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FPSC Classic Product Chat / [LOCKED] WASP mod V2

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Scene Commander
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Posted: 20th Jan 2011 18:49
@DWF

I can't replicate this error currently, but from your screen shot I can see you are obviously having a problem.

Can anyone else confirm pointer error?

http://jimjamsgames.yolasite.com
knxrb
FPSC Tool Maker
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Posted: 20th Jan 2011 19:40
@Scene Commander: The cursor error that has been pointed out should be fixed by me in the latest SVN source and the new beta will have the fix as well when it's released soon

knxrb
Scene Commander
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Posted: 20th Jan 2011 22:33 Edited at: 20th Jan 2011 22:33
@knxrb

Thanks for that, I suspected as much.

@DWF

I can confirm the save error and will fix

http://jimjamsgames.yolasite.com
svdw1992
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Posted: 22nd Jan 2011 12:34
theres something wrong with the download -.- mine needs for 5.3mb it needs 3 years and my internet speed is 40 mb per second

WAKOEWAKOE
Scene Commander
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Posted: 22nd Jan 2011 13:31
Quote: "theres something wrong with the download -"


I've just downloaded it in 7 seconds. There was either an issue with the server or there is one with your ISP. But it's working for me.

http://jimjamsgames.yolasite.com
Netsky
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Posted: 22nd Jan 2011 23:27
good evening gentlemen,

I would like to report some kind of weird bug. All I did was copy your files to my FPSC folder. (same for 1.17 and all 1.18 betas)
And yes I could playtest & build that map before I tried the mod.

Please tell me where I went wrong.
PS: the image is located in the databank folder.

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knxrb
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Posted: 23rd Jan 2011 00:10
Quote: "PS: the image is located in the databank folder. "

That's your problem. It's looking for it in the 'Files' folder, not the 'Files\databank' folder.

s4real
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Posted: 23rd Jan 2011 00:11
Looks like scene commander not taken out the command to look for it in files folder.

Just make a copy of the png and place it in the files folder.

Best s4real



Pack ya games with vishnu fpsc packer its free.
Netsky
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Posted: 23rd Jan 2011 09:51 Edited at: 23rd Jan 2011 12:41
ok thanks for the fast replies, I'll have a go for it this afternoon / evening
hopefully I'll be able to use this mod, as it contains a lot of interesting features I might need for my little project.

cheers,
Netsky


EDIT: I just had a couple of minutes, and it's working now, thanks a lot, now I can enjoy those features
Scene Commander
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Posted: 23rd Jan 2011 10:13
Thanks for the explanation guys.

I guess I'll have to hold my hand up on this one. I thought I'd changed the path, but I guess I hadn't.

Sorry for any confusion.

http://jimjamsgames.yolasite.com
Netsky
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Posted: 24th Jan 2011 22:51
hey,

a quick question:
do I have to add to every dynamic object's script the respectice culling mode, or is it already working when activated by a triggerzone?

Or.. how do I get it working to keep it short?

cheers,
Netsky
Gencheff
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Posted: 24th Jan 2011 22:59
I'm no expert in the department,but you'd have to assign a main script to every dynamic entity (say cull500.fpi) and have the cull command there.

I could be wrong,so someone who has used the commands should correct me if I am.


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
Scene Commander
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Posted: 24th Jan 2011 23:13
Hi,

Gencheff is on the right lines, but you don't need a new cull script for every entity. Once culling is turned on it's automatic based on object size, if the entity has a seperate cull script that will override the automatic culling.

I hope that helps.

http://jimjamsgames.yolasite.com
bruce3371
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Posted: 30th Jan 2011 21:38
Just thought I'd bump this again, as in my opinion, this is the most important Mod to come out since PB and RPG mods...

BSP
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Posted: 3rd Feb 2011 11:57
Hello. Very good mod. I started using it. I look forward to the next beta. Best.
Kerrby
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Posted: 4th Feb 2011 06:22
Quote: "Thanks to Kerryb for the original WASP mod logo."




lol'd


WizMod Developer.
ZombiesBuilder
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Posted: 7th Feb 2011 03:43
hello,
I just download this mod.
could anyone tell me the command prompts for the following:
increase player speed
add extra life to player
increase weapon reload speed
increase weapon damage
increase weapon accuracy
also how would I apply these to work in say a trigger zone with scripts
Scene Commander
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Posted: 7th Feb 2011 10:21
Hi,

I hope you enjoy using WASP. Please bear in mind that a newer version will be published once v118 moves out of beta.

I'll answer as best I can

Quote: "increase player speed"


SETSPEEDMOD=X will alter the player speed by X%

Quote: "add extra life to player"


I beleive this can be acheived using the internal variable system, but is not a WASP mod feature.


Quote: "increase weapon reload speed
increase weapon damage
increase weapon accuracy"


WASP mod does not currently allow "on the fly" alteration to weapon specs. You can however alter the gun spec for each weapon to get the desired affect.

