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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Chris Redfield 2008
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Posted: 23rd Feb 2010 07:40 Edited at: 23rd Feb 2010 07:44
My Wishlist to you, Lee Bamber:

1. Ragdoll(LONG OVERDUE, LEE!).
2. Bloom.
3. Dark AI.
4. Particles.
5. Motion Blur.
6. T.O.D. System.
7. Parallax Mapping.
8. Dual Timer System.
9. BETTER Audio System.
10. Script Commands From BOLTH Ply Mod AND Fenix Mod.
11. MORE Blood and GORE.
12. Project Blue Camera Control.
13. UPGRADE Stock Media(maybe have Bond1's M.P. 38 Shaders applied to all of it: Characters, Segments, Entitys... EVERYTHING).
14. Add MORE Stock Media(maybe hire an artist... any artist, such as Bond1, Kravenwolf, The Cosmic Prophet, Errant AI, or even Heltor to do the job).
15. Have ARMS AND LEGS come WITH THE STOCK ENGINE.
16. Make MAP SIZE AT LEAST 3 TIMES BIGGER than it's current size.
17. All-Around BETTER MULTIPLAYER.
18. Maybe a plugin for importing media from FPSC, into 3D Movie Editors such as iClone?

Whew... That's about all I can think of to improve FPSC. For now, at least. Redfield, out.

C.R. 2008

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

THE ART OF DARKNESS IS COMING... 2012
Shadowtroid
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Posted: 23rd Feb 2010 12:47
Good list...Except, I don't like 13 and 14. I don't really think stock media is that important to the engine. And, they can't just put Bond1's shaders on everything; that would in many ways be stealing.

charger bandit
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Posted: 23rd Feb 2010 14:21
All I truly want is:

1.Proper Collision
2.Overhauled rendering system since FPSC ruins any texture
3.New animations and AI for characters
4.Timer Based system
5.Basic Airmod and stuff that is useful

Then we can talk about ragdoll and bloom and all that fancy stuff.


A.K.A djmaster
Scene Commander
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Posted: 23rd Feb 2010 14:29
Quote: "13. UPGRADE Stock Media(maybe have Bond1's M.P. 38 Shaders applied to all of it: Characters, Segments, Entitys... EVERYTHING).
14. Add MORE Stock Media(maybe hire an artist... any artist, such as Bond1, Kravenwolf, The Cosmic Prophet, Errant AI, or even Heltor to do the job)."


This doesn't really have anything to do with the migration, if you want new media, either buy it or make it yourself, you can hardly expect a company to consider loosing money by giving away free models when they are already upgrading a package many of us would have been happy to pay extra for.
Scurvy Lobster
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Posted: 23rd Feb 2010 14:55
Lee: nice to see your work on FPSC X9. Keep up the good work!

I hope that all the new stuff we are going to see in FPSC doesn't slaughter performance too much. As usual I vote for stability, compatibility and speed before fancy graphical effects.

SekoIdiootti
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Posted: 23rd Feb 2010 15:06
Oh, and yeah, better multiplayer would be really cool.
So there could be dynamic entities...

Kill3r7
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Posted: 23rd Feb 2010 19:07
Sure I can add my mod in the source code 1.17 (ragdoll, dark AI etc)

Scurvy Lobster
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Posted: 23rd Feb 2010 20:26
Kill3r7: ragdoll is probably already found in V117 (Lee and his screenshot showing it earlier).

Kill3r7
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Posted: 23rd Feb 2010 20:51
I say the ragdoll its not found in 1.17? ^^ I say only I can add my mod on this source code if its open beta!

TerrorNation
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Posted: 24th Feb 2010 20:22
My wishlist to Lee and co. (no particular order):
1. Ragdoll
2. Water
3. Dynamic Entities and Grenades, Flak etc in multiplayer
4. Larger Map size cap

That's it really... Everything else i.e. Timer logic is covered in PB which I have
CapnBuzz
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Posted: 24th Feb 2010 20:53
Lee,

There are many things that would enhance the look of FPSC 9, but in my opinion the most important update to the gameplay would be improved AI. If I had to make a choice between graphical bells-and-whistles and improved gameplay, I'd always choose gameplay.
TerrorNation
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Posted: 24th Feb 2010 20:55
Same here. Gameplay is always good and AI needs refining definitely, and FPSC's x9 graphics aren't too shoddy anyhow
Toasty Fresh
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Posted: 25th Feb 2010 00:27 Edited at: 25th Feb 2010 00:31
Quote: "13. UPGRADE Stock Media(maybe have Bond1's M.P. 38 Shaders applied to all of it: Characters, Segments, Entitys... EVERYTHING)."


