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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Sven
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Posted: 30th Mar 2010 19:49
Quote: "Please, integrade Game Cover 2 in v1.17

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


Shadowtroid
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Posted: 30th Mar 2010 22:38
Quote: "Please, integrade Game Cover 2 in v1.17 "


Ok, I will repeat what I hope many have already said: That is NOT a mod. It's a separate program that allows a main menu to be used, and then it will run the FPSC-Game.exe file when you click on start game.

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


It means it will support extra animations. Think of it this way:

EAI's medieval melee hands have rock-paper scissors animations in them. However FPSC has no way to make these animations play. 1.17 will allow to to play custom gun animations easily.

freak of nature 64
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Posted: 31st Mar 2010 02:40
FPS Pro would be awesomer than FPS Creator Professional

Bugsy
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Posted: 31st Mar 2010 06:07
how about FPS- first person studio?


freak of nature 64
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Posted: 31st Mar 2010 06:11
Does anyone have a compiled version of the latest source? I think we all want it like when Fenix 1.1 was in beta testing.

4125
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Posted: 31st Mar 2010 06:49 Edited at: 31st Mar 2010 06:49
with so many features being pack into that next update...I hope it doesn't come pack with a new horde of bugs. I just hope the crashing is either stopped or da risk of it crashing decreases...

Best not to jynx it tho. best of luck with them.

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
Chris Redfield 2008
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Posted: 31st Mar 2010 09:00
Quote: "how about FPS- first person studio?"


That sounds pretty cool as well. Or maybe even Dark-FPS?

Quote: "with so many features being pack into that next update...I hope it doesn't come pack with a new horde of bugs. I just hope the crashing is either stopped or da risk of it crashing decreases...

Best not to jynx it tho. best of luck with them."


Yeah, that's my worst fear for V1.17 too. We get all of these cool new featres- just to end up with a whole new horde of bugs that accompany them.

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
Nickydude
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Posted: 31st Mar 2010 09:11
Of course V1.17 will have bugs but they will try to get rid of as many as possible before releasing it.

German Dodo
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Posted: 31st Mar 2010 20:47
I hope that we don't need a monster pc for the new patch like the efx-mod

Und eine Buddel voll Rum
Snipesoul
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Posted: 1st Apr 2010 05:28
Looks like Lee just finished adding decal-based particles!

"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.
Marc Steene
FPSC Master
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Posted: 1st Apr 2010 05:58
UPDATE 01/04/2010

Lee has completed decal-based particles, and are now available in the source code on GoogleCode.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Hockeykid
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Posted: 1st Apr 2010 06:09
Quote: "UPDATE 01/04/2010

Lee has completed decal-based particles, and are now available in the source code on GoogleCode."


Just so you know I just made an update to the GoogleCode (thought you might want to keep as updated as possibly).

LeeBamber
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Posted: 1st Apr 2010 06:10 Edited at: 1st Apr 2010 06:17
Hi Guys,

It's nearly 4AM in the morning here in the Welsh dungeon, and because I have been hounded by AppUp work during the day my FPSC activities had been forced into the night. That said, it's a good time to work, nice and quiet. I have posted a screenshot of my nights toil, which I think you will like.



The picture shows a typical scene, rendered with some subtle bloom using the new full screen shader system and the candles on the table are using the new decal based particle system which can be externally controlled via the DECALSPEC.TXT file. As it's a simple text file, you can create your own particle effects by changing the values. Here is the new properties:

;DECALPARTICLES (in units of 100th, i.e. 150=1.5f)
randomstartx = 0 : random start position for the particle
randomstarty = 50
randomstartz = 0
linearmotionx = 0 : constant directional motion
linearmotiony = 33
linearmotionz = 0
randommotionx = 10 : additional random direction
randommotiony = 0
randommotionz = 10
mirrormode = 2 : does the decal image mirror or random mirror
camerazshift = 500 : how far to move the particle towards the camera
scaleonlyx = 100 : to much to squash the decal on the X axis
lifeincrement = 100 : how long will the particle live
alphaintensity = 20 : how much alpha to apply to the particle

You also get to specify the decal image and the usual offset and scale values, meaning you have a lot of control over how the particles are generated.

