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FPSC Classic Product Chat / [LOCKED] WASP mod V2

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Scene Commander
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Posted: 4th Dec 2010 09:58 Edited at: 4th Dec 2010 10:43
Quote: "Also, is there any way I can edit the font"


The font is currently set to an enlarged version of the font used to display the stats in the performance meter. In your case, this file is stored languagebank\english\gamecore\huds\numeric3.png

You can change the position of the armour text using the commands Setarmx and Setarmy. It's all in the Readme, although the next beta will have a manual.

Quote: "hello its that Wasp mod can make game FPSC game without any lagness in public beta 2?"


I'm not sure what you're asking here. Are you asking if this will speed up your game. Well, you should see some improvements in speed and smoothness but I can't promise you can make any game without lag. Every engine has it's limits..

There is now also a web page, where you can also keep up with the current status, download the mod and in the future, hopefully download additional scripts for use with the mod.

http://jimjamsgames.yolasite.com
DarthBasicVader
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Posted: 4th Dec 2010 11:19 Edited at: 4th Dec 2010 11:26
I think that this mod added on top of vers. 118 of FPSC could be a killer application. Let's hope that a stable version of FPSC hit soon our machines (so we can test Wasp Mod v2 even better)

Riccardo
Nomad Soul
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Posted: 4th Dec 2010 15:12
This mod looks cool. I have a couple of questions:

1. Does this mod work with FPSC V117 final (009)?

2. Can someone tell me more about the entity culling system, how to use it and what benefits it has over the standard FPSC culling?

Thanks

Scene Commander
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Posted: 4th Dec 2010 17:27
Quote: "Does this mod work with FPSC V117 final (009)?"


It should, there's nothing in it that relies on anything from V118. If there's a problem, please let us know.

Quote: "Can someone tell me more about the entity culling system, how to use it and what benefits it has over the standard FPSC culling?"


The system is a little more efficent for dynamic, mobile objects, enabling you to define a culling distance. e.g. Cullstate=500 would hide the object 5 segments away. The true performance savings here are to be had in outdoor scenes, where very distant objects normally wouldn't be culled.

http://jimjamsgames.yolasite.com
Leaning Objects To The Side
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Posted: 5th Dec 2010 05:42
OMG!!! Scene Commander, you have done a Fantastic Job on ur WASP mod V2 update!! As always, thanks for the download. keep up the Awesome work. I hope you have a Great day.

Cheers,
Tanya.
Seth Black
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Posted: 5th Dec 2010 19:37 Edited at: 4th Apr 2011 00:43
::::::REDACTED BY SETH BLACK:::::

EGG HEAD OF DOOM
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Posted: 5th Dec 2010 21:54
Quote: "What would you like screenie of? This is a mod not a game..."

well, the compass, body armor. or do vids of the features life AI or something. I'm just saying it will help promote your mod, thats all

Soviet176
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Posted: 6th Dec 2010 02:19
Would be nice to see this added: http://forum.thegamecreators.com/?m=forum_view&t=178651&b=21&p=0#m2129338

Putting fear back into sliced bread since 4th May 2010
Scene Commander
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Posted: 6th Dec 2010 08:58
Quote: "OMG!!! Scene Commander, you have done a Fantastic Job"


Quote: "...looking outstanding."


Thanks guys.. That's always nice to hear.

Quote: " What is the secret to accessing the gravitygun=x gunspec function? I have been unable to transform any of my existing weapons, as of this post."


Here's the gunspec we used for testing, that should help. It's to replace the gamecore/guns/scifi/blaster..

Quote: "well, the compass, body armor. or do vids of the features life AI or something"
- It's not on the top of my list of things to do, if anyone has any images they'd like to share.. I am however planning an FPM which will showcase new features, and a manual..

Quote: "Would be nice to see this added"
- That looks interesting, but it seems as if DG would prefer this to be added into the offical source. If that happens it's eventually work it's way into WASP mod by default.

http://jimjamsgames.yolasite.com

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Seth Black
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Posted: 6th Dec 2010 16:02 Edited at: 4th Apr 2011 00:43
:::::REDACTED BY SETH BLACK::::

AbdulAhad
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Posted: 7th Dec 2010 09:45
Nice mod Scene Commander!

Going to test it once I get free from exams.

