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FPSC Classic Product Chat / Project Blue Official Thread

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PW Productions
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Posted: 26th Mar 2010 06:24
Quote: "Also, even though Fenix will be integrated, hockeykid cannot integrate RPG Mod because the creator of it is not allowing him to do so."


Ah, I just read over cloner's posts. It appears I didn't necessarily understand the situation Sorry.

-PwP-

New Site is up! Go check it out!
Blind Digger
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Posted: 26th Mar 2010 10:10 Edited at: 26th Mar 2010 10:12
X10 is now modable how long will it take for X10 to equel Project blue and Fenix.
I recon it will take them more than 1 year.They have been lagging for years.Project Blue and Fenix will be hard to top without a lot of time.
X9 rules.
Stephen

Sorry for off topic.I just had to say that.
Cloner
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Posted: 26th Mar 2010 15:09
Thanks Plystire for your moral support.
I will buy the mod next month.
Then let's see how I can get 3rd person and RPG.
I also apologize to any if I have upset them by my queries.
I have no intention to displease, and only appreciate intellectuals.
Regards
Cloner

Still moving in circles.
Errant AI
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Posted: 26th Mar 2010 15:54
Quote: "I will buy the mod next month.
Then let's see how I can get 3rd person and RPG."


That's nice news, Cloner. You can probably start now with developing a 3rd person script tailored for your game by using project green. That will give you a running start and a basis of familiarity with the the way this mod works.

Many RPG elements can be achieved in PB. Leveling up is a good example; you can make things as simple or complex as you like and it's not too difficult once you have a good grasp of Ply's variable system. Other aspects such as a GUI inventory, however, will require a lot more proficiency (I'm not quite there yet). At a later update when the v1.16 fpgcrawtext support is added, it should make RPG stuff even easier.
Nomad Soul
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Posted: 26th Mar 2010 16:36
Guys

Just to clarify, even if Project Blue and Fenix were added to X10, X9 would still be better.

X10 is designed to use stock shaders and adds a number of depencies for shader customisation. I think the wow factor X10 originally provided wears off quickly when you realise the restrictions placed upon you.

X9 has not only caught X10 up in the shader department but overtaken it. X9 will have the X10 style normal mapping from V117 thanks to Bond1, Lee has already added ragdoll (which is better than X10) and working on water. This demonstrates that everything X10 has can be done in X9 and a lot better in many cases. There is no need for mods to work on X10.

Due to the flexibility of X9 we have also seen the introduction of full screen shaders such as Motion Blur and Depth of Field which X10 does not even have.

I think Lee made a good decision releasing the X10 dev kit because its really not worth investing much more of his time on it.

Plystire
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Posted: 27th Mar 2010 02:44
X10 still has a couple of advantages over X9. Namely GPU instancing, which is what allows the engine to run significantly faster with many characters active. We can't forget about that.


The one and only,


Blind Digger
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Posted: 27th Mar 2010 13:05
AAAAAAAAAAAAHHHHHHHHHHH when will it end.
We all win one way or another.

Stephen
TerrorNation
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Posted: 27th Mar 2010 14:12
I've found a problem with PB and EAI's RPGs. When I am firing without using the scope, the RPGs collide with dynamic objects around it. However, when I look down the scope and fire, it goes through dynamic objects until it hits a static object/scenery.

Any help?
Plystire
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Posted: 28th Mar 2010 05:26
That is a strange bug, indeed, TerrorNation. Perhaps hockeykid will be able to replicate this bug and fix it soon. Do you know if this happens in any other Mod, or even in vanilla FPSC?


The one and only,


TerrorNation
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Posted: 28th Mar 2010 12:57
It happens in Fenix Mod too.
Ronnok
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Posted: 28th Mar 2010 22:02
where can i get project blue 1.6 because i want a free one i dont want to have to pay for it.
Shadowtroid
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Posted: 28th Mar 2010 22:11
Hey Hockeykid, I have a suggestion for Project Blue.

In Dark Shader, it's possible to set up textures for a character to be dynamic...As in, you could set the texture to be a reflection of the area around the model. Do you think you could implement that into PB? As in, be able to set a certain texture (such as gun_cube) to be the reflection of the area around it? I ask because I am trying to make EAI's Deagle nice and shiny, and being able to use accurate reflections would make that a lot easier.

BlackFox
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Posted: 28th Mar 2010 23:05
@ Ronnok

Quote: "where can i get project blue 1.6 because i want a free one i dont want to have to pay for it. "


You can't find one. Project Blue is a commercial mod. It did have a v1.6 Demo only, which allowed you to use in testing a game, but you had to buy the mod to build a finished game. Unless the PB team decide to have a demo available, you will have to buy it.

