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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Hockeykid
DBPro Tool Maker
17
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Posted: 3rd Jul 2010 00:31
Quote: "Main problem is for some reason I cant get either allies nor enemies to react to each other and fire weapons at each other or the player."


Set them up as factions, in the team1 appear script add. aiaddenemy=1 2

This of course is assuming your using the default scripts.

Quote: "Just thought I'd say this, all markers such as player starts, trigger zones, and lights will appear ingame as their map editor models."


That'll happen if you didn't replace the FPSC-MapEditor.exe with the new build (assuming Deathcow provided it).

I know I said I would not be giving support until the beta phase but I decided since there are so many people having the "appearing markers" issue I would help clear up the confusion.

Mugen
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Posted: 3rd Jul 2010 01:06
Okay fixed the runtime error I used the cleaner tool

Mugen is the name pal, Ya got that?
freak of nature 64
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Location: Look in your car...
Posted: 3rd Jul 2010 01:33 Edited at: 3rd Jul 2010 01:35
@Hockeykid
The editor won't work for me unless I use the old one. I've reinstalled FPSC and v1.16, placed the files where they belong, ran the cleaner and dumpmem, and everything else I can think of. I've even disabled avast!

EDIT
FPSC-Game won't work either.

LeeBamber
TGC Lead Developer
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Posted: 3rd Jul 2010 01:48
Hi Guys,

Thanks for your patience while you're waiting for the V117 beta. If you are brave enough to tackle the U75 Extras version of V117, bear in mind it has a large bag of missing files and you don't have the latest interface which fixes the TAB issue. I have asked Hockeykid to start capping off the DarkAI work and start signing off on the testing. This will be the first step towards building a V117 beta update (to be posted in a separate thread). Don't worry, not long now

I drink tea, and in my spare time I write software.
Soviet176
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Location: Volgograd
Posted: 3rd Jul 2010 02:20
@lee

Hey lee, I was looking at your posts on the google code, about improved multi player, and you posts here about not really doing much with it. The messages about multi-player are a bit jumbled up, and I know there are more people requesting single player features than multi-player. Could you possibly tell the users (like myself) who only use multi-player what the 1.17 will do? will it even touch multi-player? Or do you have that planned for another update? thanks.

Pirate Myke
14
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Location: El Dorado, Ca
Posted: 3rd Jul 2010 02:21
Thank you, Thank you.

I made some graphics (22 of them) from the file names in the code on google to get by the TAB issue. Not pretty but it does not crash.

Cant wait for the rest

Looking good.
Monkey Mja
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Posted: 3rd Jul 2010 02:36
Quote: "Don't worry, not long now "


Happy Face

a very small portion of the upgrades like Dark AI and water stand alone as a epic upgrade for me. To have all these features at my disposal gives much more freedom. I remember firing at people who just stood there untill I walked right in front of them.

- Monkey
freak of nature 64
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Posted: 3rd Jul 2010 02:46 Edited at: 3rd Jul 2010 20:39
HOLY CHEEZBURGER!!! The problem for me was not having service pack 1 installed!! IT WORKS AWESOMLY

Le Shorte
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Posted: 3rd Jul 2010 02:56 Edited at: 3rd Jul 2010 05:42
I would clean that up before a mod sees that

To anyone who lives in England: I liked London when I went two weeks ago.
freak of nature 64
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Posted: 3rd Jul 2010 03:18
@le shorte
Yeah, because that's any worse than saying the actual word but with an asterisk.

Mehzeb
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Posted: 3rd Jul 2010 03:21 Edited at: 3rd Jul 2010 03:21
Umm, le shorte... dont quote that!

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--------------------D1E L1KE THE RE$T--------------------->
Mehzeb
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Posted: 3rd Jul 2010 03:22
Quote: "Yeah, because that's any worse than saying the actual word but with an asterisk."


Why does it need to be said at all?

<---------------/\/\ess \/\/1TH THE BE$T-----------------
--------------------D1E L1KE THE RE$T--------------------->
Tombsville
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Posted: 3rd Jul 2010 04:16
Quote: "Don't worry, not long now"




Errant AI
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Posted: 3rd Jul 2010 05:32
Quote: "I've tried out some of the DarkAI maps and it's looking really good so far - I especially like the rage virus one. Even from this early stage the improvements are huge, despite only being able to access a minority of the features and more to come. Looking forward to this next update a lot."


