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FPSC Classic Product Chat / [LOCKED] Official WizMod Thread.

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Wizzkid
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Posted: 11th May 2009 19:09
That's what happened to me hockeykid. Thanks for fixing the sig

I will release a new beta build once I finish the water optimization.

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Nickydude
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Posted: 11th May 2009 19:20
Quote: "maybe we should release the newer build to the BETA testers?"


Would be handy.

Wizzkid
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Posted: 11th May 2009 19:51
It should be ready within a day or two.

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Apple Slicer
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Posted: 11th May 2009 21:20
This is to everyone, not just beta testers- i need ideas for multiplayer games. Anything and everything. Since Wizzkid is busy on single player, I want to play with Multiplayer, so Please post up some ideas. Thanks.

Wizzkid
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Posted: 11th May 2009 21:30
And just to let you know we have lemur integrated.

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Apple Slicer
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Posted: 11th May 2009 21:31
What???


You didnt tell me that?


I heard Lemur is good....what exactly does it do?

Wizzkid
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Posted: 11th May 2009 21:41 Edited at: 11th May 2009 21:42
I did, he emailed you about it too. Remember that email about the new multiplayer enhancements...lemur...lol, well parts of it anyway.

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Apple Slicer
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Posted: 11th May 2009 21:44
Oh. THAT E-mail. Okay.

Wizzkid
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Posted: 11th May 2009 21:49
Yeah, although like you said in the emails multiplayer needs some work still...

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meteorite
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Posted: 11th May 2009 22:17
lighting in multiplayer
As far as I know, only ambient light works in MP

"I can't imagine what this place would have been like if I hadn't found you here." - BJ Hunnicutt
SikaSina Games
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Posted: 11th May 2009 22:24
Perhaps a game type selection like CTF or TDM? That'd be cool, oh, and a player limit and private spaces. And if that isn't enough , friends list or something?

-FCV

NO LONGER ABLE TO PLAY ON MY CRAPBOX SINCE I GOT THE RRoD
FPSC-Online Forums
Wizzkid
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Posted: 11th May 2009 22:33
Ooh good ideas (Looks like you have some challenges ahead Apple )

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DonWON
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Posted: 11th May 2009 22:36
Multiplayer wants and needs:

Prone
Use any weapon - Including granades!
Multiple Levels
Multiple gametype's HQ, CTF,... just something else!
Voice chat would be real nice but at least keyboard
Dynamic entities, we need exploding objects in multi

Pretty much just unleash everything for mutiplayer and let the game designer decide what it should have in it.
Dar13
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Posted: 11th May 2009 22:47
sent an email

...
Red Eye
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Posted: 11th May 2009 22:51
...sent an email.

Wizzkid
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Posted: 11th May 2009 22:55
Got your emails Will reply now.

