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FPSC Classic Product Chat / [LOCKED] WASP mod V2

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Matto225
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Posted: 29th Dec 2010 10:50 Edited at: 29th Dec 2010 10:59
thanks guys, one last question about it. OI want two teams of four people. How can i gett he software to recognize whos on what team?
EDIT: yeah @old school i was reading the previous posts and am having the same glitch that you had and you fixed with the Elim image...what is the Elim image and where do i find it???
zeza
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Posted: 29th Dec 2010 14:24
You specify the teams by giving them all the same name, so if you want two teams of four, you name four characters GoodGuys and four characters Badguys, or whatever other name you can think of.

I'd change the world, but I don't have the source code
R.I.P. heltor, we will miss you
da2020
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Posted: 29th Dec 2010 15:02
@Scene Commander can u please tell me whats improve in multiplyer? awesome mod btw!
Scene Commander
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Posted: 29th Dec 2010 18:02
Quote: "what is the Elim image and where do i find it??? "


You'll find this image in your download folder and it goes directly into your files folder. The need for this image will be removed from the next beta.

@zeza - thanks for explaining.

@da2020 - WASP v2 adds support for FPSCIP 4.0 and team deathmatch and a taunt options thanks to the addition of LemurV2.

http://jimjamsgames.yolasite.com
Scene Commander
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Posted: 1st Jan 2011 20:03
Hi All,

Okay, we're preparing another beta release which will be going to beta testers in the next few days. Has anyone got any problems which haven't been reported or impovements to existing features they would like to see before we move on?

http://jimjamsgames.yolasite.com
old_School
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Posted: 1st Jan 2011 23:51
Ill beta test for ya scene
Scene Commander
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Posted: 2nd Jan 2011 11:14 Edited at: 2nd Jan 2011 11:16
Quote: "Ill beta test for ya"


Thanks for the offer, but we have enough private beta testers at the moment. Of course once the beta is made public, we'll welcome your comments.

Any other reports welcome, 161 downloads and no bugs would be some sort of miracle

http://jimjamsgames.yolasite.com
Leongamerz
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Posted: 2nd Jan 2011 13:07
At this time I test your mod,it has no any bugs and error.

Have A Good Day

From
Leon

Hehe just cut off the long hair.Maybe small hair are suitable for me
Seth Black
FPSC Reloaded TGC Backer
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Posted: 2nd Jan 2011 18:32 Edited at: 4th Apr 2011 00:47
:::REDACTED BY SETH BLACK:::

Soviet176
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Posted: 2nd Jan 2011 18:47
I do not see any problems aside from the problems that are happening with FPSC stock wise. Just waiting for lee to send out an update so we get all of the big fixes. Thus far it is safe to say you can continue work on features.

One question however, when I put istourch in my gunspec for the m9 what is a good key code for it? I was thinking F but for some reason it wont work for me.

Putting fear back into sliced bread since 4th May 2010
defiler
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Posted: 2nd Jan 2011 19:19
my face when you have fixed the v1.18 build bug

THANK YOU!

now to install v1.18.3 and then this mod!

Current Project: Lost Contact: Station 7
bruce3371
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Posted: 2nd Jan 2011 20:06 Edited at: 2nd Jan 2011 20:06
To all those considering checking out WASP mod, I thoroughly recommend it!

I've been privileged to have been a part of the private beta testing team, and have seen how it has evolved from a straight-forward performance boosting mod, into a full blown, feature rich, game enhancing mod, that deserves to be right up there with the likes of PB and RPG mods!!

Scene Commander and S4Real have done a most excellent job of this mod, congrats to both of them

Scene Commander
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Posted: 2nd Jan 2011 20:10 Edited at: 2nd Jan 2011 20:45
Quote: "when I put istourch in my gunspec for the m9 what is a good key code for it? I was thinking F but for some reason it wont work for me."


I used F in the sample. I've attached the uzi gunspec as an example for you here which uses the F key.

