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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Demon Air 3D
16
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Location: England
Posted: 27th Feb 2009 17:14
Closer

Hockeykid
DBPro Tool Maker
17
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Posted: 27th Feb 2009 17:32
Quote: "UPDATE 26/02/09

FPSC X10 V.109 BETA 7 has been released"


Yes but unfortunately their seems to be a lot of bugs.


Demon Air 3D
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Location: England
Posted: 28th Feb 2009 23:42
Damn , i dont know if this would be possible but for water i would like a choice soo the water could like drip down slopes and that, take alook at cryostasis tech demo like that...

Doomster
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Location: Germany
Posted: 28th Feb 2009 23:51 Edited at: 28th Feb 2009 23:53
Quote: "i would like a choice soo the water could like drip down slopes and that, take alook at cryostasis tech demo like that..."

Therefore the Water would need to be "Real Water" and not just an static Plane (As in Fpsc X10 and EfxMod for Example).

Besides the fact that it would probably be hard to program, it also would affect the Frame Rate pretty bad, I guess!

From my Point of View the most important Things are the:

Scripting Language
Artificial Intelligence
Overall Performance

And things like that, before Fpsc gets to the point of an Engine with pretty Graphics and all the newest Effects, it actually should be able to handle them (Performance wise).

However, let's see what the Migration is going to be.

Demon Air 3D
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Location: England
Posted: 1st Mar 2009 00:41
What i think is needed is
1)Performance
2)Physics (ragdoll)/Better AI
3)Better graphics
4)Then additional features like realistic bullet tracers, Bullet Ricochets, directional lights and spotlights and that stuff...

Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 1st Mar 2009 14:08
Quote: " dont know if this would be possible but for water i would like a choice soo the water could like drip down slopes and that, take alook at cryostasis tech demo like that..."


This is possible if you animate water dripping, but having more than one plane of water would kill the framerate

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Demon Air 3D
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Location: England
Posted: 1st Mar 2009 20:05
Quote: "This is possible if you animate water dripping"

i was thinking that

Kilgore
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Location: Chad Valley
Posted: 2nd Mar 2009 22:42 Edited at: 2nd Mar 2009 22:44
Apologies if this has already been covered, but does anyone know how compatible custom fpi scripts written for x9 might be in the migrated version?

Oh, and fwiw, I think reasonable basic AI has to be the number one priority...makes the difference between a game that's worth playing and something just pretty to look at.
Wazoo117
15
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Location: Coarsegold, CA
Posted: 3rd Mar 2009 01:45
I think it would be great if explosives would be allowed in multiplayer, cause no rocket launcher sux!

"There are very few problems in life that cannot be solved by the proper application of high explosives"
Mastner cEEf
15
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Location: evwywawe
Posted: 4th Mar 2009 20:43
Hay wut about movin lights and dynamic shadowze and AVI sprietz and menus; and alsos, lenz flaress, and a system that packes all ur gaem fielz into dll's and then just looks tem up in gaem, becuz srsly, this system's been around since quaek, wud speed up gaem sooo mch and it wud double as contents protectionz. also cud therr beez a thing liek a multi shader thing that u cud use liek a bumpcubereflectilluminatebloom tiep thing that u cud taek liek 6 shaderzz an have um all on 1 gie, THAts wud be sooo kewl, and also wut about prtty much aal teh feeturz of teh modz kurrently out, becuz look, teh modderz are jeenusez and they r smart. teh fpsc needz to nawt be "letz helps u(fiev yeer old) maek a stoopid gaem" it needz 2 be "letz help u(gie w/big dreemz) maek a kewl gaem that wen ur frenz c it there all liek "o my god___ (fil in naem) this r sooo kewl man, i r give u $15.00 4 a kopee!)

LOLOLOLOLOLOLOLOLOL
xgcell
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Posted: 5th Mar 2009 04:51
dynamic shadows would be super awesome

Friends are like potatoes, if you eat them they die.
Weasel
16
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Posted: 5th Mar 2009 06:39
Mastner cEEf,

You don't need to use bad spelling/grammar.

It's just annoying
Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 5th Mar 2009 13:11
At least it's understandable

Dynamic shadows are coming, aswell as menus. I don't think .avi textures will be implemented though.

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Wazoo117
15
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Location: Coarsegold, CA
Posted: 6th Mar 2009 04:01
We really need more multiplayer support (dynamic entities, EXPLOSIVES, that kind of thing), That would make FPSC SOOOOOO much better!!!!

Just thought I would throw my 2 cents worth in...

