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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Chris Redfield 2008
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Posted: 5th Apr 2010 12:48 Edited at: 5th Apr 2010 12:50
Hmm... I see. Very cool! But what of the other mods? Do you think their creators will let you and Lee use their source code? Or do you have no use for them at this point, or even at all? I know most of EFX's major features are now standard in V1.17, but I think Cranox/Xara still have at least some potential in future updates to the engine, assuming you or Lee find any of their features intresting.

C.R. 2008

P.S.- With the new timer system now in play, how many enemies MAXIMUM do think one can have in a moderate-sized level that would utilize V1.17?

P.P.S.- If there's one feature I would add from PB, it would have to be it's Motion Blur. Im my personal opinion, thats part of what made Alpha Project's graphics so damn sexy, lol. And have you guys done anything to improve the audio system? And lastly, how hard would it be to implement HDR at this point?

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

THE ART OF DARKNESS IS COMING... 2012
TerrorNation
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Posted: 5th Apr 2010 13:21
Great to hear about Dark AI! I've been following it on the Google Code recently and was impressed too!
Dark Goblin
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Posted: 5th Apr 2010 19:30
I dont think that Cranox (its still Corvus btw ) or Xara should be used in an official version, because it uses a whole new Renderer written by Evolved and needs a lot of performance.
They should use Mods which are based on the "normal" DBP rendersystem. Also there are some parts of the efxMod Shader system, which would fit perfectly. Will talk about this with Nighthawk, if he can release the source or send it to Hockeykid, if you want to!

... efxMod Developer!
TerrorNation
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Posted: 5th Apr 2010 22:25
@ Hockeykid

Will team mates / players be allowed to call for help on the fly i.e. when a certain key is pressed or when in critical health?
Hockeykid
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Posted: 5th Apr 2010 22:49
Quote: "Will team mates / players be allowed to call for help on the fly i.e. when a certain key is pressed or when in critical health?"


Actually, good question. If you look at the Google Code readme/changes list you'll see that last night I added:

* Added New FPI action AIRESPONDTOCALL this will cause an entity to move
towards the teammate that called for help (if any called for help)
* Added new FPI condition AICALLED=X this will return if the entity has been
called by the AICALLTEAM=X command
* Added new FPI action AICALLTEAM=X this will alert teammates within x distance
that a team member needs help (to be used with other call commands)

TerrorNation
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Posted: 5th Apr 2010 22:51
Oh right, I did see that before I posted, it just didn't clock in my brain at the time

So we could have in PB for instance:

:keypressed=x:aicallteam=300

(for 3 segments diameter)?

So that when x key is pressed you can call for help?
Hockeykid
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Posted: 5th Apr 2010 22:53
Quote: "So that when x key is pressed you can call for help?"


Yep, and as a spare note I added keypressed=x y to FPSC a while ago so you could do exactly that in V1.17

TerrorNation
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Posted: 5th Apr 2010 23:08
Oh nice! FPSC v1.17 AI is going to be SO fun to play with!

PS as a feature for the teams, could you also add a feature where you could give the teams names instead of numbers (A bit like variables)?
Hockeykid
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Posted: 5th Apr 2010 23:26
Quote: "PS as a feature for the teams, could you also add a feature where you could give the teams names instead of numbers (A bit like variables)?"


I could but numbers are easier for everyone so I'll keep it as is .

Eviladrianin
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Posted: 5th Apr 2010 23:50
Wow!! I can't wait for the new update!!!
GreenDixy
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Posted: 6th Apr 2010 00:37
What about enemy health bars. So we know how much health is left on an enemy?

======================================
RXcdeath
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Posted: 6th Apr 2010 00:39
[quote]So that when x key is pressed you can call for help?

you can now!!!! awsome...so can we script in sound effects whenever we press the button??
freak of nature 64
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Posted: 6th Apr 2010 01:52
OOH! Like in TF2 you could make it where when you press p, for example, you would scream "MEDIC!!" and he would come and heal you? And would it look like this?



One last thing: I am working on a script to fill all 350 places of the new capabilities of the engine

freak of nature 64
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Posted: 6th Apr 2010 01:58 Edited at: 6th Apr 2010 01:59
Done



EDIT

All it does is run the default pickup script

Hockeykid
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Posted: 6th Apr 2010 02:00
Quote: "And would it look like this?"


