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

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BULLSHOCK 2
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Posted: 15th Oct 2005 21:13 Edited at: 16th Oct 2005 02:12
lol...ok...if you havent played halo...this is what im talking about:

the player can only carry 2 weapons max (you probbably dont have to caode this...i can change this in the editor) and when you want another weapon, it shows up on the hud "press "use" to swap for gunname$" (again...you can do this in fpi's...no worrinig about coding)...but the part i need you to code is this: when you hold "enter" or the use key, your current weapon is dropped and is replaced with the weapon you picked up...and if you only had 1 weapon to start...then it would just add it to your arsenal.

there is a bug in FPI that acts up if you try the "PLRDROP" with the currently selected weapon...

maybe you could just add like a gunspec command like "weaponswap=1"
or something....

thanks a lot!!!!


{edit}
sorry im killing you with features...but i just thought of one more thing...can you make it to where when you die in MP, you can see your body and all the HUD items dissapear?? because a lot of times when my friends and i sit down to play i game i made, they dont know whats going on and why they cant move...then i tell them that they are dead...but you cant really tell your dead...you just cant move...

Lost in Thought
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Posted: 15th Oct 2005 23:35
Well the collision system is going through a major change from 5.9 beta to 5.9 final. It is going to be put back the same as 5.8 public (according to Mike) because it is really busted up in 5.9 (feedback commands). I hope this doesn't mess you up too bad. When I get time to mess with FPSC, and this when it comes out, I might be playing around with the code a bit myself. I'll post anything I come up with.

Storm 6000
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Posted: 16th Oct 2005 15:04 Edited at: 17th Oct 2005 14:59
Hey Cellbloc just found out about your riker 9 project, it sounds amazing, I know you have no interest in multiplayer but my project is multiplayer so i was wondering if you would mind addressing the following issues:

When you are being shot there is no indication you are taking damage accept your health figure dropping

At some points in games you suddenly cant pick up or switch weapons(this really needs fixing)

When you press talk while you jump you float in mid air and whats worse is if you leave talk without saying anything for a while when you send your message u fly really high into the air

decals from weapons can only be seen by the play that makes them so it hard to see where other players have been and whether your being shot at

use door objects only open for the player thats opened them which means if one play opens a door and stands one side and another player stand the otherside and on theird the door is closed when the player with the door open fires at the player with the door closed they still take damage

I would be incredibly grateful if you would address these issues in your release of riker 9 and i would be more than happy to put you in the credits for making the project possible and even splash your logo when the games loads if you would like

Thanks
Adam
Flash
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Posted: 16th Oct 2005 19:56
Would you be able to make password protected doors? So like if you walked up to a door it would say 'prees enter to use' and when you press enter it comes up with a box you have to type a password in to get the door to open and if you type the incorrect password it displays some sort of 'access denied' message or an 'access granted' message if the password is correct?

Hippopottomonstrosesquippedaliophobia
Mr Love
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Playing: MAFIA 2
Posted: 17th Oct 2005 00:34
Well very nice! But were can We download this update? By the way I think I was very tired yesterday. I heard that it was "MONSTER" Merranvo that was giving this to us(?)
Hey Cellbloc, did You do this update Yourself. Well IF You did I am impressed!

Mr Love

Dont trust anyone...
flashing snall
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Posted: 17th Oct 2005 04:11
question will riker 9 BE like meld with fps in other words if it had a dumb problem that u wouldnt have thought to check and we found it would we if it was no fixible have ro re download fps should we make backup files or no........ not to be rain cloud or anything.... u should have a feature were u can menu screen inside like when u win a level u go here or there i dono sounded good to me

dont assune cause u make an ass out of u and me
Jiffy
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Posted: 17th Oct 2005 10:23
@ flashing snall - I apologize if you do not speak English primarily, but if you do please try to make your posts more readable. To answer your question - if I read it correctly.

If there is a major bug in Riker 9 and Cellbloc releases an update, we will not have to redownload (or reinstall) FPSC. Riker 9 is an update to the engine only, and replaces the FPSC-Game.exe file in your FPSC root folder. I personally would keep FPSC-Game.exe just to be safe, and if Cellbloc releases an update you will just replace the old Riker 9 exe with the new one.

At least that's what I think...


Resident Evil Remake is teh fergin' best!
Mr Love
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Posted: 17th Oct 2005 11:02
Do You have any date for the release?


