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

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Wizzkid
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Posted: 4th May 2009 22:17 Edited at: 4th May 2009 22:26
Thanks. Animation speed is something that I will definitely work on next, it seems to be very buggy. I will take a look at the ambience and reflection and refraction aswell.
xplosys
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Posted: 4th May 2009 22:57
Quote: "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..."


Keep trying to slow him down Apple Slicer. I know how easy it is to get ahead of yourself and end up with a can of worms. Just saying.

Brian.

Wizzkid
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Posted: 4th May 2009 23:00
I know Your right, anyway for the mean time I have stopped adding features and am solely focussing on bug fixing, thats why I wanted to release this beta so I could get feedback on any bugs.
Wizzkid
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Posted: 4th May 2009 23:11
@NickyDude - I download the blood clump by Roger Wilco and tested it, build game worked fine? I tried both green and red clumps, game built fine?
Apple Slicer
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Posted: 4th May 2009 23:24
Aw well. Thanks guys for gathering up the bugs though.



WIZZKID- WE ARE NOT PUTTING OUT AN UPDATE UNTIL JUNE!!!
Wizzkid
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Posted: 4th May 2009 23:28
lol.
I have fixed the skyspin bug, it now flows as smoothly and slowly as you could possibly want it
Wizzkid
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Posted: 5th May 2009 00:12
Hi,

Can anyone help me find the problem with this code? I have tried and tried, I have increased the array etc... but nothing seems to work. It is the code for the gun sounds, and it is causing many MP9/10 guns to have errors.

Does anyone know how to fix it?



That is the code from the V1.15 source and even it doesnt work, im lost.

Thanks
Hockeykid
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Posted: 5th May 2009 01:03
Ok i haven't done dbp but i have done c++ and why do you have some many if's withs out else?

Wizzkid
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Posted: 5th May 2009 01:08 Edited at: 5th May 2009 01:08
This is the code Lee wrote, not myself, however this doesnt work? Possibly because they used a special version of DBPro to compile FPSC??? Im confused.

And there are not many else's because there is no need for them
Hockeykid
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Posted: 5th May 2009 01:13 Edited at: 5th May 2009 01:14
It looks to me it needs to be rewritten.




Try that but i doubt it'll work, Make a back up and keep in mind i don't know dbp

Plystire
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Posted: 5th May 2009 02:35
@hockeykid:

There was nothing wrong with that section of code.


@WizzKid:

You may want to look carefully at the arrays that AirMod changed. Some of them... may need to be changed more than once.

There's your clue for today.


The one and only,


Airslide
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Posted: 5th May 2009 02:46
You mean the gunsound arrays? God I hated how Lee re-defined those later on, it took me AGES to realize it.

Apple Slicer
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Posted: 5th May 2009 02:53
Oh goodness. Well, I am sure we will figure this out, one way or another.


Thanks guys...
Hockeykid
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Posted: 5th May 2009 03:00


O then dbp is quite different then c++. Either that or because i haven't done C++ in a while. O well

Dar13
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Posted: 5th May 2009 03:02
Quote: "O then dbp is quite different then c++"

Wayyy different. I've dabbled in both and they are very different.

...
Wraith Staff
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Posted: 5th May 2009 05:26
In the old beta ammo would always be set do default... Wich was a problem for me. I'll try the new one out instead. I'll give a report when I'm done



Play Harder!
Apple Slicer
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Posted: 5th May 2009 05:28
Wraith Staff- You will find that this BETA mod here on this forums is infested with Bugs. Email me if you want to know more about this mod.

Thanks.
Flatlander
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Posted: 5th May 2009 07:04 Edited at: 5th May 2009 07:05
Before releasing this mod for production be sure and wait for possible updates of the source code. There are some character texture issues. Besides the source code is still in beta. See http://forum.thegamecreators.com/?m=forum_view&t=149778&b=21 for my posts regarding the texture issues. WizMod is on the 2nd page so it shows up with this one as well. Other text problems are toward the end of the first page.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Apple Slicer
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Posted: 5th May 2009 07:51
I saw your post F L A T L A N D E R.

