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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Marc Steene
FPSC Master
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Posted: 31st Aug 2010 21:39
knxrb has already implemented the mousestate=X command, which returns values of 1 being left click, 2 being right click, (and 3 being the middle mouse button I think) and 0 being no click, so this is already possible.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
ctm
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Posted: 31st Aug 2010 21:52
Ah, that's great news. Must have missed that.

Thanks for the info
Mr illusionest
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Posted: 31st Aug 2010 22:26
It's really a very good job you are all doing on FPSC , The engine will be great in near future.
I was wondering if there is a condition to check what weapon the player is holding ? you know , like the one on PBUM haveweap=x ?

Cheers

"I am the night visitor when everyone is sleep , and when the last light fades"
The illusionest
Deathcow
FPSC Reloaded Backer
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Posted: 1st Sep 2010 01:09 Edited at: 1st Sep 2010 01:10
I have notice a bug with the old light system. If I enable it, it will crash during the build process with a generic error message.

DC

Evil Stalker
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Posted: 1st Sep 2010 02:21 Edited at: 1st Sep 2010 12:51
I think there's one thing that should be changed...
when you shoot it plays the fire sound right?
but if you shoot with an high rate of fire it stops the previous fire sound and plays the fire sound again...
And that sounds wierd

Keep up...

---

Evil Stalker

You can run... but you can't hide... 'cause everywhere you go I'll be right behind you...
I'm a Stalker...
Nbt
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Posted: 1st Sep 2010 22:23
Could we have the same multipart function of segments for entities??

So we could then add true transparency using separate glass part to say plasma tubes, fish tanks etc, lighting. As well as multiple textures and shaders per entity on the same basis as we can now with segments, except we can actually see what we are placing before place it and of course angle it, move it up/down/left/right etc as per a normal entity.

Imagine being able to make a telephone box entity that you could actually open the door of it and enter, with the walls/floor of the telephone box still having collision.

This would give us much more flexible scope to our entities in my opinion at least

rolfy
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Posted: 2nd Sep 2010 02:50
Quote: "
Could we have the same multipart function of segments for entities??"


Actually what you describe for a telephone box wouldn't be too hard right now Nbt, some time ago even had a working elevator which you could step into, doors open close etc, but to be honest it was an incredible amount of work to get it happening and seriously not worth the effort for most folks.
Myself and s4real spent a lot of our tme on it and built upon xplosys script for pgup/pgdown to move it, cant even remember how many scripts it took but it actually worked.
Put it up for free download so anyone could grab it if they wanted to take it apart, its buried in here somewhere.
Help yourself to looking at it if I remember correctly theres a ready built map so you can just load it straight up, had to do that as placement of the entity's was crucial.

http://forum.thegamecreators.com/?m=forum_view&t=130987&b=24

Now what I think your really asking for is the ability to use polygonal collison on dynamic entity's instead of the default box this would allow for multitexturing too, but problem then is lightmapping, dont know if thats possible or not.
Nbt
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Posted: 2nd Sep 2010 08:18
The telephone box was just an example of what could be done with this is all, not the only reason for it.

Polygonal collision would not solve the problem to be honest, as present shaders etc would hate it still, as the mesh is still handling the textures, so no way to make use of _N, _S etc that I can see.

rolfy
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Posted: 2nd Sep 2010 11:04 Edited at: 2nd Sep 2010 11:22
Not really sure I am understanding you as it was always segments had the problem with shaders in the past, particularly floors, dynamic entity's always worked fine with normal and specular maps. Only recently with bonds shaders have we had any real working segment shaders, though I find the herospec a little limiting as I feel they only work well in confined corridors etc. To be honest though I haven't had much time to tinker with his shaders and likely could get them working as I would like them to.
Anyway this is prolly not the best place to discuss this further if you want to e-mail me would be happy to chat

One issue I have had with Beta 1.18 is lightmapping stopped working for me and ambience seems locked and unchangable had no issues with 1.17 final though, haven't had time to look further into this yet as had to revert back to 1.16 simply to get screenshots I needed.
Nbt
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Posted: 2nd Sep 2010 16:06
Quote: "One issue I have had with Beta 1.18 is lightmapping stopped working for me and ambience seems locked and unchangable had no issues with 1.17 final though, haven't had time to look further into this yet as had to revert back to 1.16 simply to get screenshots I needed. "


I had that happen to me where it seemed the ambience was locked at a murky twilight brightness and lighting had zero effect on the scene with no shadows or anything. As if lightmapping was turned off and ambience was all locked at 50-60 etc.

