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

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GraPix
User Banned
Posted: 23rd Sep 2009 18:55
Quote: "Hi,

i was just wondering if Project Blue can be used when building the game yet.

Thanks. "


Hello,

Project Blue can be used when building the game if you purchase it.

@s4mod a lot of people are having confusions about this (even me when i first found this thread). You should edit your post with something like "THE DEMO OF THIS MOD CAN BE USED IN TEST MODE ONLY,IF YOU BUILD A GAME IT WILL NOT WORK." and you should also update your website's homepage text to clear the confusions.

GraPix
User Banned
Posted: 23rd Sep 2009 19:04 Edited at: 23rd Sep 2009 19:07
Who should i contact for support? or just post in forum?

I am getting an error when i test the game:

Editor MFC Application has encountered a problem and needs to close. We are sorry for the inconvenience.

My specs

OS: XP SP2

Intel Core 2 Quad
Q6600 @ 2.40 GHz
2 GB of RAMs

DX version: DirectX9c (4.09.0000.0904)
Graphix Card: NVIDIA GeForce 8500 GT
Graphix Card Memory: 1 GB


Talairina
19
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Location: United Kingdom
Posted: 23rd Sep 2009 19:41
Project Blue UM when purchased always you to create games (I.e. Build them). The Demo version thats avilable for download here, does not. You need to purchase the mod to get the full use from it.
DarkFrost
16
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Posted: 23rd Sep 2009 23:05
My GOD! Lewis tremendous training level/test. I love how it knows if your doing the correct things it asks you to. Jeeezzz that must have been a hell of a lot of scripting!

Would be nice if we could take a little peak

Btw I also love the weapon pickup huds. Especially since you threw in the weapons icon in the line as well.

Anyways If all these things are used in your game than its going to be one hell of a game! ...might I add that with each passing day FPSC advances


Plystire
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Posted: 23rd Sep 2009 23:55
Please post any problems here. Both s4 and myself have mailback enabled for this thread so it'll be emailed to us.

@Grapix:

I'm not sure what could be causing the Editor to crash for you. Are you using the v1.15 Editor? Also, it may be related to your level, does it crash with a simple level? Or for that matter, how often does it crash like that?


@Cyclone:

His script was actually surprisingly small. Less than 30 lines if I recall correctly.

The concept itself is simple, and with the PB commands, it's even simpler.


The one and only,


s4real
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Posted: 24th Sep 2009 01:15
sorry not been on the forum much but been very busy.

Update :

Please note that Project blue does not work with the latest v1.16 beta's so untill the v1.16 source is released its best to stick with v1.15 for now.
============================================================================
@Grapix: I have not seen that error message before, what version of fpsc are you using ?

Best s4real

DarkFrost
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Posted: 24th Sep 2009 01:42
@Plystire

Holy thats even more incredible. Man am I glad I have Blue UM


GraPix
User Banned
Posted: 24th Sep 2009 05:34 Edited at: 24th Sep 2009 05:41
Quote: "I have not seen that error message before, what version of fpsc are you using ?"


I am using 1.15. I had 1.14, so, i upgraded it to 1.15 to use this mod. I have not installed fresh copy of fps creator (as your guide says) becuase i have aLOT of custom media and a game project going on.

Quote: "how often does it crash like that?"


Every time i fireup FPS Creator and paint a simple level and test it, it works, the test was successful but when i hit ESC and then again i press Test Game button the error shows up. When i restart FPSC, the first test works fine and the second one (same level) gives the error massage and so on.

I hope it does not just me cuz it gave the same error when i tried Fenix MOD (different FPSC then PBUM). But after restarting the computer it fixed. But PBUM does not fix the same way (i tried restarting my pc 6 times).

General Jackson
User Banned
Posted: 24th Sep 2009 06:06
I have a question.
Is the speed better in the full edition than the demo?
cuz for me the demo has the same speed as Fenix mod.

(\__/)
(O.o )
(> < ) Bunny is now in my sig. Why? because bunnys da best and ya cant argue with that!
Disturbing 13
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Posted: 24th Sep 2009 16:00
Quote: "Is the speed better in the full edition than the demo?
cuz for me the demo has the same speed as Fenix mod."


From my experience in test mode (demo version) the speed is pretty fast, but when the game is compiled and the editor isn't running (full version), the speed for a compiled game is phenominal!

