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

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Apple Slicer
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Posted: 1st May 2009 03:00
If there is any new script commands you can think of please ask

And your Idea Nicky is possible currently.
Nickydude
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Posted: 1st May 2009 03:06 Edited at: 1st May 2009 03:07
Then get the damn mod out there and let me have a play with it!

outlaw241
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Posted: 1st May 2009 03:11
sehr gut man!

un-banned. ADD ME ON
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Apple Slicer
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Posted: 1st May 2009 03:24 Edited at: 1st May 2009 03:26
Danke

Nickydude, you have no idea how much we are adding to this mod as of now. ALL of your mouths will drop. (i hope)

Anyway, I will email you sometime.

EDIT: The last spoiler for today, (I gotta stop spillin beans)

We are adding in a LOD System. Hopefully it will work out well. your level Nicky will hit frames of 60....
Hockeykid
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Posted: 1st May 2009 03:34 Edited at: 1st May 2009 03:38
Quote: "
I see you can activate motion blur through a triggerzone / script? Would it then be possible to activate it if you are hit by an enemy, say a zombie, like you were infected?
"


It would be very easy heres a stock mele script edited so it will put motion blur on when you get hit.




Trigger zone script


Motion blur will turn on and you lose health every 5 seconds

AaronG
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Posted: 1st May 2009 03:56
My opinion on Motion Blur and Bloom is that they should both be global variables. By that I mean at the beginning of the game's script, it will call to activate bloom/motion blur, but will refer to a .ini file (setup.ini) to check to see what the variable is. 0-no, 1-yes, etc. So, you could have the creator modify it if he wants bloom/motion blur. Get it? Just my idea.

Also, this opens a gateway for other software to be created to modify this .ini allowing the actual player to set key bindings and the norm, but along with deciding whether or not he wants those two (or more) features on/off.



Apple Slicer
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Posted: 1st May 2009 03:57
Quote: "Are plans are to have two choices for Bloom and Motion Blur

1. They can be activated by a trigger zone
2. They can be assigned to keys. Like the blur, will be on use of wasd.

Bloom will also be able to be assigned to a global script, like ambience.

This is a script command Nicky, so yes you could do that!"


We are pretty much doing this as said above.
john schwarcz
User Banned
Posted: 1st May 2009 04:20
@apple, oh i didnt know that about bloom causing lag thanks, but if you can make it without much lag, i think you should make it adjustable like in x10 and have you guys looked into blue mod, it is basically a whole bunch of the top notch mods combined,you could proably get your mod into an update of theirs that would be awsome

shadow666
Apple Slicer
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Posted: 1st May 2009 05:01
Lol. I just got finished explaining that everything, including bloom, will be on a slider.

Also, yes, maybe one day it could be a part of the super mod, we will see...
john schwarcz
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Posted: 1st May 2009 05:04
yay oh and sorry about the bloom thing, im slow

shadow666
Apple Slicer
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Posted: 1st May 2009 06:42
Wow Wizzkid. The water is awesome. I am going to look under the hood at the source a bit. See if I could get some underwater effects or something else.

You guys, this is just like EFX. And the best part is, it only took away 2 fps for REFRACTION and REFLECTION

WOW. Anyway, Ill try to finish my side of the mod here, so you can integrate it. Been swamped with school...
Rampage
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Posted: 1st May 2009 11:29
I integrated Airmod 0.6 in just under an hour. Bwahaha.
Anyway, I hope this goes far guys.


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djmaster
User Banned
Posted: 1st May 2009 11:42
Rampage,SHOW YOUR MOD! Lol,no really,I would like to see it.Very nice work Wizzkid on the water,cant wait for more.

A.K.A. chargerbandit
http://chargedstudios.fpschost.com/
Rampage
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Posted: 1st May 2009 12:58
I only just started re-development like 5 hours ago


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Wizzkid
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Posted: 1st May 2009 17:53 Edited at: 1st May 2009 17:56
Well we are trying to make a bloom that wont affect performance too much.

We will also make some options to turn bloom on at the start of the game using keys

Well done Rampage! I will also give underwater effects a go aswell.

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Apple Slicer
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Posted: 1st May 2009 17:55
Hey Wizzkid, what are the keys for the water ingame?
Wizzkid
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Posted: 1st May 2009 17:56 Edited at: 1st May 2009 18:07
EDIT: Sorry i misread your question - Em you can control water height using the G and H keys

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Wizzkid
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Posted: 1st May 2009 18:18
I have just added some underwater effect, so you get that realistic murky water feel

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Wraith Staff
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Posted: 1st May 2009 19:18
Looks great! I'd really like to use this mod in my game. Only problem is that there's no instruction manual. It's installed properly and all, I just don't know how to use things... Like water...



Play Harder!
Wizzkid
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Posted: 1st May 2009 19:26
Well in the version available in the first post there is no water, it is still something we are working on, we will probably release an update soon which will allow you to control water and possibly bloom if we get it implemented, also motion blur.

The next update will have an instruction manual.

Oh and here is a screenie of underwater i have just added

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xplosys
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Posted: 1st May 2009 19:39
Looks like it's coming along very nicely guys. Impressive.

If possible, I would like to feature this and possibly host the next release on fpsFREE.com. If so, it'd be nice to have some images and perhaps something about the current features and where you hope to take it.

Best.

