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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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4125
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Posted: 18th Jul 2010 22:33 Edited at: 18th Jul 2010 22:37
@ creator of zombies

Then there has to be something else wrong there. Not sure exaclty what. But im gettin A Full 60FPS with at least a 3 Vs 3 AI Battle. On a small, even Medium size room. Try updating your Direct X or Drivers.

I really don't know what else to say. My only issues here is are the 1.85GB limit seems to always hit whenever I create a Level without stock media the size of two small rooms. Sometimes its random. The DarkAI has uman and creator of zombies pointed out still needs some work. But again. I didn't expect much from a beta. Other then that. Everything is running better then it was before even when I did has Project blue V1.8 installed.

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
DonWON
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Posted: 18th Jul 2010 22:47
I agree with a having a better AI and collision system. Forget all the bells and whistles and make the core as strong as possible. Also fix the jumping... worst controls of any game engine I have used so far but yet still the funnest for some odd reason.

Other then that stuff I think FPSC is making leaps towards becoming a great hobby engine. Its kinda like that crappy old bike you have and cant seem to get rid of because it gets you where you want to go without much work.


Errant AI
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Posted: 19th Jul 2010 00:56 Edited at: 19th Jul 2010 18:24
@CoZ, Uman, et. al.

Quote: "This brings me to my next point concerning the AI. Whilst testing a short level using Bond 1's containment room segment, the allies on my team (Aiko shotgun), seemed to be able to pass through walls instead of passing through the door (Yes, the door was labled "door" to fit in with the pathfinding system)"


Was the door off-center to the segment? The current system puts the door pathfinding spot dead-center in the segment it's punched through. It currently takes no account of if the actual opening is off-set to the left or right and will cause the character to blow through the player can't traverse such as the MP3(I think) double doors. Hopefully there will be a way to set an offset in the future.

Quote: "My 3rd and final point regarding the AI (this may seem rather harsh considering the work that has been put in by all involved), is thwe fact that I'm sure that Dark AI in capable of so much more, but it's just not being used correctly. Frequently during tests, I encounter the enemies/allies staring at walls during combat or looking the other way until hit. This coupled with the fact that during combat, no sense of urgency is seen from the enemies..they seem to walk slowly towards you shooting instead of perhaps running for cover or moving quickly."


In truth, the main-AI sample script included with the Betas is about 2 months old or more and at the time we were still learning how to get the results we desired via FPI. Internal-use scripts and scripts which were included in the DAI demo maps are, IMO much better than the scripts released with the betas. Initially, upon discovery of this I asked Lee about it due to my concerns that the old scripts are slower to react, don't clear targets correctly and don't run. His answer was that more scripts are to be included as things progress to incrementally get the community used to the new system. After seeing numerous posts from users not knowing where to assign the main AI script or having issue with the appear scripts I have to agree with his wisdom here!

Quote: "I'm not taking away from the work Lee and Hockeykid have put into this...they have done a fantastic job, but I feel there is alot more to be squeezed out of the Dark AI system to make it truly special and terrifying for the player."


There IS a lot more that can be squeezed out. A LOT. The situation that must be understood is that DAI is HIGHLY scriptable and NEEDS to be scripted to a specific game/level for best results. Creating good scripts generic scripts with DAI is about as impossible as creating good generic scripts with the old system. DAI can be directed to respond to sight, sound, being called by ally teams and such in order to get busy. The system is incredibly robust and is essentially forced to be dumbed down by virtue of generic scripting. It should also be known that it's possible to crush framerate or worse by flooding certian subsystems of DAI. It's going to take some time to see DAI for what it's really capable of as there is a bit of a learning curve to it. For those who already have mastery of FPI, the curve should not be much of a hold-back and you should be able to create some really excellent scenarios. There have been dozens of new FPI instructions added specifically for the DAI system. I've listed them before but here they are again:



Quote: " As a suggestion, I would of thought it would of been benificial to rid/improve the "view cone angle" system since that also causes horrible moments of stupidity with the AI (such as them not seeing you until your on top of them, or you targeting them when their hiding behind cover, but they still can't see you)"


