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FPSC Classic Product Chat / [LOCKED] Project Blue UM edtion official thread

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s4real
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Posted: 1st Dec 2009 00:45
Update :

Project blue v1.8 is going slow but we have it working in v1.16 source.

It works fine with the new model pack 38 as well.

Picture attached taken in v1.16.

Best s4real



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zeza
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Posted: 1st Dec 2009 00:58
Plystire, the one shot kill with ironsights is in _gun_shoot a couple lines down

Hope This Helps
Plystire
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Posted: 1st Dec 2009 01:17
@Arenas:

You're using them just fine.


@zeza:

Yes, I know where it is, thank you. We've refrained from changing it thus far because it pertains to MP only and we haven't been doing much of any MP additions.


The one and only,


Scurvy Lobster
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Posted: 1st Dec 2009 08:11
Quote: "Project blue v1.8 is going slow but we have it working in v1.16 source."


Thanks for the update!

Blind Digger
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Posted: 1st Dec 2009 09:00
Nice to know that MP38 works with 1.8.
I just bought the pack.(Cool FX)
Thanks for the headsup.
Looking forward to 1.8

Best Stephen
NewKlear
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Posted: 1st Dec 2009 23:28
Looking forward to 1.8 guys. Love the mod

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michael x
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Posted: 2nd Dec 2009 15:19
s4real could you do the 1.8 update under 115 source code as well? so that people wont have to update to 116. really dont like the new 116 update its more of a pain. if not than i guess im going have to wait for the next update and miss out on the speed up.

more than what meets the eye
Marc Steene
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Posted: 2nd Dec 2009 15:44
Cool, good to see 1.8 is in the works. What features are expected to be added?

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Scurvy Lobster
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Posted: 2nd Dec 2009 18:14
michael x: V116 has some critical fixes for especially saving and loading games. If you do not get these updates then your games will be broken in these areas.

s4real
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Posted: 2nd Dec 2009 18:51 Edited at: 2nd Dec 2009 18:52
@Scurvy Lobster : Could you email me please?

@michael x : Sorry we dont have the time to have PBv1.8 in both v1.15 and v1.16 source so it will be for v1.16 only.

Update

We got the new model pack 38 running at full speed in PBv1.8 where some people have been getting speeds of about 25fps.

Screenshot attached.



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Bigsnake
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Posted: 2nd Dec 2009 20:35
WOW, I gotta buy that pack, the running water to the right looks awesome !

Scurvy Lobster
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Posted: 2nd Dec 2009 20:53 Edited at: 2nd Dec 2009 20:53
s4real: E-mail sent

DarkFrost
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Posted: 2nd Dec 2009 21:02
It's good to see great progress, as I check back on these forums once more for updates.

Now I must admit I am currently not using FPSC, or anything computer related nowadays. Yet I hope that does not affect me being a registered user of Pbum, since I will love to use this once I have time


A r e n a s
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Posted: 2nd Dec 2009 21:57
I do really appreciate all of the new conditions and actions in PB. I have several ideas for new features if you guys are looking for new things for Version 1.8. Its basic stuff like switch weapon commands and such, but can be put together to create more complex ideas such as meele.

s4real
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Posted: 2nd Dec 2009 22:56
Thanks for the comments everyone.

Update:

Project blue v1.8 works with fpsc v1.15 as well.

Picture attached.

Best s4real



Pack ya games with vishnu fpsc packer its free.

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michael x
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Posted: 3rd Dec 2009 03:51
@Scurvy Lobster I know but there was also some model issues with 116. plus i fix alot of models so to go thru all that again will be a pain.

@ s4real thank you so much i appreciate this mod alot.

more than what meets the eye
Yearcut
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Posted: 3rd Dec 2009 14:40
When is it going to release?

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dashgalaxy86
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Posted: 4th Dec 2009 02:07
Sorry I didn't want to search through 30 pages... Is there a script guide out for project blue?
Plystire
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Posted: 4th Dec 2009 03:53
@dashgalaxy86:

PBUM comes with a very large manual describing each of the FPI commands added into it. You can find scripting tutorials in the ocfpscguide.pdf document found in your Docs folder.


@Yearcut:

When we feel that it is a stable merge into V116. There also a few new features still in the waiting room for implementation. Patience is a virtue!


The one and only,


Marc Steene
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Posted: 5th Dec 2009 09:47
@Plystire - I sent you an email. Looking forward to your response

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Marc Steene
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Posted: 7th Dec 2009 18:50
I found a bug which causes an instant crash. If you activate the black and white shader through a script, the game freezes and crashes.

