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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: 16th Mar 2010 01:51
60-100 FPS?!?!?!

YES!!!!!!!!!!

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
Woolfman
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Posted: 16th Mar 2010 02:23
That is some great news! I think I'll be more then happy to test those beta's when they are released.
Marc Steene
FPSC Master
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Posted: 16th Mar 2010 05:12
First post updated with new feature list. Great news Lee, it seems v1.17 could be one of the programs biggest updates...and now it seems you have the graphical aspect sorted, you should spend some time working on new scripting commands and gameplay functions.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Help bugs!
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Posted: 16th Mar 2010 08:18 Edited at: 16th Mar 2010 10:31
This is great news!!! Does this mean that v1.17 will run quicker then v1.16 despite the shaders ect..??? because it runs fine until i use dynamic lights and stuff....but also
just to inform all about dark ai, i have recently tested dark ai (enemy's) against a script on fps free called 'AntimatterAI' which :

shoots a lot faster, moves around more, fallows you, can navigate around obstacles and so forth....what im trying to get at is as great as it is..dark ai still isn't really great ai and 1 script i found on fps free works better for me...
(Using Fenix mod v1.1!)

Also

Will the new dark ai (not the fenix mod one) be better in v1.17??

PLEASE NOTE: THIS: This is merely an opinion and I still am thrilled with FPSC and the Migration!


FPSC + user = BUGS!!!!!
Crimson Night
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Posted: 16th Mar 2010 09:22
With such big changes, will games designed now be compatible with future releases of FPSC?

www.crimsonnight.com
Bugsy
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Posted: 16th Mar 2010 16:22
@Help Bugs,

antimatter AI may give the appearance of being able to navigate around corners, but trust, it cant. also, allies won't shoot at it, and it wont shoot at allies.


Hockeykid
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Posted: 16th Mar 2010 19:33
Quote: "Will the new dark ai (not the fenix mod one) be better in v1.17??"


A lot better, I am rewriting the general structure of the code.

Bugsy
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Posted: 16th Mar 2010 22:02
cool, better like enemies that can automatically home in on you and allies and can go up and down stairs/fall of of things?


DonWON
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Posted: 16th Mar 2010 22:56
Quote: "Will multiplayer be available? If so, is going to be more functional than previous versions?
LEE: There are no plans to improve the multiplayer features."


Sorry I skipped from page 17 to the end but I have been away with my injuries from the drunk driver playing chicken with my car so thats a bunch to catch up on.

My issue is that I bought this for its ability to make easy multiplayer games but without the ability to add grenades, rpg, "noob tubes" and the like, it seems pretty much useless to me. I hope Lee decides to do some work and make these options available. Most games made that are not multiplayer will be ran maybe thru one level then tossed aside but a good multiplayer will run a pretty good course.

Games like the COD series have really short single player and would be tossed aside like mentioned had it not been for the multiplayer options. If we were to make some games that had commercial value they are going to need the true multiplayer experience. Running around aimlessly with guns in small levels are not the best but add the ability to toss down a claymore or plant bombs for search and destroy type modes and we have a game worth playing.

I really hope more stand behind this and make the multiplayer options worth looking at. We need this!


ZackS28
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Posted: 17th Mar 2010 03:49
Quote: "If we were to make some games that had commercial value they are going to need the true multiplayer experience. Running around aimlessly with guns in small levels are not the best but add the ability to toss down a claymore or plant bombs for search and destroy type modes and we have a game worth playing."


I agree!

Your signature has been erased by a mod
Help bugs!
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Posted: 17th Mar 2010 12:46
Quote: "A lot better, I am rewriting the general structure of the code."


Looking back on it it sounded like I was offending fenic mod which I wasn't
I wasn't meaning to offend Fenix mod AT ALL I am a big supporter of you work hockykid

(apart from that)
THIS IS AWESOME NEWS!!! Also will Project Blue be compatable with v1.17???

My line up SOON will be

Buy mp 39 (EPIC!)
Project Blue
some more eai store weapons
get v1.17

FPSC + user = BUGS!!!!!
Scurvy Lobster
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Posted: 17th Mar 2010 13:37
News in the last days prove to me that I wont need Project Blue anymore once V1.17 launches. The primary reason for my games using a mod is the timer based gameplay and now FPSC standard will get this and loads more. Keep up the good work Lee and hockeykid!