This is a prime example of the AI not being scripted to properly clear targets. Usually when you're right in front of an enemy, and they don't see you it's often because the AI is still targeting someone else and hasn't cleared that target once he's lost sight of it. Another possibility is that he simply isn't being told to actively look for new targets. The view cone system is actually a lot better now (though I would recommend setting it to a range that approximates the AI's peripheral view) because it is now able to be augmented by listening to sounds and rotating or moving to them instead of relying on sight alone. This allows for a much greater range of enemy types; You can have AI which are nearly blind which track mostly on sound alone and you can have enemies which track only by sight. Imagine the added depth of gameplay this adds when mixing enemy types. You can have a scenario like a guard dog that is highly sensitive to sound searching out suspicious sounds it hears and upon making visual contact with an enemy it calls it's handler (who is a heavily armored dude with limited view cone and hearing) to come to that location. This is totally possible in the current system!


Quote: "I presume which is always a bad thing that the current level of DARK AI behaviour is somewhat of a basic start point in this further development of FPSC and that the AI is or will be extensible by TGC and the end user and not fixed in source. That it will be extensible via further updates by TGC or through the use of user developed .fpi scripting and or the editor properties dialogue box for an AI entity."


This is 100% correct. Very little of the DAI system is shielded from tinkering for better (its incredibly scriptable) and worse (Non-scripters will have difficulty with it). IMO, the VERY best way to use DAI is not to have it all in the main script as the sample script shows. Its much better to seperate main and shoot AI for flexibility and control. Since you're already an FPI master, it should take little time before you're writing really amazing DAI script designed for your game. It's safe to say that default DAI provided will be about as universally usable as strafe.fpi or something. Which is to say it will work for beginners but anyone who has been around a while will demand more and know that a script properly tailored for the level design it's running in will make all the difference.

Quote: "For example as you have pointed out in an outdoor area I use for testing purposes with a large number of enemy AI it is certainly possible to kill them all easily without even getting anywhere near them as they have no idea (cant see the player) you exist if not near them. Neither will they shoot first at the player from a distance of course as they are unaware of your existence (by default) When they do attack their AI response intelligence and animation sequences/behaviours are very limited, by and large providing somewhat static targets easily killed. "


This is likely because their not being instructed to target you, their detection ranges are set too short or the range is extreme to the point their FPI isn't being processed. DAI isn't designed to cheat so usually if they don't do something it's because they aren't being told to do it. TGC staff isn't providing support for the betas but I'd be willing to look at your level/scripts since I'm not bound by that. Just email me a zip with your FPM and scripts. It is important to note that the default scripts will randomly send AI to cover when shot but if your level has no cover they will just stand in a corner and hope you don't kill them. This is yet another example of the difficulties involved with writing generic scripts. Some time ago Hockeykid asked for test FPMs to use for practical testing. Did you submit anything for that?

Quote: "However the current DARK AI despite any drawbacks and current bugs or issues has numerous benefits not least of all decent obstacle avoidance and the support for allies. The rest one hopes can and will be improved by TGC on their part and by the user for their part. Hopefully this is not the end but the beginning of better to come for the AI."


Also completely agree here. However expect much of the burden to be on the user, for best results. I expect it will take some time for users to get used to the idea that DAI isn't an "easy button" and requires FPI proficiency and familiarity with the system itself to make any magic happen. Unlike the X10 implementation, most all of the DAI behaviors have been exposed so they can be be manipulated via FPI.

Quote: "Ideally it would be nice to aim for an in editor capability to set up your AI as required through a variety of choices inside the Editor. e.g. choose level of intelligence, attack animations for distance attack or close attack (prone/straffe), approach animations (straffe/straight) or even a choice of a mixture of random behaviours so that characters - an individual one or all do not have the same behaviour so that any individual character might behave differently from one moment to another."


In a sense this is already possible if you have written the needed scripts as you can choose intelligence by assigning different main and shoot scripts. You also have more options for nuance via runfpi=x (only drawback is currently you can only specify only one runfpi option in a script, so extreme branching is not yet possible. On a side note, I think we can all forget about prone behavior until the AI hitbox system is overhauled.

Quote: "so what they need are more choices and better awareness and response times (they are a bit slow in that area). That means more intelligent AI and more processing power and possibly slower fps."


We should also expect to be able to achieve greater situational awareness once a better variable system is in place (I'm praying Ply's system is added soon as it is IMO the linchpin to a solid AI system- allies in particular). As mentioned before, response time lag in current betas is largely due to the scripts. If done correctly the FPS holds up well and the AI is responsive. If done wrong, the AI can be unresponsive and the FPS can drop like a rock.

