Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

Author
Message
Scurvy Lobster
18
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 22nd Mar 2010 16:24 Edited at: 22nd Mar 2010 16:25
Marc: Thanks for all the updates!

You made most of the text in first post bold. You might want to look into that

Red Eye
16
Years of Service
User Offline
Joined: 15th Oct 2008
Location:
Posted: 22nd Mar 2010 16:24
Not yet, as the ragdoll is triggered with scripts. So i dont think so.

...Kranox Studios!
KeithC
Senior Moderator
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 22nd Mar 2010 16:33
I just noticed it; but i would suggest a different header graphic, as it alludes to this thread being about X10.

-Keith
Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 22nd Mar 2010 16:46
Quote: "You made most of the text in first post bold. You might want to look into that"


Whoa! A pesky little [ /b] tag was missing. It's fixed now.

Quote: "i would suggest a different header graphic"


The one I used was originally created by Lee and I then updated it to look a bit sleeker. I'll see what I can do


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
AbdulAhad
14
Years of Service
User Offline
Joined: 1st Feb 2010
Location: Karachi, Pakistan
Posted: 22nd Mar 2010 16:48
I cant wait!
When is v117 going to be released?

Abdul Ahad
Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 22nd Mar 2010 16:54
Quote: "When is v117 going to be released?"


Probably not for a little while due to all the new features being worked on, but why not grab the code for yourself and compile it! One of the great things about Google code is that you don't have to wait for an official post to test out new versions. You can have all this right now, just download the free copy of Dark Basic, copy the source, and compile.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
AbdulAhad
14
Years of Service
User Offline
Joined: 1st Feb 2010
Location: Karachi, Pakistan
Posted: 22nd Mar 2010 17:02
Thanks Marc

Abdul Ahad
Dark Goblin
18
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 22nd Mar 2010 17:20
tried to find the source on google code, but hasn't found anything.
Could you link me to the right page ^^ ? pls

... efxMod Developer!
Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 22nd Mar 2010 17:31
http://code.google.com/p/fpscreatorengine/


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Red Eye
16
Years of Service
User Offline
Joined: 15th Oct 2008
Location:
Posted: 22nd Mar 2010 17:42
Yeah, tho u cant compile, as i dont have all the shaders, i do have darkai tho. I am using a previous version of 1.17.

...Kranox Studios!
Nickydude
Retired Moderator
18
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 22nd Mar 2010 17:59
How on earth do you download the code? I can't seem to find a download anywhere.

Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 22nd Mar 2010 18:10
@Nickydude, I just selected all and cut and pasted the lot into DBP. I hope that helps.
Kill Shadow
16
Years of Service
User Offline
Joined: 14th Feb 2008
Location: Here on the 7th
Posted: 22nd Mar 2010 18:15
Awesome work Lee and Co. a ton of work and it looks like its gonna be well worth it. Thanx for all the hard work and coding. Ragdoll looks awesome BTW.

Regards,

KillShadow 3 big frothies for all of you

Stop Drop and Roll works on everything but HELLFIRE!!!!
Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 22nd Mar 2010 18:49
Quote: "How on earth do you download the code? I can't seem to find a download anywhere."


I think you need to do the following (I haven't tried this so I'm guessing). Go to the URL, and select the Source tab. It looks like you need to do something with this command:

# Non-members may check out a read-only working copy anonymously over HTTP.
svn checkout http://fpscreatorengine.googlecode.com/svn/trunk/ fpscreatorengine-read-only


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nickydude
Retired Moderator
18
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 22nd Mar 2010 19:08
I did a cut & paste like Scene Commander suggested but I'm having trouble compiling. See my post in the DBPro forum here: http://forum.thegamecreators.com/?m=forum_view&t=167671&b=1

cloudwalker
15
Years of Service
User Offline
Joined: 11th Sep 2009
Location:
Posted: 22nd Mar 2010 19:57
I don't understand, will we have water as standard or not??
Nike
15
Years of Service
User Offline
Joined: 2nd Dec 2008
Location: Finland
Posted: 22nd Mar 2010 20:29
I will reinstall my fpsC when the v1.17 comes out


TerrorNation
14
Years of Service
User Offline
Joined: 18th Dec 2009
Location:
Posted: 22nd Mar 2010 20:53
That RAM cap problem looks like it could cause me trouble in the future. I hope it is removed.
Nickydude
Retired Moderator
18
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 22nd Mar 2010 21:14
As far as I'm aware you can turn the cap off.

