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FPSC Classic Product Chat / [LOCKED] WASP mod V2

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Scene Commander
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Posted: 22nd Nov 2010 20:53 Edited at: 24th Sep 2011 10:02


Okay, it's been away for a year, but now it's back. For those who have been following my other speedier mod thread may have seen some of the speed improvements S4real, and myself have made, but we're now moving onto a real mod with more obvious features.

07.09.2011. UPDATE, Fixed animation issues, tweaked engine.

Download Here

WASP V2 is provided free of charge out of the kindness of our hearts, however it is not open source and the source code is not available to the public, it is also unlikely that this situation will change in the future.

See below for a full list of features.

Features
As we don't want to become a mod with hundreds of promised features that don't ever show up we'll only be showing complete additions. Anything listed below is complete.

10%-80% Speed increase, system dependent. Lower end machines should see greater increases.
Greater control over entity culls, allowing for a tailored feel
Extra gunspecs - Attach flashlights to weapons and create gravity guns and magnet guns, as well as a few other changes.
Additional maths commands - Abs, Rnd and Randomize
Improved control over player keys - enable/disable keys for effects
Additional scripting commands for improved variable use.
Additional DARK AI scripting - find team members, enemies and allies.
Additional entity control scripting commands
Improved RAWTEXT scripting - add text and variables to existing RAWTEXT
Compass - Thanks to knxrb for the use of his code for this.
Body Armour
Weapon slot selection
Improved multiplayer - FPSC IP 4.0 - Thanks to knrxb
Lemur V2 - Deathmatch and Team Deathmatch - Credit to Plystire for his original code for the team deathmatch feature.
Crosshair on/off
Improve Limb Scaling and mutation
Full character scaling
Radar with directional facings
Radar back image
Objective marker option
Show objects on radar option
Improved radar functionality, only show contacts on current floor
Improve radar placement
Alter player keys on the fly, even in test game
Alwaysrun from scripting option
New IsRunning condition
Set player immunity from damage for special effects
New IsImmune condition
Player speed percentage modifier
Player jump percentage modifier
Player Strength modifier
Battery feature added to flashlight
Same floor as player condition
Player floor condition
Entity floor condition
New string variable system adding 100 user defined strings including

SetString - set string
AddString - add two strings together
Upper - convert string to upper case
Lower - convert string to lower case
DatetoString - set string to the current system date
TimetoString - set string to the current system time
Str - set a variable to a strings numeric value
Val - set a string to a variables value
StringEqual - compare strings
Instr - find a string within another string
LenEqual - is the string x characters long
LenGreater - is the string length greater than x


New Gun editing system, edit gunspecs live to build custom weapons
New force emitters
New Gravity controls
Tractor beams (Thanks to Ched80 for this contribution)
New spawn conditions (Thanks to Ched80 for this contribution)
Improved explosion options
Automated Antialiasing
Automated Anistropic Filtering
Moving lights with entity attachment
Flexible character gun useage via scripting.
Added X10 style air options

On the fly script changing - Beta



Credits

The Scene Commander - Main Developer
S4Real -Developer
Knxrb - Developer
Zeza - Beta Tester and contributer
Gencheff - Beta Tester and contributer
BlackFox - Beta Tester
Bruce3371 - Beta Tester
Mike - my good friend and beta tester
Ched80's - contributer
Marc Steene - Beta tester

Thanks to Kerryb for the original WASP mod logo.

Special thanks for reporting bugs for 'Speedier' mod
Soviet176
Bruce3371

http://jimjamsgames.yolasite.com
zeza
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Posted: 22nd Nov 2010 20:58
I'd help test, and if you ever need help with code, I'd be happy to help there as well
My specs
Processor: Intel(R) Core(TM)2 Duo CPU E8135 @ 2.40GHz (2 CPUs)
Memory: 2028MB RAM
Graphics Card: ATI Mobility Radeon HD 2400 XT

I'd change the world, but I don't have the source code
R.I.P. heltor, we will miss you
Scene Commander
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Posted: 22nd Nov 2010 21:06 Edited at: 22nd Nov 2010 21:06
Thanks Zeza.. Consider yourself on board. Are you on MSM?

http://jimjamsgames.yolasite.com
Gencheff
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Posted: 22nd Nov 2010 21:15
I have 2 systems I can test on.

1 : Intel Core2Quad Q6600 (2,4Ghz) , 2GB 1066Mhz DDR3 Ram , Nvidia GeForce 8800GT 512mb.