Actually that idea isn't half bad. Would really help FPSC if it had current-gen shaders.

Quote: " And, they can't just put Bond1's shaders on everything; that would in many ways be stealing."


And yeah I'm pretty sure they can. Isn't MP38 technically TGC's property? They pay Bond1 for making it, so I think they have ownership. Although the shaders are a selling point for MP38, aren't they?

I suppose it would be an idea for TGC to sell a 'shader pack' which would install the shaders onto every stock segment.

I ought to buy MP38 soon.

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Shadowtroid
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Posted: 25th Feb 2010 02:04
You should. It's a good buy.

But I guess that they could do the shader pack...I would love to see stock media with that quality.

LeeBamber
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Posted: 25th Feb 2010 04:19
Thanks for this, keep the migration list priorities coming! For those of you who cannot wait to see rag doll, you can go check out the latest BETA6 of DBP U75 and the U75 EXTRAS zip which contains the latest internal V117 code to FPSC and the DBP you will need to compile it. You will also need the scripts in the U75 EXTRAS and copy them into your FPS Creator scriptbank folder before you can check out the rag doll. To activate rag doll on a character, just replace the DESTROY script with the one you will copy into the 'destroy' folder called ragdollcorpse.fpi

An official announcement will follow, but I wanted to give you an informal heads-up that I have recruited the help of hockeykid, who has kindly agreed to help bring the migration version to you a lot quicker than would otherwise have happened. You can treat his posts and feedback as if they are my own as he now has the same powers as myself to affect code fixes, changes and upgrades to the official version. Some of you might be familiar with his pedigree when it comes to modding, and I am sure you will welcome his contributions in the weeks and months to follow.

I will be on holiday for a week from Sunday, but you will be in safe hands as hockeykid assembles a master list for the migration work, and begins implementing those features best suited to his past experiences and skills. Please bear with us, as we are only two right now, so these features will only come one or two at a time, but rest assured the drum roll as begun

I drink tea, and in my spare time I write software.
Help bugs!
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Posted: 25th Feb 2010 05:30 Edited at: 25th Feb 2010 05:31
@Lee
Its GREAT to see that work is actually being done towards the migration! Also I think Getting hockykid to help is a great idea.

Enjoy your Holiday mate

Thanks,
Help Bugs!
(don't ask)

FPSC + user = BUGS!!!!!
Chris Redfield 2008
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Posted: 25th Feb 2010 10:34
Here's my idea of a Dream Team that will make The Migration happen:

Lee Bamber
Hockeykid
Plystire
s4real
Kill3r7
Nighthawk
Dark Goblin

Get those Lucky 7 all together, and I bet we'll have The Migration by late 2011 - early 2012.

C.R. 2008

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

THE ART OF DARKNESS IS COMING... 2012
Help bugs!
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Posted: 25th Feb 2010 10:49 Edited at: 25th Feb 2010 10:50
@ Chris
That would be awesome!!! But The migration should happen around that time anyway. Shouldn't it?

FPSC + user = BUGS!!!!!
Toasty Fresh
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Posted: 25th Feb 2010 11:05
I'm glad Hockeykid now has a part in this, because he is part of the community and will pay a lot more attention to us.

Quote: "Here's my idea of a Dream Team that will make The Migration happen:

Lee Bamber
Hockeykid
Plystire
s4real
Kill3r7
Nighthawk
Dark Goblin"


I doubt Ply would want to and Kill3r7 seems somewhat arrogant and ignorant. Nighthawk and Goblin are top blokes but I'd imagine they'd want to stick to helping the german forums.

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Nomad Soul
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Posted: 25th Feb 2010 13:06
We are getting bigger updates by the day at the moment.

Great news to have Lee and Hockeykid working on the official FPSC engine.

