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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Bugsy
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Posted: 14th May 2010 16:16
agree with NBT.

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lotgd
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Posted: 14th May 2010 16:35
finally a good update (when it comes out) because of me, as a new user, I see too dated and limited fps creator x9

RoxasXIII
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Posted: 15th May 2010 11:54
Just wondering... Will we be able to modify the player properties the same way as entity properties? I mean like set the weight and physics. If we could, more game genres could be created with FPSC.

Too much to do with too little time.
CrescentMoon
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Posted: 15th May 2010 23:19
I vote we stop adding to their workload and be happy with what they have prepared in version 1.17 ;D

someone start a list for 1.18 :3

[WIP] Paranorma Chapter 1, The Beginnings
Level 1: The Lobby - 25% Complete
lotgd
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Posted: 15th May 2010 23:22
Quote: "I vote we stop adding to their workload and be happy with what they have prepared in version 1.17 ;D

someone start a list for 1.18 :3"


absolutely right

moncho
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Posted: 16th May 2010 11:24
i agree we should just wait .I think V1.17 will be released around july or august and i also think that to give fpsc another name it should have a bit more features but eeh cant ask for more with v1.17
we will all be happy for quiet some time .and yeah a wish list for v1.18 should be started!
da2020
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Posted: 18th May 2010 15:24
just wondering will better collision also be added? I do not like the explosions in x9 at all.
mindragon
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Location: Sweden
Posted: 18th May 2010 21:47
Anything in the code so far that suggests it will be easier to build a game without errors? I don´t seem to be the only one having troubles getting a level built without getting (seemingly) random errors.
That´s what I hope for most I think.

Other than that 1.17 seems to be a really great upgrade with a lot more features than I would have expected.
Great work from all involved!
Bugsy
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Posted: 18th May 2010 22:07
everyone gets problems with this. this should be the main focus of the migration. removing all build problems to actually let us build those 50 large scale levels promised.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Cyborg ART
17
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Location: Sweden - Sthlm
Posted: 19th May 2010 22:39
No one noticed this?

Quote: "* Wrote a host of new generic behaviours for story based characters
* Added new DARKVOICES folder inside AUDIOBANK which automatically generates
LIPSYNC from WAVs specified
* Added new parameter awareness to RESETHEAD, which can tilt the head in a NOD
angle (i.e. sleep)"


Looks like this could take storybased games to a new level.

Marc Steene
FPSC Master
18
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Location: Bahrain
Posted: 19th May 2010 22:55
A request I have to make is proper, working fog which effects dynamic entities and the skybox.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Bugsy
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Posted: 20th May 2010 04:08
srsly. that would be great.

imageflock.com/img/1272671763.jpg[/img]
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Nomad Soul
Moderator
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Location: United Kingdom
Posted: 20th May 2010 11:31
I downloaded the free version of DBPro and thinking about purchasing Dark AI so I can compile the latest FPSC v1.17 source from Google code.

Does anyone know if the code is stable enough to compile at the moment? I don't want to purchase Dark AI then find I can't compile it because of lots of errors or something.

Also is it sufficient to use DBPro free and Dark AI to compile the v1.17 source code or is there anything else I need?

Thanks

Shadowtroid
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Posted: 20th May 2010 14:36
Well, I think you'll need the shaders for it to work.

DonWON
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Posted: 21st May 2010 16:43
Will the collision issues be fixed in this version? Would be nice to create worlds in something else then import to FPSC. Cant stand segments and even then you can place an entity just right and still fall thru the floor.


Marc Steene
FPSC Master
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Location: Bahrain
Posted: 21st May 2010 17:08
I think features should stop being added temporarily and focus on bug fixing so we can all test a beta version...I really want to try out the DarkAI


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Scurvy Lobster
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Posted: 21st May 2010 22:18
I agree completely with Marc Steene. The announced set of features are already a nice set of additions. Let us have them before we move in new directions.

Shadowtroid
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Posted: 21st May 2010 22:43
I vote we let Hockeykid and Lee do what they want and live with it.

I mean, they're doing a lot for us, the least we can do is let them do it their way.

