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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Bigsnake
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Posted: 2nd Apr 2010 21:07
Quote: " but I don't understand how it is worked out anyway"


You got V1.00 which is the first version, then during that instead of adding the 1 you change the decimals so then it becomes v1.01 instead of v2.00.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Shadowtroid
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Posted: 2nd Apr 2010 22:46 Edited at: 2nd Apr 2010 22:46
Don't know why people haven't raved about this yet.

Quote: "* fixed a serious build crash"


See guys? We can build whole games now! Hear that? WHOLE games!

Wraith Staff
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Posted: 3rd Apr 2010 02:17
@Lee:

Wait... From my understanding, because you're using a new license for FPSC all we have to do for commercial projects is to include a copy of all relevant licenses with the build and we DO NOT have to include a blurb about FPSC and TGC in the credits... Am I right?

TerrorNation
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Posted: 3rd Apr 2010 11:17
@Bigsnake

Quote: "You got V1.00 which is the first version, then during that instead of adding the 1 you change the decimals so then it becomes v1.01 instead of v2.00."


I understand that, I just meant that I didn't know how they calculate the right amount to increment the decimal by.
Marc Steene
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Posted: 3rd Apr 2010 11:38
UPDATE 03/04/10

Lee has answered some questions concerning the v1.17 update. The questions and answers are below:

1. Will dynamic character shadows ever be implemented? With all the new graphical features you're adding, the horrid "blob" we have at the moment is really holding it back.

LEE: It's on the list, somewhere, but it will get pushed further down as other more important features are requested by the majority. Naturally when those are done (and stable), something like cool new shadows will get to the point in the list when we can start looking at it. Also, now the code is open and DBP is free, anyone can have a go at adding dynamic shadows in the engine and contribute it to us, which will save us a lot of time as we would just have to test it and then it becomes part of the official engine.


2. How will water function? Will it be a single plane of water much like X10?

LEE: I think it will be a single plane of water, just like X10. It's the easiest to implement and solves a lot of problems that individual pools would create. I have not played many games that needed more than a single water-table, and smaller bodies can be simulated with a cleverly designed dynamic entity.


3. Will X9 ever get the awesome X10 sliders to allow realtime checks of skyboxes and ambience?

LEE: We are not using X10 as a template for how the in-game debugger might evolve, instead looking at the strengths of X9 and the needs of this community. The X10 panel was designed to 'show off' how you can play with your graphics card, but I think there is more important controls we could offer during the test game. I imagine though that this is way down the list, unless our hand is forced to add it sooner.


4. In which month can be expect to see a BETA version of v1.17 released?

LEE: No release date has been planned. We're just piling in the features now, with only a scant reference to any sort of depth testing, but it means we can get a lot done in a short time. If the community keep asking for features, and we keep adding them, there may never be a V117 beta, so it is really about deciding when to stop adding features and start the stability and compatibility tests, and then we can have something worthy for public scrutiny.


5. Do you have any plans to improve multiplayer?

LEE: Multiplayer was never designed to rival the AAA games of several years ago, and certainly not the epic creations of modern games. To overhaul the multiplayer to include the features required would take many months, and that's many months where nothing else gets done except multiplayer. At the moment, the majority want single player features, so that is where our energy is focused. Of course, if someone does some nice multiplayer features with the source and contributes it to us, that might accelerate the process but multiplayer is a beast to test so adding just a single feature could mean weeks of additional testing. Long answer short, we have no plans to touch multiplayer at present, but are open to the idea of adding some extra features once single player has been exhausted.


