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

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Bibo4PC
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Posted: 3rd Nov 2009 18:52
one more thing I've noticed the muzzleflash doesn't work from the first beta for 1.7.. works fine on 1.6 though..

CoffeeGrunt
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Posted: 3rd Nov 2009 20:07
Quote: "CG, as an interim solution, you might try editing the gunsmoke decal, or better yet to make a new decal, make it tiny like 16x16pixel and to be 100% alpha (be sure you redefine the new decal in gunspec) in an attempt to remove it from the equation."


Thanks, I'll try that one out for now then...

Violence isn't the answer, it's the question...
mAcpo
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Posted: 3rd Nov 2009 20:49
Ply or s4real can you give me some insight to my question from a page back? I installed PB onto a new installation of FPSC 1.15. I cannot set a higher res than 1024x768 in my setup.ini files.

Quote: "im having an issue with 1.7.. I built a simple level before with PB 1.6 and I changed the resolution in setup.ini to 1440x900 - it worked fine. Now when I build this same level or any newly created level in 1.7 and I add the resolution of 1440x900 to setup.ini the game will not start it just crashes.

levelname.exe has encountered a problem and needs to close. we are sorry for the inconvenience.
data report says:
AppName: street.exe AppVer: 1.0.0.0 ModName: dbprocameradebug.dll
ModVer: 1.0.0.0 Offset: 00001391 "
s4real
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Posted: 3rd Nov 2009 21:32 Edited at: 3rd Nov 2009 21:33
@mAcpo We looking into your/all issue's reported on the thread when we have more news we will post it.

best s4real

Scurvy Lobster
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Posted: 3rd Nov 2009 22:29
I have a question about the snow (from the old xrMod)

I've read the PB manual but I cant figure out how to activate the snow. Any pointers?

Btw. the snow can be seen in the last bit of this video (for those who didn't see it earlier when xrMod still existed).

s4real
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Posted: 3rd Nov 2009 22:31
There is now snow in PB this features was not added.

Best s4real



Pack ya games with vishnu fpsc packer its free.
Plystire
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Posted: 4th Nov 2009 00:15
Quote: "There is no snow in PB as these features were not added."


Fixed it for you, s4. Didn't want anyone to get confused.


@Errant:

Thanks for the in-depth post. I'm sure that will help many people out.


@Everyone:

We will look into all of the issues brought up, so please do not feel neglected if we don't directly respond to your post. Everything will be taken note of.



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Scurvy Lobster
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Posted: 4th Nov 2009 13:38
Ok, thanks for the answer. You should probably take out that section of the manual until it's implemented.

Plystire
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Posted: 4th Nov 2009 20:43
To my knowledge, we only have "xrMod Rain" in the manual. But if there's a section in there on snow, we'll be sure to remove it.


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Scurvy Lobster
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Posted: 4th Nov 2009 21:25
Sorry I have been completely wrong. I thought rain and snow were basically the same thing but now that I think about it I realise that it requires different systems to work. Snow doesn't fall like rain afterall :-|

Please forget what I said about snow earlier - you are right that only rain is mentioned in the manual

Nickydude
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Posted: 6th Nov 2009 01:10 Edited at: 6th Nov 2009 01:10
I've noticed that when you place the start marker, if you then press the '+' to move up a layer or two, when you test the game, instead of starting on the layer where the start marker is, you start above the start marker on the layer you where on just before testing the game.

This means you could start many levels above the start marker and drop to the correct level.

Plystire
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Posted: 6th Nov 2009 01:15
Haven't had that happen before, Nickydude. And I know I did that setup, because I've done much testing after tweaking things that were layers above the player's start marker.

I'll put it on the list of things to look into. Thank you for the report.


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A r e n a s
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Posted: 7th Nov 2009 11:52
Hey. How do you set an ammo limit in Project Blue? Say only allow X bullets to be picked up?

A r e n a s
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Posted: 7th Nov 2009 17:00
Sos for the double post. My haveweap isnt working either. I have tried picking up the weapon, using giveweap and starting with the weapon. None of those ways work.



bass guy1669
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Posted: 7th Nov 2009 18:35
Are those weapons in your level?

come see night shift at http://forum.thegamecreators.com/?m=forum_view&t=106003&b=25 see you there
A r e n a s
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Posted: 7th Nov 2009 18:43
Yep. You pick them up off the floor.

Plystire
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Posted: 7th Nov 2009 19:59
Quote: "How do you set an ammo limit in Project Blue? Say only allow X bullets to be picked up?"


You can bind the ammo to a variable and have a script force it to be within a certain limit.


Quote: "haveweap=Model Pack 10\M67FRAG"


Do Not use spaces in your folder names. Rename your Model Pack 10 folder to "ModelPack10" and change the name in the script. The spaces mess up the script parser.


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A r e n a s
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Posted: 7th Nov 2009 20:19
Quote: "You can bind the ammo to a variable and have a script force it to be within a certain limit."


So how does that work?

Quote: "Do Not use spaces in your folder names. Rename your Model Pack 10 folder to "ModelPack10" and change the name in the script. The spaces mess up the script parser."