It turned out to be that I had turned off full shaders in properties, whilst playing about with settings. I turned them on and all was fine.

Tombsville
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Posted: 2nd Sep 2010 23:37 Edited at: 3rd Sep 2010 00:03
Quote: "One issue I have had with Beta 1.18 is lightmapping stopped working for me and ambience seems locked and unchangable had no issues with 1.17 final though, haven't had time to look further into this yet as had to revert back to 1.16 simply to get screenshots I needed. "


This is an issue for me too. It was fine at first then suddenly stopped working properly. Guns, certain entities, and even decals are showing up darker or without color (blood decals).

Going to switch back to 1.17 and see results...

EDIT:

Problem fixed by complete re-install and update to 1.17. Previous bugs reported still remain...

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
kjwtechno
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Posted: 3rd Sep 2010 11:06
Can there be an update to make map size 2 or 4 times larger than it is now in FPSC X9?
I would like to know if that can be worked on.

Kenneth J. Williams
Hamburger
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Posted: 3rd Sep 2010 21:35 Edited at: 4th Sep 2010 06:43
Quote: "2 or 4 times larger than it is now in FPSC X9?
"


I think the size is fine as it is.

One feature though that I would like to see in the v.1.18 beta
is sound zones/markers that fade away properly. you could have it be like a light marker, you set the range and script, and you could set the range and intensity of the sound. I actually emailed lee about it but I havent heard back from him yet. And I know that its like the third or fourth time I have said this but with all the new features that are going to be in the migration like particles, etc, this should be one of them.

EDIT I actually emailed him a few weeks ago, not recently, just to clarify
Evil Stalker
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Posted: 3rd Sep 2010 22:50 Edited at: 3rd Sep 2010 22:52
Quote: "2 or 4 times larger than it is now in FPSC X9?"


That would be nice...
the current one is small
But i think 2x would be enough...

IMO

---

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kjwtechno
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Posted: 4th Sep 2010 08:50
2 x size for the map would be nice.

Kenneth J. Williams
GreenDixy
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Posted: 4th Sep 2010 09:06 Edited at: 4th Sep 2010 09:18
cant it be done in the source

Quote: "` Map Data
`

rem Prepare map data and texture
layermax=20 : maxx=40 : maxy=40
dim map(layermax,maxx,maxy)"


if so i that would be great then i can change and compile it

Edit Tried it but did not work

======================================

GreenDixy Productions http://GreenDixy.Com
seth zer0
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Posted: 5th Sep 2010 13:08 Edited at: 6th Sep 2010 04:36
Does anyone else have a problem with fpsc v1.17 test game. Where it just stop running and gives you the whole fps creator has had a problem and needs to shut down message, after I don't know about 15 test runs of the same map. Cause this is whats been happening to me and I have to reinstall the 1.17 update again to get it to work once more. And so I tryed the new beta v1.18 but it wont play a built game. It builds it but if you go and try to play the .exe from the game folder it run fine up until the end of the loading bar and freezes. I have ran fpsc cleaner after each install and change some setting but I can't fix it. Any ideas would be helpful thanks.

Dark Goblin
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Posted: 5th Sep 2010 13:19
118 plays build games perfectly for me!
No problem with 117 also.
Also test game works without problem!

... efxMod Developer!
Mehzeb
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Posted: 5th Sep 2010 14:41
@seth zer0: Did you by any chance create the map pre-V117? Sometimes my old maps do that, but when I create a new map in 1.17, problems seem to be less.

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seth zer0
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Posted: 5th Sep 2010 15:41 Edited at: 6th Sep 2010 04:38
No when I found out x10 was no longer going to be updated. and x9 had all these new features I reinstalled my copy of x9. And went from v1.0 to 1.17 that about it there.

