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FPSC Classic Work In Progress / Virtual Frontiers: Daniel Boone and the Hunters of Kentucky

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djmaster
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Posted: 27th Jan 2009 16:30 Edited at: 27th Jan 2009 16:31
his game is in 1770s

Current FPSC Projects:
When Zombies Attack-20% (ON HOLD)
Doomsday RPG-5%
Zdrok
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Posted: 27th Jan 2009 16:35
@ djmaster: Damn, cross-post/edit! It may as well be, but I wasn't sure until I find out the Danny boy was alive 1734-1820. Excuse my above post, not too fond with weapons before WWI.

Kola
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chidem
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Posted: 27th Jan 2009 16:48 Edited at: 27th Jan 2009 17:01
Quote: "I hope you will let us know when your book comes out. I have been developing a taste for history as I get older."


Sorry, I missed this earlier, didn't mean to ignore you. I will certainly let you know - I'm very excited about it - the publisher's production team has it now and it is listed in their Spring catalogue, so it's exciting times for me!!! If you're interested here is a paper I wrote on the subject of the frontier - http://www.arts.monash.edu.au/publications/er as/edition-10/index.php (my article is the second one down - it's called "Soldiers of Settlement")

@Errant - you got me on the rifling part - one of the guys doing his doctorate at my university would probably know the answer so I'll ask him next time I see him about.

If you get a chance to throw something together that would be great! I've already employed one of your battle axes from TGC store as a makeshift tomahawk but I can't decide if I should tone down the violence lest people criticise the game as glorifying the war that took place - the war hammer is very satisfying in-game but very gory!!!

Quote: "A Blunderbuss would be good and such fun too!"

They are indeed the most wondefully clumsy weapon ever conceived, I think.

Quote: "but weaponry that loads from the front into the barrel is a must in this game,keep it up"

Thanks for the support. I agree that front loading weapons would be excellent but the bow and arrows work passably at any rate
ZackS28
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Posted: 28th Jan 2009 16:47
Dude! Your outside areas look really good! I'm not much of a Pioneer history fan, I'm more into WWII. Anyway, the game really looks good!
Errant AI
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Posted: 28th Jan 2009 17:23
Just FYI, I've started on the rifle. Have the complicated bits modeled, the rest should be cake. WIP thread here.
chidem
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Posted: 28th Jan 2009 19:38
Quote: "Dude! Your outside areas look really good! I'm not much of a Pioneer history fan, I'm more into WWII. Anyway, the game really looks good!"


Thanks - at the moment though most of the outside areas don't look as good as those screenshots as they have many more enemies and the framerate just cannot handle that number of entities outside. My plan was to finally put a demo online today but I'm having a hell of a time trying to get the game to build -pulls hair out-

Quote: "Just FYI, I've started on the rifle. Have the complicated bits modeled, the rest should be cake. WIP thread here. "


Errant, it looks fantastic! The attention to detail is fantastic. Great idea about the historical weapons, btw, FPSC could use more assets like that!
muggins majik
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Posted: 29th Jan 2009 09:31
Quote: "Errant, it looks fantastic! The attention to detail is fantastic. Great idea about the historical weapons, btw, FPSC could use more assets like that! "


Agreed!
chidem
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Posted: 31st Jan 2009 03:22 Edited at: 1st Feb 2009 18:05
Finally, I was able to compile an early demo!! What an adventure that was - it should work fine now but I had to splice several different builds together so let me know if you have any trouble with this but it is running on my laptop fine.

The demo is still quite rough around the edges and there is no music yet, though there is a nice ambiant soundtrack that works quite well on the outdoor levels. Please give me any feedback - I am going to go back and start sprucing up the outdoor scenes a bit. Hopefully I can remove some of the sparse "corridor" feeling that some of the outdoor levels have and I hope to expand the cash system to allow trading (i.e. selling items such as hides collected from hunting to different traders, paying different rates, etc) - but we'll have to wait and see how complicated Conjured Entertainments scripts are first!

Also, the followMe script doesn't quite work - don't get me wrong, it is great but if you die the people you have to escourt in some stages end up staring blankly at walls. Any ideas?

