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FPSC Classic Product Chat / Project Blue Official Thread

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BlackFox
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Posted: 7th Jul 2010 04:18 Edited at: 7th Jul 2010 04:21
Quote: "As far as I am aware, there shouldn't be any problems with model packs. There was only one problem I encountered with them and it was only for the egyptian weapons..."


There is one other Plystire. The Egyptian pack (model pack 8), specifically the walls and floor segments that you can walk through. They are located in the segments\Dark Egypt-V2\Rooms\Basic\01-04 folders.

When you do a build, they will not be in the built game. BlueFox has a development where she build her game and had noticed the fake walls/floors in this pack were missing. We had to manually copy them into the build.

As far as the rest of the packs, they work perfectly for us. Hope that helps others out.

- BlackFox

Marc Steene
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Posted: 7th Jul 2010 13:40
Thanks for the help. I've already animated my user camera, and simply switching over the names just makes the player camera spin like crazy and so do not want to animate it again. To get around this, I tried setting the player camera position and angle to match that of the cameras with this line:

:always:setvar=$CAX $CAX_bed,setvar=$CAY $CAY_bed,setvar=$CAZ $CAZ_bed,setvar=$CPX $CPX_bed,setvar=$CPY $CPY_bed,setvar=$CPZ $CPZ_bed

It didn't work, the player camera was completely unaffected. Is there something wrong with the script?


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
starmind 001
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Posted: 8th Jul 2010 02:07 Edited at: 8th Jul 2010 02:08
I have a question for custom weapons. I just made a weapon for Cp's new pack and it turns invisible. If I remove it's shader from the gunspec it just shows up white(as shown). I gave it's original texture thinking it works like eai weapons, but then it turn in visible again. So why is pb the only mod that does not texture my new weapon? I checked the new weapons I did for pom3 and they look great. I am stumped.



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Hockeykid
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Posted: 8th Jul 2010 02:09
Quote: "I have a question for custom weapons. I just made a weapon for Cp's new pack and it turns invisible. If I remove it's shader from the gunspec it just shows up white(as shown). I gave it's original texture thinking it works like eai weapons, but then it turn in visible again. So why is pb the only mod that does not texture my new weapon? I checked the new weapons I did for pom3 and they look great. I am stumped."


Huh, odd. Do me a favor, if blooms on turn it off and see if that works.

Marc Steene
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Posted: 8th Jul 2010 02:23
Hockeykid, perhaps you could help me out with this problem. When fullscreen shaders are active and a user camera is being viewed, the whole screen is filled with a solid green colour and I cannot see anything. How do I fix this? Also, do you have any plans to make videos unskippable while playing? That would be useful.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
starmind 001
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Posted: 8th Jul 2010 02:35 Edited at: 8th Jul 2010 02:44
Quote: "if blooms on turn it off "
I have the same thing with it off. Hockeykid I can send you the model for you to test if you would like.

EDIT:
I went ahead and sent you the model.

Hockeykid
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Posted: 8th Jul 2010 03:05 Edited at: 8th Jul 2010 03:06
Quote: "I have the same thing with it off. Hockeykid I can send you the model for you to test if you would like.

EDIT:
I went ahead and sent you the model."


I can't seem to figure out why its happening, the only thing I can think of is maybe pieces of Ply's old shader system still remains and its causing issues. Although thats a long shot. Ply might be able to give you more help then I can.

starmind 001
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Posted: 8th Jul 2010 03:13
Ok This isn't good, is it going to be fixed?

starmind 001
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Posted: 8th Jul 2010 03:31
Ok, I fixed it. What I did to find my mistake was import the dbo into fragmotion and in the bottom window it stated that it could not find the original texture I had made for the model. So I added the texture to the folder and it worked.

So for others out there, export with the textures you want in game or they will turn white. Hope that helps.

Amazing what another beer does for ya.

raymondlee306
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Posted: 8th Jul 2010 05:00 Edited at: 8th Jul 2010 05:29
Hockeykid,
Wanted to say that I downloaded the 1.8 you sent me and installed it (as well as v1.16) and I got about 17 more frames per second on my levels consistently. My hat's off to you and the whole project blue team. One small issue I can't seem to figure out though...I can build level 1 and it runs no problem. I can build level 2 and it runs no problem. I can build level 1 and 2 togather, but only level 1 will play. After the loading screen it crashes and says that there is an light missing at line 28 hundred something. I deleted all the lights in level 2 and rebuilt the game and got the same result. I switch the levels and put level 2 first and rebuilt it. Level 2 played fine and got the same crash on level 1 loading. I get no error during the build process at all. Do you have any thoughts on what could be causing this?