Bugsy
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Posted: 5th Sep 2010 18:03
I find the recoil in v117 is... erm... off. I'll shoot, and the gun's recoil is normal, but the game appears to ignore simplezoomacc commands and after only about 5 shots my bullets go all over the place.

this gets annoying. is this on purpose, or is this a bug?

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seth zer0
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Posted: 6th Sep 2010 05:18
I have one other question. How exactly do you get the xbox 360 controller to work with fpsc. I saw a controllerhint in the setup.ini but when I switch it to 1 the controller still does not work in test or built games, So I have to use xpadder to use my controller.

Wraith Staff
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Posted: 6th Sep 2010 05:37
Add xbox=1 to setup.ini

seth zer0
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Posted: 6th Sep 2010 06:43 Edited at: 6th Sep 2010 06:46
That didn't work either(at least for me I put in xbox=1 in both buildsetup and setup.ini then tried xboxcontroller=1 I wish it did and I even turned controllerhint=0.and ran fpscreatorcleaner and all that other stuff.) but thanks though, any other ideas.

Wraith Staff
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Posted: 6th Sep 2010 13:08 Edited at: 6th Sep 2010 13:09
I put it in the [GAMERUN] section of my setup.ini file of my built game and I never have problems. You know you need a wired controller, right? Just asking

seth zer0
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Posted: 6th Sep 2010 13:20
WWWWWWWWWWWWWWHHAATT! lol naw I know I have a wired controller.
but I have never placed it there thank ill check and see if that my problem..

Nbt
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Posted: 6th Sep 2010 16:14
Last I looked this was the migration discussion topic and not the FPSC FAQ topic

Wraith Staff
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Posted: 6th Sep 2010 17:13
Sorry So... Um, yeah. When's the new beta coming out?

Mehzeb
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Posted: 6th Sep 2010 20:13
Quote: "Last I looked this was the migration discussion topic and not the FPSC FAQ topic "


Such hostility disguised as sarcasm. Could we lighten up a bit?

Quote: "Sorry So... Um, yeah. When's the new beta coming out? "


I'm sure this line of pointless anticipatory statements will be "on topic". Either way, no one has any idea when the next beta is coming out. I hope it gets released this month, but no guarantees.

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Marc Steene
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Posted: 6th Sep 2010 20:22
Quote: "Such hostility disguised as sarcasm. Could we lighten up a bit?"


That's just the way Nbt writes. He's a funny guy and only has good intentions


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nickydude
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Posted: 6th Sep 2010 20:27
We're watching......



For KeithC
Soviet176
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Posted: 6th Sep 2010 20:31
Quote: "We're watching......"


oh lawds blessed this thy hand grenade.

Putting fear back into sliced bread since 4th May 2010
Nbt
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Posted: 7th Sep 2010 04:23
Not sure if it is just me, but window glass and doors etc are not sitting centre of the frames and seem to be about .25 off centre, depending which way the window/door is facing in the map.

I can set an offset on the Z axis to cure it one way, but as soon as I rotate to the opposite wall and place the exact same window/door the glass/door is off centre again, so glass sits out of the frame, doors are no longer aligned as well.

Mr illusionest
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Posted: 7th Sep 2010 04:47
@Nbt:
I don't have such a problem at all , The doors are alligned perfectly , Try using various doors and windows to see where does the problem come from .
I'm wondering why are they lating the release of Beta 2 while no more features are mentioned to be W.I.P ?

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The illusionest
Nomad Soul
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Posted: 7th Sep 2010 12:30
I guess V118 BETA 2 is going to be quite a big update with all the features being discussed since BETA 1. So far I've seen various bug fixes, project blue variable system, game options menu and anti-aliasing. I'm really looking forward to anti-aliasing.

Given all the cool work knxrb has done with FPSC IP, I'm hoping he will add a better multiplayer front end with a proper lobby system and multiple map support. I've never been able to connect to a multiplayer game so I hope he can make it easier to connect with other people.

