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FPSC Classic Product Chat / [LOCKED] WASP mod V2

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A dude
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Posted: 22nd Dec 2010 14:56 Edited at: 22nd Dec 2010 14:56
Removed by me
old_School
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Posted: 23rd Dec 2010 07:25 Edited at: 23rd Dec 2010 07:37
Can we install this with Project Blue by chance or will they conflict or not even possiable? I know Blue uses v17 and this v18. Is this backwards compadable?

Edit:

I have a suggestion:
Not sure if its in here yet but what about a capture the flag system and a money system simular to the RPG system. Just a few ideas for addons Im sure they would not be hard to add on since most of the works allready been done bu other moders.

I think I might try this out over Blue. Blues giving me some unwanted issues with Team match.
Scene Commander
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Posted: 23rd Dec 2010 10:31 Edited at: 23rd Dec 2010 10:39
Quote: "Can we install this with Project Blue by chance "


WASP & PB are not at all compatible. They are two seperate programs, both of which replace the FPSC-Game.exe.

Quote: "what about a capture the flag system"


Possibly, I'll think about it,but we've got a lot of features to work on first.

Quote: "money system simular to the RPG system"


This is very easy to implement using the standard variable system. Items could very easily be assigned values using the local variables with a cash total stored as a global.

Quote: "I think I might try this out over Blue"


You're welcome to try. We've had no reports of issues with team deathmatch in WASP

http://jimjamsgames.yolasite.com
MONSTER MARK
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Posted: 23rd Dec 2010 12:32 Edited at: 23rd Dec 2010 12:34
Hi,
I've downloaded v1.18 and tried out WASP mod v2.

I've pasted all the flies as mentioned in the guide.

Certain things that I have noticed:
1. Everything is bright and blur. image attached. how to get it back to normal? does it have anything to do with the blur?

2. My huds(health/ammo) have been changed to the defaults along with the skybox.

3. The in-game background sound starts after 10 secs.(that's odd)

How to:
1. add the radar? is it enabled by default?

Thanks..

Judgment Day Can Wait !!

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Scene Commander
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Posted: 23rd Dec 2010 14:18 Edited at: 23rd Dec 2010 14:27
Quote: "Everything is bright and blur. image attached. how to get it back to normal? does it have anything to do with the blur?"


That looks like the bloom shader, which is nothing to do with WASP mod. Try this one from Bond1 - alternatively turn off your shaders.

http://forum.thegamecreators.com/?m=forum_view&t=177210&b=24

Quote: "My huds(health/ammo) have been changed to the defaults along with the skybox. "


This happened when you updated to V1.18, it has with updates for quite awhile now. Reset them via the build game level setting tab to the defaults you want.

Quote: "The in-game background sound starts after 10 secs.(that's odd)"


I'll need some more information for this. Are you getting a blank screen before the game starts? Or is the sound just being delayed. I'll also need your system specs as it sounds as if your machine is taking time to catch up.

Quote: "add the radar? is it enabled by default?"


This is in the manual and has also been explained several times in this thread including examples. Fpi scripts are included with the WASP mod download and you'll find the answer to this by reading the previous posts from myself, S4Real and Blackfox. - Currently it is only designed to work with characters.

I hope that helps, and thanks for trying WASP mod.

http://jimjamsgames.yolasite.com
MONSTER MARK
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Posted: 23rd Dec 2010 15:56 Edited at: 23rd Dec 2010 15:57
My PC Specs:
Windows xp pro sp3
Intel Pentium 4
CPU 3.06GHz
1 GB Ram

Graphics:
ATI Radeon Xpress 200 Series
Memory: 256MB

Others:
DirectX 9.0c (4.09.0000.0904)
screen resolution at: 1024 X 768

fpscv1.16 with fenix mod gave 20-25fps but later drops to 15-18 as the level increases.
is it that v1.18 requires a higher graphic card?

after modifying 'post-bloom.fx' i get this output as shown...
just eager to get it working ..

thanks...

Judgment Day Can Wait !!

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Scene Commander
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Posted: 23rd Dec 2010 16:48
@monster mark

I would say that your graphics card is one of the issues. I don't know for sure. Maybe someone else can report if they have a similar card.

What results do you get if you run V118 Beta 3 without WASP mod?