When we clean out the other bugs, we will turn our attention to the issues with model packs.

As of now we have issues with characters animation speeds, and weapon issues as well.
puppysss
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Posted: 5th May 2009 08:45
Very awesome!

But WizMod has problem that Big size map or Many poly charactors and objects hide and break...

Other problem,Some scripts don't run in levels.(Not WizMod's script,FPSC Stock scripts)

Also,WizMod is Very fast.And Gun Animation is very fast frame...

Cheer up!

Your signature has been erased by a mod,why is it way too large?
Flatlander
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Posted: 5th May 2009 09:26
Quote: "When we clean out the other bugs, we will turn our attention to the issues with model packs."


It was just a friendly comment. I assume Lee will correct this as all the model packs work with the stock engine and the source code should work exactly the same as the stock. So, this is something you shouldn't have to worry about. We should -- and I'm expecting that -- we will get an updated source code.

I understand that you are on a roll and don't want to just stop. I certainly wasn't suggesting that.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Red Eye
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Posted: 5th May 2009 14:14
why is the water so smalll... Just couple sugments???????


Apple Slicer
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Posted: 5th May 2009 16:43
puppysss-Please give examples.

F l a t l a n d e r-It's fine. We are working on bugs now, so well take a look as I said. Maybe its some kind of error with the models, as the rest in all of the other packs are fine.

Red Eye-The release on the forums had a few issues as you can see. It origonally covered the entire map. However, for performance reasons, it will be shrunken 1\4 the size, and the water will "follow" the player just like the skybox does.

Hope that makes sense.
Wizzkid
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Posted: 5th May 2009 18:10
Thanks guys for all the bug reports.

Here is the latest info on what we have done:

*Added screenshake for earthquake effect
*Fixed small water issue (like Apple Slicer said, it now moves with the player seamlessly so it doesnt effect performance.)
*Working on the MP9/10 gunsound problem (Thanks Ply )
*Working on animation speed.
Wizzkid
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Posted: 5th May 2009 18:28
I have just fixed the MP9/10 gun bug Thanks for the tip Ply
Wizzkid
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Posted: 5th May 2009 19:48
I have just fixed the bug which caused animations to go too fast
Red Eye
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Posted: 5th May 2009 19:52
good work mates... but could the folowing water feature be as a option in the setup.ini???

because in large areas... it is weird...


Wizzkid
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Posted: 5th May 2009 19:56
Yeah, we are going to add Water commands and also Skyspin and a few others to the setup.ini file
Flatlander
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Posted: 5th May 2009 21:28
Lee found the problem for the mesh/texture problem. He has just released beta 2 of U74 which fixes it. I can confirm that this did fix it. So, if you don't have beta 2 of U74. You might want to download it and recompile the source code using beta 2. Just a thought.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Apple Slicer
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Posted: 5th May 2009 21:31
Oof. Thanks F l a t l a n d e r

We will try to fix it...
Wizzkid
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Posted: 5th May 2009 21:47
Downloading U74 now Hopefully that will mean WizMod has one less bug. Today has been great for bug fixing, most of the big problems have been fixed, MAINLY only small bugs left that we know of.
Apple Slicer
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Posted: 5th May 2009 21:47 Edited at: 5th May 2009 21:48
Its still coming out in JUNE!!!!!!!

EDIT: BETA testers. You will receive an update for testing.

,thanks.
Wizzkid
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Posted: 5th May 2009 21:49
I know lol. Im not rushing... much. I just love adding knew things and surprising myself lol
Wizzkid
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Posted: 5th May 2009 22:10
The mesh/texture bug flatlander found is now FIXED!
Plystire
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Posted: 6th May 2009 02:20
Regarding the U74 beta 2 update.

It seems Lee has changed more than a mesh issue, and dynamic lighting no longer works when compiled.