Don't just say No it can't be done. Think outside the box.
Lewis
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Posted: 24th Sep 2009 16:06
Quote: "My GOD! Lewis tremendous training level/test. I love how it knows if your doing the correct things it asks you to. Jeeezzz that must have been a hell of a lot of scripting!

Would be nice if we could take a little peak

Btw I also love the weapon pickup huds. Especially since you threw in the weapons icon in the line as well.

Anyways If all these things are used in your game than its going to be one hell of a game! ...might I add that with each passing day FPSC advances"


All you have to do is think of the logic, and then put the script to think that logic. Project Blue has amazing commands, and it's prefect to put them to good use. All the commands are in the manual.

I'm not going to give the source of the script out, because that'd defeat the purpose of you guys learning how to script. It's really simple to do and once you get the basics of fpi down, it's really simple. Just learn step by step and you can achieve wonders
mgarand
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Posted: 24th Sep 2009 16:54
could you give us a ''begin'' maybe ? just a little piece



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Lewis
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Posted: 24th Sep 2009 17:12
Quote: "could you give us a ''begin'' maybe ? just a little piece"


As I said, just learn how to script and it becomes easier.

mgarand
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Posted: 24th Sep 2009 17:57
thanks lewis im going to give it a shot



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Plystire
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Posted: 25th Sep 2009 06:05
@GraPix:

To my knowledge, when you uninstall FPSC, it does NOT delete your custom media nor your levels. So you should be safe uninstalling and reinstalling a fresh copy.

If you're still worried about doing that, you can always rename your FPS Creator folder, and then install FPSC, which will make a new FPS Creator folder with the fresh install. It takes up more disk space, but it's definitely safe.


@General jackson:
Quote: "I have a question.
Is the speed better in the full edition than the demo?
cuz for me the demo has the same speed as Fenix mod."


Well, at the moment, Fenix Mod does not contain very much optimizations to the source. However, it also does not contain as many features as PBUM.

When you add features, you're sacrificing framerate for them. Because of the optimizations contained in PBUM, we've been able to add MUCH more features while maintaining the same average speed that everyone's used to. If we were to remove all of the features we've added and just left in the optimizations, it would run MUCH faster.


The one and only,


Armageddon Games
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Posted: 25th Sep 2009 10:38
any news when the 1.7 will be out--

i am anxously waiting on the awesomeness

thanks

another thing-- could you look into normal mapped objects and things to be included into the next update (if there is one)

normal maps that can be used with ambiance and everything else-- i know there are alot of bugs with NM but it would be nice to see as an addition

Kravenwolf
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Posted: 25th Sep 2009 12:47 Edited at: 25th Sep 2009 12:49
Quote: "another thing-- could you look into normal mapped objects and things to be included into the next update (if there is one)
"


I've already discussed this with Ply several...several times, and it will never happen. Unless Ply reconsiders spending six months rewriting FPS Creator's shader system (and essentially Project Blue, and...everything else with the engine) to get them to work properly Unforutnately, it just isn't worth it.


Kravenwolf

alimpo83
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Posted: 25th Sep 2009 13:00
I use the full version and it's great! I've been stressing the mod with a lot of entities, including dynamic ones, triggers and so on. And it keeps running at high fps!



Currently working on the MindTrix Entry:
Scurvy Lobster
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Posted: 25th Sep 2009 13:20
alimpo83: remember to test the game on other pc's to make sure it runs well on those too

Running my latest game superbly on FPSC and Project Blue Mod.
Gremlin986
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Posted: 25th Sep 2009 19:50 Edited at: 25th Sep 2009 19:55
Can I use it non-commercial games?

EDIT: Oh, I can't.

s4real
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Posted: 25th Sep 2009 23:57
@Gremlin986 : You can use project blue for non-commercial and commercial games.

Best s4real

Plystire
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Posted: 26th Sep 2009 09:53
@Armaggedon Games:

v1.7 has no set release date as of yet.

As for normal mapping. It works fine with dynamic entities, but not with static entities or segments. This is mainly due to the non-unified lighting system currently being used by FPSC. It would take quite a re-write to fix and get working properly. My suggestion would be to use dynamic entities wherever possible (i.e. for anything that doesn't REQUIRE lightmapping)
Hopefully this will be fixed sometime when Lee gets a lot of the migration work done. As far as I know, normal mapping worked fine for everything in FPSCX10.



The one and only,


General Jackson
User Banned
Posted: 26th Sep 2009 21:16
Plystire: I CAN get normalmaps to work on segments its awesome.
FPSC even comes with normal-mapped scifi segments.

