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FPSC Classic Product Chat / [LOCKED] RPG Mod by Olive Tree Games

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Flatlander
FPSC Tool Maker
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Joined: 22nd Jan 2007
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Posted: 16th Jul 2009 23:23 Edited at: 13th Oct 2009 06:22
The first version is available now. (I'm getting just about burnt out with this project )

Click the download button to get a zip file call RPG_Mod_Updates.zip.

You know where FPSC-Game.exe goes. All the rest goes into FPI EditPad folder (if you are using it).

The doc goes anywhere you want.

What is in RPG MOD?

The first thing you must do is create a setup file: rpg_setup.fpi. This setup file creates the Inventory System as well as initializes five options. If you use FPI EditPad then you can

insert "rpg_example_setup.txt" into a blank FPI document for guidance. Also the documentation will explain what is needed. NOTE: The docoumentation has not been completed as far as

detail.

rpg_syncrate= (indicates frames per second)
1 = 34 fps (default)
2 = 38 fps
3 = 42 fps
4 = 46 fps
5 = 50 fps
6 = 54 fps
7 = 58 fps

rpg_playerfootfall= (0 or 1)
0 = no player footfall
1=player footfall (default)

rpg_blobshadow= (0 or 1) - This is the circular shadow beneath the characters.
0 = do not show shadow
1 = show shadow (default)

rpg_showblood= (indicates whether or not blood splats are used. Defualt is 0.)
0 = do not show blood splats if present by default
1 = show blood splats if present by default

rpg_usethisblood= (indicate new blood decal)
The name of the decal folder you wish to use. In order to use another decal, then rpg-showblood must be set to 0.

[FOLLOWING TWO ARE JUST NEW]

rpg_disableambientkeys (no parameter) disable the “,” and “.” Ambient keys. Some may think of them as the "<" and ">" keys.

rpg_muteplayerjumpsound (no parameter) – this mutes the sound player makes when he/she jumps.


[VARIABLES]

You can setup variables in the setup file.

rpg_createvar=
All named variables will follow this condition seperated by a hyphen (-).
Example: rpg_creatvar=myvar1-myvar2-myvar3
The action that follows this condition is “none”.

rpg_initvar=
Using this condition you can initially set a variable to a certain value by using the format: variablename value. Each pair must be seperated by a hyphen (-).
Example: rpg_initvar=myvar2 10-myvar3 text-myvar1 5 (Notice that they do not have to be in the same order as they were created. Also notice that you can use text.
The action that follows this condition is “none”.

[THE INVENTORY SYSTEM]

The inventory system is divided into Categories and an Inventory within each category.

Categories

* Six is the maximum number of categories that can be defined.
* Each category defined will be numbered consecutively from 1-6 in the order they aere defined. Category number 0 is reserved for a weapons inventory. However, the Weapon category will not

be used in this version.
* The categories can have a title if you use the text option or the icon/hud option. You can also have a background image for the categories.


The Inventory List

* For each category you can have an unlimited amount of inventory.
* You will setup your inventory list throught he setup file.
* You can setup a monetary system by defining monetary items. (See documentation).

Both Categories and Inventory List has the options for text styles as well as positioning of the categories and inventory list. It uses' a simple x,y coordinate system. A utility program

will soon be provided to help determine x/y coordiates of the game screen.

[THE CLUE SYSTEM]

This is a special setup that is created by the rpg_clues_setup.fpi file. It will be used when you want to provide clues to the player.

* The "Clues" System also has a category of sorts. You can provide a set of clues with an identifier text code. Each clue is assigned to an entity, either a character or non-character

entity. The name of entity will need to be unique and will be a part of the setup.

* Each clue can be viewed by the player when it is discovered or picked up.

* You can provide for your player to view all of the clues. Those that have been picked up or solved will have their clue displayed. If not either a series of question marks will be used as

a placeholder or you can have your own placeholder text.

* You can also proved for your player to view a group of clues that are associated with the identifier code.

* You can provide a title for the list of clues.