Cheers

Mike

A r e n a s
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Posted: 28th Mar 2010 23:55
Hey guys. I have found a bug with the 'shotbyweap=X Y' condition. If you shoot an entity while zoomed or not zoomed you need to switch to the one you weren't before the condition is carried through. I have no idea why :/ It is a very annoying error. Would it be possible to use 'shotdamage=1' on an entity or is this still only for characters?

Toasty Fresh
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Posted: 29th Mar 2010 08:34
Quote: "where can i get project blue 1.6 because i want a free one i dont want to have to pay for it."


Dude, it's thirty bucks. If you want it that bad then just pay for it.
KeithC
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Posted: 29th Mar 2010 16:29
Quote: "where can i get project blue 1.6 because i want a free one i dont want to have to pay for it. "

Slapped for 6 days, for discussing the pirating of Project Blue. Next time it will be a ban.

-Keith
A r e n a s
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Posted: 29th Mar 2010 23:54
Heyguys. Im trying to detect if an entity has been hit by a bullet. I guess because of the bugs in 'shotbyweap=X' and 'shotamage=1' have their bugs with normal entities that i needed to use an alternate method. I set the entities health to 99999 and used the script below. Could someone show me what is wrong with this script?



NB: I have the script reach state 3 don't worry about the script not reaching this state

zeza
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Posted: 30th Mar 2010 03:14
What problems are you having with shotbyweap? It works fine for me. Did you set it up like this, shotbyweap=EAI\G36C 1, it needs that 1 or 0 at the end. This was my problem when I first used it.

Hope This Helps
A r e n a s
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Posted: 30th Mar 2010 09:41
Ye, I was using the 'shotbyweap=EAI\G36C 1' originally, but that had the problem that it wouldn't register a hit as soon as it occurred. I had to wait a few seconds or zoom in and out before it would register. Im sure i posted this in a bug report earlier.

JLMoondog
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Posted: 30th Mar 2010 17:31 Edited at: 30th Mar 2010 17:33
Couple of questions before I buy(and I have looked through the manual and most posts on PB):

1)Am I able to swap firing weapons with the mouse buttons? (left click fires right weapon, right click fires left weapon)

2)Is it possible for multiple weapons to use the same ammo? Not just same ammo pickup, but same ammo stock on your character. So if you fire different weapons it subtracts from the same catch?

3)Is it possible to append weapons to only be used in a certain hand? Like you can only hold these three weapons with your right hand, and can only hold a different three weapons with your left hand? Also, can I manual append which weapons go to which weapon slot, or can I assign them to a weapon slot manually?

4)Does the cash system import across all levels in your final compiled game? If I earn money in one level, will I still have it in the next level?

5)Final question, can I change the color of the rain droplets, and is it possible for them to create temp decals where they fall?

Thanks for taking the time to look at these. If most of these are a definite, then you have a sale.


A r e n a s
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Posted: 30th Mar 2010 18:36
I am not a developer or creator of the mod, but i can help you answer a few of these questions;

1) Yes - this is the default deul wield setting for firing.
2) Yes - this must be scripted in a special gun script though.
3) Yes and Yes - You can script it so that you will not switch weapon if the certain criterion are not met (left hand is not empty for a criterion weapon).
4) This is not possible at the moment - I have donated code but it has been rejected for file manipulation. With this code it would be more then possible to store variables and such over multiple levels of a game, or even through multiple games.
5) It is possible to modify the image of the droplet to any colour you would like, just keep a backup of the original . Im not sure about the decal part of this, sorry :/

Hockeykid
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Posted: 30th Mar 2010 22:48
Quote: "4) This is not possible at the moment - I have donated code but it has been rejected for file manipulation. With this code it would be more then possible to store variables and such over multiple levels of a game, or even through multiple games."


Wrong, Project Blue's variable system does not reset its values.

Plystire
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Posted: 30th Mar 2010 23:59
@Josh Mooney:

Sounds like you're tryiong to make something like Bioshock 2. I honestly took a long time to adjust to the reversed clicks for firing weapons, having used the dual wielding in this Mod for so long.

In any case, everything you've asked is possible except for number 5 as it is not possible at the moment to create temporary decals at the point of collision for rain droplets. You may, however, change the rain droplet image to anything you'd like.

To clarify on hockeykid's post, Project Blue keeps variables unchanged between levels and does not reset them.

Setting weapons to only be used in a certain hand is tricky business and would probably be easier if it were modded for that purpose. The way things stand now, the order in which the weapons are listed in your inventory is the order in which the player picks them up. Forcing a wepaon to be used in a specific hand would require a great deal of scripting, or very intelligent scripting. I can't come up with a way to do it off the top of my head, but I'm sure with a bit of working around it could be done in some form or fashion.


