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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Marc Steene
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Posted: 19th Aug 2010 23:50
The settings menu can be altered any way you want. You can add/remove settings and change the graphics and use different values. The other menus are fully customisable.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nbt
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Posted: 20th Aug 2010 01:34
Quote: "Thanks CoZ and Nbt!

I did all animation/rigging, the texture, the modification of the hand, made them FPSC ready etc."

That is the hardest part of modelling (in my opinion) as you can make a bad model look good with a great texture, yet a bad texture can make the best model look crap. I need to learn to texture like you

Mehzeb
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Posted: 20th Aug 2010 01:39
Thank you for the reply, Cyborg. Looking forward to future updates.

My Rig: Intel Core i7 930 2.8ghz (OC'd 3.8ghz), Asus P6X58D-E Motherboard, 12 GB Corsair DDR3 1600Mhz Ram, ATI 5970 2Gb X2 Crossfire, 2TB 7200RPM HDD, Bluray DVD/RW Combo.
knxrb
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Posted: 20th Aug 2010 01:53 Edited at: 20th Aug 2010 01:55
As Marc Steene says, you can remove any of the settings shown in the preview screenshot from the settings menu and there is somethig I'm working on that MAY allow for almost any setting to be changeable.
Keep watching this thread

knxrb
The Nerevar
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Posted: 20th Aug 2010 02:48
Quote: "It hasn't been updated touh.
"


I can't wait!

I'd have to say........ The Game Creators can make dreams come true.
Woolfman
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Posted: 20th Aug 2010 03:20
Quote: "As Marc Steene says, you can remove any of the settings shown in the preview screenshot from the settings menu and there is somethig I'm working on that MAY allow for almost any setting to be changeable.
Keep watching this thread
"

I really hope that means key configurations in the setting too.
Mehzeb
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Posted: 20th Aug 2010 13:49
We've been a bit sidetracked, haven't we? Water, Dynamic Shadows and Test Game controls for Bloom, Lights etc. were supposed to be in v117. But now we're experimenting with Settings, and all, and there appears to be no real updates for the past two weeks (?).

I know there's a lot on Lee's plate, but those of us who have been waiting for all these months hoping for the features to be included, are still, well, waiting.

My Rig: Intel Core i7 930 2.8ghz (OC'd 3.8ghz), Asus P6X58D-E Motherboard, 12 GB Corsair DDR3 1600Mhz Ram, ATI 5970 2Gb X2 Crossfire, 2TB 7200RPM HDD, Bluray DVD/RW Combo.
Marc Steene
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Posted: 20th Aug 2010 13:58
Quote: "Test Game controls for Bloom, Lights etc. were supposed to be in v117"


Actually, they weren't. Lee said there was a possibility they would be added - nothing was confirmed, hence why it was never on the feature list.

Quote: "But now we're experimenting with Settings"


Lee isn't working on this, knxrb is, so there is no sidetracking. Lee is still working on the other features, and also Hockeykid too.

Quote: "Water, Dynamic Shadows"


These have been promised from v1.18 and above - v1.17 was made as an interim launch, a wise move by Lee as this means any bugs can be fixed now rather than waiting other 2 months for a huge update with everything in which contains more bugs than a tropical rainforest, and users can test out the new features.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Mehzeb
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Posted: 20th Aug 2010 14:16 Edited at: 20th Aug 2010 14:17
Quote: "Actually, they weren't. Lee said there was a possibility they would be added - nothing was confirmed, hence why it was never on the feature list."


Thanks for the reply, Marc. They were part of the list of features up until v117 was officially released, right? The old graphics on the first page of this thread had those features included as (In Progress).

Quote: "Lee isn't working on this, knxrb is, so there is no sidetracking. Lee is still working on the other features, and also Hockeykid too."


That's great to hear.

Quote: "These have been promised from v1.18 and above - v1.17 was made as an interim launch, a wise move by Lee as this means any bugs can be fixed now rather than waiting other 2 months for a huge update with everything in which contains more bugs than a tropical rainforest, and users can test out the new features."


This is in fact true. The launch of v117, regardless of the missing features does open up the door for users to report bugs and we are going to get a much better and bug-free (hopefully) future release.

