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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Brunopark09
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Location: Santiago de Chile
Posted: 4th Aug 2010 08:30
Quote: "Quote: "v1.17 of FPSC has been released, after much hard work from Lee and patience from the forum."

Man, what a gut shot to hockeykid.

We can't forget about hockeykid's hard work on the latest updates, too! I'd like to give him a round of applause for helping to make such an awesome update!


The one and only,
"



I agree with that

-Why didn't God take gaga,justin bieber or kesha instead of Randy Rhoads, Cliff Burton or Dio?

-A good game is made of what you put in it, not of the features of the engine-
AbdulAhad
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Posted: 4th Aug 2010 09:48 Edited at: 4th Aug 2010 09:49
Quote: "Man, what a gut shot to hockeykid.

We can't forget about hockeykid's hard work on the latest updates, too! I'd like to give him a round of applause for helping to make such an awesome update!

The one and only,"


Agreed. Thank you hockeykid for all the hard work you put in V117!!

Abdul Ahad
SH4773R
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Posted: 4th Aug 2010 11:10
Same here

Who the hell is General Failure? And why is he trying to read my hard disk?

My software never has bugs. It just develops random features.
BeauPratten
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Posted: 4th Aug 2010 11:43
Well I finally got the update to work and went to try the particle system.....can someone please explain this in a way that my stupid brain can understand? I changed the fpi to decalparticle.fpi and changed the values of the options below it but i always just end up getting a one line particle stream. Could someone please explain in some more detail what those values do?

I suppose that this is where I'm supposed to put some witty one liner. Well...sorry to disappoint.
veer
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Posted: 4th Aug 2010 12:33
my suggestion of inbuilt flashlights system is in to-do list ....

hurraaay
Nbt
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Location: Behind you!!
Posted: 4th Aug 2010 12:47
Damn the addendum.rtf is a good read

Lee and Hockey have added loads of new goodies woo hoo!
Particle systems seems very logical too and seems to work the same way RC ones did with particle life, xyz motion (both linear and random) along with scaling, alpha etc. I like the camerazshift one

Don't know if it's just me, but the memory footprint seems to be lower?? i.e. my map is using less memory than it did before, which is rather handy ^_^

Shadowtroid
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Posted: 4th Aug 2010 13:07
Quote: "Man, what a gut shot to hockeykid."


So true.

Thanks to Hockeykid for all of YOUR hard work, as well as Lee's.

Marc Steene
FPSC Master
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Posted: 4th Aug 2010 13:26
Quote: "Man, what a gut shot to hockeykid."


Woops, I forgot all about Hockeykid! I edited my message.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
knxrb
FPSC Tool Maker
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Posted: 4th Aug 2010 13:34 Edited at: 4th Aug 2010 13:34
Quote: "I forgot all about Hockeykid"

Aww man, isn't that making it worse by saying that?

knxrb
SpyDaniel
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Posted: 4th Aug 2010 13:45
I'm getting the same graphical bug as Cram, in the editor, floor tiles are completely white and when I test the game some show up while others do not. I used the WWII room with the 2 staircases on either side, nothing added to the room besides a player maker, a zombie and a weapon.

Windows 7 Home Premium 64-bit, AMD Phenom II X4 940 3.0Ghz, 2.0GB Single-Channel DDR2 @ 400MHz, ATI Radeon Sapphire HD 5770 Vapor-X
Marc Steene
FPSC Master
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Posted: 4th Aug 2010 15:37
Just so people realise how revolutionary this update is, I just placed 25 allies and 25 enemies (total of 50 enemies) so they engaged in a full scale firefight, and ran with a constant 30-34fps with them all rendered on the screen at once, with bloom and shaders enabled.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
SpyDaniel
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Posted: 4th Aug 2010 15:53 Edited at: 4th Aug 2010 15:54
Thought I'd have a full out battle too, but with ragdoll on all of the characters. Some of them turned out like this XD





Windows 7 Home Premium 64-bit, AMD Phenom II X4 940 3.0Ghz, 2.0GB Single-Channel DDR2 @ 400MHz, ATI Radeon Sapphire HD 5770 Vapor-X
Cyborg ART
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Posted: 4th Aug 2010 15:56
I would say thank you both Lee and Hockeykid (and everyone else wich in some way have helped them) for the continious stream of new features, updates and bugfixes.