Quote: "Scene Commander and S4Real have done a most excellent job of this mod, congrats to both of them "


Just read this, very kind words, thank you.

http://jimjamsgames.yolasite.com

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bruce3371
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Posted: 2nd Jan 2011 21:49 Edited at: 2nd Jan 2011 21:55
You're welcome, seriously, I really think this is at least as good, if not better than some of the other mods out there.

Soviet176
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Posted: 2nd Jan 2011 23:22 Edited at: 2nd Jan 2011 23:22
Very cool! the only thing that I would have a nitpick about is the actual lighting. When you use the touch everything around you lights up, but the gun does not. Anyway to make the gun also react to light?

Putting fear back into sliced bread since 4th May 2010

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s4real
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Posted: 3rd Jan 2011 02:32
Thanks for the kind words.

Best s4real



Pack ya games with vishnu fpsc packer its free.
Scene Commander
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Posted: 3rd Jan 2011 07:22
Quote: "Anyway to make the gun also react to light?"


We are looking at making some improvements to the torch in the future, so I'll look at this to.

http://jimjamsgames.yolasite.com
JRH
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Posted: 3rd Jan 2011 17:58
This is an awesome mod. You've saved my game from monstrous lag.

Thanks

~JRH

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
Scene Commander
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Posted: 3rd Jan 2011 18:36
Quote: "This is an awesome mod. You've saved my game from monstrous lag."


Glad to help. What sort of improvements are you getting BTW?

http://jimjamsgames.yolasite.com
old_School
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Posted: 4th Jan 2011 05:02
Quick Question. Been wanting to tryout the rador, compass and armor. Do I just set the AIMain to a item so it can be picked up? Or is there more to modify to get it to work?
Scene Commander
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Posted: 4th Jan 2011 14:15
Quote: "Been wanting to tryout the rador, compass and armor"


Use the setupradar.fpi and the compass fpi in a trigger zone.

Armour has an entity pickup supplied with the armourglow.fpi script attached.

http://jimjamsgames.yolasite.com
Scene Commander
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Posted: 6th Jan 2011 16:27
Hi All,

Ok, we're approaching time for another beta and are almost ready for another public release. However, prior to that it's going to need to go to our private testers.

The next update features a number of scripting updates and I'm looking for an extra beta tester to test the new scripting actions.

I need someone with a good knowledge of the FPI language as a tester as I need accurate reports of any errors or problems.

If you're interested and are up to the job post here.

Many thanks,

The Scene Commander.

http://jimjamsgames.yolasite.com
DarthBasicVader
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Posted: 6th Jan 2011 17:11
Hi Scene Commander, i would be glad to be useful as a beta tester for Wasp 2.

My PC Spec:
HP Notebook
Mem: 1 Gi RAM
Proc: Intel Centrino 2,26 GHZ
Graphics: (integrated) Intel Mobile 915 GML

Actually i can (from this notebook) run FPS Creator, compile and execute small maps . I have installed FPSC 1.18 beta 3 and WASP mod v2 Beta3.

Riccardo
Scene Commander
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Posted: 6th Jan 2011 17:14
Quote: "Hi Scene Commander, i would be glad to be useful as a beta tester for Wasp 2"


Thanks for the offer. Forgive me if I should you know already, but I'm really looking for a scripter, how are your FPI skills?

http://jimjamsgames.yolasite.com
DarthBasicVader
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Posted: 6th Jan 2011 17:42 Edited at: 6th Jan 2011 18:32
I can understand and modify FPI but actually i've not created anything original. My skills come from the official manual, nothing less nothing more

Riccardo
Scene Commander
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Posted: 6th Jan 2011 18:15
Quote: "I can understand and modidy FPI but actually i've not created anything original. My skills come from the official manual, nothing less nothing more"


I'm looking for someone able to create new FPI's to truly test the scripting power, so if you think your able to do that you're welcome as a beta tester, but that would be the main requirement from you. Are you on MSN?

http://jimjamsgames.yolasite.com
DarthBasicVader
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Posted: 6th Jan 2011 18:38
Sorry creation of new scripts is beyond my skills (and my average free time) :-(
I will test the public beta !!

