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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Bugsy
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Posted: 16th Jul 2010 00:25
well, it's a necessary cost to game design. you want a good game? work hard on it.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
The Master Dinasty
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Posted: 16th Jul 2010 00:40 Edited at: 16th Jul 2010 00:42
We might consider making FPSC more child freindly! /jk

My god is that a tooth?



-Massap2

We are the magnificent Masters, builders of pyramids.

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Bugsy
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Posted: 16th Jul 2010 00:53
that's what I call a headshot

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
The Grunge Guy
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Posted: 16th Jul 2010 01:01
I like how the heads explode, someone could come up with a story to go with that....

Plystire
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Posted: 16th Jul 2010 01:12
Quote: "I like how the heads explode, someone could come up with a story to go with that...."


Sure... the world eventually succumbs to smoking, and in a desperate move to bring life expectancy back up, a smoking alternative is developed. However, one flaw was overlooked. The new alternative weakens joint strength, particularly in the jaw and upper spinal region, causing them to easily break apart.

...... tada?


Or you go the uncreative route and just say you're using REALLY powerful bullets that make heads explode.


The one and only,


Bugsy
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Posted: 16th Jul 2010 03:00
THE NEW SS450 BALL ROUND

it will kill you so hard, you'll die to death.

get it for half off when you get the:

THE NEW RJX 170 RED DOT SCOPE

miss your loved ones? you don't have to.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Shadowtroid
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Posted: 16th Jul 2010 03:42
Quote: "miss your loved ones? you don't have to."


XKCD FTW.

Bugsy
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Posted: 16th Jul 2010 04:33
Quote: "XKCD FTW"


dude my respect for you just went up 10- fold.

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skype = isaacpreston. I want to talk to YOU
Shadowtroid
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Posted: 16th Jul 2010 05:01
Quote: "dude my respect for you just went up 10- fold."


Well thank you. *high-five*

The Grunge Guy
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Posted: 16th Jul 2010 05:49
I like the first story, i'm inspired! I might just make a game and morph the head exploding into the story.

Monkey Mja
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Posted: 16th Jul 2010 05:56
You should keep the exploding heads for the new FPSC version coming out.



FPSC: EXTREME GORE EDITION.
GORE GORE GORE.
VIOLENCE. EXPLODING HEADS!
LOTS OF BLOOD, AND MOST IMPORTANTLY, GORE!!!

Get your copy today

- Monkey
TheCoolGuy
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Posted: 16th Jul 2010 09:13
bond1
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Posted: 16th Jul 2010 09:22
Quote: "Developers and artists should also be aware thet DAI wont go through a cut opening in a segment wall unless the CSG Punch name starts with "door". Otherwise it gets passed over by the pathfinding system."


Thanks for that nugget of info. I sure hope this update comes with good documentation on all the new features.

----------------------------------------
"bond1 - You see this name, you think dirty."
Thraxas
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Posted: 16th Jul 2010 09:23
Quote: "I sure hope this update comes with good documentation on all the new features."


Yes there really does need to be some sort of official update to the documentation.

Your signature has been [mod edited] :-p
Pirate Myke
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Posted: 16th Jul 2010 09:25
@Darkfrost:

Your welcome.

Downloading beta 5 now.

Nothing but coffee in my veins
da2020
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Posted: 16th Jul 2010 09:34
Quote: "Water - IN PROGRESS
Dynamic Shadows - IN PROGRESS
New Weapon Animation Additions - IN PROGRESS"
wonder what ever happened with those futures?
proart
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Posted: 16th Jul 2010 09:40
hey how to turn on ps2 shaders on segments?Because it not works for me
Pirate Myke
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Posted: 16th Jul 2010 09:46 Edited at: 16th Jul 2010 09:47
Did you try turning these on in the setup.ini file?