WASP mod comes with a manual that I'd advise reading, it covers all of the new commands and features and is a great help to learning to use the mod to it's best advantage.

http://jimjamsgames.yolasite.com
ZombiesBuilder
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Posted: 7th Feb 2011 12:10
thank you
Gencheff
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Posted: 7th Feb 2011 15:08
Scene Commander,have you thought about adding a damage multiplier option? It would add a different page to game experience.


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
Scene Commander
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Posted: 7th Feb 2011 16:06
Quote: "Scene Commander,have you thought about adding a damage multiplier option? It would add a different page to game experience."


That is a planned addition, so yes..

http://jimjamsgames.yolasite.com
Scene Commander
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Posted: 12th Feb 2011 12:08
Hi All,

I've just been looking at the download figures for beta 4 and according to the host, only one has been downloaded compared to several hundred of previous betas. Can anyone let me know if they have downloaded beta 4 or is my host telling the truth.

If so, I think we can assume that general interest in WASP mod in it's current form is very limited.

Many thanks

http://jimjamsgames.yolasite.com
Gencheff
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Posted: 12th Feb 2011 12:12
Actually it's the host.I just downloaded it and it didn't record +1 on the stat counter.


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
Scene Commander
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Posted: 12th Feb 2011 14:20
@Gencheff, thank you very much for taking the time to test. That's what I expected had happened.

For anyone else, just to let you know that WASP mod isn't dead, but we feel there's no point in adding further features until V1.18 moves out of beta.

http://jimjamsgames.yolasite.com
bruce3371
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Posted: 12th Feb 2011 14:35
Quote: "WASP mod isn't dead"


"It's aliiiiiiive"!!

Design Runner
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Posted: 13th Feb 2011 22:09
Hey Scene Commander, I sent you an email. I am 100% sure you will want to read it.

"If you can't handle me at my worst, you sure as hell don't deserve me at my best"
Scene Commander
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Posted: 13th Feb 2011 22:43
@Design Runner

Replied via email.

http://jimjamsgames.yolasite.com
Netsky
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Posted: 22nd Feb 2011 11:58
well I know for sure, I AM using 2.4 so is a friend of mine, that would be 2 then ;p
defiler
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Posted: 22nd Feb 2011 17:47
Question: when you said you could add a flashlight to the gunspec, what parameters are you able to set?

Btw when 118 comes out of beta I will definitely use this cause the gantries segments
now lag my new machine

Current Project: Lost Contact: Chapter 1
ThoughtWire Software
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Posted: 22nd Feb 2011 20:50
Will this work with FPSC x10?

www.thoughtwire.co.uk
Scene Commander
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Posted: 23rd Feb 2011 21:14
Quote: ": when you said you could add a flashlight to the gunspec, what parameters are you able to set?"


It's all in the manual, but range, colour and a toggle on/off key

Quote: "Will this work with FPSC x10?"


No, this is only for X9. Mods can either be for one or the other. Not both, although I see no reason why eventually x10-11 features shouldn't be added as toggleable features.

http://jimjamsgames.yolasite.com
DarkJames
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Posted: 24th Feb 2011 00:36
The Flashlight Script Isnt Included, could you attach it?

Payam
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Posted: 24th Feb 2011 11:04
I have an idea,maybe you try to add them in your mod.Actually it's one idea but there are 2 features with it because both work for one point but in different ways.

Well this mod has lots of features which makes the gameplay better and there are some bug fixed feature and another for better frame rate.
Okay these are really great features but the two features which help the quality to become better are Anti-aliasing and Anisotropic-filtering.
I know those 2 features can be hard to add but by these two the Wasp mod V2 will become better than ever and I thing working on these 2 is better than working on 10 other small features which this mod has a lot of them and they are enough right now.

Have our guns was a mistake!!!

I am PaYaM
ThoughtWire Software
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Posted: 24th Feb 2011 12:07 Edited at: 24th Feb 2011 12:10
Since this isn't FPSC x10 compatible that should be something to look into doing. Though I know FPSC x10 isn't used as much as it's x9 counterpart it is probably a good idea to have a seperate mod like this for x10 based solely on level optimisation. Since one of x10's major flaws is rendering more than can be seen. (This is an issue I am facing in my 'The Compound' project - help would be greatly appreciated)

I may be barking up the wrong tree and if so i'm sorry.

ThoughtWire Software -

www.thoughtwire.co.uk
Scene Commander
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Posted: 24th Feb 2011 19:15
Quote: "The Flashlight Script Isnt Included, could you attach it?"


I don't have one to hand at the moment, maybe someone else has one they could post? Or, as it's fairly straight forward scripting, maybe you could attempt it yourself.

The download does include a sample gunspec for the uzi, which adds a flashlight feature to that weapon, you might like to try that.

Quote: "two features which help the quality to become better are Anti-aliasing and Anisotropic-filtering."