Your a bit off. Here's an example



And on your other AI entities



freak of nature 64
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Posted: 6th Apr 2010 02:34
Ok thanks. Has anyone else, Ply, come up with a 350 line script?

Chris Redfield 2008
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Posted: 6th Apr 2010 06:41 Edited at: 6th Apr 2010 06:42
Quote: "I dont think that Cranox (its still Corvus btw) or Xara should be used in an official version, because it uses a whole new Renderer written by Evolved and needs a lot of performance.
They should use Mods which are based on the "normal" DBP rendersystem. Also there are some parts of the efxMod Shader system, which would fit perfectly. Will talk about this with Nighthawk, if he can release the source or send it to Hockeykid, if you want to!"


Thanks for clarifying. Hope Hockeykid and Lee take that into consideration...

@Hockeykid- About that "Call AI Buddies for help" script... Will the AI still be able to find you if say... you were clear across the map? Lets say the player is on the top floor of an apartment building. You call your buddies up on the radio saying that you need help fast. Problem is, your buddies are all the way down on the bottom floor. Will the new AI be smart enough to work their way through the apartment building, up to the player and offer any needed assistance?

C.R. 2008

P.S.- Another thing, will we be able to "Split Up" with our AI partners? Like for instance we press a certain key that tells the AI to either stay put or take a different path to the end of the level(assuming you made more than one way to complete it)? Will that be possible in the update or even future updates?

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

THE ART OF DARKNESS IS COMING... 2012
Woolfman
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Posted: 6th Apr 2010 07:24
More then likely you will have to use way points to help them move around easier. But that's a good question.
Hockeykid
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Posted: 6th Apr 2010 07:28
Quote: "@Hockeykid- About that "Call AI Buddies for help" script... Will the AI still be able to find you if say... you were clear across the map? Lets say the player is on the top floor of an apartment building. You call your buddies up on the radio saying that you need help fast. Problem is, your buddies are all the way down on the bottom floor. Will the new AI be smart enough to work their way through the apartment building, up to the player and offer any needed assistance?"


When airespondtocall is used the AI set up a path that uses path finding. This means that your entities will create any possible path to where it needs to go. If the point can not be reached the entity will move as close as possible to it.

Also thanks for reminding me I'll need to get cross layer interactions working.

Marc Steene
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Posted: 6th Apr 2010 12:01
I think the introduction of DarkAI will be one of the best (if not the best) features of v1.17. We've needed this for a long time


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
ctm
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Posted: 6th Apr 2010 12:40
wow,
sounds better and better.
At first i thought it will be something like 1.16 + bloom + ragdoll = 1.17

Will it be possible to compare variables and set variable x to variable y (that's not possible in 1.16)?
Marc Steene
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Posted: 6th Apr 2010 12:58
Apparently the Project Blue variable system has been implemented (or some of it), and it is possible in Project Blue. It depends on what has been implemented.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
ctm
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Posted: 6th Apr 2010 13:37
Thanks Marc.

Of what i have seen from PG and PB feature lists there is no differentiation between local and global variables...or did i miss that?
Marc Steene
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Posted: 6th Apr 2010 13:44 Edited at: 6th Apr 2010 13:45
Quote: "Of what i have seen from PG and PB feature lists there is no differentiation between local and global variables...or did i miss that?"


As far as I'm aware, all variables are global.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
ctm
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Posted: 6th Apr 2010 15:54
Ah, ok.

I hope the variables hold their values after levelchanges.
Marc Steene
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Posted: 6th Apr 2010 16:22
Yep, they do


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Wraith Staff
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Posted: 6th Apr 2010 17:11
@Hockeykid:

Just sent you an e-mail...

Scene Commander
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Posted: 7th Apr 2010 15:22
AI does seem to be coming along very nicely.

I'd like to see set of commands to instruct enemy AI's to behave in a supportive manner.