The EAI one still doesnt work and that has no spaces. Im gonna meditate on it and see if i come up with any solutions.

DonWON
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Posted: 7th Nov 2009 21:22
Just got PBUM and I luv it. Full screen shaders are nice and with a few custom ones made with Dark Shader its really nice. Cant seem to get more then one to work at the same time tho but maybe its just me since I just got it last night.

Would be real nice if the shaders didnt slow everything down so much tho

Thanks guys... great job


Plystire
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Posted: 7th Nov 2009 21:43
@Arenas:

Add the "bindammotovar=X" option to the weapon's gunspec. Put a variable name in place of X. This is one of the special cases where you don't have to declare the variable first, since this will do it for you... and TADA!!! Your weapon's stock of ammo is now bound to that variable. Just change the variable when you want to change the amount of ammo that it's holding.

And just make sure you don't have ANY spaces when you're providing a weapon name. Spaces are what seperate parameters in FPI, so as soon as it hits a space, it thinks you're trying to give a new parameter.


@DonWON:

Unfortunately, I've yet to get layered FullScreen shaders implemented. At the moment, you may only have one shader active at a time.

If you're using the MB+B.fx shader, that may be a large cause of the slowdown when using the FS3... it does quite a bit more processing than your usual shader.

Glad to hear you're enjoying the mod, though!


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DonWON
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Posted: 7th Nov 2009 21:53 Edited at: 7th Nov 2009 22:23
I am using one I manipulated with Dark Shader to make the edges pop out a bit more and its getting decent fps. Cant get the cartoon shader to work yet but not done playin with it so who knows.

Well worth the 28 dollhairs

Now I guess I have to start a game... no more lazy guy

How can I make the changebloominzone work so that when in zone its on but when leaving it turns off instead of staying on then turning off when the player goes back thru it?


A r e n a s
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Posted: 8th Nov 2009 00:10
Using variables as ammo is actually quite a good idea. Will it mean that when you pick up the weapon you wont get the ammo stated in that weapons ammo capacity declared in the editor, or would you need to script it so that you got all the ammo needed?

Plystire
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Posted: 8th Nov 2009 08:29
Quote: "How can I make the changebloominzone work so that when in zone its on but when leaving it turns off instead of staying on then turning off when the player goes back thru it?"


You can either change the active shader to one that doesn't have bloom (or to 0, which would turn the FS3 completely off) or you can adjust the bloom settings to be so low that it's not noticeable anymore. Any of those ways will work. You can probably figure out how to adjust the bloom from the script.


Quote: "Will it mean that when you pick up the weapon you wont get the ammo stated in that weapons ammo capacity declared in the editor, or would you need to script it so that you got all the ammo needed?"


The ammo acts normally. The only thing different is that you can directly change the player's ammo through it if you wanted to. Also, this is a great method to pool ammo between weapons, so that multiple weapons use the same ammo.


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Nickydude
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Posted: 8th Nov 2009 18:40
I've discovered another issue

When standing in a certain spot, looking a certain way in my level, certain scenery disappears. Attached is what it should look like.

Nickydude
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Posted: 8th Nov 2009 18:41
... and attached is what happens if I move slightly.

Scurvy Lobster
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Posted: 8th Nov 2009 19:22
Nickydude: I have seen this happen with vanilla FPSC several times. The only time it happens is when I use custom media and it only happens with certain models. These models may be buggy but I have never been able to locate the bug if so.

I don't know if this helps you but the bug might be related to something else than specifically PB.

Nickydude
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Posted: 8th Nov 2009 19:28
Fair enough, just thought I'd mention it.

MK83
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Posted: 8th Nov 2009 19:36
@Nickydude,
I had that problem with some walls from one of the model packs, and what I found out was that the walls I was using was only one thickness thick instead of two. what I did was after I put my wall segments in with the arrow facing >, I came back on the other side and places the same wall segment < this way, and for me at least that took care of it.

Hope that made sense.


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bass guy1669
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Posted: 9th Nov 2009 02:01
One quick thing, replaceweap gives the right weapon but only with the previous weapons magazine size.

come see night shift at http://forum.thegamecreators.com/?m=forum_view&t=106003&b=25 see you there
Plystire
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Posted: 9th Nov 2009 04:25
Thank you for the report. It's been placed in the list.


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Nickydude
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Posted: 9th Nov 2009 23:49
*sigh* now every time I build my town I get the following error:

m_dwRuntimeErrorDWORD=Internal Code:11016
m_dwRuntimeErrorLineDWORD=17179


and it crashes here: [299] - loading Fragments. The test game works no problem, it's only when I build a game.

4125
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Posted: 10th Nov 2009 06:40
Try using the old FPSC-Game.exe....Build it like Normal....Then Use The PB .exe...Copy the name of the buildt game and rename da PB .exe into w.e it is and replace the final build .exe with da new PB one....that should work....Hope that makes sence

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
s4real
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Posted: 10th Nov 2009 14:13
@Nickydude There are a few build issues with the source we hope lee has fixed in the newer version of fpsc,we just have to wait for v1.16 source.


best s4real



Pack ya games with vishnu fpsc packer its free.
Nickydude
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Posted: 10th Nov 2009 14:57
Yes, there was, I sent Lee a full level (in normal FPSC) that was constantly crashing, he found the problem and corrected it in V1.16 B16.