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Nickydude
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Posted: 7th Dec 2009 23:28 Edited at: 7th Dec 2009 23:34
Testing the SciFi media that comes with FPSC, some of the walls and the ceiling are completely black or not being lit like they should. There's a cyan light in front of the back wall.



Attached in the next post is the .fpm

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Nickydude
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Posted: 7th Dec 2009 23:33 Edited at: 7th Dec 2009 23:40

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s4real
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Posted: 8th Dec 2009 00:22 Edited at: 8th Dec 2009 00:23
@marc steene : We will look into the issue.


@nickydude : Thanks for the report but this happens in normal Fpsc v1.16 as well so this is not a mod problem, maybe lee will fix it in the newer versions.

Best s4real



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Nickydude
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Posted: 8th Dec 2009 01:11
Right, does this only happen with the SciFi segments?

Nickydude
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Posted: 8th Dec 2009 02:03
I've sent a bug request to Lee about it, we'll see what he say's.

Marc Steene
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Posted: 8th Dec 2009 16:35
s4real, the problem has solved itself, it was down to a variable error. I have a question though - I have assigned a bulletpass=1 script to a dynamic entity, but bullets are not going through. It's physics are off and it is immobile. What are the requirements of an entity for bulletpass to work?

Also, how would one go about creating a script which when a key is pressed, a knife is dropped into the players inventory,automatically swung, and then removed again. I have some ideas, but I don't see a way of making the original weapon come back automatically.

Thanks.

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Marc Steene
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Posted: 9th Dec 2009 13:22
s4real - the problem is back :S According to the error report, the problem occurs in shaderdata.dll.

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Red Eye
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Posted: 9th Dec 2009 16:36
Could I speak you on MSN for a minute. For a report of Beta!


Nickydude
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Posted: 9th Dec 2009 22:52
Quote: "@nickydude : Thanks for the report but this happens in normal Fpsc v1.16 as well so this is not a mod problem, maybe lee will fix it in the newer versions."


Has been confirmed and Lee said it will be rectified somewhere along the line.

Yearcut
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Posted: 10th Dec 2009 12:55 Edited at: 10th Dec 2009 15:41
Player's Health don't reset once player dies or level changes. How can I fix this?

Please help me

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s4real
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Posted: 10th Dec 2009 20:50
@Nickydude : Thanks for letting us know and hope lee fixes this issue soon.

@marc steene : We don't seem to be having that issue but we still look into it, maybe ply will reply with more info.

@Yearcut : Never had that problem in test's maybe clean your dbo and bin files might solve the problem.

Best s4real



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Nickydude
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Posted: 11th Dec 2009 16:31
Quote: "@Nickydude : Thanks for letting us know and hope lee fixes this issue soon."


No problemo! I've discovered something else, when trying to change which game to build it doesn't change. What I mean is the default map that would be built is 'Simple.fpm', clicking on that brings up a dialogue box allowing you to select which map to build, all ok so far, but after clicking 'ok' it's still showing the 'Simple.fpm' and builds as the simple map. I cannot get it to change to the map I wish to build.

JimmySlayer
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Posted: 12th Dec 2009 04:00 Edited at: 12th Dec 2009 04:03
Hi s4+Ply, I'm not sure if this has happened before but when I change the global settings under "build game", the PB test game does not respond to those changes and keeps them as default (such as changing the skybox or fog). But if I build the game all the changes are used and the game is as I would want it to be.
I really don't want to have to build my game every time I make a change like that just to see one thing I have done.

If there is a way to solve this then that would be great.

BTW I have cleaned dbo and bin files.

EDIT: I have tried with both FPSC 115 and 116 updates to PB, both have this problem.

A r e n a s
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Posted: 12th Dec 2009 08:29
Have a go at changing the levelsetup.fpi file directly. This would mean that the game cont possibly start without using the settings you want. If you want to know where it is, its in the languagebank\gamebank\mygame.

JimmySlayer
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Posted: 12th Dec 2009 09:42
I have, the setuplevel.fpi gets changed when I do it inside FPSC Project Blue, but it doesn't use the changes that I have made.

I am going to reinstall my Project Blue version of FPSC, and see if that works.
1 question though, when I reinstall PB, can I just copy over my "Files" folder after the reinstall or will that stuff it up somehow.