In the screenshot, the alienglobe entity has been given a greensmoke decal particle effect which emits slow green flumes in every direction and is quite cool to watch. Because the alienglobes can be picked up, the particle effect leaves a trail when it moves I dare say you can pick-up these features and create lots of effects like steam, smoke, big flames, auras and other nice overlays. Because you can control when a particle is generated with the DECALMODE=7 FPI command, you can even have entities trigger particles so you can create things like dust falling off things, impact effects and who knows what else. The particle values are not definitive so some may be removed, but it's likely we'll just keep adding to them so you have 'full' control of what that pesky decal particle does.

Thanks for your kind words and patience. Having read the thread, I have a few answers of those questions I remember repeated a few times:

There is no ETA for the V117 beta, as we're going to spend lots of time testing it internally. You are right there are lots of new features and you all want them to work pretty much out of the box, so this will be our aim.

Levels you make now WILL work in the new V117, you will just have the option of using these extra features. This brings me nicely onto the worry that these new features will slow things down. Not so. We have left flags in the SETUP.INI to switch off pretty much anything that will hurt your performance, and the PS2.0 shaders will only be used if you have Full Effects switched on. Also, because we're now running at monitor refresh using timer logic, your games will actually play faster, not a boast I can make every day but V117 will deliver on this to most users.

Although there are LOTS of feature ideas on the various wish lists, we are targeting the ones that are on most users top five wish-list, and many of them are similar to the migration list we originally started with. More features will follow in the future, but it makes sense to add all the 'must have' features wanted by the majority and then stabilize a version that works well on many different systems.

Eye candy aside, the exciting features for me are the things you do not necessarily see like an improved variable system, smarter entities, more FPI commands, programmable AI, talking characters, puzzle and story gadgets and of course those all important weapon upgrades!

Hopefully that gives you an idea what I have been up to the last few days, and sorry we can't provide a build to you. It would probably just crash and you'd hate me for it I have just released DBP U75 BETA10 which is what I am using now to compile V117 so if you want to have a go building an EXE, you are welcome to try. Keep checking the google code site if your curiosity gets the better of you, and I am sure there will be more news posted here when it happens.

Thanks again for the encouragement and helping make 'FPS Mega Studio Pro Deluxe With Knobs On' stronger than ever!

I drink tea, and in my spare time I write software.

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DarkJames
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Posted: 1st Apr 2010 06:37 Edited at: 1st Apr 2010 06:38
holy cow and mother of holy pig!!!
thats something out of this world!!!!

Lee would you marry me? LoL
i want this!!! really really much!

are the chars going to have shadows?


"Feel free in a world of madness,be the bright spot"
-Bloody James
Chris Redfield 2008
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Posted: 1st Apr 2010 08:40
Lee... you are a GOD among men! You the man Lee!! You the man!!!

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: 1st Apr 2010 10:22 Edited at: 1st Apr 2010 11:20
wow stunning!!
haha fps mega studio pro deluxe with knobs on = fpsmspdwko
Help bugs!
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Posted: 1st Apr 2010 10:26
(speechless)

That is amazing.....thanks for all of your hard work Lee and Hockykid!!!!

Desperation coming 2011
visit dryicedgames.webs.com/
!!JOIN THE MIGRATION!!
Woolfman
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Posted: 1st Apr 2010 10:28 Edited at: 1st Apr 2010 10:29
FPS Mega Studio Pro Deluxe With Knobs On.(FPSMSPDWKO)
Really Lee? That's not as easy as saying FPSC Thanks for the update.
Scurvy Lobster
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Posted: 1st Apr 2010 12:30
Wow - just wow!

Would love to see someone make a visual editor for those particles

Red Eye
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Posted: 1st Apr 2010 13:32
Looks good, cant wait to get my hands on the source.

...Kranox Studios!
Shadowtroid
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Posted: 1st Apr 2010 13:58
Oh wow Lee.

You and Hockeykid do great work. Keep it up.

Marc Steene
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Posted: 1st Apr 2010 15:27
Good work Lee, looks awesome I'll be updating the first post with the new features.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
KeithC
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Posted: 1st Apr 2010 16:29
Quote: "Would love to see someone make a visual editor for those particles"

That is something I would like to see as well.