2 : Intel Core2Duo T6750 (2,1Ghz) I think this was it , 3GB Ram , ATI HD 3870 512 MB.

First one runs XP the other is under Vista.

Soviet176
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Posted: 22nd Nov 2010 21:16
I can test, I don't see why not, what does the mod do?

Processor: AMD 1055T thuban six-core stock (2.8) OC'd 3.5
Memory: 8GB G.Skill ripjaw stock (1600Mhz) OC 1800mhz
Graphics card: Nvidia GeForce 480 stock (700 Mhz core clock) OC to 750 (For now)
OS: Windows 7 64 bit

Note: I will be switching to a ATI 6990 when they come out, my board is an ATI crossfire board, there for I cannot to SLI, so I am selling my fermi to get the 6990.

Putting fear back into sliced bread since 4th May 2010
Gencheff
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Posted: 22nd Nov 2010 21:18
Comrade with that system there's no point in testing lol.

Soviet176
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Posted: 22nd Nov 2010 21:21
Quote: "Comrade with that system there's no point in testing lol."


*Sad Face* I just want to play crysis 2 on high when it comes out D: lol.

Putting fear back into sliced bread since 4th May 2010
Scene Commander
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Posted: 22nd Nov 2010 21:34
@Soviet176 - That system is insane. I hope you don't take this the wrong way, but I think we need slightly lower spec for real testing.

Zeza and Gencheff, these sound fine. If you're on MSM could you email contacts?

http://jimjamsgames.yolasite.com
BlackFox
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Posted: 22nd Nov 2010 21:48
If you get stuck and need an extra tester, we are always available to alter our timeline to help out. We own multiple computers for our development of RPG Mod and other in-house developments, and can alter their tasks to run testing.

If you need my MSN, it is in my profile.

- BlackFox

RPG Mod- Create a world full of adventure
Scene Commander
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Posted: 22nd Nov 2010 21:50
Thanks BlackFox, that sound great too. I'll take you up on that offer, multiple machines are a great help.

http://jimjamsgames.yolasite.com
Scene Commander
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Posted: 23rd Nov 2010 07:13
@Blackfox, sent you an MSM invite.

http://jimjamsgames.yolasite.com
JaredxD
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Posted: 23rd Nov 2010 11:39
I'd be happy to be a beta tester if wanted: my specs:
Ati Radeon HD5850 graphics card
Intel Core i5 760 Processor LGA1156 2.80GHz 8MB Cache CPU
Microsoft Windows 7 Home Premium 64bit
4096MB RAM

Contact me if wanted!

Boom.
Scene Commander
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Posted: 23rd Nov 2010 12:15
@JaredxD - Thanks for offer. I think we've enough beta testers for now, but should I need more, I'm happy to keep you in mind.

http://jimjamsgames.yolasite.com
bruce3371
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Posted: 23rd Nov 2010 17:35 Edited at: 23rd Nov 2010 17:37
I know you said you've got enough beta testers for now, but how do you feel about someone testing for you who has a real dinosaur pc so that you get as broad a spectrum of test results as possible?

My stone-aged pc specs;

Athlon xp2100+
1gb ddr ram
geforce 6200
Win xp pro

(In the words of the cartoon character Henry's Cat - "Don't laugh, it's all I can afford" lol)

[Edit] I just noticed I'm credited for Speedier Mod testing

Gun_Guy
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Posted: 23rd Nov 2010 17:55
I got some here if you want to put me on file

Pentium 4 - 3.0 GHz
1GB Ram
ATI X800 - 256MB
Windows XP
Scene Commander
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Posted: 23rd Nov 2010 18:03
@bruce3371 - that is a dinosaur, actually that would be a great help. I'll add you as the absolute last for now beta tester. Are you on MSM?

@Gun_Guy, I'll add you to the list should we need anyone else, or should we have a drop out.

http://jimjamsgames.yolasite.com
bruce3371
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Posted: 23rd Nov 2010 18:07
email sent

Scene Commander
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Posted: 23rd Nov 2010 18:22
Replied, sort of..

http://jimjamsgames.yolasite.com
BlackFox
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Posted: 23rd Nov 2010 19:21
Quote: "@Blackfox, sent you an MSM invite."


Did you mean MSN, or perhaps M&M? I like M&M's

I saw the invite and clicked it to accept, but then our power went out from the massive wind storm we had. Not sure if it was accepted/processed. If not, send again.

- BlackFox

RPG Mod- Create a world full of adventure
zeza
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Posted: 23rd Nov 2010 20:38
Quote: "Are you on MSM?"