Pogopogo
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Posted: 21st May 2010 22:43
I've been with FPSC from the beginning (I was one of the EAs back in 2005 when it was first released) and I have NEVER been able to construct even a basic room with multiple dynamic entities without something becoming corrupted (falling through the floor, collison detection with objects/enemies, VERY erratic and misfiring AI).

If even ONE of the following is truly completed and implemented then I would feel that this software is FINALLY working as intended and implied:

Ragdoll - COMPLETED (V1.17)
Timer Based Logic - COMPLETED (V1.17)
Updated ODE Physics - COMPLETED (V1.17)
Entity Timers - COMPLETED (v1.17)


I would respectfully ask that Lee give serious consideration to a v1.17 beta release of these core features as they have been greatly desired for years (the advent of so many mods seems to support that theory).

Fog, Shaders, updated graphics/animations are all wonderful bells and whistles and I look forward to them as readily as anyone else, but core speed and STABILITY is paramount to everything else (at least in my thinking... YMMV)

Thanks much and best.

Jeff
moncho
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Posted: 22nd May 2010 00:38
pogopogo since the begining ? and you joined in 08 ??
any ways i agree
Pogopogo
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Posted: 22nd May 2010 02:21
@moncho: yep my original account was under Cloud of Crows Studios and my first posts were actually the end of 2004 before FPSC had even been released. I have no idea why this account shows 2008 as they should be one and the same *shrugs*. Me and several others complai... err "suggested" quite viciously back then... poor Lee heh.

At any rate it's been, to put it politely, quite a long time.
If history is any indicator v1.17 certainly won't be the "holy grail" of fixes, though myt fingers are crossed and I would love to be proved wrong.
moncho
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Posted: 22nd May 2010 03:01
@ pogopogp
ohhh..cool
yeap not the holy grail of fixes
Scope
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Posted: 22nd May 2010 08:55
I would like working ladders.
Scope.
That Guy John
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Posted: 22nd May 2010 16:41
Roxas, [quoteWill we be able to modify the player properties the same way as entity properties? I mean like set the weight and physics. If we could, more game genres could be created with FPSC.[/quote]

You can already do this by right clicking your character.

ThatGuyJohn.com (personal blog)
PCGameDrops.com Something for your PC to chew on!(Launched May 15th, 2010. Developers please have a look, will be updated aggressively)
RoxasXIII
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Posted: 23rd May 2010 02:38
@That Guy John
The only things you can set for players are Name, Weapon, Speed, Lives, Health, Hurtfall and Soundset. I personally think the player should work like every other character in game. A setting called 'Is Player' should be available in character settings. This would also help in creating player legs, hands etc.

Too much to do with too little time.
CrescentMoon
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Posted: 23rd May 2010 06:02
Quote: "The only things you can set for players are Name, Weapon, Speed, Lives, Health, Hurtfall and Soundset. I personally think the player should work like every other character in game. A setting called 'Is Player' should be available in character settings. This would also help in creating player legs, hands etc."


I quite like this idea actually o.o it would make player recoil-when-hit a lot simpler to produce and it'd be nice to have a set of hands for every weapon without having to add on the hand models yourself >>

[WIP] Paranorma Chapter 1, The Beginnings
Plotline-In-Progress
veer
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Posted: 23rd May 2010 06:03
this is going to be the biggest update..that will take fpsc to a new height

if they able to give what they promise...

certainly the price will gonna rise

then we will be the one that benefit the most
cause we get an great engine at very low price
and we are very well experience with the engine

so let lee work... let him take his own Time...
CrescentMoon
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Posted: 23rd May 2010 18:27
if someone doesn't take some of these ideas and put them into a 1.18 suggestions thread I'm gonna

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Plotline-In-Progress
Nickydude
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Posted: 23rd May 2010 19:21
Please, no 1.18 thread, let's just wait until V1.17 comes out and see what that has shall we?

Nomad Soul
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Posted: 23rd May 2010 21:57
Indeed.

FPSC is going to be a fundamentally better engine in every respect once v1.17 is released.

We need to wait for that and test it thoroughly before we start getting ahead of ourselves and thinking about more feature requests.