Most of the main levels I hope to include here but there are a few I'm starting to think about that are not included. You will probably notice that the area where you buy your property develops very quickly with new settlements appearing real fast - these extra stages will probably go in here to make these changes in landscape a little more believable.

Also, the enemy behaviour needs to be refined somewhat but you should get the idea. Most of the history lessons and facts I hope to include are all here (unless you notice something that you would like expanded on).

Excuses aside, it is a bit rough round the edges but any feedback would be greatly appreciated. The download link is: http://www.megaupload.com/?d=QAAEWDL0
chidem
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Posted: 31st Jan 2009 14:49
Ok, here is the download link (at last!!):

http://www.megaupload.com/?d=QAAEWDL0
Zdrok
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Posted: 31st Jan 2009 14:55
Nothing comes up, just an ad saying 'Download MegaUpload v2.0 now!!!!'

Perhaps upload it to Filefront?

Kola
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chidem
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Posted: 31st Jan 2009 15:10
argh, you're kidding! Let me go and check it out
chidem
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Posted: 31st Jan 2009 15:14
@Private

It seems to be working - I've attached a screenie to this post showing how to download it from megaupload (the download buttons on these sites can be tricky to find on the screen!). Let me know if it still isn't working and I'll look into finding another place where I can upload it,

Chidem
Zdrok
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Posted: 31st Jan 2009 15:43
It's downloading now, thanks.

Kola
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chidem
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Posted: 31st Jan 2009 15:45
No problem Private, let me know how it runs for you
Zdrok
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Posted: 31st Jan 2009 18:55
I couldn't really play it due to a very high amount of lag & a weird crash when everything looks like it was shredded by a paper shredder.

Kola
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chidem
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Posted: 31st Jan 2009 18:59
Quote: "I couldn't really play it due to a very high amount of lag & a weird crash when everything looks like it was shredded by a paper shredder."


Hmmmm...that's very odd indeed. Could you take a screen shot for me? The lag surprises me - it runs at an ok rate on my machine. I hate building games
Zdrok
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Posted: 31st Jan 2009 19:52
Well, it must've had something to do with either my video card (not really) or too many lights or something in your game (probable).

If I can run a 40x40 filled grid with no lag, then I can run your game with no lag. Maybe you have shaders on or something? Games that have no shaders don't have a graphical issue with them.

Kola
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chidem
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Posted: 31st Jan 2009 19:59
Quote: "Well, it must've had something to do with either my video card (not really) or too many lights or something in your game (probable).

If I can run a 40x40 filled grid with no lag, then I can run your game with no lag. Maybe you have shaders on or something? Games that have no shaders don't have a graphical issue with them."


I have a couple of ideas (and it may be too many lights) - I am away to upload a build of the very first level - if you'd be so kind as to give it a quick run and let me know if any/all of the same issues are present that'd be a big help. I'll try turning the dynamic lighting off on this build.
Zdrok
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Posted: 31st Jan 2009 20:20
Sure, I'd be glad to help.

*Salute*
chidem
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Posted: 31st Jan 2009 21:23 Edited at: 1st Feb 2009 13:50
Thanks for that Private. Here is the link for the test build of level 1: [href][Link Removed][/href]
I've not tried to change much yet, I am just checking that the graphical glitches aren't a side effect of the build game splicing I had to carry out. Let me know if this runs any better.

Many thanks!
Zdrok
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Posted: 31st Jan 2009 23:24
I tested it, same problem. FPS was about 5. Here's a screenshot.

*Salute*
chidem
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Posted: 1st Feb 2009 00:51
Quote: "I tested it, same problem. FPS was about 5. Here's a screenshot."


Wow, that is really, really odd. Well, it doesn't seem to be the result of build game splicing. I don't even know where to begin, really. I am currenyly rebuilding level one which I've just optimized to run at a higher framerate with a little less lighting but I've no clue what's causing this issue. Have you got the latest Direct X (sorry for the lame queery, just gotta elimate the obvious!). I'm going to go over to the bug board to post the pic. Fingers crossed someone can help us out - at the moment the game seems to be running on other machines but maybe someone else has had similar issues. I'll let you know.
Zdrok
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Posted: 1st Feb 2009 00:56
I do have the latest Direct X, it may be my video card, I'm not sure.

