Quote: "So how many betas are they going to be?"
As many as it takes, right?
Quote: "Uhh, Care to explain?"
A demo/mention of that is in one of Lee's video.
And, for those of you like me who missed it when Lee was saying what is inside v117, here is skinny on that...
FAQ and TESTIMONIALS
====================
You can find the latest FAQ at http://code.google.com/p/fpscreatorengine/wiki/FAQ
History
=======
V1.1.7
------
* Standalone games now fill weapon slot with starting weapon held in player start marker (press '1' bug)
* When player weapon fire is forced to end (out of ammo), now fades out loop sound instead of abrupt end
* Updated DarkAI DLL to skip CAN SEE call if current entity coordinate reading as -1.#INF000
* Fixed very deep monster slowdown issue with ADDTARGET subroutine (reduced and eliminated CAN SEE calls)
* Due to user requests, set LOADREPORT to one will restore old baseline debug information in test game
* Dropped weapons would sometimes rotate and reposition needlessly, fixed to high weapons out of view
* NOTE: Fix in U76 solves the issue of missing decal debris and material scorches in static scene
* New U76 DLL for Basic3D which fixes material/arbitary value return from raycast (cleared too late)
* Replaced DUST decal back to original as it was more apprpriate to wall and ceiling impacts
* Added extra check to ensure engine does a full rebuild of level if cleaner removed universe DBO
* Adjusted character running code for DAI so they need a walk build-up before launching into run
* Overhauled some of the stock characters to allow them to speak (full DarkVOICES mouth support)
* Test Game now remembers the ambient light setting to save the user constantly re-adjusting each test
* Added ability for DAI characters to run if they are further than 175 units away from their destination
* Added new FPI actions ANIMATIONNORMAL and ANIMATIONREVERSE to reverse animations using ANIMATE
* Added code to absorb the jitter seen when a character toggles quickly between two animations (interp=10%)
* [G] and [H] prompts on Allies now work 100% of the time, solving the bug that hid the text on occasion
* Comprehensive change to rename DIST# assigned variables (to ensure PLRWITHIN action works 100%)
* Adjusted default AI scripts, removed melee (incomplete) and ensured enemies instantly start conflict!
* Weapons carried by killed characters who are off-screen during skipped death animation no longer float
* Ensured that enemies can target player, even if player has infinite health (no start marker or health=0)
* Simplified DAI player position code so level without start marker will not mess up enemy targetting
* Added code to detect if FPSC-MapEditor would be denied write access, and prompt early error of this
* Added code to defer undo/redo interface update to the end of large loops (significant performance boost)
* Improved code which draws floor as art shapes (floor features skip area check for performance)
* Added new scifi segment entries and a few new textures to show off updated Full Effects system
* Added new empty feature (rewrote code from Fenix Mod). This allows you to use special animations for your gun when its empty. (allowing something like the slide pulled back on a pistol).
useempty=x 1 to enable 0 to disable
* Added code to use an accumilator to detect strafe from DAI so lightning quick side move avoids strafe anim
empty putaway=x,y
empty select=x,y
empty idle=x,y
empty move=x,y
empty cock=x,y
empty reload=x,y
(the x value is the start frame and the y value is the end frame)
* Added new gunspec addtospare=x this will add the ammo you pick up to you "spare" collection when completely out of ammo instead of directly into the clip
* In the Editor, when download and use a weapon containing FLAK, editor refreshes data right away
* Can now collect gun if deceased character had gone into ragdoll mode
* Fixed bug causing advanced weapons not to copy over their textures when build standalone games
* AIRMOD Support added. Thanks to Hockeykid for a 21 hour marathon integration and Jake for his excellent work!
