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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Marc Steene
FPSC Master
18
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 19th Sep 2009 11:15
UPDATE 19/09/09

FPSC V1.16 BETA 10 has been released. There are some really cool new features in the latest BETA, so I've copied the features here:

V1.1.6 BETA 10 - 18/09/09
-------------------------

* Replaced interface with new unified version (X9+X10) (slight layout change, new getting started dialog, etc) - Migration in progress, anyone?
* Can set player start marker lives and health to zero, removing them from influence within the game
* Updated SWITCH2.FPI and added SWITCH2KEY.fpi and SWITCH3KEY.fpi (later requires key to operate switch)
* Added LIGHTCANDLE.FPI to simulate the luminance of fire and candle light in a room (for dynamic lights only) (i've always wanted a script like this)
* Fixed bug causing close portals clip universe camera close to them (removed near plane check from frustrum zero)

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
CoffeeGrunt
17
Years of Service
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Joined: 5th Oct 2007
Location: England
Posted: 19th Sep 2009 13:28
@Uman

In my opinion, it's the "icing on the cake" hat makes a good game great. Sure, I'd prefer a better physics system, with ball and joint physics and such, or even fresnel water and improved AI. However, ragdoll would be a great change from the standard crucifix pose we have now...

And from a more personal point, I actually find icing to be the tastiest part of the cake...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 19th Sep 2009 22:54
UPDATE 19/09/09

FPSC V1.16 BETA 11 has been released.

* Fixed interface to allow both X9 and X10 serial codes, and re-activated free version code (BUILD GAME redirect)

This is clearly preparation for the Migration, as we know existing users will receive it free.

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Changes
17
Years of Service
User Offline
Joined: 7th May 2007
Location: Scotland
Posted: 20th Sep 2009 00:23 Edited at: 20th Sep 2009 00:24
THIS MIGRATION MUST HAVE

MAX AMMO VARIABLE FOR WEAPONS!

If not it might as well die!

its a realy simple piece of code,

1. check if player ammo is between 0 and maximum ammo specified in gunspec

2. if ammo is between these variables, player can pick up new ammo

2.1 add currentammo to currentammostock
2.3 if ammo > maxammo, stop adding then
display message "Ammunition Full"
2.4 end

3. If currentammo = maxammo then
3.1 Dont pick up ammo
3.2 display message "Ammunition Full"
3.3 end if

4. reset loop until player atempts to pick up ammo

Most of the things included in the migration are probably 500x more complex than this, dont say just limit the ammount of ammo because players can still not use the gun for a while and have a goliath amount of ammo...

P.S Cba checking all 16 pages if this has already been posted...

jamie
knxrb
FPSC Tool Maker
16
Years of Service
User Offline
Joined: 10th Oct 2008
Location: United Kingdom
Posted: 20th Sep 2009 12:24
Quote: "MAX AMMO VARIABLE FOR WEAPONS!"

Horror Mod has this

knxrb


Play Runescape? Add me: shadow leo1
Changes
17
Years of Service
User Offline
Joined: 7th May 2007
Location: Scotland
Posted: 20th Sep 2009 13:13 Edited at: 20th Sep 2009 13:16
Quote: "Horror Mod has this "


this may have this but the migrations BETTER have this...
i could even implement it and i dont even know dark basic...

P.S i need this for x10, not x9 and if its free id rather take the free one

jamie
Changes
17
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Joined: 7th May 2007
Location: Scotland
Posted: 23rd Sep 2009 10:09
The migration also needs a sound marker, better than the old one.

This sound marker should have 2 radiuses, inner, outer, the inner radius is where the sound is constantly at the same volume (e.g beside a machine) the outer radius is where the sound begins to fade from the inner radius as the player moves away. The volume and name of the sound should be specifyed in the options section of the entity, It would be helpful if these sound things were triggerable. This is needed so badly.

The old one was very harsh and wasnt good as the sound instantly stoped as u left the zone which blows. Can you implement this for us please?

jamie
Nickydude
Retired Moderator
18
Years of Service
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Joined: 4th Nov 2006
Location: Look outside...
Posted: 23rd Sep 2009 16:15
Quote: "This sound marker should have 2 radiuses, inner, outer, the inner radius is where the sound is constantly at the same volume (e.g beside a machine) the outer radius is where the sound begins to fade from the inner radius as the player moves away. The volume and name of the sound should be specifyed in the options section of the entity, It would be helpful if these sound things were triggerable. This is needed so badly."


I've been saying that for quite a while, hope something can be done with it.

A r e n a s
16
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Joined: 9th Jun 2008
Location:
Posted: 23rd Sep 2009 21:14
I recon that the next release should have a reset of the main huds and come with the huds of X10. I recon that they are of a much better quality than the current X9 huds

nikas
15
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Posted: 23rd Sep 2009 23:06
actually the huds are not an issue at all you can even make your own so why should they take x10's?

