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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Le Shorte
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Posted: 12th Jul 2010 23:04
I can't seem to get DarkAI to work

To anyone who lives in England: I liked London when I went two weeks ago.
RoxasXIII
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Posted: 12th Jul 2010 23:24 Edited at: 12th Jul 2010 23:28
Quote: "Will this run on a Netbook with a 1.6ghz Atom processor?"

Well, that depends on what intergrated graphics you have(obviously). I couldn't get v1.16 to work on my netbook, so I assume that v1.17, requiring more power as it is, would work even less.

-I'll give it a try though.

Too much to do with too little time.
freak of nature 64
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Posted: 12th Jul 2010 23:33
I found a gunspec readme
Quote: "gpname = name of particle '.hpf' file in particlebank folder, must be without '.hpf' at the end.
gpoffsetx = x offset position.
gpoffsety = y offset position.
gpoffsetz = z offset position.
gplife = how long the particle stays alive for after it has been fired.
gpspeed = how fast the particle travels after being fired.
gpspawndelay = how long it takes for player to get another particle to fire after firing the previous particle.

See the video tutorials for more detailed information.
"


Could someone maybe make a video with this being used?

RoxasXIII
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Posted: 12th Jul 2010 23:56
That is for positioning particles for when you fire a gun.

Too much to do with too little time.
Bigsnake
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Posted: 12th Jul 2010 23:58
Hey Lee, do you reckon you could change the setup.ini resolution settings so they don't reset when testing the game ? I wanna be able to view my games with a better reso cause atm it looks terrible.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
SGJB
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Posted: 13th Jul 2010 00:01
This really is great, been having lots of fun with the features, but some control over the bloom would be nice.
Bigsnake
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Posted: 13th Jul 2010 00:29
I think lee is adding sliders for stuff like that soon. You can change it by opening the bloom shader file with notepad.

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The Master Dinasty
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Posted: 13th Jul 2010 01:45
Finaly, we made it. I cant wait to try it right now, however can someone put out the full list of the new commands for scripting with the FPI editor?


-Massap2

We are the magnificent Masters, builders of pyramids.
Conjured Entertainment
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Posted: 13th Jul 2010 03:13 Edited at: 13th Jul 2010 03:18
Quote: "I'll give it a try though"

Thanks

Quote: "however can someone put out the full list of the new commands for scripting with the FPI editor?"

Yes
PLEASE, give us a list of the new FPI conditions and actions.

   Conjured Entertainment

 WARNING: Intense Madness
Errant AI
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Posted: 13th Jul 2010 03:43 Edited at: 13th Jul 2010 03:51
This obviously isnt the official list but these are most if not all of the New FPI related to Dark AI.



And also the supported airmod gunspec commands (sorry, i have the explanations memorized so never wrote them down):

Bugsy
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Posted: 13th Jul 2010 03:55
I sure can't wait to start scripting with the new AI commands.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
DonWON
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Posted: 13th Jul 2010 05:40
I dont see in any shader that you can use a normal map on any segment without using Bond1's shader. I thought we were getting a shader system and was excited until I noticed none of the shaders pulled in a _N for the normal map. Please tell me I am missing something here.


Flatlander
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Posted: 13th Jul 2010 05:41
Thanks Errant AI for the lists.

Monkey Mja
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Posted: 13th Jul 2010 06:48
Will we have to remove mods to update our 1.17 features?

- Monkey
4125
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Posted: 13th Jul 2010 06:52
So far V1.17 BETA 2 is working just fine for me. Everything works. But is it just me or does [321] Generating Obstacles takes forever when you start making some small to med size maps? Doesn't really bother me much. But it does take a while.

Computer Specs: Intel Core 2 Duo E7400 2.80GHz @ 1066Mhz FSB 3MB Cache, Dual Channel 8192MB DDR2 PC6400 800MHz RAM, XFX Nvidia Geforce 9800 GTX+ 512MB, XFX 780i SLI Motherboard
freak of nature 64
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Posted: 13th Jul 2010 06:55
I'm confused about the hole gunspec readme thing. Is it from horror mod? Or is it from the migration? There was supposed to be particles in the migration.

