Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

Author
Message
Zay
14
Years of Service
User Offline
Joined: 2nd Dec 2009
Location: sLOVEina
Posted: 25th Jun 2010 20:22
Same here...I spend all my money on the Sony DSC-HX1 Hd camera,but hey !
The money was well spent.
Nbt
15
Years of Service
User Offline
Joined: 11th Oct 2009
Location: Behind you!!
Posted: 25th Jun 2010 20:26
I own PB and can say while it will increase your overall frame rate, it will not cure the lag cause by the engines handling of map geometry. I also find Fenix gives better frame rates than even PB and that is the same in regards to the above cause of lag.

Plus I find vanilla v1.16 while having lower capped frame rates than the above two mods actually feels smoother over-all even at lower fps.

I will just beg to differ, as everyone has different experiences with difference things

Your signature has been erased by a mod. The sig needs to be 600 width maximum (x 120 height) for all of it.
Jaeg
18
Years of Service
User Offline
Joined: 16th Mar 2006
Location: Indiana
Posted: 26th Jun 2010 02:16
Sadly I don't think the lag can be improved much. It's partially because of it being written in DBP and there really isn't a magic cure for it. The best you can do is try to hide it which they are trying to do with timer based animation. I think

Go ahead. Walk into Mordor.

Ball State University - Biology Major
Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 26th Jun 2010 19:05
UPDATE 26/06/2010 (About time, too)

AI Factions have been added to the engine (maximum of 8 for ally, neutral, and enemy), allowing for complicated relationships between characters.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Krowsnest
16
Years of Service
User Offline
Joined: 2nd Feb 2008
Location: Take a guess.....
Posted: 26th Jun 2010 19:30
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

*sniff* AI allies.... *sniff*....its all i ever wanted......

It's great to hear progress aswell

Soviet176
15
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 26th Jun 2010 19:51
Quote: "AI Factions have been added to the engine (maximum of 8 for ally, neutral, and enemy), allowing for complicated relationships between characters."


So wait, you can only have a max of 8 allies and 8 enemies?

Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 26th Jun 2010 20:21
No...there can be 8 different factions in each of the allies, neutral, and enemy teams. This means one faction which is your ally could be enemies with one of your allies etc. so complicated teams can be set up. At least, that's how I think it works anyway.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Soviet176
15
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 26th Jun 2010 20:24
Quote: "No...there can be 8 different factions in each of the allies, neutral, and enemy teams. This means one faction which is your ally could be enemies with one of your allies etc. so complicated teams can be set up. At least, that's how I think it works anyway.
"


Now that, is just awesome. I would love to see that, you will have to excuse my English. :/

Le Shorte
15
Years of Service
User Offline
Joined: 6th Apr 2009
Location: Wisconsin
Posted: 26th Jun 2010 20:35
Quote: "
Now that, is just awesome. I would love to see that, you will have to excuse my English. :/"


Nothing wrong with that English, Soviet! Wow, those AI combos are fantastic. Cannot wait. Literally.

http://forum.thegamecreators.com/?m=forum_view&t=166194&b=25
Rads, revived for the X10 Revival on May 29th, 2010
Juzi
17
Years of Service
User Offline
Joined: 8th Mar 2007
Location: Finland
Posted: 26th Jun 2010 21:14
If they keep updating FPSC after this 1.17, it may achieve the same level as Leadwerks currently is, except maybe much, much less performance sucker.

I just can't wait for this update to come! My projects are basically frozen before I get my hands on this. That's the main reason why I haven't been very active on the forums recently also.

With me disaster finds a playfield
Hockeykid
DBPro Tool Maker
17
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 26th Jun 2010 22:45
Quote: " (maximum of 8 for ally, neutral, and enemy)"


Its max of 20 for ally, 20 for neutral, and 20 for enemy PER TEAM

Soviet176
15
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 26th Jun 2010 22:48
Quote: "PER TEAM"


Meaning factions right? or all together?

Hockeykid
DBPro Tool Maker
17
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 27th Jun 2010 00:03
Quote: "Meaning factions right? or all together?"


Meaning each team can have up to 20 other teams as their allies, 20 other teams as their enemies, and 20 other teams as a neutral figure.

Nbt
15
Years of Service
User Offline
Joined: 11th Oct 2009
Location: Behind you!!
Posted: 27th Jun 2010 02:14
Now this is excellent news and certainly something that was lacking.
Welldone peeps ^_^

Your signature has been erased by a mod. The sig needs to be 600 width maximum (x 120 height) for all of it.
RoxasXIII
16
Years of Service
User Offline
Joined: 9th Aug 2008
Location: Where ever you are not.
Posted: 27th Jun 2010 03:18
Now all we need to do is fully incorporate this into multiplayer I'm joking, but it would be cool if we could.

