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FPSC Classic Product Chat / [LOCKED] WASP mod V2

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The Zoq2
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Location: Linköping, Sweden
Posted: 10th Aug 2011 18:37 Edited at: 10th Aug 2011 20:10
Quote: "A new camera system (not ply's mod, but partically compatible with), allowing cameras to be attached to entities, to create entity eye views and entity offsets."


This is a feature that I have wanted for a loong time!

Edit I just noticed in the lincense that this the mod is free for non comerical use, does that mean that I can't use it in a commerical game?

Srry about my english im from sweeden
Shakleford
FPSC Reloaded TGC Backer
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Posted: 11th Aug 2011 01:33
@Zoq2: I'm, assuming the free version of Wasp is for non commercial, and when the Pro version is released it can be used commercially. This is just my assumption tho. I'm sure SC or S4Realwill stop by and answer.

I recently learned to sleep with my eyes open. ..... God am I tired
Scene Commander
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Posted: 11th Aug 2011 17:16
Quote: "I just noticed in the lincense that this the mod is free for non comerical use, does that mean that I can't use it in a commerical game?"


As it stands, WASP free cannot be used for a commercial game. A lot of work has gone into it's development for which we have made no charge. Should you wish to use it for commerical use, we are open to discussion.

Quote: "I'm, assuming the free version of Wasp is for non commercial, and when the Pro version is released it can be used commercially"


No final decision has been made regarding this.

Quote: "but will there be commands to change shaders in game?"


Shaders can be created, named and edited in game on the fly. Currently shaders are created using fpi commands.

Makeshader name "path"
Useshader name

Any shader vector or variable can also be edited "live" through a series of commands.

The engine reserves the shader names Bloom and Dof which activates the default postprocessing shaders. Other than that, any name can be used.

http://jimjamsgames.yolasite.com
Marc Steene
FPSC Master
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Posted: 11th Aug 2011 18:18 Edited at: 11th Aug 2011 18:20
Great news about the camera commands! I've worked with the PB system a lot and it works really well, so I recommend you try and implement the same commands that it has, as well as some new ones, because the PB commands are very thorough. Gun scripts are definitely something worth looking at too.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
TIMON
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Location: France
Posted: 28th Aug 2011 12:03
@Scene Commander
Hi, when the new version of WASP will come out?
I sent you an Email but without a reponse from yhou Can I be a beta tester for the new version of WASP?
here is my mail zozo4000@gmail.com

thanks
bruce3371
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Posted: 28th Aug 2011 17:14
Scene Commander is really busy with real life stuff right now, so you might have to wait a while for a reply.

He (along with his co-developers) is still working on Wasp Mod, when he gets the time. I don't know when the next release will be however.

defiler
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Posted: 29th Aug 2011 00:22
@ Scene: Sorry if this has been said before, but how much will the pro version of WASP Mod be?

Thanks.

Current Project: Lost Contact: Chapter 1
s4real
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Posted: 29th Aug 2011 01:04
@ TIMON :- We still working on WASP mod but real life's have got in the way at the moment also scene having some computer problems.

defiler :- WE not set a price at the moment.

best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
Scene Commander
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Posted: 29th Aug 2011 08:21
Hi all,

Sorry for the lack of updates, but as has been said, real life is taking up a lot of my time.

@TIMON - sorry, I didn't recieve any email otherwise I would have responded. I'm afraid all beta testing spots are currently filled, but thanks for the interest.

http://jimjamsgames.yolasite.com
midget overlord
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Posted: 5th Sep 2011 19:46
Is this easy enough to use for a begginer?
bruce3371
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Posted: 5th Sep 2011 20:04
Quote: "Is this easy enough to use for a begginer?"


Most of the basic functions are, yes. The culling for example only requires using scripts that SC has already written. The same goes for the compass, radar and armour.

The flashlight, variables etc, need some knowledge of scripting, but are explained in the Wasp manual. In fact, I thoroughly recommend reading through the manual before using Wasp!

Good luck!

midget overlord
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Posted: 6th Sep 2011 01:10
ummm, i can't run this for some reason. It keeps saying i'm missing this one file. I am positive that i extracted everything from the pack on the first page.
Shakleford
FPSC Reloaded TGC Backer
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Posted: 6th Sep 2011 02:53
Could u post the error here to give us a better idea of what is wrong.

I recently learned to sleep with my eyes open. ..... God am I tired
Scene Commander
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Posted: 7th Sep 2011 14:55
Hi all,

Ok, sorry for the delays with updates.

RC5 is available here and hopefully will have fixed any nagging bugs.

