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

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Keo C
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Posted: 30th May 2008 19:26
@ flickenmaste
The world does not revolve around you in case you fell asleep in science class. Just wait for the release.


Image made by the overworked Biggadd.
xyzz1233
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Posted: 30th May 2008 19:52
<sarcasm>
Really? I thought Copernicus and Galileo theorized that the world did revolve around him...
</sarcasm>

Seriously, flickenmaste, we are all waiting patiently, and so can you.
CoffeeGrunt
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Posted: 30th May 2008 20:02
@Flickenmaste

Even I, who has a game in dev with this mod, has to wait, all you'll do is make a Humvee drive round a bland, unlit map and probably release it as something like, "ZOMG TEH VEHICLEZ!!"

@Ply

Since you're going to implement Airmod V0.6 into this, how will this work with dual wielding? I mean, the alternate animations and such he's added into the source.....

I'm going to use your NEXTLEVEL command to add something so epic into Izolis, every beta tester will wet themselves, and it isn't non-linear worlds, sadly, I don't think that'd work well with the story, etc, althogh I may have some non-lineararity.....

I would tell you what it is, but I don't want to spoil the surprise....

I have returned, after 28 days of exile, fear me!
Plystire
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Posted: 30th May 2008 23:37
Now now, guys, leave flickenmaste alone, I'm sure he meant it as an exclamatory remark of excitement and not a "I want it NOW!" kinda remark.


@CG:

Well, basically, you have a key that goes to alternate firing mode for the right hand weapon, and then you have CTRL+that key for alternate firing for the left handed weapon. Seriously that's the best I can come up with. Lol


The one and only,


Airslide
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Posted: 31st May 2008 01:53
Quote: "LOL @ the example. Not sure Airslide would agree with such results. "


I kicked Dave & [he who shall not now be named] along with some other guys in an FPSC online game in the rear (And that was before I became invincible...not sure how it started, someone was shooting at me constantly and I wouldn't die, some random bug with 8 players or something) So I dare you to get those results in an actual game, lol.

Toasty Fresh
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Posted: 31st May 2008 02:26
Quote: "[he who shall not now be named]"


Hmmm....

Aertic
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Posted: 31st May 2008 02:56
...He came, he went, and then he was removed from exsistence of two forums, and then he came and went again...Then to help with a mod, for hl2, recreating one of half-life, mental he was, mentality he could not stop, brilliant skill, yet left to die as he ruined his self as he became a Jerk on the express way to failure, he may be named again, yet he may never be seen again.

My crappy song I wrote up in 2.3 minutes, I feel all like a bard now?

Slayer222
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Posted: 31st May 2008 07:59
Quote: "[he who shall not now be named]"
Voldermort!?!

[img]
[/img] Official Airmod fanboy. Member of the Airlside fan club
Toasty Fresh
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Posted: 31st May 2008 08:13
"Polkedolkemort, is that you?"
"No, Harry..."
"MICHAEL JACKSON?!?"

Lulz.

Gunn3r
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Posted: 31st May 2008 08:23
Yep. What I could make it do is use the post_gamestats.txt that you mentioned earlier and use it in conjunction with my SMF forum to automatically award the user points if certain values are met. The forum would then award the user the points and the icon for the achievement, and the user won't have to touch a thing.

CoffeeGrunt
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Posted: 31st May 2008 12:43
The script pack is finished, please read the README included, it explsins what the scripts do and how to use them, if you have any problems with it, please reply here and don't spam my E-Mail.....

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Airslide
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Posted: 31st May 2008 19:48
Just looked through those scripts Coffee posted Ply, gotta say I love the look of your new commands. I think that, once it's released, I might end up using your mod

xyzz1233
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Posted: 31st May 2008 21:54
@ Gunn3r:
That makes sense. The thing is that I'm really not sure how difficult messing with a forum's database would be.
Gunn3r
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Posted: 31st May 2008 22:20
I could try and work that out, if you'd like. It'd be mainly SMF, though. I'll mess around with some stuff and see if I can get it working if you'd like to work together on this. I'll add you to MSN so that we can talk. I'm gonna head to work in about 10 minutes, so I'll be able to talk more tomorrow...

xyzz1233
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Posted: 31st May 2008 22:36
OK, sure.
CoffeeGrunt
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Posted: 1st Jun 2008 01:52
@Airslide

Why thak you, I can compile some stuff for Airmod if you want, but I'm unsure if you've actually edited the scripting system....

