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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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PW Productions
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Posted: 26th Mar 2010 06:29 Edited at: 26th Mar 2010 06:31
Quote: "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."


Ooh, nice idea to make the AI look more realistic!

I think the current continuous chain of fire the AI releases is unfair and unrealistic. It also forces the player out of cover at any time the player wishes. Yet with that feature, the player would have to find the right time when the enemy has ceased firing

-PwP-

EDIT:

Quote: "
For a release date I'd say 2010, what do you guys think? "


Whoa! For a post in '08, that's a good guess...

New Site is up! Go check it out!
Chris Redfield 2008
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Posted: 26th Mar 2010 09:05
Just saw the new vid. IM-PRESS-IVE!!!!!! I almost crapped myself at the sight of those beautiful shaders, lmao!

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
moncho
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Posted: 26th Mar 2010 10:53
pls compile
da2020
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Posted: 26th Mar 2010 10:55
Quote: "I can compile a project for you guys, only wait. I back later
"
pls compile it as soon as possible!I want to test it so bad!
Marc Steene
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Posted: 26th Mar 2010 11:40
If anyone is interested, you can follow all changes made to the FPS Creator engine here: http://code.google.com/p/fpscreatorengine/source/list

It's a change list showing new features added to the FPS Creator source.

According to the list, hockeykid is busy working on DarkAI (possibly a v1.17 release?) and is adding the new commands and actions required to use it. Meanwhile, Lee has posted the bloom and depth of field fullscreen shader effects, so if anyone can compile we can test out these awesome new features

Here is a list of new PS2.0 and new full screen shaders:

/trunk/effectbank/ps_2_0/bumpent.fx
/trunk/effectbank/ps_2_0/floor_spec_ill.fx
/trunk/effectbank/ps_2_0/illuminationent.fx
/trunk/effectbank/ps_2_0/illuminationmap.fx
/trunk/effectbank/ps_2_0/post-bloom.fx
/trunk/effectbank/ps_2_0/post-depthoffield.fx
/trunk/effectbank/ps_2_0/post-depthoffieldandbloom.fx
/trunk/effectbank/ps_2_0/post-object-depthoffield.fx
/trunk/effectbank/ps_2_0/wall_spec_atlasillum_1x3.fx
/trunk/effectbank/ps_2_0/wall_spec_ill.fx
/trunk/effectbank/ps_2_0/wall_spec_illumtime.fx


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Scene Commander
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Posted: 26th Mar 2010 11:49
Hi,

The migration is looking great so far.

I can't say I'm too bothered about improving multiplayer yet, at least until we have a strong single player engine. I personally feel that to work on multiplayer now will only be diluting the speed of improvements, but I might be alone in that

Quote: "I think the current continuous chain of fire the AI releases is unfair and unrealistic. It also forces the player out of cover at any time the player wishes"


I wouldn't go as far as to say unfair, after all, it was only a year ago that everyone was complaining that the AI's were no challenge. I also wouldn't like to see the idea of timed bursts as this would make the AI very predictable. How about introducing an ammo count for AI's, so once it had fired so many bursts it has to reload, maybe with a slight random factor to add to the unpredictability.
Nomad Soul
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Posted: 26th Mar 2010 14:30 Edited at: 26th Mar 2010 14:32
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



This is a million times better than what I thought was going to be delivered in the migration. WOW

Marc Steene
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Posted: 26th Mar 2010 14:34
Quote: "What new vid? Can you post a link?"


It's in one of the updates on the first post.

Quote: "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"


Where did you get this list of changes from? I'd like to get some official confirmation before I add these to the first post. Thanks for finding them .


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nickydude
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Marc Steene
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Posted: 26th Mar 2010 15:06
Thanks for finding that Nomad.

UPDATE 26/03/10
A whole load of new features have been announced which will be available in v1.17 and beyond. These include water, AirMod, better multiplayer, particles, DarkVoices, and FPSC Web.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nomad Soul
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Posted: 26th Mar 2010 15:20
Quote: "Where did you get this list of changes from? I'd like to get some official confirmation before I add these to the first post. Thanks for finding them"


They are listed on the Google code site. 2 of them (full screen shaders / water) say Lee to start so I guess it may take a while before they are all implemented.

http://code.google.com/p/fpscreatorengine/source/browse/trunk/Features.txt?r=83

Quote: "Thanks for finding that Nomad."


Your welcome!

DarkFrost
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Posted: 26th Mar 2010 20:46
Wikid!

