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

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nikas
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Posted: 14th Aug 2009 02:44
Quote: "If you've bound the third person model to the player camera"
if?why is there any other way for the 3rd player camera?

Plystire
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Posted: 14th Aug 2009 06:29
Well, you could manually relocate the character model to the player's position and offset everything yourself.


The one and only,


Armageddon Games
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Location: Im In my Little bubble, Find your own...
Posted: 14th Aug 2009 14:47
S4real

I accidentally deleted the new update for PB -- Build Fix version-- and i was wondering if you could drop another copy of it in my email--- thnx

s4real
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Posted: 14th Aug 2009 16:42
@Armageddon Games : I sent a new version to the email you sent me the other day.

If you didnt get it then email me and I send again.

Best s4real

mAcpo
17
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Posted: 14th Aug 2009 19:59
s4real I got newsletter 3, but was I supposed to get a download of the latest version?
s4real
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Posted: 14th Aug 2009 21:06
@mAcpo : Email and we sort it out.

========================================================================

Update:

The project blue website is now live visit it here.

http://www.pbmod.tk/

Big thanks to bibo4pc for the site and the good work.

Best s4real

Pus In Boots
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Posted: 14th Aug 2009 21:49
So it is for sale?

Spewing crap since 2005!
Plystire
22
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Posted: 14th Aug 2009 23:54
Yes, it is for sale. It has been for sale since s4 came back and said it was "open" once again. Until we get a reliable purchasing method set up, though, you'll still need to email s4 to inquire about that.


The one and only,


Scurvy Lobster
19
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Posted: 15th Aug 2009 01:00 Edited at: 15th Aug 2009 01:01
Congrats with the new website!

I would like to know if PB will be fully compatible with Lees latest source code updates (V116)?

The reason why I am asking is that Lee has fixed one of my reported save game bugs and he will most likely be looking into the rest in a couple of days.

Running my latest game superbly on FPSC and Project Blue Mod.
Inspire
18
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Location: Rochester, NY
Posted: 15th Aug 2009 08:07
Nice site, I believe that you should state what version you are currently selling (I'm just waiting for 1.7 I think, whichever one comes with the full screen shaders).



Plystire
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Posted: 15th Aug 2009 08:39
@Scurvy Lobster:

v1.7 will be ported over to the v1.16 source when Lee releases it. We cannot make a Mod compatible with a source that we don't have.


@Inspire:

The version we're selling will always be the same version as the demo (non-beta) that is up for download. At this point in time, that would be v1.6

We will inform the public here as soon as v1.7 is released.


The one and only,


Apple Slicer
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Posted: 15th Aug 2009 08:40 Edited at: 15th Aug 2009 09:00
Cheers on your new site Ply!

Have a cold one

~Wizmod and Apple Juice Owner/Deverloper~
Plystire
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Posted: 15th Aug 2009 08:45
Oh boy! A nice, tall, frosty amiga mark! Just what I needed.

Thanks, I hope the website will help collaborate all of the information that's been floating around here and make it easier for users to get a handle on things easier.


The one and only,


Apple Slicer
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Posted: 15th Aug 2009 09:00
Sorry for the spam,

but, it was a beer. no joke...



Ill change. I bet you are REALLY thirsty now!!

~Wizmod and Apple Juice Owner/Deverloper~
Scurvy Lobster
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Posted: 15th Aug 2009 18:32
@Plystire: Thanks for the info. Lee has fixed all my reported bugs in V116 beta5 so all this is great news

Running my latest game superbly on FPSC and Project Blue Mod.
freak of nature 64
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Posted: 16th Aug 2009 21:13
I need Ply's Mod but I can't get it now. Sigh.

bla bla bla Mr. Freeman
Red Eye
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Posted: 16th Aug 2009 23:45
A r e n a s
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Posted: 17th Aug 2009 11:11
Ply would it be possible to get the source code for a few of your commands in the V1.15 of Ply's mod? Or is that just a stupid and outrageous question?

[href]www.arenas4146.webs.com[/href] --> F.R.A.G. HQ
Red Eye
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Posted: 17th Aug 2009 11:48
Is there a possibility to copy some files and by changing folder names, to get it to working.

Like:
1. Build level 1.
2. Build level 2.
3. Build level 3.
4. Build level 4.
5. Copy some files together, and changing some folders. To get it all working together.

Maybe sounds nooby.

CoffeeGrunt
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Posted: 17th Aug 2009 13:35
I dunno, but I can't build either, except it crashes at Creating Entity Elements...

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.
Red Eye
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Posted: 17th Aug 2009 13:37
You are using mod CG?

CoffeeGrunt
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Posted: 17th Aug 2009 13:43
Yus.