My Rig: Intel Core i7 930 2.8ghz (OC'd 3.8ghz), Asus P6X58D-E Motherboard, 12 GB Corsair DDR3 1600Mhz Ram, ATI 5970 2Gb X2 Crossfire, 2TB 7200RPM HDD, Bluray DVD/RW Combo.
mrniceguy
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Posted: 20th Aug 2010 14:57
Will the manual be updated with all the new features?

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Nomad Soul
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Posted: 20th Aug 2010 15:13
Quote: "Will the manual be updated with all the new features?"


This is already happening. There is a supporting document in the 'Docs' folder which explains the new features in the latest BETA.

Quote: "I dont know if you have seen Bond1's new character shadows which look good (planar shadows, but I like them!)."


@Dark Goblin

Yup. They look great and this was my number1 feature request at the moment so am very pleased about it. Its going to make FPSC games look much better.

Marc Steene
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Posted: 20th Aug 2010 15:38
Quote: "They were part of the list of features up until v117 was officially released, right?"


Nope, I think you're getting mixed up here. The X10 performance bars were on the menu, but those weren't.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
mrniceguy
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Posted: 20th Aug 2010 15:46
@Nomal Soul: Thanks, will check it out!

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Mehzeb
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Posted: 20th Aug 2010 16:07
Quote: "Nope, I think you're getting mixed up here. The X10 performance bars were on the menu, but those weren't."


Fair enough, then.

My Rig: Intel Core i7 930 2.8ghz (OC'd 3.8ghz), Asus P6X58D-E Motherboard, 12 GB Corsair DDR3 1600Mhz Ram, ATI 5970 2Gb X2 Crossfire, 2TB 7200RPM HDD, Bluray DVD/RW Combo.
Sacristic
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Posted: 20th Aug 2010 16:42 Edited at: 20th Aug 2010 16:43
It is brilliant!
Now we just need an updated multiplayer.

And more seamless direction when it comes to animation.

Bugsy
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Posted: 20th Aug 2010 19:34
I would agree here. one of the things that make AI seem dumb and unrealistic is ice skating.

imageflock.com/img/1272671763.jpg[/img]
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Mehzeb
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Posted: 20th Aug 2010 21:16 Edited at: 20th Aug 2010 21:17
Quote: "I would agree here. one of the things that make AI seem dumb and unrealistic is ice skating."


That's so true. The walking animation/pace animation needs a tweak (seriously). No matter how good enemy spotting, or awareness is, as long as the movement animation is not improved, the characters would be unrealistic, and in fact, goofy.

My Rig: Intel Core i7 930 2.8ghz (OC'd 3.8ghz), Asus P6X58D-E Motherboard, 12 GB Corsair DDR3 1600Mhz Ram, ATI 5970 2Gb X2 Crossfire, 2TB 7200RPM HDD, Bluray DVD/RW Combo.
Cyborg ART
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Posted: 20th Aug 2010 21:44
Quote: "Quote: "Thanks CoZ and Nbt!

I did all animation/rigging, the texture, the modification of the hand, made them FPSC ready etc."
That is the hardest part of modelling (in my opinion) as you can make a bad model look good with a great texture, yet a bad texture can make the best model look crap. I need to learn to texture like you

"


Thank you!
And I agree, a top notch model gets totally killed with a bad texture.

Quote: "I would agree here. one of the things that make AI seem dumb and unrealistic is ice skating.
"


Agree Blending animations has almost become an industry standard today. Everything gets so much smoother.

Bugsy
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Posted: 20th Aug 2010 21:45
that should be an important addition. it should be added to FPSC.

imageflock.com/img/1272671763.jpg[/img]
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ArcGames
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Posted: 21st Aug 2010 01:18
Any idea when BETA 2 for v1.18 will be coming out?
Mehzeb
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Posted: 21st Aug 2010 01:30
Quote: "Any idea when BETA 2 for v1.18 will be coming out?"


Same question here.