TerrorNation
14
Years of Service
User Offline
Joined: 18th Dec 2009
Location:
Posted: 22nd Mar 2010 21:15
In that setup file?
Hockeykid
DBPro Tool Maker
17
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 22nd Mar 2010 22:36
Quote: "I did a cut & paste like Scene Commander suggested but I'm having trouble compiling. See my post in the DBPro forum here: http://forum.thegamecreators.com/?m=forum_view&t=167671&b=1"


The commands
reset left eye()

and

reset right eye()

Are commands Lee has made and have not yet been released. So for know you can take these lines out But also be warned that there are shader files that no one else has either.

Nickydude
Retired Moderator
18
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 22nd Mar 2010 22:58
I'll think I'll leave it until it's officially brought out, otherwise any changes I make will probably have the lights turning off, the police being automatically called and my electric razor attacking me!



freak of nature 64
15
Years of Service
User Offline
Joined: 19th Jan 2009
Location: Look in your car...
Posted: 23rd Mar 2010 01:44
Wait you have to have Dark AI to compile? DARN! Does anyone have a fully compiled editor and game with the latest code?

Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 23rd Mar 2010 04:55
Quote: "will we have water as standard or not?"


To see what the update will and will not have, check out the first post. There is no mention of water as of yet.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Bugsy
16
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 23rd Mar 2010 15:54
you can remove the RAM cap, but it locks up if it goes 100 MB higher than it.


TerrorNation
14
Years of Service
User Offline
Joined: 18th Dec 2009
Location:
Posted: 23rd Mar 2010 18:50
@Hockeykid / Lee Bamber


Will you be adding any new multiplayer features? (Flak, more game modes, useable unlocks i.e. vehicles and sentries after you have got a certain streak of kills etc.)

Thanks for your time.
Red Eye
16
Years of Service
User Offline
Joined: 15th Oct 2008
Location:
Posted: 23rd Mar 2010 19:11 Edited at: 23rd Mar 2010 19:12
@Hockeykid: U know how to change the animation speed and player speed and entity speed in fpsc source? Are there any variables for this?

It thought something around this:

eleprof.speed

Thanks,

Red Eye

...Kranox Studios!
burneriza
User Banned
Posted: 24th Mar 2010 23:10
I hope the update is released sometime soon...

-Burneriza
RXcdeath
14
Years of Service
User Offline
Joined: 12th Mar 2010
Location:
Posted: 25th Mar 2010 00:56
no ones brought it up, is gpu instancing going to be a part of the migration?
Gun_Guy
17
Years of Service
User Offline
Joined: 11th Nov 2007
Location: UK
Posted: 25th Mar 2010 01:04
Will the Dark AI be the same like in X10, with the drop down menu on character settings?
Bugsy
16
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 25th Mar 2010 01:16
Quote: "@Hockeykid / Lee Bamber


Will you be adding any new multiplayer features? (Flak, more game modes, useable unlocks i.e. vehicles and sentries after you have got a certain streak of kills etc.)

Thanks for your time. "


I wholeheartedly agree with this. I'd also like to see the ability to add game mode selection, as well as a "purchase weapon" system similar to some of the more popular free online FPS games like Soldier Front, AVA, and Crossfire.


PW Productions
15
Years of Service
User Offline
Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 25th Mar 2010 02:05
Quote: "Will you be adding any new multiplayer features? (Flak, more game modes, useable unlocks i.e. vehicles and sentries after you have got a certain streak of kills etc.)"


Ooh, yes, nice suggestion, almost everyone forgot to mention it That along with a Dark AI improvement will make FPS Creator so much better!

-PwP

New Site is up! Go check it out!
Bugsy
16
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 25th Mar 2010 05:06
I think that FPSC should at least be able to reliably build 20 out of the 50 levels it promises without using too much ram or getting a runtime error for no reason whatsoever.

honestly, has anyone ever seen a completed FPSC game with "50 large scale levels"? or even 20 finely detailed large levels?


xgcell
16
Years of Service
User Offline
Joined: 11th Nov 2008
Location: Internet
Posted: 25th Mar 2010 05:54 Edited at: 25th Mar 2010 08:54
@Bugsy

although for some users the ram cap may be a problem with that, but i think the majority of users don't have the dedication for that many hours of design.

Althought removing the level cap would be great. 1.3 gb. seriously.

