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FPSC Classic Product Chat / [LOCKED] Project Blue UM edtion official thread

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meteorite
18
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Location: The Capital Wasteland
Posted: 29th Jul 2009 07:04
Hopefully he can help. I declare 600 to be mine

A r e n a s
17
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Posted: 29th Jul 2009 20:12
Yey, i can get back to some trouble free sleep

[href]www.arenas4146.webs.com[/href] --> F.R.A.G. HQ
Bibo4PC
16
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Location: Middle Earth
Posted: 30th Jul 2009 12:17 Edited at: 30th Jul 2009 12:18
[Suggestion]
I've actually suggested this to Ply before but I guess he forgot

my suggestion is to add a function to write ordinary text files to the game location, it would be very useful to link game data/progress with 3rd party applications for example we can

- make videos and cutscenes available for preview except it won't be available unless it's seen in game or after some game progress

- make a level select menu and again only levels that have been accomplished will be available

- online scores list can be made, different game players can share their scores on a website for example

hope u can consider this in the next release
Thank You


rakker126
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Posted: 30th Jul 2009 13:10
cool bro

Now in the W.I.P. forum: operation sunlight
http://forum.thegamecreators.com/?m=forum_view&t=149451&b=25
A r e n a s
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Posted: 30th Jul 2009 13:22
I recon Bibo4PC, what would be one step better than that, is if it could run an external executable. That way the executable can create all the text files and such with out you needing to worry.

Alos, how about something for multiplayer which remembers your name so that you dont need to re enter it every time you go on?

[href]www.arenas4146.webs.com[/href] --> F.R.A.G. HQ
freak of nature 64
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Posted: 30th Jul 2009 21:55
Dang it! I missed it! I need to be on my computer more often! No more PB

bla bla bla Mr. Freeman
JRH
19
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Posted: 1st Aug 2009 11:00
Yeah, writing stuff to text files and from them would be great. Introduce an online scoring network.

JRH
s4real
VIP Member
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Posted: 2nd Aug 2009 18:49
Update :

Some people think that Project Blue has been discontinued but this is not the case.

After closing the mod we had a few people wanting to buy it so for this reason I have reopen the mod for purchase.

So Prject Blue is now open for orders.


many thanks

S4real

freak of nature 64
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Posted: 2nd Aug 2009 19:09
Does that mean there'll be a demo available again?

bla bla bla Mr. Freeman
Scurvy Lobster
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Posted: 2nd Aug 2009 19:15 Edited at: 2nd Aug 2009 19:16
Fresh from the August newsletter:

Quote: "After a lengthy beta test, U74 is finally released with a number of very cool additions and fixes. This upgrade marks the release of the latest FPS Creator V115 public source code which you can find in the Extras zip file that accompanies the release."


I don't know if this really is a newer version of the FPSC V115 source but I just wanted to point it out in case it is.

Running my latest game superbly on FPSC and Project Blue Mod.
s4real
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Posted: 2nd Aug 2009 19:59
@freak of nature 64 New demo has been uploaded on the first page.

@Scurvy Lobster Yes we are using the latest source we in talks with lee at the moment fixing some of the source bugs.

Best S4real

alimpo83
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Posted: 5th Aug 2009 11:20
I'm having great results with this mod and recommend it to everyone, because with good model use and some imagination one can achieve results no one ever tought possible in FPSC.


Alimpo83



Alien and Wrecked Building Packs here: http://www.freewebs.com/alimpo83
Red Eye
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Posted: 5th Aug 2009 22:23
Quote: "I'm having great results with this mod and recommend it to everyone, because with good model use and some imagination one can achieve results no one ever tought possible in FPSC."


I second that infinitive times.
And with good use of the intergrated mods, you can achieve something beautifull.