Until then I think I'll take a small break from creating FPSC stuff.

Plystire
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Posted: 11th Nov 2009 00:14
@4125:

That will work fine if you're confident that you can find all of the files needed to copy over. Stock FPSC won't copy over everything needed for PB to run properly if you're using certain features.


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marv
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Posted: 11th Nov 2009 11:41
Hi everyone,
is it possible to add ammo limit, with PB?? :-|
Plystire
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Posted: 11th Nov 2009 12:57
If you bind the weapon's ammo to a variable, you may then cap the ammo by altering the variable (which is now in control of how much ammo the player has in stock). Just check if the variable is greater than the cap you want to place, and if it is then set the variable to your desired limit.


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Scurvy Lobster
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Posted: 11th Nov 2009 22:18
Lee has released a DBP beta with the FPSC V116 source.

Any news on plans for moving PB to this source?

s4real
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Posted: 11th Nov 2009 23:19
Yes we looking into adding PB to v116 source for v1.8

Best s4real



Pack ya games with vishnu fpsc packer its free.
Nickydude
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Posted: 12th Nov 2009 01:01 Edited at: 12th Nov 2009 01:01
Looking forward to it S4.

May I make a request? Would it be possible to have the player either press a key of click the mouse to continue just after the game has loaded (after the loading bar has finished loading)? This is so that any instructions displayed while loading can be read at the player's own pace instead of having to skim through it before the game loads.



A r e n a s
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Posted: 15th Nov 2009 22:01
Hey, I have created several scripts recently which just loop undisplaying 2 huds until a variable = 1 then they show one hud while looping and clearing the other 2. I have used loadimage rather than loadimagefine to save the effort of loading the extra detail. The problem is that the huds take a very long time to react. Is there a way of speeding up the reaction time of a script?

Plystire
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Posted: 16th Nov 2009 00:25
Is your HUD updating script placed onto an Always Active entity? I know reaction times can be slow if the script's entity needs to fight for "logic dominance".


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bass guy1669
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Posted: 16th Nov 2009 00:29
Quick question, do Custom Hud weapon animations called from a script have precedence over default animations?

come see night shift at http://forum.thegamecreators.com/?m=forum_view&t=106003&b=25 see you there
DonWON
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Posted: 16th Nov 2009 02:35
Was wondering if anyone got cell shading to work. There is the cartoon shader in Dark Shader that I cant seem to get working. I have made everyone but that one work.

Hope there is a way cause my game idea revolves around it. Thanks.


A r e n a s
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Posted: 16th Nov 2009 08:27
Quote: "Is your HUD updating script placed onto an Always Active entity? I know reaction times can be slow if the script's entity needs to fight for "logic dominance"."


If you have conjured entertainments cash system, they use the same entities as he does (pictures). I have about 8 scripts but it only seems to be that particular script which runs very slow. Hurt zones run at normal speed and so does the rest of the game.

Plystire
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Posted: 16th Nov 2009 23:35
@bass guy:

Erm, I'm not too sure about that one, lol. But even so, if they don't have precedence, you can always create a weapon script to give them precedence.


@DonWON:

Nope, haven't tried that particular one myself. I have given the shader code for it a look and I don't see any reason why it wouldn't work.. it looks be just a modified version of the edge-detect shader.


@Arenas:

Hmmmm... perhaps you should attach them to a different entity? If they need to be Always Active, I find that dynamic lights work very well for those scripts.


The one and only,


bass guy1669
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Posted: 17th Nov 2009 00:04 Edited at: 17th Nov 2009 00:13
Thanks for all your help Ply
how would you call the custom animations from a script?

I.E: canim=1 OR canim=canim1

come see night shift at http://forum.thegamecreators.com/?m=forum_view&t=106003&b=25 see you there
A r e n a s
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Posted: 17th Nov 2009 08:26 Edited at: 17th Nov 2009 08:41
Quote: "Hmmmm... perhaps you should attach them to a different entity? If they need to be Always Active, I find that dynamic lights work very well for those scripts."


Ive just tried it on a trigger zone and no luck. I'll try it on a light though and i think that i will add in several commands to hopefully run the script a bit faster.


EDIT

No change What usually slows down huds? And any idea as to what can speed them up.

Plystire
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Posted: 17th Nov 2009 22:57
@bass guy:

Just use the number, not the name.


@Areans:

Normally there's no reason for it to run any slower than other scripts, unless it's unusually large (the script) or you just have a bit of a logical misfunction. Sometimes scripts will be swapping back and forth between states, and miss an important HUD command while it's in one of the other states, causing it to appear as though it has lag.


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bass guy1669
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Posted: 17th Nov 2009 23:19
Kay, thanks

come see night shift at http://forum.thegamecreators.com/?m=forum_view&t=106003&b=25 see you there

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