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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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old_School
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Posted: 25th Dec 2010 00:11 Edited at: 25th Dec 2010 00:14
@Bond

Im not pretending to completely understand the arugment here. But I do understand tech history and how things progress. Computers have break throughs all the time. Its very tiny break throughs but never less a improvment. With those little bits of improvements over time add up and collect into a giant ball.

Which I belive it was the guy from Intel who made a Tech law about every ten years tech doubles its self at lest. So adding this feature/improvement is just one more little tiny improvement to a giant ball of improvements. If we peel away the ball, then we have nothing.

So we need all of these tiny fixes, improvements, breakthrough s etc in order to move forward. Im not pretending to see a real difference as well ethier but it's a improvement from what ive read. So it may be a step in the right direction.

We can't allways upgrade tech from a 32 bit to a 64 bit. Takes alot of tiny and little improvements along the way to get their. Just my two cents.
rolfy
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Posted: 25th Dec 2010 02:01
I guess it depends on where you are coming from, bond is mostly into creating character models and shaders and has his own (ample) experience with these. As someone primarily interested in environment modeling I reckon tesselation may have its uses, as mentioned by Ply vines for instance and foliage of any kind actually could benefit greatly from this as the poly count for it way too expensive. Still as bond says and know for sure Ply does too eye candy mostly goes unnoticed by most users, still I would like the option if its not too processor intensive, and to be honest I just like seeing how far I can push things before it all caves in on me
Plystire
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Posted: 26th Dec 2010 08:04
If Lee wants to fully depricate FPSC X10, and make an FPSC that is not specific to any DirectX version, I don't see why not... but there would definitely need to be some progress made on many fundamentals before that leap could be made in a smooth manner. For starters, a decent options menu, that is easily editable by someone using FPSC to make a game, that could include options that ARE specific to a version of DirectX and/or rely upon a GPU that supports a specific version of DirectX, and to have it so that if someone playing such a game were to be lacking said DirectX version or GPU capable of running said DirectX version those options will be greyed out and unusable (and to properly have this reflect in game).


Since all of this is optimization related, and such a setup is normally accepted by developers to be a very time consuming process and -- well, very hard if you don't know what you're doing -- I don't think this type of setup matches the "target audience" of FPSC.

That's the way I see it anyway. I can't speak for everyone here. I just don't see FPSC providing this much power and optimization to people while remaining easy to use for game dev novices.


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
A r e n a s
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Posted: 26th Dec 2010 23:01
I was just looking at FPSC for the first time in ages and I'd like to first say that its looking brilliant! The migration is coming on a treat and the model packs which have been released recently look so incredible i've had to buy them on impulse!

I was just wanting to make a suggestion about ragdoll. I think it would be best if this protocol was to run in all ragdoll scripted deaths and not just ones which will occur near a wall. If this is already possible, mind telling me how its done guys as I've been outta the loop for some time

Anyway, I do think FPSC is looking better than ever and I'm very tempted to start putting a game together to use all future features.

old_School
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Posted: 26th Dec 2010 23:16
Just a idea, feel free to shoot this down. Color cordnated menu for editing. An a help menu added that will allow the user to link a speficic help topic. Exsample:

User clicks on "Max Spawn", he can enter a number or a drop down will appear offering him/her a choice to read about this option and even be able to read tips or suggestions to use.

The color cordnated look is primarly to be more attractive. Using a color coded menu, players can break down sections by color. Simular idea to how Microsoft works. They use a start buttion. Every so many OS changes, the buttion sytle and appearence changes.

I often find my self asking clients "what color is your sart buttion?". So for refernce to FPSC, we could ask or say review the "Green" sections or help menu areas to other users having problems.

