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

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Spycrabz
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Posted: 27th Oct 2009 11:14
im guessing no fpsc ip compatability in this release?

Your signature has been erased by a mod please resize it to 600 x 120
Plystire
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Posted: 27th Oct 2009 12:43
@4125:

Omg, you're right. I feel blind now.

Well that card should certainly not have problems with the shaders... hmmm -- I'll give it a more in-depth look sometime this week. I hope it doesn't bother you too much until I can get around to it.


@dolphin lover:

Sorry, but no it wasn't implemented this time.. perhaps it'll find its way into a later patch?



The one and only,


4125
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Posted: 27th Oct 2009 20:07 Edited at: 27th Oct 2009 21:04
@Plystire: Nope...Won't bother me at all. Thanks! Also Just Wondering....does scripting has anything to do with the full screen shaders?

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
Plystire
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Posted: 28th Oct 2009 00:47
Quote: "does scripting has anything to do with the full screen shaders?"


If the shader does not rely upon scripts, then no. The only shader that is truly reliant upon a script is the motionblur. All other shaders don't NEED scripts, but you still have script commands to alter them in real-time, if you wish to do so.


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4125
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Posted: 28th Oct 2009 04:48 Edited at: 28th Oct 2009 04:49
I See....Have you notice a strange color effect while looking into a window with Full screen shaders on? The window show random colors from green, red and white...Are these errors? or My GFX Card is messing up? I'll post a screen a bit later when im done with other stuff i have to do...

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
Bibo4PC
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Posted: 28th Oct 2009 06:28
Quote: "if i set it to work with my weapons...all i see is a black square in the middle of the screen"

me too..

Plystire
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Posted: 28th Oct 2009 06:31 Edited at: 28th Oct 2009 07:14
@4125:

That sounds familiar. I had something happen that sounds almost like that... however, nobody else that tested it said they saw what I saw, so I assumed it was a problem with my GPU.


@Bibo:

The "black box" is your crosshair. When you tell the FS3 to effect your weapons, your crosshair is effected in a way.

However, i found the best way around that is to open your crosshair in an image editor... make sure the background is transparent... not black... then save that as "crosshair.dds" in your gun's folder. (AKA you need an image editor that saves DDS files, such as Paint.NET)

The black box normally comes up for crosshairs that are saved as PNG files.


[EDIT]

New Sig!! Mod erased my old one.
(not like I haven't seen bigger ones that lasted longer. )



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NewKlear
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Posted: 28th Oct 2009 14:24
Chaps,

Am just learning the ropes of the scripting side of things, so please bear with me if this sounds like a stupid question to all of you!

I'm trying to get the compass script working, but which entity do I hang the script off? Can it be any dynamic entity or can I use static ones too?

Thanks,

Steve

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A r e n a s
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Posted: 28th Oct 2009 15:09
Nice. Just one question regarding the new release. How do you get the tractor beam working?

Juzi
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Posted: 28th Oct 2009 16:13
The new version is just awesome! I'm having the "black box" bug too but that's not a big deal.

Ply: Sent you an email
BlackFox
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Posted: 28th Oct 2009 16:48 Edited at: 28th Oct 2009 16:54
Quote: "I'm trying to get the compass script working, but which entity do I hang the script off? Can it be any dynamic entity or can I use static ones too?"



@ NewKlear,

I use the compass on my levels. I put a sign in the level, made it dynamic and attached the Compass (Entity Main Script).fpi to the entities main script field. It works perfectly. Entity has to be dynamic, but it does not have to be an entity you see. It can even be placed away from the player, as I have an entity that is hidden.

Cheers

Mike
NewKlear
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Posted: 28th Oct 2009 17:39
Thanks Mike. Much appreciated

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BlackFox
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Posted: 28th Oct 2009 19:01
@ NewKlear

Not a problem I must admit I was like a kid at Christmas when I used the Compass for the first time. All my wife heard was "This is so cool!!!" and she came running to see what I was doing. Certainly gives a good dynamic to the game with a compass showing. This project has certainly given some great inspiration and ideas with the methods it employs.

Cheers

Mike
CoffeeGrunt
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Posted: 28th Oct 2009 19:29
Where's the compass script?