*Salute*
chidem
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Posted: 1st Feb 2009 01:16
Quote: "I do have the latest Direct X, it may be my video card, I'm not sure."


That could well be it. Try updating to the latest x9 release Fingers crossed.
rolfy
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Posted: 1st Feb 2009 03:58 Edited at: 1st Feb 2009 04:04
Dont use dynamic lighting unless absolutely necessary and then keep it to a minimum. You can have as many static lights as you wish it will only increase build times, no amount of static lights will affect loading times significantly or cause lag.
Dar13
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Posted: 1st Feb 2009 04:39
that looks like a shader problem to me not a light problem. if FPSC had too many dynamic lights it would simply turn them off not do that.

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein
Zdrok
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Posted: 1st Feb 2009 04:56
Yeah, I mentioned that shaders might've been a problem.

Chidem, if you haven't done so, perhaps turn all shaders off & rebuild/reupload?

*Salute*
chidem
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Posted: 1st Feb 2009 14:48 Edited at: 1st Feb 2009 18:06
Quote: "Chidem, if you haven't done so, perhaps turn all shaders off & rebuild/reupload?"


Hi Private - here is another build of level one. All lighting is static and the shaders are turned off, so fingers crossed this time. I've tried the main download on another PC and it appears to run OK so I am a bit stumped really. Here is the new level 1 test build: [link removed]
Zdrok
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Posted: 1st Feb 2009 15:46
Chidem, I'm sorry, but there is absolutely no way for me to play your game with that shaders bug. I dunno what's wrong iwth your game or my PC, but at least the FPS was smooth; hit some cracks here nd there, but it was smooth.

Looking forward to how this turns out.

*Salute*
chidem
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Posted: 1st Feb 2009 16:02
Quote: "at least the FPS was smooth"

Well, that's something at least! I will keep an eye out to see if anyone else has this error when they try it, maybe a solution will present itself.
muggins majik
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Posted: 1st Feb 2009 17:01 Edited at: 1st Feb 2009 17:02
Many thanks for this superb game, the only thing I don't like are the standard FPSC footstep sounds. In my games I always turn them off, but that might just be me! Anyway, great job!
chidem
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Posted: 1st Feb 2009 18:04
Quote: "Many thanks for this superb game, the only thing I don't like are the standard FPSC footstep sounds. In my games I always turn them off, but that might just be me! Anyway, great job! "


Thanks so much - the enocuragement has really helped! Hopefully I can improve it this week. I am currently expanding the cash system into a full economy and Errant's rifle WIP looks fantastic. I've also redesigned the first two stages so they run much faster and smoother now. Once I finish polishing and add a few more levels I think I will be pretty happy with it. I agree with the FPSC footsteps sound, they are a bit distracting! How do you go about turning them off? I've never quite figured that out yet
Dar13
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Posted: 1st Feb 2009 18:19 Edited at: 1st Feb 2009 19:32
I'm testing the most recent build now. Will update on what has happened. Btw you can turn them off by deleting/moving the sounds from their original directory.

-EDIT- I'm encountering a long standing error with the newer FPSC versions's builds so I can't test it. sorry chidem.

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein
chidem
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Posted: 1st Feb 2009 18:30
Quote: "I'm testing the most recent build now. Will update on what has happened. Btw you can turn them off by deleting/moving the sounds from their original directory."


That's great, thanks very much. Also, thanks for the tip - that'll be a big help!
muggins majik
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Posted: 2nd Feb 2009 14:24
Quote: "I agree with the FPSC footsteps sound, they are a bit distracting! How do you go about turning them off? I've never quite figured that out yet "


Other than Dar13's way, you can use Signs for floor segments and it gives you the option to change the surface sound or have none at all. I think this can also be done in the FPI file.
chidem
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Posted: 2nd Feb 2009 18:00
Quote: "Other than Dar13's way, you can use Signs for floor segments and it gives you the option to change the surface sound or have none at all. I think this can also be done in the FPI file."
Thanks for that, I'll give both methods a try in the next few days.

