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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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TerrorNation
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Posted: 9th Apr 2010 12:33
Good that's a lot nicer than before!

Are you going to upload any videos of some larger Dark AI shootouts?
bond1
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Posted: 9th Apr 2010 12:50
Quote: " 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 "


Awww man. Nice. Exactly what I wanted! There will be so many uses for this. Half-life 2 style force fields. Predator-type enemies. Heat haze - imagine a zombie on fire that distorts the surrounding air . Water and window refraction. Or imagine your vision getting blurred when walking through the water in the Metro Theater

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"bond1 - You see this name, you think dirty."
Chris Redfield 2008
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Posted: 9th Apr 2010 12:50
Holy S...... For a second there I thought I was watching UFC, LMAO!!! Good Work!

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
Scene Commander
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Posted: 9th Apr 2010 12:51
@HockeyKid, the new melee looks good. Does this work with all characters using the standard animations or have these models had extra frames added?
Errant AI
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Posted: 9th Apr 2010 13:37 Edited at: 9th Apr 2010 13:42
Quick followup of HockeyKids vid...

http://www.youtube.com/watch?v=iCmQEerQMC0

Quick test of some new Dark AI FPI instructions. Nothing too fancy going on but AI can throw grenades within a defined range and melee against either enemy AI or the player. You'll see some jitter of the characters when they are close. This is just because the scripts need to be tuned (they are trying to get too close and colliding). Sluggish targeting, etc is also because the script was a quick and dirty test. (More to come)

Quote: "Does this work with all characters using the standard animations or have these models had extra frames added?"


I can answer that. The characters he showed do have extra animations (which you only see a couple of in his vid). The system will work great with any melee caracters like Bond1's zombies or the various fantasy characters. You can even assign different damage to the various attacks. For stock anim characters, your stuck with a cropped grenade throw animation but the ability is there. For testing, the FPE can be hacked by adding anim10 and anim60 and copying the framerange for anim8. Then include something like the following in the character's Dark AI script:



HockeyKid is going to be adding some sort of failsafe, I believe, so that FPE's won't need to be edited.
Scene Commander
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Posted: 9th Apr 2010 13:40
Thanks EAI, that's what I'd figured.
Chris Redfield 2008
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Posted: 9th Apr 2010 14:02
Very nice Errant. So when exactly are you going to add Task Force 341 to the store? Or do we have to request them from you personally?

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
The Master Dinasty
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Posted: 9th Apr 2010 15:39
Alright all this talk about V117 makes me hungry so could somebody kindly put together a compiled version so i can try these new things?

PLEASE COMPILE MY LORD, ITS LIKE CRACK YOU CANT LIVE WITHOUT IT DEAR GOD! (sorry for the caps i am just hoping that i get noticed)

-Massap2

We are the magnificent Masters, builders of pyramids.
Crazy Acorn
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Posted: 9th Apr 2010 17:17
OMG that Vid was UBER! I was placing money on the soldier dude... guess I lost

- Gorlock
Nomad Soul
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Posted: 9th Apr 2010 17:44
@EAI

I implemented some Dark AI in FPSC X10 demonstrating a combined firearm / melee / projectile combat system with enemies and allies.

http://www.youtube.com/watch?v=ONIsr725RgM

It works quite nicely and with the improved Dark AI commands going into X9 we could have something really special. Cant wait for V117

Bugsy
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Posted: 10th Apr 2010 05:48
I hope to see the ability to support far larger # of polys onscreen, as well as far more enemies, and the ability for enemies to target in "3d" (aim up and down)

I also can't WAIT to learn these new darkAI commands.

on top of all of this, I hope to see a reliability upgrade. FPSC is far too unstable. if the trailer says I can build 50 large scale levels than by golly I want to build 50 large scale levels.


veer
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Posted: 11th Apr 2010 08:09
not 50 but 10-15 big level should be more than enough...

also engine need basic requirement first... than additional feature should be added
Chris Redfield 2008
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Posted: 12th Apr 2010 13:02
Nice Vid, Nomad. Anyways, is there any word on the map size? is it going to be bigger? Or remain the same size?

