Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / [LOCKED] WASP mod V2

Author
Message
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 12th Apr 2011 10:51
@Have our guns.

That was what I thought you were talking about. I'll look into this as a possibility.

Quote: "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."


A couple of people have reported this and I thought I'd fixed it. I myself can't replicate the problem. Maybe you could attach an FPM using stock media which replicates the issue so I can look into it.

However, I've plans to move to the latest source once things are a little more stable and will be rewritting all of the limb scaling commands anyway which should solve any issues.

@BeauPratten

I haven't tested your script, but when you say it doesn't work, what do you mean. Is the weapon not going to correct slot or simply not being picked up?

http://jimjamsgames.yolasite.com
BeauPratten
14
Years of Service
User Offline
Joined: 16th Feb 2010
Location: Newy, Australia
Posted: 12th Apr 2011 10:56
By doesn't work I mean it picks up the gun but it just goes to its usual slot, I was trying to set up a weapon swapping system with it replacing what was already in the slot but is that possibly with the openweaponslot=x command?

What i'm trying to say is have say slot 3 as your melee slot so if you pick up a bat it'll go to slot 3 in its weapon script but if you then pick up an axe its script also sends it to slot 3 and replacing the bat that's already there...Is that possible with that command?

Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 12th Apr 2011 11:09
@BeauPratten.

Sorry if I'm being thick, when you say the usual slot, do you mean the slot normally allocated by FPSC, or the slot you have indicated in openweaponslot. And if it's going to its allocated slot, is the weapons then just not being replaced?

http://jimjamsgames.yolasite.com
BeauPratten
14
Years of Service
User Offline
Joined: 16th Feb 2010
Location: Newy, Australia
Posted: 12th Apr 2011 11:19 Edited at: 12th Apr 2011 11:27
No problem...I'm probably confusing this more then is necessary
The problem is that instead of picking up the weapon and replacing the one in the slot I've allocated, the gun just goes to the slot it would if there was no mod or allocated slots...

Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 12th Apr 2011 11:29
Quote: "The problem is that instead of picking up the weapon and replacing the one in the slot I've allocated, the gun just goes to the slot it would if there was no mod or allocated slots..."


Hmmm. That's new. I'll look into this and see if a bug has crept in. Thanks for raising the issue.

http://jimjamsgames.yolasite.com
BeauPratten
14
Years of Service
User Offline
Joined: 16th Feb 2010
Location: Newy, Australia
Posted: 12th Apr 2011 12:28
I should probably mention it's more likely I screwed up the script....

Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 12th Apr 2011 23:10
OK here's the first mini map with the scalelimb problem.

There are two scripts included to be used with Conker:
1) A modified "appear1" that applies the culling
2) A custom script that is meant to increase the size of the head when pressing enter.

This ones crashs when enter is pressed. Strangely when I originally tested this the fpgcrawtext was on the same line as the scalelimb, but this caused Conker to mover up in the air when enter was pressed.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]

Attachments

Login to view attachments
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 12th Apr 2011 23:11
And here's the second mini map with the scalelimb problem.

There are two scripts included to be used with Conker:
1) A custom "appear" script that applies the culling & scale limb
2) A custom main script that does nothing except rotate Conker to the player.

This ones crashs when the game starts.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]

Attachments

Login to view attachments
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 14th Apr 2011 18:07
Ok.

I'm ashamed to say that the openweaponslot was bugged. Somehow a variable named was mistyped, I'm guessing during one of the various bug fixes. (Which almost always end up breaking something else.) - sorry.

Scalelimb seems to be working for me so I'm not sure what the problem is. I'm in the process of rewritting the scaling code for a more effiecent system anyway, Which hopefully will resolve any issues anyone is having.

I hope no one minds and that you could all bear with me, as I would like to move WASP to the latest source code before publishing any fixes. I'll also add a few other features for your patience.

Thanks.

http://jimjamsgames.yolasite.com
Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 14th Apr 2011 18:20
Quote: "I'm ashamed to say that the openweaponslot was bugged. Somehow a variable named was mistyped, I'm guessing during one of the various bug fixes. (Which almost always end up breaking something else."


I know that all to well.

I have liked the direction Wasp has taken. I especially like the fact that you were able to speed up the engine for slower machines. Kudos.