Quote: "The users will use and push the engine and what can be done with it no problem, they just need the core engine to provide the opportunity without which they can do nothing."


For what it's worth, I believe the core system is pretty solid. It does have some failings though I have yet to see the things I'm thinking of talked about as 90% of the complaints I've seen stem from scripting issues. That gives me great hope!

Sorry everyone for the novel but I felt that I could help clear up some of the fuss.

EDIT: Ran some tests on public Beta5 and there is indeed quite a bit that appears straight-up broken beyond script issues. Hoping things will get shored up when Lee and Hockeykid are back from vacation.
Nilloc
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Posted: 19th Jul 2010 02:22 Edited at: 19th Jul 2010 02:51
Congragulations errant ai! you made the longest post in history

Who da man?!
Soviet176
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Posted: 19th Jul 2010 02:22
Perhaps a DarkAI Scripts pack!! made for various enemy types like dogs or foot soldiers. Would be nice to see

Nilloc
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Posted: 19th Jul 2010 02:27
Soviet get out of the X9 bored you have to stay in the X10 one only!

Who da man?!
Nbt
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Posted: 19th Jul 2010 02:48 Edited at: 19th Jul 2010 02:50
Quote: "Nilloc wrote: Congragulations bond1! you made the longest post in history"


Congratulations Nilloc for the "should have gone to SpecSavers" award

Errant AI is not Bond1 :p

That was an excellent well informed reply though EAI with plenty to ponder

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Errant AI
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Posted: 19th Jul 2010 02:52
Thanks, Nbt... That brightened my day
Nilloc
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Posted: 19th Jul 2010 02:52
Fixed Nbt and it was great but I have a short span on reading things so I skiped half of it but im a good reader

Who da man?!
Conjured Entertainment
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Posted: 19th Jul 2010 04:38 Edited at: 19th Jul 2010 04:53
What happened to coloff ?

The entities I had using that in their scripts can't be passed through now.
It is like running into a wall.

Is this just my end or anyone else?


@Errant AI
Yeah, Dark AI is cool.

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veer
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Posted: 19th Jul 2010 06:15
@DonWON

Quote: "I agree with a having a better AI and collision system. Forget all the bells and whistles and make the core as strong as possible. Also fix the jumping... worst controls of any game engine I have used so far but yet still the funnest for some odd reason.

Other then that stuff I think FPSC is making leaps towards becoming a great hobby engine. Its kinda like that crappy old bike you have and cant seem to get rid of because it gets you where you want to go without much work."


you know engine better than fpsc great.....then why are you here
DonWON
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Posted: 19th Jul 2010 06:28
Quote: "you know engine better than fpsc great.....then why are you here"


and I rebuttal with this...

Quote: "Its kinda like that crappy old bike you have and cant seem to get rid of because it gets you where you want to go without much work."


What more do you want? The engine is great fun and thats why I use it. Not to mention the community here is without a doubt one of the most connected and friendly out there. I come back to FPSC because of all of you. Honestly I much prefer working with FPSC then any other engine. I am a license holder for T3D but its just not as much fun... to serious maybe? Forgive me if I offended, it was all in light fun. I am just an old guss with minor dain bramage, please forgive.

On topic, is the ragdoll not going to be part of the release and if its not will the script still work for those who keep it when the final is out?


wizard of id
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Posted: 19th Jul 2010 07:38
So I have been playing around with DOF shader a bit as the default one doesn't blur all that much indoors.Haven't tested it out doors.

Nice shader but rather limited on tweaking the values any thing higher than 3 and 0.25 it becomes rather pixelated I used MP6 guns and all of them has a weird outline on them...

Other than that I am most impressed with v1.17 beta 5.However the mesh system has been changed(I think) and that rendered some of meshes useless and I have to redo most of what I have done in the last few days.

Overall I am happy with the progress AI never bothered me as I only design levels and segments for the fun of it....
I think most people forget what with FPSC stands for....a whole lot of fun without too much headache...

"Hey, Wizard of Id! Satan just called; he wants his worldview back."
Plystire
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Posted: 19th Jul 2010 09:16
Quote: "What happened to coloff ?

The entities I had using that in their scripts can't be passed through now.
It is like running into a wall.