I remember when there were maybe one or two updates per year

Anyways, I think this thread should be totaly cleaned up (with just the first post left) or there should be a new thread run by Marc Steene (which makes a wonderful job keeping us updated) in the same style as this.

Thats my opinion

P.S.

I dont know if you have noticed, but some great melee has been added to the list of features. Even for alternate mode

SOLO DESIGN
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Posted: 4th Aug 2010 15:58
SpyDaniel those images are not uncommon with ragdoll on some models, I used to get that in X10. It really depends on how the model is created and modelled.
Cyborg ART
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Posted: 4th Aug 2010 16:02
@SpyDaniels

I have seen some ugglier stuff in MoH Airborn And thats an AAA

Marc Steene
FPSC Master
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Posted: 4th Aug 2010 16:10
Quote: "there should be a new thread run by Marc Steene (which makes a wonderful job keeping us updated) in the same style as this."


I think what I'll do is leave this thread as a discussion for all FPSC updates, and make a 1.18 specific thread for discussion about particular updates. I'll get working on it now


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Cyborg ART
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Posted: 4th Aug 2010 16:50
Sounds like a good plan

AbdulAhad
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Posted: 4th Aug 2010 18:02
Marc what are your pc specs?

Abdul Ahad
Nbt
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Posted: 4th Aug 2010 18:03 Edited at: 4th Aug 2010 18:04
A quick and dirty ground mist using the particle system.
http://www.youtube.com/watch?v=owtuv9pqOGE

The settings I used are attached in .jpg if anyone wants them.

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knxrb
FPSC Tool Maker
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Posted: 4th Aug 2010 18:22
Wow, I'm impressed with that nbt
That looks really effective

knxrb
Marc Steene
FPSC Master
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Posted: 4th Aug 2010 18:33
That looks really good Nbt! Will you be releasing it?

Just as a message to everyone - I've changed my mind about creating a new thread. Instead, I'll be cleaning out the first post and updating the graphics and put everything in a more organised and easier to understand format.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nbt
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Posted: 4th Aug 2010 18:34
Thanks K

With a custom made sprite (I just used one of the basic decal ones) you could make dust clouds, full on fog and all kinds of stuff. Even shifting clouds I guess with the emitter placed in the sky?

Add a little weight on the Y axis and you got a waterfall effect.
Use a fly sprite and use a tighter radius of spread, including the Y Axis and get that flies on a dung heap look.

Lee and Hockey have done us proud once again ^_^

bond1
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Posted: 4th Aug 2010 18:37
Quote: "A quick and dirty ground mist using the particle system."


There's nothing "quick and dirty" about that, it looks excellent! Dang there is just so much to do with this update, and not enough hours in the day...

----------------------------------------
"bond1 - You see this name, you think dirty."
SpyDaniel
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Posted: 4th Aug 2010 18:59
Bond, will you be adding darkai scripts to your zombies?

Windows 7 Home Premium 64-bit, AMD Phenom II X4 940 3.0Ghz, 2.0GB Single-Channel DDR2 @ 400MHz, ATI Radeon Sapphire HD 5770 Vapor-X
Marc Steene
FPSC Master
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Posted: 4th Aug 2010 19:09
@Nbt Just tried those settings...it looks great Now we need one to simulate dusty air.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nbt
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Posted: 4th Aug 2010 19:15 Edited at: 4th Aug 2010 19:22
http://www.youtube.com/watch?v=R35tG0DeE9o

Try that one Marc, it looks a bit like dusty, smoky, foggy air etc.

I just used the dust puff decal, increased the scale to around 500, increased the x and z random start and motion to 200 and increase the life to 3.

You can play with the alpha to get the thickness you require between 1-5 is my advice, as any higher it gets bloomed to death lol

Just be aware that wide ranging particle effects like this can really hit your FPS.

I'm gonna make it really thick and spawn bond1's zombies in it

A r e n a s
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Posted: 4th Aug 2010 19:26
Hey, Ive found a bug with ragdoll...