The one and only,


JLMoondog
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Posted: 31st Mar 2010 09:19 Edited at: 31st Mar 2010 09:24
Alright cool, thanks for answering my questions. As for the weapons being appended to a hand, I don't think this is necessary now. What I don't want to happen in my project is for a person to pickup one weapon and be able to duel wield it, even though the player only picked up one weapon.

Hope that makes sense.

Basically what I want to do is have the player have a melee weapon in one hand and a range weapon in the other.


Cloner
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Posted: 31st Mar 2010 11:22
Yes, this is what I am really eager to know. What Josh Mooney says can it be done with Project Blue?
Can My character have:
two different guns in each hand?
a shield in one and a sword in the other?
Switch to using single weapons either with one hand or both hands?

Answer would be appreciated.
Regards
Cloner

Still moving in circles.
GreenDixy
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Posted: 31st Mar 2010 12:14
PB does do dual wield so yes shield in one hand weapon in another

===================
No life, Lots of love, 2 Kids, God save me LOL
Plystire
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Posted: 1st Apr 2010 04:30
The player will not be able to dualwield a weapon with itself (same weapon in both hands) if they haven't picked up TWO of that specific weapon... of course, you can allow them dual-wield it with itself by only picking up the weapon once, via gunspec option.

And, yes, you may dualwield any two weapons that have been flagged to be dual-wieldable. You may set up weapons to be dual-wieldable, or dual-wieldable with itself with only one pickup, or even not dual-wieldable at all!

By default, every weapon CANNOT be dual-wielded and you must go change that in the weapons' gunspec options if you want them to be dual-wielded.


The one and only,


JLMoondog
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Posted: 1st Apr 2010 08:35
*thumbs up* Alright, yahoooo!


TerrorNation
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Posted: 2nd Apr 2010 17:47
I'm thinking about getting a new laptop, as today I had finally had ENOUGH with my current one, spending nearly 4 hours trying to log it in (with no avail), and I have had a chat with my Dad about getting one.

With my current laptop, I have had problems with getting a consistent 0 FPS when using any of Project Blue's Full screen shaders, and in any of my maps with more than around 25000 polys, I would get no more than 15 FPS (which I thought was normal until I saw some people getting a norm of 60 FPS +).

I have been looking at one, and here are the specs:

Intel® Core™ i3-330M processor (2.13GHz)
Genuine Windows® 7 Home Premium 64-bit
320GB Hard Disk Drive (5400rpm)
4GB (4Gx1) / SP10-IRX5250
ATI Mobility Radeonâ„¢ HD 5470 Graphics (512MB VRAM)

Would these improve my FPS and allow me to use PB's shaders?

Thanks for your time.
Shadowtroid
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Posted: 2nd Apr 2010 22:43
It would improve it, but don't expect to get more than 60 FPS then that. I have a better computer than that (maybe not as good of a graphics card) and I get about 35-38 FPS with shaders on. (I should mention though that without shaders I get a constant 60 FPS )

So yes, you can run it, just probably not at 60+ FPS.

TerrorNation
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Posted: 3rd Apr 2010 11:15
@Shadowtroid

Thank you for the response. In regards to the 60+ FPS, I meant without shaders on, not with them
Red Eye
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Posted: 3rd Apr 2010 12:41
lol, if it is constant 60 FPS, means it is fps capped at 60 FPS, u could change that and it would be more then that, but then it would all speed up.

...Kranox Studios!
A r e n a s
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Posted: 3rd Apr 2010 13:12
Is it possible to have a command which applies and removes shaders in FPI script? Or is it not possible? Or even, does it already exist?

Shadowtroid
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Posted: 3rd Apr 2010 13:26
Quote: "lol, if it is constant 60 FPS, means it is fps capped at 60 FPS, u could change that and it would be more then that, but then it would all speed up."


Yeah...But it might be my monitor's refresh rate. Because I get the 60 FPS when I uncap it.

Hey Hockeykid/Ply/Whoever can answer this, does pressing X in a test game uncap the FPS completely or does it recap it at 60 FPS?

Hockeykid
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Posted: 3rd Apr 2010 13:30
Quote: "Hey Hockeykid/Ply/Whoever can answer this, does pressing X in a test game uncap the FPS completely or does it recap it at 60 FPS?"


It won't go past the VSync so X is pretty much useless now.

Shadowtroid
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Posted: 3rd Apr 2010 13:41
Quote: "It won't go past the VSync so X is pretty much useless now."


Ah. Ok.

So the constant 60 FPS is in fact my moniter?

Plystire
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Posted: 5th Apr 2010 06:33
Yes, it is your monitor.

And things in PB shouldn't speed up with increased framerate because of the timer system. They should only move smoother than at a lower framerate.


The one and only,


Shadowtroid
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Posted: 5th Apr 2010 12:45
Quote: "And things in PB shouldn't speed up with increased framerate because of the timer system. They should only move smoother than at a lower framerate. "


I know. I just like smoothness.