Plystire
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Posted: 1st Jun 2008 03:13
Looking good, CG.

I hope you tested all of those this time. Lol

@Airslide:

Well, when it's done, it'll have your Mod in it, so I don't see why you wouldn't want to.


The one and only,


Toasty Fresh
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Posted: 1st Jun 2008 09:47
Ply, the new file worked alright, loving the new syncrate command, but how come Errant's Desert Eagles aren't showing the new anims? Also, there is no kickback.

CoffeeGrunt
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Posted: 1st Jun 2008 14:11
@Ply

Don't worry...I did....

lazerus
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Posted: 1st Jun 2008 19:04
want...
must have ...
plz...

more like gears of war now ^_^

you could explain your body disappearing as you've entered a suit or something like mech assault !!!


i am proof
there is no god
CoffeeGrunt
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Posted: 1st Jun 2008 19:15
Quote: "Ply, the new file worked alright, loving the new syncrate command, but how come Errant's Desert Eagles aren't showing the new anims? Also, there is no kickback.
"


What new file....?

xyzz1233
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Posted: 1st Jun 2008 19:49 Edited at: 1st Jun 2008 20:03
@ Ply:

I just realized something... There aren't any kind of dual wielding animations for other characters or in multiplayer, are there?
CoffeeGrunt
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Posted: 1st Jun 2008 20:18
Nope, He told me it's near impossible to get entites to load 2 weapons for use......

xyzz1233
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Posted: 1st Jun 2008 21:01
I think you can get at any limb of a rigged model with the enhanced animations plugin, but as far as I see it, that would be too much work.
Toasty Fresh
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Posted: 1st Jun 2008 23:57
Quote: "What new file....? "


The fixed V106 file....

Errant AI
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Posted: 2nd Jun 2008 00:01
I don't think the new anims will be supported until v1.07 but I could be wrong.
Plystire
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Posted: 2nd Jun 2008 04:12
V1.06 only has that one little reloading bug with the dualwielding anims. V1.07 has that fixed plus the extra anims.


@xyzz:

No, the character models cannot dual-wield, especially without altering not only their animation rig but their limb placement, too. You would need a second "FIRESPOT" limb for where the second weapon would go as well. Sure, I can do the whole mirror trick again, but that's not going to settle the fact that there are no animations for dualwielding which most any character (except for one that I saw butterfingers made that he had rigged for dualwielding one of the model pack weapons... which had to be dualwielded... so I don't think his model would have worked for this either).

Same principal for multiplayer. But on top of remodelling everything, the system would have to forward information to everyone about the second weapon that everyone could be holding.

This is a singleplayer thing, so I'll make a note to remove it's functionality for multiplayer. Thanks.

Perhaps in a later version, if more modellers are willing to produce or edit their models with functionality for Mods, then I'll attempt to put it in.

As of right now, there's no point in me trying to do that, since:

1) I got a bunch of b!tching complaints that there were 4 hands when dual-wielding some weapons when it was clearly stated and repeated that guns would NEED to be remodelled for it to look right (I still get those messages)
2) As with the gun, people would need to remodel every character that they would want to have functionality with this.
3) I could only get away with dual-wielding for the player because the stock models could be used with the system I provided by default, thus giving some sort of functionality from the get go.


@The Toasty:

The kickback and the new anims must be declared in the gunspec file of the weapon you're trying to use. It's mentioned in the readme file that comes with the download.

The dual-wielding anims for V1.06 are a little broken. When it was released there really wasn't any way for me to test them, and, to be honest, I'm surprised they worked as well as they did without any testing, lol!