Quote: "-EDIT- I'm encountering a long standing error with the newer FPSC versions's builds so I can't test it. sorry chidem."

No worries. FPSC stand alone compatibility is a bit of a pain atm, or so it seems. I will probably be downgrading shortly to 1.09 in order to implement s4mod so maybe that will work a bit better!
Dar13
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Posted: 3rd Feb 2009 01:35
why S4mod if i can inquire?

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein
Rampage
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Posted: 3rd Feb 2009 02:09
Because its a great performance mod built for speed. And features 2 timers. And it would help this game out alot.


"Welcome to the forums, MasterXMP. Your game looks like garbage..." - Game Maker
Dar13
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Posted: 3rd Feb 2009 02:36
ah just wondering. That's a pretty good reason considering what his game is about.

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein
FallenRT
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Posted: 3rd Feb 2009 02:37
This has sized up a lot since it was announced. Keep up the amazing work
chidem
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Posted: 3rd Feb 2009 13:00
Quote: "why S4mod if i can inquire?"


Rampage has it. The game runs pretty good at the moment, especially since I started redoing the first levels - the frame rate varies from about 20-30 fps, often averaging at about 24 (I think). But there are some sections that really slow down - there is one large level that features not only a huge outdoors section but a fort, church (with interior) and a large two story house that is on fire - and of course a number of enemies to contend with and though the frame rate holds up, the burning house has caused me a headache or two - though bizarrely the framerate holds up OK until you turn away from it, where it bottoms out at around 9fps. This only lasts 4-7 seconds at the most but it is still a very noticable dip and I've heard that S4mod is the best way to deal with this issue (phew!). That said I often feel better whenever I turn on my copy of Mass Effect for a quick game - it seems I'm in good company

Quote: "This has sized up a lot since it was announced. Keep up the amazing work"


Thanks Fallen - it really has. At the moment I am compiling quotes made by the settlers about their experiences (recorded during their old age, in the 1830s and 1840s) to give the game a little more authenticity. Unfortunately real life research has taken me away from working on it for the next few days but I plan on working on it some more this weekend.
SamHH
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Posted: 4th Feb 2009 02:34
Downloaded, and I am loving it! The game is spectacular, and I think it will only get better as you get more and more media.


chidem
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Posted: 5th Feb 2009 10:40
Quote: "Downloaded, and I am loving it! The game is spectacular, and I think it will only get better as you get more and more media"


Thanks so much for the kind words Sam, they are really appreciated. Out of curiousity are you still working on a wigwam? I was looking for you on MSN but messaged my friend Sam by accident and had to follow up on the "what's the TGC forum" questions etc, lol.
SamHH
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Posted: 5th Feb 2009 13:10
Yeah, I have the model and I got it into fpsc but I never see you on msn, should I send it in a an email? Also in the version of the game I played there was no save button, I'm sure this is a problem with the setuplevel.fpi.


chidem
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Posted: 5th Feb 2009 19:23
Quote: "Yeah, I have the model and I got it into fpsc but I never see you on msn, should I send it in a an email? Also in the version of the game I played there was no save button, I'm sure this is a problem with the setuplevel.fpi."


I know, we must keep missing each other. Could you drop me an email at [email protected]? As for the save function I've not really figured out how to implement it. Hopefully I will soon!
chidem
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Posted: 8th Feb 2009 16:21
Time for an update. SamHH sent me a fantastic wigwam model which I have used to finish the final levels of the game (a prisoner exchange) so things are starting to move towards their final stage. Here are some new screenies showing some burning buildings, the shop/cash system, combat, and the new Shawnee village. Screenies are attached.
chidem
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Posted: 8th Feb 2009 16:22
Another screenie
chidem
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Posted: 8th Feb 2009 16:24
and another
chidem
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Posted: 8th Feb 2009 16:27
another screenshot
chidem
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Posted: 8th Feb 2009 16:29
This is a screenshot of the shop/cash system (thanks Conjured Entertainment!)

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