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

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Hockeykid
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Posted: 6th Jun 2009 04:58
Quote: "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
"


Sounds good, are the frames better?

Wizzkid
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Posted: 6th Jun 2009 05:01
Yes, slightly better, but not only that, the gameplay seems to be less jerky, even though the framerate has only slightly changed, dunno why but im not complaining

@Dar13 - Sorry bout that

Hockeykid
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Posted: 6th Jun 2009 05:04
You should set up a scene take some pics like an out side rainy scene with puddles and what not so we can see. (I'm excited)

Wizzkid
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Posted: 6th Jun 2009 05:05 Edited at: 6th Jun 2009 05:06
There we go, water using triggerzones is now completed and working great! The fps is actually better than i thought now. I am using a fairly large level and a large water plain but getting an fps of 39-55 (uncapped) so it is running nicely and faster

@hockeykid - I will tomorrow, im in the uk and well, it is very late so i think i will go now, and post some screenies tomorrow for you all.

At the minute you can only have one water plain though, I havent added the ability to add multiple ones yet.

Hockeykid
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Posted: 6th Jun 2009 05:07
Quote: "There we go, water using triggerzones is now completed and working great! The fps is actually better than i thought now. I am using a fairly large level and a large water plain but getting an fps of 39-55 (uncapped) so it is running nicely and faster "


Sounds AWESOME!

Dar13
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Posted: 6th Jun 2009 05:11
@Wizzkid:Guess I have an excuse to get a new computer now. Thanks for trying to help. Good job and good luck on your mod.

Apple Slicer
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Posted: 6th Jun 2009 07:14 Edited at: 6th Jun 2009 07:14
great news. Wizkid, speaking of rain, we should add some, if you want, and I could make the "rain" decal image.

Kerrby
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Posted: 6th Jun 2009 07:14 Edited at: 6th Jun 2009 07:15
Hey Apple, would you please send me the new BETA when it gets released ?

Infact, would you please add me on msn?


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Apple Slicer
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Posted: 6th Jun 2009 07:14
Absolutely.

Hockeykid
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Posted: 6th Jun 2009 07:18
Feel like going on msn apple?

Kerrby
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Posted: 6th Jun 2009 07:20
If you go on, add me please .




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Hockeykid
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Posted: 6th Jun 2009 07:24
Quote: "If you go on, add me please ."


Me or apple?

Kerrby
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Posted: 6th Jun 2009 07:26
Quote: "Me or apple?"


Anyone? I need friends .

But seriously, I have around 500 msn contacts :s. I know about 3/4ths of them.


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Apple Slicer
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Posted: 6th Jun 2009 07:29
Okay, I "invited" you Kerrby.

Plystire
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Posted: 6th Jun 2009 09:45 Edited at: 6th Jun 2009 09:46
Quote: "but the planes wouldn't cover the hole map."


No, but each water plane would need to have their reflection and refraction images individually rendered, thus increasing the strain being put onto your GPU for each water plane in the scene.

Quote: "There we go, water using triggerzones is now completed and working great! The fps is actually better than i thought now. I am using a fairly large level and a large water plain but getting an fps of 39-55 (uncapped) so it is running nicely and faster"


I'm curious to know how well it runs with multiple water planes. If my assumption is correct, then even using 2 water planes will cause an fps drop similar to that of Bloom (Since each water plane would require an additional 2 renders for reflection and refraction).
Not trying to put down your work, but if it's going to cause the game to suffer from many of them in use, it would be best to know now rather than later, right?


The one and only,


Wizzkid
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Posted: 6th Jun 2009 14:32
I havent added multiple water plains yet, i would think it will afffect performance quite a bit, but when i do i will let you all know how fast it is running at and whether it will be a good idea allowing multiple water plains.

Kerrby
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Posted: 6th Jun 2009 14:55
Check WizMod forums maaan .


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Wizzkid
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Posted: 6th Jun 2009 14:57
Im there now

Kerrby
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Posted: 6th Jun 2009 15:06
Everyone, go over to the WizMod forums and get active!!

There's some interesting threads over there now .

Here's the forum link: http://www.wizmod.co.uk/forum/index.php


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Wizzkid
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Posted: 6th Jun 2009 15:18
Guys i am going to make underwater sounds and visual effects a scripting command which you can turn on and off, this way if you have a whole level that is set underwater you can have underwater effects without having the water being rendered, therefore increasing framerate

Wizzkid
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Posted: 6th Jun 2009 15:29 Edited at: 6th Jun 2009 15:31
Here is just a screenshot showing a water plain positioned using a triggerzone, You may notice reflection is slightly better and the bug that occured when you are underwater and look up, you used to be able to see the skybox through the roof, now seems to be fixed. The frame rate is pretty low in this image, it is usually much higher, i have other programs running in the background which are slowing it down

Kerrby
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Posted: 6th Jun 2009 15:32
When can we expect the next BETA man?


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The Fps Creator rocks!
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Posted: 6th Jun 2009 15:37
Why doesn't the crates float or barrels float like in the picture?

I want a new computer!
knxrb
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Posted: 6th Jun 2009 15:40
I presume you mean the latest picture?
If you look the barrels are stood on a platform, they aren't in the water.

knxrb

Wizzkid
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Posted: 6th Jun 2009 15:40
Water physics arent integrated yet, the picture where the barrels float is static objects positioned to give a nice effect. However water physics will come eventually and is the next big thing i will be working on.

The next beta will be out soon, i cant really give a date as it really depends on whether the new airmod integration works well and I get all the wizmod code successfully integrated into it, hopefully within the next week.

DarkFrost
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Posted: 6th Jun 2009 20:24 Edited at: 6th Jun 2009 20:24
Looking good man. Loving the water, looks a lot better.

