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FPSC Classic Product Chat / CorVus Mod Plus - The Reincarnation of CorVus Mod

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Dark Goblin
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Posted: 13th Feb 2012 17:17
Nice to see that someone is taking the old source and try to get it ready now, and also knows how to give the right credit ;D

So I wish you all luck you can get with it and will also look into this from time to time.

Beno09
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Posted: 13th Feb 2012 17:43
Hello Dark Goblin, TZK said that you might know how to fix this error : "invalid cube map size, must be greater than 0". Me and some more people are getting this error. Error is appearing when I am trying to test the game.
Thanks and have a nice day
Flatlander
FPSC Tool Maker
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Posted: 13th Feb 2012 18:05
@stalker

I can't even get it to compile yet. Yes, all of matrix is plugged in; at least I think all the utils are (1-33). I also think I have all the includes; but then, maybe not.

@anybody

It crashes at "Set_Object_Render." Compiler doesn't know what this is. It kind of looks like it might be a function. If it is then which include am I missing?

BlackFox
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Posted: 13th Feb 2012 20:14 Edited at: 13th Feb 2012 20:14
Quote: "It crashes at "Set_Object_Render." Compiler doesn't know what this is. It kind of looks like it might be a function. If it is then which include am I missing?"


The includes were as follows:

include1=Advanced Lighting.dba
include2=cranox_deferred_addons.dba
include3=cranox_deferred_init.dba
include4=cranox_deferred_update.dba
include5=cranox_init.dba
include6=cranox_lod.dba

Mind you I working on the original source release, not the latest one here. There is no function defined for Set_Object_Render in the FPSC-Game.dba file, but there is one defined in the Advanced Lighting.dba file. Perhaps that is the one you are missing?


Twitter: @NFoxMedia
Dark Goblin
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Posted: 13th Feb 2012 20:40
the problem with the cubemap size might be because you have no size set in the setup.ini. I thought I added all settings into it!

jmtmew
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Posted: 13th Feb 2012 20:58
Well, what's the command for it then?

Dark Goblin
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Posted: 13th Feb 2012 22:23
The whole loading routine should be inside the "cranox_deferred_init.dba"
if its the version I think of.

The Zombie Killer
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Posted: 14th Feb 2012 09:28 Edited at: 14th Feb 2012 09:29



@Dark Goblin
Quote: "the problem with the cubemap size might be because you have no size set in the setup.ini. I thought I added all settings into it!"

I don't get the problem in a built game, only in test game, since FPSC erases custom settings in the setup.ini when the game is tested, I guess I'll have to redirect CorVus' settings to a corvus_setup.ini so the stuff won't be erased, and everybody, the FPSC-MapEditor.exe included is no longer required, which is why it isn't in the latest SVN revision.

Quote: "and also knows how to give the right credit ;D"



@Flatlander
I have no idea then, it compiles perfect on my end. Try making a new folder, downloading the latest revision and then compiling it. Don't forget to run the iconfixer after it has compiled to repair the quality of the icon.
If all else fails or you don't want to use the included FPSC-Game.dbpro, add these lines to the start of FPSC-Game.dba:
Quote: "
#include "Include/Advanced Lighting.dba"
#include "Include/cranox_deferred_addons.dba"
#include "Include/cranox_deferred_init.dba"
#include "Include/cranox_deferred_update.dba"
#include "Include/cranox_init.dba"
#include "Include/cranox_lod.dba"
"


There won't be any updates until later as I am away from my main PC.

-TZK

Flatlander
FPSC Tool Maker
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Posted: 14th Feb 2012 15:22
@BlackFox

Quote: ". . . but there is one defined in the Advanced Lighting.dba file. Perhaps that is the one you are missing?"


Yup, I forgot the Advanced Lighting.dba. Compiles OK now.

Also, kudos to The Zombie Killer for trying to revitalize Corvus and to Dark Goblin and others for allowing the source code to go public.

szempek555
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Posted: 14th Feb 2012 18:17
Hi I have installed mod and I cant even open fps creator because a get a error when it is loading.
Dark Goblin
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Posted: 15th Feb 2012 18:20
Quote: "I don't get the problem in a built game, only in test game, since FPSC erases custom settings in the setup.ini when the game is tested, I guess I'll have to redirect CorVus' settings to a corvus_setup.ini so the stuff won't be erased, and everybody, the FPSC-MapEditor.exe included is no longer required, which is why it isn't in the latest SVN revision."

That's right but you could open the file, than click test game, switch back to the setup.ini and hit Ctrl+S through the whole build until lighting and it will work.