Errant AI
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Posted: 13th Jul 2010 12:28
Can someone list the names of the dark AI scripts included with beta2 and the exact name of the directory they are stored in?

I have like 3 different DAI folders and am not sure which was included but it looks like there were only a couple provided. If indeed that's the case, I'll post the additional ones I made in the scripts board.
knxrb
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Posted: 13th Jul 2010 12:30
Quote: "Is it from horror mod? Or is it from the migration?"

That readme is for the Horror Mod gun particles, I'm not sure if those are in the migration but I'd imagine that if they were then the names would have been changed anyway so it probably won't work.

Hockeykid will probably give you info soon.

knxrb

RoxasXIII
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Posted: 13th Jul 2010 13:05 Edited at: 13th Jul 2010 13:14
Alrighty then. FPSC v1.17 Beta 2, runs on my Toshiba NB300, with all settings turned down, at a resolution of 1024 x 600. It only achieved a top of 7 Frames per second, so I wouldn't recommend using it on a net book. Just as a point of reference, I am running Windows 7 Ultimate on my Netbook, with 2GB of RAM. Edit It was a 4 X 4 Map grid with NO NPCs or weapons at all.

Edit - @ Errant AI: The scripts included with Beta 2 are in the directory \The Game Creators\FPS Creator\Files\scriptbank\Dark AI.
The Script names are: appear-ally-team1,appear-enemy-team2 and main-weapon.

Too much to do with too little time.
TheCoolGuy
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Posted: 13th Jul 2010 13:09 Edited at: 13th Jul 2010 14:25
Errant, the folder with the Dark AI scripts is name Dark AI with a space.
Conjured Entertainment
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Posted: 13th Jul 2010 15:58
Quote: "Alrighty then. FPSC v1.17 Beta 2, runs on my Toshiba NB300, with all settings turned down, at a resolution of 1024 x 600. It only achieved a top of 7 Frames per second, so I wouldn't recommend using it on a net book. Just as a point of reference, I am running Windows 7 Ultimate on my Netbook, with 2GB of RAM. Edit It was a 4 X 4 Map grid with NO NPCs or weapons at all."

I was going to be using XP with 1gb Ram, but I guess I will stay on the safe side and go with dual core desktops instead.
Thanks

   Conjured Entertainment

 WARNING: Intense Madness
TheCoolGuy
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ReFure
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Posted: 13th Jul 2010 16:42 Edited at: 13th Jul 2010 16:43
Edit: Sorry TheCoolGuy, didnt see your post


The Nerevar
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Posted: 13th Jul 2010 16:47
how do you get the ragdoll, and the bloom to work?

I'd have to say........ The Game Creators can make dreams come true.
Conjured Entertainment
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Posted: 13th Jul 2010 16:57 Edited at: 13th Jul 2010 17:21
Quote: "Beta 3 is out!"

Where did you find that ?

Just wondering since it is not mentioned in the first post of this thread yet.

Did you just change the 2 in the other downloads path to a 3 and try the link everyday until it worked or what?


Quote: "Updated Stock Characters - COMPLETED

...

DarkVoices - COMPLETED (v1.17)"

I am just noticing that these are complete.

Does anyone have a video showing any of that? (or a tutorial maybe on how to use those new features)

   Conjured Entertainment

 WARNING: Intense Madness
da2020
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Posted: 13th Jul 2010 17:04 Edited at: 13th Jul 2010 17:12
EDITAWESOME
TheCoolGuy
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Posted: 13th Jul 2010 17:22
On Lee's Twitter page Conjured. Heres the link (It's on the first page of this thread, pretty hidden though )

https://twitter.com/leebambertgc
Flatlander
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Posted: 13th Jul 2010 19:53
Quote: "Water - IN PROGRESS
Dynamic Shadows - IN PROGRESS
New Weapon Animation Additions - IN PROGRESS
"


As I looked at the most recent code r241 which I believe was used for beta 3, I don't find much activity with adding water. In fact it's almost nil. Only three or four lines of code to start the process which is taken out of FPSC x10.

A lot of activity with dynamic shadows but most of the code is commented out. Perhaps because of performance issues? Just a guess.

I believe I saw some code by Hockeykid that continued with the new animations for weapons.