"There are very few problems in life that cannot be solved by the proper application of high explosives"
Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 6th Mar 2009 17:20
Wazoo, if you read my first post you would have seen that Lemur 2 could be implemented, meaning we could get a huge multiplayer update

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
KeithC
Senior Moderator
19
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Posted: 6th Mar 2009 17:54
Just wanted to thank Marc for keeping this going as he has; it's appreciated.

-Keith

Marc Steene
FPSC Master
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Posted: 6th Mar 2009 18:28 Edited at: 6th Mar 2009 18:29
NP Keith, it is an honor to be looking after this thread Lee has been working very hard on the X10 BETAs at the moment which is why we still haven't had another X9 BETA yet but hopefully once V1.09 and V1.15 are out of the way, he will begin to focus more on the starting work on the migration (The current X10 update is huge and has fixed many bugs and compatibility issues)

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
djmaster
User Banned
Posted: 7th Mar 2009 07:28
decals,decals,decals,...blah blah,particles is the way to go

A.K.A. djmaster
xgcell
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Posted: 9th Mar 2009 00:17
yeah i agree, particles. definitely.

Friends are like potatoes, if you eat them they die.
Marc Steene
FPSC Master
18
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Location: Bahrain
Posted: 9th Mar 2009 08:57
Unfortunatly I think Lee mentioned in a question on the first post that particles would only be available to X10 games (I'm assuming in the migration you'll be allowed to choose between an X9+X10 game or an X10 game which will open a few more features)

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
djmaster
User Banned
Posted: 9th Mar 2009 15:55
but why only x10? x9 can have particles too so i want em

A.K.A. djmaster
Marc Steene
FPSC Master
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Location: Bahrain
Posted: 9th Mar 2009 17:59 Edited at: 9th Mar 2009 18:00
Because Lee said so. What he says goes. We should be glad we're getting this huge update for free.

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Weasel
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Posted: 10th Mar 2009 00:37 Edited at: 10th Mar 2009 00:37
X10 can handle more.

It uses DirectX 10, which is probably why it gets particles and X9 doesn't.
Demon Air 3D
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Location: England
Posted: 10th Mar 2009 09:35
But, still theres lots of x9 games that have particles. But i'm not
going complaining i just hope we do get all these features.

Marc Steene
FPSC Master
18
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Location: Bahrain
Posted: 10th Mar 2009 16:02
Quote: "But, still theres lots of x9 games that have particles"


...which were probably written in a custom engine of C# etc. FPSC was written in DarkBasic which may have something to do with it.

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
SamHH
17
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Joined: 9th Dec 2006
Location: Vermont
Posted: 10th Mar 2009 16:11
You can use particles in DBpro.


Marc Steene
FPSC Master
18
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Location: Bahrain
Posted: 10th Mar 2009 17:02
What I meant was DBPro X10

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Demon Air 3D
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Posted: 10th Mar 2009 19:52
Yeah, but still you can do in it dbpro x9

Zdrok
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Location: Pittsburgh
Posted: 10th Mar 2009 22:23
Here are my thoughts.

FPSC Classic fails a bit. 5/10
FPSC v2 will not fail. 9/10 (still buggy)

In all seriousness, I think that v2 will make X9 look like trash (no offense) and those who have used X9 and enjoyed it (like yours truly) will still use it. Not really. Or maybe.

Everything in the first post is answered. No need for to say anything except praise TGC. *hides in box and mails self to TGC*

Yinzes better redd up this room and I'll buy us some jumbo.
Rampage
16
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Location: New Zealand
Posted: 11th Mar 2009 05:50
Quote: "Yeah, but still you can do in it dbpro x9"

Extremely easily at that.


DarkBASIC Pro. Teh awesumness
Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 13th Mar 2009 11:35
X10 and X9 haven't had any updates for a while. I think Lee is trying to sort out the bugs in the new X10 BETA7

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 13th Mar 2009 12:12
Just stole this off of CoZ's shader thread:

"Hi Joshua,

I am not adding anything else to the X9 and X10 updates, just tweaks and fixes. The best time to consider souping up the shaders will be the migration development when I will be opening up the source code and adding some nice things. When the migration development (and beta) starts, email me again and we can look at how we can expand the shader system both internally and for custom additions to the shaders used in the games.

Regards,
Lee."

Cool, new shaders

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Demon Air 3D
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Location: England
Posted: 13th Mar 2009 17:53
Awesome

Marc Steene
FPSC Master
18
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Location: Bahrain
Posted: 20th Mar 2009 11:03
UPDATE 20/03/09

Lee has released V1.09 BETA 8 for X10, which fixes a lot of bugs. Hopefully when Lee is done with this V1.09 update to X10, he will finish the V1.15 update for X9.

