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FPSC Classic Product Chat / [LOCKED] WASP mod V2

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Scene Commander
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Posted: 28th Feb 2011 17:35
Quote: " If you need to test on high-end specs. Please do drop a message."


Thanks for the offer, but we're swamped with high end testers, if we do ask for a further private tester for the next release we will be needing someone with a low end machines.

But thanks again.

http://jimjamsgames.yolasite.com
TerrorNation
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Posted: 28th Feb 2011 17:43
@Scene Commander

I have a low end machine and these are the specs:

AMD Turion 64 Mobile Technology @ 2.0 GHz
893MB RAM
ATI Radeon Xpress GPU
Windows Vista Home Basic 32-bit
Scene Commander
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Posted: 28th Feb 2011 18:23 Edited at: 28th Feb 2011 18:23
@TerrorNation.

Thanks. Should we need anyone else, I'll bear the offer in mind.

http://jimjamsgames.yolasite.com
Ched80
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Posted: 1st Mar 2011 23:37
@Scene Commander

My system is:
Intel Celeron @ 1.3 GHz
240MB RAM
Integrated graphics
Windows XP Home (SP2)

I know - it's a beast and may be too powerful for your needs (tend to get 9-14 fps with stock FPSC), but let me know if you want to test the mod on my machine.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
ZombiesBuilder
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Posted: 2nd Mar 2011 01:40
Scene Commander, will the updated wasp mod
possibly have capibilites to make an
item inventory. such as click on huds to use
objects. kind of like waht Plystire made
Scene Commander
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Posted: 4th Mar 2011 17:28
@Ched80

Yes, that's the sort of spec we're looking for. I'll also bear you in mind should we require anyone else.

@ZombieBuilder

An inventory system is a possibility for the future. I'm not aware of Plystire's system, but I get your point.

http://jimjamsgames.yolasite.com
TerrorNation
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Posted: 4th Mar 2011 20:53
@Scene Commander

I have a problem with building games in FPSC V1.18 Beta 7 WASP Mod 2.4 beta. The game opens and once the loading bar has filled I get an error mentioning that FPSC-Game cannot load a certain marker.png file from the databank? I have all the necessary files in my FPSC installation databank, so is this an error with the files not correctly being copied over?
Scene Commander
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Posted: 5th Mar 2011 09:48 Edited at: 5th Mar 2011 09:49
@Terrornation.

This sounds like it might be an install error as this is working for me and the file is present. I've reattached the databank folder here for you which definately contains all of the required files.

If the issue isn't with marker.png but with ElimImg.png, this is an error in the manual on my part, sorry, and can be easily fixed by copying ElimImg.png directly into your files folder. This has been fixed for 2.5.

I hope these solve any issues you're having, if not let me know and I'll look again.

Best

The Scene Commander

http://jimjamsgames.yolasite.com

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Sting
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Posted: 8th Mar 2011 10:34
Scene Commander... Just wanted to say Great Job @ WASP...

I purchased PB a while back but haven't used it at all due to the provisional support for the latest BETA's.

One thing I want to point out is, I built a multiplayer map pretty heavy with entities, but as per we know I set all the entities to static (forced anyhow) and no scripts used (I designed the MP map in SP mode first to change lighting etc.) no scripts were used however I was getting a massive spike with Entity Logic which to my knowledge should only be used when the engine has to process scripts, physics etc. but with everything set to static it was strange why... I installed WASP, opened and compiled the map and BAM... from 20fps to 49 with no entity logic spike!

Good work, keep it up and i'll keep working with this mod!
dustofdeath
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Posted: 14th Mar 2011 21:48
is the latest release compatible with 1.18 beta 3 (i haven't yet updated to the latest, gonna wait for proper release). Or is newer needed?

Since there is no radar and i seep to have problems with fpgcrawtext (displays first word only)
Scene Commander
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Posted: 14th Mar 2011 22:17
Quote: "Since there is no radar and i seep to have problems with fpgcrawtext (displays first word only) "


Radar requires you to use the set up radar script to activate it.

The rawtext bug has been reported before, but I couldn't replicate it.

