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

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GamerDude
User Banned
Posted: 10th May 2009 15:19
May I suggest a few things?

-Options Menu within the game to allow:
-Water Quality
>Low (low-res, flat surface like DX8)
>Med (low-res, bump-mapped)
>High (High-res, bump-mapped)
-Lighting & Shadow Settings
>Lighting (Off/On)
>Dynamic Lighting (On/Off)
>Dynamic Shadows (On/Off)
>Lighting Resolution (128, 256, 512)
>Lighting Quality (Low [10], Med[40], High [100])
-Effect Settings
>Blood (On/Off)
>Shaders (On/Off)
>Bloom Quality (Low, Med, High)
>Motion Blur Quality (Low, Med, High)

This would make the user be able to take control of the game without having to change the settings manually.

thanks

Modeler, Texturer, Animator Requests: Email me!
Hacksaw Games
Red Eye
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Posted: 10th May 2009 15:31 Edited at: 10th May 2009 15:34
If you guys want, I can make all of the huds for a options menu. [in-game]

Wizzkid
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Posted: 10th May 2009 15:43
@Red Eye - That would great! Thanks

@Gamerdude - Thanks for the suggestion I will give this a try

@Nickydude - Im working on it, it is quite tricky, i might look into some shaders, although shaders affect performance which i dont particularly want so i still want to find alternatives to shaders.



Red Eye
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Posted: 10th May 2009 16:32
@wizzkid: just drop me an email, and i will make it

Wizzkid
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Posted: 10th May 2009 16:58
K will do



dumpus
18
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Location: Canada, eh?
Posted: 10th May 2009 18:04
The in-game quality controls will definitely allow for better FPSC games. Half of the time, I could never play other people's games because they were too laggy (though this mod itself changes that completely...but just in case! ).

And Happy Mother's Day, everyone. I know you're all mothers.

puppysss
19
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Location: UnCyber Space
Posted: 10th May 2009 18:05
Could you please perform these?

*Gun Recoil(Like AirMod)
*HDR(Or Bloom)
*Shader On/Off

For instance,
;Shader Settings (1=on,2=off)
Bloom=1
MotionBlur=1
etc.
*Fix Bugs
-Very fast speed
-Small water
-Testing that My Maps made In FPSC Stock 115 Version,Entities and Segments hid And Broken... That's too buggy.

Your signature has been erased by a mod,why is it way too large?
Nickydude
Retired Moderator
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Posted: 10th May 2009 18:15
One thing I would certainly like is getting rid of the damn glow from dynamic objects in a darkened room! Especially dynamic entities like a false wall that's supposed to be inconspicuous but shines out like a beacon in the night!

djmaster
User Banned
Posted: 10th May 2009 18:43
Puppysss you can turn off shaders and airmod is already implented.

A.K.A. chargerbandit
http://chargedstudios.fpschost.com/
Hockeykid
DBPro Tool Maker
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Posted: 10th May 2009 18:55
Quote: "How's the 'turn blur on when near an object' coming along?"


Thats easy enough, Heres a quick script.

Apply to an object




Wizzkid
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Posted: 10th May 2009 19:11
@Puppysss - Those first 2 bugs are fixed and I am now adding options to the setup.ini files to control features like these.

Hopefully recoil will come soon, it is one thing I plan on adding.



Nickydude
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Posted: 10th May 2009 19:19
Quote: "Thats easy enough, Heres a quick script."


And you've tried this of course?

Hockeykid
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Posted: 10th May 2009 19:22
Um no but i would assume it works, i know that all of the conditions/actions in that script exists and the logic is right.

Give it a try, i would but my computers so slow it takes forever to test a level

Nickydude
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Posted: 10th May 2009 19:36
Quote: "Give it a try,"


Why do you think I asked.

Airslide
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Posted: 10th May 2009 19:49
@Wizzkid - If you have any luck with the recoil and the timer based system, can you let me know? I've had tons of trouble trying to get it to work the same at 30 fps and 60 fps. Even when using a fixed-rate function instead of curvevalue I still cannot produce an equal effect. I think my method is just not really adept to working with a timer based system so you will likely have to re-write it.