Violence isn't the answer, it's the question...
Scurvy Lobster
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Posted: 28th Oct 2009 20:22
Look in your supplied PB 1.7 files. There's a folder in there somewhere with loads of scripts. Copy the folder to your FPSC script folder.

BlackFox
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Posted: 28th Oct 2009 20:26 Edited at: 28th Oct 2009 20:28
In the PB 1.7, a folder called Extras\ScriptPack. The Compass script is in there. It is included for the registered version of PB.

Cheers
CoffeeGrunt
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Posted: 28th Oct 2009 21:29
Is the version you gave the registered version? Because I can't find it...

Violence isn't the answer, it's the question...
NewKlear
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Posted: 28th Oct 2009 22:16
Works like a dream now

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King Of Khaos
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Posted: 28th Oct 2009 22:29
I am having a couple problems with this. First, everything is a lot brighter than it was before i had the mod, and i'm making a horror game. It makes it look like daytime. I checked the ambience level, and its 0, so i don't know how this is happening. I have lights in the level, but they're all low in range, and now they seem like they're about 600. Also, the background music i had playing has disappeared, and instead there is just a steady hum. (I forgot what the sound file name is). I checked to make sure my background music was selected in the global music box, and it was. Finally, when i run and then stop, i slide like i'm on ice. I know this was intentional, but is there any way to change it so the player just stops completely?

At night i lay awake on my bed, gazing up at the stars, and i wonde-hey, where'd the roof go?
BlackFox
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Posted: 28th Oct 2009 23:06
@ CoffeeGrunt

Yes, it was in the registered version of PB.

Cheers
Plystire
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Posted: 28th Oct 2009 23:09
Quote: "How do you get the tractor beam working?"


Set the entity's target to the tractor beam entity, then have it use "phymovetotarget".

Quote: "everything is a lot brighter than it was before i had the mod"


Do you have full shaders turned on? Are you using full screen shaders? And are there any dynamic/static lights, or just one type?

If you have full shaders turned on, please make sure your effectbank has been replaced by the one included with the Mod. Otherwise, I'm not sure what to say. I'm able to have a completely pitch black level with static lighting.

Quote: "the background music i had playing has disappeared, and instead there is just a steady hum."


I will look into this. I haven't exactly tested music thoroughly. Though, this is strange.

Quote: "Finally, when i run and then stop, i slide like i'm on ice. I know this was intentional, but is there any way to change it so the player just stops completely?"


Now, I know this shouldn't be happening. This was definitely not an intended thing. I've been running around levels to no end and I've never had that happen.

From all the problems you're encountering, I'm afraid it might be a bad install. Could you please uninstall your FPSC completely, reinstall a fresh copy, upgrade to v1.15, and then reinstall Project Blue? (You may want to try redownloading the PB package as well)



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A r e n a s
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Posted: 29th Oct 2009 00:12
Quote: "Set the entity's target to the tractor beam entity, then have it use "phymovetotarget"."


I mean with the grav settings and all Also i'm experiencing a bug where when i shoot (not including EAI's Axe) my computer lags out massively...

NewKlear
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Posted: 29th Oct 2009 00:18
Can I just say that the new fullscreen shader effects have got my game looking much better (i've still got a LOT of work to do though).

Screenshot attached.

Cheers,

Steve

www.steveharris.info
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King Of Khaos
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Posted: 29th Oct 2009 00:33
@Plystire: I reinstalled Project Blue and the lighting and music problems went away, but the sliding problem still happens. It doesn't start right away when i start testing the level, it starts happening once i reach i certain spot. If i turn to shaprly while running i slide too...

At night i lay awake on my bed, gazing up at the stars, and i wonde-hey, where'd the roof go?
Plystire
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Posted: 29th Oct 2009 02:10
Use "NoGravity" to turn off gravity.
Sorry, Arenas, but this isn't a request area for scripts. I'm still going to encourage people to script for themselves.

In fact, the tractor beam scripts were in that script pack. Just look for the "Beam" and "BeamTarget" scripts. They're pretty self-explanatory.