I'm glad you liked that one, Marc. It was thrown together super quick. DAIarena_rage_virus.fpm, DAIarena_melee_gun_arena_medic.fpm and DAIarena_melee_arena.fpm were done by me as were the scripts used in those three maps. If anyone has any questions about those specific scripts I'm happy to lend some clarification. As for issues like Pirate Myke had that's way beyond me as to why all textures were dropping out and the lighting was purple.
Thraxas
Retired Moderator
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Location: The Avenging Axe, Turai
Posted: 3rd Jul 2010 05:40
Quote: "Yeah, because that's any worse than saying the actual word but with an asterisk."


No it's the same as using an asterix. Neither of which are tolerated here.

Your signature has been [mod edited] :-p
Le Shorte
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Posted: 3rd Jul 2010 05:51
Quote: "Umm, le shorte... dont quote that!
"

I've seen people quote offensive language before, while the original post is mod edited.

To anyone who lives in England: I liked London when I went two weeks ago.
Wraith Staff
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Location: Hamilton, OH
Posted: 3rd Jul 2010 06:53
Quote: "I've seen people quote offensive language before, while the original post is mod edited."


When I first joined the forum, I didn't know what "[Mod Edit]" meant, so whenever I saw it, I assumed it was self censoring (kinda like I beep this beeping beep) so I put "[Mod Edit]" in place of expletives all the time... I didn't realize until it was too late that it made me look like an immature jerk who constantly needed the mods to clean up after him. I felt sooo stupid when I found out

Anyway.... I can't wait to try the "alpha", I've just been too busy with my new Ubuntu and iMac to worry about my Windows. Guess I'd better get with it

Pirate Myke
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Posted: 3rd Jul 2010 07:04
To Errant AI:

I have changed the effect to CoZ's FixedBumpBone_Shader.fx as a test. They had there proper texture until they were killed and respawn with the black texture after that.

I have not tried this with another map yet.

The purple light is the ambient light I set for a project I was working on. Normally the ambient setting around 12 - 15 for my stuff. But the snapshots were way to dark to shown any detail. so I lightened them. Nothing in the map the problem I'm sure, Just my left over setting in the setuplevel.fpi file.

Will be testing all this weekend.

Thanks
Evil Stalker
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Posted: 3rd Jul 2010 14:34 Edited at: 3rd Jul 2010 15:58
I cant wait...
This is the best update ever made.

Evil Stalker
Evil Stalker
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Location: Lisboa, Portugal
Posted: 3rd Jul 2010 16:26
I have been waiting for this for a long time.
Finaly we have good graphics and a good gameplay on x9.
With the dark ai, the airmod, ragdoll and all the graphics features this update will be much better than x10.

Evil Stalker

---
Le Shorte
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Location: Wisconsin
Posted: 3rd Jul 2010 17:37
Quote: "
When I first joined the forum, I didn't know what "[Mod Edit]" meant, so whenever I saw it, I assumed it was self censoring (kinda like I beep this beeping beep) so I put "[Mod Edit]" in place of expletives all the time... I didn't realize until it was too late that it made me look like an immature jerk who constantly needed the mods to clean up after him. I felt sooo stupid when I found out
"


Nice job.

To anyone who lives in England: I liked London when I went two weeks ago.
Evil Stalker
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Location: Lisboa, Portugal
Posted: 3rd Jul 2010 18:08
Hi again
I saw the ragdoll movies on youtube and i think the characters are not falling well.
So i had an idea.
When the character dies there is a force that pushes him where the last bullet hit him and the amount of force depends on the weapon's damage.
If you kill the player with a grenade that force pushes his entire body.

I dont know if that is possible but it could create a nice dying animation.

Hope this idea is useful.

Sorry about my english.

Great work.

Evil Stalker
Flatlander
FPSC Tool Maker
17
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 3rd Jul 2010 18:18 Edited at: 3rd Jul 2010 18:18
@Marc Steene

Does Lee or hockeykid give you when an objective is completed? It seems we've been on the "Still in progress" for the same objectives for a while now. I know this is a pain staking process but it seems like something else should be completed by now. Just thinking -- which is a dangerous thing for me to do.

Marc Steene
FPSC Master
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Location: Bahrain
Posted: 3rd Jul 2010 18:38 Edited at: 3rd Jul 2010 18:42
Quote: "Does Lee or hockeykid give you when an objective is completed?"


Nope, I just look at the changes made in Google Code and when a particular feature has been added which was promised, it then becomes completed. I'll review the list now.