I may be wrong but I wouldn't expect water nor dynamic shadows with v117. My guess is that Lee wants to get the first version of the migration finished very soon now. I have a feeling these two features are going to take awhile.

Personally, I would like to see the first official version of the migration sooner than later.

The new gun animations might already be finished. If not then I suspect very soon.

Again, this is all speculation.

gendestroier
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Posted: 13th Jul 2010 20:32 Edited at: 13th Jul 2010 20:35
about the dinamic shadowns

well but performance problems aren't propriety of the fpsc, every game that have that option to turn be on and of have performance issues, and the authors don't consern in fixing it...
if the tgc get some results, in trying it out, i will not stay surprise if someone tell me that they were the first ones, to be able to it everything is impressive in that beta, still having some inssues in certaint computers, but i'm sure they can fix it...

mods for creating a inteligent game,at least
Crazy Acorn
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Posted: 13th Jul 2010 20:45
Does anyone know what beta 3 did?

- Gorlock
Nilloc
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Posted: 13th Jul 2010 20:49
Gorlock@ It allows the voice thing if you go to characters there is one called talker

Who da man?!
Flatlander
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Posted: 13th Jul 2010 21:31
Quote: "Does anyone know what beta 3 did?"


Not very much really. One more Dark AI behaviour which I believe is good. The ambient thing, I'm not sure of the significance but perhaps important. Nilloc was basically correct but what this beta version has are new stock characters that can be used with Dark Voices. Characters need to be rigged for it. This way we can have characters right away to use with Dark Voices. All the other custom characters will not be able to use Dark Voices unless they are revised.

#
# V117; The ambience setting is now remembered between test game sessions, for trouble free lighting about 8 hours ago via web

# V117; Characters will now run to their target if they're too far away meaning your allies can keep up when you run and hide behind a crate about 18 hours ago via web

Bigsnake
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Posted: 13th Jul 2010 21:47
For Dark Voices I reckon it should work in the way source does, just pick up the audio and automaticly move the lips to the sound

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Genoff
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Posted: 13th Jul 2010 21:55
You just have to see this pic below.

AHAHAHAHAHAHAAHa...Lee I don't know what you did with those (Talker) characters , but when using ragdoll on them their faces look like they're made from jelly.

People are boring...

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The Nerevar
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Posted: 13th Jul 2010 21:56
how come when I run with stock weapons, they make a shooting sound, and on the last shot on the auto slug it plays the reload sounds?

I'd have to say........ The Game Creators can make dreams come true.
Flatlander
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Posted: 13th Jul 2010 21:57 Edited at: 13th Jul 2010 21:57
Quote: "For Dark Voices I reckon it should work in the way source does, just pick up the audio and automaticly move the lips to the sound"



The lips have to be rigged for that.

Pirate Myke
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Posted: 13th Jul 2010 22:03
Theres a convert program under the audiobank\darkvoices folder.
the converted files go into the audiobank\behaivors folder.

Only work with the talker characters.

Not to bad. I am going to try a custom wav file.

Nothing but coffee in my veins
Flatlander
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Posted: 13th Jul 2010 22:11
Quote: "and on the last shot on the auto slug it plays the reload sounds?"


I tested three weapons from WW2 and four from SciFi including the auto slug. I'm not getting that issue in any of them. That whizzing or zipping noise you hear is not the reload sound. It is like on the mas36 when you pull back the bolt to fire the next round only this rotates to the next projectile or since it's scifi, it might be recharging. The reload sound is different. Try having 2 clips of ammo and listen for the reload when you use up one clip.

Flatlander
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Posted: 13th Jul 2010 22:13
Quote: "Not to bad. I am going to try a custom wav file."


Let's keep Aiko's talk PG if your going to share the wav file.

Pirate Myke
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Posted: 13th Jul 2010 22:30 Edited at: 13th Jul 2010 23:10
@Flatlander:

Will Do.
Trying to convert a wav. (not a problem) Seems it does not want to write the .lipsync file. Must be missing something. Will keep trying.

Still trying.

Well I will guess that they will let us know about custom wavs for the characters.