Is this just my end or anyone else?
"


If you're still capable of moving through doorways, then it shouldn't be coloff as the problem, since doors use coloff to allow the player to move through them.


The one and only,


BeauPratten
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Posted: 19th Jul 2010 11:20
I don't know what I'm doing wrong with my FPSC but none of the betas have worked for me yet. All I get is a message when I try to run FPSC is a message that says "FPSC map editor has stopped working".
I've run it as administrator, reinstalled FPSC, run dumpmem and FPSC cleaner and it still won't work. I was able to run 1.16 perfectly but not 1.17. Please help me because my head is on the brink of exploding...

I suppose that this is where I'm supposed to put some witty one liner. Well...sorry to disappoint.
ctm
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Posted: 19th Jul 2010 13:16 Edited at: 19th Jul 2010 13:35
@Errant AI
Thank you for that informative posting.

Nevertheless..i am still a bit confused about how some of the stuff in the new AI scripts work.

For example the character movement:

I saw the lines with the conditions:
Quote: "
;Walking animations
:ducking=0,strafingleft=1:animationnormal,animate=3
:ducking=0,strafingright=1:animationnormal,animate=4
:ducking=0,movingforwards=1:animationnormal,animate=2
:ducking=0,runningforwards=1:animationnormal,animate=5
:ducking=0,movingbackwards=1:animationreverse,animate=2
:ducking=0,idle=1:animate=1

;Crouching Animations
:ducking=1,movingforwards=1:animate=32
:ducking=1,movingbackwards=1:animationreverse
:ducking=1,strafingleft=1:animate=32
:ducking=1,movingbackwards=1:animate=32
:ducking=1,idle=1:animate=31
"


But the only movement actions (for a enemy(=team2)) were the:
aifollowplr=1
and
aimoverandom
actions.

Does that mean that (in this script) the enemy(team=2) movement states (walk, run, strafe, crouch) are random only?

Or did i miss something completly?

What would i have to change when i want to make the enemy hunt the plr only by running & strafing?
Errant AI
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Posted: 19th Jul 2010 13:36 Edited at: 19th Jul 2010 13:41
The animation calls in the snippet you listed do not have an aiteam=x condition associated with them. So, those anims will be applied to any team running the script. Everything in the script is applied to any team running it unless aiteam=x is being used as a condition.

When you see...



...It only means that when AI team 2 is idle and can't shoot anything there is a 1 in 30 chance it will walk somewhere in a random direction.

There are no aifollowplr instructions associated with team 2 in the script. If you look at the conditions you will see...



...that those lines apply only to team 1.

The move animation system can be more complex if you want. For example...



That's what I am using to drive TF341 animations. It will change the character's posture if they can see an enemy.
ctm
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Posted: 19th Jul 2010 13:48
Thank you for the quick answer

Ok, havent seen the "aiteam=1" in the condition.

What are the actions that makes the NPC move towards the plr and setting the way the NPC moves (walk, run, strafe, crouch)?

Have read the script for more than a hour but cant find it.
veer
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Posted: 19th Jul 2010 13:50 Edited at: 19th Jul 2010 13:52
@BeauPratten

turn off your antivirus ...work for me
Errant AI
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Posted: 19th Jul 2010 14:06
DAI doesn't explicitly move to the player, so there are no calls for it. Instead it uses aimovetotarget which could be the plr or another AI. Where you might be used to looking for FPI with "plr" in the instruction, start looking for "target" instead and it should be much easier to understand.

In the script there are two main portions which will make the AI advance to its target...



and more importantly...



The 2nd snippet is only triggered when the target is within 250. You can increase that number to make the AI move to target from further away. You'll see some activate actions there. That's supposed to be for running but oddly that script doesn't seem to have the script components for running... Like I implied in the monster post; it's an obsolete script.
ctm
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Posted: 19th Jul 2010 14:07
Ah, havent seen the additional third code snipped. I answered befor you edited it.

That helps a lot thanks

One more question:

Do i assume right that the actions like aimovetotarget, aimovetosound make the condition movingforwards=1 become true?

If yes the only left question would be: Are there actions for the conditions strafingleft=1, strafingright=1 and movingbackwards=1 ?
ctm
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Posted: 19th Jul 2010 14:20
We posted nearly at the same time

Now i understand how it's possible to script when the npc should run or walk.
Thank you very much.