[GAMERUN]
realgameview=0
dynamiclighting=1
dynamicshadows=0


*****Change these one below 1 turns them on*********
useeffects=0
useeffectsonguns=0
useeffectsonscene=0
useeffectsonentities=0

newblossershaders=1
postprocessing=1


If you look at some of the new media they updated, you can see which ps2 shader they assigned to it to get them to work.
There are also new texture files with these.
_I
_S
_N
_D
_D2

Nothing but coffee in my veins
Zay
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Posted: 16th Jul 2010 09:48
BETA 5 :
http://files.thegamecreators.com/betafiles/FPS_Creator_V117_BETA5.zip

It fixes the AI slowdowns

Contact me in Skype,name- nejcplan
Conjured Entertainment
AGK Developer
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Posted: 16th Jul 2010 10:02
Quote: "There is a beta 4 ? Jeese lee is puffing these beta's out like no tomorrow"

Yeah, I didn't get a chance to get 3 installed and now 4 is out and talk of 5.

Quote: "Beta4 is out!"

Groovy, but I may wait a day or two, and get Beta22

Quote: "Dang me, dang me, they oughta take a rope and hang me."

No guillotine, like the modern one's at the Army bases?

Quote: "Well, I wanted to push Beta 4 to it's limits, but I struggled to do so. I have taken two screenshots to show this. One of in game, showing the map I had made at 70+ frames a second, the other showing the map. It was quite a small map, but it had lots of entities. I used The Cosmic Prophets Country pack. The screenshot is attached."

That is just awesome.

@Veer
Please use your edit button for your double posts. (it is located just under your avatar, and helps to keep the posts tidy)

Quote: "No spaces in the wav file name to work also."

I keep saying and I keep saying it; never use spaces in a filename, use an underscore instead.

Quote: "Beta 4 tested and I remove it immediately.If I want to test a level you just get a black screen"

Sounds like that could be a graphics card issue.

Quote: "can someone tell me how to turn off the bloom and all the other memory eater quality things so i can get more than 7 fps.... my computers crap and i cant afford a new one so i need crappy graphics while testing...1ghz proccesor 512 ram and a nvidia 5300 lol"

7fps is what it has been tested to run at on Netbooks.
If you get this running good on that system, then please let me know how you set it up.

Quote: "These betas are coming out thick and fast.

I have to install it and see whats it like."

I really need to get this thing installed too.

Quote: "In the setup.ini file these apply:
newblossershaders=1 - turns on bloom. 0 for off
postprocessing=0 controls which post effect for now.
0 = none
1 = Bloom
2 = Depth of Field

Hope that helped"

Tremendously, but I know I will forget it, and if I save it as a note somewhere then I'll forget where I put it.

Quote: "Developers and artists should also be aware thet DAI wont go through a cut opening in a segment wall unless the CSG Punch name starts with "door". Otherwise it gets passed over by the pathfinding system. Most doors I've tested seem to work OK with exception of the metro theater double doors but changing the CSG name/fpe will fix it."

Very handy to know.

Quote: "BETA 5 :"

See, I'll just wait til Monday and get Beta 22

Looks like the "Battle of the Dead" is going to be started soon.

   Conjured Entertainment

 WARNING: Intense Madness
Pirate Myke
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Posted: 16th Jul 2010 10:04
found this file in the FPS Creator folder:

setupdescription.txt

Contains all the discriptions as to what goes on in the setup.ini file.

Nothing but coffee in my veins
Plystire
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Posted: 16th Jul 2010 10:09
Quote: "There are also new texture files with these.
_I
_S
_N
_D
_D2"


Cool. Do they support _R and _cube yet like weapons do? Hope Lee gets those installed soon, or better yet an _R that needs no _cube. Realtime environment mapping FTW.


The one and only,


Pirate Myke
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Posted: 16th Jul 2010 10:33
@Plystire

That would be wonderful.

I just looked in the folder of textures for any _r or Cube files.
I do not see any yet. I will forrage through the code for references.

Working.....

Nothing but coffee in my veins
TZap
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Posted: 16th Jul 2010 11:49
Hi All.