-Keith
Doomster
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Posted: 1st Apr 2010 17:18
Thanks for all the hard work you put into this, Lee!

Quote: "Eye candy aside, the exciting features for me are the things you do not necessarily see like an improved variable system, smarter entities, more FPI commands, programmable AI, talking characters, puzzle and story gadgets and of course those all important weapon upgrades!"

These are the more exciting features to me anyway, it'd be great to have wider scripting capabilites with the stock fpsc, without the need to use any additional mods, especially the entity timers been long overdue.

-Doomster

bond1
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Posted: 1st Apr 2010 18:40
This isn't an April fool's joke is it? Wow Lee, real particle effects, this is awesome!

Also noticed this from the newseletter:

Quote: "The new addition was the support of the RENDERCOLORTARGET semantic in the FX shader effect. "


YES! We're going to see an explosion of post-process shaders! So much is happening with FPSC...

----------------------------------------
"bond1 - You see this name, you think dirty."
TerrorNation
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Posted: 1st Apr 2010 19:07
I can't compile the new source:

Cannot understand command at line 59 (ai start)
Doomster
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Posted: 1st Apr 2010 19:23 Edited at: 1st Apr 2010 19:24
@TerrorNation
You need to have DarkAI installed in order to compile the source, or you have to comment all DarkAI commands out.

-Doomster

TerrorNation
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Posted: 1st Apr 2010 20:16
@Doomster

Oh well it looks like I won't be testing this then until someone else uploads the compiled exe.

@Hockeykid / Lee

Could you upload us the latest exe for FPSC v 1.17 as some of us cannot compile it.
Dark Goblin
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Posted: 1st Apr 2010 20:18
I get the same problem (and I have DarkAI installed!)

Also want to compile, but dont want to rem all DarkAI things ^^

... efxMod Developer!
Red Eye
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Posted: 1st Apr 2010 22:41
They should have a free darkai dll plugin, as they have for darklights.

...Kranox Studios!
Thraxas
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Posted: 2nd Apr 2010 01:32 Edited at: 2nd Apr 2010 01:34
I wouldn't mind an 'official' release even if it is still buggy. If it's made very clear not to test the .exe unless you are prepared for crashes/bugs it would let those of willing to give have the option and those who prefer to wait for the real official release can.

Your signature has been [mod edited] :-p
DarkJames
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Posted: 2nd Apr 2010 01:34
i want unless a bloom fpsc-game like the one that the pic show


"Feel free in a world of madness,be the bright spot"
-Bloody James
JLMoondog
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Posted: 2nd Apr 2010 02:29
I really like the particles. Will we still be able to use a texture sheet for the particles, so we could specify if the particle changes over time? Example: Fire particle slowly changes to black smoke before fading out.

Great work though, I'm really liking all the new features. I wish I got into FPSC a little sooner. 7 years of Dark Basic and not once did I even try the demo.


Woolfman
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Posted: 2nd Apr 2010 03:34 Edited at: 2nd Apr 2010 03:35
I agree with Thraxas. I wouldn't mind a buggy/not working/only stays working for 5 mins/works only in DOS/ official version at all. Just to mess around with all the new features.
Hockeykid
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Posted: 2nd Apr 2010 08:51 Edited at: 2nd Apr 2010 08:52
Quote: "Would love to see someone make a visual editor for those particle"


You Mean like this one:



I started this external particle (decal to particle) editor about 2 hours ago so it's pretty basic right now but I'll get it done soon .

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veer
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Posted: 2nd Apr 2010 09:11
can will be able to make game up to level 15...

all new feature are good ..but making only 3 to 4 level will not sell your game
Woolfman
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Posted: 2nd Apr 2010 10:31 Edited at: 2nd Apr 2010 10:32
Just had to tease everyone with that didn't you

Very nice hockeykid hope to see more later.
Red Eye
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Posted: 2nd Apr 2010 10:47 Edited at: 2nd Apr 2010 10:49
If u need hockeykid i am prepared to integrate windows layout on that, and u could just add the actions to it, after i gave u the source for the windows layout. So i wont get any of that source.

