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FPSC Classic Product Chat / Project Blue Official Thread

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s4real
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Posted: 2nd May 2010 01:50
@ Gun_Guy :- These are common bugs in standard fpsc and not project blue as such.

You can get around the guns not picking up by making sure you don't use more than 20 frags when building a game, this bug only happens if you are using none stock weapons as well for some odd reason.

The backspace problem is it just isn't added to the engine to do that.

Hope this helps

best s4real



Pack ya games with vishnu fpsc packer its free.
Wraith Staff
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Posted: 2nd May 2010 04:56
Quote: "Now would be the time for people to request some features for Project Blue that ARE NOT currently being worked on in V117"


Well, since my two main requests (using the new source and integrating Fenix Mod) appear to be under way (I think I read those right... still worrisome, though) I guess all I'd have to suggest is the ability to override certain screens in multiplayer to better use FPSC IP...

That would be awesome!

Gun_Guy
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Posted: 3rd May 2010 16:35 Edited at: 3rd May 2010 16:36
Quote: "The backspace problem is it just isn't added to the engine to do that."


I tried building without project blue and it let me do backspace
Nomad Soul
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Posted: 4th May 2010 01:16
Just thought I'd throw this out there.

FPSC X9 V117 is going to have advanced shaders, AI, ragdoll, particles, physics based timers, lip sync characters and loads more cool stuff.

I'm a paid up Project Blue user and very happy with the product but after V117 is released is there going to be much reason for people to buy it.

In short, what will Project Blue have that V117 doesn't have when it comes out?

Wraith Staff
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Posted: 4th May 2010 13:49
Quote: "In short, what will Project Blue have that V117 doesn't have when it comes out?"


Well, for starters...

On just the current build:

Lemur Multiplayer additions (multiplayer is apparently very important to some and Lemur makes everything better)

Nearly limitless scripting options (a la PlysMod and s4)

The couple of features I requested Ply to make for MY personal mod that Project Blue now also uses (anti-gravity toggle and tractor beams)

Duel Wielding, force pull, magic, and body armor (Plysmod)

just off the top of my head... (trust me, there's sooo much more)


and with the addition of Fenix:

Weather, player speed changing, stamina and gore/gibs (a la XrMod/Horror Mod)

Third Person, vehicles, over the shoulder and/or player legs (wait... it could already do that )

Gun melee (pistol whip) and in-engine flashlight

and sooo many more that I can't count all the useful editions!

Think about it, too... with PB about to use the new source, you get all this awesomeness (and the millions of things I can't remember) all using the sweet new official infrastructure for less than $30! You can't afford NOT to have all this!


(If I added too much, or not enough... please pitch in )

Nomad Soul
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Posted: 4th May 2010 19:33
Quote: "Think about it, too... with PB about to use the new source, you get all this awesomeness (and the millions of things I can't remember) all using the sweet new official infrastructure for less than $30! You can't afford NOT to have all this!"


Agreed. I forgot about the Project Blue / Fenix migration.

starmind 001
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Posted: 7th May 2010 02:20
Hockeykid I sent you an email for getting project blue.

mickeyb
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Posted: 7th May 2010 08:11
is there any games or demos made with PB for download
so can see effects in game.
had a search saw some made with fenix ect.

T.I.A
Marc Steene
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Posted: 7th May 2010 23:07
Hey guys, the standard bloom is a little strong for my liking...could someone please explain how to turn it down a little? I've gone to the bloom.fx file but can't see what needs to be changed, or how much to change it by. Thanks


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Plystire
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Posted: 8th May 2010 02:15
@Marc Steene:

When you open it up there should be some variables declared at the top that you can change around. I'm not on my FPSC comp right now so can't look at it to give you the exact variables. All I can say is try playing with them to see what effects they have.

One thing to note about the bloom is that I had it do a double-layer of bloom for strength and smoothness. Only having one layer made it very... fuzzy and so much "bloomy" and had a lower quality look to it. I bet I could easily turn it down to just one pass and upload that for performance reasons. (You could probably do this yourself if you know what to look for. There is a second copy of the bloom passes at the bottom. Take them out and make the necessary alterations for it)

The motion blur shader could also be toned down for less quality and more performance.

Just let it be known that the shaders were made with Quality in mind, not necessarily performance, and any performance drop experienced by using them is not necessarily the fault of the engine, but is likely due to the complexity of the shaders themselves.


The one and only,


Marc Steene
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Posted: 8th May 2010 10:40
Thanks for your response Plystire. Honestly, performance isn't a problem for me, as I still run at 40fps with fullscreen shaders active.