Abdul Ahad

Scene Commander
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Posted: 10th Dec 2010 14:39
From the lack of comments, can I assume that this version is stable and that it is bug free? We're preparing an update in the next couple of days and I'd like to make sure we've addresses any issues before we move on.

http://jimjamsgames.yolasite.com
bruce3371
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Posted: 10th Dec 2010 17:28
There's certainly no bugs from my point of view, the only problems I'm having are down to tweaking the physics of the dynamic entities, if you can even call something being time consuming a problem! All in all this is looking better and better all the time!

Seth Black
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Posted: 11th Dec 2010 06:32 Edited at: 4th Apr 2011 00:44
::::REDACTED BY SETH BLACK::::

Cupcake
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Posted: 12th Dec 2010 18:40
Could you clarify on what you mean by FPSC IP 4? I thought this was a program that the creator had to buy?

Does this mean that i will be able to add The Fpsc IP features into my game with this mod? (ranks, achievements ect..)

So long! and thanks for all the fish!
Scene Commander
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Posted: 13th Dec 2010 16:03
Quote: "Could you clarify on what you mean by FPSC IP 4?"


WASPv2 offers full support for FPSC IP 4 features.

http://jimjamsgames.yolasite.com
Scene Commander
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Posted: 16th Dec 2010 22:28 Edited at: 16th Dec 2010 22:55
Update 16/12/10

New Features

V1.18 Build game fix
Weapon slot selection
Lemur V2 - Deathmatch and Team Deathmatch
Crosshair on/off
Limb Scaling and mutation
Radar with directional facings
Plus a few odds and ends.


Download in first post.

As always, C&C welcome, and most importantly, enjoy.

http://jimjamsgames.yolasite.com
JaredxD
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Posted: 16th Dec 2010 22:35 Edited at: 16th Dec 2010 22:40
Yay Build game fix!
Im trying it out right now, will post if it works!!

Those features are so awesome, thanks heaps for this Scenecommander, and everyone else working on it!

EDIT: Sorry where is the download?
In the first post it says Cut and paste the above into your browser? there is no link "above"? or did i miss something

Boom.
Scene Commander
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Posted: 16th Dec 2010 22:53
Quote: "Sorry where is the download? "


Sorry, it was removed as the first was corrupted. It's now up and running with a working link.

http://jimjamsgames.yolasite.com
JaredxD
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Posted: 16th Dec 2010 23:15
Awesome
Downloading right now

Can't wait to build a game

Boom.
Seth Black
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Posted: 16th Dec 2010 23:16 Edited at: 4th Apr 2011 00:45
:::::REDACTED BY SETH BLACK:::::

...I'm done.

bruce3371
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Posted: 17th Dec 2010 00:08
Downloaded, trying now

Scene Commander
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Posted: 17th Dec 2010 11:21
Updated website and I've added the manual as a seperate download to the site if anyone wants to check out the features before deciding to download the whole mod.

http://jimjamsgames.yolasite.com
Gun_Guy
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Posted: 17th Dec 2010 14:53 Edited at: 17th Dec 2010 14:55
I have a bug

The game starts and the gun is up in the air. When I shoot it, it shoots then crashes.

I am using your new version with V1.18 Beta 3. I am also using the stock weapons with no hands.
s4real
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Posted: 17th Dec 2010 16:59 Edited at: 17th Dec 2010 17:47
@Gun_Guy : We need more info on the error.

1. What gun are you using ?
2. Does this happen with none modded version of fpsc.
3. Do you have an error when it crashes?(if so could you tell us what it says.)
4. Are you using any of the mod scripts with the gun or just default fpsc scripts ?
5. Could you provide us with a map using stock stuff with the problem?
6. All stock weapons have hands now with the new v1.18 beta3 so please make sure you installed the newest version and make sure to use fpsc cleaner.

This would helps us a lot in finding what the problem could be.