Wizzkid
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Posted: 10th May 2009 19:58
Yes, no problem I will let you know



xplosys
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Playing: FPSC Multiplayer Games
Posted: 10th May 2009 23:51
With so many people in the sauce.... Um, I mean source, you would think the player could fly by now. Is that still not possible?

Brian.

Nickydude
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Posted: 11th May 2009 00:54 Edited at: 11th May 2009 00:55
Don't know whether it's WizMod or it's always been like this but when firing the MP5 from model pack 5 the shell casings float diagonally downwards very slowly, see attached image (I've fired then took a few steps back).

Wizzkid
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Posted: 11th May 2009 01:20
I have had this problem myself, although I think i have fixed this, i will need to do a few more tests to make sure though.



Hockeykid
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Posted: 11th May 2009 01:28
Nicky your level looks nice

Nickydude
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Posted: 11th May 2009 01:32
Quote: "Nicky your level looks nice"


A Dungeons & Dragons type game I'm working on, and no before you ask, there are no guns in the game, that was just a test for something.

GamerDude
User Banned
Posted: 11th May 2009 01:36
I would also like to have an option in setup.ini to put in the max FPS limit, because I think 40 is enough, higher makes it go too fast. Also, I like the weapon turn-lag, it looks better. You know, when you turn the weapon lags slightly behind, nice .

thanks

Modeler, Texturer, Animator Requests: Email me!
Hacksaw Games
Wizzkid
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Posted: 11th May 2009 01:40
In the latest code the FPS is capped at 40, would you still like an option in the setup.ini file to control this?



Crusader2
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Posted: 11th May 2009 01:45
Quote: "A Dungeons & Dragons type game I'm working on"


Awesome! I love D&D!

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Wizzkid
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Posted: 11th May 2009 01:46
Indeed, sounds great! Level looks great too.



GamerDude
User Banned
Posted: 11th May 2009 01:50
I would like a user-input. I.E:

maxfps = 40

also, with the menu I forgot to add control settings.

thanks

Modeler, Texturer, Animator Requests: Email me!
Hacksaw Games
Wizzkid
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Posted: 11th May 2009 01:52
Ok, great no problem. Thats easy enough, well the setup.ini bit anyway, we will see how the ingame menu goes but it should work fine too.



Wizzkid
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Posted: 11th May 2009 02:01
There you go gamerdude, there is now a setup.ini entry to state the maxfps Works great!



xplosys
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Posted: 11th May 2009 02:05
So what about flying? Is it possible or not?

Brian.

Apple Slicer
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Posted: 11th May 2009 02:06
Lol, yeah, its possible in the stock engine. If you script it.

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Hockeykid
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Posted: 11th May 2009 02:11
Quote: " higher makes it go too fast"


actually thats not true,wizmod is timer based

xplosys
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Posted: 11th May 2009 02:14
Quote: "Lol, yeah, its possible in the stock engine. If you script it."


No seriously. Is it possible or not, and I don't mean up and down.

Brian.

Apple Slicer
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Posted: 11th May 2009 02:16
Well, We would probably have to mod the source. i'm not sure.


I will look into it.

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Wizzkid
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Posted: 11th May 2009 02:17
Well I suppose it is possible yes, it would be hard to do but possible nevertheless, is this a request or a just query?



xplosys
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Posted: 11th May 2009 02:39
I officially and respectfully request that you look into the possibility if and when you have the time. I know that there are more important things, like fixing bugs, but I would love to know.

Brian.

Wizzkid
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Posted: 11th May 2009 02:48 Edited at: 11th May 2009 03:07
Yeah well i will certainly give it a go sometime And we will see what comes of it, if I can do it then it will be a feature in the mod, if not...then i will keep trying until i get it lol. Although like you said there are other things i will work on first, when i get them out of the way I will definitely give it a try!

@Appleslicer- can you resize the sig logo so it is the correct size, thanks

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Nickydude
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Posted: 11th May 2009 03:19
Quote: "Indeed, sounds great! Level looks great too."


Let's see what WizMod can do.

beachard5
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Posted: 11th May 2009 05:19
wow guys this is amazing i love it. so there will be a ingame menu how will that work? like sliders or what to turn things on and off?

Apple Slicer
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Posted: 11th May 2009 07:00 Edited at: 11th May 2009 07:07
Shoot, just noticed the sig is 30 Px too big. Ill fix it right now


EDIT: There. That's better.

