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

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DarkFrost
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Posted: 7th Jun 2009 22:32
K cool.

Had some ideas for features too:
-player legs
-player arms, when no weapon equipped(could have swimming animations when in water)
-some kind fo script that automatically unequips the weapon when you water level goes above head, than retrieves weapon when you go above it again.(than the feature with arms above could take place)
-compass of somesort, or arrow that would appear in-game to let player know where there going
-weather effects(like rain so the water could come from some where)
-would be cool if there was a vertical hud on the right of the screen to show the players stamina. So as you run the bar would go down and when it hits the bottom the player is forced to walk till the bar hits the top again(if bar doesnt hit bottom player doesnt have to wait, and bar would be constantly moving up if player not running)
-jump strength would change under water, as well as movement speed
-day light change(as in you could set a time, and when taht time is reached the skybox would change, after the time reaches what you set again it switches back OR you could have the level lighting change over time than go back to the default setting again)
-ummmmm cant think of anything else lol

Waiting till next beta, expect detailed report as usual

[img][/img]
knxrb
FPSC Tool Maker
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Posted: 7th Jun 2009 22:54 Edited at: 7th Jun 2009 22:54
Quote: "-some kind fo script that automatically unequips the weapon when you water level goes above head, than retrieves weapon when you go above it again.(than the feature with arms above could take place)"

Hey Wizzkid, if you want to add this let me know as I've already got it in my mod so I can help you out

Quote: "-compass of somesort, or arrow that would appear in-game to let player know where there going
-weather effects(like rain so the water could come from some where)
-jump strength would change under water, as well as movement speed"
Cyclone, are you just taking this stuff from my mod?

knxrb

Wizzkid
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Posted: 7th Jun 2009 22:54 Edited at: 7th Jun 2009 22:55
Great suggestions Thanks!

Knxrb thanks, i akt will email you now...

DarkFrost
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Location: ON, Canada
Posted: 7th Jun 2009 22:59
Knrxb now that i think of it there is compass and weather in your mod I didnt know about jump strength tho, is that in it? BTW i meantioned those since i thought it was appropriate to have. Such as rain since theres water. If people were to use the new method of placing water in trigger zones to form puddles and the such. Than it would be resonable to have rain as well. BTW i just tried out your compass,auto heal,snow and flashlight and it looks fantastic. Havn't noticed any bugs yet.

[img][/img]
Hockeykid
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Posted: 7th Jun 2009 23:01
You can change jump height in stock

knxrb
FPSC Tool Maker
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Posted: 7th Jun 2009 23:03
Quote: "i just tried out your compass,auto heal,snow and flashlight and it looks fantastic. Havn't noticed any bugs yet."

Good, glad to hear it.
Quote: "

Than it would be resonable to have rain as well."

It could have been raining previously

knxrb

Wizzkid
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Posted: 7th Jun 2009 23:04
Sent you an email knxrb

DarkFrost
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Posted: 8th Jun 2009 00:44
lol knxrb yeah it could have. Good to see your helping wiz out with weapon script.

[img][/img]
Wizzkid
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Posted: 8th Jun 2009 00:46
Well, we he is helping me out with the weapon script and I have gave him airmod .5 integrated into fpsc 1.15 so xrMod will have a timer system soon - Team work

Hockeykid
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Posted: 8th Jun 2009 00:53 Edited at: 8th Jun 2009 00:54
Built in day and night system would be cool.

Commands could be something like:

daynighton-turns on the day and night system
daynightoff-turns off the day and night system
day=x-x is the amount of time in milliseconds day would last.
night=x-x is the amount of time in milliseconds night would last.
nightsky=x-x is the path to the sky box for the night time
daysky=x-x is the path to the sky box for the day time
nightambi=x-sets the night ambience level
dayambi=x-sets the day ambience level

DarkFrost
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Posted: 8th Jun 2009 01:02 Edited at: 8th Jun 2009 01:04
lol I have a wiiiiiiiiiiiiddddddddddddeeeeeeeeee imagination Nice command ideas too. Btw wiz hope you didnt mind that i added in xrMod into my sig as well lol. Thought i was fair since im beta testing for both

[img][/img]
Wizzkid
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Posted: 8th Jun 2009 01:14
Thanks hockeykid, i will see what i can do!

No problem Cyclone

Wizzkid
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Posted: 8th Jun 2009 02:40
Guys, I know how it can be awkward making images for every piece of text you need to display on screen such as NPCs talking to you, well now you don't have to, I have added scripting commands that allows you to add text to the screen, you can set the text position, font, size and the text it will show. All you have to do is create a txt file containing the text to display, set it font and position and BAM! You have text no more creating images in photoshop or GIMP!