Mr Love

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Vlad
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Posted: 17th Oct 2005 13:45
Soon after DBP 5.9 launchs which no one knows I think.
flashing snall
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Posted: 17th Oct 2005 13:56
sorry i do speak english, i just was in real hurry, sorry

dont assune cause u make an ass out of u and me
jordmans
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Posted: 17th Oct 2005 16:14
if u really can make all the things u sad in the first post then u are really the best but...are you going to let people pay for it?
if u do...tell it me.
Cellbloc Studios
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Posted: 18th Oct 2005 17:19
@LIT:
Thanks. Yeah, it was bothering me REALLY bad, but hopefully it will be fine with the Release version.

@Storm 6000:
I will take a look at the multiplayer still after I fix all the other bugs, but to answer your question, yes.

@Flash:
Like a control panel pops up. It doesn't HAVE to be for doors, can be for computer terminals. Yes I can add it BUT it is at the bottom of my "todo" list (just above Multiplayer).

@Mr Love:
Yes, I have done the update myself with additions from the community who have posted in this Forum.

@Flashing Snall:
That is correct. You will NOT have to reinstall FPSC if something evil happens. Basically when you "Build" the Final EXE for you to play, that is where Riker 9 comes in. I'm seeing if I can get TGC to make a "quick" patch to the FPSC which allows you to "Choose" your building program, such that I can save mine as "FPSC-Riker-9.exe" or you can use the Default of "FPSC-Game.exe". Therefore you can test out the different build types.

@Mr Stupid:
I'm not excatly sure I follow you. Riker 9 will be "FREE". I am in no way charging for me services for this project. Now, if someone else takes Riker 9 and changes a could comments and then tries to sell it as their own, I cannot stop that (But TGC can!).

-This...is my boomstick!
Vlad
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Posted: 18th Oct 2005 17:23
If I remember correctly, the engine, even altered cannot be sold.

The services for custom modifications... well... I see a grey area here.

V
BULLSHOCK 2
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Posted: 18th Oct 2005 21:42
hey cellbloc...why dont you just name it riker 9, and just make a patch that patches an individual game for all the dumies...

but if they have any common sense at all, they will know how to put riker 9 in there game folder and delete FPSC-Game.exe...

Storm 6000
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Posted: 18th Oct 2005 21:52
kewl thnx alot cellbloc were all gona owe u big time for taking on this task for us, so how is it going anyway?

Thanks
Adam
Merranvo
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Posted: 19th Oct 2005 00:11 Edited at: 19th Oct 2005 00:11
@Flash...
Easy as heck to script with an ONKEY=

:state=0:state=1
:state=1,onkey=30:state=2
:state=2,onkey=31:state=3
:state=3,onkey=32:state=4
:state=4,plrusingaction=1:state=5
:state=5open door)

hmm, you kinda need a little more if you don't want random key presses to open the door. Not could be do able, but errors are bound to occur. (like if onkey=0)
por fabor
Quote: "
#constant AICONDNOTKEY 891

conword$(AICONDNOTKEY)="notkey"

case AICONDNOTKEY:
conda=aicondition(seq).valuea
sca=scancode()
if sca=conda and sca<>0 then airesult=0
endcase
"


:state=0:state=1
:state=1,onkey=30:state=2
:state=2,onkey=31:state=3
:state=2,notkey=31:state=1
:state=3,onkey=32:state=4
:state=3,notkey=32:state=1
:state=4,plrusingaction=1:state=5
:state=5open door)

which would not only work, but would restart the door if the plr presses the wrong keys.

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

He who knows everything knows nothing at all.
Cellbloc Studios
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Posted: 19th Oct 2005 00:16
@Monster:
Yes Monster, the ONKEY works!

-This...is my boomstick!
Merranvo
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Posted: 19th Oct 2005 00:39
but does "notkey" (well it should)
kinda needed to prevent random guessing

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

He who knows everything knows nothing at all.
BULLSHOCK 2
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Posted: 19th Oct 2005 02:37
omg...one more request (i promise)

i think its pretty much impossible, but do you think you could enable a different skybox for each levell?

if you cant...i understand...i dont exactly see how that would be done from the game engine.

Evil stick
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Posted: 19th Oct 2005 02:40
@Vlad

You can sell MODS for it, not the original.