I think you mean MSN, and no, but I have a skype. If you don't have a skype, I'll make an MSN account

I'd change the world, but I don't have the source code
R.I.P. heltor, we will miss you
Scene Commander
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Posted: 23rd Nov 2010 21:56
Quote: "I think you mean MSN"


Maybe....

Would you mind making an account. We can work together with everyone at once then.

http://jimjamsgames.yolasite.com
zeza
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Posted: 23rd Nov 2010 22:13
Okay, I have an account, that was the most hassle I have ever had just trying to sign in

I'd change the world, but I don't have the source code
R.I.P. heltor, we will miss you
Scene Commander
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Posted: 23rd Nov 2010 22:19
Quote: "Okay, I have an account, that was the most hassle I have ever had just trying to sign in"


I know what you mean. I'll email you my ID

http://jimjamsgames.yolasite.com
zeza
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Posted: 24th Nov 2010 00:39
Added you as a contact

I'd change the world, but I don't have the source code
R.I.P. heltor, we will miss you
Scene Commander
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Posted: 25th Nov 2010 10:52
First post updated with coded features about to go to private beta and news of planned public beta.

http://jimjamsgames.yolasite.com
D0MINIK
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Posted: 25th Nov 2010 11:38
It's all a bit unclear to me... could you post more concrete feature descriptions, for example: What does this mean?

Quote: "Extra gunspecs - Create 2 new types of weapon.
Improved multiplayer"


It all sounds quite good, but it's not really obvious what exactly this mod can do

Scene Commander
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Posted: 25th Nov 2010 12:07
Quote: "could you post more concrete feature descriptions,"


I was being a little vauge until after the private beta, but I've updated the first post with a fuller description.

http://jimjamsgames.yolasite.com
Soviet176
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Posted: 28th Nov 2010 05:44
Bump, any progress on this?

Putting fear back into sliced bread since 4th May 2010
Scene Commander
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Posted: 28th Nov 2010 10:37
Quote: "Bump, any progress on this?"


Yes, we're bug fixing issues from the private beta and should have a public beta in a few days. Sorry it's taking awhile, but we've got real lives to deal with as well.

I've updated the first post with addition features.

http://jimjamsgames.yolasite.com
Soviet176
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Posted: 28th Nov 2010 20:15
Quote: "Yes, we're bug fixing issues from the private beta and should have a public beta in a few days. Sorry it's taking awhile, but we've got real lives to deal with as well.

I've updated the first post with addition features."


Oh no rush at all commander, just bumping the thread because it went to the second page

Putting fear back into sliced bread since 4th May 2010
defiler
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Posted: 28th Nov 2010 20:20
This looks interesting, i would volunteer to beta test since i develop on a laptop, but from the looks of things you got plenty

Going to watch this mod, looks useful.

Limitless Box studios current project: Lost Contact

Scene Commander
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Posted: 29th Nov 2010 08:24
Quote: "Oh no rush at all commander, just bumping the thread because it went to the second page"


Thanks, threads certainly do slip down the page quickly these days.

Quote: "This looks interesting, i would volunteer to beta test since i develop on a laptop, but from the looks of things you got plenty"


Thanks for the offer, but yes, at the moment we've got plenty of beta testers.

Just to let everyone know that things are moving along. We've been adding a lot of features which is taking time, but I promise you an update as soon as we can.

http://jimjamsgames.yolasite.com
JaredxD
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Posted: 29th Nov 2010 10:00
Can't wait for the first beta!
I use your Speedier mod (in the other thread) and get a great speed increase!
(it always was 59, but when i added water or a few enemies it went down to 50, so now it stays on 60 no matter how much i seem to add lol!)

Boom.
BlackFox
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Posted: 29th Nov 2010 20:49 Edited at: 29th Nov 2010 20:50
@ Scene Commander,

Sent you an e-mail with my test results this morning. Sorry for the delay, but the lack of power and the issue of snow took a priority. We're back on track now.

- BlackFox

RPG Mod- Create a world full of adventure
Scene Commander
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Posted: 2nd Dec 2010 17:40
Just to update - We're running the final beta with our testers, latest reports are good and we hope to have the first release either today or tomorrow.

I've updated the first post to include the latest features.

http://jimjamsgames.yolasite.com
Scene Commander
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Posted: 2nd Dec 2010 21:20
First official version is now avaiable. Just follow the link in the first post.

http://jimjamsgames.yolasite.com
Soviet176
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Posted: 2nd Dec 2010 21:35
hmm the armor did not seem to work for me, I made sure it was dynamic and I even placed one as static. I could not pick it up just through it like a box.