EDIT: After a review, I've switched DarkAI and DarkVoices to completed, as Lee stated progress on DarkAI is almost completed. FPSC Web is also now completed (as far as I know). In terms of FPSC stock characters, I'm not sure how many bond1 is making, however, he has shown two updated models so I've also switched this to completed.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Bugsy
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Location: another place in time
Posted: 3rd Jul 2010 18:48
perhaps we could have certain scripts for "cinematic" ragdoll, like when a character dies, it automatically applys a force to it and makes it fall foreward, like characters that the designer wants to fall of of a high building would be ensured to fall off.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Tombsville
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Posted: 3rd Jul 2010 19:37
Quote: "I saw the ragdoll movies on youtube and i think the characters are not falling well."


Seriously? I thought they looked pretty good!
Le Shorte
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Posted: 3rd Jul 2010 19:45
Aah, that's a cool one, Bugsy.

To anyone who lives in England: I liked London when I went two weeks ago.
Tombsville
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Posted: 3rd Jul 2010 20:07 Edited at: 3rd Jul 2010 21:36
Quote: "perhaps we could have certain scripts for "cinematic" ragdoll, like when a character dies, it automatically applys a force to it and makes it fall foreward, like characters that the designer wants to fall of of a high building would be ensured to fall off."


This kinda removes the idea of "random" falling though, does it not?

A scripted "fall forward" would always be expected and anticipated.

This would affect the realism and replay factor, in my opinion...
defiler
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Location: Canada
Posted: 3rd Jul 2010 20:16 Edited at: 3rd Jul 2010 20:52
what shader will be replacing the current one, im only asking because once i added in all the new stuff, then switched over to fenix because i was scared i would corrupt everything, even though windows 7 backs up all my folders every couple hours

this is what i got when i switched back to fenix, picture attached
my conclusion : either shader 2.0 or 3.0, whatever new shader gets brought into fpsc for v117 has been applied to this. Or this is nothing and shader mismatch has occured.

edit: now that i look at it, it actually looks cool.

Limitless Box studios current project: Lost Contact

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freak of nature 64
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Posted: 3rd Jul 2010 20:23
@Thraxas
Yeah, that's why I've seen other moderators' signatures say it.

Bugsy
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Posted: 3rd Jul 2010 22:25
Quote: "This kinda removes the idea of "random" falling though, does it not?

A scripted "fall forward" would always be expected and anticipated.

This would affect the realism and replay factor, in my opinion... "


so I take it you found little replay value in modern warfare 2...

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CrescentMoon
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Posted: 3rd Jul 2010 22:27
What is the current level limit of the code right now?

Has anyone tested the absolute max limit with say 25 entities running AI in each level?

[WIP] Paranorma Chapter 1, The Horror at Silent Inn
Level 1 - Suspended
Tombsville
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Posted: 3rd Jul 2010 22:55 Edited at: 3rd Jul 2010 23:04
Quote: "so I take it you found little replay value in modern warfare 2..."


Pretty broad conclusion...

No, I simply stated an opinion concerning ragdoll physics and realism.

Bugsy
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Posted: 3rd Jul 2010 23:08
that happened a lot in modern warfare 2, I'm not saying EVERY ragdoll death would be like that, I just mean the ones for those annoying rooftop snipers.

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RXcdeath
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Posted: 4th Jul 2010 00:19
im glad to say that im getting way better frame rates with 1.17 alpha and im gonna start making a game but exept in the demos the dark ai isnt working, all the guys are twitching and screwing up. Help??
RXcdeath
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Posted: 4th Jul 2010 00:22
Quote: "What is the current level limit of the code right now?
Has anyone tested the absolute max limit with say 25 entities running AI in each level?
"


depends if you mean dynamic boxes or charachter enititys..i have like 40 dynamic boxes that you can throw around in my current level and framrate is 15 fps, but then again i have an obsolete computer with 512 ram and 1ghz cpu
Tombsville
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Posted: 4th Jul 2010 00:34
Quote: "im glad to say that im getting way better frame rates with 1.17 alpha and im gonna start making a game but exept in the demos the dark ai isnt working, all the guys are twitching and screwing up. Help??"


Quote: "Note: This version is completely unsupported and has many bugs - Hockeykid and Lee will not be providing any support for this version. Also, not all features can be accessed at this time."


RoxasXIII
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Posted: 4th Jul 2010 01:04
There seems to be quite a big problem with the Player Start Marker. Screenshot is attached.

Too much to do with too little time.