* Adjusted speed of weapon animations to match old legacy speeds (sync's all weapons properly again)
* Updated official U75 to reflect change to IMAGE and SPRITE DLLs (download 090710 version to compile source)
* When collect weapon with lots of ammo specified, correctly place ammo in weapon and clip slots
* When a character uses DarkAI, fall/get-up feature disabled (shutgun) as AI does not handle this behaviour
* In standalone game, when pause game the looping entity sounds will now pause, and resume when resuming
* Removed old style particle code from engine (as it could occasionally cause HUD screen corruption)
* Fixed bug causing standalone games not detecting full effect textures (bumpent and illuminationent)
* Updated DBP Sprite DLL to allow render state for sprite similar to GHOST MODE 2 (use SET SPRITE X,0,2)
* Cross hair object no longer renders into depth buffer, removing any distortion that may have resulted
* Updated setuplevel.FPI to completely hide the LIVES and HEALTH labels if start marker specifies zero
* Fixed code that controls loading of _I _N and _S textures for fixed shaders (PS2 illumination bug fixed)
* Added new code to the MapEditor to allow character entities to specify IFUSED string (for script below)
* Added new script called DISAPPEARACTIVATE when can activate a second entity during the destroy step
* Hid team debug text readout behind the showaioutlines flag from SETUP.INI for final levels
* Restored the FPI team action constant name to fix temporary bug in DarkAI behaviours
* Restored three laboratory textures to correct place (programmer art L shape on wall bug)
* Replaced old text based debug info in TEST GAME with graphical bars from resource meter
* Fixed BUMPENT in PS2 to allow entity to be lit by the dynamic lighting colors
* Cleared camera view after each level, so don't get a ghost of last scene when start next level
* Changed average light position code to be player centric and smooth (better bump map effects)
* Fixed system so entities mistakenly using shaders without supporting textures are handled properly
* Doubled speed of decal frame increment to match pre-timer based engine (glass smash correct again)
* Fixed issue of debris not being lit like entities (destroyed crate looks correctly lit now)
* Fixed issue of ALTTEXTURE (texture switched switches) not correct when re-load saved position
* Fixed issue of immobile entities having their rotations reset on reloading a saved position
* Fixed IMAGE BLOCK Code so if it exceeds contiuous virtual address allocation, it switches to non-imageblock mode
* Added new FPI action AIAUTOFACTIONOFF=x by default the faction system adds the factionto both teams
For example if I did aiaddenemy=1 2 then team 1 would become team 2's enemy but team 2 would also become team 1's enemy
This command allows you to toggle that on and off which will allow you to do things such as:
police help civilian but civilian wont help police
* Added new FPI condition HEALTHGREATER=X this will return true if the entity's health is greater the X (a much needed addition)
* Replaced direct MOUSE commands with mouse functions so controller can perfectly override HUD pointer
* Added awareness of new XBOXMAG field to control the magnifier of the controllers Y rotation speed
* Fixed issue of decals set to looping not always active, now forced to remain active always
* Fixed overlap in VECTOR resources where multiplayer catmulrom spline mixed with stereoscopic eye calc
* Fixed bug in WAYPOINTRANDOM command so multiple characters find the correct waypoint link node
* Added AI Factions! (Commands for it listed below)
* Added new FPI action AIADDNEUTRAL=X Y this will add the teams specified by Y to the X's neutral list
NOTE!: separate each 'Y' with a | mark
EXAMPLE: aiaddneutral=1 2|3|4|5|6 This will add teams 2,3,4,5,6 to team 1's neutral list
* Added new FPI action AIADDENEMY=X Y this will add the teams specified by Y to the X's enemy list
NOTE!: separate each 'Y' with a | mark
EXAMPLE: aiaddenemy=1 2|3|4|5|6 This will add teams 2,3,4,5,6 to team 1's enemy list
* Added new FPI action AIADDALLY=X Y this will add the teams specified by Y to the X's ally list
NOTE!: separate each 'Y' with a | mark
EXAMPLE: aiaddally=1 2|3|4|5|6 This will add teams 2,3,4,5,6 to team 1's ally list
* Moved transport OUT desintation coordinates 10 units higher to (+75), fixes 'below gantry issue'
* Fixed overlap in VECTOR resources where multiplayer catmulrom spline mixed with stereoscopic eye calc
* Fixed bug in WAYPOINTRANDOM command so multiple characters find the correct waypoint link node
* Moved transport OUT desintation coordinates units higher to (+75), fixes 'below gantry issue'