The one and only,


xyzz1233
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Posted: 2nd Jun 2008 04:39 Edited at: 2nd Jun 2008 04:48
You could mirror only one half of a model, but you'd probably mess too much stuff up, and end up with a walk cycle that is more like a jump cycle... Now that you've got me thinking, wouldn't it be possible to, for the model pack 6 weapons that are dual wielded, to cut off one half of the weapon and mirror it? Or am I just thinking up absurd ideas?
Plystire
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Posted: 2nd Jun 2008 06:07
I already considered doing that, lol.

The problem here is that one of the halves is going to need to be doing a different part of the animation than what the other half is doing.

And mirroring half of a weapon is just absurd, not only would alignment for the other half be off, but you'd be messing up weapons that don't have identical halves.


The one and only,


xyzz1233
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Posted: 2nd Jun 2008 06:35
Yep, so I guess we've reached the same conclusion, that it is impossible to make already-made weapons and characters work well with the dual wielding features of your mod, unless we were to re-animate things, or add a massive amount of code that would most likely end up with so many bugs and glitches.
Plystire
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Posted: 3rd Jun 2008 00:02
@coffee grunt:

I just now noticed that you have an "XPkill.fpi" script in your script pack. Looks like you were about to start making a "level up" system. Why did you stop?

Definitally something for the next script pack, I'm sure.


The one and only,


Airslide
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Posted: 3rd Jun 2008 04:31
Quote: "Well, when it's done, it'll have your Mod in it, so I don't see why you wouldn't want to. "


Very true

Don't forget to put my logo somewhere, lol. I'm thinking about making that a license requirement for 0.6, but first I have to think of a decent place people would put it. In the website/forum it is located would probably be a good idea.

Plystire
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Posted: 4th Jun 2008 07:29
Will do. It'll probably be on the same post as the release download.

Other than that... not sure what I can do since no body around here likes to have so much as a watermark pixel on their screens that doesn't need to be there.


The one and only,


flickenmaste
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Posted: 4th Jun 2008 07:35
Quote: "Even I, who has a game in dev with this mod, has to wait, all you'll do is make a Humvee drive round a bland, unlit map and probably release it as something like, "ZOMG TEH VEHICLEZ!!""


HOW DID U KNOW!!!!

jk


no i play to use it in my game...i really got a good map being build right now..lights and everything!

What you know wont hurt you- except me
Toasty Fresh
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Posted: 4th Jun 2008 13:11
Quote: "lights and everything!"


WOW!

Urlforce Studios
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Posted: 4th Jun 2008 18:59 Edited at: 4th Jun 2008 19:19
Ply email me bro, I'm back around. We've been missin our "daily" chats on msn

Everyone else carry on.

CoffeeGrunt
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Posted: 5th Jun 2008 19:58
Quote: "just now noticed that you have an "XPkill.fpi" script in your script pack. Looks like you were about to start making a "level up" system. Why did you stop?

Definitally something for the next script pack, I'm sure.
"


Ermmm....That accidentally got dropped in there, I'm unsure if I'm allowed to release it, it's for a certain game *cough, cough*.......

One clue, "Ignore This"..........

Dark Jaguar Flame
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Posted: 5th Jun 2008 20:31 Edited at: 7th Jun 2008 19:43
I just cant wait ..
Maybe i can freeze myself and butters must melt the ice when this comes out..

Gunn3r
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Posted: 6th Jun 2008 04:41
I'd like to take a look at where you were going with that XP system, Coffeegrunt... I may think about using something similar to that in a future game, if possible...

CoffeeGrunt
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Posted: 7th Jun 2008 01:03 Edited at: 7th Jun 2008 01:05
Hmmm....Good luck with that, Gunn3r........

I'm planning to make another script pack, but this time I'll take requests, so far I've got the idea for a system to set the player's start health to the one set in the playe start marker, anyone got any requests/suggestions, also, has anyone actually used the other scripts yet....?