[img][/img]
DonWON
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Posted: 26th Mar 2010 23:45
Quote: "I can't say I'm too bothered about improving multiplayer yet, at least until we have a strong single player engine. I personally feel that to work on multiplayer now will only be diluting the speed of improvements, but I might be alone in that "


Sorry but I truly hope you are alone in that as well. Sadly the single player engine will never be a power house so why not just make it stable and get on with fixing the parts that might actually make games sell. As I mentioned in my last post, multiplayer games are what sell good and keep selling years after their made. Take multiplayer out of ANY of the top 5 games out there and you have a game that people will throw away in 10 days or less.

Honestly you have to admit that playing a game you just made with friends online is very rewarding and what keeps things going in this engine. Maybe 1 out of 20 or more WIP thread games actually get completed. It takes to long and to much work for most to keep hopes alive when an engine wont do half the things they want in their games. For me it happens to be multiplayer. I actually bought this for multiplayer but was very unhappy the day I started to realize the limits (day 1). I have made 100 maps fully ready, bought FPSC-IP 3 different mods and kept making maps in hopes that some day people would bring this engine to life with things that should have been in it to begin with.

Sorry to just ramble but WHY WHY WHY are you people not getting this???

Mutiplayer! Mutiplayer! Mutiplayer! Mutiplayer! Mutiplayer!


DarkJames
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Posted: 27th Mar 2010 00:18
i need better Build game!


"Feel free in a world of madness,be the bright spot"
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Plystire
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Posted: 27th Mar 2010 01:11
@DonWON:

Fair points, however have you stopped to think of it this way?

The reason good multiplayer games sell is because they are UNIQUE! You won't find the same game experience in Halo multiplayer that you would in, say, KillingFloor.

If everyone is making MP games using the SAME engine with no difference in gameplay... who would play them? Why would they play them? For the maps? Please... level differentiation is great and all, but it's the difference in gameplay and the new unique experience that attracts gamers.


The one and only,


Scene Commander
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Posted: 27th Mar 2010 03:07
@DonWON:

Quote: "Sorry to just ramble but WHY WHY WHY are you people not getting this?"


Firstly, you ramble away, I'm happy to respond.

I agree that multiplayer games sell very well.

However, I must disagree that someone would throwaway a game after 10 days because it has no multiplayer features.. I actually still play games, on occasion from the 1980's and I enjoy them, and a search of the internet will support the fact that I'm not alone.

Back on subject

Quote: "Honestly you have to admit that playing a game you just made with friends online is very rewarding and what keeps things going in this engine."


I've never played online with the FPSC engine and personally can't imagine how it could be better than meeting my mates in the pub, however that is just me.

I still maintain that a stable single player engine is required before any future development into multiplayer.

That said, please feel free to continue rambling, that's what the forum is for and I enjoyed replying..
PW Productions
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Posted: 27th Mar 2010 06:43
Oh, my... The new features list is amazing! You people must release it... Now! This is truly turning into a majorly awesome engine and is definitely showing a huge step of improvement from the very original V1.0 of our good 'ol FPSC

-PwP-

New Site is up! Go check it out!
RXcdeath
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Posted: 27th Mar 2010 07:14
HOLY COW....This is gonna be epic.
Wraith Staff
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Posted: 27th Mar 2010 07:38
I really need to know this... It's been driving me crazy!

@Plystire:

Do you plan on putting Project Blue in the new source?

@Hockeykid:

Do you plan on putting Fenix Mod in the new source?

@Both of you:

Since FPSC's now open source, could users somehow manage to use both?

Wazoo117
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Posted: 27th Mar 2010 07:54
Quote: "Sorry but I truly hope you are alone in that as well. Sadly the single player engine will never be a power house so why not just make it stable and get on with fixing the parts that might actually make games sell. As I mentioned in my last post, multiplayer games are what sell good and keep selling years after their made. Take multiplayer out of ANY of the top 5 games out there and you have a game that people will throw away in 10 days or less.

Honestly you have to admit that playing a game you just made with friends online is very rewarding and what keeps things going in this engine. Maybe 1 out of 20 or more WIP thread games actually get completed. It takes to long and to much work for most to keep hopes alive when an engine wont do half the things they want in their games. For me it happens to be multiplayer. I actually bought this for multiplayer but was very unhappy the day I started to realize the limits (day 1). I have made 100 maps fully ready, bought FPSC-IP 3 different mods and kept making maps in hopes that some day people would bring this engine to life with things that should have been in it to begin with.