We were waiting for a more stable release of V118 before updating with bug fixes, but I think I might have to looking into a few of these before then

http://jimjamsgames.yolasite.com
dustofdeath
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Posted: 15th Mar 2011 09:16 Edited at: 15th Mar 2011 09:59
Well yeah, i spend quite a lot of time on trying to get fpgcrawtext working and then ... just removed the wasp exe and used original...

ill give it another run with the latest beta.

EDIT:
Included screenshot.
The text should be far longer. As far as i could find out - it stops displaying text after space is used. Perhaps that helps you when looking for the bug?
A good flashlight is what i need for my game... but i also need the clues -_-

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defiler
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Posted: 15th Mar 2011 10:12
Can i suggest something: The ability to disable mouse control for a period of time. This would be very useful to a in game cinematic i have planned.

Otherwise once v118 hits the final stage, i am going to use this.

Current Project: Lost Contact: Chapter 1
dustofdeath
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Posted: 15th Mar 2011 10:36
plrdisable=x

Should do the freezing part already.


Oh btw, in notes, it says there is battery feature for flashlight... whats the command?
I saw no files for that or scripts.
defiler
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Posted: 15th Mar 2011 10:52
@ dustofdeath: so if i make a script that does that does mouse also get disabled?

Current Project: Lost Contact: Chapter 1
Scene Commander
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Posted: 15th Mar 2011 11:16 Edited at: 15th Mar 2011 11:17
Quote: "Well yeah, i spend quite a lot of time on trying to get fpgcrawtext working"


Well, I'm sorry if this caused problems, but you must be aware that this is still in Beta and will remain so until the all the problems with V118 are fixed. Of course, you could just as easily have used HUD's in place of the Rawtext.

Quote: "Oh btw, in notes, it says there is battery feature for flashlight... whats the command?
I saw no files for that or scripts"


Not all commands have scripts provided, as some work is required on the part of the user

We can't provide examples to every little feature, as we couldn't possibly cover all of the bases. The battery is simply an additional feature to the flashlight and is fairly straight forward to script.

http://jimjamsgames.yolasite.com
dustofdeath
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Posted: 15th Mar 2011 11:45 Edited at: 15th Mar 2011 23:15
batterydecay=x

So its not the standard timer format? lets say 300 power at batterydecay=1 would be 300s of usage time?
Not batterydecay=1000, right?
veer
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Posted: 16th Mar 2011 21:55 Edited at: 16th Mar 2011 21:57
game crash while shooting enemy.....i have attach level

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Scene Commander
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Posted: 16th Mar 2011 22:27
@dustofdeath

Quote: "So its not the standard timer format? lets say 300 power at batterydecay=1 would be 300s of usage time?"


Correct, the time is in real seconds, not millisecs, if people would prefer the standard system let us know and we can revert.

@veer

Quote: "game crash while shooting enemy.....i have attach level"


I am getting this crash, however when I tested your level with V118 beta 10, I also experienced a crash, which suggests that this is a V118 issue, not directly related to WASP mod. I received a subscript out of range report. Could you please test your level with V118 and if you find the same problem please report it on the google code board.

http://jimjamsgames.yolasite.com
Scene Commander
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Posted: 16th Mar 2011 23:05 Edited at: 16th Mar 2011 23:06
Very small update to fix minor reported bugs

Download in first post.

http://jimjamsgames.yolasite.com
s4real
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Posted: 17th Mar 2011 22:25
Just a little bump to let people know that wasp has had some bug fixes.

best s4real



Pack ya games with vishnu packer its free.
defiler
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Posted: 18th Mar 2011 03:01
Hold on, does WASP mod 2 run on V117 or V118 betas?

Current Project: Lost Contact: Chapter 1
Scene Commander
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Posted: 21st Mar 2011 16:50
Quote: "Hold on, does WASP mod 2 run on V117 or V118 betas?"


Holding on...

WASP was last compiled with V118 beta 5 if memory serves.

http://jimjamsgames.yolasite.com
Thegamecreator
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Posted: 22nd Mar 2011 16:21
does this work with z.1.18 beta 10?

just do it!
Gencheff
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Posted: 22nd Mar 2011 20:18
Technically if you use WASP there is no such thing as beta 10.
The default source code is currently at 1.18 Beta 10 state,however WASP was compiled with Beta 5 (mistaking?)