Tyguy80s
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Posted: 7th Sep 2010 13:03
Hey, does anyone think we could get 'some' sort of update in the main post?

Seriously, I understand that tgc, and hockeykid, knxrbt, and GOD are all trying to put EVERYTHING into FPSCX9 but could someone PLEASE put an update on this page. Well... not this page exactly but on the first post of this thread.
Mehzeb
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Posted: 7th Sep 2010 14:42
I agree with Tyguy. We need at least some updates as to what is going on, on the main page. We used to rely on Lee's twitter posts, but he's gone awfully quiet over the last few weeks.

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Woolfman
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Posted: 7th Sep 2010 15:58
Just look at the code and see what they have been working on.

http://code.google.com/p/fpscreatorengine/updates/list#
Marc Steene
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Posted: 7th Sep 2010 17:22
Quote: "Hey, does anyone think we could get 'some' sort of update in the main post?"


I can only update the post when there are actually updates. So far Lee's twitter has been quiet, and there isn't too much happening in Google Code (except for local varaibles - which is actually something I have wanted for a long time).

All I'll say is that knxrb is currently on a "trial run" and his position in the source code team is dependant on the options screen and various other small bug fixes. Once Lee has completely approved, he will begin working on...more major features, which can't be revealed at this time


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nomad Soul
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Posted: 9th Sep 2010 19:28
Is water still scheduled for V118? I couldn't see it in the graphics feature list anymore?

I'm surprised because Lee and Hockeykid could implement that feature in their sleep unless they are planning to add a lot of user control for it or something.

Anyways plenty of other cool stuff happening with the options menu and anti-aliasing which I'm looking forward to.

Bigsnake
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Posted: 9th Sep 2010 22:00
Quote: "I'm surprised because Lee and Hockeykid could implement that feature in their sleep unless they are planning to add a lot of user control for it or something."


Lol, sleepcoding ? It's true though, water could be added within a matter of minutes if they have the water shader. The options would take longer though.

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Mehzeb
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Posted: 9th Sep 2010 23:29
Water would definitely be great. I too am surprised that it is taking such a long time to implement it, considering the feature was a part of the original x10 release. I'm sure water is right down there on the list with dynamic shadows...

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Bugsy
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Posted: 10th Sep 2010 00:38
I think adding not only x10 water, but the ability to swim, and the ability to dynamically raise and lower the water dynamically through scripting.

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Akanto10
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Posted: 10th Sep 2010 05:06
Quote: "I think adding not only x10 water, but the ability to swim, and the ability to dynamically raise and lower the water dynamically through scripting."


I think that would be helpful, like rising the water when the player gets to a certain point, and I don't like how you can die from swimming, so the ability to do that would be nice.
Bugsy
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Posted: 10th Sep 2010 05:17
I think the ability to turn on and off air mode would be nice. also regenerative air should be a must.

water could be used well for puzzles.

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Nomad Soul
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Posted: 10th Sep 2010 15:29
If they are going to add water I hope they do the following:

- Physics based (entities float in water)
- Player movement is slower when swimming
- Water height, colour, transparency, speed, reflection and refraction can be controlled with script / slider
- Water normal map texture can be changed
- Full screen refraction shader used when under the water (optional)
- Water material properties for splash decals and sound effects.

Cyborg ART
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Posted: 10th Sep 2010 18:33
Just a question. Is it just for me the zoomalignX, zoomalignY and zoomalignZ doesn't work?

Akanto10
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Posted: 11th Sep 2010 04:52
Quote: "I think the ability to turn on and off air mode would be nice."


Exactly
Flatlander
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Posted: 13th Sep 2010 02:15
Quote: "Quote: "I think the ability to turn on and off air mode would be nice."

Exactly "


I don't think that will probably happen. There would have to be a flag everywhere airmod is used. I wouldn't even care to guess how many places in the source code that would be. This was the reason airmod was so difficult to integrate.

I'm not sure why you would want to turn it off. Is it interfering with something you are trying to do?

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Add more adventure to your game -- use RPG Mod
Bugsy
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Posted: 13th Sep 2010 05:03
no, no
AIR MODE

in the water. having to breathe air.

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