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Hockeykid
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Posted: 11th May 2009 22:56
~~~~~~~Bug Report~~~~~~~~~~~~
When using mp 6 at 9m the reload sound randomly plays sometimes.

Wizzkid
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Posted: 11th May 2009 23:01
Ok, I will take a look into this, thanks.

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Red Eye
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Posted: 11th May 2009 23:11
..sent an email.

Wizzkid
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Posted: 11th May 2009 23:19
Replied

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Red Eye
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Posted: 11th May 2009 23:42
I have sent you an email with a base button. [like a base mesh]
[just to demostrate AN design]
Tell me what u think? Or what I could change.

Black Profductions
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Posted: 11th May 2009 23:44
wizzkid, to run your mod i must have 1.15, mustnt i¿?And how about adding new features, like changing layer speed in multiplayer, or chagning the gravity to a more real one
Good luck trought

Wizzkid
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Posted: 11th May 2009 23:44
Looks great!

Wizzkid
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Posted: 11th May 2009 23:46
@Black Profductions - Yeah you must have V1.15 to run, and I am also going to add keys to the setup.ini file to allow you to set the gravity to what you like (Thanks Dar13 )

Thanks for the suggestions

dumpus
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Posted: 12th May 2009 01:12
Quote: " lighting in multiplayer
As far as I know, only ambient light works in MP "


Static lighting works in multiplayer for me.

A lobby/multiple level system would be cool, as well as different game modes. Perhaps you guys could incorperate FPSC IP or something...just a suggestion. Also, the characters in MP play the walking animation, unless they sprint. I'd like this to be changed to the running animation, and a slightly faster one when they sprint.

Hope all is going well.

Wizzkid
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Posted: 12th May 2009 01:18 Edited at: 12th May 2009 01:22
Great! Thanks for the ideas, we will see what we can do.

I may make an app to have more than one multiplayer map and bundle it with WizMod.

I will try and make a capture the flag style game mode, i could give that a try.

Black Profductions
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Posted: 12th May 2009 01:24 Edited at: 12th May 2009 01:26
@Wizzkid, you are god
And another question, can you make something to change the players speed in multiplayer mode?
Can you make health regeneration in multiplayer ? or making scripts working on multy? it may be kind too hard i think
Good Luck

Apple Slicer
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Posted: 12th May 2009 01:30
Well, Wizkid is working on single player, and speeding it up, as well as adding new commands.

After single player is stable, we will go like crazy on multiplayer, which is why we ask now for any\all ideas. We will try our best to get it all in.

Nickydude
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Posted: 12th May 2009 01:31 Edited at: 12th May 2009 01:32
I've noticed that some openable doors don't play the open animation from one side. You go up to a door, it says "Press Enter To Open", you press enter but the door still looks shut but once you walk through the 'closed' door to the other side it suddenly flicks open. I've tried it with Door3 from the Modern Day pack (sorry, don't know the pack number).

Wizzkid
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Posted: 12th May 2009 01:50 Edited at: 12th May 2009 01:51
I noticed that Nickeydude, not quite sure what the problem is there yet, will have a look
I will make some multiplayer changes so you can change the speed etc... That should be straight forward enough And I will also give health regeneration a go aswell. Apple slicer we have our work cut out lol!

Black Profductions
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Posted: 12th May 2009 01:51
Ok, so you want me to add ideas for singleplayer?
Great too
Do you know what? can you add me to msn or xfire?
xfire:maxi123456
MSN:maxiv4@fullzero.com.ar

Apple Slicer
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Posted: 12th May 2009 01:51 Edited at: 12th May 2009 01:53
EDIT: Firefox is messing with me.

meteorite
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Posted: 12th May 2009 01:52
Quote: "Static lighting works in multiplayer for me."


I must be doing it wrong, lol

"I can't imagine what this place would have been like if I hadn't found you here." - BJ Hunnicutt
Gunn3r
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Posted: 12th May 2009 02:00
Meteorite, if you make your level with lights in single player and then go to File>Preferences, you can change it to Multiplayer. That's how you get lights in multiplayer. If you were already doing that, I'm not sure what to tell you.

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Nickydude
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Posted: 12th May 2009 02:03
Here are some of my *ahem* requests all together.

1/. Fix the damaged eye hud problem.
2/. Fix the door animation problem.
3/. Fix the weird animations for enemies.
4/. Be able to turn blur on / off other than just a trigger zone.
5/. To be able to time the screenshake so once it's triggered it can last x number of seconds.
6/. To be able to have objects properly float in the water.
7/. To have a water splash sound when walking through water.



Dar13
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Posted: 12th May 2009 02:11
@Wizzkid: No problem.

...
Hockeykid
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Posted: 12th May 2009 02:20
Quote: "4/. Be able to turn blur on / off other than just a trigger zone.
5/. To be able to time the screenshake so once it's triggered it can last x number of seco"


Did you ever try my blur script? or should i test it? And the screen shake you could just use a timer.

Nickydude
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Posted: 12th May 2009 02:24 Edited at: 12th May 2009 02:25
That's like asking Bond "Hey, have you tried UV mapping?" lol!

The first thing I did was try to turn blur on / off when attacked by a zombie, then tried when near an object, neither worked and this was also confirmed by Apple Slicer.

Hockeykid
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Posted: 12th May 2009 02:35
Quote: "The first thing I did was try to turn blur on / off when attacked by a zombie, then tried when near an object, neither worked and this was also confirmed by Apple Slicer."



Actually i just tried my script and it worked fine.

Nickydude
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Posted: 12th May 2009 02:45
Could you turn the blur off when away from the object?

Hockeykid
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Posted: 12th May 2009 02:48
Working on it

Nickydude
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Posted: 12th May 2009 02:50
I could always get it to blur on, but never off. If you can I would be eternally grateful.

Spycrabz
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Posted: 12th May 2009 02:53
can you think of a way to fix my issue?

-insert clever remark here-
Hockeykid
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Posted: 12th May 2009 03:04
Ok i wrote this but there seems to be a problem because it won't loop. Right now when you walk near it it turns blur on then when you walk aways it turns it off but won't turn it back on.

Seems to be a problem in the source, the script is fine.





If you want blur on when you get hit by a zombie post the zombie's script so i can work with it.

Apple Slicer
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Posted: 12th May 2009 03:05
Quote: "4/. Be able to turn blur on / off other than just a trigger zone.
5/. To be able to time the screenshake so once it's triggered it can last x number of seconds.
6/. To be able to have objects properly float in the water.
7/. To have a water splash sound when walking through water."


yeah, Wizzkid and myself do some basic testing before releasing to the Beta testers. A lot of this is either done, or in the process of being completed, we just wanted to make sure it works correctly before releasing.

As for the bugs, a lot of things are changing in the new beta. i think it will be the best one ever!

DOLPIN LOVER- what is your issue?

Wizzkid
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Posted: 12th May 2009 03:11
Right well now we have a good list of what you would like to see added and fixed I will get to work and try and get some of these things working thanks for all the suggestions guys

Apple Slicer
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Posted: 12th May 2009 03:11
Wizz? you're still on! Go to bed. You need to ace your test!

Plystire
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Posted: 12th May 2009 06:16
Multiplayer idea:

Scripted Matches (So script controls scoring, etc)
Moving entities are up-to-date between clients. So if I open a door on my end, it should be open for everyone else, too.


That's it.. that's all I got for ya.


The one and only,


Apple Slicer
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Posted: 12th May 2009 06:32
Hmm, I dont think the dynamic entity thing should be TOO hard right? I mean, the players are already dynamic...so it could help?


IDK,

Thanks Ply

Plystire
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Posted: 12th May 2009 08:14
Because the pipeline between the host and clients is crowded as is. You may need to optimize the way it handles the forwarding of information in order to fit more in, otherwise you'll only be slowing it down even more and causing huge latency.

Still, I'd like to see you guys do it.


The one and only,


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