Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / [LOCKED] Official WizMod Thread.

Author
Message
DarkFrost
16
Years of Service
User Offline
Joined: 3rd May 2009
Location: ON, Canada
Posted: 4th Jun 2009 23:05
YEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!! Finally the ironsight and recoil scripts i worked so dearly on almost every gun may actually work Im pumped to test this one out, seems closer to a full version than every other beta combined

The in-game menu seems nice, and im sure it'll look better later on. Remember we want it to work first.

Btw this mod was supposed to contain bloom,Real Time Refraction/Reflection,improved Motion Blur,gravity effects, and water physics. I was curious about how those things are coming along. As in are you still going to work on them or are you scraping any of them?

[img][/img]
Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 4th Jun 2009 23:15
Well i plan to add every feature I possibly can, at the minute bloom is not going to happen, I had it working although it didnt look great and significantly reduced performance so unless i find a better way of doing it bloom will not be integrated.

The other features i have been experimenting with, just to see how things will work, and if my methods will work or not.

Motion blur will hopefully be improved, whether that will be only blurring moving objects or only more control overs its intensity etc... but i am aiming for both.

Reflection and refraction is something I have been trying to improve, it is complicated, but again definitely something i will spend time on over the summer.

Water Physics, one of my top priorities Definitely something I really want to add. the whole area of realism in water is something that we focus on doing. Appleslicer and myself have been discussing this a bit and we are going to add a feature that when you jump into water there is a large rush of bubbles and then they reduce, just like they would if you really jumped into water. And also some visual splashes when you jump in, at the minute we only have sound effects. Also possibly splashes when you shoot into water.

This is what I plan, with these exams I havent been able to do much but i certainly will be working on it over the summer months .

Hockeykid
DBPro Tool Maker
17
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 4th Jun 2009 23:37 Edited at: 4th Jun 2009 23:39
Question/Idea

I understand that wizmod (and every mod that has water) has the water cover the entire map. Wouldn't it be easier on the engine to have a script that you attach to a trigger zone and the water will spawn in the trigger zone instead of on the whole map, and if your looking where the trigger zone is you can raise the water and reduce it. This way the water could be at all different heights in the level and improve performance.

By the way just in case you didn't know when you select a trigger zone you can hold shift and drag it out.

Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 4th Jun 2009 23:41
Thanks hockeykid I will certainly try this Your right this would be much better for performance. Thanks!

Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 4th Jun 2009 23:53
I have been doing some tests and I have found that a lot of the wizmod features dont work So I will release the latest changes using the version airmod 0.5 and then continue to work on airmod 0.6 integration, I know this may be a bit of a disappointment but it will hopefully be worth it in the end. Sorry.

Hockeykid
DBPro Tool Maker
17
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 4th Jun 2009 23:54
No problem glad I could help.

Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 5th Jun 2009 00:06
I will definitely try and add that to the version with airmod 0.5. Oh and one other knew thing is that we will have is a nice air hud so a bar goes down as you run out of breath and if the bar runs out the player will die, but if he surfaces then the bar will refill.

Hockeykid
DBPro Tool Maker
17
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 5th Jun 2009 00:36
Thats in me and red eyes water script, maybe you want to use that so it'll be optional for the user to apply it(might need a bit of tweaking)

Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 5th Jun 2009 01:11
Sweet, that would be good, i have added some commands which would help such as plrabovewater and plrbelowwater and things like that, so if it was slightly modded to use the additional commands it would be great!

Hockeykid
DBPro Tool Maker
17
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 5th Jun 2009 01:21
Yeah no problem, send me an email.

Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 5th Jun 2009 01:35
Great, thanks. I will send you one tomorrow, it's gettin kinda late here

DarkFrost
16
Years of Service
User Offline
Joined: 3rd May 2009
Location: ON, Canada
Posted: 5th Jun 2009 02:04
Okay everything sounds nice, cept for aimrod .6 messing things up again but no prob.

As for bloom you could also add in a slider, when the gui is finished to adjust it. Im guessing if you have bloom at a low setting so it doesnt affect materials too much (like a very weak bloom effect) the performance wouldnt decrease so much.

Good to hear about the motion blur, its a good asset to have for creating unique games. Would be cool tho if some slow-motion effect could come into play with wizmod too. Like how it was used in fear. It could be triggered by a triggerzone or button. Or trough the gui.

Didnt CoZ release an fx file for window refraction? I guess you could take a look at that, it may help you. As for reflection your on your ownt here

Water Physics and splashes would put wizmod above efxmod when it comes to water, mabye other mods with it. it would be unique to see splashes as you fall into water. BTW i like the idea hockeykid mentioned about usign trig zones to not only add water into the whole level but to have a seperate script to add water where the trig zones are.

Yeah i got exams too + 12 or so more days of school. Sry i wrote an essay lol, looking forward to next beta

[img][/img]
Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 5th Jun 2009 02:13
Bloom, no matter the intensity, kills fps no matter how you slice it. There must be a way, but for now, its not vital.