* Added A: to non character entity debug info to show 'activation' state
* Special state for physics objects on lifts (+100) is retained during save load process
* When load saved game position while on lift3.fpi, sound will halt when instructed to stop
* Can now place entity objects on lifts and carry them up and down
* Added early out for decal creation if over 1000 units away (not close to player, waste of resource)
* Increased decal element maximum from 200 to 490 (more real-time particle decals allowed)
* In entity zoom view, press CONTROL to allow more accurate XYZ placement
* Added USE KEY field to zone markers (so the zoneanykeyactivate.fpi can be used)
* Fixed Basic3D.DLL so old material index not returned with static collision result
* Second level play will not crash, even if stand on box at end of level one
* Fixed Lightmapper.DLL bug that caused secondary lightmapping cycles to crash (heap)
* Extended logic burst for activated entities to 2 seconds (120 interations)
* Adjusted map editor to load view position from last time level was saved
* Characters can now walk on gantries (segment overlays with directional floors)
* All entities are nudged slightly at start of level so they fall if suspended
* When click EXITGAME, hold until click released (prevents load game from showing)
* Can now save your game position at the bottom, top and whilst riding lift
* Added new data to save position (decal mode, sound state and lift-ride state)
* Added code to ensure walk anim not interupted when temp-stop at closed door
* Fixed issue of diffuse disappearing when use the ALTTEXTURE FPI action
* Fixed bug preventing builds to export the LIPSYNC and some $0 and $1 files
* Map Editor chops out mid-level base segments in entity zoom mode to stop blocking
* Reset SPINE and SPINE2 new entity profile properties, and fixed TC to TC-1 (true limb index)
* Fixed small bug which prevented smoke being emitted when no brass limb used in weapon
* Added new FPI action AISETEYELEVEL=X this will set the eye offset (defaulted at 80) for use with the up and down aiming feature (the lower this is set the lower the entity will aim at its target)
* Added new FPI action AIUSEFULLAIM=X this will toggle the option to have the AI aim up and down
* Finally finally fixed the test game start issue, now no longer have repeating left clicks
* Added new FPI action AICLEARTARGET this will manually clear the entities current target
* Added new FPI condition AIHASTARGET=X this will return ture if the entity has a target
* Added new FPI action AIATTACKAWARNESS=X by default this is turned on which causes the AI to go into "attack mode" when the see an enemy. Turning this off can make your AI ignore an enemy or aid in having the break away from a battle.
* Added new FPI condition AICALLEDBYPLR=X this will return if the entity has been called by the AIPLRCALLTEAM=X command
* Added new FPI action AIRESPONDTOPLRCALL=X this will cause a fellow player teammate to move towards the player (if any he for help)
* Added new FPI action AISETSPEED=X this will change the ai character's current speed to the number specified by x
* Added new FPI action AIPLRCALLTEAM=X this will alert teammates within x distance that the player needs help (to be used with other call commands)
* Used new system to populate Entity Properties, providing much faster right click display
* Updated Setup DLL so the TOPMOST directive used by test game now means user does not need click start
* Ensured characters placed in sealed room on lowest level do not fall through floor at start
* Tweaked sound system to produce quieter sounds from layers above and below (likely different room)
* Improved built-in DarkLIGHTS system (new DLL required by modders) to reduce virtual memory usage
* If an animation does not exist for an entity and that animation number is called the weapon offset will be removed to attempt to find a real animation. EX: Entities with guns can now melee with animation 8
This fix should allow modelers to trim out a sizeable amount of redundant animations
* FPI actions merged from Fenix Mod
aisetactive=x - if x=1 then the dark ai will take control of the dark ai entity if x=0 then the dark ai will not take control of the dark ai entity (used to toggle off during entity reload to avoid sliding around)
alwaysactive=x -if x=1 then the entity will be set to always active if x=0 the entity will be set to always active off (mainly used for dark ai as dark ai entities need to be always active but can be used on regular FPSC objects)
aisettarget -Sets the current entities target to an enemy nearby that it can see
* FPI conditions merged from Fenix Mod
ducking=x (condition); x=1 is true if DAI is ducking, x=0 is true if DAI is not ducking.