-1 mesh bug
+1 lighting bug


The one and only,


Apple Slicer
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Posted: 6th May 2009 02:34
All we did was incorporate the mesh bug. (I think)

Thanks for the heads up Ply.
Wizzkid
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Posted: 6th May 2009 02:51
Yeah I read s4's post on this, I think I will revert to beta 1 until this is fixed as dynamic lighting is probably more important.
Plystire
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Posted: 6th May 2009 03:02
False alarm, guys.

Dynamic lighting still works in beta 2 as far as I'm concerned.


The one and only,


Apple Slicer
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Posted: 6th May 2009 03:04 Edited at: 6th May 2009 03:04
Thanks Ply. Had me worried!

Jk.

Anyway, we might have to ask you for a teeny tiny bit of help soon...
meteorite
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Posted: 6th May 2009 03:15
How does motion blur work for everyone else? For me everything is blurred even if I dont move, but that is probably due to my gfx card being well crap

"I can't imagine what this place would have been like if I hadn't found you here." - BJ Hunnicutt
Apple Slicer
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Posted: 6th May 2009 03:21
No, its correct. Its just because its not done yet.
s4real
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Posted: 6th May 2009 03:39
Quote: "False alarm, guys.

Dynamic lighting still works in beta 2 as far as I'm concerned.


The one and only,"


Sorry but dynamic lights dont work in beta 2 at all for me so I gone back to beta 1.

If you going back to beta 1 make sure to unstall everything and then restall from fresh or you still have the same problem.

Best s4real

Flatlander
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Posted: 6th May 2009 04:22
Have you contacted Lee about dynamic lighting. All should be working not just some as a pick and choose which beta I'm going to use. Not a good idea as far as I'm concerned.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
john schwarcz
User Banned
Posted: 6th May 2009 05:06
aww i heard this wont be put in blue?

shadow666
Flatlander
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Posted: 6th May 2009 05:36 Edited at: 6th May 2009 05:38
I did a simple test. I am assuming by dynamic lighting the dynamic lighting checkbox is checked in the preferences and that you set certain lights to dynamic by turning off static parameter.

Here are the images in this first test and it appears to be OK to me. The first image shows a hallway with static lights.



Here is the room with dynamic lights turned off.



Here we are in the room with dynamic lights turned on after turning on the light switch.



Is there something I'm missing. I will be testing an outdoor scene that has "sunlight" next.

Any other suggestions for me to test? Something more complicated?

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Apple Slicer
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Posted: 6th May 2009 05:38
No, but why would you want it to be?

This mod will have, (hopefully when done)

RAGDOLL (just for you john)
Bloom
Motion blur
X10 like water
30 or more new scripting commands
Timer system
Gun specs for ironsights
Timer based
better DYNAMIC shadows
Flatlander
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Posted: 6th May 2009 05:40
Is the dynamic shadows where beta 2 might be causing problems. I am testing this without any modifications to the source code as I am testing just for whether or not DBPro is working OK when compiling FPSC-Game.exe.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Apple Slicer
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Posted: 6th May 2009 05:41
Hey Terry, I will email you.
Flatlander
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Posted: 6th May 2009 06:06
OK, will check my email.

I just did a test of one of my finished levels that used dynamic lighting and I can see where the problems are now. I will be sending Lee an email regarding this. Also, I noticed that the Frame rate has gone down tremendously. From 38 to 19/20. Not good. Of course this can be handled in the mod.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
john schwarcz
User Banned
Posted: 6th May 2009 06:06 Edited at: 6th May 2009 06:19
RAGDOL?!!??!?!?!?!?!?!?!?!??!

uch but i need to have a bloodspurt command and daulwield, from plys mod,
(and i forgot, is this gonna be implemented into migration ) hmmm this is a really hard descion, what else is goin to be going in? (and can we give suggestions) uch i want this mod, bbut i also want some of ply's stuff and lemur,...uch what should i do

(is there fog and can you change water color? and what are the new scripting commands, does it/can you implent airmod into it?, sorry im freakn out a little lol)

shadow666

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