DarkFrost
16
Years of Service
User Offline
Joined: 3rd May 2009
Location: ON, Canada
Posted: 5th Jun 2009 04:27
Yeah lol, never was a problem for me. Yet its best that the mod is usable by everyone and its obviously unfair to have an option useable on only some computers.

[img][/img]
Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 5th Jun 2009 04:29 Edited at: 5th Jun 2009 04:31
Its not that, its just that already frames are low, and Bloom wouldnt help things. Even if you have a 1 GB video card, it may lag just as bad as a 128 Mb. Who knows. Maybe in the future, but I would say, not now.

Plystire
22
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 5th Jun 2009 05:02
The issue with Bloom (considering you have speed issues, I'm assuming you're doing it the way that I used to do it) is that it needs to be rendered many times. This means your GPU needs to do many more renders each frame, causing it to slow down a lot.


The one and only,


DarkFrost
16
Years of Service
User Offline
Joined: 3rd May 2009
Location: ON, Canada
Posted: 5th Jun 2009 05:07
Leave it the Ply to break down everything to an understandable level for everyone

[img][/img]
Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 5th Jun 2009 06:52
Yeah, bloom would be a great feature to add, but I don't know how we would do it without losing more than half of the games framerate. We'll see...

Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 5th Jun 2009 16:40
Yeah ply's right, that is one problem and another was that it didnt look that great, but then again, i didnt spend much time adjusting things, but I think that bloom will really slow down the engine and it wont be worth it, but we'll see what happens, you never know.

Kerrby
17
Years of Service
User Offline
Joined: 14th Mar 2008
Location: Australia mate.
Posted: 5th Jun 2009 17:00
Thanks for the reply mate but if you don't need me, you can just tell me.


WizMod Supporter.
Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 5th Jun 2009 17:05
@Kerrby - No, i am always glad of help , it is just i have images for that already, but i dont know how it will turn out yet so I cant say if i have everything i need yet or not. I havent really had much time to add many new things cos of these exams, so when they are over I can sit down and really get programming and then I will know what I still need, there will always be more i can add or fix so what wizmod needs will change, thanks for the offer, if I need anything i will contact you, just at the minute I dont have much time to add anything so i dont need anything Thanks though.

Kerrby
17
Years of Service
User Offline
Joined: 14th Mar 2008
Location: Australia mate.
Posted: 5th Jun 2009 17:38
All is good my friend .

I finish up my exams as well next Thursday so I'm all free after that .


WizMod Supporter.
Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 5th Jun 2009 17:46
Good

I finish on Wednesday so from then on, i will be working on Wizmod flat out!!!

Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 5th Jun 2009 23:08
Since the disappointment with the Airmod 0.6 integration i decided to recreate wizmod. I havent yet added the features of wizmod (which will mainly just be copying and pasting) but I have re-integrated Airmod 0.5, only this time I have fixed the character animation problems and the blood hud is now working, so once i add the wizmod features and make sure everything is working fine then I will release the next beta.

DarkFrost
16
Years of Service
User Offline
Joined: 3rd May 2009
Location: ON, Canada
Posted: 5th Jun 2009 23:09
School/Exams are done for me in....2 weeks Good to hear tho Wiz, dont work to hard or you'll get tired or loose intrest

[img][/img]
DarkFrost
16
Years of Service
User Offline
Joined: 3rd May 2009
Location: ON, Canada
Posted: 5th Jun 2009 23:11
Wooo lol posted same time i did almost Good to hear. Now thats it is a bit revised and organized (second look at everything) We can pin-point the problems and make the mod a hell of a lot better.

[img][/img]
Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 5th Jun 2009 23:14 Edited at: 5th Jun 2009 23:15
Oh I wont I may revert in the new version. I am trying out what hockeykid (as far as i remember ) said, that you set the size of the water and position of the water using the triggerzones. It is coming on not too bad, you can now set the size of it easily, however i havent quite got the positioning right yet.

DarkFrost
16
Years of Service
User Offline
Joined: 3rd May 2009
Location: ON, Canada
Posted: 5th Jun 2009 23:19
So do you mind stating the features that you have implemented so far and what works well?

[img][/img]
Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 5th Jun 2009 23:50
Well so far we have:

-Airmod 0.5 - Recently fixed Character animations and blood hud

-Water - With reflection, refraction (although still need some work), underwater effects such as fog and also bubbles and sound effects

-Flashlight

-Motion blur (which will be improved)

-Camera Shake

-Water Scripting/Condition commands

-Sky Spinning

-FOV Command

-Lemur Multiplayer

-Im working on water positioning and scaling using triggerzones

These are the main features so far, so we are slowly building the mod up, I know there is still a lot to improve on but, we can improve it and i plan to

DarkFrost
16
Years of Service
User Offline
Joined: 3rd May 2009
Location: ON, Canada
Posted: 5th Jun 2009 23:55
Nice list there (i mentioned it cause i knew forums members would love to see what we have so far)

Anyways looking forward to next beta and from what im see every feature listed on the site is here expect for bloom and airmod .6(we talked plenty of those already)

We even have a nice flashlight addition

BTW redeye sent you gui icons and stuff right? Well when do you plan on added in a gui? Im guessins when everything works as well as it would in a full version?