Despite your help I'm still clueless as to what to change :S (Sorry, I'm a bit of an amateur when it comes to shaders ).


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
mickeyb
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Posted: 8th May 2010 13:34
I sent Hockeykid an email about buying PB it will be two
weeks this monday coming and still no reply.
starmind 001
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Posted: 8th May 2010 19:12
Quote: "I sent Hockeykid an email about buying PB it will be two
weeks this monday coming and still no reply"
I had to bug Ply to get hockeykid yesterday about getting it. It seems that his email had a malfunction, so give him sometime to get back to you.

I have it now and I thank Ply and hockeykid for it!

Hockeykid
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Posted: 8th May 2010 19:28
Quote: "I sent Hockeykid an email about buying PB it will be two
weeks this monday coming and still no reply."


I have not received an email from you, please insure that you sent the email to : Hockeykid2300@aol.com

Wraith Staff
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Posted: 12th May 2010 02:54
Hmm... This had been bugging me for a while now:

If I want to make a more "realistic" shooter and want to have melee (from Fenix) ironsight AND duel wielding when the Fenix/Migration update for PB comes out, how would that all logic out exactly? It seams that I'd be swinging two guns clumsily and doing some major glitching with ironsight after a while... how would that work

(Because, if you think about it; with the above, DarkAI, sprint, body armor, halo-like weapon drop, player legs, compass, allies and the better graphics, shaders and performance... you could make really awesome games then!)

Shadowtroid
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Posted: 12th May 2010 03:51
@Wraith Staff

Ironsights with dual wielding is disabled. As in, with two weapons, you cannot do ironsights. As for melee, I can imagine hitting with both weapons at once.

Wraith Staff
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Posted: 12th May 2010 05:17
Oh... okay. Makes sense Thanks Shadowtroid

Plystire
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Posted: 12th May 2010 09:12
You CAN use ironsights/zooming with dual wielding if you write a weapon script. With a weapon script, you can make the gun act exactly how you want it to act, down to what key fires and what key zooms.


The one and only,


Shadowtroid
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Posted: 12th May 2010 14:26
Quote: "With a weapon script, you can make the gun act exactly how you want it to act, down to what key fires and what key zooms. "


Well, YEAH, but I'm pretty sure he meant stock.

Wraith Staff
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Posted: 13th May 2010 01:27
Quote: "Well, YEAH, but I'm pretty sure he meant stock"


Actually, no, I didn't... I do 80% of the scripts for my games anyway and I know that you can't expect to get something for nothing... but anyway, thanks Plystire (you always seem to be one of the few responses to my questions... are you stalking me? lol)

Shadowtroid
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Posted: 13th May 2010 01:31
Quote: "Actually, no, I didn't..."


Well, then I have been owned.

Plystire
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Posted: 13th May 2010 02:10
No problem. This being the PB thread, all of my answers will be for use with PB (unless noted otherwise)

One of my videos even showed zooming with dual weapons. I believe it was the Ply's Mod V1.09 vid. Weapon scripting can be a very powerful source of features for your games. Gravity guns, new key bindings, auto-firing, the list can go on and on for the new behaviors that you can give to your weapons.


The one and only,


Shadowtroid
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Posted: 13th May 2010 03:28
Quote: "Gravity guns"


I tried that actually, and without any coded force commands you cannot have things be thrown back. Which is sad.

But yeah, you can pick things up from far away. Woo!

Nomad Soul
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Posted: 14th May 2010 15:29
@Hockeykid

Please could you give consideration to incorporating the Fenix Dark AI into Project Blue as a kind of PB v1.8b?

Its the only major feature I feel PB is missing at the moment and would fill the gap before v1.17 is eventually released very nicely.

At the moment I find myself torn between using PB for its full screen shaders and Fenix for its Dark AI.

Of course if there is likely to be any v1.17 betas anytime soon it won't be as much of an issue.

Thanks

Plystire
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Posted: 15th May 2010 01:24 Edited at: 15th May 2010 01:26
@Shadowtroid:

There is a command that I left undocumented due to its -- er -- lack of attention from me. It's called "SetPlrStrength". It increases throwing strength, resulting in further, harder throws by the player. It also lets the player pick up heavier objects.... I don't recommend using the command without knowing full well what it does, but for this application, I don't see why not.

Whent he "gravity gun" picks up an object, have it temporarily increase the player's strength to something massive, like 1000 or something (100 is default, IIRC). After the object is thrown, or put down, have the strength return to normal for the player.