If you set the player to rag doll, even if you add the destroy command to the end of his destroy script, and give him more then one life, then on his following lives he spawns invisible

I have no idea why this happens and its very irritating. Could anyone help me on this matter if it has already arisen and been solved. I found this bug on bond1 zombie 2 after adding ragdoll to the destroy script. I assume because its a problem with the ragdoll command (it doesnt happen if its not there) then the problem will occur on all other characters.

Nbt
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Posted: 4th Aug 2010 19:30 Edited at: 4th Aug 2010 19:31
Did you use appear2.fpi ?? as that tends to help on invisible spawns.

Bah scrap that as DAI uses it's own appear scripts

Marc Steene
FPSC Master
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Posted: 4th Aug 2010 19:40
The first post has been cleared out and reorganised due to the release of update 1.17 to make it easier to follow. Thanks to knxrb for the graphics


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Cyborg ART
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Posted: 4th Aug 2010 20:00
Looks nice and clean Great work!

wizard of id
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Posted: 4th Aug 2010 20:35 Edited at: 4th Aug 2010 20:37
I found this weird problem in the video a made.AI processing spiking yet with no AI...since fraps pulls down the frame to 15 frames the spike usually drops from 60 to 30....

For the first time I have taken a video of random slow down would happen with custom or stock meshes...

Notice it in this one too..happens a few times...

https://forumfiles.thegamecreators.com/download/2061884

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.

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Nbt
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Posted: 4th Aug 2010 20:49 Edited at: 4th Aug 2010 20:52
Flies maybe ??

Video (as came out poop on youtube )
http://www.dcforums.org.uk/fpsc/Flies.wmv

Settings

Of course I made a silly jumpy fly decal 1st.

Took me a while to workout the life increment is backwards from what I would expect and the higher the number the less time the particle lives.

A r e n a s
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Posted: 4th Aug 2010 21:09
Nbt, none of the appears have any effect on the bug... Anyone else have any ideas?

Nbt
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Posted: 4th Aug 2010 21:24
Yeah i realised that after posting it, as the 2 DAI appears both use the same setalpha as appear2 does lol

Maybe try playing with the setalpha setting in the fpi your using ??
Maybe increasing it to 50 or something will work ?

veer
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Posted: 4th Aug 2010 21:41
now we can say fpsc is an commercial quality engine
Susysyay
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Posted: 4th Aug 2010 22:02
Since we now have awesome particles, can we have particle based explosions? Like when a grenade or rocket goes off? I think it would seriously improve FPSCs quality level. Some particle based bullet impacts wouldn't be bad either, like if you shoot a brick wall, that actual smoke and fragments fly off.

Susysyay
Marc Steene
FPSC Master
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Posted: 4th Aug 2010 22:09
@Nbt that looks great. I think you should make a particle pack


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
CocaCola
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Posted: 4th Aug 2010 22:45
Quote: "Since we now have awesome particles, can we have particle based explosions? Like when a grenade or rocket goes off? I think it would seriously improve FPSCs quality level. Some particle based bullet impacts wouldn't be bad either, like if you shoot a brick wall, that actual smoke and fragments fly off."

That would be awesome

I want coke, not Pepsi!
Badger Gamer
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Posted: 4th Aug 2010 23:59
Nice work Nbt.

I'm thinking of fun effect like shooting a refrigerator and cans of beer
pop out,etc...

System: Core2 quad 2.66Ghz 8gig DDR2 Nvidia GT 9500 512Mb
3x500Gb raid 1+0 21" wide LCD 1680x1050x32bit
FPSC 9 1.17 Beta 6...er 7,soon to be 8
SpyDaniel
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Posted: 5th Aug 2010 00:07
Quote: "now we can say fpsc is an commercial quality engine"


I wouldn't say that, it still needs the simplest of things, an options menu for players to change settings. I agree the improvements make it better, but it still lacks what most games have had for the past 10 years.

Windows 7 Home Premium 64-bit, AMD Phenom II X4 940 3.0Ghz, 2.0GB Single-Channel DDR2 @ 400MHz, ATI Radeon Sapphire HD 5770 Vapor-X
Conjured Entertainment
AGK Developer
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Posted: 5th Aug 2010 00:10 Edited at: 5th Aug 2010 00:19
@NBT
Your stuff looks awesome especially the smoke and mist.
They look like excellent examples of using the new particle system.