Join us, for we are many.
burneriza
User Banned
Posted: 25th Mar 2010 07:20
Can someone compile the latest 1.17 code i want to test it out so bad.

-Burneriza
da2020
14
Years of Service
User Offline
Joined: 26th Dec 2009
Location: C:\\Program Files\\
Posted: 25th Mar 2010 11:22 Edited at: 25th Mar 2010 11:23
can someone please post a compiled v1.17 source code here pls!!!
Help bugs!
15
Years of Service
User Offline
Joined: 1st Sep 2009
Location:
Posted: 25th Mar 2010 12:08
Quote: "Can someone compile the latest 1.17 code i want to test it out so bad."

Quote: "can someone please post a compiled v1.17 source code here pls!!!"


Yes that would be very nice.

Desperation coming 2011
visit dryicedgames.webs.com/
!!JOIN THE MIGRATION!!
Nickydude
Retired Moderator
18
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 25th Mar 2010 13:05
I've tried but I get many errors so anyone who has compiled it would be kind enough to share?

Shadowtroid
14
Years of Service
User Offline
Joined: 23rd Dec 2009
Location: nope
Posted: 25th Mar 2010 13:30
About the RAM cap:

You can actually remove the RAM cap. The only problem is it still only uses about 1.9GB of RAM. As I have 8GB total, that is not all my computer can do. I think they need to overall improve the build process so it can use lots of RAM without crashing.

TerrorNation
14
Years of Service
User Offline
Joined: 18th Dec 2009
Location:
Posted: 25th Mar 2010 20:34
You guys should check out the google code page for FPSC v1.17. It's really amazing looking at the changelog of what they are doing to FPSC
Crazy Acorn
15
Years of Service
User Offline
Joined: 16th Mar 2009
Location: Stalking people...
Posted: 25th Mar 2010 20:59
Where is that?

- Gorlock
PW Productions
15
Years of Service
User Offline
Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 25th Mar 2010 21:10
http://code.google.com/p/fpscreatorengine/

New Site is up! Go check it out!
Bugsy
16
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 25th Mar 2010 22:01
It's not always the RAM cap, it's just the random various errors when you KNOW everything is perfect. it gets annoying when it could just be a simple list below the build load bar of what's happening, and a flag saying what's missing (and removing the entity from the game, but not stopping the build)

also, it should go level by level and set the RAM usage back to 0 each time.


TerrorNation
14
Years of Service
User Offline
Joined: 18th Dec 2009
Location:
Posted: 25th Mar 2010 22:07
Well we can check the log any time to see whether any of our requests have been implemented yet...
RXcdeath
14
Years of Service
User Offline
Joined: 12th Mar 2010
Location:
Posted: 25th Mar 2010 23:40
i would also love for someone to compile.
Snipesoul
17
Years of Service
User Offline
Joined: 29th Aug 2007
Location: Somewhere in New York...
Posted: 26th Mar 2010 00:02
Just a little suggestion to hockeykid/Lee: Is it possible to add some sort of ACCURACY parameter in character fields or maybe even as a script condition/action? For example, you could change the value any where from 1-100 (1 being extremely inaccurate and 100 being dead-on accurate) and even have factors such as the player moving or not which would affect their accuracy? It can even be an addition to the new ai commands... maybe something like aiaccuracy=x?

Anyway, lovin' the migration progress!

"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.
Bugsy
16
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 26th Mar 2010 00:15
that's a splendid idea. or perhaps more of a "out of every shots fired" type thing. of every 100 shots fired _____ hits the player.


Snipesoul
17
Years of Service
User Offline
Joined: 29th Aug 2007
Location: Somewhere in New York...
Posted: 26th Mar 2010 00:24
That could work too! Any accuracy improvements to the characters would be appreciated because the way characters fire their weapons is strange. For instance, sometimes I notice a character seems to create a bullet hole decal that is literally a foot in front or to the side of him.

Also, there is some strange bug that makes the characters fire their weapons insanely when you get further away from them

"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.
Bugsy
16
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 26th Mar 2010 01:37
I also think there should be an AI burst setting thing. the AI would fire in bursts of________ and then a burst time setting. the AI would wait _________ milliseconds in between bursts.


Kill3r7
User Banned
Posted: 26th Mar 2010 04:04 Edited at: 26th Mar 2010 04:05
I can compile a project for you guys, only wait. I back later

Login to post a reply

Server time is: 2024-11-27 15:26:24
Your offset time is: 2024-11-27 15:26:24