(\__/)
(O.o )
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Plystire
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Posted: 27th Sep 2009 01:37
Thansk for the feedback, General Jackson. Normal Mapping on segments and static entities is not dependant upon light placement, though. It is based upon a fixed "light source" from above. It also does not always work for everyone.


The one and only,


GraPix
User Banned
Posted: 27th Sep 2009 10:51
Can someone give me a sample script to test the MOD? I having difficulties with it.

GraPix
User Banned
Posted: 27th Sep 2009 10:58 Edited at: 27th Sep 2009 16:45
I installed a fresh copy of FPSC, upgraded it to latest stable version (1.15.003), installed PBMOD 1.6b, copied FPSCGAME and version.ini to FPSC folder.... but still having the same problem.

EDIT: it is working fine but i still getting the error after every TEST game until i restart FPSC.

EDIT: problem fixed

mgarand
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Posted: 27th Sep 2009 11:17
i got a problem, when i try to test my game it stucks at saving textures and i get an error. when i use fpsc vanilla i dont get that problem.



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
GraPix
User Banned
Posted: 27th Sep 2009 11:35 Edited at: 27th Sep 2009 11:38
Yay! i think i got the error fixed up by myself.. for anyone else having the same issue here is how i got it fixed:

Step 1: Go to the FPS Creator directory usually "Crogram FilesThe Game CreatorsFPS Creator"
Step 2: Run FPSCreatorCleaner.exe when asked press "Y"
Step 3: Press ENTER
Step 4: Run FPSC
Step 5: Now start making game stop reading this you got the error fixed dude!

EDIT: plz respond to my previous post

Plystire
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Posted: 27th Sep 2009 12:23
Glad to hear you got it fixed.

@mgarand:

I suggest you try using the FPSC Cleaner as well. That might fix your problem.


The one and only,


GraPix
User Banned
Posted: 27th Sep 2009 12:52 Edited at: 27th Sep 2009 16:43
@plystire @s4mod please response to this post.

Can i use BULLETPASS=X for making an entity through which bullets can pass and make damage to enemies ? (if not what command)


Another question... I tried scripting to make an entity visible after 5 seconds. what am i doing wrong?



the entity remmains invisible...

And another question here: is there a command to spawn a specific entity after a specific seconds?

something like..

:state=0:state=1
:state=1,etimerstart,state=2
:state=2,etimergreater=5000:spawnentity=Aiko,state=3
;End of Script

spawnentity=Aiko = Spawn Entity named Aiko.. is there a command like that?

Marc Steene
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Posted: 27th Sep 2009 18:44
:state=0:hideentity,state=1
:state=1:etimerstart,state=2
:state=2,etimergreater=5000:showentity,state=0

I think the emboldened area reveals the problem . As soon as the entity is being shown, it is hidden again by going back to state 0. The script below should work:

:state=0:hideentity,state=1
:state=1:etimerstart,state=2
:state=2,etimergreater=5000:showentity,state=3
:state=3:state=3

For your second question, yes that is also possible. Put this script into a trigger zone.

:state=0:etimerstart,state=1
:state=1,etimergreater=5000:activateifused=1,state=2
:state=2:state=2
;End of Script

Set the IfUsed parameter in the trigger zone to the name of the entity which you want to be spawned.

Hope this helps.

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
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http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
GraPix
User Banned
Posted: 27th Sep 2009 19:17 Edited at: 28th Sep 2009 09:35
thanks marc steene .. will edit after testing. But what about my first question?

Quote: "Can i use BULLETPASS=X for making an entity through which bullets can pass and make damage to enemies ? (if not, what command?)"


Marc Steene
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Posted: 27th Sep 2009 21:47
I assume that bulletpass allows bullets to go through an entity (i don't have the manual with me right now). I guess it depends on what kind of entity you want it to go through. If it is just a standard entity, then you can use the script below (assuming bulletpass=1 allows bullets to go through the entity):

:state=0:bulletpass=1

If you have any other lines of code in the entity, just add it below the script above. Then add the script to the Main entry of the entity, and make sure it is dynamic.

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
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http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Plystire
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Posted: 28th Sep 2009 00:08
Thank you for answering, marc steene. You are quite right on all accounts.

Though, I would use the bulletpass command in the entity's Appear AI and not the Main AI.


The one and only,


GraPix
User Banned
Posted: 28th Sep 2009 09:39
both BULLETPASS... and spawn timer script didn't worked! Can someone please correct his code?