All of the stock talkers work with the files supplied from 1.17 beta 3 as is. I can not generate a custom lipsync file yet.

Nothing but coffee in my veins
Bigsnake
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Posted: 13th Jul 2010 22:46
Quote: "The lips have to be rigged for that."


Yeah but source will automaticly pick up what it needs then you just use face poser to edit the mouth movements for a scene file to make it look more realistic

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Flatlander
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Posted: 13th Jul 2010 22:57
Bigsnake,

I guess I'm not actually understanding what you're saying. The source is the "wav" file? Where is the "face poser" to edit the mouth movements?

I know that there are special characters called talker characters. They have wav files that are accompanied with a lypsync file. The lipsync file syncronizes the wave file with the lips of the talker character. Therefore this leads me to believe that a talker character is a specially rigged character.

Sometime ago, I had tested some of Lee's initial dark voices code. All the talker characters had one thing in common, they didn't work as a normal character. You had to have the wav and lipsync files for them or their lips would just keep moving. The mouth would keep opening and closing. However, there has been a lot of time in between then and now so things might have been changed a bit.

Nilloc
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Posted: 13th Jul 2010 23:02
Is tgc going to have model pack characters rigged i wonder?

Who da man?!
Bigsnake
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Posted: 13th Jul 2010 23:20
Quote: "I guess I'm not actually understanding what you're saying. The source is the "wav" file? Where is the "face poser" to edit the mouth movements"


No, source is the engine, you know, the engine that valve uses to run all their games on.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
bond1
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Posted: 13th Jul 2010 23:22 Edited at: 13th Jul 2010 23:26
Quote: "I guess I'm not actually understanding what you're saying. The source is the "wav" file? Where is the "face poser" to edit the mouth movements?"


He's talking about Source (capital "S"), Valve's engine. Not sure what this has to do with FPSC.

The characters need to be rigged for facial animation. There are about 26 bones that control the face alone. And for starters, there are ten mouth "phenome" positions that it uses to form words. In the future, eye blinks and other expressions may be added.

I made all the stock characters lip-sync compatible. If there is enough interest, I may make a new model pack with more lip-sync compatible characters.

----------------------------------------
"bond1 - You see this name, you think dirty."
Flatlander
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Posted: 13th Jul 2010 23:25 Edited at: 13th Jul 2010 23:35
@Pirate Myke

I figured out how to convert. I'm not sure what you were doing but this is what I did:

1. Locate this folder - files/audiobank/darkvoices. This has a converter app in it called ConvertAllWAVFiles.exe

2. Now place all of your wav files you wish to convert to lipsync files inside this folder.

3. Execute the convert app.

4. All of the wave files will now have an associated lipsync file for it.

5. Place the wav files along with the lipsync files wherever you want to access them.

6. Now open up your talking characters fpe file. You will see the following.



7. Point soundset1 to the talking wav file you wish to use.

8. Use the fpi file that is in scriptbank/behaviours folder. This is just a generic (template) fpi for talking characters. You will probably want to edit it for your own use of the character.

Addendum

Bond1 already has confirmed what I already suspected so I'm not going to test a non-talking character. Thanks Bond1. BTW, that sounds like a lot of work but I sure would like the model packs to have lipsync. I would even pay extra for it. Of course, not everybody has ready funds for that.

BTW, why didn't you rig the skeleton to talk. Rhetorical question.

Bigsnake
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Posted: 14th Jul 2010 00:34
thx flatlander

I was just gazing at the lipsync files in notepad like W....T....F lol

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
freak of nature 64
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Posted: 14th Jul 2010 00:52
Why when you kill the talkers with ragdoll their head explode into a gelatinous goo?

freak of nature 64
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Posted: 14th Jul 2010 00:53 Edited at: 14th Jul 2010 00:54
Why when you kill the talkers with ragdoll their head explode into a gelatinous goo? And also, with the colonel, marine, and tommy, when they say "attention" they should go to attention :\

EDIT
I have no clue why it double posted like that.

Nilloc
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Posted: 14th Jul 2010 00:56
lol freak of nature :p one thing not to try and i dont no why i did.

Get one of the talkers and there scripts and the talking script and try it in X10 i think i messed X10 up

Who da man?!

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