And i could add other things like, Color Picker, a Toolbar for premade textures for the choosen particle.

Would look a bit more pro. If u would ask me.

Anyway keep it up. Looking great so far.

...Kranox Studios!
Marc Steene
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Posted: 2nd Apr 2010 11:06
Just looked at the change list, and the following features have been aded:

* Adapted Project Blue's accuracy system to work with weapon wielding
character's accuracy system
* Replaced accuracy system with Project Blue's accuracy system
* Added Weapon wielding characters now use the fire iteration specified in
their weapons gunspec
* Fixed bug with accuracy values being ignored by weapon shooting characters
* controller hint hud graphics now included in build and no irratic mouse pointer when controller not plugged in
* fixed a serious build crash (but will need DBP U75 BETA11) to solve, also sorted some more FPGC related tweaks


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
TerrorNation
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Posted: 2nd Apr 2010 11:53
Nice work.

@ Hockeykid

Will you be adding PB's variable system to V1.17, because I use it now with PB and I think it would be a great benefit to all those using free mods / stock FPSC?
Marc Steene
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Posted: 2nd Apr 2010 11:56
TerrorNation, Lee did mention somewhere that the variable system has been upgraded. But I agree - the Project Blue system is way better and easier to use.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
TerrorNation
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Posted: 2nd Apr 2010 12:00
Definitely, as it allows for more than one variable.

@ Lee / Hockeykid

I was wondering whether in the 'better multiplayer', would you be improving the spawning too?

I have a few issues with spawning, such as where the newly spawned character is transparent and invincible for a few seconds, and can shoot you and kill you during its 'invincibility'.

Also, will you improve the options for players to spawn?
Lets say I have a 4 person multiplayer match, but I want around 16 spawn areas, could you add a new Marker to the FPSC libraries that could be named 'Multiplayer Spawn Point' or whatever, so that I can have more than 4 spawn points?
Marc Steene
FPSC Master
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Posted: 2nd Apr 2010 12:09
Quote: "I was wondering whether in the 'better multiplayer', would you be improving the spawning too? "


And this brings me to my next point. I recently sent an email to Lee with a few questions regarding update v1.17, like a mini-interview. And I also included the question "What aspects of multiplayer will be improved" or something along those lines. Hopefully we'll hear back from him soon.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Scene Commander
Support Manager
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Posted: 2nd Apr 2010 12:33 Edited at: 2nd Apr 2010 12:34
Quote: "Definitely, as it allows for more than one variable."


Err.. The current system allows for 100 global variables and 100 variables per entity.. Is that not enough?

That aside, I have spoken to Lee and HockeyKid recently regarding variables and my understanding is that HockeyKid intends to add the PB variable system to FPSC.
AbdulAhad
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Posted: 2nd Apr 2010 12:35
Will any future version of FPSC include dual wielding and a holster system?

Abdul Ahad
Red Eye
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Posted: 2nd Apr 2010 12:50 Edited at: 2nd Apr 2010 14:18
@hockeykid: Well here you go, i wiped this out for you. If u want source just drop a mail, or come on msn.

Some screens:








And it has some other settings/features.

BTW: Source is fully remmed, and fully adjustable to your needs, including menu and so on. I will assist u , if u need any help, on the source.

NOTE: FPS is while working 120 FPS fulltime, it is just because when u click buttons it lowers, but that isnt noticecable, it is smooth as silk. And works like a charm.

Download attached.

I hope u like it.

...Kranox Studios!

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AbdulAhad
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Posted: 2nd Apr 2010 14:00
Thanks Red Eye

Abdul Ahad
bond1
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Posted: 2nd Apr 2010 17:00
With everything that's being added, calling this update 1.17 seems like an injustice.

Maybe it should be called FPSC v1.5, or at least v1.2.

----------------------------------------
"bond1 - You see this name, you think dirty."
Marc Steene
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Posted: 2nd Apr 2010 17:39
FPSC v2 perhaps


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
TerrorNation
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Posted: 2nd Apr 2010 17:41
Yeah I think with such a large update it really should be higher than 1.1 but I don't understand how it is worked out anyway

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