[img][/img]
Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 6th Jun 2009 00:06
Yes he sent me the GUI, I have integrated a basic menu, not using his stuff yet. It is just one image i have used to get the basic features of a menu working but that is another feature i forgot to mention.

The features so far are not exactly the way they will be in the full version, they are still a bit "rough", but everything will be all tidied up when it is released. The reason for this is because im adding so many new things and changing so many, every time i tidy something it ends up being changed So things are a bit messy at the minute but they will be tidied up and perfected when i have added the features I want in the full release The gui is a separate section of code so I can just add bits and pieces as I choose. I made a menu maker for dbpro a while ago so i think it could really help me make this menu!!

Hockeykid
DBPro Tool Maker
17
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 6th Jun 2009 01:47
The feature i suggested will come in handy and make levels look better, say if you want a rainy level now with the new feature you can make puddles here and there instead of 1 big plain of water.

Plystire
22
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 6th Jun 2009 01:57
However, multiple planes of water increase your polycount and the multiple water shaders (not to mention reflection and refraction rendering for each water plane) entering into the GPU's queue will cause a massive slowdown.


The one and only,


Hockeykid
DBPro Tool Maker
17
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 6th Jun 2009 02:01
Quote: "However, multiple planes of water increase your polycount and the multiple water shaders (not to mention reflection and refraction rendering for each water plane) entering into the GPU's queue will cause a massive slowdown."


but the planes wouldn't cover the hole map.

Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 6th Jun 2009 03:19
I think I have got the water plains working now. I have got the water to be the right size anyway

Kerrby
17
Years of Service
User Offline
Joined: 14th Mar 2008
Location: Australia mate.
Posted: 6th Jun 2009 03:27
That's awesome man.

Just a quick suggestion, COD type weapon limit. When you reach one pistol and one main gun, you need to swap it for another weapon?

It was suggested in another thread but I'd love to see this mod have it.


WizMod Supporter.
Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 6th Jun 2009 03:35
Yeah, I think actually just a "fixed" weapon drop" would do, so that you could re-pickup the weapon you dropped via scripting.

Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 6th Jun 2009 03:39
I will see what I can do A good idea, a weapon drop option would be best then the user could choose how they wanted it to work.

Dar13
17
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 6th Jun 2009 03:42
@The Wizmod development team: You guys aren't hardcoding stuff like COD-style weapon limits, etc. etc. right? I'd rather have a general fpi system in which you just have to apply yourself rather than a super specialized fpi system.

Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 6th Jun 2009 03:45
No, we are making everything optional so the user can customize their game in as many ways as possible, but how they want it to be.

Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 6th Jun 2009 03:45 Edited at: 6th Jun 2009 03:48
As always, just about everything is up to the end user to make scripts appropriate for their game. I would assume that we will just have new commands, and you can script to fit your needs.

EDIT: lol, posted while you were posting.

Dar13
17
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 6th Jun 2009 04:14
ok, just making sure. It sounded like you'd be hardcoding it all in. Nice mod, wish I could run it(my comp hates V115).

Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 6th Jun 2009 04:19
No Hmm, well i suppose when it is done i could make a version that will work with the v1.07 version.

Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 6th Jun 2009 04:20
What errors are you getting with 1.15?

Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 6th Jun 2009 04:25
Well, the only problems so far is, a bit of reflection/refraction problems, and water size problems with the new triggerzone method, but im still working on it. I wont really know the errors until i update it to the new airmod 0.5 integration code, it fixes some of the current bugs, so after i update it then I can find out what bugs are present.

Dar13
17
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 6th Jun 2009 04:26
I get a generic Windows "This application has encountered a problem and needs to close". The .dll or "module" it says causes the crash is dprosounddebug.dll. I've tried everything, short of compiling it myself(no darklights), so I gave up.

Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 6th Jun 2009 04:31
I dont know if this is any use at all but you may be able to add the dll manually into the exe using this tool:

http://winch.pinkbile.com/wiki/index.php/Main/DarkExplorer

Dont know if that will make any difference at all, but it might

Dar13
17
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 6th Jun 2009 04:40
Thanks Wizzkid. I'll try it and see what happens. Cross your fingers.

Wizzkid
AGK Tool Maker
18
Years of Service
User Offline
Joined: 14th Aug 2006
Location: Northern Ireland
Posted: 6th Jun 2009 04:52
No problem Here's hoping!

Guys just to let you know I think I have managed to successfully make water using triggerzones to specify the size and position of it, and I have also increased the waters refresh rate so it updates more times per second, making it slightly more realistic

Dar13
17
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 6th Jun 2009 04:54
801st post!!

On a slightly more negative note, externalising the dlls didn't work, and the .dll was included in the .exe already. I think my 5 year old GPU is just getting finicky.

Login to post a reply

Server time is: 2025-08-08 20:30:53
Your offset time is: 2025-08-08 20:30:53