Riccardo
Scene Commander
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Posted: 6th Jan 2011 19:12
Quote: "Sorry creation of new scripts is beyond my skills"


No problem, thanks for your honesty.

I actually now found a script tester from our original group, so thanks anyway, the role is now filled.

Hopefully, we should have a version for everyone to play with in the next few days.

http://jimjamsgames.yolasite.com
Nomad Soul
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Posted: 9th Jan 2011 20:25
Just tried this mod and I have to say its awesome already.

I'm using a fairly high end system with N430 graphics card and the perfomance improvement between stock engine and this mod was noticeable. Its great.

The only bug I noticed was decal particles aren't working but I think thats an issue in the latest official V118 beta also. Needs to be fixed.

Great work so far. If it wasn't for LR mod on the horizon I would stick with this but if you merge both this will be the best FPSC mod out there.

Scene Commander
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Posted: 9th Jan 2011 21:13 Edited at: 9th Jan 2011 21:15
Quote: "Just tried this mod and I have to say its awesome already.

I'm using a fairly high end system with N430 graphics card and the perfomance improvement between stock engine and this mod was noticeable. Its great."


Thank you, I'm glad you like it and glad you're getting some performances increases.

Quote: "The only bug I noticed was decal particles aren't working but I think thats an issue in the latest official V118 beta also. Needs to be fixed."




We're not really aiming to fix bugs in the beta source unless they remain unfixed after offical releases and it would really be bit of a waste of time. We are aiming to keep up to date with the latest source, so the fixes should filter down.

Quote: "If it wasn't for LR mod on the horizon I would stick with this but if you merge both this will be the best FPSC mod out there."


We have a new release planned in the next few days and we have some big plans for WASP in the next month or so, but this isn't one of them, sorry, but we're happy to look at all possibilites.

http://jimjamsgames.yolasite.com
Nomad Soul
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Posted: 9th Jan 2011 21:37
Thanks, this is a fantastic mod. Can't wait to see what else you have in the pipeline.

I guess if Dark Goblin is prepared to open source the dynamic shadow code from LR mod it might be possible to add but this has a lot going for it even if that doesn't happen.

This will make a big difference for people wanting to make a commercial game with FPSC.

AJ Schaeffer
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Posted: 10th Jan 2011 02:08
erm not wanting to sound noobie but... whats a "cull"?

Ertlov
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Posted: 10th Jan 2011 07:53
"Cull" / "Culling" refers to the process of evaluating which polygons can be seen by the player and skipping rendering those which can`t be.

Come to where the madness is:
http://www.homegrowngames.at
Scene Commander
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Posted: 10th Jan 2011 10:27
@AJ Schaeffer

Ertlov as kindly answered your questions, but just to add to that. The new cull method is one of the features which improves the overall speed of the engine in addition to allowing users to tailor the feel of the levels' appearance.

http://jimjamsgames.yolasite.com
s4real
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Posted: 12th Jan 2011 19:50
thanks for the nice comments on this mod scene commandor is doing a great job.

best s4real



Pack ya games with vishnu fpsc packer its free.
Scene Commander
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Posted: 13th Jan 2011 10:34 Edited at: 13th Jan 2011 14:43
Hi all,

Ok, hopefully, we should have the next beta up for you guys in a few days, but due to workload we find that we need a couple more beta tester for generic testing. If you have some scripting skills, all the better but it isn't necessary. So you'd like to help please let us know by posting here, ideally with your system specs.

*EDIT* - We've found one more tester, but we'd like one more.

Many thanks

http://jimjamsgames.yolasite.com
Amarteck
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Posted: 14th Jan 2011 00:30
Could somebody help me with the cumpass. I need it to face my objectives. Any help or advice would be appreceated. I have attempted to get it working for hours with no positive results.