Soon we will have ragdoll, a timer based physics engine and tons of great mod features. This is indeed shaping up to be a great migration now. What a difference a week makes!!

Ply and S4Real would be great to have for scripting, performance and multiplayer features and full screen shaders of course. Nighthawk and Dark Goblin would be able to contribute a lot in terms of next gen graphics although we need to be careful about compromising performance and stability.

Scene Commander
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Posted: 25th Feb 2010 13:31 Edited at: 25th Feb 2010 13:49
Good to hear about HockeyKid being on board. Great news.

As for the dream team, Hockeykid already has all of Ply's code and Ply has already offered any of it to Lee to use in the migration, Kill3r7's work is based almost solely on Dark Goblin's, something which is already open source and to be honest, in my opinion Xara mod doesn't add much that Dark Goblin hasn't already achieved, and sadly all of the major graphical mods are very processor hungry (I can't get more that 10fps from Kill3r7's mod), so I can't really see those as a priority.

I think the combination of Lee and HockeyKid is fine for the moment, too many cooks and all that.. Let's wait and see what happens in the migration beta shall we.

As an afterthought, I'd like to see a hide/show entity script command and a hide entity at xx distance as an option in the set up fields. WASP mod used a similar and not overly developed system based purely on entity size which hid dynamic entities when they were a certain distance away. I managed an average FPS increase of around 7-8 just through this alone. It needed work to really improve it but it was a good start.

Lastly, I doubt it's of much use as it is mainly aimed at beginners but Lee/HockeyKid, if any of the code in the modders resource database if of any use please feel free to use it.
Nickydude
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Posted: 25th Feb 2010 15:01
Having more than 1 person working on FPSC (and hopefully solely on FPSC) should bring us great rewards in the future. Looking forward to it and congratulations Hockeykid.

Marc Steene
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Posted: 25th Feb 2010 15:26
Yay, it's stickied I can't wait for the migration to kick off...stock FPSC will become so much more functional.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
The Fps Creator rocks!
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Posted: 25th Feb 2010 17:22
Yay! This is great!

Dark Goblin
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Posted: 25th Feb 2010 19:20
Yeah, I hope this will bring the Migration a big step forward, because Hockeykid knows what he is doing.

If you two would be able to get some other Mod things in like scriptcommands, this would be the best, but first try to get the "normal" migration ready!

... efxMod Developer!
Bigsnake
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Posted: 25th Feb 2010 21:55
Here is 12 ideas I thought of ....

1) Better performance as Shadowtroid said
2) New effects :

Water
Bloom
Parallax shadering
Proper Time of Day
Soft Shadows
Motion Blur
Particles
Particle Distortion effects ( Heat way for Fire, ETC)

3) Better AI
Dark AI is ok but it could be alot better. Something like the MW2 AI would be good

4) Camera Control and In-Editor Animator
By this I mean Camera control for cutscenes and a In-Editor Animator as in a animator that allows you to animate along a time line for the camera control so you can make exiting cutscenes

5) Allow sprinting animations

6) New map editor
FPSC really needs a new map editor. Something where you can load the textures and make CSG brush and then design the level like that

7) In Editor lighting preview

8) No rebuilding everything + faster building

I like to build several rooms then test them out to make sure everything works ok and I don't want it to rebuild every time I start the level. If I make any changes I just want the changes to be rebuilt and not the whole level.

And the building times could be a little bit faster

9) Better gore

10) Ragdoll

11) New use key
F should be the use key as it is easier to reach, you don't have to move your hand across the keyboard.

12) Better Leaning

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Thraxas
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Posted: 25th Feb 2010 22:19
Quote: "11) New use key
F should be the use key as it is easier to reach, you don't have to move your hand across the keyboard."


You can already set it as F. You can set it to anything you want.

Your signature has been [mod edited] :-p
Bugsy
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Posted: 25th Feb 2010 22:26
Quote: "1) Better performance as Shadowtroid said"


absolutely!

Quote: "3) Better AI
Dark AI is ok but it could be alot better. Something like the MW2 AI would be good"


MW2 had some of the dumbest AI I've ever seen. I think that darkAI is really good, and just needs better animations, and more commands for different types of enemies.