Quote: "Man, what a gut shot to hockeykid.

We can't forget about hockeykid's hard work on the latest updates, too! I'd like to give him a round of applause for helping to make such an awesome update!"

Yeah, thanks Hockeykid.
*cheers*

   Conjured Entertainment

 WARNING: Intense Madness
Soviet176
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Posted: 5th Aug 2010 00:14 Edited at: 5th Aug 2010 01:29
Quote: "Since we now have awesome particles, can we have particle based explosions? Like when a grenade or rocket goes off? I think it would seriously improve FPSCs quality level. Some particle based bullet impacts wouldn't be bad either, like if you shoot a brick wall, that actual smoke and fragments fly off."


This could also mean frag grenades could be used in multi-player if the flak was taken out and a particle explosion was put in...

Nbt
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Posted: 5th Aug 2010 00:20
[email]@NBT
Your stuff looks awesome especially the smoke and mist.
They look like excellent examples of using the new particle system.[/email]

Thanks Conjured

If we had particle shaping (box, sphere, cylinder) would allow better constraint of out particles and a little weight control (i.e. add weight on the Y axis, with Y motion) Then we could have waterfalls and fountain type effect etc.

Using a tight packed cylinder shaping we could shoot laser bolts, or arrows of light etc.
Spherical shaping would allow for realistic explosion fields like nuke mushrooms etc.
Box shaping mixed with direction weight on the Y axis is excellent for level wide rain, snow etc

Conjured Entertainment
AGK Developer
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Posted: 5th Aug 2010 00:24
Quote: "If we had particle shaping (box, sphere, cylinder) would allow better constraint of out particles and a little weight control (i.e. add weight on the Y axis, with Y motion) Then we could have waterfalls and fountain type effect etc.

Using a tight packed cylinder shaping we could shoot laser bolts, or arrows of light etc.
Spherical shaping would allow for realistic explosion fields like nuke mushrooms etc.
Box shaping mixed with direction weight on the Y axis is excellent for level wide rain, snow etc"

Just hook me up with that smoke and mist, and I'll be happy for now.

   Conjured Entertainment

 WARNING: Intense Madness
Nbt
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Posted: 5th Aug 2010 00:27
If you go to the previous page I posted the settings for each effect Conjured. Both just use stock decals included with FPSC.

mrmango
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Posted: 5th Aug 2010 00:44 Edited at: 5th Aug 2010 00:48
Example of fire and smoke.

Quite easy the particles system. Love it! Looks so much better.

http://www.youtube.com/watch?v=AA6IlbGV3sM
rolfy
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Posted: 5th Aug 2010 01:18 Edited at: 5th Aug 2010 01:22
Quote: "Just as a message to everyone - I've changed my mind about creating a new thread. Instead, I'll be cleaning out the first post and updating the graphics and put everything in a more organised and easier to understand format."

There are posts as far back as Dec 2008 in this thread, when I wanted to look over something I had read before it took me a lot of searching the 58 pages to find it, for newcomers trying to trawl through it all finding how experienced users have been getting along with it, as in the ways the new particle system can be used as seen above (which will all soon be buried again and hard to find) I reckon we could either do with a new thread or clean this one out (leaving any useful info).
In particular the firat few pages are full of comments about when it will be released or even if it will be released and we are way beyond that point now. Its all ok for folks who have kept up with it all but tbh your few compared to those that haven't, and a lot of useful info is buried in here.
Errant had a good idea to create a thread devoted simply to DAI scripting it would have been a disaster if he had tried to post that in here.
Str8upchaldo12
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Posted: 5th Aug 2010 03:24
v1.18.... FOCUS MORE ON MULTIPLAYER PLEASE!

Thats my wish for this update.

-Chaldo
Hamburger
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Posted: 5th Aug 2010 04:04
Is there a tutorial on how to use the dark ai because i can't get it to work right. The ragdoll doesn't work either.
Soviet176
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Posted: 5th Aug 2010 04:08
Quote: "v1.18.... FOCUS MORE ON MULTIPLAYER PLEASE!

Thats my wish for this update."


Lee may work on fixing some of the multi-player bugs in 1.19

But that would be my wish to, I can't wait for 1.19

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