My Rig: Intel Core i7 930 2.8ghz (OC'd 3.8ghz), Asus P6X58D-E Motherboard, 12 GB Corsair DDR3 1600Mhz Ram, ATI 5970 2Gb X2 Crossfire, 2TB 7200RPM HDD, Bluray DVD/RW Combo.
knxrb
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Posted: 21st Aug 2010 02:22
I estimate Lee will release it once me and Marc have finished the options screen, I could be wrong though.

knxrb
Cyborg ART
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Posted: 21st Aug 2010 17:31
I believe I have found a bug, or something

I made a quick level using 1.18 Beta 1, no enemies, nothing except a room.

The blue bar which measures AI usage or something is almost full all the time.

I dont know how much this actually affects the gameplay, but I thought I should mention it

Tyguy80s
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Posted: 21st Aug 2010 22:16
Quote: "The blue bar which measures AI usage or something is almost full all the time."


To be honest, that happens to me most of the time but I don't exactly have a "gaming PC". My Graphics card is a GeForce 6150 but I have Windows Vista.
COMBO2
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Posted: 22nd Aug 2010 07:17
Are Lee and Hockeykid fixing the Aimod Iron sights freezing animation? I was though they were going to fix it but nothing has been metioned about it...?

When I tell someone not to judge another, I go and judge someone... lolz
TerrorNation
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Posted: 22nd Aug 2010 14:07
The AirMod freeze has been fixed and will be released with the next 1.18 Beta.
A r e n a s
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Posted: 23rd Aug 2010 19:48
Dont suppose if anyone knows the command to turn jump on or off... Im sure I read it but im not sure if jumpoff was a mod command or not I know I can change the jump height but I still get the sound, and I know I can remove the sound from the audiobank, but I want to be able to toggle jumping.

Any help guys?

Nomad Soul
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Posted: 23rd Aug 2010 23:36
I have a feature request for V118+

One thing I think would really benefit artists is a control to select an area of the map and have only that selection built in a test game.

When your designing a large map with nice lighting and shadows it can take a long time to preview later in development. If we could test parts of a map seperately you could build the full map knowing all of your lighting and shadows are going to be correct.

Lots of work is going into graphics, AI and scripting but I think this would make a great addition to the map editor tools if it wasn't too difficult to implement.

Hamburger
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Posted: 23rd Aug 2010 23:37
It would be cool if the map editor source was released too.
Wraith Staff
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Posted: 23rd Aug 2010 23:47
Quote: "It would be cool if the map editor source was released too. "

I thought it was just before the migration started

Bigsnake
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Posted: 24th Aug 2010 00:07
Yeah it is. You can get it with the 1.16/1.17 source code

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Nickydude
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Posted: 24th Aug 2010 01:17
I would like to see the screen resolution restriction removed when testing a game. I often (as I'm sure others so) create a video of my game but being restricted means the resolution is poor.



For KeithC
Nbt
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Posted: 24th Aug 2010 02:13 Edited at: 24th Aug 2010 02:14
Quote: "I have a feature request for V118+

One thing I think would really benefit artists is a control to select an area of the map and have only that selection built in a test game.

When your designing a large map with nice lighting and shadows it can take a long time to preview later in development. If we could test parts of a map separately you could build the full map knowing all of your lighting and shadows are going to be correct.

Lots of work is going into graphics, AI and scripting but I think this would make a great addition to the map editor tools if it wasn't too difficult to implement."


I would actually like that idea taken a little further and FPSC to build a map as sections and then combine them to a final single build. I will try and explain as best I can.

Right now we have the 1.85gb limit per map (level) and it seems to be effected by the size of the lightmap texture in some way. I myself have always preferred to use the largest light map texture size and then after it is built batch resize them down to smaller sizes. This gives me very good quality lightmaps and the edges are nicely smoothed on all shadows via resizing (which slightly blurs the shadow maps)

So if the building was broken up in two parts I would (or should) not hit the 1.85GB barrier as the map is split and processed as 2 maybe 4 separate maps and only combined on the 2nd pass allowing me to resize my lightmaps

Scurvy Lobster
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Posted: 24th Aug 2010 12:25 Edited at: 24th Aug 2010 14:31
I am pretty sure that doing levels in sections (where the user can select the section freely) is a pipe dream. You need to have all lights in a level to ensure that light coming through windows, cracks etc. actually render correctly.

edit: any updates on V118 beta 2 from the developers?