A r e n a s
16
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Joined: 9th Jun 2008
Location:
Posted: 23rd Sep 2009 23:16
Ye, Ive made my own and everyting but I like the health, lives and stuff hud so i recon that they should copy it across

Changes
17
Years of Service
User Offline
Joined: 7th May 2007
Location: Scotland
Posted: 24th Sep 2009 18:40 Edited at: 25th Sep 2009 10:20
Quote: "I've been saying that for quite a while, hope something can be done with it."


Yes this and max ammo variable should have been in it from day 1 of fpsc, even doom had a max ammo variable.

If these arnt included, we all might as well commit suicide

jamie
Changes
17
Years of Service
User Offline
Joined: 7th May 2007
Location: Scotland
Posted: 17th Oct 2009 04:00
This damned project better not be DEAD!

jamie
Marc Steene
FPSC Master
18
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 17th Oct 2009 09:50
Oops, thanks for bumping this changes. Looks like I missed out some updates.

UPDATE 09/10/09 - FPSC X9 BETA 12 Released

* Fixed bug causing switches to reverse and doors not to show open on reload
* Added new showalluniquetextures=0 flag to show per-entity unique textures
* Added the TRIALPAY offer to a secondary BUILD GAME dialog prompt (to help users who cannot afford FPSC)

UPDATE 12/10/09 - FPSC X9 BETA 13 Released

* Added extra LOG entry at very top of each EXE to test if they run (then fail)
* Changed FPSC-Game.exe to initialise at 640x480 then upscale to chosen (netbook)
* If resolution specified in SETUP.INI not exist, uses desktop resolution
* Save Load dialog now adjusts based on the resolution of the game (run-time)
* Adjusted loading bar progress width based on chosen resolution
* Amended the interface logging code to ensure the trace log appears with the EXE
* NOTE: to trace the interface, set trace=1 in the FPSCI-050.ini file (langfile)

UPDATE 13/10/09 - FPSC X9 BETA 14 Released

* Added PREVIEW button back into the FPI wizard for editing game screens (X9)
* Added new ASPECTRATIO, defaults to one to fix long-running aspect issue
* Interface : Entity and segment library trees collapsed now by default (neater)
* Interface : Now shows ALL the guns, not just the first 17 in Weapon Slot dialog

UPDATE 15/10/09 - FPSC X9 BETA 15 Released

* Added thick black border to the RAWTEXT FPI feature
* Interface now remembers which trees where expanded for entity and segment libraries

Sorry for that, I lost track of the thread

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Changes
17
Years of Service
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Joined: 7th May 2007
Location: Scotland
Posted: 22nd Oct 2009 22:39
where can i download the beta of this?

jamie
Changes
17
Years of Service
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Joined: 7th May 2007
Location: Scotland
Posted: 22nd Oct 2009 22:46
Quote: "I recon that the next release should have a reset of the main huds and come with the huds of X10. I recon that they are of a much better quality than the current X9 huds
"


The hud in x10 is EXCACTLY the same as x9! (headsmack)

jamie
RedneckRambo
18
Years of Service
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Joined: 19th Oct 2006
Location: Worst state in USA... California
Posted: 22nd Oct 2009 23:07
Quote: "The hud in x10 is EXCACTLY the same as x9! (headsmack)"

The main X9 and X10 huds are different. X10 has a black aero like hud where as X9.... Is incredibly stupid

Has Lee said anything about the migration lately?

Signature's are stupid.
Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 23rd Oct 2009 19:41
I don't think so, if we're lucky he'll post something in the next newsletter...

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Nike
15
Years of Service
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Joined: 2nd Dec 2008
Location: Finland
Posted: 21st Nov 2009 20:42
Aaarggh! I really can't wait. I've formated my comp now and i wont install fpsC again before this


U want a signature like this? Hit me with email and let's see what i can do for you
Kerrby
16
Years of Service
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Joined: 14th Mar 2008
Location: Australia mate.
Posted: 23rd Nov 2009 15:36
Still nothing?

Pfft.


WizMod Developer.
Marc Steene
FPSC Master
18
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 23rd Nov 2009 15:51
Nope, doesn't look like it. If anyone finds any news, feel free to post it here.

FREE FPSC Billboard Pack: http://forum.thegamecreators.com/?m=forum_view&t=160850&b=24
Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
I am TheFirst Person
14
Years of Service
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Joined: 23rd Nov 2009
Location:
Posted: 26th Nov 2009 22:24
Hey guys. Is there any way to import an OBJ file into fps creator?
Marc Steene
FPSC Master
18
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 2nd Dec 2009 14:58
*BUMP*

UPDATE 2/12/09

Lots of news concerning the migration in the December newsletter. From what I've been able to piece together, it looks like it is going to incorporate DarkVoices (lipsync) into the engine. It will also feature a direct model importer, meaning objects can be imported straight into the game engine and FPSCreator will automatically scale and rotate it and generate the fpe. Another possible feature would be the ability to draw your levels out.