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.
Red Eye
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Posted: 17th Aug 2009 13:49
Try building everything without mod (no matter if u youse scrtips). Just act like you are having the mod. But build everthing with 1.16.

Then after builded copy the exe of the mod into your builded game folder. And all extra files into there.

mAcpo
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Posted: 17th Aug 2009 16:16
s4real are you getting my emails? I have tried a couple times reaching you, please check your spam folder.
Plystire
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Posted: 18th Aug 2009 02:24
Quote: "Ply would it be possible to get the source code for a few of your commands in the V1.15 of Ply's mod? Or is that just a stupid and outrageous question?"


No to the first question, yes to the second. Ply's Mod is and always has been closed source. If you want parts of Ply's Mod without having to code them yourself, the only way I can see me giving you the source bits for it would be if you had something of equal or greater value for me.


@Everyone:

Regarding the build issues. Please be patient with this, it is likely that the build issues will subside once Lee releases the fixes through the V1.16 source code. At that time, we will port the Mod over and the issues should be solved.

Thank you.


The one and only,


Kravenwolf
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Posted: 18th Aug 2009 02:38
Quote: "Regarding the build issues. Please be patient with this, it is likely that the build issues will subside once Lee releases the fixes through the V1.16 source code. At that time, we will port the Mod over and the issues should be solved."


I built my game earlier today, and it took about 6 hours to build all three levels. The levels made it to 'calculating object light' in the build process, and for me, when the number got to 35 on each level being built, there was about two hour delay before it picked up again. It took a very long time, but...it did in fact build the game. I don't know if this was the bug you're referring to, or if it meant the game doesn't build at all


Kravenwolf

Plystire
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Posted: 18th Aug 2009 02:57
Some people are having actual crashes when attempting to build games larger than 1-2 level(s). According to them, it was fixed in the v1.16 update. (As for me, I've been able to build games of any length with Project Blue, so that just makes this harder to debug )


The one and only,


4125
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Location: Bronx, New York
Posted: 18th Aug 2009 06:17
When that happens...I lower the lightmap texture quaily and size until it goes perfect...Seems to work fine but i dont have the mod....yet....so idk...

Computer Specs: Intel Core 2 Duo E7400 2.80GHz @ 1066Mhz FSB 3MB Cache, Dual Channel 8192MB DDR2 PC6400 800MHz RAM, XFX Nvidia Geforce 9800 GTX+ 512MB, MSI P7N SLI-FI Motherboard - nForce 750i SLI
A r e n a s
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Posted: 18th Aug 2009 09:41
I would just like to say that i posted this build problem a long time ago and it was fixed. If you build in the stockversion (V1.15) and then copy across the project blue executable it runs with prject blue no problem.

[href]www.arenas4146.webs.com[/href] --> F.R.A.G. HQ
s4real
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Posted: 19th Aug 2009 01:20
update:

If you want to purchase please email and don't use the Purchase form on the site.
I have been getting a lot of spam from the Purchase form so this method is blocked at the moment.

Best s4real

Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 19th Aug 2009 02:47
Quote: "
Regarding the build issues. Please be patient with this, it is likely that the build issues will subside once Lee releases the fixes through the V1.16 source code. At that time, we will port the Mod over and the issues should be solved.
"


Oh, spiffing, that must be why I wasn't able to build my comp entry in time

"You are not smart! You are very un-smart!"
Deadly Massacre
18
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Posted: 19th Aug 2009 03:32
Hey, does the web page works? Because it said that I will receive an email with the pay methods (but this happened like one week ago )
Plystire
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Posted: 19th Aug 2009 04:51
If you're trying to purchase, please email s4real for details.

Thank you.


The one and only,


Red Eye
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Posted: 19th Aug 2009 12:18
Quote: "Oh, spiffing, that must be why I wasn't able to build my comp entry in time"


You could always do it manual. Like me.

Disturbing 13
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Posted: 21st Aug 2009 10:45 Edited at: 21st Aug 2009 10:57
Greetings guys. I'm doing whatever I can on the 3rd person front, but I'm haveing some difficulty getting the weapon to register a hit on anything but a north wall. However, I do have a makeshift fix for this but my scripting skills are pitiful at best. I can make an invisible weapon that shoots for the entity but sometimes it shoots the entity in the back of the head, causeing him to die. Is there a way to make him spawn and not be affected by my bullets, and if anything have the bullets pass through him? If so then It will be possible to have 3rd person with a single weapon in this mod (wich would suit my needs well). I heard of a scripting command called 'nobulletcol';could it be used in a spawn script to do what I want to the entity? Thanks for your help. I will share everything I found when I get it all working. Any help is appreciated.