I believe that should result in a more "gravity gun" type impact from picked up objects.

If you're wanting a "force push" type thing for the weapon, you might be able to get away with making the weapon a "shotgun" type weapon in the gunspec (to induce pushback on enemies) but keep the damage to a minimum. That should work, but not quite sure, as I haven't used FPSC in some time now.


All in all, there are very few things that the current system cannot do as far as simple things like those are concerned. Just use your imagination with those weapon scripts and all kinds of possibilities open up.


The one and only,


DarkFrost
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Posted: 15th May 2010 02:47
How would one go about giving a weapon the ability to pick objects up, without it switching out.

e.g have gun that does not shoot, but picks up objects and can throw them.

I understand your explanation for the "force push" effect, my only problem is getting the weapon itself to grab the objects firstly.

[img][/img]
Plystire
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Posted: 15th May 2010 07:27
Well... with your weapon script, have it force the player to "pickuptarget" instead of firing when the left mouse button is clicked (or right-mouse button if it's dualwielding).


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Shadowtroid
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Posted: 15th May 2010 21:04
@Plystire

Oh wow, thanks. I have been putting off that script forever now.

I will experiment with it as soon as I have access to my computer, and I might release the script. Because people might want that, know the popularity of HL2.

starmind 001
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Posted: 15th May 2010 23:53
Question whatever happened to this content and how do you set it up??

Ply's Mod Content in V1.09

Shadowtroid
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Posted: 15th May 2010 23:56
Yeah, that's in. For the camera, I'm not sure, but I know it is possible. There is weapon scripting in PB.

Hockeykid
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Posted: 16th May 2010 01:06
Quote: "@Hockeykid

Please could you give consideration to incorporating the Fenix Dark AI into Project Blue as a kind of PB v1.8b?

Its the only major feature I feel PB is missing at the moment and would fill the gap before v1.17 is eventually released very nicely.

At the moment I find myself torn between using PB for its full screen shaders and Fenix for its Dark AI.

Of course if there is likely to be any v1.17 betas anytime soon it won't be as much of an issue.

Thanks"



I will give it SOME thought but at the moment its a no. The Dark AI in Fenix Mod is just horrid and will just cause more bugs. On top of that it will cause the integration of V1.17 to be even more difficult.

lotgd
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Posted: 16th May 2010 13:29
Yesterday I sent an email unanswered, water is present (no decal)?
that payments do you accept? how do you pay and download?

Plystire
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Posted: 17th May 2010 01:24
@starmind:

The shaders shown in the video require a bit of setting up for each weapon, but IIRC the stock weapons normally come with their own Illumination maps already (But no shader to support them before I wrote one.. strange)

Not sure if the shader was included with V1.7 or not, but there should be a very LONG shader name like "bumpcubereflectilluminatespec" or something. That is the shader to give to your weapon that supports everything in the title. You should then be able to supply the weapon with the appropriate texture maps for each effect. (_I is illumination map, which is all black with white spots on the areas that should be illuminated. _S is specular map, which is normally a black and white version of the normal diffuse map. _R is the reflect map, which looks the same as the _I map, except the white areas on this one specify which spots receive the _cube reflection.) Hope that helped and sorta made sense.

As for the gun camera... last I checked, it was buggy, which was why documentation was never made. Though, I do recall putting the gunspec options for it up somewhere in a code snippet. Here they are for the scifi assault rifle:


The only things to really note about it are the quality and useshader options. Quality is inverted, so 1 is max quality and any higher will reduce the gun camera's framerate (not the game's framerate, just the framerate for rendering the camera on the weapon) and reduce overall performance drop in the game. The useshader option, when set to 1, will attempt to render the gun camera utilizing the shader given to the weapon. The shader MUST be set up for this, though. The shader that supported this was called "bumpcubereflectilluminatespecover" or something like that, it had "Over" in the name. The shaderstage option was the texture layer stage that the camera would attempt to use within the shader... stage 6 was the stage that the aforementioned shader used for this.

And that's about all there is to the video. Everything else in it was weapon scripting.


@lotgd:

"Water" is not in PB. There are ways to make it appear as though there is Water, but as for a hard-coded feature, there is none.

Payment is discusssed with hockeykid through email. Just email him saying that you want to purchase and he'll hook you up with the details. As for payment, that is done through PayPal.


The one and only,


lotgd
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Posted: 17th May 2010 01:30
ty plystire I needed water for my own game

Plystire
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Posted: 17th May 2010 01:37
Well, don't make the assumption that many others have. Just because I said PB does not have Water as a feature does not mean that you can't have water in your game.