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King Of Khaos
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Posted: 29th Oct 2009 02:20 Edited at: 29th Oct 2009 02:30
I thought i fixed the sliding problem, but i didn't. I think it might have something to do with the segment's script maybe?


EDIT: there is a lot of light leakage now that i never had before...

At night i lay awake on my bed, gazing up at the stars, and i wonde-hey, where'd the roof go?
4125
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Posted: 29th Oct 2009 03:12
@Plystire : Heres a few Screenshots of the Glitch at work with the windows.









This Also Happens with the Blood as well...Any Ideas?

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
Plystire
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Posted: 29th Oct 2009 03:54
@Model packs:

Please explain what you mean by "light leakage".

Also, segments don't have scripts.


@4125:

Looks like the rare Bloom bug. Do you have Bloom activated? If you do, then that's the cause. Thus far, i have been the ONLY one to see that bug, and no one else has reported it, so i figured it may have just been my computer. Guess not. Try using a different Bloom for the time being. i've been trying to make a Bloom shader that doesn't cause this to happen, so until I make one, you'll need to use something else.


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4125
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Posted: 29th Oct 2009 03:56
Yes Bloom is activated...How do I change the Bloom?

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
King Of Khaos
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Posted: 29th Oct 2009 06:49
Quote: "Please explain what you mean by "light leakage"."


If i'm in one room, i can see light seeping in from the room right next to it through a corner.

At night i lay awake on my bed, gazing up at the stars, and i wonde-hey, where'd the roof go?
Plystire
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Posted: 29th Oct 2009 07:49
@4125:

Change bloom in the Mod.ini file. Give it a different Bloom shader, or remove it entirely. (I've been putting up with this bug for quite a long time and have tried every trick in the book to get rid of it )


@Model packs:

I'm not sure what's happening, then. It sounds like your light mapping got messed up. Are you using a map that you made before installing Project blue? If that's the case, then remaking your map should fix the problem.


The one and only,


A r e n a s
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Posted: 29th Oct 2009 09:49
It was the beam and beam target scripts that threw me. I assumed there was a grav switch script as well and spent quite a while looking for it. But if there isn't one, that's fine. I'll just make one

GraPix
User Banned
Posted: 29th Oct 2009 13:34
@Plystire Sorry for misunderstanding but i have already purchased it (before s4real announced not to use the form). I was just wondering if there is a problem with the users (that already purchased) the mod using the website's form.

But now, its seems that I have no problem as i have got the email from s4real containing the updated version of PBUM. I am now confirmed that he have my email in his database.

Nbt
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Posted: 29th Oct 2009 14:51
Quote: "Model packs Wrote: If i'm in one room, i can see light seeping in from the room right next to it through a corner."


Sounds like a low lightmapquality= setting in setup.ini especially if using the soft shadows (quick light mapping) setting when testing/building your level. Set it to at least lightmapquality=50 and see what happens.

I only use this for fun and have no interest in making commercial games ^_^
Nickydude
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Posted: 29th Oct 2009 15:10
Can ask a Q about PB?

Can you have different eye/hit huds in one game? For example if you're hit by a bullet you get the default eye hud, if you're attacked by a zombie it would change to a claw mark hud, if you go near something that's be scripted as radiation you get a green blotchy hud?

Bibo4PC
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Posted: 29th Oct 2009 15:57 Edited at: 29th Oct 2009 16:02
Quote: "Can you have different eye/hit huds in one game? For example if you're hit by a bullet you get the default eye hud, if you're attacked by a zombie it would change to a claw mark hud, if you go near something that's be scripted as radiation you get a green blotchy hud?"


not directly I guess but u can work ur way around it using scripts..

first u need to cancel the eyehud completely, detect if the player got hit using a script.. now assign a global variable for the hit type, change its value from the enemy's AI script right at the part where u write (useweapon), now at the script which tells u if the player got hit add different conditions for different hit types and accordingly show the hud u desire, should work perfectly..

Simple I hope.

GraPix
User Banned
Posted: 29th Oct 2009 16:54
@plystire @s4real Can you please include a "rollover" action command in future release.

It will make our menu look very professional as you can see 90% of commercial game's menu have rollovers. Also, the main menu is the first screen to the customer so it has to be beautiful!