Cant wait to see your final ai scripts
Errant AI
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Posted: 19th Jul 2010 14:27 Edited at: 19th Jul 2010 14:28
@ctm- When DAI is pathfinding to its destination/target; how it gets there is up to the internal DAI system. It may walk straight there or strafe around a bit in the direction (if it has a threat) or it may crouch walk there (if the AI is badly injured). Depending on what it is doing will cause the various move conditions to become true or not but in a general sense your assumption is correct. There are currently no actions for strafing or moving backwards though I wish there were. There's a section in the script for falling back while returning fire which in early alphas the AI would move backwards but something changed since then and they don't do it reliably anymore.

edit: lol ok
ctm
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Posted: 19th Jul 2010 15:25 Edited at: 19th Jul 2010 15:32
Ok, it's not the worst thing when i do not have to script all the behavier by myself
Nevertheless it's a loss of options.

This one made me curious:
Quote: "..or it may crouch walk there (if the AI is badly injured). "


Lets say i want the NPC to duck immediatly when it gets shot:
:state=0,shotdamage=1:animate=31,state=1

Then ducking=0 will still be true?

When gets aiatcover=1 true?
Only when the NPC is behind a segment or does it work with static entities too?

...and i could go on asking questions like this...
Would also be interesting to know how the AIADDPOINT=X exactly works...now, i hope there'll come some example maps with the final 1.17
Conjured Entertainment
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Posted: 19th Jul 2010 16:34 Edited at: 19th Jul 2010 16:55
Quote: "If you're still capable of moving through doorways, then it shouldn't be coloff as the problem, since doors use coloff to allow the player to move through them."

You're right Ply.
I had a bad path for the script in the FPE and the cleaner brought that out.



Now, if I can figure out how to get that 'first cutscene space bar stop = second cutscene crash' problem resolved then I'll be set.

   Conjured Entertainment

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veer
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Posted: 19th Jul 2010 16:53
apart from all the cool feature...the engine require a good inbuilt flashlight system
DarkFrost
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Posted: 19th Jul 2010 17:15
I've been experimenting with some things in the setup, yet cannot figure out how to enable DoF as well as bloom at the same time.

Any ideas?

[img][/img]
Conjured Entertainment
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Posted: 19th Jul 2010 17:38 Edited at: 19th Jul 2010 17:39
Quote: "I've been experimenting with some things in the setup, yet cannot figure out how to enable DoF as well as bloom at the same time.

Any ideas?"


If ....
0 = none
1 = bloom
2 = depth of field
...and...
1 + 2 = 3
...Then...
3 = bloom + depth of field

Just kidding

I think it is an either or, not both kind of thing, isn't it?

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DarkFrost
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Posted: 19th Jul 2010 19:22
Funny how I thought the same thing earlier and gave it a shot. Tho all that came out of that was a drop in framerate and only bloom.

[img][/img]
TerrorNation
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Posted: 19th Jul 2010 19:46
Are there any plans to remove peeking from FPSC, because the command is annoying, as if a player sprints and holds one of the peek keys, they can glide along the ground and it is unrealistic.
Soviet176
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Posted: 19th Jul 2010 19:58
Quote: "Are there any plans to remove peeking from FPSC, because the command is annoying, as if a player sprints and holds one of the peek keys, they can glide along the ground and it is unrealistic."


It can also be used as a hack in a MP game because when a person peeks left or right you cant actually see them, so an invisible person is shooting at you.

TerrorNation
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Posted: 19th Jul 2010 20:31
Does the spawn on activate technique still work, because I set an object to:

Spawn on Start = No
Spawn after delay = Yes

And then had another script activate it, but now in v1.17 the entity spawns on game start and does not need activating to spawn.

Any help?
Nilloc
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Posted: 19th Jul 2010 20:58
Just tested this

Everything as high as it can be.

Filled the entire map with segments

Put 200 characters down...

Ran at a conastant speed of 10-20

Took around 1 min to load

Who da man?!
The Grunge Guy
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Posted: 19th Jul 2010 22:12
wow nilloc, bored much?

Nilloc
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Posted: 19th Jul 2010 22:14
Yes but that great means it can handel big levels now


IM STILL EXTREMELY BORED


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TerrorNation
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Posted: 19th Jul 2010 23:34
@All

Was Project Blue's variable system meant to be implemented into v1.17, because I always thought it was, but my variables do not work.

