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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Bugsy
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Posted: 24th Apr 2010 20:49
I think there will need to be an OFFICIAL fpsc x9 system specs thread just like X10.

skype = isaacpreston. I want to talk to YOU
Marc Steene
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Posted: 24th Apr 2010 20:53
In the last 30 minutes, hockeykid made an update to the FPS Creator source and uploaded some scripts to do with DarkAi - Needless to say, they look a lot more sophisticated than our current stock ones Take a look below:

Main DarkAI Script



Adding Ally:



Adding Enemy




[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
TerrorNation
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Posted: 24th Apr 2010 20:56
Well at least he did the hard work for us
Hockeykid
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Posted: 24th Apr 2010 21:17
Quote: "Needless to say, they look a lot more sophisticated"


Think of it this way, the old AI either stood still or strafed. These guys walk around,crouch while walking,crouch behind objects, strafe (NOT INTO OBJECTS like the old AI) melee when close etc

RoxasXIII
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Posted: 24th Apr 2010 22:45 Edited at: 24th Apr 2010 22:54
Melee as in they punch, use the back of their current weapon or do you set a melee specific weapon? Anyways, is there going to be a new logo? I mean, this isn't 'just an update', it's gonna need a fresh new logo and icon. The current icon that says TGC on it is a bit dull.

Edit: I thought, why don't they add a feature that lets you set the icon for your game. I mean, I know there was a 3rd Party app specifically designed to do that for FPSC games, but with the new version, I highly doubt it'll be compatible. Oh, and to the TGC team, if you need something coded in Visual Basic that would be helpful in anyway I can.

Too much to do with too little time.
Gijs
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Posted: 24th Apr 2010 22:47
where can i find these charchers? http://www.youtube.com/watch?v=aWXUzteKChM
RoxasXIII
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Posted: 24th Apr 2010 22:57 Edited at: 24th Apr 2010 23:36
Gijs:
Quote: "where can i find these charchers? http://www.youtube.com/watch?v=aWXUzteKChM"

I think they might be the ones from model pack 1. I'll look around the net and see what I can find.

Edit: They do appear to be from Model Pack 1, can someone correct me if I'm wrong?

Too much to do with too little time.
moncho
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Posted: 25th Apr 2010 01:42
fpsc studio is what i would call it sound's kinda classy
Vent
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Posted: 25th Apr 2010 01:49 Edited at: 25th Apr 2010 01:49
I think those are EAI's Modern Soldiers, Task Force 341. There not out yet.

Wraith Staff
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Posted: 25th Apr 2010 03:08
Quote: "fpsc studio is what i would call it sound's kinda classy"


Just FPS Studio was my idea (posted it a few pages back).

I think that the "C" would be kinda redundant... First-Person Shooter Creator Studio?

I think that FPS Studio brings more professionalism, it sounds more like a "real" engine, the "real" engine FPSC is becoming (especially when the migration version of Project Blue gets here )... you know?

Bugsy
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Posted: 25th Apr 2010 03:38
I can't WAIT to start learning those commands.

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RoxasXIII
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Posted: 25th Apr 2010 03:38
FPS Studio actually has a better sounding name than a lot of other game engines. It doesn't have the same sort of style as the engines that have Creator or Maker in them. But, I think it would need a few more features in the engine it self to make it a real Studio. And, I'm not talking about like 3D kinda stuff. I'm talking like making the way your game is presented unique, like adding intro videos, splash screens, even maybe a launcher window like quite a few modern games have. See where I'm coming from?

Too much to do with too little time.
Wraith Staff
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Posted: 25th Apr 2010 04:18
That's why you get GameStarter

RoxasXIII
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Posted: 25th Apr 2010 05:15 Edited at: 25th Apr 2010 06:56
Not everyone can afford Game Starter. Sure it's not that expensive, but I don't think everyone has the option of using a credit card. Also, I think it would be helpful to have something along those lines as part of the engine.

Too much to do with too little time.
Wraith Staff
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Posted: 25th Apr 2010 07:48
Very true... I do agree, but one point behind that is look at some of the other engines out there that you need to pay for components (whether made by the primary developer or even third-party) that add blatantly needed (not just wanted) functionality. Look at some of Torque's and PushButton's "features" (though I'm not sure they still do stuff like that) and there are many more engines besides those.