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
Shadowtroid
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Posted: 13th Apr 2010 14:27
Hey, I have a suggestion...How about you code the force commands this time?

Seriously though, the force commands are broken. Could you fix those pretty please?

Nbt
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Posted: 13th Apr 2010 16:16
This thread is getting me excited with so much new stuff being added and bits being fixed, it feels like xmas in overdrive!

I need a cold shower BBL ^_^

[url="http://profile.mygamercard.net/xbtmon"][/url]
Conjured Entertainment
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Posted: 14th Apr 2010 02:19
With 33 pages of posts for this thread I am not trying to read every post before making my migration suggestion/wish.
So, if this has already been mentioned then consider it as if I am seconding that motion.

Okay,
I am happy with the announcement for what is coming and I only want one thing...

Two destroy script assignments per character instead of one.

One destroy script for normal deaths and the other script assignment for head shots.

Now that we have the headshots (have had awhile now) is would be really nice to have custom animations for them.
Having a second destroy script assignment would accommodate this need easily.
The engine already calls the destroy script internally on a head shot.
I have not looked at the code but I know my scripts stop working for health detection on a headshot, so I am assuming that the destory script is called at headhsot detection.
If the headshot detection would trigger this new second script instead of calling the base destroy script, then we could easily add special effects to headshots.

   Conjured Entertainment

 WARNING: Intense Madness
Gibba gobba
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Posted: 14th Apr 2010 03:19
This all is very promising! I hope all our great ideas can be put in!

Changing the world of game making, one line of code at a time!
Bugsy
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Posted: 14th Apr 2010 04:00
I say an automatic segment low-polyifier. if you paint multiple segments in a row, it makes them into 1 long wall instead of a bunch of mini walls next to each other.


Red Eye
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Posted: 14th Apr 2010 07:42
Quote: "I say an automatic segment low-polyifier. if you paint multiple segments in a row, it makes them into 1 long wall instead of a bunch of mini walls next to each other."


Now that is a great idea! Because the way the editor makes it now is very inefficient. U can lose so many polys with that new idea. SOOO Many... xD

Toasty Fresh
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Posted: 14th Apr 2010 07:52
You know that'd be pretty hard to code in.

However I do think that segments need to be remodeled. Walls can be simple planes, most games do it like that. No point having it there if it's not being seen.
Marc Steene
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Posted: 14th Apr 2010 11:05
One feature I'd like to see added is to have more camera freedom in the map editor, where we can pan the camera and have a free-cam mode. Sometimes, placing entities in areas can be difficult if you can only see from above.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Deathcow
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Posted: 14th Apr 2010 11:32 Edited at: 14th Apr 2010 12:23
Hi

Has anyone checked the source files lately. There is one file FPSC-Game-Web which states within that it converts your game to activeX so that your game can be played through a browser which sounds very interesting.



DC

Scurvy Lobster
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Posted: 14th Apr 2010 13:26
That should be possible but since FPSC games are huge (from 15 MB for nearly no content) loading them in a browser will be quite a pain.

Nickydude
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Posted: 14th Apr 2010 14:11
Quote: "One feature I'd like to see added is to have more camera freedom in the map editor, where we can pan the camera and have a free-cam mode. Sometimes, placing entities in areas can be difficult if you can only see from above."


Once you've placed the entity you can right click on the object to get a freely rotatable camera view and move the object with the arrow keys, not ideal but it does the job.

Dr Parsnips
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Posted: 14th Apr 2010 14:38
One thing i would like to see (May have already been mentioned) is a way of using a camera so that we can create real time in game cutscenes.

Sort of like when you open a switch it shows you the door opening using a cutscene camera.

I think that would be very useful.

Bugsy
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Posted: 14th Apr 2010 16:08
but then again, corners? how would that work? it would look really bad if segments were flat on the sides.


defiler
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Posted: 14th Apr 2010 23:00
I like the idea of Cutscenes.