EDIT:I've altered a different spawn script to use this command; it works, but unfortunately it detachs my previously working camera from the model so that's kind of useless. Any suggestions?

EDIT/EDIT: problem solved, when I get it all fine tuned I'll post it here.

Don't just say No it can't be done. Think outside the box.
Plystire
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Posted: 22nd Aug 2009 02:06
... [This is Ply refraining from making a snyde remark]


We could make them from scratch, yes, but if the original would work just as well we would use that. And yes, I will refrain from duplicated features.

As for v1.7 news... there's really not much to show that hasn't already been leaked. The best example I could give you of the new features would have to be Red Eyes game for the competition. He used quite a bit of the new features, and very well at that.


The one and only,


Plystire
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Posted: 22nd Aug 2009 06:30
Yes, please no mentioning of other Mods in here. I would like to avoid a debate.

Quote: "My fault for asking if we could get a discount haha"


The answer would be "no". Not because we don't appreciate the effort you put into it, but because we honestly don't know who all was a "WizMod developer" and by the time it gets integrated it most likely won't be even close to resembling it's former self.


The one and only,


Thraxas
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Posted: 22nd Aug 2009 07:53
Come on guys, is it so difficult to not talk about other mods in this thread? All non PB talk has been removed.

Kerrby
17
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Location: Australia mate.
Posted: 22nd Aug 2009 07:55
Ouch man.

Even if I give you a list of eight that helped develop WizMod?

If not, if was worth a try I guess. Atleast I won't see WizMod going to waste.


WizMod Developer.
Plystire
22
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Posted: 22nd Aug 2009 23:17
Thanks, Thraxas.


@Kerrby:

The answer is still no. I don't want to be portraying any sort of special treatment here either. The very least we can offer for WizMod is to integrate it and to optimize the code behind it, ensuring that it will actually be used at some point or other.


The one and only,


DarkFrost
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Posted: 23rd Aug 2009 01:51
Dont bother ply is right. Only some got Blue UM 1.7. Those that deserved it. Even i assisted in development of AJ and wizmod but i never asked for anything and its not our decision to make.

Leave it at that this thread is for project blue um.

General Jackson
User Banned
Posted: 23rd Aug 2009 22:02
I sent an email regarding the purchase of this mod, and have not yet had a response

He stood like a stone wall, not only in battle, but also for the Lord
Plystire
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Posted: 23rd Aug 2009 22:05
To my knowledge, s4real has been busy with many things lately, so he may be a little late in the response atm. Please be patient, and if your wait extends to week or more, send me an email about it and I'll try to get things cleared up.


The one and only,


s4real
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Posted: 24th Aug 2009 17:14
@General Jackson I have not had an email from you could you please resend your email then we sort your purchase out.

Make sure not to use the purchase page on the website.

Best s4real

General Jackson
User Banned
Posted: 24th Aug 2009 21:27
Why dont u just send me one at [email protected]!

He stood like a stone wall, not only in battle, but also for the Lord
Kacpi26
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Posted: 24th Aug 2009 23:55
I know that you can make "moving back to previous maps" script. Can you tell me how to do this or even send this script, please?

with regards
- Kacpi26
Plystire
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Posted: 25th Aug 2009 03:13
@Kacpi:

Moving to the previous map requires you to use the "nextlevel" scripting command. You basically give the command the number of the previous level, and when the player finishes the level they're on, the engine will load up the previous one instead of the next one.

If you wanted it to move to the previous map on command, though, you'll need to set it up so that your "move to previous level script" activates an objective entity that, upon activation, will automatically go into the player's inventory (using the "plrtake" command) and complete the level, thus loading the previous level.


The one and only,


DarkFrost
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Posted: 25th Aug 2009 03:17
Hey finally got to try Blue UM and i must say it is WIKID!

Btw Ply you script worked so thanks for that

Plystire
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Posted: 25th Aug 2009 03:26
Glad to hear it! I actually didn't know that was you.

I hope the effect was what you had in mind. Feel free to tweak it around to suit your needs and lemme know how it goes. I enjoy hearing about people experimenting with the system.


The one and only,


DarkFrost
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Posted: 25th Aug 2009 03:29 Edited at: 25th Aug 2009 04:20
OH NO now you know my email lol, like you couldnt figure that out

Anyways i didnt have any mod.ini tho so i had to hand make one still worked anyways. Altough is it a problem i didnt have a mod.ini to begin with?

EDIT: S4 if you get this can you send me the mod.ini please

SECOND EDIT: Just noticed I dont have 1.7 i have 1.6d thats why i didnt have mod.ini and thats why full screen shaders dont work properlly

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