List So Far:

*System to set Player Start Health to Default,
*Possible Boss Script, where you activate items to damage his health,
*A PC interface script, perhaps with hacking, maybe even BSoD simulation....
*Possibly, an improved AI that uses variables for better calculation, etc.....
*Active Music Changer, creates a Music variable, then you assign the variable values to a song, you increment the variable by using a special trigger zone script, eg:


Any more requests?

Punk13
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Posted: 7th Jun 2008 03:39 Edited at: 7th Jun 2008 03:45
Hey, Ply whenever your ready to realest the modd my money is ready to go to your hands. Yes i have your cash right here. So when can i pay you?

Oh and do you plan to make a x10 modd ever?

CoffeeGrunt
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Posted: 7th Jun 2008 11:02
He can't make an X10 mod, he doesn't have the X10 source code, and TGC aren't gonna release it anytime soon......

Also, the source requires DBP X10 to compile, which hasn't been released yet either......

Punk13
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Posted: 7th Jun 2008 19:42
oh, whoops

Plystire
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Posted: 8th Jun 2008 00:25
@Punk13:

Purchase will be setup when I get the release ready to go.

Unfortunately, I don't know when that'll be. I'm still torn between fixing the collision issue, releasing with the issue still there, or waiting for the migration source and hoping the collision isn't an issue with that..


The one and only,


xyzz1233
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Posted: 8th Jun 2008 19:42 Edited at: 9th Jun 2008 00:56
Well, I've got bad news... Unfortunately, 99% of hosting websites don't like people accessing MySQL databases remotely, and given that most people here don't run their own MySQL databases, I've decided we'll need to drop the whole remote MySQL thing and move on to something that is both compatible with most webhosts strict limitation of remote MySQL, and more secure. I said a while ago that I would try to get ASP.NET web services in, but most people don't even have ASP.NET, so really, I don't think that is the right way to go. So I've done my Googling (is that a word?), and found that there is a type of PHP web service, and since PHP is very widely used and accepted, I'll go with that. This should prove to be much easier than ASP.NET web services, and hopefully more people would be able to use it.

EDIT:
@ Ply:
Good news! I've found this site: http://www.freesql.org/
The owner of this site seems really nice, and provides free MySQL databases that can be remotely accessed, so we no longer have that problem. I'm currently working on the DLL, and I should have a little demo sometime soon, maybe tomorrow.
Punk13
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Posted: 8th Jun 2008 21:26
What?

Airslide
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Posted: 8th Jun 2008 23:55
Oh, Ply, about your collision bug - I was just thinking, this wouldn't really deal with the collision bug itself, but for vehicles shouldn't you use a collision method other than characters? I mean, vehicles should have proper physics. I dunno if the ODE plugin for DBP is extended enough to do them properly but you should be able to at least have a sliding box at the minimum

Plystire
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Posted: 9th Jun 2008 01:13
@Airslide:

Yeh, I've thought about using a normal dynamic entity, but then I'd need to get past the issue with Friction. I got one to move but it was so rough and nasty looking, it "jittered" on the ground while it moved. I also had some more reasons to use character entities, but I won't mention them for the sake of not getting people's hopes up.

If I got past the friction issue with dynamic entities, then I'd certainly let that be a possibility for users.


The one and only,


Airslide
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Posted: 9th Jun 2008 01:37
Does ODE allow joints and whatnot? You might be able to create wheels (or imitation wheels). Dang, more and more I wish we had DarkPhysics, that has a system designed specifically for vehicles. Ooh, and particles. And cloth. Tearable cloth. Oh and it'd be really easy to make cloth and attach it to the level.

Sorry I'm ranting.

Gunn3r
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Posted: 9th Jun 2008 02:42 Edited at: 9th Jun 2008 02:46
If you add (EDIT: DarkPhysics) to FPSC, would it cause any performance issues? It seems like with that extra calculation on all dynamic entities would cause a drop in FPS, if only a small one.
EDIT: Sig was a little big...


Gunn3r Games

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