strafingleft=x (condition); x=1 is true if DAI is strafing left, x=0 is true if DAI is not strafing left.
strafingright=x (condition); x=1 is true if DAI is strafing right, x=0 is true if DAI is not strafing right.
movingforwards=x (condition); x=1 is true if DAI is moving forewards, x=0 is true if DAI is not moving forewards (used mainly for setting animations).
movingbackwards=x (condition); x=1 is true if DAI is moving backwards, x=0 is true if DAI is not moving backwards (used mainly for setting animations).
idle=x (condition); x=1 is true if DAI is not moving, x=0 is true if DAI is moving (used mainly for setting animations).
aicanshoot=x (condition); x=1 is true if DAI can see an enemy, x=0 is true if DAI can not see an enemy.
* Made a few code fixes (and a new DarkAI DLL) to solve the cross-container navigation and firing!
* Tied the memory resource readout in the TAB mode of the test game to reflect new Virtual Size limit
* NOTE: Even though some systems can have 4-24GB of system memory, only 2GB is usable for 32bit apps
* Increased system memory cap to 1.85GB (turns out build process fragments virtual memory addresses!)
* Replaced USED and SYSTEM CAP code to use Virtual Memory Size (instead of smaller working set size)
* Linked LOADREPORT flag in SETUP.INI so a value of one switched off TOPMOST action during test game
* Added AI code to allow multiple levels to be built/played (resets AI for each level)
* Updated Game Creator Store DLL to allow more artists
* Added ability for TALK action to use the sound from any entity (use entity name instead of WAV in $1)
* No longer crashes when TALK used with WAV that has no LIPSYNC file associated with it
* Wrapped a few AI code calls in error trapping to ensure target object values not result in crash
* Added saving and loading of obstacle data (.OBS) so standalone exes now have DarkAI Obstacles
* Updated some existing DarkAI commands to use additional Y and CONTAINER parameters
* Switched to latest DarkAI module (new commands, inc. cross-container and obstacle saving)
* Added new 'entitytogglingoff' field in SETUP.INI, set to 1 to disable entity static mode toggling
* Added extra status bar info as to whether we are in Static or Dynamic Entity Editing Mode
* New game projects (FPG) include HUDTYPE 1 and 2 for lives,health display in setup script (to hide)
* X9 can now load X10 levels (upto version V111) for limited forward compatibility
* Removed PREVIEW button to the right of TEST GAME, reserving the space for future buttons
* Re-arranged PREFAB internal order to place it last (so it can be excluded by interface flag)
* Prevented .LOG files from being created with no meaningful filename associated with it
* Improved ACTTALK action to allow $0 and $1 to work with externally called associated LIPSYNC file
* Added code to prevent outright crash when meshes incorrectly specified (now default to mesh sphere)
* Added new feature to AI obstacle code to detect Wall Large and Wall Small (creating full/half walls)
* Added new FPI action AIMOVETOTARGET this will cause the entity to move to its target if it has one
* Added new FPI action AISTOP this will stop the AI entity right away
* Added new FPI condition AIATCOVER=x this will return true if the entity is at the cover that the entity was instructed to move to by AIMOVETOCOVER=X
* Cleaned up some of the OBSTACLE container code and included new X10 modules (for later inclusion)
* Added additional X10 inspired DarkAI code to include static entity obstacles
* Added new FPI action AIROTATETOSOUND this will make the AI entity rotate to the closet sound that has been heard
* Added new FOG constants to FASTBONE.FX (for correct depth camera rendering)
* Fixed decal loop glitch which caused decal plate to disappear sometimes
* Added COREDLLS and SCRIPTBANK to keep the files rapidly modified in the SVN
* Added all new depth of field (using FF fog and passing in depth camera frame)
* Added new FPI action AIROTATETOTARGET this will rotate the entity to its target.This command works just like rotatetotarget but uses the ai system to rotate