6. Could you give us some little scraps of information on new features or other which we do not know about?

LEE: Scrap One: A set of new character behaviours which will allow you to easily set-up your level as an adventure game. Currently all the scripts are mostly violent ones such as go here, shoot there. We want to create scripts that say follow this path, wait for X seconds, talk for a bit, wait for the player to give me an item, show the player where the secret passage it, that sort of thing. Scrap Two: Some new FPI commands are being thought about to allow your scripts to alter the force of gravity, so you could have a room that has half gravity, and another that has no gravity. You could even set universal gravity to zero in the global script, and then re-activate it within trigger zones. To compliment this, we're going to add some jet pack features to allow the player to collect an entity that lets them have some control within low gravity environments too, so you can thrust your way to high ledges or traverse the empty void of the moons surface. Scrap Three: Build Game improvements is something else my mind has been tinkering with, to try and reduce the amount of system memory required to build a game (as opposed to test game which needs to render the graphics and sound in the level), as the standalone build process is essentially collecting and shaping media, then exporting it. bear in mind these scraps may take many months, and may not even be free in the update, but hopefully it gives you a clue as to the FPSC features we are thinking about.



7. What do you want FPSC to be in the future?

LEE: Generally I would like FPSC to have all of the cool features and elements that make up today's games, so the game maker does not have to leave out bits because the engine cannot deliver. If that means running over landscapes, driving tanks and helicopters, destroying mountains, commanding hundreds of troops and going on epic non-linear adventures, then so be it. As we're a small team all that might take a while, but now we have opened the door with Google code, I think we might get some help along the way from users who are passionate about making games, have some DBP skills and are willing to pitch in. For the immediate future, my hope is to do a really good job with V117 and satisfy everyone that the migration version was well worth the wait

Thanks for your time, Lee.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
TerrorNation
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Posted: 3rd Apr 2010 11:46
Some of the update may not even be free?!?
Marc Steene
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Posted: 3rd Apr 2010 12:19 Edited at: 3rd Apr 2010 12:20
[NEW] Two new sections have been added to the first post, including the 'Media Centre' and 'Lee's Area'. The Media Centre will contain any pictures or videos concerning updates. The aim is to allow people to access any media relating to the migration from one place. Lee's Area is a section dedicated to Lee, almost like a mini blog. Any posts he makes in this thread will be sent to that section, so you can follow official information from the creator.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Hockeykid
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Posted: 3rd Apr 2010 12:23
Quote: "Lee's Area is a section dedicated to Lee, almost like a mini blog. Any posts he makes in this thread will be sent to that section, so you can follow official information from the creator.
"


I don't get a section ?

Marc Steene
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Posted: 3rd Apr 2010 12:28
Quote: "I don't get a section ?"


Would you like one?


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Hockeykid
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Posted: 3rd Apr 2010 12:30
Quote: "Would you like one?"


Eh when I start posting updates and pictures and videos like Lee does then you can. So "when the time comes" .

Thanks for the offer

Marc Steene
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Posted: 3rd Apr 2010 12:33 Edited at: 3rd Apr 2010 12:39
Quote: "Eh when I start posting updates and pictures and videos like Lee does then you can. So "when the time comes" .

Thanks for the offer "


No problem, I'll add the section now so it's reserved for you. Let me know when you want to open the section up and add your first "blog". If you want something added, I think the best thing to do would be to put a notice before your post, such as:

[blog]Blah blah blah....[/blog]

And I'll put the information between the blog tags into your section.

EDIT: Hockeykid's Area added



[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Woolfman
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Posted: 3rd Apr 2010 12:56
Nice job Marc Steene. Thanks Lee for answering the questions.
Scene Commander
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Posted: 3rd Apr 2010 12:57
I don't think I'm alone in wanting to see V1.17 in some form of beta state. I can see Lee's point that he wants to add as many features as possible, but as he says, the more people demand the less likely that we will see any useable update in the immediate future.

From my vague memories, the planned and promised features for the migration were

Improved AI
Water
Ragdoll
Timer based

We have 3 of those already (well, AI is moving along), and I doubt water will be hard to add (although should be before a beta).

We also already have bloom, DOF,particles and a number of other features which are adding to the engine as a whole.

Does anyone else feel that Lee should be asked to bring V1.17 to beta stage before adding more features. The advantages of this would be twofold. Firstly, we'd all have a much improved engine to play around with. Secondly, it would also give those of us who would like to submit code for inclusion a stable source code to work with, this will in the end improve the engine much faster than waiting foe Lee and HockeyKid to complete the work alone.