Loving this mod buddy. SoulIsland and 1507 are going great.

freak of nature 64
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Posted: 5th Aug 2009 23:59
nerfin smoreshin AWESOME MOD dümesh flington!!! I just need help with one thing: What would I put at the end of a gunspec to make the right mouse button fire a grenade?

bla bla bla Mr. Freeman
DarthBasicVader
19
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Posted: 6th Aug 2009 11:04
Hello there!!
First post in this thread: i read in the description of the mod

<<WARNING BEFORE USE

THIS MOD CAN ONLY BE USED IN TEST MODE ONLY,IF YOU BUILD A GAME IT WILL NOT WORK.PLEASE MAKE A BACKUP OF YOUR FPSC.EXE BEFORE STARTING.>>

Is this still valid in this fase of development ?
TX!!

Riccardo
Plystire
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Posted: 6th Aug 2009 12:37
That is only valid for the DEMO version of Project Blue, which you can download from the first post. If you purchase Project Blue, you will receive a copy that is capable of building games without limitations to usage.


The one and only,


Red Eye
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Posted: 6th Aug 2009 16:23 Edited at: 6th Aug 2009 16:35
Hey,

I would like to know the fullscreenshader effect scripting codes, if there are any. Like how would i switch off on one or how would i switch from fullscreenshader in game. I only know effect =.
Are there more?

Thanks in Forward,

Red Eye



Plystire
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Posted: 7th Aug 2009 00:27
@Red Eye:

The FS3 script commands are listed in the manual you received with the beta. It also includes instructions for how to set it up.


The one and only,


DarthBasicVader
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Posted: 7th Aug 2009 11:35 Edited at: 7th Aug 2009 11:35
Is Lee responsive with the team about the bugs in 1.15 source code?

Riccardo
Scurvy Lobster
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Posted: 7th Aug 2009 12:13
About those source bugs I would like to know if the save/load game bug I reported earlier is intended to be fixed? You wrote that it was only Lee who could do this.

The bug related to dynamic object doors and ceilings found in MP8 being impossible to pass through after saving and loading a game. Dead enemies would also be seen again even if they were supposed to be gone (faded).

Running my latest game superbly on FPSC and Project Blue Mod.
Plystire
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Posted: 7th Aug 2009 12:20
@Scurvy Lobster:

I've been using your game as a testing harness and in my last test with it I was able to pass through those archways (in the beginning of lvl 2)

Also, your other problems... have you tested this with vanilla FPSC as well? If the bug is not in vanilla FPSC, we'll run further tests to see if the bug shows up in an unmodded FPSC (aka compile the unmodded source and see if the bug appears. If it does, then this is a source problem and not one that we introduced.)

We have no intention of leaving the bugs in there, but if there is nothing more we can do other than contact Lee, then rest assured we will do that.


The one and only,


Scurvy Lobster
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Posted: 7th Aug 2009 12:31 Edited at: 7th Aug 2009 16:39
I need to upload the latest version of my game to show of the save/load bug running on the latest Project Blue. I will do this as soon as possible.

edit: The latest demo (v0.02) will be available here as soon as the moddb moderators approves the file.

Running my latest game superbly on FPSC and Project Blue Mod.
Scurvy Lobster
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Posted: 7th Aug 2009 19:01
Ok, my Sands of Myth demo v002 is ready for download now.

Here is a description of the bugs I have found after loading a savegame. The bugs are there with or without Project Blue it seems.

1: It is impossible to pass through MP8 dynamic doorways and ceiling hatches. (can easily be tested in the first room of level 2, just walk outside it, save, reload and you can't re-enter the room)
2: Enemies jump into the air until you get close enough to activate them. (can be seen in level 1 and 2 with any enemy)
3: Dead enemies that have faded away can be seen again, lying dead. (kill any enemy, save, reload and he or she is back on the floor)

Since it doesn't look like bugs specific to PB I hope you will be able to make Lee aware of these issues. I will gladly tell Lee myself but you guys seem to be in regular contact with him.

Running my latest game superbly on FPSC and Project Blue Mod.
CoffeeGrunt
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Location: England
Posted: 7th Aug 2009 21:55
Quote: "The FS3 script commands are listed in the manual you received with the beta. It also includes instructions for how to set it up."