Am I mistaken?
freak of nature 64
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Posted: 20th Jul 2010 01:31
Quick! Someone post something!

ON TOPIC
Does anyone know why I get the error "cannot load sound at line x" at "loading fragments"

Shadowtroid
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Posted: 20th Jul 2010 01:54
Quote: "Was Project Blue's variable system meant to be implemented into v1.17,"


We can only hope.

Conjured Entertainment
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Posted: 20th Jul 2010 03:15 Edited at: 20th Jul 2010 03:18
Quote: "Just tested this

Everything as high as it can be.

Filled the entire map with segments

Put 200 characters down...

Ran at a conastant speed of 10-20

Took around 1 min to load"


Now I want to make a video of that. (with ragdoll)


Quote: "2500th Post Reserved"

lol

Hurry... (see attached)

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Nbt
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Posted: 20th Jul 2010 03:18 Edited at: 20th Jul 2010 03:21
I would really love the ability to hide things like doors and glass from the entities tab, as after a while it fills up with them

p.s. Nbt runs off skipping like a happy schoolgirl singing "I got the 2500th post, I got the 2500th post"

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Conjured Entertainment
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 20th Jul 2010 03:21 Edited at: 20th Jul 2010 03:28
Quote: "2500th Post Reserved"

lol

too late, Nbt beat you to it...

Quote: "Does anyone know why I get the error "cannot load sound at line x" at "loading fragments""

I have no idea, sorry.

Has anyone tried to stop the first cutscene to see if it crashes their second one?

If I let the first one play it then the second one plays fine, but if I stop the first one (using space bar) then the second causes a crash.

I was just wondering if it is only on my end or whether it would happen to someone else too.

   Conjured Entertainment

 WARNING: Intense Madness

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freak of nature 64
15
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Joined: 19th Jan 2009
Location: Look in your car...
Posted: 20th Jul 2010 03:37
All of the shaders have a string about sliders. Does this mean we will have sliders? Oh, and I removed something from my files folder on accident is the reason it stopped working.

OFF TOPIC
2,502 post

Nilloc
15
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Joined: 14th Nov 2009
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Posted: 20th Jul 2010 03:41
Ill make a video in a little but im not doing ragdoll that will be a different story

Your wasting time of your life by reading this
The Grunge Guy
14
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Joined: 25th May 2010
Location: Stalking The Mods.....
Posted: 20th Jul 2010 04:10
I was testing the ragdoll with long drops and spikes and i went to shoot someone and i hit someone else and they didn't fall down the big hole and then i went to shoot some one else and hit another person by accident (don't question my accuracy) and they fell but their leg got latched onto the person who didn't fall and they were swinging back and forth for a couple of seconds over the pit, they never did fall, a dead man has a strong grip i guess....Shame i didn't get a screen shot. However i do have a question relating to this, how come after the entitial fall ragdoll on gthe charector doesn't seem to work. For example you kill them and they you use an explosive and they don't go flying all over the place. It would be fun to set a whole bunch of people to die and then have an explosion and have limp dead people flying at you....

Errant AI
18
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Joined: 24th Aug 2006
Location:
Posted: 20th Jul 2010 06:16
@ctm and anyone else interested in learning about the new Dark AI FPI, I've started a thread just for that HERE so we don't need to bloat the migration tread.
Nickydude
Retired Moderator
18
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Joined: 4th Nov 2006
Location: Look outside...
Posted: 20th Jul 2010 14:37
I've deleted a lot of off topic stuff, don't make me delete more.



For KeithC
Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 20th Jul 2010 14:53
Just to make sure everyone is aware, Lee is on holiday until the 26th.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Monkey Mja
14
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Joined: 8th Apr 2010
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Posted: 20th Jul 2010 15:52 Edited at: 20th Jul 2010 15:54
So how many betas are they going to be?



PS: Do you notice the amount of posts at the top of the page and the amount of posts it says this thread has in the Product Section is different?

- Monkey
Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 20th Jul 2010 15:57
I don't think the posts in the Product section account for mods removing messages.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
TerrorNation
14
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Joined: 18th Dec 2009
Location:
Posted: 20th Jul 2010 16:08
I didn't think so.

Anyway, how do you activate Depth of Field alongside bloom?

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