Best s4real



Pack ya games with vishnu fpsc packer its free.
Matto225
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Posted: 18th Dec 2010 12:32
where do i have to go to turn team deathmatch on? i read the manual and it said change something like "Change gamemode=1" and i have no clue as to which file that would be

Matto225
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Posted: 18th Dec 2010 12:40
wait ive just discovered a possible glitch. for some reason (since i downloaded wasp mod) whenever i try to use some of the stock weapons, so far its only with mossberg and uzi, i havent tested them all yet, i cant use the iron sights or the running animation and whenever you stand still every other second or so the arms jerk diagonally left and then back to their normal posistion...then it repeats

Scene Commander
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Posted: 18th Dec 2010 15:17
Quote: "wait ive just discovered a possible glitch"


I haven't seen this myself, so I'll need a little more information.

Did you run FPSC cleaner after installation?

Are you using a new map or an existing one?

http://jimjamsgames.yolasite.com
Scene Commander
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Posted: 18th Dec 2010 16:17
@Matto225

I've tested your issue and can't replicate it. I've tested all stock weapons and iron sights work as does the running animation. I also can't re-produce any jerkiness.

If anyone else has this issue, please post or if you don't that would also be helpful.

Quote: "where do i have to go to turn team deathmatch on? i read the manual and it said change something like "Change gamemode=1""


This goes in the SETUP.ini in your FPSC folder. I'll recheck the manual and make it clearer if required. I've included a copy of the setup.ini attached to this post for you to use.

http://jimjamsgames.yolasite.com

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Design Runner
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Posted: 18th Dec 2010 17:22
This mod sounds AMAZING One idea for it which might tip people towards this: have the ability for friendly fire in Lemur V2 to be turned on/off.
Scene Commander
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Posted: 18th Dec 2010 17:28
Quote: "This mod sounds AMAZING One idea for it which might tip people towards this: have the ability for friendly fire in Lemur V2 to be turned on/off. "


Suggestions are welcome, so thanks, I'll add it to the list of possibilities.

http://jimjamsgames.yolasite.com
Payam
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Posted: 18th Dec 2010 17:54
Could you please tell me what this line means?
Quote: "Radar with directional facings"


And thanks for the download.

Have our guns was a mistake!!!

I am PaYaM
Scene Commander
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Posted: 18th Dec 2010 17:56
Quote: "Could you please tell me what this line means?"


It means that there is a radar and it has the option to also show which direction the character on the radar is facing.

http://jimjamsgames.yolasite.com
s4real
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Posted: 19th Dec 2010 01:54
Please note that this mod is for v1.18 beta 3.

To have an error free install please follow these instructions.

1. Install fpsc v1
2. Update to fpsc v1.18 beta 3
3. Use fpsc cleaner
4. Rename your fpsc.exe so you don't lose the original.
5. Copy over all files and folders to Fpsc dir.

Please note also that v1.18 is in beta stage and to report stuff that has nothing to do with the mod in the v1.18 beta thread.
Enjoy.

Best s4real



Pack ya games with vishnu fpsc packer its free.
Soviet176
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Posted: 19th Dec 2010 19:37
Hmm I put the radar on script in a trigger zone and it did not work for me. What was I supposed to put it in?

Putting fear back into sliced bread since 4th May 2010
Scene Commander
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Posted: 19th Dec 2010 19:56
@Soviet176

You need to run the setupradar.fpi first. Once activated. Radaron and Radaroff simply toggle the radar display. It's all in the manual.

http://jimjamsgames.yolasite.com
Payam
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Posted: 19th Dec 2010 22:19
Could you please put a screen to show us what exactly the radar do and an image to show us the right setup.

Have our guns was a mistake!!!

I am PaYaM
s4real
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Posted: 20th Dec 2010 02:35
To use the radar put the setupradar.fpi into a triggerzone once you done this add a character to your level(The radar does not work if there is no character in the level.).

Then place an dynamic object into the level and change the main script to radaron script.

Hope this helps

best s4real



Pack ya games with vishnu fpsc packer its free.
BlackFox
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Posted: 20th Dec 2010 03:29 Edited at: 20th Dec 2010 05:01
Quote: "Then place an dynamic object into the level and change the main script to radaron script"


If you're using the radar, they will also need to add the ischaracter=1 to the fpe of the dynamic object. I've tested this using artifacts, but had to put the ischaracter=1 line in order for dynamic objects to show on radar.

**EDIT**

Here are a couple screenshots showing the radar in effect. I added the setupradar.fpi to a trigger, and added the ischaracter=1 to the artifact fpe. I have not created a hud for the radar yet, but it shows that it does work.

