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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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RXcdeath
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Posted: 12th Jun 2010 20:22
also rolfy where is this file?? can you give me a folder name??
Huncut1
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Posted: 12th Jun 2010 22:57
Hello!
I don't know where to post this, I found this topic the best for this.
1.)I would like to ask which is better to get. FPS creator, or FPS creator X10. I'm asking it because I want to make a multiplayer game (a real multiplayer game that I can sell). I haven't found any mods for FPSC X10, so I could make only Deathmatch?? As far as I know, there is a multiplayer mod for FPSC which can turn the game into a REAL multi game, and I also saw a lobby maker, so maybe original FPSC is better?
2.) How many mods can I use for making a game? I would like to use efxMod, and Lemur V2, and that IP mod that adds the lobby.

So what do you guys think which is better to customize the game? i also heard that X10 is not very customizable, but in the original FPSC, we can use coding to make anything possible.
Thanks for answering!

Zoli
Bugsy
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Posted: 12th Jun 2010 23:31
there will be ragdoll, so no need.

I noticed that in FPSC, textures get really blurry when you look at them from far away, or at an angle. maybe this will be fixed in the migration? in other engines, they don't get so blurry.

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Tom10320
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Posted: 12th Jun 2010 23:57
Quote: "I noticed that in FPSC, textures get really blurry when you look at them from far away, or at an angle. maybe this will be fixed in the migration? in other engines, they don't get so blurry."

Yes they do, that happens in every 3D engine. It's due to the fact that looking from a texture at an angle or from a large distance causes the engine to receive only limited data to be able to display the texture. As far as I know, but do correct me if I'm wrong, this is due to the fact that video cards need all 3 axes to properly display textures. I believe that you can force Anisotropic Filtering to 'on' through card drivers, but FPSC doesn't show up in my NVIDIA forceware panel. Perhaps there's a way to enable AF through the engine?

You've probably seen tom10320 before. At last count the username had been used on more than 50 sites.
Wraith Staff
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Posted: 13th Jun 2010 00:16
Quote: "PLEASE DONT TURN THIS INTO A "CODvsHALOvsBFvsUT""


Well, not to add to the debate, but from everything I've seen, FPSC seems to act more like Half-Life 2 (though not particulary lke Valve's Source Engine ). I know it might sound weird, but it kinda handles like a slimmed down HL2 by default. What I (and I'm sure many others) think are the best looking bits of media (TGC Store, MPs and even around the forums) tend to swing more that way too, and the way it seems to process shaders best also (especially bond1's newest segment shader he so generously gave us) tends to look more "Valve-ian" also.

After all that, many of the best looking games (not all mind you... and this still is my opinion after all ) end up looking like Half-life as well!

That's not to say that that's the only way FPSC works or should work, but it DOES seem that it's how it DOES work best right now. I could even site several examples, but that seems a bit unnecessary

Plystire
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Posted: 13th Jun 2010 00:23
How about we all shut it and stop going off topic? I don't know how this turned into a game specific debate. It's not even worth arguing about.


I say Lee and hockeykid focus on features that a majority of the users would find to be useful. They seem to already have that seated quite well, so let's leave them to it. I highly doubt (but have been proven wrong before, sadly) that Lee is going to allow any more scope creep here, so can we just save it for another version?


The one and only,


Thraxas
Retired Moderator
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Posted: 13th Jun 2010 03:28
Quote: "Change the die anim frames in the character fpe,
Shorten the length of these so the anim is only 2 frames.

anim11 = 0,1
anim14 = 40,41
anim17 = 120,121
anim20 = 80,81

anim61 = 0,1
anim64 = 40,41
anim67 = 120,121
anim70 = 80,81"


Thanks Rolfy

Your signature has been [mod edited] :-p
Bugsy
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Posted: 13th Jun 2010 06:08
Quote: "Yes they do, that happens in every 3D engine. It's due to the fact that looking from a texture at an angle or from a large distance causes the engine to receive only limited data to be able to display the texture. As far as I know, but do correct me if I'm wrong, this is due to the fact that video cards need all 3 axes to properly display textures. I believe that you can force Anisotropic Filtering to 'on' through card drivers, but FPSC doesn't show up in my NVIDIA forceware panel. Perhaps there's a way to enable AF through the engine?"


in valve's source engine, with no AA or AF at all, it looks great at an angle.