To see what is being delivered already in v1.17 is absolutely huge.

xplosys
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Playing: FPSC Multiplayer Games
Posted: 24th May 2010 06:51
Quote: "FPSC is going to be a fundamentally better engine in every respect once v1.17 is released."


Is it? I haven't seen much about improvements to the core, stability and the ability actually build a few levels. Have I missed those posts?

Plystire
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Posted: 24th May 2010 07:08
Perhaps those will be covered in the "Fixing bugs" generalization we see a lot of.


The one and only,


BlackFox
FPSC Master
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Posted: 24th May 2010 07:13 Edited at: 24th May 2010 16:31
Quote: "I haven't seen much about improvements to the core, stability and the ability actually build a few levels."


Agreed. it would be nice to be able to build a full 10 level game. Instead, we had to split the build into two 5 level parts, and then code a VB interface for both builds. Nothing we could not work around, but it would be nice to have just one game have the full 10 levels.

Because all of what we've read so far, all this "eye-candy" is not going to amount to much if we can't build more than 5 levels.

- BlackFox

uman
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Posted: 24th May 2010 17:44
You cant build anything worthwhile with an engine having fundamental or basic instabilities and core issues. FPSC has always had some and well known ones. Its been many years in development with no end in sight for a resolution. Not even sure if TGC is addressing any of them or even could if they wanted to short of starting from scratch which I presume is not on the cards.

250 seamless textures : http://www.umedia.co.uk
The Storyteller 01
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Posted: 24th May 2010 18:20
it sounds a bit harsh but imho

the FPSC engine is a great tool but marketed for games you cannot create on a satisfying level.

Its all about FPS but the engine cant handle lots of dynamic entities (which is a joke in itself), has a real tiny space available for a single level and is unable to provide the eyecandy (water, bloom, blur, explosions etc) that is an essential part of FPS games from this millenium.

But it is (and always has been) a great engine for adventure or survivial games as the scripting is so freaking easy compared to most other engines.

So I think all this non-violent talk has nothing to do with targeting another or a larger audience, its rather that that TGC finally admits to themselves that the engine will NEVER be able to let us do a Stalker or Crysis clone but it is allready very near to let us do another Penumbra, Silent Hill or even Dead Space and so TGC concentrates to expand the engine to its best possiblities.

With the inclusion of fpgcrawtext a BIG step was taken into the right direction and once we have an inventory....its probably a loud goodbye to all that 2nd class shooters we try to build and HELLO to adventure games that even have a serious chance of going commercial.

In case you find my grammar and spelling weird ---> native German speaker ^^
CrescentMoon
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Posted: 24th May 2010 20:52
Look, let's wait and see what 1.17 fixes stability and efficiency-wise before we start ranting.

If it fixes nothing we can always mod the engine ourselves to fix the stability issues (and pretend it was easy to make the TGC team look cheap for fun :3 haha jking jking). Or pester them to focus solely on fixing the bugs and improving the core for v 1.18

[WIP] Paranorma Chapter 1, The Beginnings
Plotline-In-Progress
Wraith Staff
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Posted: 24th May 2010 21:11 Edited at: 24th May 2010 21:11
Quote: "Or pester them to focus solely on fixing the bugs and improving the core for v 1.18"


Oh come on Ron, let's go bother Snape... I mean, um... Lee... Bother, bother, bother

Sorry, I had to

Thraxas
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Posted: 25th May 2010 00:09
Quote: "ts rather that that TGC finally admits to themselves that the engine will NEVER be able to let us do a Stalker or Crysis clone"


Both of these games were released AFTER FPSC was. So it would never have been TGCs intention for it to create games like those.

Your signature has been [mod edited] :-p
xplosys
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Playing: FPSC Multiplayer Games
Posted: 25th May 2010 00:54
Quote: "Look, let's wait and see what 1.17 fixes stability and efficiency-wise before we start ranting."


Yeah, that's about all we can do. My point is just that - and this is a very simplistic example - how important is spell checking and the ability add images to your documents if your word processing software crashes whenever you exceed three pages?