V1.18 is much more processor intensive than V1.16 so you will find a drop if you're using full shaders. Also, are you running any other applications when running FPSC as your processing bars are through the roof for one character. My test machine is almost half as powerful as yours and is running an internal graphics card and I'm getting better FPS than that.

http://jimjamsgames.yolasite.com
MONSTER MARK
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Posted: 23rd Dec 2010 17:33 Edited at: 23rd Dec 2010 17:34
@Scene Commander
As shown there's not much difference with or without WASP mod.
Full shaders are turned off always.

Programs that run in the background:

eset nod32 antivirus 44,148k
zonealarm firewall 26,700k
tune up utilities 12,942k
malwarebytes 1,420k
and the usual .. svchost,winlogon.exe,crss.exe,alg.exe,smss,explorer, bluetooth,etc.

adds up to 30 processes , idle cpu usage= 1-3%

should i stick to v1.16 or are there any chances that 1.18 might work?

other games like : gta San Andreas, mafia, cod(older versions), hitman and surprisingly left4dead work smooth..
so there's no graphic card problem.
my pc is like 4 yrs old.

this definitely has to deal with some setting i should make in fpsc 1.18.



Just a quicke : have i correctly turned bloom to 'low'?
I modified the following

C:\Program Files\The Game Creators\FPS Creator\Files\effectbank\ps_2_0\post-bloom.fpi

These lines:




I don't think it may be any RAM memory issue...

Judgment Day Can Wait !!

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Scene Commander
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Posted: 23rd Dec 2010 18:43
Quote: "should i stick to v1.16 or are there any chances that 1.18 might work?"


That depends if you want to use the new features V1.18 or WASP mod

Quote: "other games like : gta San Andreas, mafia, cod(older versions), hitman and surprisingly left4dead work smooth..
so there's no graphic card problem."


I'm afraid that means nothing, all of those games are far more efficent than FPSC

Quote: "Just a quicke : have i correctly turned bloom to 'low'?"


I'm afraid I'm not a shader expert, maybe someone else can answer this question. However, if you've got full shaders turned off, bloom won't work.

I'm surprised that you aren't seeing any performance from WASP as most people are. I can only guess that it is a graphics card issue.

http://jimjamsgames.yolasite.com
s4real
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Posted: 23rd Dec 2010 20:15 Edited at: 23rd Dec 2010 20:18
To switch of the full screen shader to off you need to change postprocessing=1 to postprocessing=o in setup.ini.

Once you switch off the full screen shader you should see a speed increase.

Best s4real



Pack ya games with vishnu fpsc packer its free.
old_School
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Posted: 23rd Dec 2010 20:57
Going over your guide.

"To use Lemur you'll need to add additional
options to the FPSC set.ini located in your main FPSC folder"

So your saying edit the main FPS Creator ini file in the root game engine? This path? C:\Program Files (x86)\The Game Creators\FPS Creator

Ok cool now that makes sense. Project Blues manuel made it sound like you place in in the games ini after you had allready built it. Thanks wasp mod dev's Ill give this a shot see how it turns out.
Scene Commander
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Posted: 23rd Dec 2010 21:23 Edited at: 23rd Dec 2010 21:26
@Old_School

You're obviously welcome to use WASP mod and I hope you find it useful..

Quote: "simular to the RPG system"


Quote: "Project Blues manue"


However, can I ask that you please don't refer to other mods in the WASP mod thread in future as we're aren't in competion and don't wish to start a comparison debate.

http://jimjamsgames.yolasite.com
old_School
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Posted: 23rd Dec 2010 22:18
My bad I did find a issue not sure if its my fult or not.


Setup the Team Mode and put the code in my Root FPSC setup.ini file not the games ini but the engines ini and now people cant join the team match games. Loads the menu but when they try to press 1 to join, nothing happens.

s4real
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Posted: 23rd Dec 2010 22:28
@0old_school :- scene commander had added lemur features wrong in the manual the stuff needs to be added to the built game setup.ini not fpsc setup.ini.

If you could post a link to your MP game and we will test it out to see what problem you having.

Best s4real



Pack ya games with vishnu fpsc packer its free.
old_School
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Posted: 23rd Dec 2010 22:32
Acually works in the FPSC Root file but gives me this error when I died:

Runtime Error 301 - Sprite number must be greater than zero at line 38965


But other then this error it seems to work now.
s4real
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Posted: 23rd Dec 2010 22:34
Make sure the ElimIMG is in files folder.

Best s4real



Pack ya games with vishnu fpsc packer its free.
old_School
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Posted: 23rd Dec 2010 22:41 Edited at: 23rd Dec 2010 22:50
C:\Program Files (x86)\The Game Creators\FPS Creator\Files

Inside there right?