They're non-functional, aren't they? I mean, the shader switching one...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
Plystire
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Posted: 8th Aug 2009 00:38
Thanks, Scurvy, we'll look into it and see if there's something that can be done before contacting Lee. If it does come down to requiring Lee's help, you'd be best off telling him about the bugs in the V1.16 BETA thread, and hopefully he can get those fixed before he releases the new version.


@CG:

The commands are fully functional in the v1.7 beta. You can disregard my warning in the help doc, as it seems that out of everyone who has tested this, only two people (that's me and one other person) have encountered the problem, which was easily fixed by changing the shader to use SM3.0


The one and only,


Scurvy Lobster
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Posted: 8th Aug 2009 00:52
Thanks Plystire

I am interested in the shaders of PB 1.7. Will there be a general requirement of SM3.0 or is this only when using certain (full screen) shaders?

One of the reasons why I like FPSC is it's low hardware requirements and SM3.0 is a pretty high bar to set when there are so many pc's out there with older hardware.

Running my latest game superbly on FPSC and Project Blue Mod.
Plystire
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Posted: 8th Aug 2009 01:37
Upgrading a shader to SM3.0 is only necessary if you are experiencing a hardware issue. This was the case for the two instances we've encountered. My computer gave a black screen when facing a certain direction.... and while this doesn't SOUND like it's the SM to blame, changing the shader to use SM3.0 fixed the problem.

So, it's not a requirement to be able to run that... chances are, if you can't run SM3.0, then you won't be encountering this problem at all.


The one and only,


Juzi
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Posted: 8th Aug 2009 01:46
I'm so buying this mod. Sent email

Revelation leading to my psychosis and inspiration.
Silvester
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Posted: 8th Aug 2009 01:51
Seems like the good mods just pop out of nowhere these days. Well done either way. You guys have always done a nice job and pushed FPS Creator to it's limits with new ideas.

It's not the world that turns against you, it's you that turns against the world.
Plystire
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Posted: 8th Aug 2009 01:59
Thanks for the comment, Silvester. Not sure if you were refering to Project Blue popping out of nowhere, though, it's been here for quite some time.


The one and only,


Silvester
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Posted: 8th Aug 2009 02:01
Well, I've been gone for a little and all of a sudden there's like a crapload of new mods around. Quite amusing, means there's more people that cared to learn to program then before. I might just like that progress.

It's not the world that turns against you, it's you that turns against the world.
Plystire
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Posted: 8th Aug 2009 02:04
Well, I can't say that I learned to program by modding FPSC, lol. I've been doing it for many years before coming here.

I hope you'll come to enjoy Project Blue, I can tell you that there are some very interesting and fun features on the way in v1.7


The one and only,


Silvester
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Posted: 8th Aug 2009 02:07
Oh my, I stopped using FPS Creator like a year ago. I just still linger around here helping with what I can, and... well the usual stuff. I've almost got my own FPS engine running right now, it just misses some simple 'oooh shiny' features .

Either way, I wish you guys good luck with this non-the less. I'm sure it will help many people out.

It's not the world that turns against you, it's you that turns against the world.
Plystire
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Posted: 8th Aug 2009 02:11
Ah, that's quite understandable. I wish you luck with your engine! That is quite a large undertaking!

Yes, the 'ooooh shiny' features are quite amusing, and even better when they serve a greater purpose to the game. The Full Screen Shader System (FS3) is one of the larger "shiny" features we've added that will be available in the coming update, allowing things such as Bloom and Motion Blur to be usable.


The one and only,


Silvester
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Posted: 8th Aug 2009 02:14
Quote: "Yes, the 'ooooh shiny' features are quite amusing, and even better when they serve a greater purpose to the game. The Full Screen Shader System (FS3) is one of the larger "shiny" features we've added that will be available in the coming update, allowing things such as Bloom and Motion Blur to be usable."

I agree, And those shaders have been very wanted around here in X9 for... Well, like always.