My point is that while it would be awesome to have those features IN FPSC, the omission shouldn't break its Studio status (in my opinion). Don't forget the fact that FPSC is now open source... that means that user implementation and sharing of source features is not only possible, but inevitable! It should have a new name now, while we are just reaching the precipice and let it get even more impressive from there...

I've lost more than a bit of credibility as a developer from FPSC's name alone and I'm 99% positive that I'm not the only one. It's not just me, is it?

RoxasXIII
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Posted: 25th Apr 2010 08:09
I kinda see where you are coming from...
Though I still think it'll need an extra something for it to fully be called a Studio. I'll probably look into coding a mod for 'FPS Studio' to add those kind of features, when it's released.

Too much to do with too little time.
Wraith Staff
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Posted: 25th Apr 2010 09:03 Edited at: 25th Apr 2010 09:03
The cool thing is that being open source, you wouldn't need to "code a mod"... you could just "contribute the features" . Anyway, even though I'm apparently not alone in liking the name, I seriously doubt that Lee would change it...

RoxasXIII
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Posted: 25th Apr 2010 09:35
Well, the name does have a good ring to it. Maybe there's hope

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Wraith Staff
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Posted: 25th Apr 2010 09:45 Edited at: 25th Apr 2010 09:46
I hope so... You hear that Lee? Here's a cold drink to help persuade you Cheers

da2020
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Posted: 25th Apr 2010 12:35 Edited at: 25th Apr 2010 12:38
hey hey guys i just wanted to know how can i compile the v1.17 dark ai i cannot compile it because it give me an error saying Could not understand command at line 63.

line 63:


I also found this error:Could not understand command at line 2571.

lin 2571:
TerrorNation
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Posted: 25th Apr 2010 13:14
@da2020

You need to have the Dark AI plugin in order to compile the source. If you have not bought it, you cannot compile the code.
veer
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Posted: 25th Apr 2010 21:39
any screenshot of how the fpsc game will look like
moncho
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Posted: 26th Apr 2010 07:05
yes more screenshots would help
Bugsy
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Posted: 26th Apr 2010 07:50
I'd love to see another video of the AI, or perhaps one where they show how much more powerful FPSC has gotten by showing a really large, detailed map with lots of characters running on a modest computer at a really good frame rate!

skype = isaacpreston. I want to talk to YOU
moncho
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Posted: 26th Apr 2010 08:22
yeah i think its time for a teaser or something but then again i dont think they have that much time on their hands .still would be appreciated
RoxasXIII
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Posted: 26th Apr 2010 08:51
I think there should be like a setting that you choose when you first start up the engine to ask whether to use Beginner mode or Advanced mode. Beginner mode would be kind of what the design window is like now, but as like a small 'Tips' window to help beginners. Advanced Mode would make the design window kind of a fusion of the Leadwerks design window and the current one. There would be like a grid option, to turn a grid on and off, as well as different grid modes; Square, Diamond, Triangle etc. Also there should be an alternative segment system that incorporates the Cartography Shop editor, to allow for a lot more map shapes, designs and sizes. See where I'm coming from?

Too much to do with too little time.
Wraith Staff
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Posted: 26th Apr 2010 10:19
That would be freakin' awesome! Unfortunately, it would be quite an undertaking that will more than likely passed on this time around (and probably for quite some time)... we can always hope, though

moncho
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Posted: 27th Apr 2010 02:58
i say there should be a terrain edit mode or something like that but then again its to much to ask for anyways id like to see more screenshots
Wraith Staff
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Posted: 27th Apr 2010 03:41
Bugsy
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Posted: 27th Apr 2010 03:58
excellent vid. commented.

skype = isaacpreston. I want to talk to YOU
Errant AI
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Posted: 27th Apr 2010 05:23
Quote: "I think EAI just made a new DarkAI Video!"


You guys beat me to it

Here's the new script. Working much better than last version...



You'll see in the vid there are times where AI sort of studders about. This is because I'm telling them to look for cover but there's another AI blocking them.

I'm pretty happy with the AI so far but when viewing the vid, keep in mind this is all incrementalism. This has much of the new AI related FPI that Hockey Kid has added so far.
RoxasXIII
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Posted: 27th Apr 2010 06:48 Edited at: 27th Apr 2010 06:50
I only just noticed that in the video, the lighting affects the Dynamic Objects. Yuss! That's been bugging me for a long time.
Edit - I also noticed that the lighting on the weapon seems to jump occasionally. Hopefully this will be fixed by its release.