Hamburger
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Posted: 24th Aug 2010 21:18
Quote: "Yeah it is. You can get it with the 1.16/1.17 source code"


sorry I thought it wasn't
Ptah
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Posted: 24th Aug 2010 22:28
Since this engine is morphing into an epic tool, it would be great if the 3rd person template is expanded upon. An option for choosing camera position(s) would be great in the user settings as well. As stated before better animations would be a huge welcome for users with the option to create your own via external software package. Great job to everyone in the community for their inputs and visions.
DarkFrost
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Posted: 25th Aug 2010 01:28
Quote: "I have a feature request for V118+

One thing I think would really benefit artists is a control to select an area of the map and have only that selection built in a test game.

When your designing a large map with nice lighting and shadows it can take a long time to preview later in development. If we could test parts of a map seperately you could build the full map knowing all of your lighting and shadows are going to be correct.

Lots of work is going into graphics, AI and scripting but I think this would make a great addition to the map editor tools if it wasn't too difficult to implement."

I like this idea a lot. I rather have this than dynamic shadows and water. Call me crazy but this is a huge time saver.

[img][/img]
Nomad Soul
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Posted: 25th Aug 2010 15:15
Quote: "I like this idea a lot. I rather have this than dynamic shadows and water. Call me crazy but this is a huge time saver."


It would be a huge time saver and would make the level design workflow more efficient. In the absence of a sandbox / realtime editor we need more preview tools to reduce build time overhead.

Dynamic character shadows has now been achieved via a 2 pass shader thanks to bond1 (release date to be confirmed). Hopefully this technology can be applied to other dynamic entites in the future.

Water should be relatively easy to add as its been done in mods and FPSC X10 for a long time now.

Marc Steene
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Posted: 25th Aug 2010 16:30
UPDATE 25/08/2010

The FPI commands required for the settings menu have been added to the source code. The settings menu is now completed.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Scurvy Lobster
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Posted: 25th Aug 2010 17:16
All we need now is a compile

AbdulAhad
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Posted: 25th Aug 2010 17:19
Looking forward to the next beta.

Abdul Ahad
Deathcow
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Posted: 25th Aug 2010 19:14
Hopefully the build issue is resolved in this one, but looking at the updates on the google code site it may not.

DC

Zay
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Posted: 25th Aug 2010 20:52
Can anyone tell me how can I fix the doors and keys being solid black?

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Soviet176
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Posted: 25th Aug 2010 21:01
Quote: "Can anyone tell me how can I fix the doors and keys being solid black?"


Hmm turn off shaders.

Putting fear back into sliced bread since 4th May 2010
Akanto10
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Posted: 26th Aug 2010 03:11
@Nickydude - I agree, my monitor's resolution is 1920x1080, and I have been trying to get it to at least 1280x720, but I have had no such luck. If the restriction was removed, I could test games in HD and upload them to YouTube with much better quality.
Flatlander
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Posted: 26th Aug 2010 07:17
@Zay

Quote: "Can anyone tell me how can I fix the doors and keys being solid black?"


This is an issue I have every once in awhile. I have found almost 100% of the time that if there is any number of possible shader effects (fx) assigned to it and there is not a corresponding "N" or "S" texture file, then the entity will be black. You could try deleting the shader effect or using a standard effect.

Now, this has been my experience. Who knows what other issues other than this could be lurking out there.

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Zay
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Posted: 26th Aug 2010 10:55
There are no shaders what so ever applied to the entity's that are black.

Contact me in Skype,name- nejcplan
Marc Steene
FPSC Master
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Posted: 26th Aug 2010 12:07
Quote: "There are no shaders what so ever applied to the entity's that are black."


Increase the ambience to see if the textures appear. If they do, it's the engine forcing them darker because they're dynamic.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
A r e n a s
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Posted: 26th Aug 2010 13:07
I would love to see the weapon commands added to the engine from PB and Fenix Make so much more possible I beg, if you only add one command to the next update, just add the swapweapon=X command from fenix Im stuck on a game ive been working on for the past few months without this command, but I cant give up the features found in V1.18

vortech
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Posted: 26th Aug 2010 14:18
Settings menu is now done when it's time for 1.18 beta 2


Check for pure horror.

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