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

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Scurvy Lobster
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Posted: 19th Jun 2009 09:31
Thanks! I hope you guys can find a solution!
s4real
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Posted: 19th Jun 2009 16:30
@Scurvy Lobster :

Could you upload a test level that has the problem then email me the link so I can see the problems first hand if thats possible.

Cheers S4real

Scurvy Lobster
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Posted: 19th Jun 2009 19:16 Edited at: 19th Jun 2009 19:42
Sure, here's a small level with three Egyptian characters.

edit: dang... "File exceeded maximum file size." I must look for another way to upload.

edit 2: Finally, get it here.
Plystire
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Posted: 20th Jun 2009 00:55 Edited at: 20th Jun 2009 01:14
@Scurvy Lobster:

Curious thought just crossed my mind.

In the scripts that those characters use (the ones moving fast), they wouldn't happen to be using "movefore", would they?
If they are, can you tell me the number that's given to the "movefore" command?


Thanks.

[EDIT]

Just downloaded your test. I see in your scripts that you're using "movefore=40" and "movefore=10"... well, that would be the problem.
In Ply's Mod as well as Project Blue, the movefore command is UNCAPPED, meaning the characters WILL MOVE THAT FAST. In regular FPSC, there's a limit that they won't go faster than. Here's the speeds I found useful. Use "movefore=2" for a walking speed and "movefore=5" for a running speed. If your character has a jetpack, then it might be okay to use "movefore=40".

Give that a go and let me know how it went.


The one and only,


Scurvy Lobster
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Posted: 20th Jun 2009 01:10 Edited at: 20th Jun 2009 01:12
Yes, they do actually.

Here is the script from one of the Cleopatra models:



As you can see it's mentioned several times at different values. Sometimes 10 and at least one other time at -20.


edit: just saw your edit and I will try in the morning (it's getting a little too late here )
Scurvy Lobster
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Posted: 20th Jun 2009 12:27
That did the trick

But I need to do a lot of editing on my characters now.

There is still one big question remaining and that's the Egyptian weapons. With Project Blue mod they are no where to be seen in the game. Since I am building an MP8/17 styled game I really need these weapons.
koolman v2
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Posted: 20th Jun 2009 13:08
what does project blue have in it that the up coming migration won't??

game in devolement want to help email me
4125
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Posted: 20th Jun 2009 15:28
For 2 things: Dual-Welding Another Ironsights...Did i Miss Anything?

I Might Need To Buy This Mod....FPS Creator Laggs So Much And With This The Laggs are Almost All Gone....Am gonna Buy This When I get The Chance...

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: 20th Jun 2009 22:56
@Scurvy Lobster:

We believe the cause of that may be tied in with other bugs that have been reported, so we're hoping that once those other bugs are dealt with, your weapons will start working again as well.


@koolman v2:

Unless the Mod itself gets integrated into the migration, the features of Project Blue are all very unique from what the migration has promised.

Lemur: Team deathmatches
Ply's Mod: Dual Wielding, named/unlimited variable system, camera system, extensive FPI commands
AirMod: Ironsights, particle based blood system, alternate firing modes

Those are all features that I have not (yet) heard of being implemented in the migration, and yet they are a small portion of Project Blue.


The one and only,


Kravenwolf
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Posted: 21st Jun 2009 01:58 Edited at: 21st Jun 2009 02:09
If I can ask a question regarding normal and specular maps;

I contacted Errant, and he helped me understand the principal behind them, but suggested that I still get in contact with you, Ply. I was wondering if normal and specular maps can be applied to static objects? I understand FPSC has problems applying the normal map shader to segments, which is why I converted all the segments in my projects into entities.

Is it possible to apply normal and specular maps to static entities, and can I get them to work with static lights? I was also wondering where to write the lines for the normal and specular textures in the entities' fpe files (as Errant mentioned, I should include the illuminationshader);



prisonwall_D.tga
prisonwall_N.tga
prisonwall_S.tga




NOTE: I'm asking in the UM official thread only because I'm using Project Blue, and was hoping one of the included mods would include a feature for this that wasn't available in vanilla FPSC.


Kravenwolf

Plystire
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Posted: 21st Jun 2009 09:01
Normal mapping on segments is very much hosed, I can tell you that much. I even spent a few days attempting to write a new shader to make them work, but my ability in HLSL is intermediate at best. I was able to get some form of decent dynamic lighting on them, but the normal mapping was just hosed and the dynamic lights were all appearing ..... reversed, lol. They appeared in the spots where the shadows should have been.