Changelog:

Fixed deaths 'freezes' for all reported model packs.
Tweaked engine for smoother movement.
Updated to most of V119 and debugged for use with WASPv2

Hopefully, this will be the last release candidate. We are currently busy working on WASP pro and will publish some information on that in the near future.

As always, any problems, please let either S4Real or I know.

http://jimjamsgames.yolasite.com
bruce3371
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Posted: 7th Sep 2011 15:05
Thanks for the update SC

Ched80
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Posted: 7th Sep 2011 15:11
Good work SC,
When you say v119 - does this mean WASP includes the new flakspec commands?

Scene Commander
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Posted: 7th Sep 2011 15:15
@Ched80

Sorry, not the flakspec commands. There's some conflict which I'll look at as we move to the pro version. Once the conflict is sorted I will of course ensure that WASP free gets updated with them.

http://jimjamsgames.yolasite.com
bruce3371
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Posted: 7th Sep 2011 16:36
@SC- Just sent you an email after testing RC5...

Scene Commander
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Posted: 8th Sep 2011 10:52
I'm assuming by the lack of posts and the number of downloads that there are no major problems so far.

If you do have a problem, please post, as we can't fix errors we're not aware of. Otherwise, we'll give it a week and then move to a final release of WASP free.

http://jimjamsgames.yolasite.com
Inspire
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Location: Rochester, NY
Posted: 10th Sep 2011 08:42 Edited at: 10th Sep 2011 08:52
Where can I find documentation for FPSC IP 4.0? It's not in your manual, and I can't find a manual with them. Also, they require the user to purchase a game build code. How will their pricing coincide with the pricing for this mod? And how does it coincide with the current state for this mod? Thank you.

EDIT: I looked into this further, and I'm wondering what you mean by "improved multiplayer" with FPSC IP 4.0. I was under the impression that that full mod would be packaged in with this one, but I was mistaken. What features from that mod are in this mod, and could I use FPSC IP to bundle a bunch of Wasp Mod levels together?

bruce3371
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Posted: 10th Sep 2011 16:15
Wasp Mod doesn't have any FPSC IP 4 features, it only provides compatibility for the 2 mods to be used together if you already own FPSC IP 4.

knxrb
FPSC Tool Maker
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Location: United Kingdom
Posted: 11th Sep 2011 15:58 Edited at: 11th Sep 2011 15:58
Quote: "Where can I find documentation for FPSC IP 4.0?"

You can find the FPSC IP documentation at http://www.fpscip.com/help.asp.

Quote: "Also, they require the user to purchase a game build code. How will their pricing coincide with the pricing for this mod?"

FPSC IP does require the purchase of game build codes, however one is provided for free when you buy the program and a test build option is provided so you can test and beta your game before building it for release.

The price of FPSC IP does not have any effect on the price of Wasp Mod and the price of Wasp Mod has no effect on the price of FPSC IP.

Quote: "EDIT: I looked into this further, and I'm wondering what you mean by "improved multiplayer" with FPSC IP 4.0. I was under the impression that that full mod would be packaged in with this one, but I was mistaken. What features from that mod are in this mod, and could I use FPSC IP to bundle a bunch of Wasp Mod levels together?"

FPSC IP is a separate program with a small source modification available to modders who want to add support for FPSC IP to their mods. FPSC IP can be used with any version of FPSC X9 and all current modifications of the FPSC X9 source; however for screen bypassing and a few other FPSC IP features, a mod with support for FPSC IP must be used. More information can be found in the FPSC IP help documentation.

You can use FPSC IP to bundle a series of Wasp Mod multiplayer levels together.

knxrb
Inspire
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Posted: 14th Sep 2011 09:43
Thanks for the clarification.

Also, I apologize if I'm being dense, but does the "Wasp MOD V2 text appear in the final built game?

maho76
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Location: universe-hub, playing the flute
Posted: 14th Sep 2011 13:45
just have to say a big thank you for your work on this mod. tested the features yesterday evening and continue it today. it adds so many features to my project that are absolutely neccessary to get it done, its unbelievable that you did this mod NOT exclusively for me because that was what i first thought yesterday^^

go on go on, thank you very much. great work.


gz

maho
bruce3371
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Posted: 14th Sep 2011 17:30
Quote: "does the "Wasp MOD V2 text appear in the final built game?
"


No, it only appears in the test build.

Inspire
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Posted: 15th Sep 2011 03:10
Quote: "No, it only appears in the test build."


Thanks again.