Too much to do with too little time.
Soviet176
15
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 27th Jun 2010 04:32
Quote: " Now all we need to do is fully incorporate this into multiplayer I'm joking, but it would be cool if we could."


I am all the way with you on that, I hope that lee does work on multi-player

Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 27th Jun 2010 12:00
One feature I'd like to see is for all sounds to pause when the game is paused.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
mgarand
16
Years of Service
User Offline
Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 27th Jun 2010 12:17
Quote: "One feature I'd like to see is for all sounds to pause when the game is paused.
"


good one!

like i mentioned 1000 times , i would like to see a stable fpsc version.



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Zay
14
Years of Service
User Offline
Joined: 2nd Dec 2009
Location: sLOVEina
Posted: 27th Jun 2010 12:44 Edited at: 27th Jun 2010 12:45
You know what I would really like,that the sound would fade out when you go away.Know what I mean?
Thraxas
Retired Moderator
18
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 27th Jun 2010 13:21
Quote: "Know what I mean?"


Yes... Having to set up numerous sound zones so I don't hear a fire from all the over the other side of the level is a hassle.

Your signature has been [mod edited] :-p
RoxasXIII
16
Years of Service
User Offline
Joined: 9th Aug 2008
Location: Where ever you are not.
Posted: 27th Jun 2010 22:33
What we need for that, is Dynamic sound.

Too much to do with too little time.
Hamburger
15
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 27th Jun 2010 23:37 Edited at: 27th Jun 2010 23:47
It would be cool for the sound zones to be placed like a light entity, so that you could set the range with the [ and] keys.

I also think there should be dynamic shadows for enities, so when you place a dynamic light it casts a shadow, and if you place a dynamic entity that is animated or something then the shadows move with the animations. Movable lights would be cool too. It would just be great to have a big rotating machine or something and have dynamic shadows realisticly fall whel it rotates etc. Think like doom 3's shadows.
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 27th Jun 2010 23:57
are there any AI "it's complicated" 's?
what about AI fairwether friends?

we're leaving out some important AI options here

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 28th Jun 2010 00:05
Quote: "what about AI fairwether friends? "


We already know we're getting DarkAI in v1.17, which will vastly improve the current AI system.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 28th Jun 2010 00:21
oh I know, but what good is darkAI if we can't have AI that will casually wave at neighboring factions while tending to the lawn, but then talk bad about them behind their backs?

</joking>

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 28th Jun 2010 01:47
Speaking of sounds, I personally think there should be a couple options for sounds. They would be "SoundStrength" and "SoundRange". Strength would relate to how wide and how loud a sound would be, while range would set the drop-off interval for sounds at a distance, so sounds with low strength can only be heard from a rather close distance, whereas sounds with a high strength can be heard from far away.


The one and only,


bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 28th Jun 2010 01:59
Speak of the devil! I was just going to suggest a working soundzone that properly fades as the player moves away.

It works for sprites, so it would be cool to have that option to attach a sound to an entity too.

----------------------------------------
"bond1 - You see this name, you think dirty."
Hamburger
15
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 28th Jun 2010 02:06
I have done it with the stock generator entity and it works, but the sound takes a long time to fade away as you walk away from it
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 28th Jun 2010 02:44
I've done this before with progressively quieter sounds triggered by sound zones.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Hamburger
15
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 28th Jun 2010 04:05
still it would be nice to have a working soundzone that fades realistically... like plystire and many others have said sounds are one of the most important parts of a good game.
CrescentMoon
14
Years of Service
User Offline
Joined: 28th Apr 2010
Location:
Posted: 28th Jun 2010 06:11
Everyone says "Buy project blue or download Fenix Mod" to fix the lag issues...shouldn't the stock engine be stable without having to pay for an extra mod?

I think scripting commands for cutscenes would be awesome. Though that'd be more of a v1.18 wish than migration xD

[WIP] Paranorma Chapter 1, The Horror at Silent Inn
Level 1 - Suspended
Nbt
15
Years of Service
User Offline
Joined: 11th Oct 2009
Location: Behind you!!
Posted: 28th Jun 2010 11:51
I still don't believe "Engine Mods" are the answer to lag, as for me at least it's the handling of segments that causes the worst lag spikes along with other onscreen anomalies.

All is fine with Signs style boring flat square room segments, but as soon as you begin to add shape and detail via segments all begins to go wrong

I don't so much believe it's all down to the engine, but more that we (well me at least) just don't know fully what is and is not allowed regarding segments (and more) as there just is not enough documentation on the engine.

I really do believe FPSc has been out long enough to warrant some in depth documentation on the do's and don'ts along with explanations of all the settings in the setup.ini and .fps/.fpe etc files.

The poke and hope approach is fine in the short term, but only causes problems in the long run.