Edit:
Here is the game, its a super fast game i made trying to figure this thing out.

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s4real
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Posted: 23rd Dec 2010 22:47
No in your built game.

best s4real



Pack ya games with vishnu fpsc packer its free.
old_School
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Posted: 23rd Dec 2010 22:52 Edited at: 23rd Dec 2010 23:05
Same error:

Runtime Error 301 - Sprite number must be greater than zero at line 38965

Ill try it again see what happens

Edit:

Same error here is the games setup.ini




Im up for a Team View if you think that might help I have Team viewer 6 if u want to look at it head on.

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s4real
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Posted: 23rd Dec 2010 23:22
@Old_school Looked at your game and the ElimIMG.png file is missing in the files folder.

Just make sure to copy it over with a built game.

Best s4real



Pack ya games with vishnu fpsc packer its free.
old_School
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Posted: 23rd Dec 2010 23:37 Edited at: 23rd Dec 2010 23:47
Ok ill try that then. Here is a recoloring of the vest if anyone wants to check it out. Not much, but I figured it spiced it up a little. Two versions Marine Corp and Army.

Edit::::::::::::::::::

Wow i fail to understand the logic in a image fixing that error but it worked. Whats that image do? BTW thanks for helping

Edit:::
Just a thought to prevent future issues, might include that info in the setup on the guide, current that infos not stated.

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Plystire
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Posted: 24th Dec 2010 01:34
@Scene Commander:

I sent you an email last night. Did you receive it?


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
Dar13
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Posted: 24th Dec 2010 04:33
@old_School:WASP Mod probably tries to load that image to make a sprite and since the image doesn't exist, doesn't return a correct sprite number thus causing that runtime error.


old_School
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Posted: 24th Dec 2010 05:05
Yeah I figured that after I reviewed it a little closer. Funny how one small thing out of place messes up the entire thing lol Owell it works and it rocks. Wooooot
MONSTER MARK
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Posted: 24th Dec 2010 07:50 Edited at: 24th Dec 2010 07:55
@s4real

Thanks , that really did the trick.
Quote: "
To switch of the full screen shader to off you need to change postprocessing=1 to postprocessing=0 in setup.ini.

Once you switch off the full screen shader you should see a speed increase.
"


But,
I did that, then tried on my test level which i had created using 1.16 and the frame rate is barely reaching 25fps.
but when executed with v1.16+fenix it was 25-30fps.

My PC Specs:
Windows xp pro sp3
Intel Pentium 4
CPU 3.06GHz
1 GB Ram
Graphics:
ATI Radeon Xpress 200 Series
Memory: 256MB
Others:
DirectX 9.0c (4.09.0000.0904)
screen resolution at: 1024 X 768

Is v1.18 ever gonna work on my pc?

EDIT: should i start creating the game from scratch using 1.18+WASP as it gives 45-50fps on a small test level with on character.

Thanks..

Judgment Day Can Wait !!

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MONSTER MARK
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Posted: 24th Dec 2010 08:48
@s4real
also see this pic..
a very small level with 2 dantes .... frame rate 14-18fps

shaders are turned off the way you mentioned.

Thanks...

Judgment Day Can Wait !!

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Scene Commander
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Posted: 24th Dec 2010 11:00
@Plystire

Quote: "I sent you an email last night. Did you receive it?"


Sorry I didn't check that account yesterday. I've replied.

@Monster Mark

Quote: "should i start creating the game from scratch using 1.18+WASP as it gives 45-50fps on a small test level with on character."


Yes, you should always do that with new mods and levels created before V1.18 beta 3 most likely will not work as you'd expect.

Quote: "a very small level with 2 dantes .... frame rate 14-18fps "


You say it's a small level, but I notice that the scene contains 102,000+ polygons which is high for FPSC

I'll say again, but I'm afraid I think the issue you are having is because of your graphics card.

http://jimjamsgames.yolasite.com
MONSTER MARK
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Posted: 24th Dec 2010 11:47 Edited at: 24th Dec 2010 12:08
@ Scene Commander and s4real

sorry 4 bugging you on this issue..
I restarted my computer. tried the same test level, this time with 4 dantes.
n guess my frame rate now ...

A. 28fps with minimum of 24(no actual lag at any instant time)
see attachment.

I guess my comp needed some rest along with my brains too.


