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FPSC Classic Product Chat / AirMod :: FPSC Source Addon

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Errant AI
17
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Posted: 16th Nov 2008 11:51
Ply, from what Airslide has told me, the new fire-mode system will be a lot cleaner and smarter code-wise and much more robust. I won't take the liberty of saying more...
meteorite
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Posted: 17th Nov 2008 23:04
He told me just as such, and I must say I quite like the idea

I love Jenkins forever :p
Airslide
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Location: California
Posted: 18th Nov 2008 00:52
Quote: "Ply, from what Airslide has told me, the new fire-mode system will be a lot cleaner and smarter code-wise and much more robust. I won't take the liberty of saying more..."


Indeed, it is rather secretive at the moment. I will let you know that, as Errant has said, it will be far improved code-wise, and will allow for any gunspec options to be appended to each "firemode", and an unlimited number of firemodes. I'll let you work out the possibilities

meteorite
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Posted: 18th Nov 2008 00:59
I dont know any more that that

I love Jenkins forever :p
Plystire
21
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Location: Staring into the digital ether
Posted: 21st Nov 2008 07:33
Sounds great!!!

Before you release, make sure you put in FPI commands to alter gunspec options (especially the ones you implemented)... that would pretty much cube the possibilities of your new system.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Toasty Fresh
16
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Location: In my office, making poly-eating models.
Posted: 1st Dec 2008 12:03
Ah, Airslide, I don't know if this would be very impractical or anything, but do you think you could set it so that for the alt-fire modes, you can change to a different mesh? It would make Errant's old M4s/M16s compatible with the alt-fire commands.

Airslide
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Location: California
Posted: 1st Dec 2008 22:08
Well, the original idea for alt-fire was to tie separate weapons together, although that was dropped. If you need to change mesh, you may as well simply use another weapon, although I could see it useful to be able to switch to it the same way you switch between modes.

Slayer222
17
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Location: Wherever I feel like
Posted: 3rd Dec 2008 04:19
Airslide, I know this is probably too soon to even think about it, but will you consider an X10 version of this mod when FPSC X10 is more stable and has the source code released? I feel torn between FPSC and X10 and it sucks. FPSC is far more stable and has so many great features, X10 has awesome graphics, effects and allows hundreds of enemies with little lag on my machine.

[img]
[/img] Official Airmod fanboy. Member of the Airlside fan club
Maniac Modeler
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Posted: 7th Dec 2008 05:49
This is still being worked on right?

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Plystire
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Posted: 7th Dec 2008 06:09
Right


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Maniac Modeler
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Posted: 7th Dec 2008 06:13
Do you know when 113 source will be released?

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Plystire
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Posted: 7th Dec 2008 06:36
Nope


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Airslide
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Posted: 7th Dec 2008 16:42
If X10 already had a source release I'd be busy working away while Lee is working on this. Unfortunetly I assume first I'd have to buy DBP X10 My only concern with the new DBP though is backwards compatibility - it'd be great if it required you to use commands to start 3D, so you could start in DX9 or DX10.

Slayer222
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Posted: 15th Dec 2008 21:43
Hmmm, well I know Lee hasn't released the source for X10, and probably isn't going to, but wouldn't DBP work with X10? Correct me if I'm wrong, as I'm a total noob when it comes to coding, even .fpi gives me nightmares.

[img]
[/img] Official Airmod fanboy. Member of the Airlside fan club
Rampage
16
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Location: New Zealand
Posted: 15th Dec 2008 22:19
Lee used a special version of DarkBASIC Professional to make Fps Creator X10. They called it DarkBASIC Professional X10, here, this is a video which features X10's source code: http://www.youtube.com/watch?v=z_kgpYygQgE
On it, Rick said that this would be a free upgrade to original dbpro, which was a while ago, so I dunno if that still stands or what. But I think they do plan to release DBPro X10 sooner or later, just not at the moment you know?
-Rampage


"Welcome to the forums, MasterXMP. Your game looks like garbage..." - Game Maker
i need help
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Posted: 15th Dec 2008 23:15
im not sure weather its possible but if it is it would be good to have a scripting condition of with the player is within a light sources range then it would open up stealth opertunities as well
Plystire
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Posted: 16th Dec 2008 04:21
You could script that yourself in the stock engine. Just have a script for each light range, check if the player is within that range and if they are then tell the enemies about it.


