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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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KeithC
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Posted: 30th Sep 2010 05:06
I've sent Lee a little email about it; we'll see how he feels about it.

-Keith

Nickydude
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Posted: 30th Sep 2010 10:29
Adding to Keith's suggestion: A global find, I don't know how many times I've placed something small down on a level only to forget where I've put it.



For KeithC
KeithC
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Posted: 30th Sep 2010 13:49
Could be done in a similar way. Another button with a drop-down of what's in the scene, you hit it...and every iteration on the field is highlighted green/red.

-Keith

KeithC
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Posted: 30th Sep 2010 17:35
Lee's reply:

Quote: "A nice idea, and would certainly be a time saver. I suppose someone could add a mod to the latest FPSC source code so that these features could be exposed via keyboard short-cuts in the map editor side of the source code. For example, selecting entity A and pressing CTRL+R would 'remember' entity A. You then deselect that and select entity B, and then press CTRL+T to transform all entity B's to that remembered (entity A). You would get away with keyboard short-cuts as it is a very high level feature item applicable only to users who have created large levels and are entering the refinement and optimization part of the project. See of anyone in the forums wants to add this mod, and if it stands up to tests and is solid, I will add it to the official source code in a future update."


I'm going to start up a quick thread about this, and see if it garners any attention from our Modders out there.

-Keith

Soviet176
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Posted: 30th Sep 2010 19:07
I have noticed some weird things with Dark AI that I think I should post. I have been doing some AI tests with the default AI FPSC gave you and dark AI.

Regular AI can push through dynamic objects that are movable (Like a box) and chase you up and down stairs and navigate things a lot better than dark AI can. I have noticed with Dark AI, they cannot push past something like a chair, and they seem to get stuck a lot at stairs, it takes them a good second to maneuver down the stairs or up the stairs with a wave point.

Soldiers using Dark AI seem to get stuck when near objects that can be moved, and I know they are made to navigate around objects. But I think they should be able to detect dynamic objects and push them when they run into them. This way they can move around much more flexibly to attack something.

Regular AI seems to have no stuttering when they are going up and down stairs at all. They do it fluently, where as my guys get a little stuck down at the bottom, you kinda have to re-direct them, which can be a little frustrating sometimes.

Dark AI also seems to get a little stuck when trying to go through doors. Where as regular AI walks through it no problem, I put together at least 5 regular AI guys and they all walked through it no problem. Did the same for Dark AI and one can go through the door and the others stand at the door looking at each other like they have no idea who should go first.

Putting fear back into sliced bread since 4th May 2010
Hamburger
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Posted: 1st Oct 2010 02:05
What about the ability to change the bullet impact sound (for different materials like stone, metal, etc.) because the default one is just a stupid popping noise.
Nbt
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Posted: 1st Oct 2010 03:05
@Soviet: As far as I know DAI uses raycast to detect obstacles and from what I have experienced raycast will detect dynamic entities as solid obstacles, even ones with no collision (i.e set as coloff=1 in AI script etc).

At least that's what I think, as I'm pretty sure the bullet paths in FPSC also use raycast and will not pass through a zero collision dynamic entity, even though you can walk through it and throw objects through it.

I could be wrong, but that is what I suspect at least.

Soviet176
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Posted: 1st Oct 2010 03:48
Oh, thats a bummer, because it kinda limits the way DAI could move. I hate how they get stuck and stutter. Maybe with PB variable system things will change?

Putting fear back into sliced bread since 4th May 2010
gendestroier
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Posted: 2nd Oct 2010 17:22 Edited at: 2nd Oct 2010 17:25
@Soviet176:
Quote: "Oh, thats a bummer, because it kinda limits the way DAI could move. I hate how they get stuck and stutter. Maybe with PB variable system things will change?"


are you sure ?
it's all okay here, no a.i problems, they climb up and down stairs, don't get stuck while passing through doors (the name of the door need to have the 4 letters (door) in the start of the name, if they don't,
the script will fail(just sayng).

ohh... and they are pushing dynamic objects normaly.

EDIT: the variable sys will get things better, but i'm afraid that's not going to change things that you want to fix.
it' aways good to have it anyway.

mods for creating a inteligent game,at least
Nbt
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Posted: 2nd Oct 2010 18:11
Quote: "(the name of the door need to have the 4 letters (door) in the start of the name, if they don't,
the script will fail(just sayng)."


Thought it was just the punch that needed to start with "door_" ?

Soviet176
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Posted: 2nd Oct 2010 20:37
Quote: "Thought it was just the punch that needed to start with"


It is just the punch.

The problem is if you have more than one ally AI trying to go through a door they all stop and get stuck, you actually have to move them around to get them all to go through a door.

Trying out the default AI, they seem to be so much more smooth doing things than DAI.

Quote: "ohh... and they are pushing dynamic objects normaly."