Terry
Payam
15
Years of Service
User Offline
Joined: 28th Mar 2009
Location:
Posted: 15th Apr 2011 10:16
I checked something and I understood you can make a high-end speed mod for FPSC,I mean adding more speed to it.
I was working on my game called GreeD and because it has some levels in the city and outdoor scenes(It uses whole the map) the speed become lower in my older laptop then I just move down the mouse to see just the ground with 2 polygons but the polygon in scene was more than 300000 which is to high and it's not acceptable.
Well if you fix this then for large maps the speed will become so faster.
2 polygons was 300000 now Imagine you are watching an alley

Have our guns was a mistake!!!

I am PaYaM
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 15th Apr 2011 10:34 Edited at: 15th Apr 2011 10:35
@Have our guns

WASP v2 is I believe currently the fastest FPSC mod available. I do have plans for additional speed increases for later versions but if you're aware of a mod which offers greater speed I'd be interested to see a link.

FPSC does not handle outdoor scenes well at all, and even with WASP mod you can't expect miracles. Your best bet for polygon reduction is good level design. WASP can help with this, especially if you make many of your scenic entities mobile and dynamic and use the WASP custom entity cull system. This could be used very effectively with large buildings/vehicles etc in an outdoor scene.

There are also many threads around on reducing the number of polygons in a scene around the forum which you may find useful.

I hope this helps.

Best

The Scene Commander

http://jimjamsgames.yolasite.com
Payam
15
Years of Service
User Offline
Joined: 28th Mar 2009
Location:
Posted: 15th Apr 2011 12:43
Well,thanks for info.

I know WASP is the fastest mod right now and because of this I use it but do not counting extra polygons was just an idea to make it faster.

Anyway thanks.

Have our guns was a mistake!!!

I am PaYaM
bruce3371
14
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 15th Apr 2011 19:38
Quote: "WASP can help with this, especially if you make many of your scenic entities mobile and dynamic and use the WASP custom entity cull system. This could be used very effectively with large buildings/vehicles etc in an outdoor scene."


I can personally testify to how well doing this works, I have a large outdoor level, and using this method, I get a framerate increase of anything from 50% to 100%!!

Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 16th Apr 2011 19:47
Hi,

I'm just trying to work out how many users are actually using WASP v2 (Due to some looming major changes in my life, this will help me decide how much time I should be spending on it's development). I can obviously see how many downloads there have been, but this isn't really users.

So, if you're using WASP mod on a regular basis, could you please let me know by posting.

Thanks.

http://jimjamsgames.yolasite.com
Payam
15
Years of Service
User Offline
Joined: 28th Mar 2009
Location:
Posted: 16th Apr 2011 20:40
I use and won't leave it until it releases for each version of FPSC.

I hope you continue this but if you couldn't work on it for new features I like to see the same feature in each version.

Have our guns was a mistake!!!

I am PaYaM
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 16th Apr 2011 21:09
I use wasp. It helped me out a lot for my nostalgic remake entry as I had serious frame rate problems.
I've not put all the features to use yet, but I think it's a great mod.
I'd love to see the mod continue, but at the same time I'd hate for you to see it as a chore.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
bruce3371
14
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 17th Apr 2011 21:53
Quote: "could you please let me know by posting.
"


Consider me posted lol

lotgd
14
Years of Service
User Offline
Joined: 2nd Apr 2010
Location: italy
Posted: 27th Apr 2011 01:24 Edited at: 27th Apr 2011 01:35
wasp work with FPSC IP and fpsc1.18.14 in the next update?

Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 27th Apr 2011 10:56
@lotgd

WASPV2 already supports FPSC IP and the next update will be moved to whatever version of the source is finallsed

http://jimjamsgames.yolasite.com
Sting
13
Years of Service
User Offline
Joined: 18th Jan 2011
Location:
Posted: 27th Apr 2011 13:13
@Scene Commander

I used WASP a hell of alot, but with the constant BETA upgrades I haven't re-installed it yet! I was waiting til 118 was finalised before putting WASP back on...

Keep up the excellent work! Don't let it die!
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 27th Apr 2011 21:11
Quote: "I used WASP a hell of alot, but with the constant BETA upgrades I haven't re-installed it yet! I was waiting til 118 was finalised before putting WASP back on..."


Good to hear we have users. Sorry that updates are taking so long but we don't feel that it is worth our while to update to every beta and have decided to wait for the final source.

http://jimjamsgames.yolasite.com
Sting
13
Years of Service
User Offline
Joined: 18th Jan 2011
Location:
Posted: 27th Apr 2011 23:12
That's a good call dude! With the enhancements in 118 and what WASP can bring to the table it looks like the combination could be rather promising!