Example commands

AISETMEDIC = sets the AI to have a healing ability for friendly teams
AISETSNIPER = sets the AI as a sniper
AISETSUPPORT = sets the AI as having a heavy support weapon

which in turn could be supported by conditions along the lines of

AIISMEDIC = is the AI a medic

AIISSNIPER = is the AI a sniper

AIISSUPPORT = is the AI a support

AITARGETSTRONGEST = sets the AI's target as the strongest
AITARGETWOUNDED = choose best wounded as AI target
AITARGETNEAREST = set AI target as the nearest
AITARGETFURTEST = set AI target as the furthest
AITARGETLESSER = X set AI target to viable target within X
AITARGETGREATER=X set AI target to viable target over X
AITARGETPLAYER = set AI target as the player only
AITARGETEXPLOSIVE = check if viable target is near an explosive entity and then target entity

Finally a set of actions

HEALALLY = x (where X is a distance) if an injured team member or ally is within x attempt to move to an heal.

SETSNIPE = is it possible to move to high ground and snipe at a target.

SETSUPPORT = is it possible to provide heavy support, best after AITARGETSTRONGEST

all of the above would either use a hard coded target or the one selected via the above targeting commands.

and lastly a action

AICLEARTARGET = where it's current target is cleared.

If these could be made to work (and I don't see most being too difficult) the control over the AI's would be superb.
Cyborg ART
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Posted: 7th Apr 2010 21:15
Looks like the Dark AI is comming along nicely.

As an addition to Scene Commanders suggestions I would like to see:

AISETFORWARD = sets the AI to move quick and dont care much about cover.
AISETMIDDLE (or something more suitable) = sets the AI to move light, but use cover when possible.


That way a dynamic squad could be set up.
When attacking the "forward" will rush the enemy position, the "middle" will provide backup for the "forward", the support will give support for the whole team further back and the sniper will find a better spot to take out enemies.

...

It would also be great to see a

AISETSILENT = 1 AI wont attack enemies untill the enemy attacks either the AI or the player.
AISETSILENT = 0 AI will be able to attack again

Shadowtroid
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Posted: 8th Apr 2010 00:07 Edited at: 8th Apr 2010 00:10
As a simpler suggestion to implement, what about support for silenced weapons? As in, they will attack if you fire a gun that is marked not silenced in the gunspec, but if it is then they won't notice unless you are really close.

I think that'd be cool.

I just think that for Scene Commander's and Cyborg ART's post is that, like I have said in another thread, you can't have a button for everything. I'm sure he's making it possible to script stuff like that just with more complexity. Hey, it's better than not at all.

RXcdeath
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Posted: 8th Apr 2010 00:34
Thanks for bringing my idea into code freak of nature and thanks for fixing his code hockeykid, but will it be part of 1.17?
RXcdeath
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Posted: 8th Apr 2010 00:39
i can make good pictures with photoshop..could i post them to be made into like backgrounds or something for options when building games????
RXcdeath
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Posted: 8th Apr 2010 00:42
Another idea....decals for the ground to blend one segment of grass into a segment of dirt for example or maybe autoblending textures for the ground...
freak of nature 64
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Posted: 8th Apr 2010 00:48
@Scene Commander, Cyborg Art, and Shadowtroid

I do hope those commands get implemented. I was reading and thinking what I could do with them and forgot they were only concepts. I became sad when I remembered

LeeBamber
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Posted: 8th Apr 2010 05:58 Edited at: 8th Apr 2010 06:04
Hi Guys,

Another 4AM and another moment of weakness. I have taken a snapshot of my latest and greatest thingy. Ripped out almost all of the depth of field code I added last week for the simple reason that every shader would have to be added to, and I would also have to re-create the fixed function pipeline as a shader too just to get it all looking 'normal' under depth of field. Here is a shot of what my new depth of field looks like.



Confused? I understand. What you are seeing in the top left corner is a new depth camera image, where red indicates depth and is blurred in the final scene. The other non-red colours (green and blue) control distortion. You can't see it in this shot, but as the fire decal animates, the final render is distorted as the green and blue elements in the fire texture shift the source texel of the input frame. All I need now is some specifically designed distortion textures and I'll be laughing. I could have shown you a better depth of field shot, but I don't want to spoil the surprise.