The one and only,


Scene Commander
Support Manager
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Posted: 16th Dec 2008 19:33
Quote: "You could script that yourself in the stock engine. Just have a script for each light range, check if the player is within that range and if they are then tell the enemies about it. "


Would you not need dynamic lights for that which would cause some performance issues?

Could you not use trigger zones in the light and dark areas and set a global variable in the various zones to indicate the amount the player is revealed? I haven't tested this BTW, just a thought.
Plystire
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Posted: 17th Dec 2008 00:09
No, of course you don't NEED to use dynamic lights.

Make an invisible entity with no collision and stick that where the static light is, so IT can detect player distance.


The one and only,


i need help
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Posted: 17th Dec 2008 17:41
you know i thought of that just after posting
meteorite
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Posted: 17th Dec 2008 23:21
or use zones like I did


*slap!*
Quiet yourself, think before posting, and maybe you won't be as ignorant as you seem.
Kerrby
16
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Location: Australia mate.
Posted: 19th Jan 2009 03:21
Why has this thread died?

Why'd you stop working on it?
Hockeykid
DBPro Tool Maker
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Posted: 19th Jan 2009 05:25
Quote: "Why has this thread died?

Why'd you stop working on it?"


airmod is already implemented into most of the other mods. People don't post here because they use other mods that have airmod.
But don't worry i'm sure airslides working on an update for air mod

]
Nike
15
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Joined: 2nd Dec 2008
Location: Finland
Posted: 25th Mar 2009 15:20 Edited at: 25th Mar 2009 15:45
and how i can fix the problem that lights dont work?

I build my game and put lights in the map, then i run the game and level is dark.

EDIT: Never mind, I got it to work

Straight from Finland ;P
Midlet
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Posted: 27th Mar 2009 08:46
i have the same problem what to do ??
Darth123
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Posted: 7th Apr 2009 23:11
I have a problem with AirMod 6.0,

Every time I edit GUNSPEC nothing happens. I have version 1.7 FPSC, im using the standard FPSC weapons, and I followed your directions exactly. Please help, I really want to try out AirMod's features.

-Just remember, you're unique JUST LIKE EVERYONE ELSE....
Darth123
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Posted: 10th Apr 2009 06:44
never mind i found out the problem.

(forgot to replace FPSC-Game)

-Just remember, you're unique JUST LIKE EVERYONE ELSE....
Robert F
User Banned
Posted: 10th Apr 2009 06:45
Quote: "never mind i found out the problem.

(forgot to replace FPSC-Game)
"


lol, don't you hate that. An error is so hard to find and it turns out something so stupid.


shes a brick HOUSE!
Pus In Boots
18
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Joined: 5th Nov 2005
Location: S.M.I.L.E. industries
Posted: 10th Apr 2009 22:47
@Airslide
Could we get an overview of what's going to be implemented in the next Airmod release? I haven't been following the thread and I wouldn't know where to start. You mentioned something about scriptable multiplayer modes. What's that about? Is it based on lemur or is it from the ground up? Also, will this update be implemented in other mods which already use Airmod, specifically s4mod?

HELP ME!!!

shoot at all the scripters you want, but remember that it is a sin to kill a programmer.
meteorite
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Location: The Capital Wasteland
Posted: 11th Apr 2009 02:05
If we get scriptable multiplayer I will be forced to propose to you Airslide

"I can't imagine what this place would have been like if I hadn't found you here." - BJ Hunnicutt
john schwarcz
User Banned
Posted: 13th Apr 2009 20:55
hey can we make a trigger zone that instead of walking into , to spawn something, you just have to look at it, to spawn something,
with airmod?
if so, can sum1 plzzzz make this 4 me or sho me how to

shadow666
Red Eye
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Posted: 13th Apr 2009 20:56 Edited at: 13th Apr 2009 20:56
nvm.


