@ The Zombie Killer
Quote: "I really like where you're going with this mod, great work so far!
I have a little suggestion, what about a top down shooter system? It'd be pretty cool to use that along with some of the other features you've added."
Thank you, but I have already added this feature. I decided to keep it switched off and not to put it in the First Demo Version V1.0 because there were a few bugs and some of its features still needed tweaking. I will switch it on, so it will be able for the next Demo Version V1.1
@ uman
Quote: "Its not a fault of Your mod but more a restriction of FPSC one of having very small level sizes.
- such as the benefit larger world size would give to your Mods advantages."
I believe I could code it so you could extend the map-size (world grid) to a larger area or even be user-defined. But due to memory consumptions especially in larger levels (1.8gb) , I’m not sure how helpful it would be
@ rolfy
Quote: "The first thing I noticed was that you have to scale the character to 80% or your going to get feet through the floor, particularly with terrain, I could probably work around this with my own characters but for stock its not so easy. The characters in FPSC have always been reduced in scale in the fpe, most people have always felt they were too small due to this."
Nice catch, Just changed it. Now will use (Entity-Height/2) to position character, so no matter what the size/scale of the entity it’s feet will always be at ground level
Quote: "I find that third person works almost flawlessly and I am very impressed, I hope you plan to use the source from v1.20 when finally released as I intend to use many of the new features that have recently been put into it."
Yes I will definitely be upgrading my Mod to the Latest v1.20 once the Official Upgrade for V1.20 is release. Should be very soon (I hope)
Quote: "I notice in your Mod.txt file you have listings for Third person speed and an animation list. Is this to be used for animation calls or are they toggles?"
They are both. You would be able to set animation frames for your character so they wouldn’t have to follow the same STOCK animations. And can toggle features on and off, giving the user the ability to decide what features they would like to use. I hadn’t completely finished adding all the variables in, so decided not to have this switch on for the first Demo Version V1.0. Will have it activated in the next demo
Quote: "The only other issue I had was using first person view with this particular character, where the head sits forward compared to a normal human, the camera sits inside the head."
Hmm. Normally the Mod will search for the head-limb and then place camera with collision detection. Might be a scaling issue or something else I missed.
Will also add the ability not to have player body in 1st person mode, (its only there so you can see the players feet), so users can choose whether or not to have player’s body in 1st person view
Quote: "One much needed addition to this is increasing player fall speed, its much more noticeable that the player 'floats' down in third person"
I have notice this. It seemed to have occurred once I upgraded to a later Source Code. Will need to take a closer look to see why this is happening
Quote: "I notice you seem to use the current grid system for this, 100x100 inches per grid square. To make the character climb the vines against the wall I couldn't simply use the meshes as is. I had to use invisible wall static entity's, 100x100 inches sat on top of each other"
Quote: "The script ladder.fpi didn't work for the vines mesh which is simply a mesh with transparency, probably the same reason as the static wall, I simply used the ladder at the bottom of the wall (its not required to put it all the way to the top) and gave this a transparent texture."
I’m not quite sure why. As long as there is a static object infront of the player, wall climb and ladder should work. It might be the mesh having gaps in between. I think the static object needs to be completely solid. I will have a look into this.
@ kingofmk98
Quote: "you should add in a feature for bullet penetration."
I’m sorry, but I am not quite sure what you mean?
Please can you elaborate on this feature and if you can please give an example on how it might be used
Aegul