I don't even see how thats possible, they are made to avoid objects by navigating around them, lee added a system to check AI path finding, they refuse to push past things like the default AI does.

Putting fear back into sliced bread since 4th May 2010
DarkJames
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Posted: 3rd Oct 2010 05:24
i want an in editor preview of lighting

MONSTER MARK
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Posted: 3rd Oct 2010 12:36
How about "Limiting the number of times the player can save the game/save the state of play."

It makes the game much easy to complete.

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Red Eye
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Posted: 3rd Oct 2010 14:17
Quote: "How about "Limiting the number of times the player can save the game/save the state of play."

It makes the game much easy to complete. "


Easy to code in FPI.

Deathcow
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Posted: 3rd Oct 2010 15:19
IS there any update of the build problem? I have a 11 level game which I can't build without getting the out of memory message.

If that was the only thing they fixed it would be great. Progress at the moment appears to have stopped, so I don't know if there is any updates.

DC

Mehzeb
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Posted: 3rd Oct 2010 19:30
DC, you are right. Lee has not been working on FPSC much. Been busy with other projects, it seems. An update would be delayed, as far as I understand. Would be nice to know how long Lee wants to continue the FPSC hiatus, though!

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Gibba gobba
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Posted: 4th Oct 2010 03:10
will they add bloom control in the next update? im getting really sick of these headache inducing bloom effects on white surfaces!!!

Changing the world of game making, one line of code at a time!
Marc Steene
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Posted: 4th Oct 2010 06:17 Edited at: 4th Oct 2010 06:21
UPDATE 04/10/10

Lee has announced that flak will be scriptable in the v1.18 update. No further details on this feature have been announced yet.

UPDATE 2 04/10/10

Hockeykid has implemented water into the latest update. Details are below:

* Added water "effects" such as water physics, swimming, water ripple, water
splashes...etc
* Added WATERFOGDIST=X to change how far away the underwater fog is
* Added WATERFOGBLUE=X to change the blue value of the water's underwater color
* Added WATERFOGGREEN=X to change the green value of the water's underwater
color
* Added WATERFOGRED=X to change the red value of the water's underwater color
* Added WATERBLUE=X to change the blue value of the water's color
* Added WATERGREEN=X to change the green value of the water's color
* Added WATERRED=X to change the red value of the water's color
* Added WATERSPEED=X to change the water ripple speed
* Added WATERHEIGHT=X to specify the water's Y position
* Added WATER=X to toggle water on and off
* Added Water


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Gibba gobba
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Posted: 4th Oct 2010 06:53
AWESOME! will this be in the next beta and have adjustable sliders?

Changing the world of game making, one line of code at a time!
Mehzeb
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Posted: 4th Oct 2010 07:57
Sounds great, Marc. Finally, an update... and what an update at that!

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defiler
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Posted: 4th Oct 2010 08:48
Awesome, when is the next planned beta?

Limitless Box studios current project: Lost Contact

Mehzeb
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Posted: 4th Oct 2010 12:39
Quote: "will this be in the next beta and have adjustable sliders?"


I can't see how we can have water without being able to preview the effect, as scripting it would be a complete nightmare as far as going back and forth between the editor and the pad. Real-time preview should be a must. Be it through sliders or dedicated keys on the keyboard.

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Bugsy
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Posted: 4th Oct 2010 12:54
will the water be scriptable to rise and fall?

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knxrb
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Posted: 4th Oct 2010 13:15
Quote: "will the water be scriptable to rise and fall?"

You could make a simple script using the 'waterheight=X' command to make it rise and fall.

knxrb
Juzi
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Posted: 4th Oct 2010 13:32
I was never really over-excited about the water feature and considered it as the least interesting feature but now when it's really coming to reality.. Darn am I excited . I already have some cool visions in my head ^^

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Dark Goblin
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Posted: 4th Oct 2010 17:53
well the shader is only Evolveds Shader, which was used a lot by many mods.
No really own shader, little disappointed so...

... efxMod Developer!
Red Eye
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Posted: 4th Oct 2010 18:02
Look like I am gonna make a game again...

mgarand
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Posted: 4th Oct 2010 18:07
Dunno if it said before but i would love to see fpsc handeling decals from 32/64 frames, that would be much better and more possibilities



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Red Eye
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Posted: 4th Oct 2010 18:14
http://img695.imageshack.us/img695/1899/errorwithloadingmapedit.png

That how the latest beta looks like for me :S.

knxrb
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Posted: 4th Oct 2010 19:01
Quote: "That how the latest beta looks like for me :S."

v1.18 Beta 1 or have you compiled the source from the SVN?

knxrb
Red Eye
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Posted: 4th Oct 2010 19:21
Nope. Just downloaded the new beta of the first post.

