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FPSC Classic Product Chat / [LOCKED] Official Ply's Mod Thread

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Plystire
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Posted: 24th May 2008 10:58
Feel free to release that thing for V1.06. We can always add to it for V1.07, right?

Btw.. I found the spot in the source that you were talking about with the "Null Space" (Lee refers to them as "Voids" in the readme file). I had never even seen that portion of code before, so thanks for pointing me to it.


The one and only,


CoffeeGrunt
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Posted: 24th May 2008 12:41
No problem, and I'll upload the script pack ASAP......

Just need to compile a Readme with instructions on how to use it.....

I have returned, after 28 days of exile, fear me!
Slayer222
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Posted: 25th May 2008 05:47 Edited at: 25th May 2008 05:47
Love your sig Ply. And if you add Airmod, I shall be forced by the neck to buy Ply's mod

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[/img] Official Airmod fanboy. Member of the Airlside fan club
Airslide
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Posted: 25th May 2008 05:51
See ply? AirMod is good buisness

Slayer222
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Posted: 25th May 2008 05:57
And frrreeeeee!

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Aertic
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Posted: 25th May 2008 06:00
Slayer222
When I read that, You're smiley looked like a dog crying happily with its ears down shouting with happyness:Its freeee!!!
Dunno how that got into my head lol.

Slayer222
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Posted: 25th May 2008 07:13
LOL! Glad to hear I made someone laugh. As for how you got that idea...

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Aertic
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Posted: 25th May 2008 07:19
I dont know, it was 2:00 3:00 am.

Plystire
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Posted: 25th May 2008 07:29
Yes, Airmod is going to be implemented, if/when V1.07 is ready for it. So, when it gets released, Airmod will be a part of it.


The one and only,


Slayer222
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Posted: 25th May 2008 09:14
WOOT! I'm first in line for it

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Aertic
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Posted: 25th May 2008 09:43
No you're not *pulls the "trigger"*.

CoffeeGrunt
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Posted: 25th May 2008 13:18
Ply check your E-Mail.....

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xyzz1233
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Posted: 25th May 2008 19:02 Edited at: 25th May 2008 19:04
OK... Here's my idea about the MySQL and Web Services DLL. Implementing the Web Services in unmanaged C++ is pretty hard, but MySQL is pretty easy. So here's my confusing idea for the MySQL:

1. The Ply's Mod user would make his/her game, ensuring that it is built with your mod. When the game is built, a DLL would be included in the folder, called WebFunction.dll. This DLL would have no functions, etc. included. It's only there to keep DBP from getting mad about the DLL in the include statement not existing. The real DLL will be compiled directly on the user's machine later.

2. After being built, if the user wants to include MySQL, they would set the flag for MySQL in the Setup.ini file, like this: MySQL=1.

3. Because the DLL needs to be modified in order to accommodate for ones own MySQL database, a program would be run that compiles the source of the DLL, including the MySQL server's IP, username, password, etc. that the user puts in to the program.

4. Finally, that newly compiled DLL would replace the empty DLL made in step 1. When a multiplayer game, etc is played, the DBP program would check to ensure that MySQL=1 is present in the setup.ini, then call a function in the DLL.

Hopefully I explained this sort of well, but if I didn't, just say so.
Plystire
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Posted: 26th May 2008 00:25
Got your email, CG. I've replied. (*tsk tsk*)


@xyzz:

If you're able to do that, then go for it. Just make sure that it's easy on the user to create the DLL, like running a program that asks you for the server IP, username, and password, then they click "CREATE!" and then BOOM! It's done and compiled the DLL for them.


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CoffeeGrunt
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Posted: 26th May 2008 13:53
Ok Ply, I realised there were alot of very basic mistakes there......

Uploading it soon, just making an Instructions README.......

I have returned, after 28 days of exile, fear me!
Keo C
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Posted: 26th May 2008 19:18
I'm after Slayer!
*pulls number*


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Aertic
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Posted: 26th May 2008 19:20
Yeah but I already shot him in the forhead that penatrated his cranium.
Soo, why bother?