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Plystire
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Posted: 13th Jun 2010 09:35
Textures get blurry at an angle for the SIMPLE reason that you're attempting to view an entire texture within a very limited space. A 1024x1024 texture viewed at an angle is GOING to be squished into a much smaller area.

How do engines overcome this? They "meld" pixels together, attempting to blend adjacent pixels into each other and give the illusion of the entire texture being visible. While this does the job, it can end up looking a tad blurry.

Not every engine uses this technique and some have techniques for this to give a crisper view of the texture, but it absolutely is not pixel perfect to the original texture.

Now, what technique is used is not a standard and you cannot expect EVERY engine to do this the same way. DBP, along with MANY other professional engines, do it the way seen in FPSC. This is not wrong, it is not "low-quality", it has been, is, and will continue to be acceptable. Why are we bringing this up NOW, in an FPSC discussion of all places, after it has been this way for I don't even know how long?



The one and only,


Bugsy
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Posted: 13th Jun 2010 09:52
I don't know, it just feels like other games are always "sharper" looking and FPSC could use some work.

also, perhaps the player collision will be worked on in the migration? that would be nice.

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SpyDaniel
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Posted: 13th Jun 2010 12:11
I'm just waiting for path finding that Dark AI will bring to FPSC, without it at the moment leaves the AI laughable, with their sliding around corners to get at you, instead of taking a good wide berth around the corner.

That and maybe an options menu for users to configure the game, like any other AAA game has today, which FPSC boasts to have the capabilities to achieve.

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rolfy
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Posted: 13th Jun 2010 23:29 Edited at: 14th Jun 2010 04:42
Quote: "I don't know, it just feels like other games are always "sharper" looking and FPSC could use some work."

Or maybe the textures need some work, mostly we are talking about the appearance of games made by FPSC users here, people need to take the time to make their textures pop, the creation of textures themselves takes extra thinking and work and the implementation of shaders needs that extra little bit of tweaking to make them stand out in any environment you want to create, if for instance you are just going to drop entity's\segments into FPSC and use a shader, with associated textures, without editing it in any way to suit the scene you cant expect great results straight out of the box (though I suspect most users are happy enough with the results they get). The way all engines have limits on how they handle graphics and how they will appear to the user is much of a muchness its mostly directx9 limitations, AA is only one part of this, as with all aspects of your level design you have to work on these parts of it too, of course some games dont rely so much on graphic appearance and are all about gameplay but if you want sharp eyepopping graphics then it takes work and is as much a part of level design as object placement, this is not the fault of the engine.

Quote: "also rolfy where is this file?? can you give me a folder name?? "

Entitybank, in the character fpe.
veer
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Posted: 14th Jun 2010 17:59
with the version 1.17 there is an improvement in frame rate

but what about in open area not in close room

with v 1.16 i usually get 30- 40 fps in close room and 10-12 fps in landscape level...
Shadowtroid
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Posted: 14th Jun 2010 23:31
Quote: "
So what do you guys think which is better to customize the game? i also heard that X10 is not very customizable, but in the original FPSC, we can use coding to make anything possible. "


Yes, for multiplayer you will probably want X9.

Quote: "How many mods can I use for making a game? I would like to use efxMod, and Lemur V2, and that IP mod that adds the lobby."


You can only use one, but FPSCIP is an exception. It's more of a compiler. And Lemur is very outdated, as is efx. Best bet is either Fenix mod (free) or the better Project Blue ($28) which includes Lemur I think, along with other FS shaders like bloom.

The Grunge Guy
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Posted: 16th Jun 2010 17:54
Mutiple mods in one fpsc project, if only.... That would be so much fun....

CrescentMoon
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Posted: 16th Jun 2010 21:43
Quote: "Mutiple mods in one fpsc project, if only.... That would be so much fun...."


well, let's let them work for a little while. Unless adding a mod to the stock engine will stabilize it or allow us to make larger games with higher FPS, it should be a lower priority...though since most mods actually add features while doing that I guess they should all be high priority ;D

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Metal Devil123
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Posted: 16th Jun 2010 21:52
Lip sync people look cool! The ragdoll and DarkAI look cool! Everything here looks cool. Waiting for this update!