Anyways.... Thanks a million for helping me!!
"WASP mod is a great advancement to intensify FPSC !!"

I'll begin making my game soon after my exams are over and once the 1.18 final is out.

I'll let you know if any weird things show up...
chao



EDIT: one more thing..
Will the game build from my pc have the same frame rate as me on another computer ?or will it be higher , say if they had like 1gb graphic memory..?

eg. my game runs at 20-28fps on my pc. would it be higher on another comp with 1gb graphic memory?

Thanks..

Judgment Day Can Wait !!

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Scene Commander
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Posted: 24th Dec 2010 13:51 Edited at: 24th Dec 2010 13:54
Quote: "Anyways.... Thanks a million for helping me!!
"WASP mod is a great advancement to intensify FPSC !!""


You're welcome, not so sure about the second half, but we are trying and thanks for the kind words.

Quote: "Will the game build from my pc have the same frame rate as me on another computer ?or will it be higher"


Most people do report higher frame rates with built games, but you'll find higher frame rates on higher spec machines regardless.

http://jimjamsgames.yolasite.com
old_School
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Posted: 24th Dec 2010 18:05
Little tip for those with low FPS. Your GFX Card will make a big difference. PCI Express is the way to go guys. Upgrade your power supplies then get a PCI Express GFX card. You will see a better FPS rate I prmoise.
Design Runner
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Posted: 25th Dec 2010 03:22
Another feature suggestion: allow multiplayer games to have exploding weapons. I'm sure this would be simple enough (well, nothing is simple with scripting, but not time consuming) as I beleive you would just have to remove the script that disallows them. Also, possibly add multiplayer entity editing. I know it would be difficult but would make this just about the greatest thing for fpsc since since sliced cheese (or water ) Hopefully these can at least partially be done. Thank you for your great mod though
Scene Commander
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Posted: 25th Dec 2010 09:36
Quote: "Another feature suggestion: allow multiplayer games to have exploding weapons. I'm sure this would be simple enough(well, nothing is simple with scripting, but not time consuming) as I beleive you would just have to remove the script that disallows them."


I really, really wish that it were that simple.. and it's very unlikey that I'll even look at adding anything like that to WASP.

Quote: "Thank you for your great mod though"


Happy Christmas

http://jimjamsgames.yolasite.com
Plystire
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Posted: 26th Dec 2010 01:22
Adding flak to multiplayer is NOT simple. If it were so simple, Lee would have had NO EXCUSE not to do it himself. Fact of the matter is, flak would need to be updated in real-time across everybody's FPSC, which is similar to having dynamic entities in MP... yes, I imagine putting dynamic entities into MP would be easier than flak. Flak is not as simple as a raycast weapon, which basically just says "Did I hit them? I did! Alright, let's send them a message telling them they're dead now."


Oh yeah, just dropped in to say Merry Christmas to the WASP team!


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
Design Runner
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Posted: 26th Dec 2010 03:42
Thanks for taking the time to read it anyhow Merry Christmas everyone!!
old_School
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Posted: 26th Dec 2010 19:36
I have a suggestion on this rather a work around. Little theory i been playing with in my head. EAI's fasntsy weapons aka the spells. When they hit something, they explode or give u a exploding effect. Ive been able to remove the Flak part an it still gives the explosion effect. No trail but it does give a explosion.

Now I also seen someone made a trail system or tracer for x9 I think. So if you combine the two togethier should = a flak simulation without the Flak. In theory it should work no problem. Im not sure how the explosion or trail works. But from what Ive seen so far in the EAI weapon, its just a decal effect i think. Maybe a animation who knows. Point being it works. So just combine the two concepts into one and should have a flak free explosive weapon. Problem being, no area damage effect. But I think I have a idea for that too.

For area effect, set the weapon to count tiles on what ever it hits. Anything within so many tiles takes x amount of damage. Id recomend anything with in 1 or 2 tiles take x amount of damage. Just a few theories I been playing with. Id try them out but Im not the best coder in the world, plus I have alot of work ahead of me for a few weeks. Closing a 1k account business deal. So its taking alot of my time currently.
Design Runner
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Posted: 26th Dec 2010 19:39
If that works I you long time coulden't you one way or other get plriswithin= to work one way or another instead of counting tiles?
Scene Commander
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Posted: 26th Dec 2010 20:17
@Old School - If you're talking about multi-player, that won't work and the reasons why are too long to go into on this thread. You're welcome to suggest additions, but please, there's no need to post untested theories.

