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FPSC Classic Product Chat / [LOCKED] Riker 9 FPSC Update

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Cellbloc Studios
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Posted: 8th Oct 2005 00:38
@Raven:

Shhhhhh!! Your giving a lot of my new features away!

-This...is my boomstick!
Darth Vad3r
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Posted: 8th Oct 2005 01:10 Edited at: 8th Oct 2005 01:10
Interesting, Very Usefull indeed!

Sunflash
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Location: Seattle, Wa
Posted: 8th Oct 2005 02:26
Sorry, I'm to lazy, when does TGC release DBP 5.9?

When FPSC gets good enough, lets make a Redwall game!

FPSC HEAR OUR PLEA, GIVE US MORE MODEL FORMATS AND SET US FREE!
Zero #43
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Posted: 8th Oct 2005 03:00
lol its already out

Intel® Pentium® 4 Processor w/ HT Technology 3.4GHz 800MHz FSB w/ 512KB Cache, 1GB DDR PC-2700 at 333MHz - 1x1024 SO-DIMM, ATI RADEON™ 9550 256MB DDR(<<soon ), 80GB Hard Drive
Sunflash
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Posted: 8th Oct 2005 05:47
Oops, sorry. So whens Riker 9 going to come out (to the testing phase)?

When FPSC gets good enough, lets make a Redwall game!

FPSC HEAR OUR PLEA, GIVE US MORE MODEL FORMATS AND SET US FREE!
tschwarz
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Posted: 8th Oct 2005 07:44 Edited at: 8th Oct 2005 07:47
Although DBP 5.9 is out it is still in beta and Cellbloc Studios stated he wasn't going to release Riker 9 until TGC offically releases 5.9. That is the smart thing to do.
1001 0110 0001
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Posted: 8th Oct 2005 15:26
LOl! Of course you can redistribute the EXE file! That was one of, if not the most important, feature they mentioned in the code release forum!

Anyways, Im looking forward to it!

CJ

-=olol=-
Merranvo
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Posted: 9th Oct 2005 00:04
Cellbloc, what are you doing with the scripting?

Merranvo, taking over the net, one forum at a time.

"ye oft de adopte early shalt move mountains, and be gods among men"
BULLSHOCK 2
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Posted: 9th Oct 2005 02:12
cause he wants onkey=

Sunflash
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Posted: 9th Oct 2005 04:20
Quote: "Although DBP 5.9 is out it is still in beta and Cellbloc Studios stated he wasn't going to release Riker 9 until TGC offically releases 5.9. That is the smart thing to do."


OK, that makes lots more sense, thanks for clearing that up.

When FPSC gets good enough, lets make a Redwall game!

FPSC HEAR OUR PLEA, GIVE US MORE MODEL FORMATS AND SET US FREE!
Merranvo
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Posted: 9th Oct 2005 21:42
already have an "onkey" just can't compile with notepad...LOL
And to spit at lee for being soooo stubbern not to add it. Here is the most complicated source ever!

#constant AICONDONKEY 890

conword$(AICONDONKEY)="onkey"

case AICONDONKEY:
conda=aicondition(seq).valuea
if scancode()<>conda then airesult=0
endcase

The real thing is that much of the scripting engine is redundant code, incomplete (YEAH... rem do later), or is just made poorly (Lee, Single player says conserve, but multiplayer does NOT say hoard).

Merranvo, taking over the net, one forum at a time.

"ye oft de adopte early shalt move mountains, and be gods among men"
Sunflash
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Posted: 10th Oct 2005 07:10
Merranvo, why did you change your name? Now I can't call you Merry when I'm mad at you!

When FPSC gets good enough, lets make a Redwall game!