Just wondering if the multi-player function was going to be enhanced?

1) Jump pads
2) Rocket Launchers

Don't think the above are possible in the current version of fpsc.

Cheers!
Shadowtroid
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Posted: 16th Jul 2010 14:30
Quote: "newblossershaders"


I like how the command specifically references Bond1.

Quote: "BETA 5 is now out."


Yeah, I'll pause with the beta releases until Lee feels as if it needs more work done on it.

Tombsville
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Posted: 16th Jul 2010 14:35 Edited at: 16th Jul 2010 17:03
V117 BETA 5:

mapbank>tutorials>segments01.fpm-segments09.fpm

Getting a weird overlay/ghosting of another segment(?) on the walls and ceilings of some of segments in these files when ran.

(Intel Core 2 CPU, T7200 @ 2.00GHz, .98 GB of RAM, RADEON X1600, running Windows XP on Mac Bootcamp)

(Sorry if I should have posted this on the "Bug" board)
double
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Posted: 16th Jul 2010 14:49
I have two problems with every 1.17 beta version:

the first one is that i can't change the amience light. if i change the ambience to 5 and run a test game it sets the ambience always back to a higher value and bloom get switched on again.

the other problem is that i have a second monitor and if i run a test game and move the mouse to the right side the cursour runs out of game screen to my second monitor. with v. 1.16 i hadn't this problem


sry for my bad english
Cyborg ART
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Posted: 16th Jul 2010 16:59 Edited at: 16th Jul 2010 18:36
Great to see a new BETA 5, does anyone know what it does except for the AIpart?


Quote: "You should keep the exploding heads for the new FPSC version coming out.



FPSC: EXTREME GORE EDITION.
GORE GORE GORE.
VIOLENCE. EXPLODING HEADS!
LOTS OF BLOOD, AND MOST IMPORTANTLY, GORE!!!

Get your copy today
"



REMOVED: contains strong profanity.

The Master Dinasty
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Posted: 16th Jul 2010 18:07
I love CSSEG! (EXTREME GORE EDITION RATED M FOR MANLY!)

Beta 5 wow, what does this one do?

-Massap2

We are the magnificent Masters, builders of pyramids.
Bigsnake
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Posted: 16th Jul 2010 18:21 Edited at: 16th Jul 2010 18:34
I love that lol "IT'S SO AWESOME THAT IT WILL KILL YOUR FREINDS, BURN YOUR HOUSE AND REMOVED IN YOUR MOUTH" xD

You should know better than to swear with stars.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
cram
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Posted: 16th Jul 2010 19:07 Edited at: 16th Jul 2010 19:09
Quote: "Sounds like that could be a graphics card issue."

NVIDIA Geforce 9600 GT
DirectX update
graphics card update
vista

Quote: "the other problem is that i have a second monitor and if i run a test game and move the mouse to the right side the cursour runs out of game screen to my second monitor. with v. 1.16 i hadn't this problem"


Same
proart
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Posted: 16th Jul 2010 19:09
Hey how to turn on ps2 shaders?
There is my setup.ini

[GAMERUN]
realgameview=0
dynamiclighting=1
dynamicshadows=0
useeffects=0
useeffectsonguns=0
useeffectsonscene=0
useeffectsonentities=0
dividetexturesize=0
controllerhint=0
vrmode=0
vrmodemag=100
mousesensitivity=100
producelogfiles=0
hsrmode=2
optimizemode=1
aspectratio=0
newblossershaders=1
postprocessing=1
showaioutlines=0

[GAMEMAKE]
lightmapping=1
lightmapold=0
lightmapshadows=1
lightmapambientr=0
lightmapambientg=0
lightmapambientb=0
lightmapsunx=0
lightmapsuny=-1
lightmapsunz=0
lightmapsunr=0
lightmapsung=0
lightmapsunb=0
lightmapzerorange=100
lightmapatten=16
lightmapmaxsize=-1
lightmapboost=4
lightmaptexsize=512
lightmapquality=5
lightmapblurmode=1
lightmapthreadmax=-1
bloodonfloor=0
imageblockmode=1
showalluniquetextures=0
systemmemorycapoff=0
entitytogglingoff=0
extracollisionbuilddisabled=1
alwaysconfirmsave=0
simplifiedcharacterediting=0