Conjured Entertainment
AGK Developer
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Posted: 17th Jun 2010 05:20 Edited at: 17th Jun 2010 21:18
Quote: "Thanks Rolfy "

Yeah Rolfy, thanks.
Why didn't I think of that? Please, disregard my feature creep.
I guess I will assign all eight the first two frames of my death animation, and go from there whether its a headshot or regular death. (exploding head will work for all angles)

V117 is stupendous!
The planned features are awesome, and I am amazed at what is already completed.
The new characters with dark voices will be so awesome.
Those extra facial bones will be great for headshot animations too!


Quote: "Hey guys, I just wanted to show off a new feature:

As you can see I am at the top of the staircase and the AI is aiming up at me. Basically the engine uses the entities bip01_spine1 limb and bip01_spine2 limb to bend up or down depending on its targets position. (so if I were standing below him he would aim down at me)

Anyways of course this is an option

aiusefullaim=x will turn it on and off (defaulted off). The up and down aiming will occur when airotatetotarget is called.

aiseteyelevel=x will set the eye offset (defaulted at 85) this will offset the entities aim from the floor."

That is way cool.
Remind me of those actions later so I don't forget them.

Quote: "Lip sync people look cool!"

Yeah, I am looking forward to a video of that.
The new heads look really great and I can hardly wait to see them talk. [/giddyvoice]

   Conjured Entertainment

 WARNING: Intense Madness
Hamburger
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Posted: 18th Jun 2010 23:16
Is the lypsinc built in to FPSC (migration that is(?
RoxasXIII
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Posted: 19th Jun 2010 01:47
Quote: "Is the lypsinc built in to FPSC (migration that is(? "

Yes, but you will need Lipsync ready models to be able to use it.

Too much to do with too little time.
CrescentMoon
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Posted: 19th Jun 2010 07:02
I'm deciding whether to drool or create a time machine o-o

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Bugsy
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Posted: 20th Jun 2010 06:45
with these new AI commands, will it be possible to make enemies face the player where ever they are, and move in a style so that it looks correct when they are facing him?

(for instance)

in fenix mod, the darkAI NEVER STRAFES, even when moving at an angle, unless the characters are moving at a perfect sideways angle to avoid fire. if they are moving to cover, they don't strafe, even if they move sideways. I think moving animations should be determined by the direction the AI is moving, not the reason they are moving. if an enemy is about to cross a hall, and they know the player is in the hall, I think it would look better if they strafed across the hall and fired at the player. I knew if I knew where my enemy was, I would never turn to face away from them in a gunfight.

I kind of think this would be nice. if this will be possible with the new darkAI system, then that's excellent!

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RXcdeath
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Posted: 20th Jun 2010 08:44
it's been a long time since we heard whats going on...plz give us an update someone!!! it's been 18 or 19 days since we heard anything!!!
Marc Steene
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Posted: 20th Jun 2010 10:14
Well, I can only post updates if there is something major to post about. Hockeykid seems to be chugging along fine with the DarkAI and there hasn't been much news from Lee. Maybe once DarkAI is complete along with testing and bug-fixing we will be getting a beta.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
mgarand
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Posted: 20th Jun 2010 11:27
Would love to have a beta over here, and i hope 1.17 will be stable, getting sick of all the errors



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Zay
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Posted: 20th Jun 2010 15:16
Sign me up for beta testing!
DarkJames
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Posted: 20th Jun 2010 17:31
Me too!!
Sign me up too


as DarkJames !!

-James
Susysyay
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Posted: 20th Jun 2010 18:37
Sign me up!!! I WANT this update! No, let me rephrase that, I NEED THIS UPDATE!!!!!!!!!!!!!!!!!!!

Susysyay

Susysyay
AbdulAhad
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Posted: 20th Jun 2010 19:09
Im here for the Beta! Sign me up!

Abdul Ahad
Marc Steene
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Posted: 20th Jun 2010 19:35 Edited at: 20th Jun 2010 19:36
It's not a sign-up guys...it will be released to everyone when it's ready.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
mgarand
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Posted: 20th Jun 2010 19:54
whoops was it me that started the sign me up? i ment i would like a beta when lee release it xd



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Cyborg ART
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Posted: 20th Jun 2010 20:10
I believe if there will be a closed beta it will only be for those who works close with TGC, or if its realeased publicly its for everyone. Not something between



mgarand
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Posted: 20th Jun 2010 20:23
im sure it will be open, i mean nearly every beta was



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Cyborg ART
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Posted: 20th Jun 2010 20:25
Who knows if there was an internal beta before the public?