Color coding also gives it a more organized look and appeal. Its true it just color. But some people like seeing colors on editors. Im not a marketing wiz so I dont know the meaning why they like color. I just know people like color and "pretty looking" stuff.
Plystire
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Posted: 27th Dec 2010 01:10
Quote: "I think it would be best if this protocol was to run in all ragdoll scripted deaths and not just ones which will occur near a wall. If this is already possible, mind telling me how its done guys as I've been outta the loop for some time"


Edit your character's FPE file and change their death animation to be only a single frame. Doing this will cause them to collapse on the spot instead of playing their animation before going ragdoll (which may be why it appears as though no ragdoll occurs when not next to a wall)


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
starmind 001
FPSC Reloaded Backer
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Posted: 27th Dec 2010 05:37
I would like some new features to be added to the source. The code has already be made for dark basic. But like cloth dynamics, rigid bodies,softbodies, wind and a bend factor for stuff like plants and trees. I realize this is all part of the dark physics pack, but I have no means of a way to implement it into the current code.

Just for an example of the code without having to search for it, here is the cloth code.



Also I would like to have a better outdoor terrain support. I know that alot can be faked, but I would like not to have to do that.

Another thought I have is bullet detection. I am not talking about hit boxes, although that would be nice, but I am talking like "ifplrhitdirection(x,y,z)=90" assuming you would think 360 degrees around camera,you would be able to say display a hud showing the plr that he or she has been hit and the direction of the hit. Think wolfenstien 3d or doom.

One last thought is, to be able to attach shaders to the hud plane for like helmet huds that reflect light as if the plr is actually wearing a helmet. Of course the option would be needed to be added to the global script setup to add a full screen texture and it's shader. This plane would probably need to be in front of the current hud plane to allow full the current full screen shaders to continue to keep working.

Thanks for your time.

A r e n a s
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Posted: 27th Dec 2010 14:21
Quote: "Edit your character's FPE file and change their death animation to be only a single frame. Doing this will cause them to collapse on the spot instead of playing their animation before going ragdoll (which may be why it appears as though no ragdoll occurs when not next to a wall)"


Thanks Ply, I'll check the community guide to find out which anim number that is. (I think its anim 11, 12, 14, 15, 17, 20 - for all angles of impact. There isnt anything else which looks like it could be a death anim. Is this correct?).

Quote: "Think wolfenstien 3d or doom."


I instantly thought of call of duty there. Most of the modern games have this technique and it would be brilliant in FPSC.

starmind 001
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Posted: 30th Dec 2010 13:13
Quote: "Most of the modern games have this technique and it would be brilliant in FPSC"

Thanks that was what I was thinking, but I don't know why we don't have it. I mean I was looking through the code for doom and saw it and thought it would be nice to have in fpsc.

I sent my post to Lee and Hockeykid to see what they thought, but Hockeykid said Lee was pushing to finalize the new update before continuing to add more to the current code. Although I did not get a reply back on the question, just something Hockeykid said he would add a piece of code for me and Cosmic for all to enjoy.

defiler
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Posted: 11th Jan 2011 18:13
Honestly, fpsc is a good starter game making tool. Even if its a tad difficult to import your media, people here are either willing to bring it into fpsc, or give you a tutorial.

Current Project: Lost Contact: Station 7
NAACP gotme
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Posted: 15th Jan 2011 18:12
i think we need animation blending support, like the upper body of a model could be pointed towards the player while the lower is playing a walking animation etc


Get your own Gamercard Sig.
raymondlee306
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Posted: 16th Jan 2011 02:06
Couldn't someone just modify the biped to have those animations? I know there are empty frames in the animation sequence, someone with experience (Bond1, hint, hint...) could probably handle this. Then it's a matter of paths and facing angles but a script should handle that.
defiler
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Posted: 16th Jan 2011 02:25
I just thought of something, Maybe the possibility of adding particle attachment support to like objects, so say like a car is driving past a window outside your level, you could have exhaust coming from the muffler.

