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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Monkey Mja
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Posted: 4th Jul 2010 08:42
Wow. 2000 messages here.

Holy Guacamole.

Anyhow, when a feature is COMPLETE
Does that mean bug tested/swatted too?

- Monkey
Thraxas
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Posted: 4th Jul 2010 10:11
Quote: "@Thraxas
Yeah, that's why I've seen other moderators' signatures say it.
"


Links please...

Your signature has been [mod edited] :-p
xhogan89x
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Posted: 4th Jul 2010 11:14
i have a little problem with the alpha in the test game...

screen attached

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Marc Steene
FPSC Master
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Posted: 4th Jul 2010 12:53
@xhogan89x This issue was fixed on the previous page. You need to create a file called numeric3.png in the languagebak\english\gamecorehuds folder.

Quote: "Anyhow, when a feature is COMPLETE Does that mean bug tested/swatted too?"


No, it just means the code has been added for it. When stage 1 is over (feature implementation) we then move to stage 2 which is where bugs are found and removed.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Mehzeb
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Posted: 4th Jul 2010 13:27
Quote: "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."


Dear Lee,

Sounds great. Looking forward to how you would implement the new system.
Just hope its as easy and practical as the sliders. Preveiwing skyboxes, and water in the test game saves a whole lot of time, and helps design the levels better.

Cant wait for V117!

<---------------/\/\ess \/\/1TH THE BE$T-----------------
--------------------D1E L1KE THE RE$T--------------------->
xhogan89x
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Posted: 4th Jul 2010 13:55
ok no problem now work, thx marc
Deathcow
FPSC Reloaded Backer
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Posted: 4th Jul 2010 14:18
Hi Guys

Just another update from the google source code site. I have only compiled the FPSC-Game.exe and FPSC-MapEditer.exe. If you have already installed the latest version from Marc just copy these two files of the FPSC root folder and overright the files. I have scanned this for virus and it detected nothing. I advise you do the same.

This revision is 215.

So enjoy

DC

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da2020
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Posted: 4th Jul 2010 15:37
WOW! thanks deathcow
MK83
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Posted: 4th Jul 2010 18:01 Edited at: 4th Jul 2010 21:04
numeric3.png, what would this look like?


never mind, I figured it out.

mk83 Productions
The Master Dinasty
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Posted: 4th Jul 2010 21:34
Finaly, a version of V117 to test. This will be great.

Thanks Deathcow!

-Massap2

We are the magnificent Masters, builders of pyramids.
Deathcow
FPSC Reloaded Backer
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Posted: 4th Jul 2010 22:05
Hi guys

No Thanks needed guys. Lee and HockeyKid did all the work so deserve all the credit.

DC

Pirate Myke
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Posted: 4th Jul 2010 22:05 Edited at: 4th Jul 2010 22:58
@MK83:

open the file numeric2.dds and save it off as numeric3.png in a picture editor.

these files are in the languagebank\english\gamecore\huds folder

Thanks for the update deathcow and Lee and HockeyKid
Soviet176
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Posted: 4th Jul 2010 22:20
Quote: "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 "


Thats a bummer..

mgarand
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Posted: 4th Jul 2010 22:50 Edited at: 4th Jul 2010 22:51
with v1.17 ALPHA dont press TAB

error



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Pirate Myke
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Posted: 4th Jul 2010 22:54 Edited at: 5th Jul 2010 20:57
Here are the required files I made to get over this issue.

They are not pretty, but TAB does not crash.

Unzip these and Put these in the
FPS Creator\Files\languagebank\english\gamecore\huds folder.

numeric3.png included also.

Screren shots coming

Use Deathcows files in the post below.

Thanks
Pirate Myke
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Posted: 5th Jul 2010 00:37
Here are some screen captures comparing Bloom.
Also showing FPS in an outdoor scene.

.rar file attached

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Mehzeb
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Posted: 5th Jul 2010 01:18
Thanks for the caps, Myke!

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--------------------D1E L1KE THE RE$T--------------------->
Pirate Myke
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Posted: 5th Jul 2010 02:15
You're Welcome Mehzeb
starmind 001
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Posted: 5th Jul 2010 09:14 Edited at: 5th Jul 2010 09:14
You are missing the numeric3 file or I missed it, so I made one to help out. Enjoy!