* Added new FPI action AISETMELEEDAMAGE=X this will X is the amount of damage the entity will do with AIUSEMELEE=X
* Added new FPI action AIUSEMELEE=X this will take away the amount of health specified by AISETMELEEDAMAGE=X from the entity's target. If X=1 then blood splats will be enabled for that hit
* Added new FPI condition AITARGETDISTFURTHER=X this will check if the entities target is further then X distance (if the entity has no target this will return false)
* Added new FPI condition AITARGETDISTWITHIN=X this will check if the entities target is within X distance (if the entity has no target this will return false)
* Added new FPI action AIMOVETOCOVER=X if x is equal to 1 the entity will move to the closest unoccupied safe zone, if x is 0 the entity will move to cover based on its #1 targets X and z positions if the entity has no target it will move to a safe zone instead
Note: To make a safe zone name a trigger zone "safe zone" (without the quotes). Hopefully in the future we will be able to supply a zone in the Markers bank specially for safe zones for easier setup
* Added new FPI action AIRESPONDTOCALL this will cause an entity to move towards the teammate that called for help (if any called for help)
* Added new FPI condition AICALLED=X this will return if the entity has been called by the AICALLTEAM=X command
* Added new FPI action AICALLTEAM=X this will alert teammates within x distance that a team member needs help (to be used with other call commands)
* Altered AIHEARDSOUND=X condition x is now equal to the maximum distance away the sound can be
* Fixed crash caused by lifts (lift1.fpi on a trigger zone)
* Added new FPI action ADDAITEAM=X x= the team number which can be anything you heart desiers. Team 1 is defaulted to the player
This allows your enemies to have enemies who are all enemies of you. Meaning you can now have as many teams as you would like
As a note team 1 is reserved for allies (so addaiteam=1 would add the character as the player's ally)
for normal Allies versus enemies you can simply use addaiteam=1 for your allies and addaiteam=2 for enemies
to add an extra team in there you could use addaiteam=3 (this team would be enemies of both team 2 and team 1)
Extra note the addaiteam command does not have to be in numerical order so if you wanted to add an enemy you could even do
addaiteam=5000000000
* Fixed issue of multimeshes not being applied with depthoffield shader
* Fixed B3D bug causing ATTACH OBJECT TO STATIC to hide ceiling entities
* Changed script line cap from 150 to 350
* Blood now works on all enemy on enemy attacks not just Dark AI vs Dark AI
* Fixed build crash on large levels that use mixed primtypes (non-stock media)
* Adapted Project Blue's accuracy system to work with weapon wielding character's accuracy system
* Replaced accuracy system with Project Blue's accuracy system
* Added Weapon wielding characters now use the fire iteration specified in their weapons gunspec
* Fixed bug with accuracy values being ignored by weapon shooting characters
* Added new action AIMOVETOSOUND will tell the entity to move the most recent sound that has been played within it's hearing range (sounds include: footsteps,reloading,gunshots etc)
* Added new condition AIHEARDSOUND=x will return true if a sound was heard within the entities hearing range (sounds include: footsteps,reloading,gunshots etc)
* Added flag to SETUP.INI to control whether the AI debug guidelines show or not
* Fixed issue causing universe object culler to fail when camera one created
* Added 'depth' technique to new set of PS_2_0 shaders and redirected to those (newblosser flag)
* Added new FPI condition AIONPOINT=X x=is the points id number - this will check if the entity is on the point (named by x)
* Added BLOOM post process shader with others in 'effectbank\ps_2_0'
* Added POSTPROCESSING=1 flag to SETUP.INI to switch on/off the post process feature (performance)
* Added new POST PROCESSING subroutines (U75+ only), typically depth of field, bloom, etc