Current Project: Lost Contact: Station 7
Plystire
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Posted: 17th Jan 2011 02:31
I think animation blending support is something DBP could benefit from as well. It's not fluid or accurate to make an animation for each angle that the upper body should be from the lower body, let alone animations for each angle being idle, walking, running, gun up/down, etc.

This would not only cut back from the number of animations required to put a model into FPSC, but would expand on the fluidity of the game.


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
Payam
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Posted: 24th Jan 2011 17:03 Edited at: 24th Jan 2011 17:39
A very very important feature which FPSC doesn't have right now is texture filtering.
The first system was bilinear and then trilinear came but right now the best filtering system is anisotropic-filtering and for 4 or more years it is still on 16X AF and I think it is very good to have it on FPSC.
Here is a picture for showing you what is it.

And maybe someone else can work on it as a mod then integrate it with V1.18.

Have our guns was a mistake!!!

I am PaYaM
Design Runner
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Posted: 24th Jan 2011 21:18
Guys, I see a lot of feature requests on here... I'm not a mod or anything, but please post them on the feature request board... Can't find anything I'm looking for
Marc Steene
FPSC Master
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Posted: 29th Jan 2011 18:34
Hey everyone, sorry I haven't been keeping this thread up to date, it's the first time I've logged in for a while. I'll proceed to update the first post now.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nickydude
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Posted: 31st Jan 2011 19:38
This quote was made in another thread:

Quote: "As time goes by, the FPSC graphics load is getting shifted off the sofware onto the hardware so PC power will make considerable difference."


now that's interesting.....

Scurvy Lobster
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Posted: 31st Jan 2011 21:24
Lee has stated that something "big" is up in V119. Maybe crazy speed is it

It really could be anything, I know...

Hamburger
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Posted: 31st Jan 2011 21:54
Quote: "Lee has stated that something "big" is up in V119. Maybe crazy speed is it

"


Im all psyched up now for v1.19! Sounds cool!
defiler
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Posted: 12th Feb 2011 22:11 Edited at: 12th Feb 2011 22:15
just thought of something, since we now have this Pixel Perfect hit detection in v1.18 beta, if this was to be modded for segments, uneaven terrain could be possible not only for players but enemys/allies.

That or introduce a new collision system that has a seperate model act as the collision


edit: is it possible to have say for example a tree, and the branches are seperate entities, which are dynamic but immobile. If it got shot by a weapon is it possible to turn is immobile to off so that it falls down?

Current Project: Lost Contact: Chapter 1
Payam
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Posted: 17th Feb 2011 14:47
I remember that once I said tessellation is a great feature that can be add to the fpsc but the others told me it can be used just with DX11 but I found a link which shows that tessellation can be a feature of DX9 and it has a SDK file with it in that page.
I know this is not a request board and I'm not asking any request but as before in this thread some of the users told a wrong thing I am correcting them.
Here is the link:
http://developer.amd.com/gpu/radeon/tessellation/pages/default.aspx
Imagine the quality of the models go up for about 100% with this feature so why we don't use it.

Have our guns was a mistake!!!

I am PaYaM
That Guy John
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Posted: 18th Feb 2011 00:18
Defiler,

Maybe this thread could help you out.

Quote: " is it possible to have say for example a tree, and the branches are seperate entities, which are dynamic but immobile. If it got shot by a weapon is it possible to turn is immobile to off so that it falls down?"
Alamo
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Posted: 26th Feb 2011 00:10
There is possible tesselation in dx9, you can read about it at my blog. I tested it on nvidia 8500GT dx9, however the performance was very poor, even if there was single object in scene.
I doubt it is possible now in db/fpsc engine. Maybe in future db/fpsc dx11-12-13 releases .
But GPU should take care of the huge amount of polygons, so it needs engine support and it is not an easy hack, but generally it is "possible".

tecbug
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Posted: 26th Feb 2011 19:33 Edited at: 26th Feb 2011 19:33
Quote: "v1.18 Major Features

-------------------------------------------------------------------
Graphical Features
-------------------------------------------------------------------
Support for anti-aliasing. Level of AA controlled via flag in setup.ini."

