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

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dumpus
16
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Location: Canada, eh?
Posted: 2nd May 2009 06:01
Fixing the weapons problem would be very appreciated...and I do believe it is a sound issue as well. The mod only seemed to like the automatic weapons, not the single-shot ones.

Errant AI
18
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Posted: 2nd May 2009 09:57
You will likely need to increase the weapon sound array or something. Anyone who modded 107 should be able to give you the exact fix. I'm supprised the bug still exists with the new source.
Plystire
21
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Location: Staring into the digital ether
Posted: 2nd May 2009 12:00
From what I saw in the new source, Lee attempted to fix the automatic-looping sounds the same way Airslide and myself attempted to in the beginning... it prevents the automatic looping sound from occuring but the sound now gets chopped off pretty bad.


The one and only,


Wizzkid
AGK Tool Maker
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Posted: 2nd May 2009 13:15
Thanks, I will have another look on Monday, I'm away for the weekend so I will have a go at fixing it when I come back.

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Airslide
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Location: California
Posted: 2nd May 2009 16:46
@Plystire - His fix doesn't look anything like mine He uses a check to see if the sound is still playing past a certain time...the sound might be too long if it is getting cut off. You can try replacing the preset time with the length of the sound (probably minus the fireloop).

Plystire
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Posted: 2nd May 2009 22:35
@Airslide:

My latest fix for that in V108 fixed everything. It doesn't matter how long or short the sound is, it will allow it to play in it's entirety before stopping it. Actually... I'm not sure if my fix still works as it was mainly the weird way that DBP handled sounds that allowed it to work.

I'll have to check later once I continue the port.


The one and only,


Nickydude
Retired Moderator
17
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Location: Look outside...
Posted: 3rd May 2009 01:12
Guys, would it be possible to change the entire game speed with a script command? For example if the player is in a dream-like state. Would this affect the timer.

Airslide
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Location: California
Posted: 3rd May 2009 01:20
If using my AirMod timer, this is quite easy to achieve. Simple change the base framerate (Default 30) in the timer update.

Apple Slicer
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Posted: 3rd May 2009 01:35
Nickydude, I re-emailed you.
Nickydude
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Posted: 3rd May 2009 01:43
Apple Slicer
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Posted: 3rd May 2009 01:54
I emailed, but...I dont think my email made any sense!

Just to clairify, we are going to try to get that timer thing working like you said Nickydude.
Wizzkid
AGK Tool Maker
18
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Posted: 4th May 2009 15:30
Guys, i have just integrated UrlForce's multiplayer additions. So in the next update you will have taunts etc...

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djmaster
User Banned
Posted: 4th May 2009 16:09
Awesome.Cant wait for water and stuff.

A.K.A. chargerbandit
http://chargedstudios.fpschost.com/
Wizzkid
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Posted: 4th May 2009 16:15
Hopefully on wednesday we will release an update.

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Juzi
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Location: Finland
Posted: 4th May 2009 17:19
Sorry if this has been answered but does this new update fix the damage hud thing?

Apple Slicer
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Posted: 4th May 2009 18:05 Edited at: 4th May 2009 18:05
So far, we have just deleted the whole line of code until it is fixed.

Wizzkid-I think a full release would be due at a better time, such as friday, that way we can get all the features done, and bugs fixed...
Wizzkid
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Posted: 4th May 2009 18:23
I will email you about it.

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Wizzkid
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Posted: 4th May 2009 19:31 Edited at: 4th May 2009 19:32
Guys I have released the second beta version, it has only the basic features we have spoke about, such as:

Water
Motion blur
More Multiplayer features
etc..

There is a lot more to come but you can try it out.

Download it from the first post.

Enjoy!

Wizzkid

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Apple Slicer
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Posted: 4th May 2009 19:56 Edited at: 4th May 2009 20:15
A NOTE TO ALL-


This is a TEST. You can NOT build a game for commercial use with this. Only use this to try it out.

This mod, when finished will cost 5.00 US dollars.

Enjoy,

Email either myself or Wizz for more info
Wizzkid
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Posted: 4th May 2009 19:58
We have just added one new feature! We now have added a screenshake command so you can now create an earthquake effect. Looks great, although there is still a lot to add to it, I will post a video soon!

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Nickydude
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Posted: 4th May 2009 20:28
I like the skyspin command, definite potential there (spaceship spinning into a black hole for example) but is there a way for a smoother spin? It does seem to jump in jerks.

Apple Slicer
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Posted: 4th May 2009 20:30
We have been just talking about that.

dont fret Nicky
Wizzkid
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Posted: 4th May 2009 20:31
Yeah, we know what caused that, there was a mis-calculation which meant it jerked rather than spun, that will be fixed!

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Apple Slicer
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Posted: 4th May 2009 20:39
Yeah, and Nicky,

i found the bug with the water


I emailed you, Wizzkid about it
Nickydude
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Posted: 4th May 2009 20:39 Edited at: 4th May 2009 20:40
Everything I ask for seems to be already underway! Marvellous!

Now if I can only stop the blur after being hit by the zombie...

Apple Slicer
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Posted: 4th May 2009 20:40
Hey, any ideas\suggestions, ask! We want to put anything we can in.

Also, I want to investigate the magical land of LOD
Wizzkid
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Posted: 4th May 2009 20:48
I am going to slightly change the blur commands. You may be able to stop blur when a zombie hits you I havent tried yet.