I ALWAYS have flame proof jacket...just in case...and a shotgun. If you want any, just ask!

We are all nice,except for that one who's name starts in a m and ends in erranvo.
Cellbloc Studios
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Posted: 19th Oct 2005 03:07 Edited at: 19th Oct 2005 03:10
@BULLSHOCK 2:

You can have a different SkyBox based on a Trigger Box. Example, you hit a trigger zone the World plunges into Chaos from a Beautiful Sunny Day.

In answer to your question, Yes. You would have to create an INI script per level, but yes. No problem.

-This...is my boomstick!
PureEvil
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Posted: 19th Oct 2005 05:26
so when does it come out? and for the save/load game do I have to put it in or is it auto matic?

?¨®´´?ˆ¬
ˆ† µ´å˜ß ?¨®´´?ˆ¬
Bet you didn't understand that.
Airslide
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Posted: 19th Oct 2005 17:08
I though that the setuplevel used commands for a sky box - then couldn't you just do that with triggers? I don't see why you need ini files.
BULLSHOCK 2
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Posted: 19th Oct 2005 19:58
oh, if you can do it with triggers, then dont worry about it...

i didnt even think about that. thanks!!!!

Cellbloc Studios
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Posted: 19th Oct 2005 21:30
@Conner:

You would need the INI for different SkyBoxes per level OR you can just have the player start off on a trigger which changes the SkyBox

-This...is my boomstick!
Merranvo
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Posted: 19th Oct 2005 22:10
The FPI command "Sky" is not made... unless you fixed that.

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

He who knows everything knows nothing at all.
BULLSHOCK 2
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Posted: 19th Oct 2005 22:13
its weird, i changed the triggerzone script to where
if plrinzone
then show the new sky,

and it shows up all the time, before i even entered the triggerzone, but it works perfectly for what i wanted...thanks cellbloc!

Cellbloc Studios
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Posted: 20th Oct 2005 00:03
@BULLSHOCK 2:
That's what I'm here for!

@Uman vs Raven/Monster/Merry or Pippen:
LOTS of new commands have been added to the INI file. I need it to break some logic down that the FPSC Editor could not provide (Example 100 x 100 grid layout? Opps! Said too much again...)

-This...is my boomstick!
Airslide
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Posted: 20th Oct 2005 06:10
Um...not to bug you or anything...but did you ever get my mod in?

Work Hard. Do Your Best. Share The Glory. Do It Again.
Cellbloc Studios
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Posted: 20th Oct 2005 16:50
@Conner94 :
Yeap, I sure did. I had to make 2 line changes, but otherwise it worked fine.

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Airslide
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Posted: 20th Oct 2005 17:19 Edited at: 20th Oct 2005 17:19
So can you e-mail it to me? Please?

Work Hard. Do Your Best. Share The Glory. Do It Again.
Cellbloc Studios
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Posted: 20th Oct 2005 17:58 Edited at: 20th Oct 2005 17:58
@Conner94:
Sure. The email that you are posting in your profile fine? And you just want the EXE correct?

-This...is my boomstick!
Pulsar Coder
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Posted: 20th Oct 2005 18:23
@Cellbloc Studios: I was wondering if you could add a "PlrLower=X" command to the scripting part of the game-engine code since the plrhigher=-X is not the same at all ...
Cellbloc Studios
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Posted: 20th Oct 2005 18:36
@Ultrahead:

Sure. Can you provide an example how you would use it please?

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Pulsar Coder
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Posted: 20th Oct 2005 19:08 Edited at: 20th Oct 2005 19:30
Yes, currently I'm using "PlrHigher=X" for an elevator script. You press a switch button and the elevator goes to you.

Obviously, this works ok if the player is higher than the elevator given that -X does not check if the player is lower than the elevator as some people may think.

Thus, for the opposite case, I check the distance of the player as a workaround.
BULLSHOCK 2
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Posted: 20th Oct 2005 20:09
or you could just enable negative values for "plrhigher=x"...

Zero #43
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Posted: 20th Oct 2005 20:23
srry this is a lil bit late for this post but:

P.S.
Don´t triple post. Makes you look like your 13.

(quote doesnt seem to work on my computer) QUOTE FROM CELLBLOC STUDIOS


.... i dont triple post!!!!!!!