I've copied the relevant text below for easier reading:



FREE FPSC Billboard Pack: http://forum.thegamecreators.com/?m=forum_view&t=160850&b=24
Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Changes
17
Years of Service
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Joined: 7th May 2007
Location: Scotland
Posted: 17th Dec 2009 15:51
Well hurry up im trembling with excitement for this to come out!!

jamie
Chris Redfield 2008
17
Years of Service
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Joined: 29th Sep 2007
Location: Beecher\'s Hope
Posted: 21st Dec 2009 10:32 Edited at: 21st Dec 2009 13:22
*BUMP*

BRING ON THE MIGRATION

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

DARKNESS IS COMING...2010... Where will you be?
Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 22nd Dec 2009 16:13
UPDATE 22/12/09

FPSC X10 V1.10 BETA 1 has been released.

V1.10 BETA 1 - 17/12/09:

* Fixed bug causing large height static entities placed high in the level to crash the AI
* Added Game Creator Store as a built-in feature of the new merged FPS CREATOR interface
* NOTE: Be aware that if you experience a Setup10.DLL conflict, remove the PERFHUD folder from the BIN folder
* Fixed bug causing X9 and X10 serial code systems to clash when both on same system
* Fixed bug causing version numbers not to determine which value was higher when X.XX.XXX format used


THE ONLY WAY TO STAY OUT OF IGNORANCE IS TO KEEP ASKING
ace93
15
Years of Service
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Joined: 22nd Feb 2009
Location:
Posted: 22nd Dec 2009 16:49
post a link when this is out kay?
Bigsnake
15
Years of Service
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Joined: 7th Apr 2009
Location: England
Posted: 22nd Dec 2009 17:39
Quote: "FPSC X10 V1.10 BETA 1 has been released."

NO WAY, COOL !!!

fpsc-world, fpsc fan site
Vista, Amd Athlon 7750 (64 bit + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Chris Redfield 2008
17
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Joined: 29th Sep 2007
Location: Beecher\'s Hope
Posted: 29th Dec 2009 01:34
*Bump*

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

DARKNESS IS COMING...2010... Where will you be?
Kerrby
16
Years of Service
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Joined: 14th Mar 2008
Location: Australia mate.
Posted: 29th Dec 2009 01:46
Quote: "*Bump*"


What was the bump for?


WizMod Developer.
Marc Steene
FPSC Master
18
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 29th Dec 2009 11:55
No more news about X9 or X10 yet.

Offtopic: This thread is starting to become pretty popular, it could become the most popular thread in the Product Chat if it keeps continuing. We're falling short of Fenix mod, V116 BETA thread, Old Project Blue Thread, Horror Mod, FPS Creator Bonanza, and the Official Community Guide


THE ONLY WAY TO STAY OUT OF IGNORANCE IS TO KEEP ASKING
Lucidx
15
Years of Service
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Joined: 22nd Jul 2009
Location:
Posted: 30th Dec 2009 01:16
When is the migration going to be released, we have been waiting like 2 years.

Lucidx
Flatlander
FPSC Tool Maker
17
Years of Service
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 30th Dec 2009 01:38
Quote: "What was the bump for?"


I suppose to keep the thread alive?

Quote: "When is the migration going to be released, we have been waiting like 2 years."


It's not easy ya know when there is basically only one main programmer. As marc steene said there are things within the newer version that is preparing the way.

As a programmer myself I'm sure Lee wants to go slow -- add a few things and then make sure they are working. Lee is working on other things besides the migration as well. I don't know but I almost can feel it in my guts that we are going to be sing v117 beta start up soon after the first of the year. I think (hopefully anyway) that we will see more features in this and subsequent betas. I'm also guessing that we may find v118 and 119 betas as well and then maybe version 120 will include FPGC.

But, then what do I know. But, I am hopeful. You younger kids have a lot more time in front of you than I do so don't worry about it.

-----------------------------------------------
OliveTreeGames
Chris Redfield 2008
17
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Location: Beecher\'s Hope
Posted: 31st Dec 2009 07:32
*Bump*

Jeez, I hope Lee doesn't drag it out until V1.20!

Overall, I think this migration will be well worth the wait(assuming all goes well with it). But, I doubt it will ever be comparable to let's say... Unity Engine. And UDK? No way. Never in a million years...