I wrote you a very lengthy reply to the email you sent me, hopefully it sheds a bit of light onto the subject.


The one and only,


Scurvy Lobster
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Posted: 22nd Jun 2009 15:39 Edited at: 22nd Jun 2009 15:40
It's me. I'm back. Annoying, I know

By accident I tried out the stock ww2 bazooka with Project Blue mod added. It doesn't use the normal flak but a small nuclear-style explosion. How do you turn that explosion off and go back to standard flak?
Plystire
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Posted: 22nd Jun 2009 19:33
That was a feature from Ply's Mod. I restored to decal explosions for flak. To turn it off simply delete (or comment out) the lines fo explosion decals in the flakspec.txt file.


The one and only,


Scurvy Lobster
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Posted: 22nd Jun 2009 19:37 Edited at: 22nd Jun 2009 19:45
What exactly should I change to get it back to normal?:


Simply removing the smokey lines takes away all flak.
rakker126
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Posted: 22nd Jun 2009 20:19
i want to buy

Now in the W.I.P. forum: operation sunlight
http://forum.thegamecreators.com/?m=forum_view&t=149451&b=25
Scurvy Lobster
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Posted: 22nd Jun 2009 22:11
I have done some bug hunting on my Egyptian weapons and it is actually possible to have them in the game with Project Blue Mod. It is buggy though.

I made a small open sky level. Placed one of the weapons and a player marker. Made a test game and saw no weapon. However, the weapon fell from the sky after about 8 seconds and I was able to pick it up and use it.

I tested this a couple of times and it was consistent. The weapon drops from the sky.

I have not been able to replicate this "trick" in my current game, sadly but I hope this is useful for your bug tracking.
s4real
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Posted: 23rd Jun 2009 01:08 Edited at: 23rd Jun 2009 01:11
@Scury Lobster : Thanks for the bug report, we are loking into it.

Update :

NEW OFFER all Ply Mod paying user's can have a free upgrade to Project Blue.Email me for your free update.

Best s4real

Nomad Soul
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Posted: 23rd Jun 2009 02:06
Ply

Whats the deal with normal mapping on segments in FPSC X9 anyway?

I've seen DBPro demos showing shaders being used on spheres and flat surfaces. Why has it been such a problem to incorporate into the engine for segments?
Plystire
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Posted: 23rd Jun 2009 04:06
Quote: "Ply

Whats the deal with normal mapping on segments in FPSC X9 anyway?

I've seen DBPro demos showing shaders being used on spheres and flat surfaces. Why has it been such a problem to incorporate into the engine for segments?"



Because Lee vouched NOT to forward lighting information to segments and static entities. Also, it's very hard to find the location of each segment piece and static entity because once the "universe" is "optimized", the static entities and segments ALL become the SAME OBJECT, thus it makes it even more difficult to determine WHAT lights are nearby and what lights aren't.

Regardless of this, I have modified the segment and static entity shader system to forward 16 new variables to shaders for usage:
LightPos0 - LightPos7 (These variables are float4, with w as the "range" of the light)
LightColor0 - LightColor7 (These variables are float3, holding the RGB values of each light's color)
Why are there only 8? Quite simply these are the 8 dynamic lights that are active in FPSC. With that information you should theoretically be able to make a shader for segments and static entities to make them react to dynamic lighting.


It is not my responsibility, intention or even pleasure to deal with the shader system that Lee had set up. I have since rewritten much of it to allow a better shader system, making it so your shaders are no longer bound to the hardcoded textures that FPSC normally looks for. However, because of this addition, your shaders will need to follow certain guidelines in order to function. No worries, I have altered all of the stock shaders to function properly within the new system and they'll be packaged WITH the next release (So you guys won't have to do it yourselves) but if you're using any kind of custom shaders, they will need to be changed a little bit (painless, I promise) and I will write a short tutorial explaining how to do this.



Believe me, it is quite easy to make a DBP project with nice looking shader effects on all sorts of objects. That was never the case. It was simply the case of "Rewrite everything shader related in FPSC..... or go make something I actually care about."



The one and only,


Plystire
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Posted: 23rd Jun 2009 04:13
@Scurvy Lobster:

You'll be happy to know that I have "fixed" the problem you've been encountering.

It turned out to be an AirMod "feature", and once removed made all of the weapons react normally again. What does this mean? Well, quite simply, weapons and ammo don't have physics anymore.