Thanks in advance.
Andy
Scene Commander
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Posted: 14th Jan 2011 09:03
Quote: "I need it to face my objectives"


I'm afraid, that isn't a feature of beta 3, the compass simply shows the direction of player facing. However, the good news is that there is a feature which does exactly what you want in the next beta due soon.

http://jimjamsgames.yolasite.com
Tony06270
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Posted: 14th Jan 2011 11:37
[English translation : Hello, I want to help you beta tester..]

[French : Bonjour, je veut vous aider en bêta testeur.]
Scene Commander
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Posted: 15th Jan 2011 11:11
@Tony06270

Many thanks for the offer, but the beta testers roles have been filled. I'll keep you in mind should we require further testers.

http://jimjamsgames.yolasite.com
bruce3371
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Posted: 17th Jan 2011 20:00
Just a quick bump to say that this mod is just looking better and better all the time

Scene Commander
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Posted: 17th Jan 2011 20:56 Edited at: 17th Jan 2011 21:18
Finally, another update, sorry it's been a little while.

http://www.filefront.com/17808989/waspv2.4beta.zip

New features in the first post.

As always, please post problems here.

Note:This mod uses the V118 beta 3 source, but hasn't been updated to include light rays yet. Once the latest source has been confirmed as bug free, we'll move over to it.

http://jimjamsgames.yolasite.com
Scene Commander
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Posted: 19th Jan 2011 12:53
A slight bump.

As we've had no posts since the latest beta has been released are we heading in the right direction for users. I assume that the lack of posts is because the latest beta doesn't inspire.

Are these new features of any use?

Would users prefer us to be heading in a different direction?

I ask, as a lot of work has and still does go into this mod and it would be a shame if our efforts weren't giving users what that wanted.

http://jimjamsgames.yolasite.com
Ched80
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Location: Peterborough, UK
Posted: 19th Jan 2011 13:58
Hi,
I'm relatively new to FPSC so I don't know anything about WASP Mod, but the listed features is very impressive. Not sure which are the new ones, but I love the string functions!

I'm working with Stock FPSC v117 at the moment so I don't know if that means I can't use WASP until I upgrade to v118B3?

One feature I can't find on any of the Mods is the ability to alter entity properties on the fly (maybe I've missed it). I'll use my project as an example:

My game revisits levels more than once during a player's life and as the player advances (gets better gun, health, etc.) I plan to make the enemies get tougher. However, since you can't alter the enemies speed, accuracy, damage, etc. during the game I have to have several entities of varying 'toughness' which only spawn if the player's 'level' is high enough. It would be great if a Mod could do this as it would make level difficulty much more dynamic.

This is only a suggestion - the Mod seems great without this feature.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
DWF
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Posted: 19th Jan 2011 16:26
Hello. Very interesting mod. However, I found two bugs. The first is an saving error, such as in the image:


The second bug is a system cursor, which shows up after the first level and no longer disappears:


Best
Scene Commander
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Posted: 19th Jan 2011 17:24
Quote: "The first is an saving error, such as in the image:"


I'll look into this.

The second error is strange and may actually be v118 source error as at no point does our code change the pointer status. But again, I'll look into these errors.

Many thanks for the reports

http://jimjamsgames.yolasite.com
Gencheff
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Posted: 19th Jan 2011 17:30
I've haven't looked at the thread in a while,but I was wondering whether that GUI for WASP I was talking to you about is of interest to you?


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
DWF
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Posted: 19th Jan 2011 17:39
I build the levels in 118 version and the cursor does not appear.
Scene Commander
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Posted: 19th Jan 2011 17:49 Edited at: 19th Jan 2011 17:50
Quote: "I've haven't looked at the thread in a while,but I was wondering whether that GUI for WASP I was talking to you about is of interest to you?"


I'm still interested, but have a lot of work on at the moment so I haven't given it much thought. We can talk on MSN, I should be around later.

Quote: "I build the levels in 118 version and the cursor does not appear. "


Is that Beta 3?

http://jimjamsgames.yolasite.com
DWF
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Posted: 19th Jan 2011 20:32
Quote: "Is that Beta 3?"


Yes.

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