Fixed water bug!

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Apple Slicer
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Posted: 4th May 2009 20:53
New bug

Attached pic

Does it to every level.

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Wizzkid
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Posted: 4th May 2009 20:56
Thats really odd, it doesnt do this for me? And anyway that is a problem with the editor not the Mod.

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djmaster
User Banned
Posted: 4th May 2009 21:01
Is there a possibility to buy your mod with weapons or entities by request of you?

A.K.A. chargerbandit
http://chargedstudios.fpschost.com/
Apple Slicer
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Posted: 4th May 2009 21:02
djmaster- what do you mean?
djmaster
User Banned
Posted: 4th May 2009 21:03
I make models/weapons fpsc ready you or Wizzkid want and I get the mod.

A.K.A. chargerbandit
http://chargedstudios.fpschost.com/
Apple Slicer
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Posted: 4th May 2009 21:05
Oh, I see what you are saying, its up to Wizzkid.
Wizzkid
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Posted: 4th May 2009 21:15
Yeah, sure. Exchange is no robbery lol Like I said, our primary aim is to provide a good mod, not to earn money, however we think with the amount of effort we put in we deserve a small something in return, whether it be money or something else we could use I will talk to you closer to the time djmaster.

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Nickydude
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Posted: 4th May 2009 21:27
Quote: "New bug

Attached pic

Does it to every level. "


This could be because you've pressed the TAB key, it does this so you can look inside corridors.

Dark Goblin
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Posted: 4th May 2009 21:29
i have tested the new version and does not like it!

The "Motiob Blur" is only a static blur, which is not affected by anything in the World.

The Water has an big Aspect Problem in Reflection and Refraction and not everything is reflected/refracted if the Water is on some Height Values.
For example a Wall is not reflected/refracted where it should!

Pls work on it and fix the bugs!

... efxMod Developer!
Wizzkid
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Posted: 4th May 2009 21:35
Thanks DG, Motion Blur is only static at the minute, we are working on this.

And I have noticed myself some issues in the refraction and reflection, this needs some fine tuning.

I will do my best to fix them

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Hockeykid
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Posted: 4th May 2009 21:39
Hey wiz i was wondering if you have fixed the sped up animations, and what script commands have you added?

Nickydude
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Posted: 4th May 2009 21:42
I'm having a major problem now. I've put 3 of Bond's Dogmen in my level (them are the only dynamic entities) and it won't test. It keeps getting to "Waiting for threads to finish 97%" and just stops.

Apple Slicer
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Posted: 4th May 2009 21:42
Thanks Nicky

Anyway, yeah, the water could use a tad bit of tuning, but I thinks its fine.

its not finished remember...
Apple Slicer
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Posted: 4th May 2009 21:43
Hmm, MORE BUGS!!!

I think we have to fix the timer animation bug, then itll work
CoffeeGrunt
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Location: England
Posted: 4th May 2009 21:43
I'll give the mod a test run now...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
Apple Slicer
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Posted: 4th May 2009 21:45
please do...
Hockeykid
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Posted: 4th May 2009 21:48
Wizz use this for water on so the waters height won't reset when you step in the trigger zone.




Wizzkid
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Posted: 4th May 2009 21:52 Edited at: 4th May 2009 21:53
Animation speeds still arent great, need to work on those a bit more unfortunately. The arent many scripting commands:

WaterOn
WaterOff
WaterHeight=X
BlurOn
BlurOff
NewRunSpeed=X
SkySpin=X (Bit Jerky, Will fix this)

Thats all in this release, although beta testers will get to try out the Screen Shake feature soon.

@NickyDude, hmm this is confusing? I will have a look into this, sorry about that.

I know there is still the MP9/10 bug on some guns and sometimes gunshot sounds repeat etc.. it is a bug in the same part of the code, I will try and get round to fixing this asap.

@hockeykid - Thanks I will change that!

Thanks

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djmaster
User Banned
Posted: 4th May 2009 21:55
Wizzkid,add me to msn if you have it.We can talk there.

A.K.A. chargerbandit
http://chargedstudios.fpschost.com/
Nickydude
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Posted: 4th May 2009 22:02
Ok narrowed it down a bit, it wasn't the dogmen, it was a blood clump by Roger Wilco you can get free from the store. Test game worked fine when I removed it (with 2 dogmen who ran very, very fast! )

Wizzkid
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Posted: 4th May 2009 22:02
K, will add you now, unfortunately I cant talk right now, but I will add you and talk tomorrow

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Wizzkid
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Posted: 4th May 2009 22:03
@Nickydude - I will download that and see if I can find out what is causing the problem. Like I said the animation speeds are way too fast, the airmod code needs slightly changed

Thanks

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CoffeeGrunt
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Posted: 4th May 2009 22:15 Edited at: 4th May 2009 22:22
Ok, I gave it a whirl on a pretty large map I threw together with some AI in...

Build time was average, which is good.

The AI worked as usual, I noticed that everything was animating a bit fast though, but that's already been mentioned. The refraction and reflection cameras were very glitchy, often showing me the skybox. Ambience worked, but weapons only changed their ambience after being swapped, i.e., I had two weapons, ambience was high, then I lowered it to 0, weapon one that I had equipped while doing this stayed bright, but switching to weapon two made it go black, as the low ambience should make it do...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week

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