Bigsnake
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Posted: 4th Oct 2010 23:47
I see that water has been added to the to the 1.18 list

I'm getting a little impatiant on the update though, it's been ages and it doesn't seem that lee has done anything for a little while Then agian I never look at the Googlecode website.

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Bugsy
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Posted: 5th Oct 2010 00:04
Quote: "You could make a simple script using the 'waterheight=X' command to make it rise and fall."


would it slowly rise to the level, or would it pop right up there? I think a variable should be watermovespeed=x, and it would adjust how quickly the water moved upwards and downwards.

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Bigsnake
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Posted: 5th Oct 2010 00:09
Quote: "would it slowly rise to the level, or would it pop right up there? I think a variable should be watermovespeed=x, and it would adjust how quickly the water moved upwards and downwards"


Dunno what the fudge the convo is about fully but I would probally say slowly because when Lee did x10 the water would slowly move down to the height you wanted. Watermovespeed=x would be a good idea though.

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Hockeykid
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Posted: 5th Oct 2010 00:53
Quote: "would it slowly rise to the level, or would it pop right up there? I think a variable should be watermovespeed=x, and it would adjust how quickly the water moved upwards and downwards."


It would pop right up there. If you wanted a "watermovespeed=x" you could easily do it with the new variable system.

Nomad Soul
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Posted: 5th Oct 2010 01:43
Oh nice they added water to the X9 engine. Another next gen feature.

Looks like they are having some teething issues with the water camera and post processing. Also refraction is working but not reflection. Lee will be able to fix those.

Scriptable flak is going to be another great addition. This update has taken longer to come out but you need to consider there are now 3 people working on the source code. This means more productivity but longer waiting times for everything to be tested and packaged.

Can anyone confirm if anti-aliasing has gone in yet as I couldn't see it in the updates?

Once v118 is made final, I'd like to see some updates that will optimise the development process. Like saving as much of a built universe as possible when making changes to a map so it doesn't need to be completely rebuilt again just for 1 or 2 changes.

Hockeykid
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Posted: 5th Oct 2010 02:41
Quote: " Also refraction is working but not reflection."

Reflection works fine .

Quote: "Looks like they are having some teething issues with the water camera and post processing. "


It's not that ones messing up the other, just that DBPro seems to have an issue with rendering multiple cameras.

Pirate Myke
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Posted: 5th Oct 2010 03:14
All I can say is thanks for keeping at the additions, HockeyKid and KNXRB and Lee and all the testers. These features will be an excellent addition.

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Bugsy
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Posted: 5th Oct 2010 03:52
Quote: "It would pop right up there. If you wanted a "watermovespeed=x" you could easily do it with the new variable system."


Hey! that's a great idea! I forgot all about the new variable system.

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Akanto10
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Posted: 5th Oct 2010 04:33 Edited at: 5th Oct 2010 04:50
So, would a plrshotdamage=X be useful to anyone other than me? I'm trying to make a health recharge script, but it seems that way too much is involved... more than 500 lines...
General Jackson
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Posted: 5th Oct 2010 05:09
I was going to build the latest source for you guys, but I dont have all the required plugins

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s4real
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Posted: 5th Oct 2010 05:21
Glad to see that water has been added now, all we need now is a new beta release.

best s4real



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General Jackson
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Posted: 5th Oct 2010 05:25
Could you build it for us S4? pretty please?

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s4real
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Posted: 5th Oct 2010 05:28
@General Jackson : I would if I had dbp installed but I don't at the moment.

I'm sure it wont be long before a release will be out.

Best s4real



Pack ya games with vishnu fpsc packer its free.
General Jackson
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Posted: 5th Oct 2010 05:35
K.

What all plugins do you need anyway? does anyone know?
I know I need DarkAI, but what else?


GJ

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GreenDixy
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Posted: 5th Oct 2010 05:52
i have dark lights dark ai etc send me a link and i will compile it

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

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Cyborg ART
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Posted: 5th Oct 2010 09:18
Hockeykid, I have sent you an e-mail

Dark Goblin
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Posted: 5th Oct 2010 13:24
Quote: "It's not that ones messing up the other, just that DBPro seems to have an issue with rendering multiple cameras."


Yo uhave to change something on the masks and just remember. The cameras need to be from 0 to 9 fpr example. No gap in between.

Also normally the water is rendered first, than the post processing, otherwise it will not work.
I understand the problem, had it in the past too but was able to fix it like that!

... efxMod Developer!
Roger Wilco
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Posted: 5th Oct 2010 13:27
Quote: "Oh nice they added water to the X9 engine. Another next gen feature."


Dude, water isn't exactly next-gen. The first FPS I swam around in was Quake and I'm pretty sure that doesn't count as a next-gen game...

Nice to see water being added though. I can barely wait to try the next beta.
xhogan89x
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Posted: 5th Oct 2010 13:45
quake in his year was a next-gen game xD

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