Quote: "Some of the update may not even be free"


I for one would be happy to pay for updates if it improves the engine as Lee has suggested

Quote: "Generally I would like FPSC to have all of the cool features and elements that make up today's games, so the game maker does not have to leave out bits because the engine cannot deliver. If that means running over landscapes, driving tanks and helicopters, destroying mountains, commanding hundreds of troops and going on epic non-linear adventures, then so be it."


I think we'd all love that, but as he says, they are a small team and I really doubt that these features can realistically be expected to be added for free in any realistic time frame.

Just my thoughts.
TerrorNation
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Posted: 3rd Apr 2010 13:19
Quote: "I for one would be happy to pay for updates if it improves the engine as Lee has suggested"


Depends how much it's going to cost though. As long as we don't have to pay for the single player aspect (if multiplayer updates come and are pay-to-upgrade), I'm ok.
Scene Commander
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Posted: 3rd Apr 2010 13:34 Edited at: 3rd Apr 2010 13:35
Quote: "Depends how much it's going to cost though."


True, but so far almost all TGC have been very reasonably priced as I can't imagine that this will change.

Quote: "As long as we don't have to pay for the single player aspect"


I'd pay for single player updates if they really improved the engine, especially much larger landscapes and vehicles.

I really don't see why every one seems to think that the engine should be updated continually for free. I mean, we all knew what we were buying when we brought it. I understand that many of us have been waiting for the migration and I think we have a right to expect the promised features for free, but everything else? For years to come? Because the bar will always raise, should TGC be expected to always provide a state of the art engine out of the kindness of their hearts? Most people are willing to pay for Dark Basic addons, why should it be any different for FPSC?
TerrorNation
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Posted: 3rd Apr 2010 13:40
To be honest, I thought FPSC was a lot stronger than it was when I bought it. When I say single player, I mean what has already been announced. Vehicles and landscapes/terrains would be nice to pay for, but I think it's a bit weird that we have to buy a software and still buy further updates.
Scene Commander
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Posted: 3rd Apr 2010 13:52
Quote: "To be honest, I thought FPSC was a lot stronger than it was when I bought it. When I say single player, I mean what has already been announced."


I think many people would agree with that. I just think that V1.17 needs to have a line drawn under it's added features somewhere. Once we've got that stable other features could be added to V1.18 and beyond, or for really advanced additions as purchasable addons.
TerrorNation
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Posted: 3rd Apr 2010 14:06
Yes. Anything highly advanced I wouldn't mind paying for, as long as the price is right
bond1
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Posted: 3rd Apr 2010 15:53 Edited at: 3rd Apr 2010 15:56
Quote: "To be honest, I thought FPSC was a lot stronger than it was when I bought it."


Quote: "I think many people would agree with that."


I'm NOT one of them. Even version 1 of FPSC exceeded my expectations. It depends on your generation.

If you were raised during the Xbox/Xbox360 generation, I can understand. But being one of the older users of FPSC, I was raised playing 8-bit games, long before first person shooters had even been invented. So the functionality of FPSC blew me away, that I could make these type of games at home. By myself. On a single home computer.

I would have no problem with paying for updates, even though I doubt TGC would even charge for them. What I don't get is the entitlement some users feel that all updates should be free. Come on now, FPS Creator is not a large monetary investment by adult standards. We've gotten so much already since V1, for absolutely nothing.

If anything, I think that attitude and unwillingness to pay for updates is what has held FPSC back from getting more functionality sooner.

Ok, enough of that. Back to the topic at hand. The fact is, this update is going to a renaissance for FPSC! This is going to be a great year...

----------------------------------------
"bond1 - You see this name, you think dirty."
Woolfman
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Posted: 3rd Apr 2010 15:55 Edited at: 3rd Apr 2010 15:58
Didn't the big engine change happen already with X10. For some reason I don't think that having to buy an add-on is going to go well. But having all these mods that people are paying for, what do I know.

But more then likely when charging for additions happens. I'll pass on that.