Plystire
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Posted: 11th May 2009 08:22
[shameless selfadvertising]

Quote: "One thing I would certainly like is getting rid of the damn glow from dynamic objects in a darkened room! Especially dynamic entities like a false wall that's supposed to be inconspicuous but shines out like a beacon in the night!"


This is fixed in Ply's Mod and Project Blue.

Quote: "No seriously. Is it possible or not, and I don't mean up and down."


Flying? Well, since you have full control over player movements in Ply's Mod, there's little reason to rule out the possibility of flight. Given enough scripting, you could easily over-ride the effect of gravity on the player (or an entity the player is controlling) and move them around through pure scripting.

Quote: "I would also like to have an option in setup.ini to put in the max FPS limit"


You can cap the framerate using a Ply's Mod scripting command, and with the timer system in Project Blue, it works even better to get that perfectly smooth framerate without hurting animation speeds.

[/shameless selfadvertising]


Now, since I've pretty much made an (*&^ out of myself, I would like to help once again.

Regarding my previous idea of allowing users specify multiple full screen shaders, I decided that it would not be the best idea. Having multiple shaders would massively slowdown the game due to requiring even more renders. It would be far more efficient to simply code ONE full screen shader that does everything you need.


Okay, I'm done now. Carry on.


The one and only,


Apple Slicer
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Posted: 11th May 2009 08:29 Edited at: 11th May 2009 09:10
Well, we may forgive you if you email one of us the "dynamic entity fix".

Then we will consider it.


No, but in all seriousness, I have probably been promoting Wizmod all the same..

Plystire
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Posted: 11th May 2009 08:59
Well, in case you haven't already guessed. I tried the multi-FSshader idea already and by the time I got to finding out that it didn't work, I realized that it was pretty stupid to begin with.

Though, in the process, I do have a pretty fancy new feature to boast about.


The one and only,


Spycrabz
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Posted: 11th May 2009 13:18
im having an error, whenever i try to test this (a simple room, a start arrow, and a zone to turn on water) it crashes at test game and has extra debug info 0:0 on the end, please help me?

p.s im using v1.15 and my system can run x10 so i dont see why x9 is a prob (i would use x10, but no-one i know can play the games made by it )

-dolphin

-insert clever remark here-
Nickydude
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Posted: 11th May 2009 13:32 Edited at: 11th May 2009 13:35
I've noticed that enemies quite often 'slide' across the floor to reach you, even when knocked down they slide (while lying down!) across the floor to where you are then stand up. This happens with Model Pack 17's Egyptian Silver Anubis character, not sure if it's WizMod but I can't remember this happening before.

I've also noticed that the model stands on his weapon while 4 feet in the air! See attached.

Wizzkid
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Posted: 11th May 2009 14:20
Thanks for the bug reports guys

@dolphin lover - this is odd, this had never happened to me before? I'm not sure? This is weird!

@Nickydude - I have noticed this with a few enemies myself, I'm not sure what is causing it exactly but I will look into it, it is something that really needs fixed.

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DonWON
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Posted: 11th May 2009 14:20
One thing I would love to see is the ability for prone for use in multiplayer games. I hate holding C just to crouch and no prone just plain sux when your playin as a sniper.
Scurvy Lobster
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Posted: 11th May 2009 14:57 Edited at: 11th May 2009 14:58
I have had similar problems with the anubis model from MP17. I think that deactivating shaders made things normal - don't know why though.

The sliding problem has also hit me a lot of times with some of the mummy characters.

All this was over a year ago. I was using FPSC v1.07 no-mod at the time.
Wizzkid
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Posted: 11th May 2009 15:49
@DanWon - I will try and change this

Does the enemy return to normal when you shoot at it?

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Apple Slicer
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Posted: 11th May 2009 17:18
Hmm, Wizzkid, maybe we should release the newer build to the BETA testers? As I know that a couple of fixes you got messed with characters.



BTW: I fixed our sig.

Hockeykid
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Posted: 11th May 2009 18:49
Quote: "Does the enemy return to normal when you shoot at it?"


The floating in the air was happening to me too only it would cut off there head to but when they walk towards me or i shoot them they go back down to ground level.

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