Stalker93
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Posted: 15th Feb 2012 23:45
@Dark Goblin ...What about making the setup.ini file read only?
The Zombie Killer
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Posted: 16th Feb 2012 06:30
@Stalker93
That would crash FPSC

-TZK

Dark Goblin
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Posted: 16th Feb 2012 12:40
The whole settings should be stored in an other file rather than the setup.ini. but I never thought about that the time I did corvus. But just because of this topic here and the interest in this I start to think about starting work on fpsc again and redo lr mod. But I need to get some time for it, as I'm working half the day. We will see, but continue to ask it there is something. Dg

Beno09
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Posted: 16th Feb 2012 13:15
Quote: "The whole settings should be stored in an other file rather than the setup.ini. but I never thought about that the time I did corvus. But just because of this topic here and the interest in this I start to think about starting work on fpsc again and redo lr mod. But I need to get some time for it, as I'm working half the day. We will see, but continue to ask it there is something. Dg"

That would be great and I am hoping that you will start again with LR mod. Take your time but just start work again on it
jmtmew
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Posted: 16th Feb 2012 13:18
Yay, all my favourite mods are getting revived

The Zombie Killer
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Posted: 17th Feb 2012 06:11
@Dark Goblin
That's GREAT news!
I am even more glad I created this thread now!
I was thinking about stripping everything out of
CorVus except the dynamic lighting but now I no longer have to worry!


-TZK

uzi idiot
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Posted: 17th Feb 2012 10:37
@Dark Goblin
That is fantastic news!
I was wondering if you'd ever work on it again.

Mr. Flibble is Very cross!
Mental Stability is over-rated!
Dark Goblin
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Posted: 17th Feb 2012 12:41
This evening I will start by getting all needed parts together and set the svn space up and than start from scratch. We will see how far I will get maybe you are faster with that one xD wish you luck with it.... Well now back to work and stop thinking about lr mod for some hours. ;D

Beno09
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Posted: 17th Feb 2012 12:55
Good luck mate and I am hoping that you will finish it now and get FPSC to even bigger step with graphics and all stuff that you will do. Will you open thread for this ?
The Zombie Killer
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Posted: 18th Feb 2012 02:29 Edited at: 18th Feb 2012 03:01
@Dark Goblin
Nah, I'll let you get to work on LRMod, I'll just keep what CorVus currently is for now, I'm updating it to r584 AND removing the debug data in a minute if anyone wants to know.
I'm just glad that you have LRMod in development again!

EDIT: Code updated to FPSC r584

-TZK

The Zombie Killer
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Posted: 18th Feb 2012 13:35
@everyone
I am having a bit of trouble making it read the settings from corvus_setup.ini, does anyone have any idea on how to do this?

-TZK

The Zombie Killer
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Posted: 19th Feb 2012 04:10 Edited at: 19th Feb 2012 06:02
EDIT: Draft removed, latest manual available, also latest build available.

-TZK

Stalker93
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Posted: 19th Feb 2012 21:23
@The Zombie Killer ...just tried to build a test map by following your manual...got Invalid cube map size: must be greater than 0 etc. when starting the game.
Stalker93
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Posted: 20th Feb 2012 15:40
Found an interesting thing: i've tried to delete the Cube0.dds texture from the Media folder, and guess what? Well it loads up without any kind of error...of course there's no skybox and many things look buggy, but above all it works!...could it be a problem with that texture? Maybe it needs to be different..or there's any command for the setup.ini which controls the cube map size? Which is its values range?..I've tried something like "cubemapsize=x" but obviously it didn't worked
The Zombie Killer
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Posted: 21st Feb 2012 06:45
@Stalker93,
Make sure you build the game with the normal FPSC-Game.exe, the mod files get installed into the BUILT game, not test game (FPSC), if it isn't working then, make sure you ran the firsttimesetup file, that adds required values to setup.ini, the cubemap bug will be fixed soon, and the reason that there is no sky is because it is disabled in your setup.ini, because test game removes all custom functions from setup.ini. If it still doesn't work after all of this, then I have no idea, I got my friend to build the ww2.fpm file for me (since I have FPSC free, yes I know, I'm buying it soon) and the mod worked fine, of course it lagged though because I have a very low-spec pc
Good luck on getting it to work.

-TZK

The Zombie Killer
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Posted: 21st Feb 2012 10:37
source code updated to r592

-TZK

NIlooc223
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Posted: 28th Feb 2012 23:42
any updates?

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The Zombie Killer
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Posted: 29th Feb 2012 06:29 Edited at: 29th Feb 2012 06:43
@NIlooc223
Not yet, I am not working on CorVus at the moment as I am away from the PC that I have DBPRO on, and this computer would probably crash if I tried to compile FPSC on it. I'll be updating soon though.

EDIT: Okay, there is SOME news: thanks to me porting this, Xploid mod is being ported to 119 too now

-TZK

NIlooc223
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Posted: 29th Feb 2012 23:49
Can't wait for this to be fully done tanks for all the hard work TZK

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Hamburger
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Posted: 1st Mar 2012 02:49
Quote: "EDIT: Okay, there is SOME news: thanks to me porting this, Xploid mod is being ported to 119 too now

"


So are you going to be combining them or are they going to be separate mods?