* Added new FPI action AIGOTOPOINT=X this will make the entity go from its current position to the point specified by x (to create a point use aiaddpoint=x) this path will avoid any obstacles
* Added new FPI action AIADDPOINT=X x=is the points id number - this will create a point to be used with other ai point commands
* Fixed bug from V1.16 that broke runfpi because of the runfpi scripts not being loaded
* Added new FPI condition AITEAM=X x is the teams number
* Added new FPI condition ISDARKAI=X which is true if the entity has been loaded into the Dark AI system
* Added new FPI condition KEYPRESSED=X Y which is true if Y=1 and the X key is being pressed. Also true when Y=0 and the X key is not being pressed (x should be equal to the desired scancode)
* Changed all data structure members from integer to float which fell under timer based calculations
* Changed character weapon fire from counter to timer based logic
* Changed flak movement and detonation from counter to timer based logic
* Changed speed of gun animations to use timer based logic
* Changed decal animation from counter to timer based logic
* HUD Fader code now using timer based logic
* Gun/Smoke/Flash/Brass counters now using timer based logic
* Hover and Spin behaviour of collectable entities now using timer based logic
* New improved physics system (timer based) allows sync rate zero without increasing physics speeds
* Permanently sey SYNC RATE to ZERO for machine independent speeds (vsync ensures smooth 60-100fps)
* Added code to allow Logitech Dual Action Controller to work by specifying XBOX=3 and XBOX=4 (inverted)
* Modified the DarkAI player position command to include players Y coordinate (new version of DarkAI)
* Added AIACTION=X condition (0 - if idle 1 - if attacking 2 - if in cover 3 - if retreating)
* Added AIFOLLOWPLR=X if set to 1 this will allow AI ally entities to follow the player if set to 0 the AI ally will stop following
* Added AIMOVERANDOM to allow AI entities to move about randomly (must be looped or entity will stop moving after a while)
* Fixed bug causing machine gun's sounds to cut off
* Added ETIMERSTART AND ETIMERGREATER=X to allow for personal entity timers
* Added AICONDSOUNDFINISHED to allow sequence of WAV sounds to be played inside FPI scripts
* Added new TALK FPI command (identical to SOUND command except this one triggers DarkVOICES for compatible characters
* Extended ENTITYELEMENT data structure with new 'soundistalking' for DarkVOICES (FPI=TALK) support
* Added addition to build game promot text to include (XXX MB) where XXX is memory used
* Added new Information Section to Build Game Dialog to inform about memory consumption
* Modified Lightmapping code to release DDS textures as they are saved (lower memory hit)
* Added new FPI commands to control a new shader FX field called 'ShaderVariables'
* Added new FPI condition called PLRFACING which is true when the player is facing the entity scripted
* NOTE: Above commands are selectshadervariable,setshadervariable,incshadervariable,decshadervariable
* NOTE: Above conditions are shadervariable,shadervariablegreater,shadervariableless
* NOTE: Above features are not officially documented or supported and are for experimental use only
* Fixed bug preventing serial codes from being confused between X9 and X10 when both installed on system
* Fixed bug causing version numbers of format X.XX.XXXX not to correctly determine which value was bigger
* Added script called APPEARANTIGRAVITY to allow good control of waypoint based moving platforms
* Prevented the entity debug text to show at same time as RAWTEXT as the font size becomes an issue
* Added NOTE to FPI Wizards warning that they overwrite any external FPI (and rely on internal templates)
* Added LIGHTSOURCE data to scenery shaders to allow segment shaders to pickup local average light position
* Added new NEWBLOSSERSHADERS flag to SETUP.INI, when set to one substitutes all D for D2 texture loading
* Added for new shaders/textures in the PS2 effectbank folder (huge thanks to Mark Blosser for the hard work here)