The one and only,


lotgd
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Posted: 17th May 2010 01:57
add this option in the next update? I'm a newbie

starmind 001
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Posted: 17th May 2010 03:23
Thanks Ply! Your help is always appreciated.

Plystire
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Posted: 17th May 2010 04:31
@lotgd:

That's up to hockeykid. I doubt it will be in there, unless it has lots of options (such as turning off reflection/refraction, etc) because of how intensive it can be on the GPU/CPU, not to mention with it paired up with full screen shaders.

(This is also assuming he fixes the bugs that existed with the last water that was put in )


@starmind:

No problem. That's what I'm here for. I may come off as a complete unmentionable to some people, but at least I help out on the side.


The one and only,


Wraith Staff
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Posted: 17th May 2010 04:48
Hmmm... from everything I've read (which I asked people to correct me if I was wrong and no one did and it also seemed that people had agreed, until recently, that is) the next update was to include Fenix Mod (without RPG Mod, that is) and be build using the new source, amirite? Isn't water on the list for the features of the new source? This is all pretty confusing and I don't know if it should be... Could someone please tell me exactly what is official and what isn't?[i] Please

Plystire
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Posted: 17th May 2010 05:18
Only hockeykid can tell you what is officially going to be in the next PB update, but I think his mind is on the official version right now, so you may have to wait a bit for anything official to be announced here.


The one and only,


Nomad Soul
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Posted: 17th May 2010 17:05
Quote: "I will give it SOME thought but at the moment its a no. The Dark AI in Fenix Mod is just horrid and will just cause more bugs. On top of that it will cause the integration of V1.17 to be even more difficult."


Thanks Hockeykid. If you don't believe there would be enough value in adding it to PB at the moment I will hang on for V1.17 when the new Dark AI comes along.

I appreciate you giving it some consideration though.

MandoAndy
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Posted: 17th May 2010 19:36
Hey guys! I just got PB and I'm loving it so far.

I was wondering, and I'm sorry if this question has already been answered before, but has anyone created new "actions.lst" and "conditions.lst" files for FPI Edit Pad to accommodate all of these mods and their new scripting commands?

I would love to be the guy who made it possible to use all the new commands with FPI, but I'd need a list of each and every available action and condition (which I wouldn't mind getting a look at anyway!) Then I'd edit the files myself and post 'em here.
Plystire
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Posted: 18th May 2010 05:44
Hello, MandoAndy.

I don't believe anyone has made such files. I started to a while back for Ply's Mod, however I ran into a bunch of bugs with FPI EditPad doing so.

You are free to set them up and I'm sure hockeykid would be willing to distribute those for people using the Mod. It would help out very much.

You can find all (read as "almost all") of the commands within the Mod in the manual included with your download.


The one and only,


MandoAndy
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Posted: 19th May 2010 02:09
Thanks, Ply! Yeah I think I'll get to work on that.

"Almost all"?? ...heh Well, if I miss any commands, I'm sure people will email me and very kindly tell me which ones I forgot.

I'll go ahead and start with the list of commands in the manual.

Ikey
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Posted: 20th May 2010 20:17 Edited at: 20th May 2010 20:50
Is there gore style headshots in this? (Like Fenix Mod) I read through the manual, etc, and I couldn't find anything about headshots. Sorry if I'm missing the obvious.
lotgd
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Posted: 20th May 2010 20:28
in fpsc 1.16 is present appearwithheadshot.fpi

TerrorNation
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Posted: 20th May 2010 21:05
There are no GORE headshot options like Fenix Mod in the current version of Project Blue. However, it should feature them once Fenix Mod is implemented into PB.
Plystire
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Posted: 21st May 2010 03:57
The heads do not disappear like they do in Fenix/Horror Mod. However, you CAN detect for a headshot and do some AirMod gore for it.


The one and only,


The Imperfect Sheep
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Posted: 22nd May 2010 12:04 Edited at: 22nd May 2010 12:06
Hi. I'm trying to get custom gun animations to work, but I'm failing violently.

I've added this to the bottom of the weapon in question's gunspec:


So, i've got a weapon script working for the gun, but I want to add this line to the bottom of my weapon script to work with the custom anim



So, when I test the level, the gun acts as it's been directed to in the weapon script, except when I press the enter key, nothing happens.

Thanks in advance!

/Offtopic: Plystire, thanks for replying to my email
Shadowtroid
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Posted: 22nd May 2010 12:52
I think iy's because you have it set to the \ key. Try changing the 21 to 51.

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