JimmySlayer
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Posted: 12th Dec 2009 11:50
Don't worry about it anymore, I fiddled around a bit with random stuff (my usual way of fixing stuff is to completely break something then rebuild it bit by bit) and before I had to reinstall POOOF!!! It was fixed. If this problem ever happens to anybody else send me an email and I can help you fix it, because there were many things I had to do and I don't know which one picked the lock so I can't post the solution here. (But what I think might have fixed it was I completely deleted all of my buildgame files in the languagebank\english\gamebank folder(.fpg's) and then deleted the mygame folder and .fpg then copied over the "original_template" to rebuild the "mygame" files.
If that didn't make sense don't worry just email me if it happens to you.

BTW s4real, you said on the 1st post PB doesn't work with FPSC 116, but it does work (and no my problem had nothing to do with 116).

One last thing, when is PB 1.8 coming out roughly.

A r e n a s
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Posted: 12th Dec 2009 15:19
In project blue (because it can do more things) is it possible to add animated huds? I was looking at a nuclear explosion an i wondered if it was possible to make one. What would be needed is:

Ambient light level change (possible)
Wind effect (Animated Hud)
Shaking (Airmod Command)
Blur (Motion blur will cover that with an animated hud)
Damaged vision (White Fog decreasing in size using plys variables)

Errant AI
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Posted: 12th Dec 2009 15:35 Edited at: 12th Dec 2009 15:36
Quote: "I have a question though - I have assigned a bulletpass=1 script to a dynamic entity, but bullets are not going through. It's physics are off and it is immobile. What are the requirements of an entity for bulletpass to work?"


Quote: "@marc steene : We don't seem to be having that issue but we still look into it, maybe ply will reply with more info."


I'm curious about this one as well. I've been unsuccessful in attempts at applying it to characters (though I haven't tried again with 1.8).
Hockeykid
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Posted: 12th Dec 2009 18:53
Quote: "Quote: "I have a question though - I have assigned a bulletpass=1 script to a dynamic entity, but bullets are not going through. It's physics are off and it is immobile. What are the requirements of an entity for bulletpass to work?"

Quote: "@marc steene : We don't seem to be having that issue but we still look into it, maybe ply will reply with more info."

I'm curious about this one as well. I've been unsuccessful in attempts at applying it to characters (though I haven't tried again with 1.8)."



isn't the command nobulletcollision=1 ? (or nobulletcol=1)



CoffeeGrunt
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Posted: 12th Dec 2009 20:43
Bulletpass is Ply's Mod/Project Blue...

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Plystire
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Posted: 13th Dec 2009 08:18
There is no "bulletpass" command. I do recall making one and it's likely that it was called "bulletpass", but it's most likely that I removed it and kept the AirMod version which, as hockeykid has pointed out, is called "nobulletcol".

Place "nobulletcol=1" into your entity's script to remove bullet collision from it (Allowing bullets to pass through your entity). Use "=0" to give bullet collision back to the entity.


@Jimmy:

No release date is official for v1.8 of PB. It's possible that very soon, neither s4 nor myself will be able to work on PB for a long time. If that becomes the case, we will likely find one or more people to take over the project for us. It's not our intention to let the project die off.


@Arenas:

There are two ways I can think of to do an animated HUD, one of which is doable in vanilla FPSC. One would be to load up multiple HUDs and swap between them in a script to give the illusion of animation. The other would be to make a decal, and have that decal reposition itself in front of the player, so that the player is always shown the animation.


The one and only,


A r e n a s
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Posted: 13th Dec 2009 15:34
Is the newest version of Project Blue compatable with FPS IP?

Nickydude
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Posted: 14th Dec 2009 21:15
I've noticed in the 'Terrorstrike' map that comes with FPSC that some of the entities really glow, like they're mad of gold! Even with the ambience turned right down (in game using the '<' key) they still appear to glow, see attached.

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s4real
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Posted: 14th Dec 2009 21:32
@Nickydude : Yes this happens in normal fpsc as well.

This is a common issue with fpsc but thanks for the report.

Best s4real



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Nickydude
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Posted: 14th Dec 2009 21:34
I realise dynamic entities 'light up' but I've never had anything glow in the normal FPSC as bright as entities in PB.

Nickydude
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Posted: 14th Dec 2009 21:42
Actually, swapping back to the original FPSC you're right, the box in the last screenshot does glow (but just slightly less). It must be the way the level lighting is as I've never had anything glow so brightly! Sorry about that.

s4real
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Posted: 14th Dec 2009 21:49
np nickydude it is something we liked to fix in future versions if we can.

Best s4real



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French gui
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Posted: 14th Dec 2009 22:22
Strangely on your screenshot Nickydude, it looks like there's some bloom, no?
A r e n a s
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Posted: 14th Dec 2009 22:32
Is PB IP compatible?

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