* Added blinking and pulsating corridor segment pieces to enrich scifi themed game levels
* NOTE: New sample level added to mapbank called GS13-PS2ShadedScifi.fpm demonstrating the above improvements
* NOTE: Remember to switch FULL SHADER EFFECTS on in order to view the improved scifi segments
* Fixed bug causing entities that did not specify a TEXTURED field to wipe out texture when any shading applied
* Added new HEADLIMBS field in FPE to control the DarkVOICES feature (specifies which limbs are the head)
* Added new 1.6GB MEMORY cap on all build processes, to ensure excessive memory usage does not crash PC
* Added new flag 'systemmemorycapoff=0' which controls whether above system mem cap if switched off
* Introduced latest ODE Phyics DLL (replacing old ODE module from 2005)
* Fixed world step issue created between old 2005 ODE and new 2010 ODE modules (timer based physics)
* Fixed character rotation issue caused by old ODE/new ODE, now all characters orient forwards
* Added new RAGDOLL FPI action and ragdollcorpse.fpi script, simply select to ragdoll your characters
* Added extra support for controller within the title and in-game menus (no need for keyboard now)
* NOTE: For the escape key, use the controllers start button (or similarly placed central buttons)
* When building final game, all WAV files are assumed to come with a .LIPSYNC (so they get copied over)
* Fixed issues relating to rag doll jitters, and limb handling good for non-specific models (legacy)
* Now prevents weapons such as shotguns (blast) from knocking over ragdoll based characters until dead
FPGC VARIANT SPECIFIC
---------------------
* When equipment specified in Start Marker, and used, the IFUSED field defaults to 'broken' (entity to activate)
* Ensured that when Player Start Marker has no lives, it still has exclusivity (only one per level)
* Removed weapon related properties from Setup FPI Wizard (zoom, ammo)
* FPGC variant ensures ALL characters are invincible so they cannot be killed
* If run controllered EXE twice it crashed, reset HUD indices to fix this
* Added dependence in EQUIPMENT.TXT and GUNS.TXT in GAMECORE subfolder for genres
* Added extra audio into the AUDIOBANK EFFECTS folder for extra creativity
* Added new SETUP flag to simplify entity property editing for easier academic experience
* Wrote a host of new generic behaviours for story based characters
* Added new DARKVOICES folder inside AUDIOBANK which automatically generates LIPSYNC from WAVs specified
* Added new parameter awareness to RESETHEAD, which can tilt the head in a NOD angle (i.e. sleep)
* Added alwaysconfirmsave flag to SETUP.INI which ensures the SAVE cannot quickly overwrite a file
* Removed bullet holes from WW2 WALL K and weapon reference from SCIFI ARMOURY WALL
* Added MINER 2 INJURED entity to library to aid specific story line of a mission
* Added VERY LOW (x16 reducer) to LOW setting of texture quality (good for large level testing)
* Added new BEHAVIOUR script called TOURGUIDE which can use zones to narrate a sequence using waypoints
* Modified VRMODE 5(4) to eliminate Z axis track, and use X Y diminishing to simplify left/right up/down
* New [COMMENTS] DisablePrefab field in languagebank\english\textfiles\fpsci-120.ini (defaults to NO)
* No need to have entity/segment/marker/prefab view during library selection so now removes it
* Renamed all DOOR and WINDOW segment entity pointers to point to now hidden entity bank folders
* Added underscores to DOOR and WINDOW entitybank library, and removed thumbnails (less confusion to user)
* Ensure pointer does not move irratically if no controller is plugged in
* Added code to include PS2.0 and CONTROLLER HINT files to a final build
* Added new level called CANDLE.FPM which demonstrates candle and alienglobe
* Finished off DECAL BASED PARTICLE support inside DECALSPEC.TXT (alienglobe)
* Added extra functionality to add DECAL MODE 7 (particle fragments), used for candle flame/fire/etc
* Fixed several WW2 switches that where rotated 180 degrees (suspect new matrix calc with pivot!)
