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

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DonWON
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Posted: 7th May 2009 10:22
WOW!!! I just got done reading this entire thread and I must say...WOW!!!

Way to much for my brain to handle. The only thing I would like to see other then all the stuff that I may not figure out how to use is a manual for the guys that have no idea as to what this stuff is.

Was going to switch to X10 but this mod sounds a bit cheaper then modding my PC to run it. Great work and hope you get it finished SOON.

Love,
Mr. Impatient
Dark Goblin
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Posted: 7th May 2009 13:58
well the problem with bloom for example is, that you need to work directly on the FPSC-Game Source (which is exactly my problem now with the one for PB!)
if you do not change some things, Decal and others does not work! ^^

... efxMod Developer!
Apple Slicer
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Posted: 7th May 2009 17:31 Edited at: 7th May 2009 17:32
Ply- Lol. Yeah, this mod has changed a lot. I hope that when we finally unveil our TRUE secrets, it will blow people away just as your mod did.

DonWON- Yeah, this mod will be close to X10, but we want to keep the speed as high as possible. We will see.

Dark Goblin
- Figures, it must be a shader...
Wizzkid
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Posted: 7th May 2009 18:21
Ply, thats a good idea I might just try that!
Dark Goblin
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Posted: 7th May 2009 18:48
Quote: "Dark Goblin- Figures, it must be a shader... "

what do you mean with this?
The Bloom Shader requires some work on the original FPSC-Game.dba to work perfectly. There is no other way, so what do you want to tell me?

... efxMod Developer!
Apple Slicer
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Posted: 7th May 2009 19:05
Quote: "what do you mean with this?
The Bloom Shader requires some work on the original FPSC-Game.dba to work perfectly. There is no other way, so what do you want to tell me?"


oops. I read your original post wrong.
Hockeykid
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Posted: 7th May 2009 19:32 Edited at: 7th May 2009 19:34
I actually don't like plys idea (surprisingly) because this limits the abilities of the mod to a few people. In other words not many people would be able to do it because lack of knowing how to make shaders and what not.

Wizzkid
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Posted: 7th May 2009 19:46
Well what I would do in this case, is provide as much shaders built into the engine as possible and then allow further shaders to be implemented this way.
Plystire
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Posted: 8th May 2009 01:42
Or... if the method works well enough with Bloom and DoF, you could just supply them with the appropriate shader and the script for them to run on.


Also, this would allow layering of more full screen shaders (and more lag, but w/e) to give even further effects. One such effect that would work wonderfully with this system would be a black/white shader, basically one that would remove all color from the scene or even apply an old movie film grain effect to give it a different feel.


The one and only,


Wizzkid
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Posted: 8th May 2009 01:48 Edited at: 8th May 2009 01:49
Hmm, good idea Thanks ply!

Never thought bout black and white etc...
DonWON
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Posted: 8th May 2009 10:00
Are we there yet... are we there yet...

I just installed and then uninstalled Vista so this mod is my only hope. My grafix card seems to be the only one NOT supported by Vista so X10 is not an option. I am not replacing a brand new 512mb card for ...puke...Vista!
The Next
Web Engineer
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Posted: 8th May 2009 16:17
It wont be a brand new card if it cant run vista you can run vista on a nvidia 7000 series card without to much slowdown and that card is 3 years old so i think your card is much older than you think.

DonWON
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Posted: 8th May 2009 21:09
Its only a month old but with the new update for Vista its making the memory act crazy and wont detect the card and only shows up as standard card with problems so I will just wait for them to get the new drivers made. I should have went with Nvidia but went with ATI HD 3650. Save money and you make more problems. Nuff about that...

Are we there yet
Apple Slicer
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Posted: 9th May 2009 00:09 Edited at: 10th May 2009 04:36
Hmm, I seem to be having issues with DYNAMIC LIGHTS. They simply dont work. I have to run fpsc cleaner EVERY single time just to test a game. Even if I haven't changed anything in the editor.

Its not an issue with wizzmod, I think, but maybe with Dbpro...its very irritating...

Hockeykid
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Posted: 9th May 2009 00:51
Hey apple slicer when you get a chance go on google talk.

Wizzkid
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Posted: 9th May 2009 03:01
Dynamic lights seems to be an issue with the DBPro U74 betas.
MarkSA
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Posted: 9th May 2009 03:16
The first version of this mod, causes the test game not to run properly.

Loads up the screen and freezes. The taskbar also doesn't disappear.
DonWON
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Posted: 9th May 2009 05:17
It would be nice to have something to lock the ambiance for multiplayer so players cant adjust in game.

If its already possible please let me know cause I havnt found it yet for multiplayer with random spawns.
Apple Slicer
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Posted: 9th May 2009 05:22 Edited at: 10th May 2009 04:38
All the versions now, and before of this mod that is on the forums is corrupt. We have fixed many of those issues now, but we wont release another version until we are done.

Flatlander
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Posted: 9th May 2009 05:36
RE: Dynamic Lights

I have tested DBPro and the mod free source code with various types of dynamic lighting. The source code has not been modded. It is working the way it is supposed to work and I have not found anything that would be considered a bug.

There has been only one report to Lee regarding this which he sent to me. The problem ended up being with the script that was made. Lee recreated the script correctly and it worked. Therefore the "bug" could not be reproduced.