-GraPix

Nickydude
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Posted: 29th Oct 2009 20:12
Once PB is installed can you copy the 'Files' folder from the original or will all models have to be rinstalled?

s4real
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Posted: 29th Oct 2009 20:33
@Nickydude : Yes you can copy over your files folder to your new installed PB.

best s4real

Nickydude
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Posted: 29th Oct 2009 20:50
First thing I notice is that it is a lot faster fps. I'm redoing the first chapter of "he is coming..." and I was getting around 30-33 fps and it wasn't even half finished, with PB I'm getting a steady 45.

One error I've come across is that if I press the Tab key in a test game FPSC crashes. I tried this using the chateau prefab. I'm using Windows 7, has it been tested on that?

s4real
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Posted: 29th Oct 2009 20:56
PB is made in windows 7 so it should work fine, as for the tab button I think its a source bug but we look into it.

Best s4real

BlackFox
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Posted: 29th Oct 2009 20:57
Quote: "One error I've come across is that if I press the Tab key in a test game FPSC crashes. I tried this using the chateau prefab. I'm using Windows 7, has it been tested on that?"


I too notice we experience a similar issue, but on Vista Home Premium which Cathy runs on her computer. Her machine will freeze up and we have to close FPS through the Task Manager. Only when we press the TAB key during a test.

Cheers
Plystire
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Posted: 29th Oct 2009 21:53
@Bibo4PC:

Thank you for answering Nickydude's question. That was exactly my thought for how to accomplish it.


@Nickydude & BlackFox:

For whatever reason, my experience with mods in the past has been that any debug information to be shown on screen seems to crash to engine. I looked into fixing it a long long time ago, but since no body ever seemed to have this error, it eventually fell by the wayside.

I will look into this again, though.


The one and only,


Thraxas
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Posted: 30th Oct 2009 00:51
Quote: "Can you have different eye/hit huds in one game? For example if you're hit by a bullet you get the default eye hud, if you're attacked by a zombie it would change to a claw mark hud, if you go near something that's be scripted as radiation you get a green blotchy hud?
"


I thought you could do this with vanilla FPSC. I know that Bond1's lobotomy character shows a different HUD when it attacks you than if you get shot by an enemy in the same level.

Nickydude
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Posted: 30th Oct 2009 01:05
Just goes to show my (lack of) knowledge of scripting.

Plystire
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Posted: 30th Oct 2009 01:08
Unless you're overlaying the new image on top of the default damage HUD, you would have to make the default damage HUD fully transparent to have completely different damage HUDs shown for each attack. It's simple to have a different HUD show up for melee attacks because those tend to be scripted anyway, however it'd be a bit more difficult to get different damage HUDs to show up for non-scripted attacks in vanilla FPSC.

Knowing bond1, he's more than likely aware of this.


The one and only,


General Jackson
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Posted: 30th Oct 2009 01:10
Ply: are you going to add water? I would try harder to get 30 bucks if you did.

Plystire
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Posted: 30th Oct 2009 01:29 Edited at: 30th Oct 2009 01:32
@General Jackson:

Am I going to add water to earn ~$30? Probably not, considering I could contract myself to some random manual labor shop around here for a single day and earn more than that.

I did water a long time ago. There were extenuating reasons why I had it removed, regardless of how well it performed. I'm going to leave it at that.


The one and only,


General Jackson
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Posted: 30th Oct 2009 01:36 Edited at: 30th Oct 2009 02:52
Thats fine, just wondering.
I'll stick with fenix

{edit} Wait a minute-if 30 bucks means nothing to you, why is this mod for sale?

Thraxas
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Posted: 30th Oct 2009 02:34
Quote: "Unless you're overlaying the new image on top of the default damage HUD, you would have to make the default damage HUD fully transparent to have completely different damage HUDs shown for each attack. It's simple to have a different HUD show up for melee attacks because those tend to be scripted anyway, however it'd be a bit more difficult to get different damage HUDs to show up for non-scripted attacks in vanilla FPSC.

Knowing bond1, he's more than likely aware of this. "


Well that makes sense. He certainly does know his stuff, as do you.

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