Windows 7 64 bit
4 gig ram
1 gig video
v1.16 with PB 1.8

Thanks In Advance
Ray


EDIT: The exact error I get is "Runtime error 7303 - light does not exist at line 28229"

Edit 2: I just got the error to repeat on a single level build. It is after I touch a win zone. I can start the level hit escape then press ne game as many times as I want. After I touch the win zone and hit new game I get the same crash. I don't know if that helps you figure it out or complicates it. I can also send you the Built levels and you can try to recreate the error.
UPS
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Posted: 10th Jul 2010 02:53
Hello,

I am 99.99% sure I am buying this. I am using this to make a game that will become commercialized. We would include the name of the TGC and plus Project Blue. If that is alright with you, we would include it on the packaging plus in-game. Please reply or add me on Skype:

Supatutorials
Plystire
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Posted: 10th Jul 2010 02:55
@UPS:

It is not required for you to credit PB once you have bought it, however if you choose to include PB in the credits I certainly won't stop you.


The one and only,


I3lackjackx
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Posted: 10th Jul 2010 03:40 Edited at: 10th Jul 2010 05:47
im having a problem when i go to test the game out. im using 1.15 (i also tried this with 1.16) and the level doesnt really show up.
my first picture is what the level looks like in the editor. my second pic is what happens when i test the game out. im using the metro theater pack and have multiple levels. does anyone know whats wrong? if it helps - i downgraded from 1.16 to 1.15 today. thanks.
-rj

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Marc Steene
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Posted: 10th Jul 2010 19:21
Hockeykid/Plystire

What are the variables used to control the bloom strength in an FPI script? I want to create something similar to HDR where bloom automatically adjust but I need to know how to control the shader with FPI first.


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zeza
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Posted: 10th Jul 2010 19:51 Edited at: 10th Jul 2010 19:51
@Marc
The variables are BloomPower and BloomScale

I'd change the world, but I don't have the source code
Marc Steene
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Posted: 10th Jul 2010 19:54
The following extra script is given:

:state=0,plrwithinzone=1:csreset,csnum=1,csconstname=BloomScale,csval1=6.0,csfinish,state=1
:state=1,plrwithinzone=0:state=2
:state=2,plrwithinzone=1:csreset,csnum=1,csconstname=BloomScale,csval1=1,csfinish,state=3
:state=3,plrwithinzone=0:state=0

I'm guessing a higher csval gives a higher bloom power. What would I use to make bloom really strong in a zone (using both bloom power and bloom scale)?


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Plystire
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Posted: 11th Jul 2010 06:24
The best way to find out is to experiment with different values.


The one and only,


Marc Steene
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Posted: 12th Jul 2010 02:53
Hey, got another problem Just tried building a level, but I noticed the Fullscreen shaders were not copied to the effectbank folder. I copied their files over, however, after doing this and running my game exe, I was presented with a "Runtime error 105 - File does not exist on line (number)".

Any help?


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Wraith Staff
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Posted: 12th Jul 2010 13:46
@Hockeykid:

I was just wondering, since the migration is in beta now, if you had any idea when you're going to start the new version of PB? As you know (because I can't seem to shut up about it ) I was excited to hear that Fenix mod and the new source were going to be in the next update. Is this still the case, or is it all still under wraps?

Every step closer to the update makes my head spin If the newest upgrade maintains the same quality we've all come to love from you and the other talented people behind PB, Fenix and the official source (which we all know it will), I know that the community will come up with pretty sweet games as soon as everything's said and done. I've been holding off buying PB for just that reason anyway.

Also, @Plystire (a bit off topic):

Did you happen to see that Ply Stuck in a Room was featured on TGC's Facebook and Twitter? If it's okay with you (and all credit given) I'd like to make a demo for my actual game set in a similar level as the video (though I think I'll wait until the next update if it's everything I'd hoped) I even have a special nudge to you planned (especially if you allow me to use said demo level in the full game )... but hey, back to PB!