FPSC HEAR OUR PLEA, GIVE US MORE MODEL FORMATS AND SET US FREE!
SarusX
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Posted: 10th Oct 2005 07:16
ya, what does hail sefak mean? am i just a n00b and dont get it?

but good that you've returned to your original avatar. i always liked him.

tschwarz
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Posted: 10th Oct 2005 10:37 Edited at: 10th Oct 2005 10:41
Riker 9 Requests:
The ability to have complete darkness, and the ability to load textures from the .x files if texture=nothing in the fpe file. That way we can have multiple textures. Which currently work only in test mode.

How are the changes coming, are you going to post things that have been added, fixed, and working on prior to the release.

Thank you
Jiffy
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Posted: 10th Oct 2005 11:19
I think I'll have to keep calling you Merranvo. I just can't call you Hail Sefak without bursting into a fit of laughter and tears. Seriously, it's totally WEIRD. Anyway, Riker 9 is sounding good!


Resident Evil Remake is teh fergin' best!
Raven
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Posted: 10th Oct 2005 13:39
It's probably his real name
But try to keep this on topic

Cellbloc Studios
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Posted: 10th Oct 2005 16:49
Scripting:

In the current source, Lee has everything hardcoded for the actions and the conditions. I am breaking it down so it reads from a file. That way, when I need to add a new action or condition, I just add it to the list, then I write a function to do whatever it needs to do.

Complete darkness? Can set the ambient light source to 0, that would do it, but why?


@Hail Sefak:
Yes. I will add that code to the Source.

-This...is my boomstick!
Sunflash
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Posted: 10th Oct 2005 18:14
Hey, It gets really anoying when you convert (some) .3DS models to .X and the textures are built into the code. And when you add the model to one of your games, if you but your curser over it, the texture shows up, but when you test the game, since it dosn't read that theres a texture path, so it makes the model white (untextured). This would be REALLY nice to fix, it would make it so we could add so many more models to our games. Hope you can find a way to do this, if not, then thanks anyways!

When FPSC gets good enough, lets make a Redwall game!

Cellbloc Studios
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Posted: 10th Oct 2005 18:57
From what I can tell in the code, it does look thru the FPE file to see if there is a texture associated with the model and if there is no texture, don't apply it.

I could be wrong, but maybe the path is getting messed up when it is saved. This may have to be done in the editor (in which case, it is out of my hands) but I will try. If you can write up the excat steps you took to duplicate this, I will see where or if it affects the Build Code.

-This...is my boomstick!
tschwarz
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Posted: 10th Oct 2005 22:43
Sorry my post on lighting was poorly posted and main point was entirely left out. Using ambient lighting does work, you can get complete darkness and then add lights to areas that you want lit. Problem is the lighting gets rendered as you walk, so if you have a corridor that is 1 grid by 12 grids and you place 3 light bulbs evenly down the corridor as you walk you can see the lights turn on as you get closer. Appears to be about 6 grids away. So is there a way in the engine to either increase the distance when lights get rendered and is it possible to dynamically change ambient lighting as to go from outdoors to inside on a single level.
Merranvo
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Posted: 10th Oct 2005 23:49
@Raven, no my real name is Shadow Angel...

While your at it, will you add in a not condition... to inverse the return of the next condition.

if ainot=1 and airesult=0 then airesult=1
if ainot=1 and airesult=1 then airesult=0
if ainot<>0 then dec ainot

really helpful expecally since not all the commands currently have an inverse.

tschwarz... I've never had that problem... why don't you attach an fpm so everyone can see what is going on.

"ye oft de adopte early shalt move mountains, and be gods among men"

He who knows everything knows nothing at all.
tschwarz
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Posted: 11th Oct 2005 01:32 Edited at: 11th Oct 2005 04:07
I'll create another thread in a few hours to post and attach since this is a going off topic of Riker 9. Thanks.

EDIT:
posted under "Problem with ambient lighting"
Cellbloc Studios
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Posted: 11th Oct 2005 02:48
Not a problem. I'm here to help. Thanks for posting another thread.

@kafes liah
Not a problem. I will add that in tonight.

-This...is my boomstick!
Cellbloc Studios
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Posted: 11th Oct 2005 17:14
Is it REAL important to have the physics of some objects saved?