If you really want to know, this is what was happening:
CERTAIN weapons and ammo that had physics applied to them were given a vertical velocity at startup (No clue where or why, but they were), and during the startup period, gravity is turned off, thus making them float upwards before the player even sees anything. This also made "floating" weapons and ammo start out higher than they were normally intended. Once the startup period was over, gravity was turned on and your weapons would fall from the sky.


The one and only,


4125
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Posted: 23rd Jun 2009 05:30
I don't Understand Everything....but My weapons Would Fall Down or Not Spawn at the point to where I put Them Even without Any mod....But It Always Happen with Segments That Has An "O" On them....The Segments That Uses An "S" Works Fine....Anything Like The Arrows Or "O" and The weapons Would Fall Down Or Move Somewhere Esle....I Would Have To Put a Static Entiy.....This Usally Happens With MP3 Segments....This Happened To ALL weapons (Even Stock) But Mostly To MP6 Weapons.....It Don't Bother Me too Much Tho. Just wanted To Say That....

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
Scurvy Lobster
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Posted: 23rd Jun 2009 10:13
Ply:

- nice to hear of the weapons fix! Wierd bug though When can a release be expected?

- with the release of the modified stock shaders will this stop anything from working as expected (overwrite the old ones)? Shaders are nice but I prefer to avoid messing with them and their textures.
s4real
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Posted: 23rd Jun 2009 15:48
Update :

Project Blue v1.6f has been released, you can get the trial from the first post.

This fixes many bugs and issues.

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

@Scurvy Lobster : New shaders and features will be added to Project blue v1.7 where a fresh install would be adviced.

best s4real

Scurvy Lobster
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Posted: 23rd Jun 2009 16:08
Nice. I have just recieved the update and will try it now.


I can see in the manual that there is still refered to FPSC v1.0x on page 4:

"Install upgrade 107 or upgrade 109 (links below)."
s4real
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Posted: 23rd Jun 2009 16:29
@Scurvy Lobster : Thanks for picking that out we will get that changed.

Best s4real

Scurvy Lobster
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Posted: 23rd Jun 2009 17:43
I have finished my tests and everything is running fine. Weapons are there now

Good work guys
Plystire
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Posted: 23rd Jun 2009 21:43
Quote: "- with the release of the modified stock shaders will this stop anything from working as expected (overwrite the old ones)? Shaders are nice but I prefer to avoid messing with them and their textures."


Don't worry, the updated shaders are only altered to work with the new system. If they weren't changed, thent he shaders wouldn't function at all and your entities would appear solid black.

Also, the new shaders are backward compatible, so they would still work with vanilla FPSC.


The one and only,


djmaster
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Posted: 23rd Jun 2009 21:53
Im waiting for my Project Blue to arrive then onto porting my Beyond Paranormal 2 to it

A.K.A. chargerbandit
[href]http://chargedstudios.netne.net/index.htm[href]
rakker126
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Posted: 23rd Jun 2009 23:01
i want Blue to but i dont get a mail

Now in the W.I.P. forum: operation sunlight
http://forum.thegamecreators.com/?m=forum_view&t=149451&b=25
Scurvy Lobster
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Posted: 27th Jun 2009 13:25
I have encountered a new game breaking bug. Once again it has something to do with one of the Egyptian weapons from TGC Store.

(see image attached)

When I have completed the first level of the game I get my Epyptian spear in the centre of the screen zooming in/out all the time. This does not happen without Project Blue mod.

I have a download of my game here if you need to see it in action.

Running my latest game superbly on FPSC and Project Blue Mod.
A r e n a s
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Posted: 27th Jun 2009 13:49
Hey guys. When do we get the free updates? Are they emailed to us? Anyway, why i really posted.

I have two ideas which are quite simple and could possibly be scripted in FPI but i recon it would look good in a mod.

1) For Multiplayer, explosions, or a clever work round. You could use decals rather than flak.

2) (This is the biggy). Could you buy the rights to something like Errat AI's combat knife and have it so that users can melee when they press a key like 'F' or 'E' and have a command which enebles changing of the key. (F is my use button ATM).

http://arenas4146.webs.com/
http://fraggaming.forum2.biz/forum.htm
s4real
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Posted: 27th Jun 2009 16:56
@Scurvy Lobster : Thanks for the bug report downloaded your game and it looks good, we looking into the bug.

@Arenas : All the new updates where emailed to all project blue user's, if you not recieved it please email me and I get a copy sent to you.