Quote: "6) New map editor
FPSC really needs a new map editor. Something where you can load the textures and make CSG brush and then design the level like that
"


I actually like FPSC's editor, it's original! maybe that could be another extra way to edit. like you can do both segments and CSG paining.
================
here's a little wishlist of mine. maybe, if I'm really good this year, ole st.lee will make these changes
================

1)fenix mod, horror mod, Project blue mod integration
2)new darkAI commands/more control over darkai (basically scriptable darkAI)
3)darkAI following you up and down, and ability for AI to jump.
4)ragdoll physics for dead characters
5)more animations to make darkAI better
6)light reflection based upon how large a light is. the bigger the light, the more visible it is inside the shadow.
7)jump distance asjustments in player marker
8)ability to handle twice as many polys without lag as is possible now
9)ability to handle 3 times as many characters per level.

i may think of more.



to fenix mod!
TerrorNation
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Posted: 25th Feb 2010 23:05
Why does everyone say Project Blue integration? People paid good money for that; you can't just go and implement it for free for the rest of the public
The Fps Creator rocks!
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Posted: 25th Feb 2010 23:13
Oh, and a player swim animation would be great! Like Far Cry.

Nickydude
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Posted: 25th Feb 2010 23:19 Edited at: 25th Feb 2010 23:19
Ok here's mine. :p

1/. Non 'glowing' dynamic entities.
2/. Eliminate light leakage.
3/. Full map usage without crash or lag.
4/. Better use of sound zones so you don't hear a fire crackling from the other side of the map!
5/. Better enemies, like the ability to walk over overlays (e.g blood, etc).
6/. Separate entity timers.

Shadowtroid
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Posted: 25th Feb 2010 23:39
Hmm. Didn't think of those Nickydude. I want those too now.

Plystire
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Posted: 26th Feb 2010 00:12 Edited at: 26th Feb 2010 00:15
Here's my list:

1) Dark AI
2) Lots of performance!!!
3) Improved lighting system (forward environment lighting information to shaders)
4) PB's full-screen shader system (Since I know Lee would be able to fix the "issues" with it like no one else can )
5) Fix small issues in the engine (Such as those pointed out by Nickydude's list 2, 4 and 5)
6) If time permits... perhaps a better physics system for characters. Anything larger or smaller than a stock character doesn't work very well, especially colliding with segments. This could also be looked into for the possibility of interaction with terrain, stairs, or slopes in general.


Quote: "Why does everyone say Project Blue integration? People paid good money for that; you can't just go and implement it for free for the rest of the public"


Because PB is great!! Lol!

I don't see hockeykid depricating PB. PB will more than likely retain its features and continue to grow with newer and better features that the official updates won't see for quite some time.


The one and only,


Toasty Fresh
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Posted: 26th Feb 2010 01:12 Edited at: 26th Feb 2010 01:15
At the very least Project Green should be integrated as well as the Full Screen shader system.

EDIT: Also there should be better player physics. I believe the player collision box is just a big ball at the moment? Xplosys had to alter his plane segments to accomodate for this.

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Bugsy
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Posted: 26th Feb 2010 04:12
if there were just ragdoll, darkAI and bloom I'd be happy. airmod integration would be lovely too.



to fenix mod!
Satchmo
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Posted: 26th Feb 2010 05:51 Edited at: 26th Feb 2010 05:53
Quote: "Non 'glowing' dynamic entities."


Harrrd to do without changing the lighting system significantly.

Lee, just ignore all the graphical effects for now(excluding things that directly impact game play i.e. water), what I really think fpsc would benefit from is a few more fpi commands.

4125
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Posted: 26th Feb 2010 07:56
My List Is Simple:

1) Performance. I want the game to run perfectly with alot of action gonig on at once.

2) Water

Whatever else is added will be nice. I hope i wont have to do things myself. I can't code for my life. Hope FPSC stays easy to use like Always.

Computer Specs: Intel Core 2 Duo E7400 2.80GHz @ 1066Mhz FSB 3MB Cache, Dual Channel 8192MB DDR2 PC6400 800MHz RAM, XFX Nvidia Geforce 9800 GTX+ 512MB, XFX 780i SLI Motherboard
creator of zombies
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Posted: 26th Feb 2010 09:01
Quote: "Non 'glowing' dynamic entities."