I would feel better if there were more talk from Lee about it. The train of thought a while back was that no new features would be added until the core problems were fixed. We seem to have missed that train. If I'm wrong I'll be one happy idiot.

Bugsy
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Posted: 25th May 2010 01:39
Quote: "5 levels"


you can build 5 levels? I've never gotten past 4.

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BlackFox
FPSC Master
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Posted: 25th May 2010 02:48
Quote: "you can build 5 levels? I've never gotten past 4."


On four of the products we've sold, they were 5 levels and worked out perfectly.

On one of our current developments that has 10 levels, it kept crashing and therefore led us to split the level build. The finished product now has two builds to it: Level 1-5, and Level 6-10. Works fine now- just built an interface to "house" the two builds and the game package is now complete. A bit of a pain from a developer side, but the work around was easy enough.

- BlackFox

Bugsy
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Posted: 25th May 2010 03:25
yeah. whtever works, right? WWC is 5 levels, and It simply uses too much system resources (RAM CAP) to build all the maps. level 5 alone (rooftops) is bigger than FPSC can handle.

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CrescentMoon
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Posted: 25th May 2010 19:46
someone drag our devs in here so they can tell us whether they plan to fix the 5 level limit (would you really call it a limit? more like a 5 levels then FPSC goes fascist...or religious radical...it explodes >> ) or not in v 1.17 :3

either a head start on the rioting or this question dies along with the x10 questions (anyone starts up about that again and I'll personally get you )

[WIP] Paranorma Chapter 1, The Beginnings
Plotline-In-Progress
Shadowtroid
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Posted: 25th May 2010 22:42
Quote: "(anyone starts up about that again and I'll personally get you )
"


Starting it up then.

http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21&msg=2013162#m2013162

The Grunge Guy
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Posted: 25th May 2010 23:16
I'm really enjoying this Migration, I can't wait till it's released, no matter when it's released. However, I do have a question about the lip sync stock media. They look quite different, are they useing new textures too? If so, will they be extreamly similar? Why do I ask this? I was wondering about our retextures, If we'd have to reretexure.

I hate this box, but hey it's there.....
..... It's still there.....
xplosys
18
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Playing: FPSC Multiplayer Games
Posted: 26th May 2010 05:16
Message from Lee in another thread concerning build issues.

Quote: "V117 makes some significant moves towards more stability in the build process and better management of the virtual address space during intense light mapping. There is also an actual measurement of virtual address fragmentation as you build added to the prompt so you know when you get close to the 2GB theoretical limit for a 32-bit application. There is also resource meters in the map editor and also in the test game (when you press TAB). Hopefully these measures will help V117 combat the age old issue of build game crashes, which up to now had been caused by the virtual memory running out at any point in the build where new memory was requested (and denied)."


See the full discussion here.

uman
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Posted: 26th May 2010 13:54
That indicates the issue will still (may or may not) exist. FPSC users obviously need to be able to compile full games without issue. Not much point in anyone aspiring to complete a large game project development if you cant compile it.

250 seamless textures : http://www.umedia.co.uk
The Grunge Guy
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Posted: 26th May 2010 14:31
Well, it's a start. Code is extreamly hard to learn, and even harder to masterer. Now when theres a problem, you have to go through all of that code, fuigure it out, and try and fix it. In addition, these guys have lives. I don't know them personaly, but i'm sure someone's married, and has a kid or two.

I hate this box, but hey it's there.....
..... It's still there.....
Doomster
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Posted: 26th May 2010 15:09
Quote: "Not much point in anyone aspiring to complete a large game project development if you cant compile it"

You can still build all levels of the game one by one, after all levels have been builded successfully, you just have to rename the loadingpages, level files, etc., then merge all files of the different levels into the level one folder, point the setup.ini to all existing levels, Example:
, and you're finished.

Surely, every feature should work, without having to work around it's issues, but it shouldn't be a problem to merge the levels yourself...FPSC Users are just too lazy (myself included), that's one of the biggest problems.

-Doomster

Marc Steene
FPSC Master
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Posted: 26th May 2010 19:39
Added Lee's X10 email to the top of the first post - thanks for the reminder Shadowtroid.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21

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