BTW Kerrby ya gotta give him time. Its not easy to predict when what he wants accomplished for the next beta will be finished. Im sure he wont forget about you as well lol.

BTW i got a lot of free time coming up, so i guess i can look into the mod a bit more. AS in thinking of new features and digging deeper to find even hidden bugs

[img][/img]
Hockeykid
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Posted: 6th Jun 2009 20:46
Quote: "Here is just a screenshot showing a water plain positioned using a triggerzone, You may notice reflection is slightly better and the bug that occured when you are underwater and look up, you used to be able to see the skybox through the roof, now seems to be fixed. The frame rate is pretty low in this image, it is usually much higher, i have other programs running in the background which are slowing it down
"


Looks nice, mind doing a picture with like a little puddle to see how it looks?

Wizzkid
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Posted: 6th Jun 2009 20:59
Thanks everyone for the nice and encouraging comments

@hockeykid - Ok, I will do that

Wizzkid
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Posted: 6th Jun 2009 21:13
Ok, here ya go

Just so you know, you can shape the water plain, it does not have to be square.

Here is the first screenie:

Wizzkid
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Posted: 6th Jun 2009 21:13
And second.

Dark Goblin
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Posted: 6th Jun 2009 21:58
looks good, working for the next beta

... efxMod Developer!
Hockeykid
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Posted: 6th Jun 2009 23:17 Edited at: 6th Jun 2009 23:18
Omg that looks really good! Just as I imagined.

Hows the fps?

Plystire
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Posted: 7th Jun 2009 00:06
A couple issues I see in your pictures:
- The water refracts objects even if they are above the water plane.
- The reflection AND refraction images are stretched, making it so they don't line up with the environment properly.

Keep working at it. It looks really weird as it is right now.


The one and only,


Wizzkid
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Posted: 7th Jun 2009 00:23
Thanks, yeah there are still some issues but slowly things are getting better

Wizzkid
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Posted: 7th Jun 2009 01:05 Edited at: 7th Jun 2009 01:45
I am adding a simple money system, which you can control and use money in your game. I am adding 5 commands:

setmoney - Set the amount of money the player has

addmoney - add a certain amount of money to the current amount the player has

subtractmoney - subtract a certain value of money from the players current amount

moneyhigher - is a condition which allows you to check if the player has more money than a specified value

moneylower - is a condition to check if the players has under a specified amount of money

Im also adding a new hud type. Hud type 6 is now the type to get the amount of money the player has.

This system can be used to allow the player to purchase items, get money for killing enemies or collecting certain items and mean that the player can only access certain areas or do certain things if he has a certain amount of money.

I also suppose if you wanted, this system doesnt have to be used just for money, it could be used as a points system. You could use this in a similar way to cod5 zombies

Anyway, i hope you will like it.

DarkFrost
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Posted: 7th Jun 2009 02:10
My oh my Wiz, you never fail to amaze me. I begain beta testing this for a certain set list of features. Over the course of a month or two you have doubled that list, showing everyone that this mod is more than just wizmod it is THE wizmod

[img][/img]
Wizzkid
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Posted: 7th Jun 2009 02:34
Why thankyou, that is really encouraging

Anyway it is going great, I have added all those commands, tested most of them. And while doing so fixed the waterrise and waterlower commands, so now the water rises at a steady value giving you the option of an "escape the rising water" level

Its all going good!

Kerrby
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Posted: 7th Jun 2009 02:53
Wow. That certainly woke me up a bit. Great stuff Wizz.


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Wizzkid
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Posted: 7th Jun 2009 03:13
Thanks Plenty more stuff to come!!

Kerrby
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Posted: 7th Jun 2009 03:18
Plenty more stuff?

What more could you possible add !!!


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Wizzkid
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Posted: 7th Jun 2009 03:30
Well, you never know

Well we will always keep trying to add more stuff, our next major task is water physics, that's why i am doing all the smaller features now so i can get them out of the way and then focus on water physics which i would think will really push my programming knowledge to the limits

Apple Slicer
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Posted: 7th Jun 2009 03:37
What??? You have programming knowledge limits??????

Wizzkid
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Posted: 7th Jun 2009 03:41
Well i can do most things, and if i cant figure something out i will keep trying and also ask others for help, but I dont know everything

DarkFrost
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Posted: 7th Jun 2009 04:01
Mmmm the next thing on the list.....how about the ability to fly jets? You would have a hud like your in the cockpit and could shoot rockets and .....im kidding lol. Im glad to see how into this mod you are. Guess its good practice when it comes to coding as well

[img][/img]
Wizzkid
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Posted: 7th Jun 2009 15:25
Hmm the ability to fly jets.... i could manage that lol, maybe not.

From past projects I have learned to get very into what im doing and stick to them , it is good practice!

Wizzkid
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Posted: 7th Jun 2009 16:25
Hey guys,

Just a quick question, have any of you got any feature suggestions? I know obviously Water Physics, and big things like that but I mean, smaller things, for example the money/points system I have just added, something small and wont take me hours to add. I want to get more of these "novelty" features in before I start on the big features, thanks!

Wizzkid

Apple Slicer
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Posted: 7th Jun 2009 19:26
Hmm. Well, there is a command to make things float, erm, dynamic objects. However, it would be cool if there was a command to make them spin slowly, and randomly....

I dont know. Anything having to do with Zer0 G's would be cool.

Wizzkid
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Posted: 7th Jun 2009 19:30
Thanks, I was investigating the object float code today, I may use something like this when it comes to water physics

Wizzkid
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Posted: 7th Jun 2009 20:04
I have nearly finished the next beta guys I am just writing a help file now so hopefuly tomorrow or the day after I will release the beta.

Apple Slicer
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Posted: 7th Jun 2009 20:12
Cool.

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