It's not the world that turns against you, it's you that turns against the world.
Apple Slicer
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Posted: 8th Aug 2009 03:16 Edited at: 8th Aug 2009 03:16
I just wanted to scream this out for a while now Ply...and I know I told S4real at least 100 times...

PROJECT BLUE MOD IS THE BEST!

Sorry. Carry on...

Kerrby
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Location: Australia mate.
Posted: 8th Aug 2009 07:41
Quote: "PROJECT BLUE MOD IS THE BEST!"


Seeing as Apple Juice Mod is no longer around, I agree.

Project Blue Mod is the best.


WizMod Developer.
Rampage
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Posted: 8th Aug 2009 11:41
It always has been.


Eidos!
CoffeeGrunt
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Posted: 8th Aug 2009 11:48
I agree, great to see you back Silvester...

I have an issue with a shader I'm editing, I got all the textures set up correctly, but I'm not sure how to pull the Lightmap texture on top of the diffuse texture. It's a parallax shader that works nicely on static entities, but I'm trying to make it use lightmaps properly like the illuminationmap shader, and the tutorials on the DBP board just confused me...

I was wondering if anyone had good experience of HLSL shader coding, if so, could you point me in the right direction?



If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
Plystire
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Posted: 8th Aug 2009 19:40
Yes, I can point you in the right direction, CG.

In FPSC, the lightmap texture MUST be the first texture in the shader. After that, I'm afraid I can't help much. The shader you have there doesn't seem to be very modularized as all of the code has been directly put into the pass routines.


Also, thanks for the support, Apple Slicer and Kerrby.


The one and only,


KingNikan
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Posted: 11th Aug 2009 09:21
How many US Dollars are you charging for this Mod? This seems perfect for my new game.
Plystire
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Posted: 11th Aug 2009 09:23 Edited at: 11th Aug 2009 09:23
£17 translates to roughly $28 given the current economy.

(Yes, I know I posted before your post actually showed up, but I saw it because I have this thread set on MailBack )


The one and only,


KingNikan
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Posted: 11th Aug 2009 09:42
Ah thanks that sounds good
Plystire
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Posted: 11th Aug 2009 09:43
No problem

You can also do what I do to convert currency, go to Google and search for "£17 to USD" and Google will convert it for you.


The one and only,


rakker126
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Posted: 11th Aug 2009 22:44
Does wizomd come in it? i read it

Now in the W.I.P. forum: operation sunlight
http://forum.thegamecreators.com/?m=forum_view&t=149451&b=25
Apple Slicer
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Posted: 11th Aug 2009 22:50
Wizmod wont be in this mod most likely for a while, at least, that is what i heard from S4real.

Wizmod code is MASSIVE, so itll take a while to correctly import.

DarkFrost
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Posted: 12th Aug 2009 03:19
Trust him on that one, i also helped in development of wizmod and it is so huge some of the main things are held in seperate dbp or w/e files.

Silvester
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Posted: 12th Aug 2009 11:59
*.dba files. I don't get why Lee never did that in the first place, the FPSC source is a MESS he should have modulated everything in seperate *.dba files. I made the same mistake before as well, writing entire game clients in one source file... But that didn't really work out well, as it would become a huge ass mess after a while. Always try to keep things as clean as possible, Organize your code in seperate files when you can.

It's not the world that turns against you, it's you that turns against the world.
nikas
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Posted: 13th Aug 2009 15:25
how can i shoot with the 3rd person perspective?is there a way a list to make it so when i prees a buton it shoots?And how can i make the player follow the camera fatser cause i used a weapon to see where the player is and it was way behind the 3rd person model.....

Plystire
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Posted: 14th Aug 2009 02:27
Quote: "And how can i make the player follow the camera fatser cause i used a weapon to see where the player is and it was way behind the 3rd person model....."


This all depends on how you set up your third person script. If you've bound the third person model to the player camera, then the player is ALWAYS at the same spot as the model you bound to it. Otherwise, you'll need to re-script and make it behave itself better.

As for shooting in third person, just tell the character model that you've bound to the player to "useweapon". Pretty simple.


The one and only,


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