In short: I am happy

wizard of id
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Posted: 17th Mar 2010 18:08
Quote: "There has also been requests on us to improve the stock media of FPSC as part of the migration."


Well I send Lee a mail asking if he would give me the opportunity to allow upgrading/expanding the stock media at no cost to him. I further said it would be a great honor to do so and segments has always been a favorite and a passion of mine.

So if you guys want to see some upgrades/expansions that I will do I am asking you to give Lee a reason to say yes and not be a no man...

If you are wondering yes I really want to do this.

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

Kill Shadow
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Posted: 17th Mar 2010 18:42
Awesome news Lee!!! Thank you and your team for all the long hours and hard work. Your programs and this Forum are topnotch.

Highest Regards,

KillShadow Just a few cold ones to keep you going

Stop Drop and Roll works on everything but HELLFIRE!!!!
Snipesoul
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Posted: 18th Mar 2010 00:55
Is this going to be Fenix Mod's variant of the AI added, or the code ported from X10? Not that I have anything against Fenix Mod (it's aweosme BTW), but I would prefer if X10's Dark AI was added instead. I was assuming you had been given access to X10's source code, but I could be wrong.

On the side of things, this migration progress is going great!

"Dad? Dad, I'm a- Ye- Not a "crazed gunman", dad, I'm an assassin! ...Well, the difference bein' one is a job and the other's mental sickness!" - The Sniper.
MK83
FPSC Reloaded TGC Backer
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Posted: 18th Mar 2010 00:58
wizard of id,
I vote YES, Please Lee, let him do this.

mk83 Productions
Hockeykid
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Posted: 18th Mar 2010 04:46
Quote: "Is this going to be Fenix Mod's variant of the AI added, or the code ported from X10? Not that I have anything against Fenix Mod (it's aweosme BTW), but I would prefer if X10's Dark AI was added instead."


Neither, it is the code from Fenix Mod but all I'm keeping is the basic structure all the rest of the code is being redone. I will say that the Fenix Mod Dark AI was not the best but it did bring a big improvement from stock AI and this will be much better .

Wraith Staff
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Posted: 18th Mar 2010 06:14 Edited at: 18th Mar 2010 06:26
@Lee or anyone who knows....

Are there any plans to upgrade the old model-packs (like two or three) to be able to use the new shaders, if they haven't been already for x10 (I really don't follow x10 too much). That would be pretty awesome!

xgcell
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Posted: 18th Mar 2010 07:51
i think they cleared that up saying that nothing like that will be updated but will look different with the shaders

Join us, for we are many.
Help bugs!
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Posted: 18th Mar 2010 11:07
Well does this mean (with all the fast progress) that v1.17 will be out next month?

Desperation coming 2011
visit dryicedgames.webs.com/
!!JOIN THE MIGRATION!!
Snipesoul
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Posted: 18th Mar 2010 21:04 Edited at: 18th Mar 2010 21:05
@hockeykid:

That sounds good. I think all that matters is that we get AI that can navigate around a wall without getting lost

"Dad? Dad, I'm a- Ye- Not a "crazed gunman", dad, I'm an assassin! ...Well, the difference bein' one is a job and the other's mental sickness!" - The Sniper.
Chris Redfield 2008
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Posted: 19th Mar 2010 05:45
@ Hockeykid: Great news! Keep it up, and send Lee our regards!

@ Wizard Of ID: Do it. Your Sewer and Concrete Tunnel segs were a godsend, and I can only imagine what you'll come up with for the migration!

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
wizard of id
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Posted: 19th Mar 2010 13:13
Quote: "@ Wizard Of ID: Do it. Your Sewer and Concrete Tunnel segs were a godsend, and I can only imagine what you'll come up with for the migration!"


Well I have spoken to Lee about it I will have to get my hands dirty and revamp and take the original stock media upgrade to a much much higher standard for Janet to approve if it's any good we might see it in future updates of FPSC.

So that means it is still a BIG maybe.I would really need to show my stuff and work extra hard if I ever want to get the media approved for FPSC.

Other than that Lee likes the Sewer and Concrete Tunnel segments.So I will be looking at integrating them with the stock segments.

So I will be looking at the stock upgrade segments today and the rest of weekend dropping a few stuff redoing and adding a few new stuff if time allows.Then comes Monday when I will present the segments to Janet.

Have to do a good presentation with a over all rounded look that at value to the segments and not just a bunch of random model segments, that means fixing the directory structure that it is easy to use and segments that are named accordingly.