Keo C
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Posted: 26th May 2008 22:57
Well then, I'm after the one with the gun!


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Aertic
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Posted: 26th May 2008 23:05
Oh, that'll be "FredP".

I gave him the gun yonks ago, he then banned me for a minute.

xyzz1233
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Posted: 27th May 2008 03:48
@ Plystire

Don't worry. That's exactly what I'm thinking. All you have to put in the code is a few calls to the DLL after games are played, but only if the MySQL=1 flag in in the setup.ini. Anyway, I'm working on-and off, and I'll hopefully complete this soon. The first release won't have web service support, but I really doubt that anyone would use them anyways, seeing as they require ASP.NET hosting on your web server, and few providers support that.
Plystire
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Posted: 27th May 2008 07:00
Hmmmm, a good MySQL plugin shouldn't require anything more than a MySQL database.

I'll take your word for it, though, and see where this leads.


@ Everyone else:

Stop fighting for numbers, there'll be plenty of bandwidth to go around.


The one and only,


Pus In Boots
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Posted: 27th May 2008 11:45
@Plystire: Would you be able to get the script to activate the 3rd person entity through another entity? So if I activate a switch, I assume control of the character, I press the specified key again and I'm back by the switch in first person. Please consider this and don't make me beg. Coz I will...

If it feels good, it's a sin.
Plystire
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Posted: 27th May 2008 13:36
@Pus In Boots:

It's already possible. So, no need to worry.


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CoffeeGrunt
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Posted: 27th May 2008 14:07
Just to clarify something, when you say we need to aplly shaders to a segment to have it get affected by ambience, does that mean we have to turn shader effects on....?

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Pus In Boots
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Posted: 27th May 2008 14:13
Quote: "
It's already possible. So, no need to worry."


Nice. Oh, and I know this question must be redundant, but when do you see this being released?

If it feels good, it's a sin.
xyzz1233
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Posted: 28th May 2008 00:08 Edited at: 28th May 2008 00:10
@ Ply

If I did it in the way that I think you mean, everything would be completely insecure, and people would be able to access anyone's database who publishes a MySQL compatible game with your mod. The way that I am doing this will make it much more secure.


Anyway, to confuse things even more, the DLL that will be made is an unmanaged C++ DLL that calls a C# COM DLL, meaning that I get to program it all in C#, but the end result is still unmanaged.

Anyway, can you test something for me? I need to make sure that DBP supports the whole COM thing. It should, but it's always best to check. Attached is a zip archive with 3 files, "CSConsole.exe," a C++ console application that calls a C# DLL, the C# DLL it calls, "CallCSCom.dll," and another C++ DLL that I need you to test. In the DLL is an integer function called "TestInteger." This calls CallCSCom.dll and tries to get the number 57 from it. The number is then returned through the function. Can you test if this returns 57 in DBP? Thanks!

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Plystire
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Posted: 28th May 2008 00:56
Quote: "does that mean we have to turn shader effects on....?"


Yes, but the segments also need to have a shader applied to them.


@Pus In Boots:

I don't really know, honestly.


@xyzz:

I'll take a look at when I get home from school. Are there any parameters that the function needs in order to work? Which DLL would I be using in DBP? You got me all confused here.


The one and only,


xyzz1233
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Posted: 28th May 2008 02:37 Edited at: 28th May 2008 02:41
@ Plystire

Sorry... I mustn't have explained it well. I'll put it in steps because it's a bit confusing. I don't own DarkBasic, and I know only a little of it, bwcause I considered buying it, so I'll write in pseudocody DarkBasicy code.

1. Include the DLL called "COM Access DLL Test.dll". This is a completely unmanaged DLL, the only kind that DBP can use. This DLL uses COM to call a C# DLL.

2. Add some code similar to this:


This basically shows whatever the TestInteger function returns.