Plystire
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Posted: 8th Jun 2009 02:50
Will this support mtuliple lines of text without needing to remake another one of these..... text things?

Also, how about commands to add/subtract from the text. That would be cool for a typing effect, watching the letters appear on screen.


The one and only,


Wizzkid
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Posted: 8th Jun 2009 02:57
I will certainly give it a try Multiple lines haven't been added yet but I know how to and should be able to easily do it.

DarkFrost
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Posted: 8th Jun 2009 04:23
Yes about time! I never bothered with that since it was such a pain, now i can begin to think about what i can do with it Like mission briefing for instance Looks like your taking all our ideas for features as well as pumping out your own. If i had to change this mods name i would change it to GodMod lol. When this thing gets released (if you ever stop putting things inXD) It's gonna be a hit. I believe it will go so far to even matching the great plysmod

[img][/img]
Wizzkid
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Posted: 8th Jun 2009 14:49
Thank you for your nice comments cyclone I will try not to disappoint!

I never bothered with it either, it really was too long and hard a process for a measly piece of text. I am also going to add a command to change text colour, and will try and add multiple lines of text now aswell!

Wizzkid
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Posted: 8th Jun 2009 16:01
I have been making some code optimisations and found a chunk of code which really slowed things down, i have removed it as it was un-needed and well, lets just say I had a room with water in it, running at 84fps on a mid-spec computer. So things are going really well!

Kerrby
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Location: Australia mate.
Posted: 8th Jun 2009 16:16
Haha wow. Can we have a screenie of that .


WizMod Supporter.
Wizzkid
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Posted: 8th Jun 2009 16:19
I will post one later. I have found a bug which I am trying to fix

Kerrby
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Location: Australia mate.
Posted: 8th Jun 2009 16:23
Argh that's no good man. Hopefully it's easy to fix.

Btw, if you're not too busy check out WizMod forums. I posted a few crazy ideas haha. Just trying to keep your forums active .


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Wizzkid
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Posted: 8th Jun 2009 16:40
Just posted a few replies on the forum

Kerrby
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Location: Australia mate.
Posted: 8th Jun 2009 16:45
Thanks for taking those ideas into consideration.

Well off to bed for me. Almost midnight .


WizMod Supporter.
Wizzkid
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Posted: 8th Jun 2009 16:49
Adios

Well i have got a bit of bad new, the beta may be slightly longer than expected. For some unknown reason the whole player movement is messed up so it looks like I will have to re-integrate wizmod into the airmod 0.5 V1.15 code as i really dont know what is causing the error. Although, the last time i did this it only took me about an hour so hopefully not too much of a delay. It is just really annoying

Wizzkid
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Posted: 8th Jun 2009 18:14
Guys, I have fixed the bug, I dont know how, but I dont care it is fixed and thats what matters

I think I was calling the timerupdate function too often which was causing problems, but it is fixed. I have also removed lemur multiplayer in this version temporarily. I want to focus on the single player aspect and then I will dedicate full concentration on multiplayer. The reason is because there was bug that caused the player to fall through the floor sometimes and I would rather have a version with a working multiplayer than a version with no working multiplayer at all. It will be reintegrated eventually.

Apple Slicer
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Posted: 8th Jun 2009 18:44
Awesome!

And by mid specs.....what are the specs exactly. and what os?

Wizzkid
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Posted: 8th Jun 2009 18:55
Well that test was on:

Windows Vista Home Premium
Ram - 2gb
Processor - AMD Athlon Dual Core Processor 4450e 2.30 GHz
Graphics Card - GeForce 6150SE nForce 430

So nothing special, but it does what I need

But 85fps, is pretty good

Apple Slicer
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Posted: 8th Jun 2009 19:01
Yes! Cool. Cant wait to test it out

Wizzkid
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Posted: 8th Jun 2009 19:04
I will try and send you the latest version later but I would like to create some form of a help file before we release a new beta.

DarkFrost
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Posted: 8th Jun 2009 21:50
Good to hear, and i like the idea of a help file very much Good to assist me with how i can perform various tasks. Dont worry too much about scraping lemur, it isnt too big of a deal for now.

[img][/img]
Wizzkid
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Posted: 8th Jun 2009 22:04
It is just until I get single player sorted Then it shall make a reappearance, hopefully along with some other nice new multiplayer features

Dark Goblin
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Posted: 9th Jun 2009 12:19
@Wizzkid:
Is there a new version on the way to test?
Because I only had one version to test and thats it!