I know I get a little too psyched about all this, but I can't help it... Just the opportunity I see with all the little features fitting together like puzzle pieces. I know I don't have much to show for it, but I'm constantly thinking of new games to make (especially on a current gen level) and I think that this update and some hard-working/determined developers may make that happen! /rant

Shadowtroid
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Posted: 13th Jul 2010 02:48
Hey Wraith, if it makes you feel a little better I think Hockeykid sneaked some Fenix in V1.8 of PB.

Plystire
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Posted: 13th Jul 2010 09:20
@Wraith Staff:

I was not aware that my video had been tweeted about by TGC. I guess that would explain the sudden upturn in views from that date onward.


The one and only,


Marc Steene
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Posted: 13th Jul 2010 15:10
I can confirm that I am not the only one having the problem where fullscreen shaders are active and when a user camera is viewed the screen goes entirely green. I have built the level below where the problem occurs.

http://www.mediafire.com/?vro1e3mzmtn

The script below was used:

:state=0:makecamera=test,viewcam=test,state=1
:state=1:state=1

This issue is becoming really detrimental to me now. As far as I know other people haven't been having this issue, so perhaps I have a dodgy copy of Project Blue? I'm using the 1.8 beta which Hockeykid sent out ages ago.

Hockeykid, please could you send the latest version of Project Blue to marcsteene@yahoo.co.uk? Thanks.

Image showing the error is attached to this post.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21

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Wraith Staff
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Posted: 15th Jul 2010 06:13
Hmmm... I guess the beta, at least, won't be using the new source Hope that changes mighty quick (sorry, I've been watching Firefly). I guess I'll have to wait for an official post from Hockykid to get a definitive answer.

Shadowtroid
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Posted: 17th Jul 2010 23:42
@Hockeykid

Why did you not tell us?

I found that the Fenix mod flashlight commands worked in the most recent update of PB. Did you add them and not tell us?

Caboose1
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Posted: 20th Jul 2010 03:49
This is so stupid I had Airmod and Ply's mod then my computer died when I got a new one I was going to redownload them but now I have to pay 28 bucks for something I already had?

THIS IS UNFAIR!
Plystire
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Posted: 21st Jul 2010 01:15
Grab Project Green and you'll pretty much have what you had before. Well, except dual-wielding.


The one and only,


Shadowtroid
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Posted: 21st Jul 2010 01:28 Edited at: 21st Jul 2010 01:28
Quote: "THIS IS UNFAIR! "


Life is unfair. Get over it.

starmind 001
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Posted: 21st Jul 2010 02:20
Airmod is free and if you had pb before then your email should be on Hockeykid's list. Just email him and get it.

Hockeykid, I know this is a stupid question, but when will you be updating pb with the new features?

PW Productions
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Posted: 21st Jul 2010 07:51
I have the same question as starmind.

Wraith Staff
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Posted: 21st Jul 2010 13:55 Edited at: 21st Jul 2010 14:05
@Caboose1: Did you contact Hockeykid and tell him what happened? Since you bought PB, he should have your payment on record and just might sent you a new copy.

@PW Productions and starmind 001:

If you guys mean adding the migration features, then: but if your talking about adding new Airmod features, I didn't know there were any new ones I'm (impatiently ) waiting for the integration of the migration features (and as I've said 10 million times before... Fenix Mod integration) myself. I just wish Hockykid didn't have so much on his plate

Marc Steene
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Posted: 21st Jul 2010 15:12
Got a few bugs to report with the fullscreen shaders. Firstly, the black and white shader does not filter the red colour of the blood on the floor, and also, when a gun is fired, the level's colours can be seen through the smoke created by the gun.


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Plystire
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Posted: 21st Jul 2010 15:34
@Marc:

Not sure what's up the blood on the floor. Perhaps a shader code mistake, though I doubt it since I tested the shader on a rainbow, to ensure it did a good enough job at changing lots of different colors to grey scale.

As for the smoke from the gun, I suppose that was to be expected. The shader system has problems when applied to the weapon itself, though the option is there for you if you'd like to apply it to the weapon. Since the weapon is not effected by the shader, nor are the colors seeping through the smoke coming from your weapon. At least, that's my on-the-spot diagnosis.