Meaning if you knocked a box off a ledge and it is falling, and you hit the "QuickSave" key, when you load the save game, should you still see the box falling?

-This...is my boomstick!
Raven
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Posted: 11th Oct 2005 17:21
Depends doesn't it... I mean do you want to have a game saved when your getting hit and such? Hard decision

Lon
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Posted: 11th Oct 2005 17:53
Fire up Half Life 2 and throw a barel or box and hit quick save in mid air and see if the moving physics object positions saved when you load. If Valve didnt save these, I dont see it as a problem, because HL2 is very physics oriented.

Lon
BULLSHOCK 2
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Posted: 11th Oct 2005 18:00
i dont think its needed cellbloc...its an unnecisary amount of work for something most people would never even notice.

Vlad
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Posted: 11th Oct 2005 18:06
As far as I'm concerned, recording player values, level and last waypoint would be more than enough. Even it if was automatic (e.g. you pass a waypoint and game auto-saves, no save game feature, just load) would be more than enough really.

Just my .02
snowdog
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Posted: 11th Oct 2005 18:12
I agree with Vlad...spot on

Duncan Edwards is the one person who, even today, I really felt inferior to. I've never known anybody so gifted and strong and powerful with the presence that he had - Sir Bobby Charlton
LostSoul54
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Posted: 11th Oct 2005 18:25
Autosave would be great. But also the ability for the player to save manually would also be a great feature to include. In most games I play I like to save right before a major event, like a major boss battle, so I can replay that part again without starting from the last autosave. I don't think saving object positions is needed, just player and level information.

Waiting patiently for the release. Sounds great

It's easy not to get lost when you have no idea where you are going
Lon
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Posted: 11th Oct 2005 18:55 Edited at: 11th Oct 2005 18:57
On the contrary, saving object positions is very important. Whats not important is saving position of objects that are currently flying through the air when the save is invoked. The reason saving object positions is important is lets say you created a bridge with some debris, like a large plywood board model to get to a required area, but you need to get back. If that bridge object's position is not saved so you can get back your screwed. Its also important that enemy objects positions are saved as well.
Cellbloc Studios
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Posted: 11th Oct 2005 19:07
As I mentioned, I have the "Save Game" working. There are 2 ways to save. Quicksave and Save. I can add "waypoint" autosave where as it looks for a trigger zone and saves.

Currently it saves all Entities locations (broken glass, boxes locations, total guns, ammo, player position, enemy position, etc) but I was having a little trouble putting the "box" in mid air where you hit the quicksave at. The position was correct, but the velocity was off, so if the box was kicked and flying in the air, when you resumed the save game, it would just fall straight to the ground and not in the direction it was moving.

Thanks all for the replies.

-This...is my boomstick!
K Jah
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Posted: 11th Oct 2005 21:39
Looking forward to the release.

http://www.kwgamestudios - my site
http://kwgamestudios.proboards62.com/index.cgi - my forum
Cellbloc Studios
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Posted: 11th Oct 2005 21:48
Also note, then during a "Load", you will have a menu of the last 10 saves. I choose 10 because I don't want to write an entire GUI class (buttons, sliders, etc) and switching to BlueGUI would make the game look funny (with the standard window controls and all).

What the boils down to is at the moment (but can change depends on how much Mountain Dew and Doritos I can consume) is that on the 11th save, the 1st save is deleted.

10 should be plenty to get pass that hard area or boss that you will encounter.

-This...is my boomstick!
BULLSHOCK 2
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Posted: 11th Oct 2005 23:04
10 is all GTA 3 had...

1001 0110 0001
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Posted: 12th Oct 2005 12:22
When do you think is Riker9 going to be released? We are about to start a big project and are considering waiting for it.

CJ

-=olol=-
Cellbloc Studios
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Posted: 12th Oct 2005 16:29
I am currently waiting for the Final of 5.9 to come out, so not before that.

