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FPSC Classic Product Chat / FPS Creator X10 Technology Demo for May Newsletter

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RickV
TGC Development Director
24
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Joined: 27th Apr 2000
Location: United Kingdom
Posted: 30th Apr 2007 19:33
Heads up to all you in the forums:

http://www.youtube.com/watch?v=bRxAgKOZvEk

Enjoy!

Financial Director
TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]
OmarJA
18
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Joined: 6th Sep 2006
Location: Saudi Arabia
Posted: 30th Apr 2007 19:39 Edited at: 1st May 2007 11:02
It's about time, thanks Rick
Screwed Over
18
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Joined: 9th Jul 2006
Location: nowhere and everywhere
Posted: 30th Apr 2007 19:47
nice, just makes me want x10 even more!

current projects and versions:
SO| Music²:v1.4 SO| Packer:v0.2 SO| WebSource²:v0.2
Mickm
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Joined: 22nd Apr 2006
Location: Kingston, ON
Posted: 30th Apr 2007 20:06
Looking pretty sweet. Keep those updates coming.

http://www.gamestack.org
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Slayer222
17
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Joined: 19th Mar 2007
Location: Wherever I feel like
Posted: 30th Apr 2007 20:33
I want X10 sooooo much now but I will never get it This is crueler than bear-baiting rick
Slayer_2

EOT
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flashing snall
19
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Joined: 8th Oct 2005
Location: Boston
Posted: 30th Apr 2007 21:48
wow, those monsters at the end are great, but maybe some hand to hand would be nice to show off to.


"these shoes are 300 hundred dollars"-Shoes by Kelly http://smallgroup.be/
Opposing force
19
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Joined: 10th Aug 2005
Location: England
Posted: 30th Apr 2007 22:48
The video shows some very good quality stuff. Just some questions...

1. When you make changes in test game via the slider buttons, is there an option to save the changes so they stay with the game map?

2. Is the area of water specified within the editor by say, a click and drag box?

3. Can those test game slider settings be made within the map editor?

4. Will there be an entire set of new stock media, or will there be some of the old media as well?

5. Will there be an updated model pack 1,2,3,4,5,6 to include shader textures?

DOMRAY
20
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Joined: 5th Aug 2004
Location: boston
Posted: 30th Apr 2007 23:21
ty RickV for the update.
change visual effects live rocks.


It's better to Burn Out than to Fade away.Victor Kruger/The Kurgan
MK83
FPSC Reloaded TGC Backer
18
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Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 1st May 2007 01:50
Freakin Supurb.


[http://www.mk83productions.com] [http://www.freewebs.com/mk83]
RickV
TGC Development Director
24
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Joined: 27th Apr 2000
Location: United Kingdom
Posted: 1st May 2007 01:56
Hi, I'll answer your questions Opposing forces:

Quote: "1. When you make changes in test game via the slider buttons, is there an option to save the changes so they stay with the game map?
"


The plan is to have it remember all these settings, so you come back out and they are set and saved.

Quote: "2. Is the area of water specified within the editor by say, a click and drag box?"


It's a whole plane across the entire level, it was the easiest way to implement it. You can change the height using scripts, so you can move it up and down depending on where the player is.

Quote: "3. Can those test game slider settings be made within the map editor?"


We will need some way to select these in the editor but they will likely be more windows interface in style.

Quote: "4. Will there be an entire set of new stock media, or will there be some of the old media as well?"


It's more of an evolution of the original stock media. We have selected objects that benefited from an X10 overhaul.

Quote: "5. Will there be an updated model pack 1,2,3,4,5,6 to include shader textures?"


Unlikely, we plan to release new objects as we move forward. In the background we are working on a markerplace system, this will automatically show you new objects (a bit like iTunes for game media!)

Rick

Financial Director
TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]
game freak16
18
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Joined: 25th Jan 2006
Location:
Posted: 1st May 2007 04:39
When you change refraction in windows does it change one window or all the windows in the level?
Also can there be a different skybox per level?
Looks great I can't wait to get it!
Thanks
RickV
TGC Development Director
24
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Joined: 27th Apr 2000
Location: United Kingdom
Posted: 1st May 2007 08:28
The refraction changes for all windows in that level.

The editor will allow you to specify the style of window (we'll ship with 10 designs and you can add your own). You could also use a script to change the refraction for all windows during a level.

Rick

Financial Director
TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]
Locrian
19
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Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 1st May 2007 08:35
Boy thats looking tight.

filya
18
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Joined: 23rd Aug 2006
Location: USA
Posted: 1st May 2007 09:21
Very very impressive work there. Does look like a great package.

-- game dev is fun...but taking up too much time --
BULLSHOCK 2
Retired Moderator
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Joined: 14th Jun 2005
Location: Shocking Bulls
Posted: 1st May 2007 09:47
i have a question.

Since you stated that the AI in X10 will use dark AI, doesnt that mean that the FPI scripting language as we know it would no longer exist? or has it just undergone a complete overhaul?