Sorry to just ramble but WHY WHY WHY are you people not getting this???

Mutiplayer! Mutiplayer! Mutiplayer! Mutiplayer! Mutiplayer!"


I can't stress this enough!!!!!

Grenadier Games
"There are very few problems in life that cannot be solved with the proper application of high explosives"-Gunny
Marc Steene
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Posted: 27th Mar 2010 10:25
Quote: "Do you plan on putting Project Blue in the new source?"


Plystire no longer owns Project Blue, hockeykid does. And I doubt he would - Project Blue is still a commercial mod.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
The Master Dinasty
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Posted: 27th Mar 2010 11:27 Edited at: 27th Mar 2010 11:38
New features sounds interesting. Then its settle i can try to begin on my game

(Compile version please!!!)

Quote: "The reason good multiplayer games sell is because they are UNIQUE! You won't find the same game experience in Halo multiplayer that you would in, say, KillingFloor."


I have to disagree, because OBLIVION still makes me play it although its not multiplayer

Oh, and let me remind HOCKEYKID that even though we want Allys and enemies with DARKAI we also want passive (If not shot don`t fire, if shot shoot back.) We would also like a "2SIDE" enemy which fights off everyone around him including player. But you probably know this all ready!

-Massap2

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Red Eye
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Posted: 27th Mar 2010 12:09 Edited at: 27th Mar 2010 12:10
Awesome work!

...Kranox Studios!
Kill Shadow
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Posted: 27th Mar 2010 17:53
You can never say it enough. Thanx sooooo much Lee and Hockeykid and your team for all the hard work. You guys are gonna blow open the doors to creating even more amazing games. Thanx again. Can't wait for the new update.

Regards,

KillShadow

Stop Drop and Roll works on everything but HELLFIRE!!!!
Tomas Forum
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Posted: 27th Mar 2010 18:07
Damn it i only need bloom, ragdolls and third person and iron sights... WHY i need to wait so long why can't someone make a fpsc-game.exe with the third person script, iron sights, bloom AND RAGDOLLS!!! Would be awesome

Hail to the king... BABY!
Marc Steene
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Posted: 27th Mar 2010 18:19
Quote: "i only need bloom, ragdolls and third person and iron sights"


The official version will soon have bloom, ragdoll, and ironsights (AirMod). Then, when hockeykid updates fenix mod to v1.17, you'll have third person too.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
TerrorNation
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Posted: 27th Mar 2010 18:24
FPS Creator is getting better by the minute

Can't wait for clever AI, multiplayer and ragdoll and all the other nice things.
proart
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Posted: 27th Mar 2010 19:26
Hi!
I try to complie the latest source but I always get an error:

Could not understand command at line 2596,Could not understand command at line ........etc

I use the latest update for darkbasic pro.
TerrorNation
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Posted: 27th Mar 2010 19:51 Edited at: 27th Mar 2010 19:51
Did you copy the extras folder over properly from U75?

DBP cannot recognise the command if you are using the wrong DLLs. you must make sure the correct ones are in the right directories that are stated at the top of the source code in DBP in green i.e. rem Enhancements.dll etc.
French gui
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Posted: 27th Mar 2010 19:52 Edited at: 27th Mar 2010 19:52
...because you have the source code but not the latest dll and shaders (they are not on google code). So you can't compile it.
defiler
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Posted: 27th Mar 2010 20:10
Hey lee, incase you read this, will we have the x10 menu while testing and edit the setting, will those setting save for next time when i test game?

Limitless Box studios current project: Lost Contact
Wraith Staff
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Posted: 27th Mar 2010 20:24
Quote: "Plystire no longer owns Project Blue, hockeykid does. And I doubt he would - Project Blue is still a commercial mod."


Well, the fact that Hockeykid owns PB is good to know, but once again I need to work on my wording (you'd think I'd learn not to type anything after 3am ) I wasn't wondering if the features would be included with the new source, but if there would be new versions of the mods made using the new source. If so, because FPSC is now open source, if I payed for the new Project Blue build, could I somehow integrate its features into the new Fenix Mod build? Thus, having payed for new features and have both Fenix and PB's (+ the new vanilla stuff) to mess around with in one game build...

That would be so cool

Plystire
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Posted: 28th Mar 2010 05:24
@Wraith Staff:

It would be great to have the ability to use more than one Mod at a time, yes, however, since PB is a commercial Mod, it is closed-source. This means you won't be able to have access to it's source for modification/integration of more features.