So how did I do it? Whilst making a cup of tea I hit upon the idea of NOT transporting the depth through the alpha and instead render out a completely separate depth image. The advantage would be that no new shaders need be written, and all fixed function rendering would work without any tweaks. Well it may have started with that simple concept, but it ended with a rather nice 'bonus' in that once I had used the RED channel to transport my depth (with clever use of fog), I had GREEN and BLUE channels spare. So guess what I used them for Displacement mapping. Long boring techie story short, this new technique allows the rendering of objects to the depth camera which allow a distortion pattern to be applied to the final render. This technique can be used for things like refraction in windows, heat hazes above fires, a hot desert ripple in the distance and my personal favourite, the cloaked enemy character I am sure new model packs will be available to provide the media that goes with these ideas, but it's great to know the technology will be available right in the middle of V117, waiting to be exploited. Even X10 did not have heat wave distortion and invisible enemies, and all done with humble PS 2.0 shaders

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

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BlackFox
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Posted: 8th Apr 2010 06:04 Edited at: 8th Apr 2010 06:15
Very nice Lee. This definitely is looking promising.

Cheers

Mike

Marc Steene
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Posted: 8th Apr 2010 13:06 Edited at: 8th Apr 2010 13:07
UPDATE 08/04/10
Lee has completed the Depth of Field fullscreen shader (image in Media Center), and as a bonus we now have displacement mapping too. What does this mean for us? According to Lee, it allows to have "refraction in windows, heat hazes above fires, a hot desert ripple in the distance and my personal favourite, the cloaked enemy character".


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Shadowtroid
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Posted: 8th Apr 2010 13:44
Oh man Lee.

Bond's gonna flip.

Marc Steene
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Posted: 8th Apr 2010 13:54
A note to hockeykid - would it be possible to place areas via triggerzones on the map with a specific script in to which would not allow enemies to see you if you are in that zone? This would really open up an opportunity for stealth games.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Wraith Staff
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Posted: 8th Apr 2010 18:18 Edited at: 8th Apr 2010 18:19
Quote: "This technique can be used for things like refraction in windows, heat hazes above fires, a hot desert ripple in the distance and my personal favourite, the cloaked enemy character"


That will be awesome... I hope someone makes a video, especially the heat waves, I'm really going to be needing that

Layken
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Posted: 8th Apr 2010 18:27
Can you make a Ply's mod compatible in v1.17?
Woolfman
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Posted: 8th Apr 2010 20:42 Edited at: 8th Apr 2010 20:42
Very nice Lee That is a bit of a tease.A video would show it off better but it looks great anyways! That will be fun to mess with the "Clocking ability"? Can it be turned off and on?
The Imperfect Sheep
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Posted: 8th Apr 2010 23:38 Edited at: 8th Apr 2010 23:46
Those particle effects look great. I can't wait to see what awesome effects are created with those. FPSC is going to be amazing when the migration comes out.



Fluffy
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Posted: 9th Apr 2010 09:49
Quote: "FPSC is going to be amazing when the migration comes out. "


Not saying that FPSC isn't already great!

You just wasted a few seconds of your life reading this signature!
Chris Redfield 2008
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Posted: 9th Apr 2010 11:55
Woah... Will the DOF be set up right from the get go, or will we have the option to turn it on or off?

C.R. 2008

@ Lee and/or Hockeykid- So, what are we lookin at so far in terms of system requirements?

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

THE ART OF DARKNESS IS COMING... 2012
Marc Steene
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Posted: 9th Apr 2010 12:02 Edited at: 9th Apr 2010 12:03
Quote: "Woah... Will the DOF be set up right from the get go, or will we have the option to turn it on or off?

@ Lee and/or Hockeykid- So, what are we lookin at so far in terms of system requirements?"


Lee Bamber:
Quote: "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."



[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Chris Redfield 2008
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Posted: 9th Apr 2010 12:13
Ah... Very cool. I heard Bond is working on Lip Syncing for... the stock characters? Perhaps we could see a video or pics on this in the near future?

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: 9th Apr 2010 12:18 Edited at: 9th Apr 2010 12:21
Hey guys,
I made a quick video to show off some melee. This video uses the new Dark AI melee commands along with Errants characters which support melee animations.

Also as a note the frames in the video are in the 20s but only because fraps enjoys eating away at my frames :/

Anyways enjoy:
http://www.youtube.com/watch?v=aWXUzteKChM

TerrorNation
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Posted: 9th Apr 2010 12:22
Nice stuff hockeykid!

PS Is that the new interface for X9 now (bottom left)?
Hockeykid
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Posted: 9th Apr 2010 12:29
Quote: "PS Is that the new interface for X9 now (bottom left)?"


Yeah thats what comes up now when tab is pressed

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