3. Compile it. Make sure this is compiled with the ExternaliseDLLS option on, and that both included DLLs are put in both the DBP project's directory, and the built executable directory. You'll also need .NET framework 2.0 if you don't already have it.

4. Run the program. If you get 57 on the screen, everything works, and I don't have to learn any other C++ish things. If it doesn't work, I'll give you something else to test.

On a side note, the program included in the zip file just tests the whole thing. I just need to make sure it works in DarkBasic before going any further.
Plystire
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Posted: 28th May 2008 07:28
Okay, you may want to look into downloading the DBP trial version and testing your DLL's with that.

I'm honestly a little rusty with handling DLLs from DBP. I'm not sure how your function will react to the DBP handles things.

As an example: To retrieve the system time from the kernel32.dll I had to supply it with a pointer to an address in memory for it to store the information, then I extracted that information using memblocks.


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Thistle Studios
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Posted: 28th May 2008 09:26 Edited at: 28th May 2008 09:28
Jammin! Controlling people in TPV? its like lego star wars!
This mod would be great for my game, but sadly ive upgraded my fpsc version past 107 and onwards... I hope TGC puts X10 into X9 sooner than I think! Because I really really want to sell my game by the end of June or maybe earlier...



EDIT: Plystire, I hereby announce you Modder Man! lol

Plystire
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Posted: 28th May 2008 09:41
Quote: "I hereby announce you Modder Man!"


Lol, thank you!


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xyzz1233
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Posted: 29th May 2008 00:23
Something isn't working right... I downloaded the demo version and made a quick program for testing the DLL, but it won't work. It finds the DLL, but can't call the function...
Airslide
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Posted: 29th May 2008 00:44
Quote: "Plystire, I hereby announce you Modder Man! lol"


*ahem*

Plystire
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Posted: 29th May 2008 00:59
@xyzz:

You may want to consider looking around the DBP board for help on that one.


@Airslide:

Don't take it too hard. Everyone knows that me, you and Nighthawk are the ONLY modders on these boards.


The one and only,


xyzz1233
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Posted: 29th May 2008 01:23 Edited at: 29th May 2008 03:17
Modder Men:





I tried to both make this quickly, and give it an actiony feel... I dunno... Maybe a bit of gaussian blur on the top thingy wouldn't hurt... And I think I overdid the zoom blur on "Modder Men." Oh, whatever... You still get the point...

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Airslide
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Posted: 29th May 2008 05:21
Oh I can picture the intro now...

<F-22 flys in and fires two missiles, then man with silenced pistol pops in at left>

Narrator: Airslide, weapons specialist.

<Hawk flys in, lands on pole, zooms into eye>

Narrator: Nighthawk, special effects.

<Guy in ninja suit crawls on ceiling, drops spy bot, drives around with little camera, zooms into remote controller>

Narrator: Plystire, cameras and game mechanic.

<all three come together>

Narrator: Together they are the Modder Men!

Super-fast voice: Look for comics in select retail stores!

Plystire
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Posted: 29th May 2008 06:49
Lmfao @ Airslide.

Super-super-fast-voice: Modder Men International reserves the right to disagree with anything you say and are not held responsible for any mal activity created due to the use of our products. Desires and requests are subject to flaming and/or disagreement and are not held in any priority upon popular demand.

Super-fast-voice: User discretion is advised.


Narrator: MOOOOOOODDERRRRRRRR MEEEEEEENNNNNNN!!!


*Echoing Door Slam sound effect as screen turns black*



Lmao


The one and only,


Orrion Carn
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Posted: 29th May 2008 07:37
ROFLOL!!! (caps off)

Toasty Fresh
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Posted: 29th May 2008 13:19
Plystire, i've tried to download the latest version of your mod, V106, but when I try to extract it, it say's the file is corrupt. Could you please upload an uncorrupt one?