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

DARKNESS IS COMING...2010... Where will you be?
Nickydude
Retired Moderator
18
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Joined: 4th Nov 2006
Location: Look outside...
Posted: 31st Dec 2009 14:51
Please stop bumping, Lee hasn't forgotten about this.

Marc Steene
FPSC Master
18
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 31st Dec 2009 15:34
Quote: "Lee hasn't forgotten about this."


Lee actually has a document mapping out his plans for world domination which include the Migration...okay, maybe not But yeah, this thread will resurface when any new updates about X9, X10, or the migration are released. If anyone finds anything interesting then feel free to post it here.


I USED TO BE MARC STEENE
Lucidx
15
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Joined: 22nd Jul 2009
Location:
Posted: 31st Dec 2009 17:52
I have a question.

Do you guys think that since this migration will be feature packed and improve FPSC beyond belief that it will be any harder to use? Can we safely assume that it will still have the point and click user friendly GUI that we all know and love (lol) ?

I mean, there will definitely be more cool options and stuff and I have no doubt in my mind that I'll be able to handle it, it's just does anyone thing that the entire interface will get a makeover?

Lucidx
FPSCgamerguy
User Banned
Posted: 31st Dec 2009 17:55
I hope we can get the chug gun thing like in X10. that will go well with Ply's Mod too!

Chug gun + Ply's Mod = dual chug= mayhem= happiness!
FPSCgamerguy
User Banned
Posted: 1st Jan 2010 01:35
So..........Happy New Years Eve '09!

And that means that the migration thing could come soon!

I can't wait til the migration, the days just seen to get shorter for me!
so, there is going to be:
Water
Ragdoll
Allies
Stuff
I can't wait!
Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 1st Jan 2010 19:57
Quote: "Do you guys think that since this migration will be feature packed and improve FPSC beyond belief that it will be any harder to use? Can we safely assume that it will still have the point and click user friendly GUI that we all know and love (lol) ?"


I think one thing we can be sure of is that X9 will receive X10s sleek new GUI editor. Sure, it may only be a change of icons and other things such as the new player start marker, but it certainly makes the map editor seem a lot more sleeker. As for difficulty, I think it will be nearly the same as X10 (adjusting effects using sliders) and the options will be available to those who want them.


I USED TO BE MARC STEENE
Bigsnake
15
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Joined: 7th Apr 2009
Location: England
Posted: 1st Jan 2010 21:20
Quote: "And that means that the migration thing could come soon!"


not rly, lee still has major work to do

Quote: "Water
Ragdoll
Allies
Stuff"


More then that

fpsc-world, fpsc fan site
Vista, Amd Athlon 7750 (64 bit + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Changes
17
Years of Service
User Offline
Joined: 7th May 2007
Location: Scotland
Posted: 2nd Jan 2010 17:20
Quote: "FPSC X10 V1.10 BETA 1 has been released."


IF its released, why isnt there a damned download link so i can try the beta? or does it download through the editor updator?

jamie
Deathcow
FPSC Reloaded Backer
19
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Joined: 13th Nov 2005
Location: Right here!
Marc Steene
FPSC Master
18
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 2nd Jan 2010 19:44
Thanks Deathcow.


I USED TO BE MARC STEENE
Lucidx
15
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Joined: 22nd Jul 2009
Location:
Posted: 2nd Jan 2010 20:12
Quote from the x10 v1.10 beta

Quote: "NOTES

* No new features are planned for X10 as all new features will be part of the Migration Version moving forward "


http://forum.thegamecreators.com/?m=forum_view&t=162704&b=33

MayB migration will start with the next update

Lucidx
Confederate Soldier
User Banned
Posted: 2nd Jan 2010 21:01
Lets hope so


a.k.a. General Jackson
Kerrby
16
Years of Service
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Joined: 14th Mar 2008
Location: Australia mate.
Posted: 4th Jan 2010 11:22
Quote: "MayB migration will start with the next update "


With Fenix mod out and this "migration" taking 23 months so far and we've had very little information on updates, is it really worth it?


WizMod Developer.
Marc Steene
FPSC Master
18
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 7th Jan 2010 19:32
Since we haven't heard from Lee for a while about the migration, does anyone have any questions to ask him (I'll soon be sending a compiled list of questions which he will hopefully answer).


FPSC MIGRATION: http://bit.ly/5I8LYO
FPSC NUCLEAR EXPLOSION: http://bit.ly/67v8GI
Bigsnake
15
Years of Service
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Joined: 7th Apr 2009
Location: England
Posted: 7th Jan 2010 19:52
I think lee is busy with the x10 v110 update atm

http://image.fps-files.com/images/42SIG.jpg[/img]
Vista, Amd Athlon 7750 (64 bit + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
mgarand
16
Years of Service
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Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 7th Jan 2010 20:09
well they deserve an update...



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.

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