Quote: "If anything, I think that attitude and unwillingness to pay for updates is what has held FPSC back from getting more functionality sooner."
What did that was one person working on to many things at once.
Red Eye
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Posted: 3rd Apr 2010 15:55 Edited at: 3rd Apr 2010 15:56
I second that from bond1

...Kranox Studios!
Scene Commander
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Posted: 3rd Apr 2010 16:33
Quote: "Ok, enough of that. Back to the topic at hand. The fact is, this update is going to a renaissance for FPSC! This is going to be a great year.."


Agreed...
Shadowtroid
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Posted: 3rd Apr 2010 16:45
The only thing I have about the migration is it's comparison to mods...

Yes, this will make stock FPSC much better, and as soon as mods like Fenix and PB are integrated it will be nothing but beneficial, however I'm not sure if I'd use the new update over something like PB. I guess only time will tell.

Don't get me wrong, I love this new update, it's just that do you think it will hold up to mods that we already have?

Marc Steene
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Posted: 3rd Apr 2010 17:09 Edited at: 3rd Apr 2010 17:42
Quote: "Don't get me wrong, I love this new update, it's just that do you think it will hold up to mods that we already have?"


Seeming as hockeykid is now in charge of Fenix Mod, Project Blue, as well as stock FPSC, it's pretty much inevitable that all major mods will be ported over to v1.17, so I'm not sure what your point is here.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Bigsnake
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Posted: 3rd Apr 2010 17:15
That particle system looks awesome

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
BlackFox
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Posted: 3rd Apr 2010 17:20 Edited at: 4th Apr 2010 16:42
Quote: "Seeming as hockeykid is now in charge of Fenix Mod, Project Blue, as well as stock FPSC, it's pretty my inevitable that all mods will be ported over to v1.17, so I'm not sure what your point is here."


No offense meant, but there are other mods here than just Fenix and Project Blue. So far the mods that HockeyKid has under his control are porting. There are other authors that are not having their mods ported over to v1.17 of FPSC. Do you know what they plan to do? So far I am seeing talk of only Fenix and Project Blue are involved with the update. What about the other mods? Have you contacted the authors to get their take?

As far as paying for update, my generation came from the old games. You know, the ones where you had to actually sit around the table and talk to one another? If TGC charges, I'd pay no problem. Updates are free, sometimes they have to charge. If people are wanting all these features now, now, now, then they should expect to pay for all the time and dedication put into making everyone happy.

Cheers

Mike

Marc Steene
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Posted: 3rd Apr 2010 17:40 Edited at: 3rd Apr 2010 17:40
Quote: "No offense meant, but there are other mods here than just Fenix and Project Blue."


Sorry for the confusion there, I should have specified that the major mods (Fenix and Project Blue) were going to be ported.

Quote: "that are not having their mods ported over to v1.17 of FPSC."


I think it would be impractical for any current mod owner to refuse to port over to v1.17, unless they want their user base to remain minimal. With all these features being added to v1.17, there are probably many people who would choose v1.17 stock over a minor mod with v1.16. Then of course, Fenix Mod is free too, so I don't doubt many people will be using that as well as v1.17. It seems inevitable that any mod which does not switch to v1.17 will be left behind. A mod which stays with v1.16 and which keeps a large amount of users must have features which better that of v1.17 + Fenix Mod (to name a few, ragdoll, DarkAI, DarkVoices, fullscreen shaders etc.).


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
BlackFox
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Posted: 3rd Apr 2010 17:53
Quote: "I think it would be impractical for any current mod owner to refuse to port over to v1.17"


I agree with that and understand what you meant. Once the next version comes out and is relatively bug-free then porting over to the next version would be a logical step. This next update to FPSC may have all these bells and whistles with it, but it won't have everything that some mods contain, such as what RPG mod contains. However, it will be a great addition to the mods we use.

Cheers

Mike

Hockeykid
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Posted: 3rd Apr 2010 20:05 Edited at: 3rd Apr 2010 20:08
Edit: Nevermind

Marc Steene
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Posted: 3rd Apr 2010 20:17
Hockeykid, let me know when you want to make your first entry. The space has been reserved for you


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
proart
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Posted: 3rd Apr 2010 21:17
Hi I complie the code but when I test it I get an Error:

http://img444.imageshack.us/img444/6749/errormn.jpg

please help me
Fluffy
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Posted: 4th Apr 2010 00:06
V117 will have many great features that FPSC has needed for a while...these features will make an already brilliant tool even greater...then mods will add on and we will be competing with those AAA titles out there...can't wait!