Lee is still waiting for a good explanation and description of what is suspected to be wrong. What is needed is an fpm (map) of stock objects and the script that is used for the dynamic lighting. Be sure and include the script for the dynamic lights; unless they are stock scripts. If he doesn't get anything substantial then he will have to assume there is nothing wrong. Neither he nor I have been able to find anything in our own tests.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Apple Slicer
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Posted: 9th May 2009 05:38
Thanks Flatlander, but S4real figured it out. Its IN the fpsc code. So it will work now.

Airslide
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Posted: 9th May 2009 06:11
The bug isn't reproducible (that doesn't look like it's spelled right, but it's what Chrome says...) with shaders on, a problem I ran into when providing an example executable to Lee. However, the fix is pretty simple (1 line change to a LM command).

Flatlander
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Posted: 9th May 2009 06:16
I wonder if he informed Lee of it? I am in communication with Lee although there is a six hour difference and I hadn't heard about this as yet. It's on the weekend now and I do not send him any emails over the weekend but I will find out about it Monday or Tuesday next week. I'm curious as to what it was. There will be a beta 4 of U74 out and probably a new beta of the FPSC code. However, this new version didn't have anything to do with dynamic lights as far as I know. It was fixing a bug I had discovered that had to be corrected in the code itself rather than the U74.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 9th May 2009 06:18
LM command? Does that refer to a mod command? If it doesn't Lee should know about it. You can email me the fix and I'll let Lee know about.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Apple Slicer
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Posted: 9th May 2009 06:19
Okay, it IS a dbpro fix. I will email you terry.

Flatlander
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Posted: 9th May 2009 06:35
OK thanks. You mean an FPSC source code fix I think because we don't have access to DBPro code. Just a technicality or a matter of perspective.

I did receive it. That particular issue is common when dealing with arrays. Sometimes they start with 1 sometimes they start with 0. That definitely makes a difference. That's one of my own headaches.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Apple Slicer
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Posted: 9th May 2009 06:39 Edited at: 10th May 2009 04:38
Yeah, sorry for the miss communication.

Plystire
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Posted: 9th May 2009 06:57
@Airslide:

That particular bug was eliminated with the new source release. I did not transfer that fix I made in the last source and so far dynamic lighting has worked without fail.

I hear of all these crashes and problems with dynamic lighting, but i have not encountered this at all. Then again... I never upgraded from U74 beta1.


The one and only,


Flatlander
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Posted: 9th May 2009 08:08
Lee had told me he did nothing in beta two that had anything to do with dynamic lighting. It had only to do with the mesh and texture placement. Beta 3 has nothing to do with the FPSC source code. However Beta four will, along with other DBPro updates.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Plystire
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Posted: 9th May 2009 09:57
Man, I can't remember how many times I've said that:

"I didn't even TOUCH that code! How the heck did it break?!"


The one and only,


Wizzkid
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Posted: 9th May 2009 14:37
Thanks for all the help an info guys

@Appleslicer I like the forum sig, I will have to change mine to that
s4real
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Posted: 9th May 2009 14:48
@F l a t l a n d e r I have email lee about the dynamic lights but I dont think you testing them proper.

You are making sure they on dynamic and got a new script so the light like flash on a timer system.


best s4real

Wizzkid
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Posted: 9th May 2009 15:28
Dynamic lights seem to be fixed in WizMod (Thanks S4 )
crispex
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Posted: 9th May 2009 15:30
Hey Wizzkid, I added you to MSN ([email protected]), I wanted to speak with you about something. If interested just login and we can chat. Keep up the good work on the mod!

Temporarly away from the Phoenix Sentry.
s4real
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Posted: 9th May 2009 16:11
@Wizzkid No problem

Best s4real

Nickydude
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Posted: 9th May 2009 19:39
I'm getting the following error using Beta 6 whenever I try to test something.

Red Eye
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Posted: 9th May 2009 19:41
@nickydude: check if the wave.dds is there.


Nickydude
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Posted: 9th May 2009 19:45
First thing I did, it's not.

Red Eye
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Posted: 9th May 2009 19:46
??? Download again. And put it there.


Hockeykid
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Posted: 9th May 2009 19:47
When you got the download you should have gotten a file that goes in the effect bank, if you didn't get it email me and i can send it to you. A little note if this is a built game then you have to manually copy the file over.

Nickydude
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Posted: 9th May 2009 19:50
Nope, didn't receive it in the zip file I received.

Nickydude
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Posted: 9th May 2009 19:56
It's ok, I've found it from a previous beta. Thanks anyway hockeykid.

Apple Slicer
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Posted: 9th May 2009 20:03 Edited at: 10th May 2009 04:34
Oops. Sorry about that Nickeydude.

Wizzkid
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Posted: 9th May 2009 20:10
I will try and pack those files into the exe in future versions so you don't need to copy an paste them.



Apple Slicer
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Posted: 10th May 2009 03:47 Edited at: 10th May 2009 04:39
EDIT: nevermind.

Wizzkid, I changed both our Signatures.

dumpus
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Location: Canada, eh?
Posted: 10th May 2009 08:02
Great to hear that a lot of the bugs are being ironed out. Hope all is going well.

Red Eye
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Posted: 10th May 2009 10:48
Everything goes well here... Good work mates...


Nickydude
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Posted: 10th May 2009 14:34
I've had no problems yet.

Wizzkid
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Posted: 10th May 2009 15:03
Glad to hear the mod is working as it should be. Im not sure if i mentioned it here or not but we are working on water optimizations which now means your game run, for me anyway, 27fps faster. I know fps doesnt matter a huge amount with a timer system but it still makes things run smoother if it is higher.



Nickydude
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Posted: 10th May 2009 15:16
How's the 'turn blur on when near an object' coming along?

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