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Pirate Myke
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Posted: 5th Jul 2010 18:35 Edited at: 5th Jul 2010 18:40
@ Lee Bamber;

Your 3rd Jul 2010 16:56 post in this post stated that the ActiveX Web browser will not be moving forward at this time. Sorry to here that.

What I was wondering if there is a way to get an object in FPSC to open a web browser link. EX: Walk into a room with pictures in it, when you pick one of the pictures it would open a specified web page. Leaving the game in pause, and continuing, when done with the web browser.

Since we have ways to open the game in windowed mode, Hopefully it would free the mouse to roam in the browsers webpage.

My current project is not so much a shoot em up game as it is a glorified building walk through, with rooms that have content made with the website in mind.

Just a wishing thought.

Thanks
Bigsnake
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Posted: 5th Jul 2010 19:21
I've got quite a huge problem, everything (exept segments) are treated as a entity meaning that the player start marker, lights and what not do not work, they just show up as they would in the editor.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Deathcow
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Posted: 5th Jul 2010 20:31 Edited at: 5th Jul 2010 20:33
Hi Guys

I see alot of confusion of missing files so I have created new version which will include the missing image files. This is Build 215 so it is the latest. Remember to make backups.

Extract the files. Make sure to copy FPSC-Game.exe, FPSC-MapEditor.exe, FPSCreator.exe and the File Folder over to C:\Program Files\The Game Creators\FPS Creator folder and overright the files. If you don't you will have problems.

This will also fix the problem with the tabs.

Make sure to run the FPSC Cleaner before using this Alpha patch.

If Marc could add this to the main page and remove the first alpha patch that will help to resolve the problems people are reporting.

Download

DC

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Pirate Myke
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Posted: 5th Jul 2010 20:45
Thanks again Deathcow.
Bigsnake
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Posted: 5th Jul 2010 20:45 Edited at: 5th Jul 2010 20:49
Thx, after running the FPSC cleaner it ran great

Edit :

I noticed that there was a DOF shader included so I attached it to a entitiy like I read in the header of the .fx file and it just displayed a texture of the objects on the top of the screen, Am I doing anything wrong or is just a bug atm ?

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Shadowtroid
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Posted: 5th Jul 2010 23:27
The DOF shader is not for a model, its a fullscreen shader. I think you just run it and the program automatically uses it.

Bigsnake
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Posted: 5th Jul 2010 23:54
Are you sure ? I just tested it by making a long hallway with a few wall dips and objects in and I didn't get any results of DOF

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RoxasXIII
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Posted: 5th Jul 2010 23:58
I assume that DoF is Depth of Field, meaning Yes, it is a full screen shader.

Too much to do with too little time.
Bigsnake
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Posted: 6th Jul 2010 00:05
Yeah, Dof Is Depth Of Field but the problem is, I can't get it working, I tried several things but no luck

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Pirate Myke
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Posted: 6th Jul 2010 02:51 Edited at: 6th Jul 2010 03:37
Try postprocessing=2 in the setup.ini file.

Looked like it worked to me. I will post a screen shot soon.

Edit: Here is a screen shot with the setting above.

I will try a couple more tests.
this setting was at the end of the new codebase with the bloom settings.

0 = off
1 = bloom
2 = DOF

Im sure theres a bit more to it.
I have 2 screen caps attached here. Appears to work.

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DarkJames
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Posted: 6th Jul 2010 04:06
mmmm they should include New Stock Media xd

i really want it

-James
Plystire
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Posted: 6th Jul 2010 04:57
Having bloom and DoF as seperate settings isn't terribly intuitive. I honestly think it should be up to the developer as to what post-processing shaders are to be used.


The one and only,


Zay
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Posted: 6th Jul 2010 10:42
Plystire just a question,what new or even a year or two old game did not have bloom or DoF?
Roger Wilco
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Posted: 6th Jul 2010 14:03
They'll probably enable users to have multiple post-process effects active later. I'm guessing the one effect at a time option is just temporary, to test things out. At least I hope so, I want all effects at once.
Zay
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Posted: 6th Jul 2010 16:38
The only big flaw that FPSC's got for me is the lack of flexibility when designing your level.I would LOVE for FPSC to be the same as it is but had a designing feature like in Valve's Hammer Editor instead of the stiff 1 by 1 square segment.