Many thanks s4real

s4real
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Posted: 27th Jun 2009 20:40 Edited at: 28th Jun 2009 02:33
update :

Check out new 3rd person feature being worked on in Project blue v1.7.(still in beta stage.)

http://www.youtube.com/watch?v=5-slrdjKY54


Big Thanks to meteorite for his great work.

Best s4real

Plystire
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Posted: 28th Jun 2009 01:31
The video S4 just uploaded to YouTube doesn't show a proper jumping animation, which will also be in the final third person script that'll be distributed with the new release.

I would also like to extend a personal "Thank you" to meteorite for agreeing to work on the script for us.


The one and only,


CoffeeGrunt
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Posted: 28th Jun 2009 02:20
Quote: "but if you're using any kind of custom shaders, they will need to be changed a little bit (painless, I promise) and I will write a short tutorial explaining how to do this.
"


Is it as simple as changing reference textures or variables? 'Cos that's just about the extent of my shader ability...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
Plystire
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Posted: 28th Jun 2009 06:04
Yes, it's as simple as changing texture names in the shader file. That's all that you'll need to do.


The one and only,


double
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Posted: 28th Jun 2009 23:07
I bought the Fullversion yesterday and have to say you've done a great job

But if i build a game and save the game it always chrashes when i'm trying to load the savegame.
john schwarcz
User Banned
Posted: 29th Jun 2009 03:00 Edited at: 29th Jun 2009 03:00
hey blu um mod guys..... i gotta say
your mod is amazing! it really is! but wizzmod is putting in soooo many things!!! id say, that both mods are around the same in quality
and i know youve already tried the discuess intergreations with wizzmod once, but i beg ya guys to give it another shot, i know its incredibly unlikely that you guys will jion, but come on , maybe you guys should just try it again, cause think of what could be achieved

shadow666
Plystire
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Posted: 29th Jun 2009 08:23
@john shwarcz:

We'll talk it over, but if we do decide to give it another shot, it's entirely up the WizMod team.

There were discrepencies with the negotiations last time, but we may be able to move past that this time.
I'll be stepping aside for a long while sometime soon, so that decision will be up to S4.


The one and only,


Apple Slicer
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Posted: 29th Jun 2009 08:31 Edited at: 29th Jun 2009 08:32
The wizmod team has already decided long ago not to merge, as we have no need for it.

John, Please stop spamming all of the mods threads.

thanks.

john schwarcz
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Posted: 29th Jun 2009 08:58
awww oh well
(and sorry i didnt know this was spamming sorry again)

shadow666
s4real
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Posted: 29th Jun 2009 16:35
@double : Thanks for the bug report we will look into it.

@john schwarcz : Maybe and its a maybe in the future we might merge but as it stands at the moment there will be no merge.
As Apple Slicer said could you please stop spamming the mod threads.

Best s4real

john schwarcz
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Posted: 29th Jun 2009 21:07
sorry again

shadow666
Lewis
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Posted: 29th Jun 2009 23:22 Edited at: 29th Jun 2009 23:41
I've encountered a bug while playing the Nazi Zombies game by Kravenwolf. I'm not sure if this has been brought up yet, but when I saved the game and tried to load it, it said that the exe had stopped working. It got to the end of loading the level, and then it just said that the exe stopped working. Also it got glitchy when I tried to load, and showed my cursor all over the screen multiple times. I'll try to get some screenies.

EDIT2- Oh, and when you choose the load game option, the load game images etc are all stretched out really far.

EDIT-

Cursor error:


Loading error:
s4real
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Posted: 29th Jun 2009 23:47
@Lewis Thanks for the bug report we are working on fixing these issues.

Best s4real

Plystire
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Posted: 30th Jun 2009 04:00
A vast majority of the reported bugs have been fixed.

S4real will send out an update within the next few days to the beta testers.


Thank you, that is all.


The one and only,


Hockeykid
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Posted: 30th Jun 2009 05:03
Um I don't remember putting a load game button.

Lewis
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Posted: 30th Jun 2009 05:10
It's there and clickable but its not visible. =P I wanted to save my progess as it takes FOREVER to unlock rooms and that.. -_-;
Scurvy Lobster
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Posted: 30th Jun 2009 10:44
Quote: "A vast majority of the reported bugs have been fixed.

S4real will send out an update within the next few days to the beta testers."


I'll be looking forward to it. Nice to hear of the progress

Running my latest game superbly on FPSC and Project Blue Mod.
s4real
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Posted: 30th Jun 2009 19:30
@Scurvy Lobster : Could you please email so I know what email address you have used to purchase Project blue please?

Best s4real

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