... efxMod Developer!
Wizzkid
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Posted: 9th Jun 2009 15:50
Yeah, there is a new version on the way soon I have added a few more scripting commands and make a few performance improvements. I have also fixed the blood hud bug and improved some character animation issues.

I need to write a help file, and also need to write code to delete water and reset some variables whenever you move from one level to another.

Red Eye
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Posted: 9th Jun 2009 16:33
Maybe making a new thread. For WizMod v2.00, for the new version. Did I mentioned this before?

Well.. Good work mate till now, keep this up.

Wizzkid
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Posted: 9th Jun 2009 16:36
Yeah I will when it is ready

Thanks!

Wizzkid
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Posted: 9th Jun 2009 21:05
Right guys, finished the beta, just writing the help file now, so only a few more days

DarkFrost
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Posted: 9th Jun 2009 23:09
Good to hear.

[img][/img]
Kerrby
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Location: Australia mate.
Posted: 11th Jun 2009 11:54
Wiz could you please add me on msn.



Thanks .


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Wizzkid
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Posted: 11th Jun 2009 17:55
Added you

Wizzkid
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Posted: 11th Jun 2009 18:59 Edited at: 11th Jun 2009 18:59
Guys, I am working on a demo level for all those non - beta testers to give wizmod a try and to show you some of its features

Oh and PS. Just to let you know, the next version of wizmod will have a fairly nice performance!




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djmaster
User Banned
Posted: 11th Jun 2009 20:09
Oh my god! Thats awesome.Too bad its not free anymore as I dont have money,it would be my alltime favourite.

A.K.A. chargerbandit
[href]http://chargedstudios.ultimatefpsc.com/[href]
Wizzkid
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Posted: 11th Jun 2009 20:20
Thats with no water, however it does have things like dynamic lighting enabled, obviously when water is enabled the performance isnt quite as good but still very decent all the same, and there isnt laggy gameplay.

There will be a free version, which has a small logo and there will be a pro version with maybe some more features which will only cost £5/$8 or so (Still cheaper than most model packs). So even though it costs it still will be cheaper than most mods because making money is not the reason why I made this mod, I made it to help people

Any way, i have two demos coming soon for all you

djmaster
User Banned
Posted: 11th Jun 2009 21:08
Great,ill use free then

A.K.A. chargerbandit
[href]http://chargedstudios.ultimatefpsc.com/[href]
DarkFrost
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Posted: 11th Jun 2009 22:02
Good to hear its all coming together now wiz. Looking forward to next beta

[img][/img]
The Fps Creator rocks!
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Posted: 11th Jun 2009 22:04
This mod kind of sucks because when you run, it is too fast and reloading is boring due to fastness and it jumps so much because it is too fast.

I want a new computer!
Hockeykid
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Posted: 11th Jun 2009 22:05
Quote: "This mod kind of sucks because when you run, it is too fast and reloading is boring due to fastness and it jumps so much because it is too fast."


Um honestly the release on the forums is a lot older then the ones us beta testers get to use.

Bigsnake
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Posted: 11th Jun 2009 23:10
YES ! WATER WATER ! Good Job. can't wait

There is nothing to fear in life , Exsept Ur Mum !
DarkFrost
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Posted: 11th Jun 2009 23:33 Edited at: 11th Jun 2009 23:34
Yeah what hockeykid said is true. That is the first version release, so ofcourse it isn't going to be the greatest. Before you complain about it, wait till full.

[img][/img]
Wizzkid
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Posted: 11th Jun 2009 23:50 Edited at: 11th Jun 2009 23:59
Thanks

The mod has changed a lot since the version released here on the forums. It has improved a lot too, it is still not perfect, by no means, but it is slowly getting better.

Ok here are the demos, the first is just a simple level showing:

Water
Underwater effects
Motion Blur
The New Text Feature
Screen Shake
Sky Spin

Just to let you know, you may experience reduced fps whenever motion blur or screenshake is activated, ever since i partially re-wrote the mod i havent had time to improve performance in these areas but they will be improved, this is really just to show the features of the mod.

The second is a simple RUN game, your mission is to reach the top before the water, well, drowns you... You can alter the waterrise script to adjust the speed the water rises if you find it too hard or too easy The point of this level is to show you some of the features in use as they might be in a game. (I suck at level design so sorry about how bad the examples are )

Enjoy!!!

Oh and please dont use this version of Wizmod for your game builds please Thank you!

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DarkFrost
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Posted: 12th Jun 2009 00:03
Looking good, how come i didnt get a beta with this stuff already? lol I'm only kidding

[img][/img]

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