Red Eye: Now in the Forums
shadowfire
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Joined: 24th Mar 2009
Location: England
Posted: 14th Apr 2009 12:27
where can i get fpsc v. 0.07?

becuase when i try to test a game using the new exe a window comes up and says "fpsc-game.exe has encountered a problem and needs to close" then the whole thing crashes.

i'm guessing it's becuase i'm using v. 1.14 but i can't find v.0.07 anywhere!

help? please?

my motto: if it looks awesome, it probbably is awesome.

shallowness is fun!
Toasty Fresh
16
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Location: In my office, making poly-eating models.
Posted: 14th Apr 2009 12:38
You need V109. It's on the main FPSC site.

"You are not smart! You are very un-smart!"
shadowfire
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Posted: 14th Apr 2009 12:39
i tried downloading it, the file is corrupt.

my motto: if it looks awesome, it probbably is awesome.

shallowness is fun!
Toasty Fresh
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Posted: 14th Apr 2009 12:46
Hmm. Okay, search V109 and one of the betas will be there.

"You are not smart! You are very un-smart!"
shadowfire
15
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Posted: 14th Apr 2009 12:51
ok, i downloaded it, and now fpsc wont run AT ALL!

an error keeps coming up saying "invalid memblock" or something like that.

i can fix it by re-installing the latest update but that means i can't use airmod.

my motto: if it looks awesome, it probbably is awesome.

shallowness is fun!
Errant AI
17
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Posted: 14th Apr 2009 15:19
shadowfire, you can't really downgrade from 1.14 to 1.09.
You need to clean install from v1.0 then upgrade to 1.09.
shadowfire
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Location: England
Posted: 14th Apr 2009 15:43
right, i'll back up my stuff and reinstall.

my motto: if it looks awesome, it probbably is awesome.

shallowness is fun!
john schwarcz
User Banned
Posted: 15th Apr 2009 02:31
hey guys, i dont have airmod yet, but hopefully with migration i will start using it. so i would like to see its potential, can some one make really kool blood spurts, and make a video on show me on this thread how the blood spurts can be used in airmod
thanks

shadow666
meteorite
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Posted: 22nd Apr 2009 00:44 Edited at: 22nd Apr 2009 00:45
http://www.youtube.com/watch?v=CNzRtgZaM8Y

Made by pride to demonstrate his model pack 6 ironsights work

Also, can't wait to see the next release Airslide, what I read on the site sounds good.

"I can't imagine what this place would have been like if I hadn't found you here." - BJ Hunnicutt
Nike
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Location: Finland
Posted: 27th Apr 2009 15:42
@ Meteorite : How did u get the blood to fly like that ;O

@ Airslide : Can i use airmod with any version of FpsC, Even the newest?

☻/
/▌
/ \ This is bob. He's my best friend.
djmaster
User Banned
Posted: 27th Apr 2009 16:20
Airmod works only with 107-109 and the blood flies beacause of the bloodspurt command.

A.K.A. chargerbandit
http://chargedstudios.fpschost.com/
john schwarcz
User Banned
Posted: 6th May 2009 01:57
how does the bloodspurt command work ? (can the picture be changed)

shadow666
meteorite
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Posted: 6th May 2009 03:17
check the readme, it's in there

"I can't imagine what this place would have been like if I hadn't found you here." - BJ Hunnicutt
john schwarcz
User Banned
Posted: 6th May 2009 05:08
not how you use it i think i know that, lol, but how does it make blood actually fly out of the enemy (i want to make the blood more realistic like in fear 2)

shadow666
Plystire
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Posted: 6th May 2009 05:45
The blood flying is a particle system he has implementing into the code. In order to change that you would need to change the AirMod source.


Have fun!


The one and only,


john schwarcz
User Banned
Posted: 6th May 2009 06:15 Edited at: 6th May 2009 06:22
oh joy! i love changing sources ! lol, well im not gonna even try, but just putting it out there for the next airmod version, the bloodspurt idea is amazing, it would be awsome if we could make it look fear 2 , style blood// okay so i think i read in the beta manual there is a prototype of the new blood. as i am unable to use fpsc at the moment , can someone post a video showing what it looks like? thanks

shadow666
Airslide
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Posted: 6th May 2009 07:07
AirMod SE will likely utilize a particle system instead of the existing blood system, which will produce notably more interesting effects.

john schwarcz
User Banned
Posted: 6th May 2009 07:49
does this mean we'll be able to make blood look like this ? http://mariosworld.org/assets/images/forum_images/forums.mariosworld.org/F/fear2_demo_review_blood_example_001.png

shadow666

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