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FPSC Classic Product Chat / Here's what's in V1.05!

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Nickydude
Retired Moderator
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Posted: 9th Mar 2007 20:43
Lee has now said what will be in V1.05 in another thread. So it doesn't get buried and / or missed, I've started this thread with a better title, over to Lee:

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Hi Guys,

Rick dragged me kicking and screaming out of the X10 cave to answer the concern over X9 development this year. The concern is that there will not be any. I can assure you that there will be plenty of X9 development, more than X10 development too! I am currently working through some multiplayer fixing for V105 and then I will release the first candidate for public testing. I have also toned down the lightmapper so it consumes less, which might help with those with larger levels. I have posted below the current V105 fixed list:

* Changed V103/V105 texts in all languages to V105
* Fixed bug to restore ability to move the selection area splitter (making property area wider)
* Fixed bug to restore the colour dialog on the object properties field
* Selecting EDIT LOADING SCREEN without selecting a level no longer freezes the editor
* Reverted to DirectX OCTOBER 2006 (d3dx9_31.dll) due to compatibility issues with 1.X Shaders
* Replaced DirectX detector with simpler method, earlier in the Editor Initialisation Phase
* Reduced lightmapquality to 10 in setup.ini (reduces texture consumption by 800%)
* Fixed bug causing lightmapper to use an old mesh buffer after secondary UV added (replace=true)
* Ensured New Arena and Arena tab work in the new update of the FPS Creator interface

The reason the V105 is taking slow steps is the plan I have. Rather than operate two code paths for X10 and X9, because the main FPSC code base is largely the same, they will be integrated into a single code path so fixes and feature enhancements to X10 that are XP compatible will migrate to the original FPSC. And vice versa. Nearly all of the X10 work is with the engine. The actual DBP source code is hardly changing.

One such benefit we had not planned for XP users is the inclusion of ragdoll physics into the engine. We currently have it up and running, and now that characters fall and tumble realistically, it really changes the feel of a fire fight, and adds a realism and polish that was no there before. We are also simplifying the AI, so it is more in line with user expectations (that is, enemies won't blindly run into walls and keep running, even if you throw things at them). DarkAI integration is another feature.

I will nevertheless continue making critical fixes to the X9 code in order that you don't hit too many obstacles which you wait for X10 and the features it will bring.

As soon as I have sorted out the multiplayer tweaks, I will get V105 uploaded so you can have a go.


HellHouse
AlanC
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Posted: 9th Mar 2007 21:14 Edited at: 9th Mar 2007 21:14
Well I'm glad they are doing something with multiplayer. But they could do a lot more.



tyrano man
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Posted: 9th Mar 2007 21:55
Woo V1.05! Is flak ganna be added to multiplayer, I hope it is
Tyrano

Yay I got FF XII, and it totally rocks! Love the new battle system
Nickydude
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Posted: 9th Mar 2007 22:02
I thought "what!?!, my thread's been deleted!" because I couldn't find it, didn't realise it was made a sticky


HellHouse
Wizzkid
AGK Tool Maker
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Posted: 9th Mar 2007 23:27
Anything on even a slightly better frame rate?

Keep-me-laughing.com Rocks!!! Lets all go to codeshare.co.nr!!
AlanC
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Posted: 9th Mar 2007 23:31
There just gonna fix stuff. I don't think their gonna add anything. Please correct my If I'm wrong



Bronny
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Posted: 9th Mar 2007 23:39
Multiplayer needs to be improved, and as it is now Singleplayer enemies lags the game more than multiplayer mode for me.
RedneckRambo
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Posted: 9th Mar 2007 23:55 Edited at: 10th Mar 2007 00:49
Quote: "Ensured New Arena and Arena tab work in the new update of the FPS Creator interface"

What exactly does that mean?

Ragdolls! Awesome!

wizard of id
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Posted: 9th Mar 2007 23:58
Damn not what I wanted to hear.I guess you can't keep every one happy all the time.

But as I said in my email to Lee FPSC really does need a shader upgrade since the last time I checked it was still using 1.1.Yes I know it will up the system requirements for FPSC.

Intergration shouldn't really be a problem at all.I'm hoping that lee really looks at this with a open mind.It's a simple request to have support for newer shaders.We can even go as far as asking for more open minded programming allow FPSC to choose the shaders according what system it's used on in other words a system that doesn't support pixel and vertex shaders 2.0 downgrades to the next shader the system does support, it does mean more work over all but best of both worlds for the guys with better systems.

And then there was bloom this has been requested many times but nothing has really hhappened to date.This could really bring out the graphics in the engine and would go very well with toon shader 2.0.

This ended up as a request post but since Lee is busy with RC5 why not try our luck to get a shader upgrade aswell.



That brings me to this point we would really like to know what the engine can support and what it can't support.This would stop people in the long run from requesting things that would not be possible.