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Mehzeb
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Location: Cryogenic Nightmare
Posted: 4th Jul 2010 01:47
With the beta coming along nicely, would you guys please consider adding the real-time test game sliders for water, bloom, skyboxes etc.?

It would be super-helpful and would save a whole lot of time during game creation.

<---------------/\/\ess \/\/1TH THE BE$T-----------------
--------------------D1E L1KE THE RE$T--------------------->
Marc Steene
FPSC Master
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Posted: 4th Jul 2010 02:08
Quote: "real-time test game sliders for water, bloom, skyboxes etc."


As far as I know, we're not getting those. However, we are getting the X10 performance bars as seen during X10 test games.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
LeeBamber
TGC Lead Developer
24
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Location: England
Posted: 4th Jul 2010 02:56
Hi Guys,

Quick feedback on the various questions for you. No plans to touch multiplayer at the moment. I know there is excitement about the prospect, but it's not part of our migration plan and we are aiming for a cool single player experience. You are still free to mod your own multiplayer stuff with the source The FPSC Web stuff was just an experiment and although it was entered into the readme, the guys who's technology I was using to host ActiveX in a browser do not support their product very well and actually offers zero support so that's the end of that for a while. Had they delivered, you would have been able to play an FPSC game inside an ActiveX powered browser window. As it stands, this won't be making it into the product unless I can find a new technology company to convert EXE files into an embedded ActiveX browser experience. Email me if you know of one Finally, no plans to mimic X10's entire HUD system in the migration, merely to take things from time to time. I don't intend to add the slider bar from X10, and the handling of water and other level elementals will probably be done in a new way.

On a related note, some of you have successfully managed to get V117 up and running, you lucky devils, and if you find yourself with a good bug report, email me directly to lee@thegamecreators.com with your screen shot, steps and sample level. I am open for bug business.

I drink tea, and in my spare time I write software.
Soviet176
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Posted: 4th Jul 2010 04:01
@lee

So no plans to stop the notorious waiting to join bug? I must have forwarded all my ports and unblocked all my fire walls/anti virus systems. Just keeps on coming lol.

da2020
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Posted: 4th Jul 2010 04:27
yessssssss only 4 more features to go!
Bugsy
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Posted: 4th Jul 2010 04:34
4 features and hopefully a WHOLE lot of bug-fixing. I don't want to see a whole load of bugs like v1.16 there should be a REASON for me to update from what works, v1.16.beta18 with fenix mod.

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Monkey Mja
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Posted: 4th Jul 2010 04:34
Only four more features! 1.17 is finally coming up to be released!

That means I gotta go get my carrot costume and rent chess boards for the party.

Though Da2020, don't forget they have to bug test everything after this, but still, probally one of the best FPSC upgrades for years is occuring. (I would not know, I have only been here for a few months)

- Monkey
da2020
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Posted: 4th Jul 2010 04:44
@Bugsy

Yup bugs are the worst enemy of FPSC
TheGrayOne
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Posted: 4th Jul 2010 05:24 Edited at: 4th Jul 2010 05:25
Quote: "Hi TheGrayOne

You can download the source code directly from here:

http://fpscreatorengine.googlecode.com/svn/trunk/

I hope this is what you mean?

The one thing I would say is that it feels very stable from what testing I have done to date.

DC
"


Thanks for the link. I was referring to the hard way I did it because I did now better or read enough of the forums.

I installed SVN did

svn checkout http://fpscreatorengine.googlecode.com/svn/trunk/ fpscreatorengine-read-only

Which gave me a readonly working copy I think of the same stuff. I will set up another copy using your link.

Thanks,
TheGrayOne
Soviet176
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Posted: 4th Jul 2010 05:35
@lee

One last question, will FPSC x10 users be able to use our .FPM's in 1.17? meaning can we open them in the new update? or will we have to create totally new maps?

Le Shorte
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Posted: 4th Jul 2010 06:20
Quote: "

One last question, will FPSC x10 users be able to use our .FPM's in 1.17? meaning can we open them in the new update? or will we have to create totally new maps?
"

Unfortunately, X9 doesn't support forward-compatibility. We'll have to create new maps unless someone can find a way to convert X10 coding to X9

To anyone who lives in England: I liked London when I went two weeks ago.
Hamburger
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Posted: 4th Jul 2010 07:36
Quote: "hopefully a WHOLE lot of bug-fixing."


I do hope so too. I really want a bug free fpsc BAD

But otherwise theres only four more features to go and test, so thats awesome!

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