As for your other inquiry, I don't doubt that all Mods will eventually make updates to use the latest source, but it would be wise for them to wait until the source has become official and "bug free".


The one and only,


Sven
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Posted: 28th Mar 2010 19:53 Edited at: 28th Mar 2010 19:57
Please, integrade Game Cover 2 in v1.17, and when is it ready?

And... what does the "New Weapon Animation Additions"?

Nomad Soul
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Posted: 29th Mar 2010 03:08
If there is any chance we can have dynamic shadows for characters added like in the attached pic that would be fantastic.

I think FPSC is long overdue for an improvment on the 'blob' shadow effect.

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Red Eye
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Posted: 29th Mar 2010 12:11
And most of all, please give it another name xD.

...Kranox Studios!
Marc Steene
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Posted: 29th Mar 2010 15:14
Just thought I'd mention, those dynamic shadows look STUNNING


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Scene Commander
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Posted: 29th Mar 2010 18:01
Quote: "Just thought I'd mention, those dynamic shadows look STUNNING"


They do, but aren't they from Xara mod? Which sadly has specs well above the norm for even most modern games. I wouldn't want to see the migration contain features which 70% of the gaming world couldn't play. Having said that, DBP lacks a decent shadow system, so if Lee wanted to add a "fast" shadow system I wouldn't complain.
Marc Steene
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Posted: 29th Mar 2010 18:08 Edited at: 29th Mar 2010 18:08
Any type of shadow will do, so long as it's not those horrible blobs. If dynamic shadows really are that performance draining, then simpl add the option for the user to turn them off.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Scene Commander
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Posted: 29th Mar 2010 18:24
Shadow's can be intensive and I agree those blobs look terrible now, but rather than tailor for a few, FPSC needs a system that all users can use, not just a series of features only available to those with high end machines. Now, my machine isn't the best in the world, but I can run games like Oblivion, Doom 3 and Medal of Honor Airborne pretty much at full spec, all of these have very good real time shadows. All I was trying to say it that I don't think making a quick high demand shadow system is the way forward just for the sake of adding the feature, when with a little more time we could have a product which is of use to many more people and still be good.
Wraith Staff
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Posted: 29th Mar 2010 23:39
Quote: "And most of all, please give it another name"


I still say FPS Studio would be the best choice!

TerrorNation
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Posted: 29th Mar 2010 23:44
I think it's time Lee or hockeykid posted in here to give us an update on what is going on with the migration, and some screenshots/videos would be nice too
Woolfman
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Posted: 30th Mar 2010 04:40 Edited at: 30th Mar 2010 04:43
Well if you want to know what they are doing just check the updates on the code. Marc is doing a great job updating the first post with the info.

http://code.google.com/p/fpscreatorengine/updates/list
Marc Steene
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Posted: 30th Mar 2010 06:00
Quote: "Marc is doing a great job updating the first post with the info."


Thanks According to the change list, Lee recently fixed some bugs, so hopefully this hints to a release sometime soon. I expect to see a BETA version sometime around the middle/end of April.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
defiler
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Posted: 30th Mar 2010 08:40
Sweet, i cant wait.

i wonder if they will add TOD... but like all dreams, most dont come true.

Limitless Box studios current project: Lost Contact
Red Eye
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Posted: 30th Mar 2010 10:54
Yay!

Gonna compile it now!

...Kranox Studios!
Chris Redfield 2008
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Posted: 30th Mar 2010 12:09 Edited at: 30th Mar 2010 12:16
Quote: "I still say FPS Studio would be the best choice!"


I was thinking more like, FPS Creator Professional. It would only seem natural, since the original DarkBASIC was simply called... DarkBASIC. And it's successor is called... wait for it... DarkBASIC Professional. So yeah, that would make the most sense to me.

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
Red Eye
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Posted: 30th Mar 2010 12:28
I meant like something Unreal Engine, that has a cool name. FPS Creator sounds so childish.....

What about, DarkEngine.

AS lee really wants Dark in all his products. xD

...Kranox Studios!
Nickydude
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Posted: 30th Mar 2010 13:57
From Lee himself:

Quote: "Given the large number of new features still being added, it will be a while. We still have to do extensive internal testing before we get to public beta. There is no compiled version available, but it's really too early to be making builds."


Woolfman
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Posted: 30th Mar 2010 18:18 Edited at: 30th Mar 2010 18:19
Thanks for the info Nickydude. That's a shame, sounds like it's going to be more of a June-Aug release date.

But I guess I have no idea what "too early" means.

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