I already fixed that with a shader that I released a while ago.

-Demon Sun: Lead Developer-
Dead Man's Cradle: Lead Developer
Scurvy Lobster
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Posted: 26th Feb 2010 09:09 Edited at: 26th Feb 2010 09:10
Quote: "I already fixed that with a shader that I released a while ago."


But it would be really nice to have a fix that worked without shaders. My Egyptian game-in-development runs without shaders for compatibility purposes and has 'glowing' entities everywhere (which is really bad for the feel of the game).

Since the game is based on finding certain entities a fix is needed but I hope a shader is not the only solution to fixing this.

wizard of id
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Posted: 26th Feb 2010 13:09
Well only two wishes..

Better FPE, FPS support allow more entities per segment more CSG per segment...

Terrain platform wall ceiling and entity collision...do not care much for any thing else.

Make that 3 wishes ladders rope chain gutters any thing 90 degrees that is climbable by using a climb flag.....PRETTY PLEASE...

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

Marc Steene
FPSC Master
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Posted: 26th Feb 2010 13:38
The first post has been updated due to the thread being stickied. I've removed all information concerning the "Old" migration to avoid confusion, and any new information will be added there.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Bugsy
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Posted: 26th Feb 2010 16:01
oh, another one. shaders on the level geometry. all of it.



to fenix mod!
Marc Steene
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Posted: 26th Feb 2010 16:09
Good news everyone, Lee has labeled this thread as official


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
LeeBamber
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Posted: 26th Feb 2010 16:13
The great thing about setting up the code base on Google Code is that hundreds of wish list ideas can be coded and contributed by modders to the official version. Remember that you don't need to be a coding wiz-kid to be a modder, Dark Basic Pro is pretty easy to learn and use, and FPS Creator source code is just a string of simple concepts chained together. Currently we are only two coders, so your wish list items might be a while in coming (particularly as everyone has their own wish lists), but there is nothing stopping you picking up a free copy of DBP, downloading the latest FPSC source code and having a tinker. You might be surprised how much you can accomplish!

I drink tea, and in my spare time I write software.
Marc Steene
FPSC Master
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Posted: 26th Feb 2010 16:29
Quote: "there is nothing stopping you picking up a free copy of DBP, downloading the latest FPSC source code and having a tinker."


I'm going to try that...I once looked at the FPSC source 2 years ago or so but never really got far with it. Hopefully this time I'll be more successful...


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
LunaSea
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Posted: 26th Feb 2010 16:55
Quote: "Currently we are only two coders, so your wish list items might be a while in coming (particularly as everyone has their own wish lists), but there is nothing stopping you picking up a free copy of DBP, downloading the latest FPSC source code and having a tinker."


2 1/2 years of hype with the results only being "do it yourself".

If 2 coders "might be a while" with "tinkering" in the code, how much longer would a NON-coder take in first, LEARNING the language, then actually being able to apply it successfully?

Huge let down.

Can't say its been fun but it certainly has been educational as to how TGC work.

Glad I learned now instead of investing anymore.
Scurvy Lobster
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Posted: 26th Feb 2010 17:07
Quote: "hundreds of wish list ideas can be coded and contributed by modders to the official version"

My only worry would be that we get a lot of buggy features that slow down the engine. Maybe anything that gets added to the code from now on should have some form of 'disable' setting directly from FPSC so that you could avoid costly bloom and shader effects that won't benifit your game?

TerrorNation
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Posted: 26th Feb 2010 17:47
Where do you get a free version of DBP?
The Fps Creator rocks!
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Posted: 26th Feb 2010 17:49
On the Dark Basic Pro website.

Cyborg ART
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Posted: 26th Feb 2010 18:12
Quote: "Quote: "hundreds of wish list ideas can be coded and contributed by modders to the official version"
My only worry would be that we get a lot of buggy features that slow down the engine. Maybe anything that gets added to the code from now on should have some form of 'disable' setting directly from FPSC so that you could avoid costly bloom and shader effects that won't benifit your game?"


Like I suggested before, a plugin system for FPSC where each "MiniMod" works as a plugin which can be downloaded seperately and would be activated/deactivated by the user (not the gamer, but the creator )

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