Think of it this way a better engine could only lead to better sales.


Pointless Assault RC1 Demo
http://fileho.com/download/534fc0519603/pointless.rar.html
AlanC
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Posted: 9th Mar 2007 23:59 Edited at: 10th Mar 2007 00:00
Ragdolls would be awsome!

Quote: "What exactly does that mean?"

I have no idea



RedneckRambo
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Posted: 10th Mar 2007 00:02 Edited at: 10th Mar 2007 00:49
lol. Well it better be something good. The ragdolls is going to be cool.

Zaibatsu
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Posted: 10th Mar 2007 00:07
Quote: "The ragdolls is going to be cool.
"


I'm going to waste so much time shooting enemies bodies until they fall down a staircase...

"I admire its purity, a survivor, unclouded by conscience, remorse, or delusions of morality"

Flash
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Posted: 10th Mar 2007 00:12
So does this mean the Ragdoll and AI updates will be in V1.05? Or are they coming later? Since they aren't in the actual list of features.

Hippopottomonstrosesquippedaliophobia
AlanC
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Posted: 10th Mar 2007 00:13
Quote: "I'm going to waste so much time shooting enemies bodies until they fall down a staircase..."


Thats fun



RedneckRambo
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Posted: 10th Mar 2007 00:14 Edited at: 10th Mar 2007 00:49
Ragdolls will be in v105.

Flash
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Posted: 10th Mar 2007 00:16
Thanks Jenkins! I look forward to it! Whether my pitiful PC can handle it though is a completely different matter...

Hippopottomonstrosesquippedaliophobia
RedneckRambo
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Posted: 10th Mar 2007 00:17 Edited at: 10th Mar 2007 00:49
lol, well your pitiful computer beats my computer.

Does anyone know what that means with the MP update?

Flash
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Posted: 10th Mar 2007 00:18 Edited at: 10th Mar 2007 00:22
Beleive me, I have eaten Pot Noodles that can play a level faster than my PC...

EDIT: Oh and I have another question. Will there be the option to turn Ragdoll off and revert to the previous death animations? Just in case my PC can't handle it.

Hippopottomonstrosesquippedaliophobia
RedneckRambo
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Posted: 10th Mar 2007 00:22 Edited at: 10th Mar 2007 00:53
Quote: "Beleive me, I have eaten Pot Noodles that can play a level faster than my PC..."

lol. Well if you meet the minimum req you beat me.

I have a question about ragdolls? I don't really know what it is, I see that it gives cool death animations and other things of that nature. But what about speed wise? Is it faster, slower, same speed?

Quote: "Hippopottomonstrosesquippedaliophobia
"

By the way, there is only one 'T' ins the hippopo't' part.

Airslide
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Posted: 10th Mar 2007 00:55
Ragdolls? Woot! I wonder if their using DarkPhysics for it now (though I doubt it). Still, if they release the source, I could probably get the basics for ragdolls from it for my own games

Locrian
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Posted: 10th Mar 2007 01:13
Someone grab me a towel........
LeeBamber
TGC Lead Developer
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Posted: 10th Mar 2007 01:48
Hi Guys,

Just thundering through my V105 work and caught the evolution of my posting Ragdoll will not be in V105, nor in any FPSC public release for quite a while yet. It is VERY early code. Also, I am not adding anything that even remotely sniffs of a new feature or enhancement if I can help it. There is a genuine demand from the community for me to work on broken things, and I absolutely agree this should be where the priority must remain. We tend to add features as we go here at TGC, and I think that has created as many problems as pleasures for the community. Consider the next few waves of updates to be purely directed at solving todays problems, and avoiding the addition of Tomorrows problems

Just finishing off V105 RC1 now, so I will be able to upload it sometime later tonight under a fresh thread. I have also started an FAQ inside the readme.txt file of each update for FPSC, so anything I have not fixed because it is a quirk or feature of the product can be documented and explained properly.

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "
bsgamemaker
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Posted: 10th Mar 2007 02:08
Oh man, I've been waiting to get these framerate problems fixed for a long time now. Looking forward to V105 RC1, as we all are.

BSGamemaker...
Jon Fletcher
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Posted: 10th Mar 2007 02:09
too bad about the ragdoll physics, but really looking forward to the update, cheers lee

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Zdrok
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Posted: 10th Mar 2007 02:37
Oh crap! No ragdolls! Curse you!

I'm kidding. But if you get ragdolls in there, that'll be a huge benefit for FPSC! And it'll give me a reason to use the leavecorpse.fpi instead of fadecorpse.fpi.

Clarion: Violent Clash

Arriving in 2007.
FredP
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Posted: 10th Mar 2007 02:59
Zdrok
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Posted: 10th Mar 2007 03:01
Why, Freddo?

I like calling people weird names. Teehee.

Clarion: Violent Clash

Arriving in 2007.

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