[/href]
The Zombie Killer
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Posted: 1st Mar 2012 08:27
@Hamburger
They will remain separate mods, but merging them may be a future possibility.

-TZK

The Zombie Killer
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Posted: 3rd Mar 2012 08:34 Edited at: 3rd Mar 2012 08:52
Everybody,
I am back at my main PC now and will get right onto that update

EDIT: Done and ported, compile later.

-TZK

NIlooc223
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Posted: 3rd Mar 2012 19:17
Great work TZK I have to reinstall fpsc then I will test ( Just got Windows 8 its amazing)

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The Zombie Killer
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Posted: 4th Mar 2012 07:42
@NIlooc223
Okay, but I haven't actually released a use-able version of this update yet, only the source which I haven't compiled yet. I will a little while later though.

-TZK

NIlooc223
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Posted: 4th Mar 2012 08:30
Ok thanks TZK... I wonder if fpsc even works on win 8...

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The Zombie Killer
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Posted: 4th Mar 2012 08:35
@NIlooc223
Yeah lol, don't forget to install DirectX9

-TZK

A dude
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Posted: 4th Mar 2012 15:50
Quote: "Ok thanks TZK... I wonder if fpsc even works on win 8..."


I have the developer's preview and it works really well! Just install DirectX. Here's a link: http://www.softpedia.com/get/System/OS-Enhancements/DirectX-9.0c-Redistributable.shtml
If you don't, then you will get an error message saying you need DirectX 10.
NIlooc223
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Posted: 4th Mar 2012 23:01
Thanks A Dude

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The Zombie Killer
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Posted: 3rd Apr 2012 10:42 Edited at: 3rd Apr 2012 13:29
The project is back in development, I will (hopefully) tonight update it to the 119 official code.

EDIT: Source code updated to v119 Final. Now to compile it.
EDIT2: Compiled and released

-TZK

The Zombie Killer
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Posted: 3rd Apr 2012 13:17
sorry for the double post, but could a mod please rename this thread to "CorVus Mod"

-TZK

s4real
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Posted: 3rd Apr 2012 21:42
Does this mod work zombie killer or you just got it to compile in v1.19 ?

best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
NIlooc223
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Posted: 4th Apr 2012 03:02
Ya same question s4real asked? What bugs does it still have?

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The Zombie Killer
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Posted: 4th Apr 2012 10:15
@s4real and NIlooc223
Of course the mod works, I ported it to v119 and removed the un-needed code and debug data. As for bugs, it still has all of CorVus' original bugs, but the character bug can be fixed, set it's appear script to appearnogravity.fpi. But for weapons, I will have to ask the creator of Xploid mod (Kill3r7) how he did it.

-TZK

NIlooc223
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Posted: 5th Apr 2012 00:52
Is testing game like normal now? thats my last question

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The Zombie Killer
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Posted: 5th Apr 2012 09:25
@NIlooc223
No, test game still doesn't work. I know the solution, but can't seem to get it to work, but you CAN get it to work by deleting the Cube0.dds from CorVus' files.

-TZK

Nomad Soul
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Posted: 5th Apr 2012 19:18
Clearly, this mod is the most important prospect for FPSC right now.

There is so much work being put into the official updates which is great but if the same team of people got together to fix the bugs in this mod it would be a far greater step forward.

I thank you for porting it to V1.19 but if the enemy, weapon and test game bugs which have existed since the original mod are not resolved it will be worth little.

Its a shame the Corvus demos still look way better than anything capable in the offical version after all this time.

Get together with Dark Goblin and Hockeykid and take this to the next level.

The Zombie Killer
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Posted: 6th May 2012 10:48
@Nomad Soul
Quote: "Clearly, this mod is the most important prospect for FPSC right now"

Not really, the main issue with FPSC at the moment is performance, but graphics is an important part.

Quote: "I thank you for porting it to V1.19"

No problem.

Quote: "but if the enemy, weapon and test game bugs which have existed since the original mod are not resolved it will be worth little"

Agreed.

Quote: "Get together with Dark Goblin and Hockeykid and take this to the next level."

I don't know about DG, but I doubt Hockeykid would help work on this. He is currently busy on Project Apex, even then, if he wasn't, I heavily doubt he would.

-TZK

Dark Goblin
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Posted: 6th May 2012 15:36 Edited at: 6th May 2012 15:36
Just ask me (mail or msn [if I'm online]) and I will try to help

Nomad Soul
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Posted: 7th May 2012 03:00
@The Zombie Killer

Quote: "Not really, the main issue with FPSC at the moment is performance, but graphics is an important part."


Agreed but I feel any further serious development work with FPSC should be given to something like Corvus mod which is trying to deliver fundamentally better ways of doing things.

I've not tried v119 as I'm working on mobile game development at the moment but it seems a lot of people are not happy with it.

If Corvus mods weapon and enemy issues were fixed it would provide a much more interesting engine to work with instead of another huge list of scripting commands which nobody uses or cares about.

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