* Converted all LIGHT entity media to use new entitylight type (geoemtry+light source)
* Issue of some WW2 switches being double rotated on the pivot. Corrected X models.
* Added LIGHTOFFSETUP and LIGHTOFFSETZ to control position of light relative to entity
* Added new ISMARKER=5 for FPE to create a special EntityLight (Entity with lightsource)
* New CONTROLLERHINT feature shows Logitech Dual Action controller which indicates what user can press
* Added CONTROLLERHINT flag to SETUP.INI and a new controller folder in gamecore/huds/
* NOTE: Do we need Button 4 (ENTER) now we have Button 2 (LEFT CLICK) on the controller for FPGC?
* Added code which detects if USE can be pressed, and if so, treat LEFT as USE and prevent item drop
* If in FPGC mode, mouse buttons reversed so LEFT=pickup/drop and also [ENTER], RIGHT=NOTHING
* VRMODE=5 now detects of VR920 available and switches to VRMODE=4 if YES and VRMODE=0 if NO
* Mouse Sensitivity flag in SETUP.INI (centralise SETUP.INI code)
* Restore size of debug text if RAWTEXT changes it
* Add entity name to equipment entity (so wrench only activates 'broken door' and nothing else) TEST
* Stop wrench animation if did are not actually activating anything
* When jump off very tall structures (cannot get hurt)
* Wrench equipment and graphics complete
* Integrated VR920 support (through SETUP.INI VRMODE=1)
* Added store to unified interface (with ADULT RATED flag to remove unsuitable content)
* Changed sounds so less violent bone crunching noises, now thuds and cute
* Changed RED haze HUD to cyan so does not seem like blood
* Removed any additional references to guns and ammo from the interface and arena
* Selected EDU friendly Model Packs for eventual Add-On Packs
* Floor segments in ART MODE, reduce highlighter to a thin waffer (better visual)
* Cannot add "W" as an additional shortcut WALL PAINTING as used for waypoint mode
* LOG by default so we can offer more help when bugs strike (loading levels missing media etc)
* Changed default so shroud is set to full (faster PCs that in 2005 and it makes the editor look nicer)
* Prevented 'missing media' prompt from showing when LOG mode is active
* New 'performance hit' mode in editor to allow custom textures to be shown in map and game (for characters)
* Renamed STORY ZONE to MEDIA ZONE (trigger video and sound)
* Rediscovered DROP action for equipment so when you press the H KEY it will drop the equipment item you are carrying (all equipment)
* Added VRMODEMAG field as a percentage magnifier for all VR tracking input data (100=default no magnification,200=twice as sensitive)
* Characters can now be textured within the map editor and instantly previewed using those textures
* Extended DROP functionality in FPI so can drop JUST THE ITEM BEING HELD (VISUALLY)
* Raised highlighter (so Z clash does not happen when draw floor then drag a character in)
* Brightened up map editor with ambience so it does not look VERY DARK when adding just characters!!
* Fixed so game ALWAYS comes to front Z order position (previously hides behind FPSC sometimes)
* Added new art from Peter to complete FPGC front end and ABOUT images
* Added HASEQUIPMENT to mirror HASWEAPON so characters can hold equipment instead of weapons
* Renamed SOUND/SOUNDSET fields to CUSTOM VALUES so we can add text and other data for scripts (prompts)
* Properties Dialog detects non-shooting genre and removes references to weapons and ammo fields
* Added new WEBLINK action as part of NEWMEDIAINZONE.FPI (used by MEDIA ZONE) to launch web links
* Further aligned new interface to direct Auto Update to X9 server, fixed logo alignment and removed NEW ARENA
* Added extra code to allow BUILD GAME to produce non-violent EXEs
* Added warning bar when user is putting too many entities down (ten year old kid syndrome indicator) - goes RED!
* Player Start Marker defaults lives and strength to zero (for non-confrontational default game state)
The list is amazing, and really makes me appreciate all of Lee's hard work on this version, and everyone else who has had a hand in it.
Thanks again guys