You just wasted a few seconds of your life reading this signature!
Shadowtroid
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Posted: 4th Apr 2010 01:14
Quote: "V117 will have many great features that FPSC has needed for a while...these features will make an already brilliant tool even greater...then mods will add on and we will be competing with those AAA titles out there...can't wait!"


What I was saying was that in the gap in which mods are NOT in V1.17...I'm not sure if I'd use the update over mods like PB and such. And integration is hard. It could be months before a mod I use is available with V1.17 features.

In my mind, this is basically an open-source mod...Not everything will use it immediately, or even at all. It improves it, but does it improve it as much as PB or Fenix mod?

Marc Steene
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Posted: 4th Apr 2010 09:41
Quote: "What I was saying was that in the gap in which mods are NOT in V1.17"


I don't think there are many mods which are not going to port over to v1.17. I think RPG mod is one of them (don't quote me on that), and I'm not sure about the other mods such as Xara mod which provides graphical updates. Obviously Fenix Mod and Project Blue will be porting over.

Quote: "I'm not sure if I'd use the update over mods like PB and such. And integration is hard. "


Eventually you'll have both. In terms of integration, hockeykid is sorting all that out, and he is very familiar with the source code of both the stock version and Project Blue (or you'd hope so ) so I don't expect integration will take longer than a month or two.

Quote: "but does it improve it as much as PB or Fenix mod?"


At the end of the day we'll get both Project Blue (or Fenix Mod) and v1.17, so I'm not sure where you're coming from here (unless you were posing a "what-if" question).


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Chris Redfield 2008
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Posted: 4th Apr 2010 11:40 Edited at: 4th Apr 2010 11:43
In light of all of that, it really makes me wonder. Will some features(certainly not all)from EFX and Cranox/Xara... Will their creators merge them with stock FPSC? Cause honestly, by the time V1.18 is out Fenix, PB, and RPG will be fully intregrated into the stock engine. And no offence to their creators, but that would essentially render EFX, Cranox, and Xara almost useless compared to V1.18. So if Nighthawk, Dark Goblin, or Kill3r7 happens to read this post, I would have to say that you guys might wanna consider letting Lee and Hockeykid use some of your guys' source code...

C.R. 2008

(Nobody quote on the whole V1.18 part though. I could be wrong there.)

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

THE ART OF DARKNESS IS COMING... 2012
Bootlicker
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Posted: 4th Apr 2010 13:01
When PB ports over to V1.17 will people who purchased PB get any bonus material or anything?
TerrorNation
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Posted: 4th Apr 2010 13:37
There were never any plans to integrate PB into V1.17. Only small things from PB are going to be integrated i.e. variable system.
I highly doubt that a $28 mod bought by people who wanted extra features over the stock users would be integrated for the benefit of the whole community.
Wraith Staff
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Posted: 4th Apr 2010 13:58
I think the coolest thing would be for the newest version of Project Blue to have all of Fenix Mod's features AND be in the v1.7 source, especially if Hockeykid is doing all three... I'd pay like $50 for that any day!

Marc Steene
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Posted: 4th Apr 2010 14:23
Quote: "There were never any plans to integrate PB into V1.17."


We mean Project Blue will be integrated with the v1.17 source so Project Blue users can use v1.17 and the mod at the same time, not that v1.17 will be merged with Project Blue for anyone to have.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
BlackFox
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Posted: 4th Apr 2010 16:39
Quote: "I don't think there are many mods which are not going to port over to v1.17. I think RPG mod is one of them (don't quote me on that), and I'm not sure about the other mods such as Xara mod which provides graphical updates."


When the time is right, we will look at porting RPG mod over, especially reading over the list of *items* to appear in v1.17.