So there you have....

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

Scurvy Lobster
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Posted: 19th Mar 2010 13:47
That's great news! Good luck with the models

KeithC
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Posted: 19th Mar 2010 17:19
Excellent news!

-Keith
Daniel wright 2311
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Posted: 19th Mar 2010 18:06
well I have decided when the x10 version comes out Im going to mod it with alot of good fetures considering x10 and 11 are the future of gaming. I cant really promiss alot until I see the code but If its like I think it will be most of the fetures I employ should be no problem. If the code comes out soon then I will need a list of things you guys would like to see in fpsc x10 to get me going and to see what i can and cant impliment right away.

Help bugs!
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Posted: 20th Mar 2010 00:37
@lee or hockykid

Hey I've been discussing the migration with my friend and this issue popped up. With all the new shaders and features wont fpsc's performance decrease. My pc isn't a dream machine and I wouldn't want FPSC to lag on my PC. That would make developing hard...

So to rephrase the question:

Will the v1.17 run slower then v1.16?

Desperation coming 2011
visit dryicedgames.webs.com/
!!JOIN THE MIGRATION!!
Crazy Acorn
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Posted: 20th Mar 2010 01:13
@ Help Bugs Most likely because 60-100 FPS.....

Les Meno Squas?
Help bugs!
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Posted: 20th Mar 2010 05:16
I thought that was just the refresh rate...

Games can run at 200fps but that doesn't mean they will..

Desperation coming 2011
visit dryicedgames.webs.com/
!!JOIN THE MIGRATION!!
Chris Redfield 2008
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Posted: 20th Mar 2010 07:30 Edited at: 20th Mar 2010 07:31
Quote: "Well I have spoken to Lee about it I will have to get my hands dirty and revamp and take the original stock media upgrade to a much much higher standard for Janet to approve if it's any good we might see it in future updates of FPSC.

So that means it is still a BIG maybe.I would really need to show my stuff and work extra hard if I ever want to get the media approved for FPSC.

Other than that Lee likes the Sewer and Concrete Tunnel segments.So I will be looking at integrating them with the stock segments.

So I will be looking at the stock upgrade segments today and the rest of weekend dropping a few stuff redoing and adding a few new stuff if time allows.Then comes Monday when I will present the segments to Janet.

Have to do a good presentation with a over all rounded look that at value to the segments and not just a bunch of random model segments, that means fixing the directory structure that it is easy to use and segments that are named accordingly.

So there you have...."


That's great to hear. Good Luck!

Quote: "well I have decided when the x10 version comes out Im going to mod it with alot of good fetures considering x10 and 11 are the future of gaming. I cant really promiss alot until I see the code but If its like I think it will be most of the fetures I employ should be no problem. If the code comes out soon then I will need a list of things you guys would like to see in fpsc x10 to get me going and to see what i can and cant impliment right away."


Please tell me you'll be modding the X9 version too!

@Help Bugs!- Yeah.. kind makes me wonder how V1.17 will run with my card(which is integrated BTW). probably like crap...

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
Marc Steene
FPSC Master
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Posted: 20th Mar 2010 10:04
Quote: "With all the new shaders and features wont fpsc's performance decrease."


Don't worry, I expect the setup to be exactly the same as it is now - you will be able to disable all shaders/fullscreen shaders from Preferences. And let's not forget, with the new timer system the game itself will run a lot smoother.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Dark Goblin
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Posted: 20th Mar 2010 19:38
the new feature list sounds very good.

I hope the new update will have all this with it, so this would really bring FPSC to a new level.
Are there any Screenshots of the new PS2.0 Shaders or the Fullscreen Effects in action?

I would love to see something ^^

... efxMod Developer!
RXcdeath
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Posted: 20th Mar 2010 19:51
Im also worried about the speed of the new update on old machines...My graphics card supports PS 2.0 but my cpu is crap. If i put it on full will it lag or will i still get good performance. The supence is killing me realease the update!!!!!
wizard of id
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Posted: 20th Mar 2010 20:03
@Dark Goblin

Check the news letter

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

moncho
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Posted: 21st Mar 2010 02:27
where can i get v1.17
Marc Steene
FPSC Master
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Posted: 21st Mar 2010 04:55
UPDATED 21/03/10
In the latest newsletter Lee has released more information about the migration, as well as a whole list of new features and even a video! The video is available here: http://www.youtube.com/watch?v=bO6l5hsyyhM&feature=player_embedded. For the new features, check out the feature list above. Those pulsating lights look awesome.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Woolfman
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Posted: 21st Mar 2010 08:56 Edited at: 21st Mar 2010 08:57
Bah! I feel kind of tricked. I thought it was like a second newsletter that I didn't see. Still good to show those that didn't see it I guess. Bond1 did a fantastic job updating the stock media for the new shaders.