Contact me in Skype,name- nejcplan
Juzi
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Posted: 6th Jul 2010 18:08
Quote: "I would LOVE for FPSC to be the same as it is but had a designing feature like in Valve's Hammer Editor instead of the stiff 1 by 1 square segment."


I don't know about the hammer editor but I personally would love an editor where you can draw the walls, floors etc. by yourself and then they could act like entities in terms that you can change the texture or something similiar to that. This block system is really clumsy and really limits the creativity. Of course I know that it's possible to make a level in a 3D program but then there would be collision problems. This is just an idea and I'm not expecting this to see day light any time soon (or ever) but it would be a very nice addition.

With me disaster finds a playfield
Bugsy
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Posted: 6th Jul 2010 19:43
I feel segments are original, and make FPSC different than the majority of engines, however, I would love to be able to right click on segments and lower the height/width of them. that would allow for less limits in or level design.

imageflock.com/img/1272671763.jpg[/img]
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Soviet176
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Posted: 6th Jul 2010 20:17
Quote: "I feel segments are original, and make FPSC different than the majority of engines, however, I would love to be able to right click on segments and lower the height/width of them. that would allow for less limits in or level design."



Yes omg I agree! lol

Mugen
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Posted: 6th Jul 2010 20:20
Quote: "I feel segments are original, and make FPSC different than the majority of engines, however, I would love to be able to right click on segments and lower the height/width of them. that would allow for less limits in or level design."


Maybe allow a rotation option to so that way you can create ramps with segments (I know you can create ramps already,but this would allow more variety) and other complex options for lets say puzzles or something.

Mugen is the name pal, Ya got that?
CocaCola
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Posted: 6th Jul 2010 20:34
A.W.E.S.O.M.E
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I want coke, not Pepsi!
Bigsnake
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Posted: 6th Jul 2010 22:35
I think Lee already had plans on a new map editor

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RoxasXIII
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Posted: 7th Jul 2010 00:33
A feature I think would be great, would be a tool where you import an image, and the FPSC turns it into a landscape for your game. Kind of like The Elder Scrolls Construction Set.

Too much to do with too little time.
Juzi
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Posted: 7th Jul 2010 00:44
You mean like a height map? That would speed up the process of making an outdoor scene like a forest, I agree

With me disaster finds a playfield
Red Eye
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Posted: 7th Jul 2010 00:55
Modeling ur scene in 3dsmax and then putting it into fpsc is an option, less polys and better geometry will result in faster fps and gameplay. Also u can make way better scenarios.

Nbt
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Posted: 7th Jul 2010 01:10
Why bother?? better just to buy Rolfy terrain packs ^_^

Your signature has been erased by a mod. The sig needs to be 600 width maximum (x 120 height) for all of it.
Plystire
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Posted: 7th Jul 2010 01:22
Quote: "Plystire just a question,what new or even a year or two old game did not have bloom or DoF?"


Well, I could start off by listing almost every game on the Wii.

The XBox 360 and PS3 boast about their graphics so much that no body would want to release a game without blazing bloom and eye squinting DoF for fear of being laughed at by the other developers.

The PC has many other games without either, especially in the indie community. Bloom and DoF are, despite popular belief, NOT PREREQUISITES to making a good game.

Besides... what does this have anything to do with my statement? I stated that the developer should have the CHOICE to have MORE THAN just bloom or DoF... not to mention an option for BOTH at the same time! I most certainly did not insinuate that bloom and DoF should be taken out in favor of something else.


The one and only,


Bugsy
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Posted: 7th Jul 2010 04:25
I think segments made into long walls should become one wall, to take up less polys.

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Hamburger
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Posted: 7th Jul 2010 05:41
Really?
Bugsy
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Posted: 7th Jul 2010 06:17
yes... obviously.

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Hamburger
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Posted: 7th Jul 2010 06:49
hmm I thought the migration would just update the gameplay features, I didn't know that we might be getting an updated mapeditor...

But still great nonetheless

[mockmyself]Really?[/mockmyself]

that was kinda dumb
Bugsy
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Posted: 7th Jul 2010 07:07
oh no no

as in, I think that should happen.

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