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Marc Steene
FPSC Master
18
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Location: Bahrain
Posted: 20th Mar 2009 11:12
Here's another cool bit of information i found on the X10 BETA thread:

Lee:

Quote: "Swimming directional speed is something I will look at for the migration, as I want to cram some more controls here so you can adjust the exact speed and manner of the swimming activity within your game. "


So it appears in the migration we can adjust swimming speed, aswell as directional speed (e.g. if you're swimming down you will go faster than if you swim forward, and faster if you swim upward etc.)

Another note on the migration:

Lee:

Quote: "For now BETA8 should be enough to get those pesky X9 models in and working, and I will continue to iron out model pack issues as they are found until we feel V109 is ready for the public. I will be avoiding anything like feature additions or moving things that happen in X9 to X10 as these are things for the migration development."


Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Demon Air 3D
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Posted: 21st Mar 2009 21:33
Great!



Weasel
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Posted: 24th Mar 2009 05:15 Edited at: 24th Mar 2009 05:15
If we get timer based AI, doesn't that mean that we can automatically get an uncapped framerate?


[quote]Reasonable, Wanted Features
Video Textures using .avi/.bik
Realistic Bullet Ricochets (E.g. Off Metal)
Plystire's new conditions and actions from his mod
A PlystireMod-esque camera control system to allow for vehicles
Proper normal map and specular map support
Uncapped frame rate
Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 1st Apr 2009 06:03
I think the entire project will be timer based.

UPDATE 01/04/09

FPSC V1.15 BETA 3 has been released.

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Rampage
16
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Location: New Zealand
Posted: 1st Apr 2009 08:58 Edited at: 1st Apr 2009 10:24
Further development by Lee on FPS Creator has been canceled. Sorry guys.
EDIT: Nvm. I'm so gullible


DarkBASIC Pro. Teh awesumness
Zdrok
17
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Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 1st Apr 2009 13:28
Yno, it woulda been better if Lee said dat.

I'll shut up.


Marc Steene
FPSC Master
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Location: Bahrain
Posted: 1st Apr 2009 14:36
The 'joke' wasn't even funny, it was actually a pretty sick thing to post

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Thistle Studios
17
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Joined: 1st Mar 2007
Location: Kirkcaldy
Posted: 1st Apr 2009 21:03
Any ideas when V2 will be out? Im getting an awful framerate of 15fps on my 1.09 w/Plys Mod 1.08, darn this 1.5gb of DDR 333mhz RAM!!


Making the challenge? More like kicking teh nass!
Seen Endangered City yet? It wont last long!
ace93
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Posted: 3rd Apr 2009 17:14
yes any ideias?
is the migration years/year/months away from finished?
just so I can have an ideia.

thanks
Marc Steene
FPSC Master
18
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Location: Bahrain
Posted: 3rd Apr 2009 18:17
Quote: "is the migration years/year/months away from finished?"


I think you should be asking:

Quote: "is the migration years/year/months away from starting?"


I'm guessing once Lee finishes the current X9 and X10 updates he will finally dedicate some time to plan the migration and develop more ideas (i'm pretty sure he'll start a thread on it which people can post in).

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
ninja9578
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Posted: 4th Apr 2009 15:49 Edited at: 4th Apr 2009 15:52
One feature I would really like to see is the configuration file be converted into something a little bit easier to manage in C++ or other languages that our linker apps are written in . JSON would be excellent, XML woudl be good too, but not as nice as JSON.

Wouldn't it be nice?



Ah

Nothing is impossible
ace93
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Posted: 10th Apr 2009 17:23
So mark I better get x10 if want dark AI right?
Marc Steene
FPSC Master
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Location: Bahrain
Posted: 10th Apr 2009 17:44
DarkAI will be in the migration

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
john schwarcz
User Banned
Posted: 13th Apr 2009 02:32
is there gonna be any updates for x10 on the migration, and speaking of particles, x10 advertised it would have optomizable smoke, from particles, but the smoke is not optimizable,????

shadow666
Rampage
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Posted: 13th Apr 2009 03:32
Lee orginally said that the migration would be released around March last year, so now we are a year and one month over the estimated due date, so don't expect anything great for a while guys.


DarkBASIC Pro. Teh awesumness
Toasty Fresh
17
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Location: In my office, making poly-eating models.
Posted: 13th Apr 2009 03:38
Exactly. In my opinion the migration is a myth; it's too good to be true. As I said in another thread, if it comes out this year I will eat hat after hat until no hats remain.

"You are not smart! You are very un-smart!"

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