Too much to do with too little time.
Bugsy
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Posted: 27th Apr 2010 07:54
also, either you have a REALLY nice computer, or FPSC can handle a whole lot of active characters in a map now.

skype = isaacpreston. I want to talk to YOU
Errant AI
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Posted: 27th Apr 2010 08:23 Edited at: 27th Apr 2010 08:47
Quote: "also, either you have a REALLY nice computer, or FPSC can handle a whole lot of active characters in a map now."


That vid was made on my 1.8Ghz laptop with 256MB Nvidia 9300MG

The physics-based timer simply ROCKS and Dark AI is VERY efficient running complex scripts and with multiple characters. The level was pretty simple but had good FPS with FRAPS recording and shaders on (had FRAPS capped at 30FPS recording speed). There were 4 ally and 6 enemy characters in the map set to always active. Without recorder I get mid 40s to mid 50s FPS in that test level. The exception being right at start-up there are some terrible lag spikes until I strafe around a little after clicking to start but I'm sure that will be fixed.

The Dark AI is very script-able like regular AI but you have better FPI and engine tools at your disposal. It's pretty challenging to create a generic script which can be applied to ally or enemy and work decently in a variety of level designs. Savvy designers will want to create scripts tailored to their levels to make the new system really shine. I'm trying to comment the scripts fairly decently so that its easier to harvest bits from it or for designers to tailor to their liking.
Wraith Staff
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Posted: 27th Apr 2010 08:49
I'm working on an expansion to my Multi-Talk script (I really need permission from Conjured to use some bits of his scripts, but that's besides the point ) but I think that I could use Dark AI to have more convincing NPCs and allies that actually talk to you more dynamically... hmmm, makes you wonder

ethan game
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Posted: 27th Apr 2010 10:55 Edited at: 27th Apr 2010 11:00
how big would the size of the download de

ethan game
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Posted: 27th Apr 2010 13:23
V 1.17 is going to be amazing
Nomad Soul
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Posted: 27th Apr 2010 17:36
V1.17 is going to be absolutely incredible.

I'm really finding it difficult to get my head around the amount of updates and features going into the engine at the moment, not to mention all the cool new media and shaders.

2010 is going to be the year FPSC becomes the game engine we've always imagined it could be.

The forums have been very quiet recently. I think its because everyone is sitting there consumed by anticipation of the V1.17 beta. Its a very emotional time for the FPSC community right now.

Dark Goblin
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Posted: 27th Apr 2010 18:07
If I would be able to compile the current source code on google code

There is no way to get it working for me... tried a lot!
Always a new error while compiling -.- ^^

... efxMod Developer!
Bigsnake
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Posted: 27th Apr 2010 18:18
Quote: "2010 is going to be the year FPSC becomes the game engine we've always imagined it could be."


Hope so, I would rly like to be able to tell my friends that the FPSC engine is the engine that kicks a** for simpleness, graphics and game play.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Nickydude
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Posted: 27th Apr 2010 18:18
With all the stuff going into 'V1.17' I think it's not going to be 1.17 but either V2 or a new name. Also, and this is pure guesswork, it might be a paid for upgrade with the owners of both X9 and X10 getting it free. There is absolutely no confirmation of this whatsoever, this is just my hunch.

bond1
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Posted: 27th Apr 2010 18:19
Quote: "Savvy designers will want to create scripts tailored to their levels to make the new system really shine."


Yeah I'm really excited about this, but hopefully there will be good documention on the new DarkAI and other scripting commands, all the new unfamiliar commands look daunting!

Quote: "The forums have been very quiet recently. I think its because everyone is sitting there consumed by anticipation of the V1.17 beta."


Yeah, I know what you mean. I'm sitting on my hands at the moment, afraid to start anything new. Just wondering how all the new features will play out and how to best utilize them!

----------------------------------------
"bond1 - You see this name, you think dirty."
Nickydude
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Posted: 27th Apr 2010 18:21 Edited at: 27th Apr 2010 18:22
Quote: "but hopefully there will be good documention on the new DarkAI and other scripting commands."


This has been severely lacking and I think it is the reason that most games aren't as good as they could be. What's needed is book of some kind just dedicated to scripting with in depth explanations and plenty of examples.