Quote from Manual:
Quote: "BulletPass=X
--- If X=1, will allow bullets to pass through the entity (Without causing damage)
--- If X=0, will allow bullets to hit and harm entity"


Maybe it should be:
:state=0:bulletpass=0
:state=0:setalphafade=100,runfpidefault=1


Spawn Timer (not working) I tried Setting Spawn at Start of the entity to NO. And put this script in trigger's main field and in IfUsed:EntityName but the entity is already spawned....



Marc Steene
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Posted: 28th Sep 2009 12:02
Quote: "Though, I would use the bulletpass command in the entity's Appear AI and not the Main AI."


I didn't think of that

GraPix, I had to format my drive recently (losing all my files, I didn't make a backup), so I'm unable to test the scripts myself. I don't see why they wouldn't be working.

:state=0:bulletpass=0,setalphafade=100,runfpidefault=1

The above script should work, unless there are other settings which need to be adjusted to account for the bulletpass.

The other script should work. Is the IfUsed parameter the exactly the same as the entities name? Make sure you also set up the fields below correctly (Max spawn, No. to spawn etc.).

Good luck getting them to work.

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Lewis
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Posted: 28th Sep 2009 19:20 Edited at: 28th Sep 2009 19:21
Sorry to hijack this thread, but due to the amount of emails I am recieving, I felt like I had to post this.

I am not going to give anyone the training script. Learn to script yourself like I have done. Learning to script is easy as pie, and the commands you need are in the PBUM manual, so there are no excuses.

That is all.
Red Eye
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Posted: 28th Sep 2009 20:11
@Lewis: I second that, but lol.


Marc Steene
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Posted: 28th Sep 2009 21:43
Quote: "I am not going to give anyone the training script. Learn to script yourself like I have done. Learning to script is easy as pie, and the commands you need are in the PBUM manual, so there are no excuses."


Exactly. The training script isn't hard to do if you just look at the conditions/actions available.

Lewis, how did you get the motion blur in your video? Did you use 1.7?

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Plystire
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Posted: 28th Sep 2009 23:56
@GraPix:

The bulletpass action does as it's name suggests, it let's bullets pass through an entity. So setting it to 1 will make it immune to bullets and have them pass through.


Btw, has anyone else attempted to use the bulletpass before? If they got it to work, can we see a sample script? I just want to make sure that no one else is having this problem before it gets labeled as a bug. Thanks.


The one and only,


Lewis
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Posted: 29th Sep 2009 00:25
Quote: "Lewis, how did you get the motion blur in your video? Did you use 1.7?"


Yes, and a brilliant script that plystire did.
Bibo4PC
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Posted: 29th Sep 2009 00:49
can u plz mail me the shader I posted a topic requesting it before and Cyclone was gonna send it to me but it seems he has forgotten..

PS: I know it works with PB 1.7

Thank You..

Kravenwolf
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Posted: 29th Sep 2009 04:49 Edited at: 29th Sep 2009 04:51
@Ply, if it wouldn't be asking too much, is there any chance you would consider disabling the ability to adjust the ambiance in a built game with the < > keys?


Kravenwolf

Marc Steene
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Posted: 29th Sep 2009 06:11
Kravenwolf, this is already achievable in stock FPSC. Use the script below:

:state=0:ambience=70,ambiencered=255,ambiencegreen=255,ambienceblue=255

As the ambience is constantly being reset, as soon as the player tries to change it, it will get reset to the set values.

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
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http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Kravenwolf
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Posted: 29th Sep 2009 06:15
@marc steene, thanks! That'll save Ply the work, and me the dissapointment when he says no


Kravenwolf

Plystire
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Posted: 29th Sep 2009 07:06
You can do better than that... have it set the ambience values to variables in the global script, and then just adjust those variables when you want to change the ambience.

Thanks for replying, marc!


The one and only,


Marc Steene
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Posted: 29th Sep 2009 07:34
No problem. Where would one go to acquire a copy of V1.7? I only have 1.6 at the moment and I really want to try out the bloom and motion blur effects.

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Plystire
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Posted: 29th Sep 2009 07:38
v1.7 is still in beta, so you will need to contact s4 about becoming a beta tester. He's very busy lately, so don't expect a reply right away.


The one and only,


Marc Steene
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Posted: 29th Sep 2009 08:08
Oh, Ok. I think I'll wait for the official release then.

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Bibo4PC
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Posted: 29th Sep 2009 22:51
plz can anyone mail me the motion blur effect?
Thank You..

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