Looking good so far.

Limitless Box studios current project: Lost Contact
Nomad Soul
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Posted: 15th Apr 2010 00:16
The amount of work thats going into V117 is really quite incredible. Everytime I take a look at the updates there is a bunch of fixes, new commands, features and all important ones.

V117 is going to set a whole new benchmark for FPSC X9 and I can't wait. This migration is in a totally different league to what had previously been discussed and we really will have a commercially viable game engine at the end of all this.

WOOOOOOOOOOOOOOOOOOOOT

Shadowtroid
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Posted: 15th Apr 2010 01:38
Yes, I do love the work being done on X9...However, that is the problem.

Wasn't the Migration going to be the merging of X9 and X10? So shouldn't X10 users get this too?

You could maybe give all existing users of X10 a copy of X9 or something...But I distinctly remember this being the merge of X9 and X10. So why is X10 still in the dust?

Bugsy
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Posted: 15th Apr 2010 02:26
I vote for an enemy animation upgrade that includes diagonal movement (legs can move independant of torso, allowing for walking diagonally, and shooting at the same)


Chris Redfield 2008
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Posted: 15th Apr 2010 06:30
Quote: "I vote for an enemy animation upgrade that includes diagonal movement (legs can move independant of torso, allowing for walking diagonally, and shooting at the same)"


I second that.

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
Wazoo117
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Posted: 15th Apr 2010 10:33
I vote for an enemy animation upgrade that includes diagonal movement (legs can move independant of torso, allowing for walking diagonally, and shooting at the same)

I third(?) that. The strafing animations are horrid, I mean seriously who walks sideways like that???

Grenadier Games
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Nomad Soul
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Posted: 15th Apr 2010 14:40
Quote: "Wasn't the Migration going to be the merging of X9 and X10? So shouldn't X10 users get this too?"


Lee implemented a common map editor for X9 and X10 but a merger of the actual engine source would take a huge amount of work.

The X10 source code has been released now so TGC have given something back to those users. When V117 is released we will have a version of FPSC which the entire community will want to use as their primary game development platform.

Quote: "I vote for an enemy animation upgrade that includes diagonal movement (legs can move independant of torso, allowing for walking diagonally, and shooting at the same)"


I don't really see this as something for TGC to implement as it could be done by anyone experienced at editing the FPSC biped and FPI scripting.

I think Lee and Hockeykid are focusing their efforts in the right place at the moment. On the engine.

Bugsy
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Posted: 15th Apr 2010 20:12
well, this would include the engine's darkAI, if they were going to seek cover behind an object that was diagonally backwards from them, and they wanted to continue aiming at the player.


Shadowtroid
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Posted: 15th Apr 2010 22:42
Quote: "The X10 source code has been released now so TGC have given something back to those users. When V117 is released we will have a version of FPSC which the entire community will want to use as their primary game development platform."


But that's the problem! People have paid more for a product which is worse than the cheaper version! Under the image that X10 would be better! With this update, X9 will be better, and those who paid more expecting more will get left behind. They paid for something already, they shouldn't have to pay more. And with the release of the source code...Great, they finally did for it what was done for X9 ages ago.

Maybe, again, if all current owners of X10 get a copy of X9, then it would be fair. But as of now it is weighing too much in favor of X9.

TerrorNation
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Posted: 15th Apr 2010 23:00
People have made mods with the source of FPSC X9 which have surpassed X10 in some aspects already. Now that the source for X10 is out, people can do more to X10 to make it even better! (Like Daniel Wright and budokaiman have done already).
TZap
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Posted: 16th Apr 2010 11:33
Probably been mentioned but I'd like the facility to spawn an entity when a character is destroyed. This could simulate the character being destroyed and dropping an item (not weapon) like a key or health pack.
TerrorNation
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Posted: 16th Apr 2010 11:36
@TZap

That would be a great idea!
Scene Commander
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Posted: 16th Apr 2010 12:15
Quote: "Probably been mentioned but I'd like the facility to spawn an entity when a character is destroyed. This could simulate the character being destroyed and dropping an item (not weapon) like a key or health pack. "


There is some basic code for this one the Modder Resource Database which I have said Lee or HockeyKid are free to use. Although for it to truly work this systems needs the addition of a setifused field command added as characters have no if used field. However, this would be very easy to add.