But are you sure it's my moniter? I played Portal the other day and got over 100 FPS...Or is Fraps being an idiot again?

LoneWolf007
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Posted: 5th Apr 2010 16:47
Hey, I'm probably going to buy Project Blue later this month because it contains a bunch of things I need.
Plystire
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Posted: 5th Apr 2010 21:39
@Shadowtroid:

Some games limit their fps to your monitor's refresh rate (VSYNC) but many of them do not. Some others give you an option to do that.

@LoneWolf:

Sounds good! I hope you enjoy it.


The one and only,


LoneWolf007
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Posted: 5th Apr 2010 22:19
@Plystire:

Trust me I will! I am mainly getting it for your mod anyway
Cloner
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Posted: 7th Apr 2010 11:31 Edited at: 7th Apr 2010 11:51
Okay, my VISA finally got linked to Paypal, had to upgrade my card for that.

Sent the payment to hockeykid in the morning (that is my morning). Hope I will receive the link when he wakes up and greets his morning.

Now, I bought this not only because I like what I hear about the features, but also because I am a strong supporter of user based development.

I may not use project blue unless it fits in with my needs, that is, I would really like to build a 3rd person rpg game with good graphics and AI. I have also bought the DarkGame Studio Bonanza Pack.

But of course I am very new at all this. Just get by making models and textures.

I would really appreciate leads and help that allow me to make a good 3rd person RPG game. I enjoyed Baldur's gate and Dragonage Origins, but couldn't give them to my children to play, due to all the brothels and sex scenes you find in those games. I do find it bad that such good games, made by fantastic artists and coders are destroyed by bad taste of sleaze lovers.

Sorry to discuss other games, but I did, so that you understand the kind of games I like and my frustration for not being able to share those games with my children.


This is why, just as a 3d artist and animator, and nothing more, I set upon buying fpsc, darkgame studio, and now enhancing fpsc with project blue.

I am aware that DGS, and DBPro are called bloatware. However I am not creating to be used in general computers but for my children to play. They will be using healthy computers, 4 GB Ram, latest Nvidia with 1Gb dedicated video memory, Asus latest motherboard and Intel quad core. I guess all of us pass over our pizzas so that our children can have what we missed in our childhoods.

I would appreciate any leads or guidance that would help me to create what I want.

Regards
Cloner

Still moving in circles.
Marc Steene
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Posted: 7th Apr 2010 11:53
Quote: "I enjoyed Baldur's gate and Dragonage Origins, but couldn't give them to my children to play, due to all the brothels and sex scenes you find in those games."


Know where I could get a copy of these games? (joking).

If you want to take this project on, you need to learn how to script with Project Blue very well. To know all the actions and conditions and use them to solve your problems. While some things may seem impossible, with Project Blue it's almost always possible


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Cloner
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Posted: 7th Apr 2010 22:13 Edited at: 7th Apr 2010 22:23
Hey Hockey,
It's been a long time, where is my download?
That you do not even say thanks or keep your word after receiving donation for Fenix Mod is one thing, but interminably delaying to provide download when I pay for Project Blue, even at the point where major features of what I am paying for may have already been integrated into the new fpsc version, positively hurts.

If there is a problem for you to provide download, then ask me, I can create an acount where people can click on paypal button, pay into your account, and come back and download your zip file.

If there is no problem, then the delay is disconcerting, to put it mildly.

Regards
Cloner

Still moving in circles.
Hockeykid
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Posted: 7th Apr 2010 22:21 Edited at: 7th Apr 2010 22:25
Quote: "That you do not even say thanks or keep your word after receiving donation for Fenix Mod is one thing, but interminably delaying to provide download when I pay for Project Blue, even at the point where major features of what I am paying for has already been integrated into the new fpsc version positively hurts."


This isn't an automatic system, and believe it or not I literally just woke up

Edit: Its being sent now

Cloner
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Posted: 7th Apr 2010 22:25
Possible, and understood.
You want an automatic system, I can provide one.
Then you need not worry.
Regards
Cloner

Still moving in circles.
Hockeykid
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Posted: 7th Apr 2010 22:26
Its been sent

Cloner
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Posted: 7th Apr 2010 22:35
Thanks, just downloaded it.
I have fenix mod installed.
Do I need to create a fresh fpsc installation before integrating Project blue, or just replacing the game exe and overwriting the files will do?

Still moving in circles.
TerrorNation
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Posted: 7th Apr 2010 22:39
Just replacing the exe will be fine
King Of Khaos
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Posted: 8th Apr 2010 22:53
I still haven't purchased PB yet, but it looks very cool, and i've heard many good things about it. So i'll probably be buying it soon.

At night i lay awake on my bed, gazing up at the stars, and i wonde-hey, where'd the roof go?
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