Plystire
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Posted: 29th May 2008 14:48
@The Toasty:

Okay, I re-uploaded the file. Hopefully it won't be corrupt now.

http://forum.thegamecreators.com/?m=forum_view&t=127123&b=21&p=0


The one and only,


CoffeeGrunt
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Posted: 29th May 2008 22:50
Gotta say, I'm having fun implementing this mod into Izolis, it's a great boost to the gameplay, I've been testing what I've made sofar in mock-up levels, looking forward to V1.07, and good luck fixing that collision, I guess a way to test if it's null space is to have a room with floor segments around the walls on the outside, although I'm unsure if that'll work.....

I have returned, after 28 days of exile, fear me!
xyzz1233
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Posted: 30th May 2008 00:11
@ Airslide:
LOL! (caps off) Maybe Nighthawk should have a bit of bloom on himself and glow a bit, you know.

@ Plysire:
I've just realized that the whole COM thing won't work with DBP, and since I don't want to learn any more unmanaged C++ then I have to, I've come up with a different approach. Just like before, the program will be compiled with the IP and stuff directly on the creator of the game's computer. However, this time, DBP will write to a text file all of the information that needs to be put or accessed from the database.

For example:

A player finishes playing a game. The host of the game will always be the one posting the information to the database. The game will create a file called post_gamestats.txt. This file will have all of the statistics of the players who were present at the end of the game. A file could look like this:


3
Xyzz1233
6
5

Plystire
5
3

Airslide
1
4

The first number would mean that there are three players. The sections of three lines afterward tells the name of the player, the kills, and the deaths of each player in the game, in order. The game would then open a program that would read that text file, and post the appropriate information to the database.
flickenmaste
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Posted: 30th May 2008 00:52
hey ply

can we download ur mod yet??

cause i want to use the 3rd person driving script...but it says needs ur mod

What you know wont hurt you- except me
Toasty Fresh
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Posted: 30th May 2008 01:40
Quote: "Okay, I re-uploaded the file. Hopefully it won't be corrupt now."


Thanks a bunch, Ply.

xyzz1233
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Posted: 30th May 2008 02:22
@ flickenmaste
He'll be releasing it once he puts in AirMod (and when we get the 0.6 final release, not just the beta), and when he fixes a collision problem. Hopefully soon, though.
flickenmaste
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Posted: 30th May 2008 05:33
cool!

What you know wont hurt you- except me
Plystire
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Posted: 30th May 2008 05:40
@CG:

Glad to hear you're having so much fun with it.

I did try a test to see if it was the null space and it wasn't. I basically put the humvee in a room surrounded by walls and ont he other side of one of those walls was another room... The humvee collided with the wall sitting between the two rooms the same as it did for the other walls, so it can't be null space

I may just have to deal with the small character entity collision issue and just release the Mod like that. (This issue is also recurring in the official V1.07, so... not my fault )
Perhaps the issue will disperse during the migration and upon migrating Ply's Mod over to the that source code will eliminate the problem.
If it doesn't, then at the very least I wouldn't feel less inclined to fully rehaul the source code knowing in the back of my mind that a new source was about to be released anyway, thus forcing me to redo all the changes I've made.


@Xyzz:

LOL @ the example. Not sure Airslide would agree with such results.

Once you get it working and writing to the database correctly, let me know and we can go over the details.


The one and only,


Gunn3r
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Posted: 30th May 2008 07:19
I'd also like to see the results of this, xyzz, because I think I could set it up to automate the achievement system I have set up. If you have any questions you want to shoot my way, go ahead and ask them. I'd much appreciate anything you help out with, if you're willing.

flickenmaste
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Posted: 30th May 2008 07:24
@plystire- i wanna use ur driving script!

What you know wont hurt you- except me
xyzz1233
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Posted: 30th May 2008 13:35
@ Plystire:
I'll have a little functional demo Thursday of next week, probably.

@ Gunn3r:
How does this achievement system work? Like similar to Steam of Xbox Live, or different?

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