Your signature has been erased by a mod. The sig needs to be 600 width maximum (x 120 height) for all of it.
da2020
14
Years of Service
User Offline
Joined: 26th Dec 2009
Location: C:\\Program Files\\
Posted: 28th Jun 2010 12:21
Quote: "I still don't believe "Engine Mods" are the answer to lag"
Me too and it think the best way to prevent lag is to buy a better pc!
Pogopogo
16
Years of Service
User Offline
Joined: 13th Nov 2008
Location:
Posted: 28th Jun 2010 18:45
@Nbt - well put sir
The Storyteller 01
15
Years of Service
User Offline
Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 28th Jun 2010 18:52 Edited at: 28th Jun 2010 18:54
Quote: "Speak of the devil! I was just going to suggest a working soundzone that properly fades as the player moves away."

Yeah, I always wondered about the following:
When I set an entity (p.e. a fire decal) to "Always Active" = "No" then why can I hear the sound of it even if the object is several segments, a height level and 3 corners away?

I thought, the "Always Active" condition is supposed to turn the enity completely on and off according to the range the player is away or able to see the enity...

In case you find my grammar and spelling weird ---> native German speaker ^^
Hamburger
15
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 28th Jun 2010 22:30
You know what would also be good is instead of those flat billboard muzzle flashes we could use a particle effect to create more realistic gunfire. you could have it on flak too for like a plasma shot or fire on a roket launcher,
CrescentMoon
14
Years of Service
User Offline
Joined: 28th Apr 2010
Location:
Posted: 28th Jun 2010 23:15
Quote: "You know what would also be good is instead of those flat billboard muzzle flashes we could use a particle effect to create more realistic gunfire. you could have it on flak too for like a plasma shot or fire on a roket launcher, "


I nominate this idea for addition :3 by riot if need be >:3

[WIP] Paranorma Chapter 1, The Horror at Silent Inn
Level 1 - Suspended
Hamburger
15
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 29th Jun 2010 00:38
yeah! lol
RoxasXIII
16
Years of Service
User Offline
Joined: 9th Aug 2008
Location: Where ever you are not.
Posted: 29th Jun 2010 07:27
Well particle effects have been added. If we can some how make the work as muzzle flashes, that'd be great.

Too much to do with too little time.
Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 29th Jun 2010 23:23
Just a quick summary of the latest updates:

-Healthgreater=X condition added
-Entity Timers will be in the new update (using the same Project Blue commands)
-hasweapon=X condition added to detect the presence of a weapon


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Hockeykid
DBPro Tool Maker
17
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 29th Jun 2010 23:33
Quote: "-Entity Timers will be in the new update (using the same Project Blue commands)"


First thing I ever added to the engine was the entity timers. I used the Project Blue syntax since it seemed most appropriate.

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 30th Jun 2010 00:00
Project Blue can't take all of the credit for entity timers. They were first conceived (I believe) in empty's mod, long long ago. The command names are even the same.


The one and only,


Zay
14
Years of Service
User Offline
Joined: 2nd Dec 2009
Location: sLOVEina
Posted: 30th Jun 2010 10:57
empty's mod?
Never heard of it.
Thraxas
Retired Moderator
18
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 30th Jun 2010 12:05
Quote: "empty's mod?"


AFAIK it was the first ever mod for FPSC.

Your signature has been [mod edited] :-p
The Storyteller 01
15
Years of Service
User Offline
Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 30th Jun 2010 14:16
I studied the google code and....the prlfacing condition is not included in the latest 1.16 FPSC it seems. At least it didn't work for me.

In case you find my grammar and spelling weird ---> native German speaker ^^
Mehzeb
15
Years of Service
User Offline
Joined: 30th Dec 2008
Location: Cryogenic Nightmare
Posted: 1st Jul 2010 04:37
Its been a while since we had any updates. Any progress guys?

<---------------/\/\ess \/\/1TH THE BE$T-----------------
--------------------D1E L1KE THE RE$T--------------------->
veer
14
Years of Service
User Offline
Joined: 3rd Mar 2010
Location:
Posted: 1st Jul 2010 06:58
i hoping for beta release in this month
Mehzeb
15
Years of Service
User Offline
Joined: 30th Dec 2008
Location: Cryogenic Nightmare
Posted: 1st Jul 2010 16:19
Has it been said that the beta will be released this month, or are you hoping that it would, veer?

<---------------/\/\ess \/\/1TH THE BE$T-----------------
--------------------D1E L1KE THE RE$T--------------------->
Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 1st Jul 2010 16:40
Read the newsletter for the latest information. Basically Lee said that work is still be done and we will have to wait a while longer for a beta.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
veer
14
Years of Service
User Offline
Joined: 3rd Mar 2010
Location:
Posted: 1st Jul 2010 16:54
still have to wait for an public beta

Login to post a reply

Server time is: 2024-11-24 09:24:26
Your offset time is: 2024-11-24 09:24:26