As stated earlier, when I tried WASP with beta 10 it boosted my initial FPS by nearly 100% which was an incredible increase, not to say the Logic bar dropped considerably too!

I am more than willing to donate funds if it means it keeps development on tap!
Scimitar
13
Years of Service
User Offline
Joined: 24th Apr 2011
Location:
Posted: 28th Apr 2011 22:30
I'm doing pretty much what Sting is doing: used WASP a lot, but am not using at the moment since BETA keeps being upgraded. In fact, you can probably just take what ever Sting has already said and say that it goes double for me. I also check this thread regularly just to see if there's been any updates.
bruce3371
14
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 29th Apr 2011 01:15
I'll 3rd the previous comments lol

Payam
15
Years of Service
User Offline
Joined: 28th Mar 2009
Location:
Posted: 29th Apr 2011 21:49
I didn't try WASP on 1.18 yet,so I have a question.

Does WASP speeds up the water separately or the water is still slow?
I mean did you do any work on water?

Because in a very small room it can lower the speed a lot,so it should be faster separately.

Have our guns was a mistake!!!

I am PaYaM
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 30th Apr 2011 23:01
@Have our guns

You should find overall performance increases, however no work has been done specifically on the water as as far as I'm concerned the water is still in beta and there is little point in trying to tweak something that isn't finished.

I do believe people have however seen a performance increase in levels with water, but maybe other users could be of more help to you by sharing their experiences.

http://jimjamsgames.yolasite.com
bruce3371
14
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 1st May 2011 04:19
Quote: "I do believe people have however seen a performance increase in levels with water"


Let's put it this way, I've built a level with water in it, and, using WASP, see no difference in frame rate beteen the level with water, and the levels without water (which have seen an increase in framerate of over 50%).

Payam
15
Years of Service
User Offline
Joined: 28th Mar 2009
Location:
Posted: 1st May 2011 10:23
@Scene Commander and @bruce3371,
Thanks for the answers,
I just wanted to know and nothing else
And somewhere people asked it and I told them "WASP is very good for FPS increasing but wait for original 1.18(not betas)because it's not complete yet".

Have our guns was a mistake!!!

I am PaYaM
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 1st May 2011 11:26
Quote: "I told them "WASP is very good for FPS increasing but wait for original 1.18(not betas)because it's not complete yet"."


Well, it's still worth trying out, but yes, it will be far more stable once V118 is finalised.

http://jimjamsgames.yolasite.com
yohan12
15
Years of Service
User Offline
Joined: 8th Mar 2009
Location: Chilliwack, Canada
Posted: 2nd May 2011 03:16
I cant get WASP to run on a 64bit computer, It gets the "The application has encountered a problem" error. This happens on Beta 118.5-118.14

My Computer Specs
CPU:Intel Core 2 Quad Q8200 2.33GHz
OS:Windows 7 Ultimate SP1 (64 bit)
RAM:8GB of RAM
Video Card:NVIDA GeForce GT 220

Everything is also running under compatibility mode with Windows XP SP2 and is also run as an admin
trubkiller
13
Years of Service
User Offline
Joined: 24th Apr 2011
Location:
Posted: 2nd May 2011 03:21
Quote: "It gets the "The application has encountered a problem" error. This happens on Beta 118.5-118.14"


Yea it happens to me when it's above 1.18.03
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 2nd May 2011 14:52 Edited at: 2nd May 2011 14:53
Quote: "I cant get WASP to run on a 64bit computer, It gets the "The application has encountered a problem" error."


Quote: "Yea it happens to me when it's above 1.18.03 "


Thanks for this report, can anyone else confirm this? It sounds like a SP1 issue as DBP requires a newer version and the last source of WASP was compiled under an earlier version.

Do you know if this was causing a problem for you before SP1?

I'm running the inhouse version of WASP on a 64bit, Windows 7 machine and do not have an issue which is why I ask. If this is the case, I'd ask that everyone could bear with us for the finalised release of V118 when a new build should solve this issue.

http://jimjamsgames.yolasite.com
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 2nd May 2011 23:59
Small Windows 7 64bit SP1 fix. You'll need this new version if you want to run WASP mod on Windows 7.

http://www.gamefront.com/files/20292469/waspv2.25betapublic.zip

As always, any issues please let me know.

http://jimjamsgames.yolasite.com
bruce3371
14
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 3rd May 2011 01:08
Just to let you know, the new WASP beta works fine with beta 1.18.14 on my machine

yohan12
15
Years of Service
User Offline
Joined: 8th Mar 2009
Location: Chilliwack, Canada
Posted: 3rd May 2011 03:22
Thanks for the update. Everything seems to be working now
Payam
15
Years of Service
User Offline
Joined: 28th Mar 2009
Location:
Posted: 4th May 2011 15:28 Edited at: 4th May 2011 15:29


Is there anyway to make kind of this compass in WASP2:


If there isn't right now,I think for the next version which will made for V1.18 alpha this is needed because most of fpsc users make modern games and it's suitable for modern games.