I don't know if the right word is "Patiently" but it will do. I'm patiently waiting for the 1.17 beta's.
Help bugs!
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Posted: 21st Mar 2010 09:21 Edited at: 21st Mar 2010 09:23
Quote: "Im also worried about the speed of the new update on old machines...My graphics card supports PS 2.0 but my cpu is crap. If i put it on full will it lag or will i still get good performance. The suspense is killing me release the update!!!!!"


Lol I know how you feel XD

I'm running FPSC on


Intel Duel core 1.86gb (not core 2 due)

Intel x3100 (integrated)

2gb ddr2 RAM

Windows 7 32 bit

But I think that it will preform just as, if not better then v1.16. Besides you could always turn off all fancy efx

But everything should be fine.

But a quick note to Lee / Hockykid lease COMPLETELY cheak for bugs because it would suck if rag dolls and everything were buggy

Desperation coming 2011
visit dryicedgames.webs.com/
!!JOIN THE MIGRATION!!
xgcell
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Posted: 21st Mar 2010 12:54
so are the physics going to be updated?

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TerrorNation
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Posted: 21st Mar 2010 12:56
And will collision be sorted out?
Will there be future additions to multiplayer to make it more fun to use? (dynamic objects\more game modes\flak etc.)
Bugsy
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Posted: 21st Mar 2010 17:25
I would like to see the RAM cap removed in a build (preventing me from building WWC)

and I would like to see keys stay where they are supposed to stay instead of disappearing to other places when I have a well detailed map.


freak of nature 64
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Posted: 21st Mar 2010 21:27
I just had a great idea!! An in-editor water editor where instead of making a giant water plain that goes places you don't want it to, it has a little zone thing that right-clicking it allows you to change color, properties, etc... You could have swimming pools on top of a hill, or have a sink without flooding a house.

Are chicken mcnugetts chicken or headcrab?
RXcdeath
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Posted: 22nd Mar 2010 02:38
freak of nature you mean like the water editor in in rollercoaster tycoon 3?
Plystire
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Posted: 22nd Mar 2010 08:29
A sink.... you're going to put a water shader in the sink? Wow, not even Bioshock 2 does that.


The one and only,


Scene Commander
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Posted: 22nd Mar 2010 10:58 Edited at: 22nd Mar 2010 10:59
I don't know if many of you are following the code on Google code but new additional features now include

entity timers
Bloom
Depth of Field

I thought this might be of interest.
DonWON
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Posted: 22nd Mar 2010 11:21
Quote: "A sink.... you're going to put a water shader in the sink? Wow, not even Bioshock 2 does that. "


But a floating head in a sink or some random body part would be pretty cool. The fact of having to deal with one huge body of water is just crazy. I hope he puts in the ability as suggested so wishing wells and swimming pools with black sludge water would fit my game idea perfectly.


Marc Steene
FPSC Master
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Posted: 22nd Mar 2010 15:10
Thanks for that Scene Commander - if you see any other changes, please post them here and I'll add them to the first post

UPDATE 22/03/10
New additions to v1.17 include entity timers, bloom, and depth of field.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Marc Steene
FPSC Master
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Posted: 22nd Mar 2010 15:18
First post updated with new features + split into major and minor categories. All of the features in post 1 (except for DarkAI) are new in the V1.17 release - that's one hell of an update (the biggest update ever?). In V1.17 we can expect the following features for those who want a condensed list:

Ragdoll Physics
Timer Based Logic
Updated ODE Physics
Bloom
Depth of Field
Specular mapping with lightmapping
X10 style normal mapping
Dualshock controller support
Re-tooled scifi media with new shader effects
Animated light effects (pulsating and chasing lights)
New PS2.0 Shaders
Tortoise SVN
Entity Timers


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Sven
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Posted: 22nd Mar 2010 15:41
does the ragdoll work in MP games?

Marc Steene
FPSC Master
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Posted: 22nd Mar 2010 16:15
Very good question - I'm not sure.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21

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