Wizzkid
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Posted: 1st May 2009 19:43
Sounds great! Well hopefully within the next few days we will have an update released, I am away this weekend so I cant do much then but after that I will recommence work

The next update will feature Water and Motion Blur, and maybe bloom . We will post info and screenies once it is released, but we would be happy for you to host it! I will provide you with screenshot, information on the features and what we plan to do, closer to the time

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Apple Slicer
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Posted: 1st May 2009 20:02
I think this mod will be ready by Wednesday. I still have to work on some stuff for it too, but cant now because of school.
Wraith Staff
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Posted: 1st May 2009 20:05
Cool, I look forward to your update



Play Harder!
Wizzkid
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Posted: 1st May 2009 20:05
Yeah well hopefully It wont be a full release or anything, just another update with the water, motion blur and possibly bloom. There will still be much more to come!

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dumpus
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Posted: 1st May 2009 20:17
Awesome, can't wait. Still having some issues with certain MP 9/10 weapons, though. I get an error report when trying to use them.

Wizzkid
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Posted: 1st May 2009 20:18
Yeah, I will try and fix that. There were some changes to the part of code that was causing the error in airmod 0.6 so i will try and integrate those and see if that helps

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s4real
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Posted: 1st May 2009 20:26
@wizz

This is looking good well done, great work to all who wrking on this.

If you want any help with the timing system give a chat on IM.

Best s4real

Mr Love
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Posted: 1st May 2009 20:29
Yea, cap it to max 50 or 60fps, Good job anyway.. Does anywone here know if AirMod 0.5 have Enemy-Timer system so You can have at least 20-30 Enemys in one room???


"Right Man in the wrong place can make all the difference in the world"
Wizzkid
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Posted: 1st May 2009 20:30 Edited at: 1st May 2009 20:31
Thanks. I might contact you sometime to see if you know about the blood hud fading issure and this mp9/10 weapon issues.

The cap has been set at 40 so you get around 45. And it has been tested with 80 enemies in one room with barely any lag.

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Apple Slicer
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Posted: 1st May 2009 20:32
I think what we are going to do, Or at least Ill try, is upcap it entirely, and put a two timer dealio, so that its speed will run like it does at 38.
dumpus
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Posted: 1st May 2009 20:41
That would be cool. Also, to confirm, I've had a large area with 6 or 7 zombies (including a Dante) with a model pack 9 weapon, and I've had NO lag whatsoever. It's awesome.

A timer system would be a nice touch, though.

Apple Slicer
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Posted: 1st May 2009 20:45
It will. As of now, there will be about 30 or more NEW script commands!
john schwarcz
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Posted: 1st May 2009 21:51
you should totally get this in blue mod then it would be the ultimate mod mwahahaha

shadow666
Apple Slicer
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Posted: 1st May 2009 21:54
*Sigh. Depending on how far we get, yes, we were thinking of that. Anyway, if not, this mod will be fairly cheap.
john schwarcz
User Banned
Posted: 1st May 2009 22:56
you are !! . screw cheap, make it 500 $ , lol its that good!
and i really do hope taht you guys combine that would be awosme, both your mods are sweet

shadow666
Apple Slicer
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Posted: 1st May 2009 23:31 Edited at: 1st May 2009 23:32
Take off the two zeros. I think that price sounds good...
Wizzkid
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Posted: 2nd May 2009 00:48
Yeah, if it is good enough we may sell it but it would only be for about $5, some people are making mods to make money, thats not our aim, we want to make a mod that will primarily help people and improve fpsc, and if we sell it for $5 it is only because of the amount of hard work put in.

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Robert F
User Banned
Posted: 2nd May 2009 00:51 Edited at: 2nd May 2009 00:54
I wouldn't sell it yet. I found a problem! It happens when I pick up a shotgun from Model Pack 10

"Runtime Error 118"

"Array does not exist or array subscript out of bounds at line 15202"

Now when you do fix it you should send me it for free just for saving you the trouble of having everyone yell at you! j/k


Anything is Possible!
Apple Slicer
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Posted: 2nd May 2009 00:54 Edited at: 2nd May 2009 00:55
We werent planning on actually selling this for a couple weeks...and the version that is here on the forums is old...and doesnt address issues such as that...
Robert F
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Posted: 2nd May 2009 00:55
Quote: "and tehe version that is here on the forums is old"


ok, well if you have the same code in the mod now... wont it still cause an error. lol


Anything is Possible!
Apple Slicer
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Posted: 2nd May 2009 00:56
We dont. We are re working it. We have beta testers too helping find all the bugs in the current version.
Wizzkid
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Posted: 2nd May 2009 01:10
Yeah we know about this bug, it is something to do with the sound. I will try and fix it

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Robert F
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Posted: 2nd May 2009 01:14
Alright cool.


Anything is Possible!
Hockeykid
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Posted: 2nd May 2009 01:16
Hey apple can you go on google talk I need to speak with you

Apple Slicer
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Posted: 2nd May 2009 01:32
I am on Hockeykid.
Rampage
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Posted: 2nd May 2009 03:23
Maybe you should stick to 0.5 Airmod source till an official release is made for a new source of Airmod, cause around the GUN ANIMS code, it gets pretty tricky.


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Wizzkid
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Posted: 2nd May 2009 03:45
Yeah thats what we are going to do, although we may add small features from it.

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Rampage
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Posted: 2nd May 2009 03:52
Heh, its pretty messy around there isn't it. And the entire code structure in 1.15 in the specific part is completely rewritten than that of Airslide has remodded in the 1.07 version, so its a bugger to get that working. Like you, I think I will stick with 0.5, but lets call it Airmod 0.5.5, ha, half the features of Airmod 0.6 in it. Good luck


DarkBASIC Pro. Teh awesumness
Wizzkid
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Posted: 2nd May 2009 04:07
Thanks, it really is difficult because of the differences between the v1.07 and v1.15 sources. Airmod v0.5 is pretty good, so im happy enough to stick with it for the mean time.

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