Cheers

Mike

TerrorNation
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Posted: 4th Apr 2010 16:50
Quote: "We mean Project Blue will be integrated with the v1.17 source so Project Blue users can use v1.17 and the mod at the same time, not that v1.17 will be merged with Project Blue for anyone to have.
"


I do remember hearing something about that though
Nickydude
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Posted: 4th Apr 2010 21:28
A nice up-to-date video showing some of the stuff (like particles) would be nice.

Marc Steene
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Posted: 4th Apr 2010 21:37
Scripters should be pleased to know that the maximum amount of script lines has increased from 150 to 350


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
A r e n a s
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Posted: 4th Apr 2010 21:41
Great news on the scripting side I cant wait to see these features in PB. Is it just a rumour that there will be a revelation on flak and dynamic objects in multiplayer? Or is there something to this (if not as extreme as these incredible features)?

Shadowtroid
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Posted: 4th Apr 2010 21:47
There was a max to begin with?

Oh well. Still awesome.

Now we need to bug Ply to make us a script to fill all 350 of those lines.

Or maybe we can just get him mad and fill it up with his rant.

Ply, if you are reading this, I am just kidding.

Plystire
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Posted: 5th Apr 2010 06:30
I kinda figured as much, but I thought it was funny anyway.

To be honest, I'm not a fan of making huge scripts. Since I can Mod, anything that requires vast amount of scripting to be even remotely possible, would probably be better off turned into a set of new commands.

The largest scripts I've seen so far are only large because they needed to flip through a ton of images to give an animation... that tells me that there could be an animation command made for it instead. And *POOF!* the script shrinks down to 10 lines of code instead.


The one and only,


Hockeykid
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Posted: 5th Apr 2010 06:58
[Blog]

I see Fenix Mod's Dark AI as a small stepping stone to what has been evolving within the new source code to an amazing system. The idea I had with my new Dark AI system was to allow for as much unique AI as possible. Throughout the time that Fenix Mod's Dark AI has been released I have seen many requests for different behaviors that seemed to be on an ever growing list. Making sure these behaviors did not conflict and hard coding them all would have been an issue. I decided that there was simply no easy way to please everyone with the AI's behavior so I took it up a notch and am now allowing for as much unique AI as one could possibly imagine. Over the past month or so I have re-coded the general structure of my old AI and allowed for many more options (these options include: sound commands,path finding commands,general movement commands, etc). Now you will be able to have smart AI with the behaviors you want. This means no more AI that runs into walls, AI that will fit your game's unique needs, and the best part is all it will take is a bit of scripting. For any one that is not a FPI scripter fear not, there will be scripts that come with the next update. Now I cannot promise that all the wanted commands for Dark AI will be featured in V1.17, but over time new ideas will come to mind and will be added to the system to allow for a never ending slew of commands.

[/blog]

Rampage
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Posted: 5th Apr 2010 09:11
Splendid. Good work TGC and team.


Eidos!
Chris Redfield 2008
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Posted: 5th Apr 2010 10:03
Quote: "Splendid. Good work TGC and team."


Tell me about it, lol.

@Hockeykid- I honestly think you should consider intregrating more of Project Blue(not all of it)into future updates(V1.18 and beyond). And what are your current thoughts on EFX, Cranox, and Xara? Do you see any potential of intregrating some of their features in future updates as well? I personally wouldn't mind seeing a TOD System or Parralex(I think I spelled it right, lol) Mapping in the migration. Let's not forget a Dual Timer System. I think that would be the coolest feature of all.

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
Hockeykid
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Posted: 5th Apr 2010 10:34 Edited at: 5th Apr 2010 10:36
Quote: " I honestly think you should consider intregrating more of Project Blue(not all of it)into future updates(V1.18 and beyond). "


That choice is not entirely up to me, honestly I have no problem with integrating features from Project Blue. Thats up to Lee, I have no problem with Lee using Project Blue's features but from a programmers point of view some things are more necessary then others and it's also not good to be adding code from a mod without grasping a heavy understanding of the code (which I haven't fully done with Project Blue as I didn't program a lot of it so there is a lot of learning to be done).

Quote: " Let's not forget a Dual Timer System. "


Lee has already implemented a timer system into V1.17, it's better then the ones from ANY FPSC mod as it is calculated straight through the physics engine ODE.

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