[GAMEDEBUG]
exitpromptreport=0
debugreport=0
showentitygameinfo=0
showdebugtextingame=0
debugreportstepthrough=0
usesky=1
usefloor=0
useenvsounds=1
useweapons=1
includeonlyvideo=0
includeonlyname=gamecore
width=1024
height=768
depth=32
aspectratio=0
useuniquelynamedentities=0
exportassets=0
loadreport=0
Soviet176
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Location: Volgograd
Posted: 16th Jul 2010 19:31
Hey can any one make a guide? right now its really hard to understand whats going on, I am coming over from x10 and its like a whole new engine.

I have no idea how to turn on or work the PS2.0 shaders, I don't know where to put them

I have not the slightest clue as to how to use the AI. In x10 its you put on script here and boom your done. I tried putting Appear-ally in main and it didn't work. I put it in the appear box and it went pysco.

How do you apply the shader to all your segments? do I have to edit every one of them? Can you apply the shader to entities as well?

why is it when I start my game every time the screen goes blue for a second before starting the map?

Sorry, just a totally new experience for me, not used to it at all.

Pirate Myke
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Posted: 16th Jul 2010 19:51 Edited at: 16th Jul 2010 20:06
@proart:

Right now all you have set is bloom.
[GAMERUN]
realgameview=0
dynamiclighting=1
dynamicshadows=0 <---- Does not function at moment
useeffects=0 <---- Set this to 1
useeffectsonguns=0 <---- Set this to 1
useeffectsonscene=0 <---- Set this to 1
useeffectsonentities=0 <---- Set this to 1
dividetexturesize=0
controllerhint=0
vrmode=0
vrmodemag=100
mousesensitivity=100
producelogfiles=0
hsrmode=2
optimizemode=1
aspectratio=0
newblossershaders=1 <--- What you have, 0 - no bloom 1 - for bloom
postprocessing=1 <--- What you have, 0 no post shaders, 1 Bloom post shader, 2 Depth of Field post shader
showaioutlines=0


There are new texture files in the betas where you will find the texture types. open up one of the entity or segment files and look to see which shader was used.

You can adjust the bloom by editing the FX file.
Same with all others.

Back up your existing files, incase of mistakes.
Cannot have the program open to save new settings.

Same for Soviet176 on the shaders. as far as X10 Have no clue the differences, and cannot help with the AI for you. There was some test map files for the Alpha builds, might check them out for clues.
Errant AI posted the new AI commands in this post a few pages back (56 top quarter of posts).

Also there is a textfile in the FPS Creator folder called "setupdescription.txt" that explains what goes on in the setup.ini file.

Hope this helps

Nothing but coffee in my veins
Nickydude
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Posted: 16th Jul 2010 20:06
I hope eventually that most of this can be done from the editor instead of fiddling with different files.



For KeithC
Pirate Myke
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Posted: 16th Jul 2010 20:20
That or scripting or both.

Nothing but coffee in my veins
Soviet176
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Posted: 16th Jul 2010 20:39 Edited at: 16th Jul 2010 20:40
So which DarkAI scripts go where to get yourself an ally?

and which darkAI scripts goes where to make an enemy?

**edit**

Also are you saying that I have to go into each .fps and each .FPE and paste the shader directory to get the shader to work on them?

Pirate Myke
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Posted: 16th Jul 2010 20:46 Edited at: 16th Jul 2010 20:50
Well for other than the stock stuff they updated in the betas, Yes and no. The program I believe will use the _d2 texture to use the new PS_2 shaders that Lee provided. at that point you have to set the setting in the setup.ini file to turn on the shadher functions.

