Quote: "Just saw the new vid. IM-PRESS-IVE!!!!!! I almost crapped myself at the sight of those beautiful shaders, lmao!"
What new vid? Can you post a link?
Quote: "pls compile it as soon as possible!I want to test it so bad!"
Yeah I'd also be grateful if someone could compile the latest source code so we can try it out. I read through all the V117 updates on google code last night and its looking fantastic. I also noticed another very promising feature Lee has added. FPSC Web so games can be built to play in a web browser
There are also some amazing things on the feature list:
Entity Timers
Dark AI
Airmod
Dynamic Shadows
Particle System
Full Screen Shader system
Water
New weapons animation additions
Better Multiplayer
Faster Builds
Performance Increases
New object shaders
Here is a full list of V117 changes so far
V1.1.7
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* Added 'depth' technique to new set of PS_2_0 shaders and redirected to those (newblosser flag)
* Added new FPI condition AIONPOINT=X x=is the points id number - this will check if the entity is on the point (named by x)
* Added BLOOM post process shader with others in 'effectbank\ps_2_0'
* Added POSTPROCESSING=1 flag to SETUP.INI to switch on/off the post process feature (performance)
* Added new POST PROCESSING subroutines (U75+ only), typically depth of field, bloom, etc
* Added new FPI action AIGOTOPOINT=X this will make the entity go from its current position to the point specified by x (to create a point use aiaddpoint=x) this path will avoid any obstacles
* Added new FPI action AIADDPOINT=X x=is the points id number - this will create a point to be used with other ai point commands
* Fixed bug from V1.16 that broke runfpi because of the runfpi scripts not being loaded
* Added new FPI condition AITEAM=X 0=neutral(currently unsupported), 1=ally, 2=enemy
* Added new FPI condition ISDARKAI=X which is true if the entity has been loaded into the Dark AI system
* Changed all data structure members from integer to float which fell under timer based calculations
* Changed character weapon fire from counter to timer based logic
* Changed flak movement and detonation from counter to timer based logic
* Changed speed of gun animations to use timer based logic
* Changed decal animation from counter to timer based logic
* HUD Fader code now using timer based logic
* Gun/Smoke/Flash/Brass counters now using timer based logic
* Hover and Spin behaviour of collectable entities now using timer based logic
* New improved physics system (timer based) allows sync rate zero without increasing physics speeds
* Permanently sey SYNC RATE to ZERO for machine independent speeds (vsync ensures smooth 60-100fps)
* Added code to allow Logitech Dual Action Controller to work by specifying XBOX=3 and XBOX=4 (inverted)
* Modified the DarkAI player position command to include players Y coordinate (new version of DarkAI)
* Added AIACTION=X condition (0 - if idle 1 - if attacking 2 - if in cover 3 - if retreating)
* Added AIFOLLOWPLR=X if set to 1 this will allow AI ally entities to follow the player if set to 0 the AI ally will stop following
* Added AIMOVERANDOM to allow AI entities to move about randomly (must be looped or entity will stop moving after a while)
* Fixed bug causing machine gun's sounds to cut off
* Added ETIMERSTART AND ETIMERGREATER=X to allow for personal entity timers
* Added AICONDSOUNDFINISHED to allow sequence of WAV sounds to be played inside FPI scripts
* Added new TALK FPI command (identical to SOUND command except this one triggers DarkVOICES for compatible characters
* Extended ENTITYELEMENT data structure with new 'soundistalking' for DarkVOICES (FPI=TALK) support
* Added addition to build game promot text to include (XXX MB) where XXX is memory used
* Added new Information Section to Build Game Dialog to inform about memory consumption
* Modified Lightmapping code to release DDS textures as they are saved (lower memory hit)
* Added new FPI commands to control a new shader FX field called 'ShaderVariables'
* Added new FPI condition called PLRFACING which is true when the player is facing the entity scripted
* NOTE: Above commands are selectshadervariable,setshadervariable,incshadervariable,decshadervariable
* NOTE: Above conditions are shadervariable,shadervariablegreater,shadervariableless
* NOTE: Above features are not officially documented or supported and are for experimental use only
* Fixed bug preventing serial codes from being confused between X9 and X10 when both installed on system
* Fixed bug causing version numbers of format X.XX.XXXX not to correctly determine which value was bigger
* Added script called APPEARANTIGRAVITY to allow good control of waypoint based moving platforms
* Prevented the entity debug text to show at same time as RAWTEXT as the font size becomes an issue
* Added NOTE to FPI Wizards warning that they overwrite any external FPI (and rely on internal templates)
* Added LIGHTSOURCE data to scenery shaders to allow segment shaders to pickup local average light position
* Added new NEWBLOSSERSHADERS flag to SETUP.INI, when set to one substitutes all D for D2 texture loading
* Added for new shaders/textures in the PS2 effectbank folder (huge thanks to Mark Blosser for the hard work here)
* Added blinking and pulsating corridor segment pieces to enrich scifi themed game levels
* NOTE: New sample level added to mapbank called GS13-PS2ShadedScifi.fpm demonstrating the above improvements
* NOTE: Remember to switch FULL SHADER EFFECTS on in order to view the improved scifi segments
* Fixed bug causing entities that did not specify a TEXTURED field to wipe out texture when any shading applied
* Added new HEADLIMBS field in FPE to control the DarkVOICES feature (specifies which limbs are the head)
* Added new 1.6GB MEMORY cap on all build processes, to ensure excessive memory usage does not crash PC
* Added new flag 'systemmemorycapoff=0' which controls whether above system mem cap if switched off
* Introduced latest ODE Phyics DLL (replacing old ODE module from 2005)
* Fixed world step issue created between old 2005 ODE and new 2010 ODE modules (timer based physics)
* Fixed character rotation issue caused by old ODE/new ODE, now all characters orient forwards
* Added new RAGDOLL FPI action and ragdollcorpse.fpi script, simply select to ragdoll your characters
* Added extra support for controller within the title and in-game menus (no need for keyboard now)
* NOTE: For the escape key, use the controllers start button (or similarly placed central buttons)
* When building final game, all WAV files are assumed to come with a .LIPSYNC (so they get copied over)
* Fixed issues relating to rag doll jitters, and limb handling good for non-specific models (legacy)
* Now prevents weapons such as shotguns (blast) from knocking over ragdoll based characters until dead
This is a million times better than what I thought was going to be delivered in the migration. WOW