Putting fear back into sliced bread since 4th May 2010
Scene Commander
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Posted: 2nd Dec 2010 22:01
@Soviet176

Looks like a typo crept into the pickup script. Try this one

http://jimjamsgames.yolasite.com

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Soviet176
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Posted: 2nd Dec 2010 22:30
Nope still did not work

Putting fear back into sliced bread since 4th May 2010
EGG HEAD OF DOOM
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Posted: 3rd Dec 2010 06:06
I take it, were gonna get Screenies when its released.

Scene Commander
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Posted: 3rd Dec 2010 07:41
Quote: "Nope still did not work "
- Not quite sure what's going on for you there.. I will look into this and get you a fix.

Quote: "I take it, were gonna get Screenies when its released."


What would you like screenie of? This is a mod not a game...

http://jimjamsgames.yolasite.com
Gencheff
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Posted: 3rd Dec 2010 07:54 Edited at: 3rd Dec 2010 07:55
Hmm I looked through the scripts and I don't know if it's just me but the appearcull scripts are wrong.

Original


Seems either you wanted to write :state=0:cullstate=400 rather than :state=0,cullstate=400 or I'm missing something

defiler
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Posted: 3rd Dec 2010 07:59
Is the build function for this working? and i will guess you need v117 to run this.

Current Project: Lost Contact: Station 7
Scene Commander
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Posted: 3rd Dec 2010 08:14
@gencheff - Those cull scripts were working, but from what you've shown me that doesn't look right. Ha.. Well, we're bound to get problems in the beginning. . Just alter the scripts and I'll sort them for the next release.

@Soviet176 - I've solved this issue, sorry about that and will get a fix up later today.

Quote: "Is the build function for this working? and i will guess you need v117 to run this."


The build function should be working. We've had no reports that it doesn't, and this runs under V118 beta 3. As a result, you may of course encounter bugs from that source, although we are planning to keep up to date with the latest source from google code.

http://jimjamsgames.yolasite.com
Gun_Guy
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Posted: 3rd Dec 2010 11:59 Edited at: 3rd Dec 2010 12:25
I built a game using this mod in V1.18 Beta 3 and the built game does not work. The game built fine with no errors but when I try to run the game I just get a black screen and it doesn't do anything. I tried an earlier version of one of my built games and it ran fine (that was built on v1.17). Whats the problem?

Edit: Just read the V1.18 board and it says that its an issue in beta 3 and has been fixed for the next version. So will just have to wait
s4real
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Posted: 3rd Dec 2010 18:49 Edited at: 3rd Dec 2010 18:50
@Gencheff The cullstate scripts work perfect and had no problems with them you must make sure you placing them in the appear and not the main also you need a trigger-zone with the global culling script to switch the culling on.

@Gun_Guy The black screen is something to do with guix9 and if you still getting the black screen than the source we using has not got the fix in it as of yet.

Best s4real



Pack ya games with vishnu fpsc packer its free.
Seth Black
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Posted: 3rd Dec 2010 19:17 Edited at: 4th Apr 2011 00:42
:::::REDACTED BY SETH BLACK:::::

Scene Commander
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Posted: 3rd Dec 2010 22:08
Update 03/12/2010

Fixed armour bug. Download http://www.filefront.com/17598979/WASPV2 Public beta 2.zip and in first post.

As always, c&c welcome.

http://jimjamsgames.yolasite.com
bruce3371
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Posted: 3rd Dec 2010 22:52 Edited at: 3rd Dec 2010 23:24
I've downloaded the public beta 2. The armour works, in that it shows up in the hud when it's picked up, however, in game it's invisible. I can walk over its position, and hear the pick up sound and it appears as a value in my hud, but it's invisible. Is there an appear setting I'm missing, or is this a bug?

[Edit] NVM, I just set it to isimmobile=yes and it appears in game now!

Also, is there any way I can edit the font and its position in the hud for the armour value? I need the font to match the stock 'lives' and 'health' values, and I need its position to be lined up with, and to the right of, the health value. (So that you have in a line, from left to right; lives, health then armour).

[Edit] Would still appreciate help/advice with this one though

Leongamerz
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Posted: 4th Dec 2010 06:38
hello its that Wasp mod can make game FPSC game without any lagness in public beta 2?


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Hello.There is my pics.And nice to meet all modeller,designer and many more

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