KeithC
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Posted: 27th Apr 2010 18:26
As an X9-only owner; I'd be willing to pay a small fee for it, so that the X9/X10 owners could get something out of all this for free.

-Keith
Gunn3r
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Posted: 27th Apr 2010 18:26
Quote: " it might be a paid for upgrade with the owners of both X9 and X10 getting it free. There is absolutely no confirmation of this whatsoever, this is just my hunch."

That might be an issue as I bought FPSC at a local electronics store (Fry's Electronics), and TGC wouldn't have a record of it. I can easily provide photographic proof, but if it does come to this, there should be some alternative for this.

RoxasXIII
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Posted: 27th Apr 2010 22:49
Quote: "That might be an issue as I bought FPSC at a local electronics store (Fry's Electronics), and TGC wouldn't have a record of it. I can easily provide photographic proof, but if it does come to this, there should be some alternative for this."


I got mine via Trial Pay, so they don't have a record of mine either. Or do they? Would there be a way of linking it to my TGC account? I don't want it to be one of those things 'Go to your Purchased Items, click FPSC etc' and me not being able to get the update. Maybe a built in feature that checks whether the serial is in use, and if not it registers it on the TGC server. If it is already in use, then it will disable the v1.17 features and call it FPSC Free. There would need to be something that checks the server every time FPSC is started up. Maybe a way of De-Activating the serial, just in-case for some reason you have to re-install Windows.

Too much to do with too little time.
Shadowtroid
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Posted: 27th Apr 2010 22:50 Edited at: 27th Apr 2010 22:51
Quote: "Quote: " it might be a paid for upgrade with the owners of both X9 and X10 getting it free. There is absolutely no confirmation of this whatsoever, this is just my hunch."
That might be an issue as I bought FPSC at a local electronics store (Fry's Electronics), and TGC wouldn't have a record of it. I can easily provide photographic proof, but if it does come to this, there should be some alternative for this."


Hmm...

Maybe everybody just gets the update data? As in, it's added to everybody's order history, regardless of whether or not you have FPSC, you get the update data. But just the update. Because, I mean, the code is on Google Code, you can get it for free ANYWAY.

Nickydude
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Posted: 27th Apr 2010 23:09
Quote: "Because, I mean, the code is on Google Code, you can get it for free ANYWAY."


Yeah, forgot about that.

wizardious
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Posted: 28th Apr 2010 01:25
Well, Im really disappointed that the new migration will not have any multiplayer features. I thought I saw somewhere that it would, but checking this thread again, I see that is not the case. Not having explosives is like the kiss of death for multi-player. No dynamic entities does'nt help either. My opinion is that FPSC is a toy for single-player games. In all the years it's been out, not a single game of "substance" has been created. If you want to play "game maker", than FPSC is the engine, but if you really want to make a game, look elsewhere. FPSC could have the potential to create a multiplayer game with "substance", if it where not crippled by the omitted features, as multiplayer games do not rely on fancy graphics and intelligent AI that are needed to make a single player games viable. I am bitter, and disappointed, at the ommission of multi-player upgrades, and to have talk of charging for the new upgrade is like a slap in the face.
I am sad to say, I will be moving on to a different engine.
Wraith Staff
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Posted: 28th Apr 2010 01:46
Um... to me, at least, multi-player doesn't make or break a game. I for one, don't play that many multi-player shooters to begin with, I much prefer single-player, but I guess that depends on what kind of shooters you like. For me, Half-Life and Metroid are two of the genre's best, but if you are more into CoD or Halo, then I can understand.

To me, at least, I think that games made in FPSC (though I think I will call it FPS Studio until otherwise re-named ) feel (and in many cases, look) more like Half-Life or HL2 (for the really good ones) more than any other shooter.

Though, if you're out for better multi-player, you should look no further than the newest version of FPSC IP coming out soon from knxrb (http://forum.thegamecreators.com/?m=forum_view&t=143385&b=21)... That's where it's at! But if you're dead set on leaving your less than 2 year tenure with FPSC, even though it may seem a bit premature, no one will stop you. Just remember that like many of us have said in the past: "It doesn't matter the engine you use, it's your drive and creativity as a developer that matters" and with FPS Studio (see what I did there ) now being completely open source, there's no better time to prove that right! </rant>

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