First artifact in a room:



Second artifact in a room. Notice the radar blips changed position?



Third artifact in a room, and a character in another.



- BlackFox

RPG Mod- Create a world full of adventure
Scene Commander
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Posted: 20th Dec 2010 14:08 Edited at: 20th Dec 2010 14:09
@Blackfox - Thanks for that explanation.

One thing I'd add to this, is that the radar was designed only to show characters. Having read these comments I'll add a version that also allows an option for other dynamic entites in addition to making it a little easier to add a radar hud.

Anyone else, please follow S4Real's instructions for radar use.

http://jimjamsgames.yolasite.com
lotgd
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Posted: 20th Dec 2010 15:28
Quote: "Weapon slot selection"


in a multiplayer game, I can set the weapons to all the players before you play?

Thanks for the great contribution that you are giving

Seth Black
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Posted: 20th Dec 2010 16:05 Edited at: 4th Apr 2011 00:46
:::::REDACTED BY SETH BLACK:::::

...no mas.

Red Eye
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Posted: 20th Dec 2010 16:21
Good work so far mate!

Scene Commander
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Posted: 20th Dec 2010 16:35
Quote: "in a multiplayer game, I can set the weapons to all the players before you play?"


Single player only I'm afraid.

Quote: "Any chance that it can be enhanced to differeniate between enemies and allies?"


The code is already written for this, and show's different colours for allies, enemies and neutrals. All being well, it'll be in the next update.

Quote: "Good work so far mate!"


Many thanks, we do appreciate the support.

http://jimjamsgames.yolasite.com
BlackFox
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Posted: 20th Dec 2010 18:30
Quote: "@Blackfox - Thanks for that explanation."


No problem, just trying to be helpful and show support. The radar is a nice feature to have. We've been working on it as well for our development. I just remember from the code that it was looking for the ischaracter=1 line in order to display.

Quote: "The code is already written for this, and show's different colours for allies, enemies and neutrals. All being well, it'll be in the next update."


That's what we're working on too. You have my house bugged? LOL Good to see this mod is progressing and look forward to seeing more from it. FPS rates are great, and have had no issues with it.

- BlackFox

RPG Mod- Create a world full of adventure
Scene Commander
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Posted: 20th Dec 2010 20:11
Quote: "That's what we're working on too. You have my house bugged?"


Great minds think alike and all that

http://jimjamsgames.yolasite.com
Payam
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Posted: 21st Dec 2010 15:16
@BlackFox,Thank you for the shots from the radar in-game.
I just thought I have to set the radar script to a character but it's work automatically and it's great.

@Scene Commander,Thank you for your great mod.
And if it could show the walls then it would be better than now

Have our guns was a mistake!!!

I am PaYaM
Payam
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Posted: 21st Dec 2010 15:51 Edited at: 21st Dec 2010 15:54
Oh I found something wrong,actually not wrong but not right.
It is about the radar and floors.I just went to an upper level but the enemies could be seen from the radar again.
Imagine a level with 5 floors and lots of enemies in each.
Anyway it is great right now.
**Edit:In the last post I forgot to say thank you S4Real.

Have our guns was a mistake!!!

I am PaYaM
Scene Commander
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Posted: 21st Dec 2010 16:59 Edited at: 21st Dec 2010 17:00
Quote: "And if it could show the walls then it would be better than now"


Well,that wouldn't really be a radar would it? It'd be a map

But I've been upgrading the radar and am considering a map option, but I won't be working on that as a feature until after Christmas at the earliest.

Quote: "It is about the radar and floors.I just went to an upper level but the enemies could be seen from the radar again.
Imagine a level with 5 floors and lots of enemies in each"


Well, you shouldn't have that many characters active in one level!

Actually, I am aware of this issue and have a fix, I'm just wondering about the best way of intergrating it.

Quote: "Thank you for your great mod."


Thank you, we both appreciate it.

http://jimjamsgames.yolasite.com
Soviet176
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Posted: 21st Dec 2010 23:38 Edited at: 21st Dec 2010 23:40
Hello, I think I may have found a bug, for some reason some decals do not show up in game.

**Edit**

Fixed it, set the start script from "Repeatsound" To "Appear1"

Putting fear back into sliced bread since 4th May 2010

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