I have been using this mod for around a week, and am loving it. The speed increase is great, and I'm looking into the culling options. Thanks a bunch!

maho76
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Posted: 15th Sep 2011 12:17 Edited at: 15th Sep 2011 12:18
hi guys, i have a "problem" with 2 of your features:

1. compass:
the compass is defined absolutely, so when you use compassX/Y, you have to enter not a percentage value but pixels. when i now build the the game and change the resolution, it only appears right with 1024x768. when you use another format, compass is deplaced and also dont scale with the standard-fpsc-huds (picture attached for better understanding).
this happens even without inserting a height/width-line inside the setuplevel.ini.

percentage value for placing and auto-resizing huds as done in vanilla would be great to vary screen resolution. any chance this can be done?

i can use the vanilla-compass wich i found around here, but your system is much better in performance and animation.


2.radar:
i have deactivated enemies in my map, but they show up on the radar before appearing for the player. i cant place them activated from the beginning because of ambush-situations and simply the mass of it, more than 200 so the level would crash if i have them all up from the beginning.
and i think i am not alone with this problem.

any way to get an option for not showing inactive entities using activated=X or a variable?


thx

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s4real
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Posted: 15th Sep 2011 19:44
@maho76 :- Thanks for the report we will look into this.

best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
Scene Commander
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Posted: 15th Sep 2011 20:04 Edited at: 15th Sep 2011 20:05
S4Real beat me to it.

I've had a look at the code and these are indeed a problem for which I already have a fix. However, you'll have to wait a couple of days as I want to fix another issue regarding ragdoll with some models first. I hope that doesn't cause too many problems for people but we prefer to make as many fixes as possible for each upload.

http://jimjamsgames.yolasite.com
bruce3371
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Posted: 15th Sep 2011 20:18
Quote: "fix"


and

Quote: "ragdoll"


My 2 favourite words!!

maho76
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Posted: 16th Sep 2011 10:18
great news scene commander, thx guys.
Help bugs!
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Posted: 16th Sep 2011 12:34
Hey Scene cammander.

I just found this mod and was impressed by the awesome feature list.
so I downloaded it.

It just crashes every time I try to test game.
Running the official v1.18 release.

my specs

Core i7 1.6g (laptop)
4 gig ddr3 1066mz RAM
ATI 5730 I gig
640gig hard drive
Windows 7 home premium 64bit
Scene Commander
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Posted: 17th Sep 2011 11:28
Hi Help bugs!

Could you please give me some more details about the crash. Does it just stop working? Are you getting an error? Are you using an existing map or testing a new one?

Best

Scene Commander

http://jimjamsgames.yolasite.com
Help bugs!
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Posted: 17th Sep 2011 17:02 Edited at: 17th Sep 2011 17:03
Quote: "The program can't start because MSVCR100.dll is missing from your computer. Try reinstalling the program to fix this problem."


That's the error message I'm getting Whenever I try to test or build game. Then fpsc just crashes
Scene Commander
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Posted: 17th Sep 2011 17:30
@Help Bugs.

This error has been encountered and dealt with before on this very thread. It only happens on some machines, most commonly, but not restricted to Windows 7. It is also not a bug just restricted to WASP mod, as a number of commercial games also suffer from the problem.

You need to download MSVCR100.dll and install it in your System32 folder. This is a microsoft file, so I cannot provide it for you, but it is easy enough to find.

That should solve your problem.

http://jimjamsgames.yolasite.com
Help bugs!
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Posted: 19th Sep 2011 01:03 Edited at: 20th Sep 2011 00:37
The latest rc5 seems to run fine.

The performance boost is about 6 frames which is awesome!
great mod

Just out of curiosity does
Quote: "Improved multiplayer - FPSC IP 4.0 - Thanks to knrxb"

mean the mod supports Ip 4.0 or comes with it?

Inspire
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Location: Rochester, NY
Posted: 21st Sep 2011 04:50 Edited at: 21st Sep 2011 04:53
Read the thread, I just asked that question.

It says that the flashlight is by default off when it's on a gun. Does this mean that there is no way to change this? It would be kind of lame to make the player switch the flashlight on every time he takes out a gun with a flashlight on it.

Though the flashlight does look very very sexy, I may add.

Scene Commander
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Posted: 21st Sep 2011 10:11
Quote: "mean the mod supports Ip 4.0 or comes with it?"


As Inspire has stated, this question has been answered several times already. Please read back a couple of pages.

@Inspire.

The flashlight is simply off by default, once on, it will remain on. If attached to a weapon, it will turn off when the weapon is put away, but will automatically come back on once the weapon is reselected.

http://jimjamsgames.yolasite.com
Inspire
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Posted: 21st Sep 2011 22:26
I am currently using Gencheff's flashlight, and every time I take it out, I have to turn it back on. Are the settings for his weapon different?