But if you have beta 10 installed , you can replace the original FPSC-Game with WASP's FPSC-Game.exe (also back up your original FPS-Game.exe) and see if it runs.


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
Sting
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Posted: 22nd Mar 2011 21:49
worked fine with beta 9, I haven't tried it with 10 myself...
RelMayer
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Posted: 22nd Mar 2011 21:49
Does the mod can run on 1.17.10 ?

Please apologize my bad english, I'm French.

ELDORA Rocks !
Scene Commander
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Posted: 29th Mar 2011 15:59
Quote: "Does the mod can run on 1.17.10 ?"


As stated in the last few posts, the current version of WASP is only for V118.

http://jimjamsgames.yolasite.com
ZeoWorks
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Posted: 31st Mar 2011 20:25
This is great but what version is this for?

ZeoWorks ~ www.zeoworks.webs.com
BREED
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Posted: 1st Apr 2011 00:06 Edited at: 4th Apr 2011 06:35
Will this work with beta 10? if not, how do I remove it?

We can't stop here, this is bat country!
Scene Commander
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Posted: 3rd Apr 2011 16:04
Quote: "This is great but what version is this for?"


V118 Beta 5 as stated in the first post.

http://jimjamsgames.yolasite.com
Goodman84
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Posted: 3rd Apr 2011 16:28
So it won't work on V118 beta 10 right?

hey
Scene Commander
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Posted: 4th Apr 2011 11:22
Quote: "So it won't work on V118 beta 10 right?"


WASP is based on the V118.5 Beta source code. This is the only version where users can expect full compatibility.

It may work with other versions of V118 betas but there are no promises.

However, if you do use later versions than V118.5 you will NOT get the bug fixes or changes that those versions of the engine offer.

If anyone wishes to try WASP with other versions of FPSC, they are welcome to try, but WASP is only truly compatible with V118 Beta 5 at this present moment and we do not offer support for other versions.

Secondly. I've received a few requests for the source code for WASP V2. Despite being free, WASP is not open source and we have no current plans to release the source to the public. It is also unlikely that we will choose to do so at any point in the future.

I hope this has answered all questions regarding both of these issues.

http://jimjamsgames.yolasite.com
Goodman84
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Posted: 4th Apr 2011 14:11
OK Just as a side note. I haven't encountered any issues on V118 BETA 10 yet. Seems to work.
Thanks.

hey
defiler
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Posted: 5th Apr 2011 02:44
Anything new you are planning to add?

Current Project: Lost Contact: Chapter 1
Scene Commander
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Posted: 5th Apr 2011 11:34
Quote: "Anything new you are planning to add?"


We do have big plans ahead, but there won't be another version of WASPv2 until V118 is more stable and it's simply too much work to release a version for every beta.

http://jimjamsgames.yolasite.com
Ched80
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Posted: 5th Apr 2011 14:46
Quote: "We do have big plans ahead"


Any hints...? Do you want ideas?

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Scene Commander
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Posted: 6th Apr 2011 20:42 Edited at: 6th Apr 2011 20:43
Quote: "Any hints...? Do you want ideas?"


Sorry, not hints as we don't want to disappoint. We also only promote finished features.

We have plenty of ideas thanks, If you want to post suggestions please feel free, we can consider them, but we won't make any promises.

PLEASE DO NOT post requests for co-op, CTF or other major multiplayer features. It isn't something we're interested in adding at this time as we are aiming at providing single player features in the main.

Any other suggestions may be considered.

http://jimjamsgames.yolasite.com
CZuley
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Posted: 6th Apr 2011 21:45
I downloaded V1.18 so i can have water but the frame rate always drops to 5. Now with this mod its up to 25 and i can make a map with water without it lagging so much i can barley move.

Chris Zuley =)
defiler
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Posted: 6th Apr 2011 23:35
Hmm, maybe something for sound, I know 3d sound that gets quieter the farther away you are from the source. The other idea would be a way to control the player camera using trigger zones.

Player speed change while in a zone

I can think of a bunch but I have a class to attend for school today.

Current Project: Lost Contact: Chapter 1
The Zoq2
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Posted: 7th Apr 2011 00:10
I have a feature that would be awsome, Adding more cameras and swapping between them. Like if you would make a RC robot ting, you could add a second camrera on the entity and then swap the view to it.