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
blanky
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Posted: 20th Oct 2005 20:34
Dude, he's developing. You're allowed to triple post if your program's good.
Cellbloc Studios
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Posted: 20th Oct 2005 20:47
@Zero #43:

Er? The Quote that you used that from, the "Entire Message" was addressed to Mr Love, so currently I am completely clueless how you even remotely thought it was addressed to you.

Unless your 13....then we leave it there.

-This...is my boomstick!
Pulsar Coder
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Posted: 20th Oct 2005 21:04 Edited at: 20th Oct 2005 21:06
Quote: "or you could just enable negative values for "plrhigher=x"..."


Actually, I guess that negative values are allowed but the result is that the engine verifies whether the player is higher than the entity y position minus x.

So plrhigher=-50 becomes "Is the player higher than (myPosY - 50)?"
Rick123
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Posted: 20th Oct 2005 21:24
Make it like the Unreal Engine, but make it easy of course.
Rick123
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Posted: 20th Oct 2005 21:27
Make the ability to edit everything in the game.

Like having the enemy to player damage set and how many fragments will come out of the gernade and how much damage each fragment will be to the player and to other A.I.
BULLSHOCK 2
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Posted: 20th Oct 2005 21:53
dude...are you serious?

did you just sy to make it like the unreal engine?

Quote: "Make it like the Unreal Engine, but make it easy of course. "


yep...i think you did...i feel sorry for your lack of programming knowledge...

Rick123
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Posted: 20th Oct 2005 22:02
Yes Yes Yes just what Ultrahead said.

Add a feature that will clear out any unused itmes.
Cellbloc Studios
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Posted: 20th Oct 2005 22:06 Edited at: 20th Oct 2005 22:08
@Rick123:

Sure! Not a problem. But for me to make it like the Unreal engine will require a small upfront fee for my services. With the design docs, manual, shaders, lights, and dynamic object creation I would only need a down payment of around $200,000 US. From that, I could get a crew together and payments of $20,000 US per month until the project is finished. Total completion time about 18 months.

Let me know when you can wire me the first check and I will get started right away.

Thanks for playing!

I don't have a clue what you mean by this:
Quote: "Add a feature that will clear out any unused itmes"

I always set my objects to nothing as well as clear out all my arrays.

-This...is my boomstick!
Rick123
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Posted: 20th Oct 2005 22:14
When will Riker 9 be out?
Cellbloc Studios
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Posted: 20th Oct 2005 22:14
Read the first post again, slowly please.

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BULLSHOCK 2
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Posted: 20th Oct 2005 22:18
rick 123...are you ok on the math for that^^^??

its

20,000 x 18 = 360,000$

so ya...i have no doubt that cellbloc could do it, but can YOU provide the payment...

it is a BIG step up from 56$ (or 44 for V1) for FPSC...

oh, and cellbloc, raven said that the upgrade comes out in the final state tomorrow (friday)...will it riker 9 be ready by then?

Cellbloc Studios
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Posted: 20th Oct 2005 22:21
@BULLSHOCK 2:

Read what Raven said again, slowly please. *Final* is due out Monday. As for Riker 9 being out by then, I need to run through my test suite to make sure it all runs fine with the Final version. Don't know how long that should take, but I don't see too much time being spent on it.

-This...is my boomstick!
Merranvo
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Posted: 20th Oct 2005 23:29
(From FPSC Source)
case AICONDPLRHIGHER:
conda#=disty# (-20)
condb#=aiconditionseq(seq).valuea
if (-20) conda#<=condb# (-30) then airesult=0
endcase

so yes... if you put a negitive number in, it looks like it should work... I need to check disty# to be sure.... but, there will be a bug, if plr is higher, and valuea is negitive, then airesult will ALWAYS be true, aslong as plr is not lover then valuea.

SO, i guess you need a checker

case AICONDPLRHIGHER:
conda#=(abs(disty#)+disty#))/2
condb#=aiconditionseq(seq).valuea
if conda#<=condb# then airesult=0
endcase

this will fix the below bug by making it so that if you are lower then the distance, then conda=0 so airesult should =0

case AICONDPLRLOWER:
conda#=(abs(disty#)-disty#))/2
condb#=aiconditionseq(seq).valuea
if conda#<=condb# then airesult=0
endcase

This is the PlrLower Command, with the higher bug fixed.

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

He who knows everything knows nothing at all.

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