Has anyone else noticed that after some very rapid advancement there have been no updates to the Google code for over a week?
A r e n a s
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Posted: 16th Apr 2010 14:27 Edited at: 16th Apr 2010 14:29
I know that this requires plus permission, but I hough that. Great feature for ciders would be plys mod (and I know that new Actions and conditions are usually just a transfer of 3/4 set snippets of code So I don't think that in general this would be too hard but I'm not the exper here . It is an incredible mod and I think that it would really ehance the possibilities of fpsc without every feature being hard coded. Certain features such as cash systems and inventory systems could be coded by the user with the comands from this mod. Also, I would love to see the commands found in such mods as pb and remix for weapons in the merge ofcourse this will require the permission of the mod creators and I can't really say that the features will be included on popular demand. On another added note, I would love to see some file support within fpsc for simple commands such as make a file, write in a file, check existance of a file and deletion of a file (by file I mean text file) this would mean that we could then have better game structure in the larger projects (imagine at the end of a multiplayer game it saved your kills and deaths, which a program menu can convert into xp points and thenhou have the basis of a multiplayer rank system!!!). I have already coded several o these features into fpsc, but a ranks system doesn't compare to every other feature on pb or fenix otherwise I would be using my mod at the moment for my games :p

Anyway, that's just my little wish list

Shadow Blade
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Posted: 17th Apr 2010 01:02 Edited at: 17th Apr 2010 01:03
This engine is in desperate need of recoil. You shouldn't be able to fire a shotgun across the map with pinpoint acuraccy and with automatic weapons all your bullets go to the smae place . Quite a basic feature for today's FPS's and shouldn't be TOO hard to implement.

Well that's what I'd like.
Plystire
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Posted: 17th Apr 2010 01:05
This is the migration, guys. Not a "merge" of Mods into the official source. I think Lee is picking out things that would be useful as an upgrade to the official source, not grabbing Mods and slapping features in.


The one and only,


Bugsy
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Posted: 17th Apr 2010 01:55
yeah, but I thought the migration was hoing to have airmod integration... at least that's what I read somewheres.


A r e n a s
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Posted: 17th Apr 2010 01:57
Im just saying that i would love some new multiplayer commands in the migration and plys mod seems to have every possible command

Plystire
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Posted: 17th Apr 2010 04:35
I just think we should leave Lee and hockeykid to their already expansive list of new things, and save the onslaught of requests for when they're done.


The one and only,


TerrorNation
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Posted: 17th Apr 2010 11:53
@Plystire

Good idea. Lee and hockeykid are doing a great job.
Deevos Cranium
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Posted: 18th Apr 2010 22:38
Cant wait for this,sounds great
Chris Redfield 2008
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Posted: 19th Apr 2010 05:33
Quote: "Has anyone else noticed that after some very rapid advancement there have been no updates to the Google code for over a week?"
Over a week? Hmm... maybe they've got some "new super feature" they plan to suprise us with. Or maybe a beta? IDK... Only time will tell...

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
bond1
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Posted: 19th Apr 2010 19:37
You've already seen the revamped scifi segments with new shaders. But I thought I'd pop in and show you one of the new updated characters too. ALL of the stock human characters have now been updated to be lip-sync compatible, with all new head meshes! A nice visual boost as well, they look more up to date and modern.

Old Aiko next to new Aiko.



----------------------------------------
"bond1 - You see this name, you think dirty."
Red Eye
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Posted: 19th Apr 2010 19:51
OMG, sheeeeeeeeeeee looks sexy, good job!

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