These sound suspiciously like two of the features of Apex mod, which happens to be a paid mod, while WASP is currently free. Funny you would request them straight after Hockeykid has annouced them as features.

Quote: "I may be barking up the wrong tree and if so i'm sorry."


Not at all, However, if we were to look at a X10 version of WASP mod it most certainly wouldn't be free, as we are both finding that our time is becoming scarer and the amount of work to add new features is therefore more important.

http://jimjamsgames.yolasite.com
Design Runner
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Posted: 24th Feb 2011 21:37
I have another feature idea. But this one isn't crazy. What about the ability to disable player rotation from the mouse, and instead give it to the a&d keys. I'm sure users could find more than enough uses for this. Thank you for listening, I can get annoying.

"If you can't handle me at my worst, you sure as hell don't deserve me at my best"
Scene Commander
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Posted: 24th Feb 2011 21:50
Quote: "I have another feature idea. But this one isn't crazy. What about the ability to disable player rotation from the mouse, and instead give it to the a&d keys. I'm sure users could find more than enough uses for this. Thank you for listening, I can get annoying."


Not a bad idea, but I think this works better with 3rd person games, what do other users think?

http://jimjamsgames.yolasite.com
DarkJames
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Posted: 24th Feb 2011 22:02
Maybe you should add that and 3rd person xD

Design Runner
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Posted: 24th Feb 2011 22:06
If 3rd person was added, I would more than happily pay for this. But I think that is asking too much and is probably more than Scene Commander wishes to code.

"If you can't handle me at my worst, you sure as hell don't deserve me at my best"
Scene Commander
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Posted: 24th Feb 2011 22:08
@Dark James

3rd person doesn't work well in FPSC without a major rewrite, and as I said earlier, that wouldn't be the sort of feature we'd be able to justify adding for free. We both have to make a living and so have to limit our time spent with WASP

http://jimjamsgames.yolasite.com
Design Runner
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Posted: 25th Feb 2011 03:47
What beta version of fpsc are you using with this currently? BETA 9? Just curious.

"If you can't handle me at my worst, you sure as hell don't deserve me at my best"
Scene Commander
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Posted: 25th Feb 2011 10:39
Quote: "What beta version of fpsc are you using with this currently? BETA 9? Just curious."


Beta 7, we won't be upgrading WASP until V118 is finalised.

http://jimjamsgames.yolasite.com
Scene Commander
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Posted: 25th Feb 2011 15:41 Edited at: 25th Feb 2011 15:43
*WASP mod and Window 7 SP1*

I've tested WASP with the new Windows 7, running SP1 and have no issues. Could anyone running the same setup please also run a couple of build tests to left me know of any issues.

Thanks

Best

The Scene Commander

http://jimjamsgames.yolasite.com
Gencheff
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Posted: 25th Feb 2011 15:46
Not sure if a test on Win7 Ultimate works for you,but I've tested it on my PC and it runs well.


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
TerrorNation
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Posted: 25th Feb 2011 16:14
@Scene Commander

How do you get the mutate=x command to work, as every time I use it in any of my character main scripts it causes FPSC-Game to stop working when I click test game?

Thanks.
Scene Commander
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Posted: 25th Feb 2011 23:15
@Gencheff - Thanks that's very useful.

@TerrorNation.

I've tried this out, and at first couldn't find an issue, however after quite a bit of testing, I did find some odd crashes when the character running the script appears, around 1 in 10 of every spawns.

I imagine this is why the issue wasn't picked up before. I'll look into this an make sure it's fixed for beta 2.5. Many thanks for pointing this out.

In the meantime, I'd suggest using the scalelimb with a variable, asigning a scale via the WASP action RND. I don't have time this week to come up with a script, but will look into it if I don't get around to a more permanant fix.

http://jimjamsgames.yolasite.com
TerrorNation
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Posted: 25th Feb 2011 23:37
@Scene Commander

Does scalelimb=x y only work reliably with a variable, because I have tried it with straight values and it also crashes FPSC-Game?
Scene Commander
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Posted: 26th Feb 2011 00:50
@TerrorNation

As far as I was aware, Both Scalelimb and Mutate had been working, I'll look into this further as you appear to be having issues and see if an error has crept in between 2.3 and 2.4.

http://jimjamsgames.yolasite.com
TerrorNation
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Posted: 27th Feb 2011 18:02
@Scene Commander

Thank you for the heads up.
Mehzeb
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Posted: 28th Feb 2011 13:47
Looks very promising indeed. If you need to test on high-end specs. Please do drop a message.

My Rig: Intel Core i7 930 2.8ghz (OC'd 3.8ghz), Asus P6X58D-E Motherboard, 12 GB Corsair DDR3 1600Mhz Ram, ATI 5970 2Gb X2 Crossfire, 2TB 7200RPM HDD, Bluray DVD/RW Combo.

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