I am starting to update my textures for my custom media now.

The Scifi Labrotory uses the new effects and shaders.
Try them out, they are pretty cool.

This is where you can get the Script files that were given so far.

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

Nothing but coffee in my veins
Soviet176
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Posted: 16th Jul 2010 20:56
Wow I am confused, why so many AI scripts? I am assuming the darkAI main goes into the main block, I didn't get that script. It's because I installed FPSC free version, and used my x10 serial, but the media is all missing. So maybe when the final version is out we will get the full version.

Gencheff
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Posted: 16th Jul 2010 21:03
@Soviet.I don't see what's so confusing.This is how you add an ally and enemy :

For ally add appear-ally-team1.fpi as appear script
and main-weapon.fpi as main (no need for shooting scripts)

For enemy add appear-enemy-team2.fpi as appear script and main-weapon.fpi as main (no need for shooting scripts)

If you want the characters to use melee animations in fight use main-melee.fpi

I added an archive with the scripts below.

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Soviet176
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Posted: 16th Jul 2010 21:17
Hmm alright, whats whats DarkAI main? do I even use that? I never saw main-weapon

The Grunge Guy
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Posted: 16th Jul 2010 21:48
The explains alot! THANK YOU SO MUCH Gencheff!!!! I CAN NOW MAKE OPERATION DAWNING MOON!!!!!! I LOVE YOU Gencheff FOR EXPLAINING THE DARK AI PART TO ME!!!! Can we still have the ai's use shoot scripts if we want them to use specail tactics and be unique?

Gencheff
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Posted: 16th Jul 2010 21:52 Edited at: 16th Jul 2010 21:56
Actually I think they're the same...I had both scripts in my folder for some reason...can't remember from where...the only thing is there wasn't a melee script.

EDIT - @GrungeGuy.My guess would be you have to edit the MAIN SCRIPT , since all the spotting and shooting is done there.The shoot script is something that's called from the main (i think).So basically you can integrate a shoot script in the main(like it's done already)
The Grunge Guy
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Posted: 16th Jul 2010 22:05
Ok, that sounds difficult, I'm gonna do it!

The Grunge Guy
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Posted: 16th Jul 2010 22:28
Where is this particle system and how do i work it?

Nilloc
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Posted: 16th Jul 2010 23:51
The paticle system is in that place over there that no one has found

Who da man?!
The Grunge Guy
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Posted: 16th Jul 2010 23:57
Ahh, ok...

Nomad Soul
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Posted: 17th Jul 2010 01:44
I just installed v117 BETA5 ... WOOOOOT

Anyone know if particles have been added yet?

The Grunge Guy
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Posted: 17th Jul 2010 02:32
It takes time to change between the full screen shaders, if you close fpsc and open the setup file and change the full screen shader, save it and open fpsc back up it wouldn't have changed, fpsc cleaner doesn't fix this, however if you wait awhile and then open fpsc it seems to work.... This is HELL!!!!!

Tyguy80s
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Posted: 17th Jul 2010 02:57
Hi, I just wan't to point out that you might wan't to fix the frame rate up some more(some more meaning around 2-8 more f.p.s), because when I tried all of the sample levels (I amped up everything to test the awesome graphics update.) and I got about 14-22 frames per second which is pretty good for my processer.

I ended up trying every sample with shaders/lighting up all the way and texture on medium 3 times, I got about 15-24 fps.

Overall GOD DAM!! compared to other graphicial mods I used, all I ask is about average to be 24-38 frames per second. I look forward to the new update when it comes out!

[System Specs]
FPS Creator V1.17 BETA5
Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 5600+ (2815 MHz)
Operating System: Microsoft Windows Vista (Service Pack 1)
DirectX version: 10.0
GPU processor: GeForce 6150SE nForce 430
ForceWare version: 175.21
Video BIOS version: 5.61.32.25.02
IRQ: 23
Bus: FPCI

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