With my limited skills in DBP i whink it would be easy, but im not sure on how to add it to the script system.

Srry about my english im from sweeden
Scene Commander
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Posted: 7th Apr 2011 11:10 Edited at: 7th Apr 2011 11:13
Quote: "I downloaded V1.18 so i can have water but the frame rate always drops to 5. Now with this mod its up to 25 and i can make a map with water without it lagging so much i can barley move."


I'm glad that you are finding it helpful. It's good to hear positive comments.

Quote: "Player speed change while in a zone"


There is an action called SETPLRSPEEDMOD x which is a % modifier, so SETPLRSPEEDMOD 200 would double the player speed, while SETPLRSPEEDMOD 50 would halve movement speed.

Quote: "a way to control the player camera using trigger zones."


Could you expand on this please. I'm not sure how this would be useful.

Other comments noted. Thanks.

http://jimjamsgames.yolasite.com
Payam
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Posted: 7th Apr 2011 18:29
I have a very different idea which can make the FPSC game different,Maybe by using the new GUI system from V1.18 this features come to truth but I tell you what is that so you can think about it.
http://up.iranblog.com/images/ewadvozck1g9dyug1gj0.jpg
In the upper picture we can't change those words,so because of this all games from FPSC has the same Save\Load system and we are so limit here.
If there was a feature which let us change those words with images then we could make difference and all users are looking for difference and like it.
If in the new GUI system it fixed so I say thanks because you read my post but if no so I say think about it as a very different idea.



Quote: "I have a feature that would be awsome, Adding more cameras and swapping between them. Like if you would make a RC robot ting, you could add a second camrera on the entity and then swap the view to it."


I agree,for example we can make a control room which has some monitors showing different places by cameras.Then by pressing Enter near each camera your screen will go to the right camera.
And you can even put gun on those cameras(it needs more scripting)so we can have gun-camera like what is in fear game.

And a way for using non-portable weapon is very good,for example if we could use artillery_gun in furnitureB from WW2 models as a non-portable weapon then it would be very good.
I know the ideas are a lot so you can think which are easier and better for you to make.

I am using this mod because it speeds up my games a lot and more people can play my games now,if more cool features come to this then wasp2 will be a revolutionary mod for FPSC forever.

Have our guns was a mistake!!!

I am PaYaM
bobochobo
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Posted: 9th Apr 2011 16:23
I'd just like to see one thing added, a condition to check for body armour. This would let us use the body armour template as 'oxygen' underwater without diving into the players health.
If I've missed it please point it out.

Scene Commander
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Posted: 10th Apr 2011 16:00
@Have our guns.

Hi, thanks for comments, but I won't follow links like the one you posted on principal. It's nothing against you but if you'd like to show an image could you please post it in the post or add it as an attached file. Thanks.

@bobochobo

That's a good idea, and one I thought I'd added but apparently hadn't. I'll make a note for the next release.

http://jimjamsgames.yolasite.com
Payam
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Posted: 10th Apr 2011 22:08
That's the image:


Maybe in V1.18 it fix but if it didn't you can think about it.
Thanks.

Have our guns was a mistake!!!

I am PaYaM
BeauPratten
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Posted: 11th Apr 2011 12:02 Edited at: 12th Apr 2011 05:35
Hey I'm terrible at scripting but I edited one I found to have the openweaponslot=x condition and try make a basic weapon swapping system...problem is, it doesn't work.




can anyone tell me what's wrong with it?

bobochobo
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Posted: 11th Apr 2011 19:28 Edited at: 11th Apr 2011 20:00
Just from a brief look, openweaponslot=1 should be on the condition side(left) of the colon, not the action side (right).

Sorry, but more scripting tools I'd like to see would be ''aiswitchweapon'' and ''aitargetdistwithin''. No idea if their possible.

Ched80
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Posted: 11th Apr 2011 23:30
hi,
I've tried using the 'scalelimb=x y' and 'mutate=x' actions with some stock characters, but I'm finding they cause FPSC to crash.
I had V118 b10 installed before installing wasp.
Has anyone else seen this?

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
BeauPratten
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Posted: 12th Apr 2011 05:47
I edited the script to have the openweaponslot=1 before the colon but it still won't work...I'm not very good at scripting



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