-This...is my boomstick!
BULLSHOCK 2
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Posted: 12th Oct 2005 18:41
hey cellbloc... is the code for MP with objectives there? because in the editor...there is an objectives checkbox in the arena settings...if it is there...can you unlock it...

well, its probbably not 100% complete, so it will probbably take some tinkering with, but if its not done do you think you could give it a shot?

or atleast point out the line numbers, because i cant seem to find it.

tschwarz
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Posted: 12th Oct 2005 19:03
cellbloc... Did you take a look at allowing entities to just use the textures that are embedded in .x files if the textured = parameter is blank when compiled. Currently the textures show up in test mode just doesn't find or use them when compiled. Thanks
Cellbloc Studios
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Posted: 12th Oct 2005 19:21
@BULLSHOCK 2:

Truthfully, I could give a rats butt about MP, but since I am designing this to be an "Universal" update, I will take a look at the MP later tonight. There is quite a few lines of MP that are commented out, and I am still working on compiling a list of all the variable names and what they do.

@tschwarz:
Yes I actually looked at them. There is a couple of routines in which they delete the texture and recreate it as a TGA. I am thinking that this causes the problem. Also when running it through the debugger, at one point it actually appears that it is executing lines of code that is commented out (only in this one section, which is where your problem lies).

-This...is my boomstick!
Zero #43
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Posted: 12th Oct 2005 19:33
hey monster..... this is for your FPSC Menu Maker right??? sweeeeeeeeeeeeeeeeeeeeettttttttttttt so excited... i will buy it when the save game load game feature is available !!!

Intel® Pentium® 4 Processor w/ HT Technology 3.4GHz 800MHz FSB w/ 512KB Cache, 1GB DDR PC-2700 at 333MHz - 1x1024 SO-DIMM, ATI RADEON™ 9550 256MB DDR(<<soon ), 80GB Hard Drive
Zero #43
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Posted: 12th Oct 2005 19:34
wait....i am stupid...... monster is cellbloc..... y?!

Intel® Pentium® 4 Processor w/ HT Technology 3.4GHz 800MHz FSB w/ 512KB Cache, 1GB DDR PC-2700 at 333MHz - 1x1024 SO-DIMM, ATI RADEON™ 9550 256MB DDR(<<soon ), 80GB Hard Drive
Vlad
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Posted: 12th Oct 2005 19:37
Nope, Cellbloc is Monster's Alter Ego.
1001 0110 0001
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Posted: 12th Oct 2005 20:08
lol

-=olol=-
BULLSHOCK 2
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Posted: 12th Oct 2005 20:39
and i am monsters inner self.

check out my avatar...thats what he gets for stealing peoples ideas.

<-----------------

Vlad
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Posted: 12th Oct 2005 20:42
Your avatar displays a grey square with a red x. Not sure what it means but I've seen it before.
Cellbloc Studios
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Posted: 12th Oct 2005 20:48 Edited at: 12th Oct 2005 20:49
Means the link is bad or the site has exceeded the bandwidth allowed.

And no, I am not Monster, I make programs for free.

-This...is my boomstick!
Zero #43
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Posted: 12th Oct 2005 20:51
ooooo burn to the real monster

Intel® Pentium® 4 Processor w/ HT Technology 3.4GHz 800MHz FSB w/ 512KB Cache, 1GB DDR PC-2700 at 333MHz - 1x1024 SO-DIMM, ATI RADEON™ 9550 256MB DDR(<<soon ), 80GB Hard Drive
Tomu
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Posted: 12th Oct 2005 21:24
Hello Monster Alter Ego. just letting you know that you have mistakenly put my email under your msn icon at the bottom of your posts. im sure that you wouldnt want all your precious fans to be contacting the wrong person now would you...

heres a clue:





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BULLSHOCK 2
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Posted: 12th Oct 2005 21:38
fixed it...

hey cellbloc...you should put some sort of license on riker 9...

you dont want monster to come out with riker 10...that is mysteriously exactly the same as riker 9, exept for the price.

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