Are there any news about AA?
RelMayer
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Posted: 16th Mar 2011 00:34 Edited at: 16th Mar 2011 00:35
Quote: "Displacement Mapping"

Does anyone know the name of the shader to use?
Does it works on segments ?

Please apologize my bad english, I'm French.

ELDORA Rocks !
BREED
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Posted: 4th Apr 2011 05:52
do they still update this? the last update is from last year. monthly progress reports would be nice.

We can't stop here, this is bat country!
Michael Thompson
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Posted: 17th Apr 2011 13:42
Quote: "Support for Weapon Melee Animations (Guns can both shoot and melee)"

YAY!!! I was going to request this.

http://www.flashstargamecreations.webs.com
Marc Steene
FPSC Master
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Posted: 17th Apr 2011 19:09
Quote: "do they still update this? the last update is from last year. monthly progress reports would be nice."


Right now there haven't been any new major features being added to 1.18 aside from the ones listed (mainly bugfixes), but don't worry - whenever a new major feature is announced it will be added to the list.

This thread is basically now a summary of the major features of the latest updates


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Marc Steene
FPSC Master
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Posted: 8th Jun 2011 18:33
UPDATE 08/06/2011

FPSC v1.18 has been released. Work has commenced on v1.19 to fix any bugs.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
light mod
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Posted: 14th Jun 2011 04:12
In the next update will there be a larger map size in the editor?
defiler
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Posted: 14th Jun 2011 05:50 Edited at: 14th Jun 2011 10:26




Did i do something wrong during the export process in that it is binary compressed? This also is a dynamic entity, it has to be.

edit: i got it to animate, but it does not do its animation, it goes to the left a bit and then stops. This model is not all one entity but rather a bunch that are linked together. Is that a problem?

Edit2: FIXED!

Current Project: Lost Contact: Chapter 1
larynachos
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Posted: 18th Jun 2011 04:58
this is starting to piss me off, becuase my charecters are stil black.
how do i change it?
larynachos
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Posted: 18th Jun 2011 04:58
this is starting to piss me off, becuase my charecters are stil black.
how do i change it?
larynachos
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Posted: 18th Jun 2011 04:59
this is starting to piss me off, becuase my charecters are stil black.
how do i change it?
larynachos
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Posted: 18th Jun 2011 04:59
this is starting to piss me off, becuase my charecters are stil black.
how do i change it?
larynachos
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Posted: 18th Jun 2011 04:59
this is starting to piss me off, becuase my charecters are stil black.
how do i change it?
BatVink
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Posted: 18th Jun 2011 14:26
larynachos:

1. This is not the thread to discuss your issue, it has nothing to do with X9 migration.
2. We do not tolerate potty mouths
3. If you read the AUP and other information provided when you signed up, you would realise that as new member your posts are moderated, there is no need to keep reposting.

uman
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Posted: 18th Jun 2011 18:57
larynachos

You are back on post approval for 7 days.

In future, please moderate your posting and try and be a little more polite.

If you have an issue, then ask for assistance preferably providing some backup information in support of enlightening users about the problem and wait for a response. Having or using an agressive attitude or approach will not get you any help.
Hulkman508
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Posted: 12th Jul 2011 13:08
So let me get this straight.
I have to download this update (Beta 1 or Beta 2??) and then we get all these cool features?

I have v.118 regular fpsc, so does this impact this at all? And is this a mod or . . . what is it?

I'm sorry but I'm a noob and just dont really understand all of this. I'm learning all the time. But I just dont really know.

I haven't downloaded it yet, but I'm keen to try. (download Beta 1 or Beta 2 and why?)

It would be really great if somebody could help me out.

"Everyone is entitled to be stupid, but some abuse the privilege. "

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