Also, is there a chance that the FPI scripting might have DBP commands built into it, kindof like barnski did with his LUA plugin here:
http://forum.thegamecreators.com/?m=forum_view&t=74095&b=5?

btw, that would be THE BEST addition i can think of, i would be so happy


http://www.seqoiagames.com/seqoiacorp/
RickV
TGC Development Director
24
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Joined: 27th Apr 2000
Location: United Kingdom
Posted: 1st May 2007 11:41
Hi, regarding the AI, it very much is a case of throwing out Lee's original system and using Dark AI. As I'm not actually coding it I can't give you the total low down. Here's an extract from Lee's email to me from last night:

Quote: "Rick, this demo shows the ROBOT doing a standard way point follow, and eight AIKO enemies gunning down the player. You will notice the enemies can follow the player anywhere now.

The next step will be adding more actions in, such as return-to-base idle positions when enemies totally lose the player, good snipe positions and good safe positions for enemies to use when these actions are triggered. Almost there, we just need perhaps one more command and some tweaks"


I can also share a screen shot made by Bond1.

Rick

Financial Director
TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]

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Kimmen 1192
18
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Joined: 19th Nov 2006
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Posted: 1st May 2007 15:36
Its amazing, there is not so many game yet that uses X10 and here comes a "simple" gamebuilding program and rules the graphical world
Jordan Siddall
20
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Joined: 1st Mar 2004
Location: UK
Posted: 1st May 2007 15:38
Please please please make the enemies animations real!

Jeremiah
18
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Location:
Posted: 1st May 2007 17:06
Please Please provide X Y Z editing
JerBil
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Joined: 8th May 2004
Location: Somewhere along the Z axis...
Posted: 1st May 2007 18:25
Please make enemies more aggressive and more threatning.

Ad Astra Per Asper
fallen one
18
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Joined: 7th Aug 2006
Location: My imagination!
Posted: 1st May 2007 18:26 Edited at: 1st May 2007 18:35
Great video and screenshot, can we have high rez videos, I like to really scrutinise stuff, plus keep those screens coming, I don't get bored of them.
plus will fpsc x10 have parallax mapping or some sort of depth system to the textures, the normal mapping in x9 doesn't work, not to worry I use x9 for a different type of creative game anyhow, but for x10 having some form of working depth in the texture is important, if if self shadows even better.

Plus being able to have third person views would be nice, it really opens up the game even further to ideas, so being able to reposition the camera would be great.
AlanC
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Joined: 28th Sep 2006
Location: Seattle, WA
Posted: 1st May 2007 19:00
Heres a big question,

Anything change in Multiplayer?

Jordan Siddall
20
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Joined: 1st Mar 2004
Location: UK
Posted: 1st May 2007 19:16
Is there an option to have the enemies spawn dead?
This would be good for 2 reasons.

A. Awesome Ragdoll.
B. To stop the threads asking how it's done.

Can you play with the weapon power? Say I shoot an enemy with a shotgun, will they get blown back and ragdoll from the blast?

Jon Fletcher
19
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Joined: 7th May 2005
Location: Taunton, UK
Posted: 1st May 2007 19:42
any chance of a video shooting the characters down some stairs with ragdoll?

17" 1920x1200, 2GHz T2700 Core2Duo, 2GB DDR2, 256MB NVIDIA GeForce Go 7900GS PCI-E, 100GB HDD, DVDRW
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bsgamemaker
21
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Joined: 16th Jul 2003
Location: United States
Posted: 1st May 2007 22:33
Can Lee implement camera shake effects, and also where the player(Firt Person Camera) can be knocked down, or tossed by the enemy characters. I've seen that in next gen games such as Bioshock and others.

And if not already, hopefully we can have more projectile weaponry this time that are more customizable.

If we can have are games look and play somewhat as good Crysis if not the same, that would be real cool.

From what I've seen in some of the FPSC X10 on You Tube, I understand there will be soft particles for smoke, fire and such.
But is there a general particle engine FPSC X10 that we'll be able to use to create/customize all types of visual effects such as explosions big and small or any thing we can think of?

BSGamemaker
fallen one
18
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Location: My imagination!
Posted: 1st May 2007 23:01
I find it interesting what people ask for, things like particles and rag doll and camera shake.

When other things are more important, lets do the basics first, the bread and butter, like keeping the maps running quickly, so if instancing is not done already on segments, not sure if fpsc uses bps or is mesh based, if its mesh based then with all those segment meshes, keeping it running fast needs some form of instancing if it isn't in dx9 already, then having it for dx10, I'm not sure how you optomise the engine, but I think its a priority over optional graphical whizzes, or for example some have complained that multiplayer is not what they would like, haven't tested that yet myself, but if that's true then that would be a priority over effects of little consequence, same goes with having a working shader for texture depth of some kind, this is more important over particles when we have decals that work, and rag doll when we have death animations, get the basics first.

By the way, when is the newsletter due, is it every month on a certain date, or does it vary.
bdgbdg
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Posted: 1st May 2007 23:23
It is on the first of each month. It may only come on the 2nd if it is delayed or holiday on the 1st...

Why are you reading this?
Zdrok
17
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Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 1st May 2007 23:24
I have to admit, it looks nice. I loved the monsters' death animations. When Lee's out of the damp X10 cave, can you get him to implement some of this stuff into X9 (water, game-editing sliders, improved graphics, and ragdolls)? If you do this, it'll be a great benefit for us X9 users.

Your signature has been erased by a mod because it was too big
da king
User Banned
Posted: 2nd May 2007 00:00
Quote: "Anything change in Multiplayer?"


Yes has anything?

dsfasdfaasd
AlanC
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Location: Seattle, WA
Posted: 2nd May 2007 00:01
The newsletter is out

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