Have our guns was a mistake!!!

I am PaYaM
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 4th May 2011 20:46
Quote: "Is there anyway to make kind of this compass in WASP2:"


This isn't possible currently in WASP (off the top of my head). I have considered this as an option in the past. I won't make any promises but I'll add it to the list.

http://jimjamsgames.yolasite.com
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 4th May 2011 21:05 Edited at: 4th May 2011 21:05
Hi,

New update. No changes but WASP has been updated to the more stable V118.14 Beta as I feel that we are nearing the end of V118 betas.

http://www.gamefront.com/files/20299793/wasp+v2.26+beta.zip

I'm working on fixing a couple of the reported bugs and will be adding some additional features but in the meantime, enjoy the latest beta and if you have any problems please let me know..

http://jimjamsgames.yolasite.com
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 4th May 2011 21:33
Great news!

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Sting
13
Years of Service
User Offline
Joined: 18th Jan 2011
Location:
Posted: 4th May 2011 21:42
Downloading Right Now SC!
veer
14
Years of Service
User Offline
Joined: 3rd Mar 2010
Location:
Posted: 9th May 2011 23:27
gravity guns...how it works
trubkiller
13
Years of Service
User Offline
Joined: 24th Apr 2011
Location:
Posted: 10th May 2011 03:49
The new version works fine thank you. Even though my computer is good, this made it even more awesome. also,what is culling?

Hello...
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 10th May 2011 10:25
veer - the gravity gun is a gunspec command - try creating a weapon with it and see what it does.

trubkiller - culling is the creation and destruction of objects within the game engine. Wasp gives you more control over how the engine culls (creates and destroys) so that the frame rate of your gane is higher. there are some sample scripts that use culling provided with the mod - try them.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
veer
14
Years of Service
User Offline
Joined: 3rd Mar 2010
Location:
Posted: 10th May 2011 13:25 Edited at: 10th May 2011 14:17
saving the game is giving me error ...bugs
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 10th May 2011 14:57
Quote: "saving the game is giving me error ...bugs "


Could you please give more details.

http://jimjamsgames.yolasite.com
trubkiller
13
Years of Service
User Offline
Joined: 24th Apr 2011
Location:
Posted: 10th May 2011 22:11
I did, THERE SO AWESOME!!!!!!!!!

Hello...
Payam
15
Years of Service
User Offline
Joined: 28th Mar 2009
Location:
Posted: 11th May 2011 20:46
I was working on a super script(it is really a very cool script) but I couldn't complete it just because of not having a function to check the distance in different axis.

I know you don't have enough time to do anything the users say but please write this in your future list which is for the features you will add in the future.

We have "plrdistwithin" to check the distance of an object to the player but it's not suitable for every situations.
For example I wanna check an object is 300 unit far from player in X and 100 unit in Y and 40 unit in Z.
It can be like this(This is just a suggestion and nothing more):
Plrdistwithinaxis=(X,Y,Z)

I think this is really needed because it doesn't mean when you are in a lower level you can use a switch.
For fixing this it needs to be like this:X=100,Y=100,Z=20,
Then when you are in a lower or upper floor you can't use the switch.
It was just a small example,This can be use in many ways to improve the games.

Have our guns was a mistake!!!

I am PaYaM
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 11th May 2011 21:00
@have our guns - i think what you want already exists in WASP.

there is a condition that check which floor the entity/player is on

there is "samefloorasplr", "plrfloorequal=x" and "entityfloorequal=x"

if you combine the floor with the distance i think you'll get what you want

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Payam
15
Years of Service
User Offline
Joined: 28th Mar 2009
Location:
Posted: 11th May 2011 21:09
It was just an example.

I wanna check Y and X too.
Z or floor is not enough.
For example when you make switch and you should be in front of it then you have to set the value of Y to a low value and X to 100 to see a better performance.

There are many examples which need to check distance in different axises.

Have our guns was a mistake!!!

I am PaYaM

Login to post a reply

Server time is: 2024-11-23 15:31:54
Your offset time is: 2024-11-23 15:31:54