headshotdamage to 25 and using same weapon will take the character out in one shot even at a very long distance. So, even though I have tested different scenarios you will still have to test your own situation. But I hope this will give everybody an idea with this. Also, this probably wasn't the place to post these tests. Sorry, Lee. Edit: Never mind, the thread subject does say "public test"

BTW, I tried Bonds new mace weapon on the character with headshot. It works and trying to get to the character to knock him on the head is somewhat of a challenge.

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