@All... I had originally stated when this mod started that it was primarily a single player mod and that still remains to be true. Neither I, nor as far as I am aware, S4Real intend to work on any major multi player additions. It is extremely unlikely that we will even look at flak or dynamic entities in multiplayer.

I mention this, because I haven't seen a mod thread on which these requests haven't been made and would rather not read more of them.

Bear in mind that WASP is free and that S4Real and I both have real lives. For us to add the above features would take a lot of work and would require us charging a price to cover our time and skill well beyond the pocket of most users of FPSC.

I hope this has cleared up the matter of dynamic multiplayer additions of any kind to WASP mod.

However, please feel free to request other single player additions you feel might benefit.

Best

The Scene Commander

http://jimjamsgames.yolasite.com
Design Runner
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Posted: 26th Dec 2010 20:30
Got another idea, but single player and it isn't an annoying repetitive one either. new variable checkhudtype= X Obviously it would check the type of HUD loaded. Another possible variable: modhudtype= X change the loaded HUD type to something else. Very useful for any amount of HUD techniques. Hope this is something a bit more realistic and sorry for repeating the multiplayer thing for the millionth time
Scene Commander
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Posted: 26th Dec 2010 21:12
@Design Runner

I happen to know that the next offical beta will feature an improved hud system which I believe will allow for some improved hud scripting - However, I'm not quite sure why you'd want to change your huds on the fly though, how would you envisage using such a system?

http://jimjamsgames.yolasite.com
old_School
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Posted: 26th Dec 2010 22:20 Edited at: 26th Dec 2010 22:29
@ Scene Commander:

The idea might very well work. Ive allready got it to work with one weapon on Multi player using EAI's Spells. The only part I have not tested is the tracer effect. But I thought about it and a new muzzle flash and decal for the rest of the "stream" would work. The problem would be getting the "tracer" to line up in a stright line. But I think that could be done if your good with lining this up to the triggers crosshair. So basicly you have a solid straight line (diagnal of course) stoping right at the crosshair.

So in reailty the player will see a line flash on the screen. But the truth of the matter is it's just a simple line flashing when you fire the weapon to simulate and flak. Which a flak is nothing more then a animation of a object being thrown or projected out of a weapon. This is player side of course. So the player wont know the difference between a true Flak and a simulated Flak.

Now the only part that is still theroratical here is the area effect damage. But like I said above, you can code that in to the weapon. An it will not have to relie on a Flak. Now I don't know yet how to code the area effect damage yet. But anything is possiable. Give me a little time and I can solve the issue.

However, all of this is not a true Flak system. Its a work around. All we did was trick the player into thinking its a Flak system and its not. Best would be a real time flak system. But Im not going to code it lol But I jus provided you the answer to a work around. So I suggest you guys try that and see your results. Id post my version of EAI's weapons I modded but He asked me in another post not too. But you guys can figure it out Im sure. Im not super coder here, so just look at it and you'll see the work around. EAI's pretty much allready provided the ground work for it. You just have to finish the work around process.


Edit::::::::::::::::::::::::::::::::::::::::::::::::::::::


Im move this part of my theory to a new thread. Even though the question about multi players and Flak was discussed on here. I think this discussion is gettig away from WASP mod its self and leading into theory discussion. So Im grabing this and pasting it in a new thread "FPSC Theory Discussion"

Thanks scene commander for giving us the WASP mod.
Design Runner
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Posted: 26th Dec 2010 23:22
I could imagine using it for several things:
1. smaller scripts
2. text on a gun that can change. for example the ammo shown on the gun to basically look like it is text there. Then when the player is reloading it could change to a text HUD (forgot what it is actually called) and then switch back.
3. Things such as waypoint objective markers. depending on where you are and what it is, it can simply display "meters away" or "damage done" with just one HUD.
4. changing weapons HUDs for alternate fire and knife.
So it essentially could be used for smaller HUDS and smaller scripts.
Scene Commander
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Posted: 26th Dec 2010 23:32
@Design Runner

1)Ok, I see your thinking.

2) Superimposing text onto guns isn't really a hud, but yes that would be a nice feature.

3)The next beta will have an objective marker system. It's written and functioning.

4)That's a good point.. I'll think about it, sounds fairly straight forward.