Help bugs!
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Posted: 22nd Sep 2011 03:44 Edited at: 22nd Sep 2011 03:44
To build game you have to copy your databank folder from fpsc files. into the game folders files.

Also, Check out the AA and AF in action on my WiP thread!

Scene Commander
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Posted: 22nd Sep 2011 10:28 Edited at: 22nd Sep 2011 10:30
Quote: "I am currently using Gencheff's flashlight, and every time I take it out, I have to turn it back on. Are the settings for his weapon different?"


I'll look into this for you as I have to be honest and say despite asking Gencheff to make the flashlight model (which he did brillently by the looks of it.). I've not actually had time to test it.

Quote: "To build game you have to copy your databank folder from fpsc files. into the game folders files."


Currently you do for the final build. I'm going to fix this for the next release all being well.

Quote: "Also, Check out the AA and AF in action on my WiP thread"


Looking good.

http://jimjamsgames.yolasite.com
skeeter
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Posted: 22nd Sep 2011 11:54
i dont know how to install it i use 1.18.14

window 7 ultimate, AMD Phenom II X6 1055T 3.3 ghz, XFX Radeon HD6790 1GB, 16gb ram

bruce3371
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Posted: 22nd Sep 2011 12:16
Quote: "i use 1.18.14"


You need the latest version (1.18.17) to use Wasp mod, and to install it, you just extract the wasp files in to your FPS Creator folder, and make sure the wasp mod scripts folder is in the scriptbank folder (by default it is extracted to the files folder).

skeeter
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Posted: 22nd Sep 2011 15:17
still doesn't work. at least i tried

window 7 ultimate, AMD Phenom II X6 1055T 3.3 ghz, XFX Radeon HD6790 1GB, 16gb ram

Scene Commander
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Posted: 22nd Sep 2011 16:07
Quote: "still doesn't work. at least i tried"


It doesn't really sound like you have as the install process it fairly straight forward and is covered in the manual.

However, I'll run through it again.

1) Upgrade to the offical release of V118.

2) Run FPSC Cleaner.exe

3) Rename the FPSC-Game.exe in the FPSC main folder to FPSC-Gamev118

4) Replace the FPSC-Game.exe in the FPSC main folder with the FPSC-Game.exe found in the WASPv2 download.

5) Copy the databank folder contained in the WASPv2 download to your FPSC main/files/ folder.

6) Add the WASPv2 scripts folder to your FPSC main/files/scriptbank/ folder.

7) Add the WASPv2 models folder to your FPSC main/file/entitybank/ folder.

8) Copy the WASPv2 manual to your FPSC main/docs folder.

As you haven't explained why you can't get WASPv2 running I can't tell if this is what you've already done, however, by following the above instructions, you shouldn't have any problems. If you still do, please post here, explaining the problem in detail.

Best

SC

http://jimjamsgames.yolasite.com
skeeter
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Posted: 22nd Sep 2011 16:40
cheers bro. ill give it another go

window 7 ultimate, AMD Phenom II X6 1055T 3.3 ghz, XFX Radeon HD6790 1GB, 16gb ram

skeeter
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Posted: 22nd Sep 2011 16:51
followed your instructions and when i try to compile a game i get this error mesage. The program can't start because MSVCR100.dll is missing from your computer. try reinstalling the program to fix the problem.

window 7 ultimate, AMD Phenom II X6 1055T 3.3 ghz, XFX Radeon HD6790 1GB, 16gb ram

Shakleford
FPSC Reloaded TGC Backer
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Posted: 22nd Sep 2011 17:05
This has been brought up countless times in this thread, the most recent being a page or 2 back. Youll have to download that .dll in order for Wasp to work. Just google MSVCR100.dll and downlaod it.

I recently learned to sleep with my eyes open. ..... God am I tired
TheVoxyn
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Posted: 22nd Sep 2011 21:05
Alright, I don't know if someone has asked something like this yet or not, but... I'm trying to use the openweaponslot and closeweaponslot commands and they're not working. What I want to do is have a katana replace brass knuckles as your melee weapon when you pick it up. openweaponslot=1 and closeweaponslot should do the trick, right? But whenever I use the script that was included with WASP mod, it doesn't work. The katana pickup just behaves like a static entity. :/

Who's a noob to FPSC? Thissss guyyyy
skeeter
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Posted: 23rd Sep 2011 03:16
downloaded the file. so where do i put it?

window 7 ultimate, AMD Phenom II X6 1055T 3.3 ghz, XFX Radeon HD6790 1GB, 16gb ram

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