The one and only,


Hockeykid
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Posted: 21st Jul 2010 20:27
Quote: "@Caboose1: Did you contact Hockeykid and tell him what happened? Since you bought PB, he should have your payment on record and just might sent you a new copy. "


According to his post he had Ply's mod (the free version that was then discontinued) and now he has to buy Project Blue because Ply's mod no longer has an available download.

Quote: "I'm (impatiently ) waiting for the integration of the migration features (and as I've said 10 million times before... Fenix Mod integration) myself. I just wish Hockykid didn't have so much on his plate
"


I probably won't get cracking on that until after V117 is officially released. I have a lot of things to fix in the current beta and I am actually on vacation right now. As for the integration of Fenix mod i'm a bit back and forth about it. I recently opened the source code and saw how horrid some of the code is, so i'm thinking of just salvaging some of the key features.

Marc Steene
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Posted: 21st Jul 2010 20:47
The features I'd like from Fenix Mod are disablecrouch, disablejump, and headshot=X to detect headshots.


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TerrorNation
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Posted: 21st Jul 2010 21:10
Don't forget disablepeek; one of the most annoying features of FPSC is peeking
Shadowtroid
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Posted: 21st Jul 2010 21:20
Did no one even hear me?

Quote: "@Hockeykid

Why did you not tell us?

I found that the Fenix mod flashlight commands worked in the most recent update of PB. Did you add them and not tell us?"


I'm asking if Hockeykid added in any Fenix Mod features without telling us.

Hockeykid
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Posted: 21st Jul 2010 21:32
Quote: "I'm asking if Hockeykid added in any Fenix Mod features without telling us."


No, S4 added the flashlight himself with I believe code from XR mod.

Shadowtroid
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Posted: 22nd Jul 2010 00:15
Huh. Are there any other features from/similar to Fenix mod features in there?

Marc Steene
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Posted: 22nd Jul 2010 19:28
Hockeykid, please can you remove the requirement for a character to be placed on a floor to move (this was brought in in the 1.04 update)? This would allow for helicopter and plane battles as well as flying characters.


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Cloner
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Posted: 23rd Jul 2010 13:09
Would be grateful to learn of any way to use PB with the FPSC v 1.17 beta 5 upgrade. This beta is acting stable by far compared to others.
Regards

Still moving in circles.
Shadowtroid
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Posted: 23rd Jul 2010 13:35
@Cloner

It would need to be integrated with the V1.17 source code. However as Hockeykid has access to both sources I can't imagine integration will take too long after the official release of V1.17.

Marc Steene
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Posted: 28th Jul 2010 14:54
Just thought I'd also mention that FPSC crashes when attempting to preview a Sky due to a sprite error.


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Marc Steene
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Posted: 31st Jul 2010 01:02
Hockeykid, could you add the internal variable $GC (Gun Clip) which returns how many bullets are in the current clip? That would be a pretty useful addition.


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Shadowtroid
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Posted: 31st Jul 2010 01:25
@Marc

From the manual:

Quote: "- Player Left-Hand Ammo (In Gun) [$LCA]
- Player Right-Hand Ammo (In Gun) [$RCA]
- Player Ammo (In Gun) [$CA] (This will only work if a single weapon is being used. Will affect
both left hand and right hand weapons if the other hand is empty)"


Marc Steene
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Posted: 31st Jul 2010 01:36
Isn't that the amount of ammo in the gun? I'm talking about the number of bullets in the current clip.


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Shadowtroid
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Posted: 31st Jul 2010 01:47
What's the difference? I don't know what you mean...

Plystire
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Posted: 31st Jul 2010 01:49
If you're talking about how much ammo there is left in stock, I believe there are variables for that as well.

If not, you can just as easily bind your weapon ammo to a variable, then check that variable instead.


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Gencheff
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Posted: 31st Jul 2010 01:50
showing the amount of bullets in the clip is convinient if you want to change the hud for the ammo to a battlefield 1942 style

Plystire
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Posted: 31st Jul 2010 01:52
Let me get something straight here... just so I know what everyone is talking about.

In FPSC, the ammo is displayed like this:

18 / 240

The 18 is "how many bullets are in the current clip", while the 240 is how many bullets are left in stock for that weapon (used for reloading).

Which one are you referring to?


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Gencheff
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Posted: 31st Jul 2010 01:54
the 18

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