Thanks for the explanation, it's given me a few ideas.

http://jimjamsgames.yolasite.com
Design Runner
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Posted: 27th Dec 2010 00:28
No problem I only want to see FPSC progress! And by text on a gun I meant a Hud made for that gun that is animated to move with the gun. Because you can't add a .giff decal to the gun that would do that. But I can see how that was confusing Thank you for looking at my suggestions!
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Posted: 27th Dec 2010 23:30
Ive found a little issue with WASP and open areas. Ive made a extremely simple WW1 Trench map. In no mans land, which is a open field about 100 yards across approx 6 tiles long. WASP seems run slower then defult FPSC. Infact it runs so slow it will crashs the game at some point.

Not sure how to fix it but here is the complied map; I also have not even placed any chars or enitys yet. This was my test mockup map to see were i need to make corrections.

Its also compliing extremely high size wise. This map in current stage should only be about 600 mb at most durning creation. Its currently using 1500 mb for creation stage. Which is leading me to belive thier is a caching issue or something. When I first installed the mod, everything ran super fast. As Ive used it more and more, its starting to run extremely sluggish.

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Scene Commander
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Posted: 28th Dec 2010 00:47
@Old_School

Quote: "Ive made a extremely simple WW1 Trench map. In no mans land, which is a open field about 100 yards across approx 6 tiles long"


I'm not sure what you mean by 100 yards across and it's almost impossible to test from a built game as we have no idea of what's included in the map.

However, in our tests your game crashes both WASP and vanilla FPSC. However, prior to crashing, it ran faster under WASP than standard FPSC.

Quote: "Infact it runs so slow it will crashs the game at some point. "


As I say, this seems contrary to our own tests and those of our beta testers, however, if anyone else has had this problem, please let us know.

Quote: "Its also compliing extremely high size wise. This map in current stage should only be about 600 mb at most durning creation. Its currently using 1500 mb for creation stage. "


Again, this is impossible for us to replicate without a FPM, but it seems a little unlikey as we have made no changes to the test build system, nor added any additional data or processes to it.

Quote: "As Ive used it more and more, its starting to run extremely sluggish. "


Again, this is the first I've heard that this might be an issue, and there is technically no reason why this would happen in WASP and not in the offical beta 3. If this is indeed the case, I would suggest that you run FPSC cleaner and test your level again, but I bring you back to my previous statement that your level is also crashing vanilla FPSC.

If you would like us to look into this further we will need an FPM which demonstrates the problem using default media.

http://jimjamsgames.yolasite.com
old_School
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Posted: 28th Dec 2010 03:37
I have no idea why it was crashing or causeing FPS rate to go so low. At this point, I remade the map again and it seemes to be handling much smoother. But I also changed the textures it used. Ive ran it in other mods and defult to compare. WASP for some reason is stull running slower then defult FPSC, I honestly dont understand why. Like I said before WASP was running faster then anything else. It just don't make sense. WASP should be performing top notch. I guess its just my machine at this point.
Leongamerz
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Posted: 28th Dec 2010 14:28 Edited at: 28th Dec 2010 14:31
Wow this mod is so cool ever I never seen.I see my framerate are highly than the normal one.New frame rate is 40-65 outdoor is 40-56.I put the water in v1.18 with the mod,It has no lag with full shader or not.Well done for the mod and now I can make my commercial game without any lagness thanks!.

Have A Good Day

From
Leon

Hehe just cut off the long hair.Maybe small hair are suitable for me
Matto225
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Posted: 28th Dec 2010 17:40
I downloaded the Wasp mod V 2 and have read the instructions for the Lemur mod but they made little sense... would someone enlighten me please?
Scene Commander
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Posted: 28th Dec 2010 17:53 Edited at: 28th Dec 2010 17:55
@Matto225

There is a slight error in the manual which has been corrected for the next beta. The manual should read:

WASP mod v2 adds Lemur V2. Providing players with a wider range of multiplayer options, including taunts, deathmatch and team deathmatch. To use Lemur you'll need to add additional options to the FPSC setup.ini located in your final built game folder. To help you with the set up, we've provided some defaults, remember you can edit the taunts to suit your games.

If you cut and paste the options into the bottom of your built game setup.ini you should be ready to go. In your setup.ini you'll need to set the type of match you wish to play, 0=deathmatch, 1=teamdeath match.

Matchtype=0 - Deathmatch

Matchtype=1 - Team Deathmatch

You then play your game online as normal.

http://jimjamsgames.yolasite.com
old_School
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Posted: 28th Dec 2010 19:14
U also need to cut and paste that elim image into the games files folder dont forget that part

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