The Master Dinasty
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Posted: 20th Jun 2010 22:43
If you look at the thread that says "We want your maps!" or something like this you can read that hockeykid says that they are testing their builds now, thus we are closer then ever before a beta.


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Monkey Mja
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Posted: 21st Jun 2010 05:24
Hey guys, why can't there be enemy/neutral/teammate options like there were in X10? It's probally the most important feature TGC could add in right now, if they want games to be more like the ones today.

- Monkey
Soviet176
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Posted: 21st Jun 2010 05:37
Quote: "Hey guys, why can't there be enemy/neutral/teammate options like there were in X10? It's probally the most important feature TGC could add in right now, if they want games to be more like the ones today."


There will be in the 1.17 with DarkAI as far as I know.

Marc Steene
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Posted: 21st Jun 2010 12:25
Quote: "why can't there be enemy/neutral/teammate options like there were in X10?"


Coming in v1.17.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
veer
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Posted: 22nd Jun 2010 08:17
i am hoping for good frame rate in outside areas & able to support many character without lag(like L4D)

that the only thing i need..
SOLO DESIGN
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Posted: 22nd Jun 2010 14:27
Water......I need script orientated water in X9!! hahahahahahahahaha Come on V1.17!!!
Bugsy
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Posted: 22nd Jun 2010 16:26
both good suggestions, but water is already possible, go look at rogue river. many characters without lag is something NEEDED.

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burneriza
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Posted: 23rd Jun 2010 02:37
Quote: "both good suggestions, but water is already possible, go look at rogue river. many characters without lag is something NEEDED."
Already possible Bond1's Zombie Apoc allows alot of zombies at one time

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Bugsy
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Posted: 23rd Jun 2010 17:29
not really any more than any other model pack. lots of AI still slows the engine down. that vid marc steene made was filmed on a nice computer with project blue mod, and even then he was at less than half max FPS rate. also, what if we want lots of shooting characters w/o lag. that's what I, and probably quite a few of us want.

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Marc Steene
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Posted: 23rd Jun 2010 21:00
Quote: "on a nice computer"


Hehe, well, I'd say middle-range. Not sure what the average laptop specs are right now. There were around 60 zombies at one time in the video running at 30FPS, though it should be noted the level was tiny and no fullscreen shaders were active, so expect to run less simultaneously on a full level.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Bugsy
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Posted: 23rd Jun 2010 21:37
my point exactly. if FPSC could handle that without lag, multiple times, in a fairly large map, with full screen shaders, than we would have a bit more power to toy with.

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CapnBuzz
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Posted: 25th Jun 2010 06:34
Yeah, from what I see of the list of updated specs, I'm excited... until I think of the dreaded lag issues I'm having now on a slightly above mid-spec machine; having to strip a nice map down to a skeleton is hell. If engine performance can be pushed a bit, this migration will be amazing. *fingers crossed*
Zay
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Posted: 25th Jun 2010 11:48
CapnBuzz you should really consider using a mod like Fenix or Project Blue to fix the frame rate issue.
Nbt
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Posted: 25th Jun 2010 14:27
Mods will not (at least from my experience) cure lag caused by the engines little ways.

To be honest they tend to make the engine related lag even more noticeable, when you go from 50fps to 7fps far more than vanilla going from 25-30fps to 7fps

In Fenix (the mod I use most) I even have to set the player speed to 80% or it feels like the player is on a Red Bull rush
It still suffers the exact same lag niggles that a vanilla FPSC does though and just speeds up the FPS as a whole.

Your signature has been erased by a mod. The sig needs to be 600 width maximum (x 120 height) for all of it.
Marc Steene
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Posted: 25th Jun 2010 15:25
Quote: "Mods will not (at least from my experience) cure lag caused by the engines little ways. "


The increase in Project Blue is major and I can immediatley tell when using Project Blue due to how smooth the gameplay is in comparison to stock.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Bugsy
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Posted: 25th Jun 2010 18:01
I can too. if only I had 28 dollars.

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