* The list of clues have text styles available to them as well as the title for your list.

[THE TEXTING SYSTEM]

There are several type of texting.

* Chat Sequencing. This is where you can have a chat with a character.

* Entity Text Messages. This would usually be used for non-character entities. However, you could use it for a character as well if it is used in a non-chat situation.

* Text Prompts. Is unique for a non-character entity.

* Question Sequences. A question sequence is used if you want to ask a question before the player can continue or complete an action, etc.

NOTE: The following characters are not valid within a text string: comma (,) or colon (. Therefore, you will use the character “~” for a comma and the character “|” for the colon.

These will be replaced by their respective character.

[RPG CONDITION COMMANDS]

Conditions – Inventory

rpg_hasinvitem=(item or $item name or &var name)
· item = inventory item number
· $item = inventory item name
· &var name = variable name that contains invenory item name. This can also contain the inventory item number.
rpg_doesnothaveinvitem=(same as rpg_hasinvitem)
rpg_playercantakeitem
· No parameter
· Use with action rpg_playerbuy. Action rpg_playerbuy determines if the player has purchased the item. If he has then it will set entity’s flag rpg_playertake to 1 and this condition

will allow you to use the “playertake” action as long as player has bought the item. If the player does not purchase the item then the item remains visible within the level.
rpg_playercanbuyitem=( item or $item name or &var name)
· item = inventory item number
· $item = inventory item name
· &var name = variable name that contains invenory item name. This can also contain the inventory item number.
rpg_playercansellitem=( see rpg_playercanbuyitem)
rpg_playercanuseitem=( see rpg_playercanbuyitem)
rpg_playercantradeitem=( see rpg_playercanbuyitem) – Item supplied is what you want
added and the item traded is what you are willing to give up.
rpg_playercandropitem=( see rpg_playercanbuyitem)
rpg_itemreadytouse=( see rpg_playercanbuyitem)

Conditions - Variables

rpg_varisequalto=(&varname1 x or &varname1 &varname2)
· &varname1 = name of variable that is to be compared
· &varname2 = name of variable that has value to be compared with &variable1
· x = the literal value that will be compared to the contents of &varname1
· variables normally would hold ONLY numeric values, however see footnote for string usage.
rpg_varisgreaterthan=(same as rpg_varisequalto)
rpg_varislessthan=(same as rpg_varisequalto)
rpg_varisnotequalto=(same as rpg_varisequalto)

Conditions – Game Play

rpg_canusedoor(no parameters) – see also action command rpg_setcanusedoor
· If the equivalent action is set to 1 for door entity, then this will return true.
· Use primarily for making sure door can be opened when using other means of opening the door and the player saves the level and then reloads it.
rpg_showyesnoprompt=(fontname fontsize ycoord)
· This will create a yes/no prompt which will require the player to choose one or the other. Choosing YES will make the condition true, NO will be false. NOTE: If the player selects

“NO” then this will automatically increment the state value within the script. This is necessary so that the prompt does not remain in a perpetual loop!
· Fontname indicates the name of the font you wish to use.
· Y indicates the y coordinate to place prompt. This will be centered on the x (horizontal) coordinate.
· Fontsize will indicate the size of the font.
rpg_canuseyesnoprompt(no parameters)
rpg_yesnoresult(no parameters)
· If result is yes then returns true. If result is no then returns false.
rpg_pwdinput=(password prompt1 prompt2)
· Supply correct password. It can only be one word long but can be of upper and lower case as well as alphanumeric.
· Prompt1 and prompt2 are defined in the “prompt text” text setup file
rpg_pwdiscorrect=(entity name)
rpg_pwdnotcorrect=(entity name)
rpg_canusepwd
rpg_question=(identifier)
rpg_answeriscorrect=(identifier)
rpg_answernotcorrect=(identifier)
rpg_noanswer(no parameters) – if player didn’t give an answer then this returns true
rpg_playerinputnumberequals=(player input number)
rpg_canusequestion=(identifer)
rpg_entitytimergreater=(time in milliseconds)
rpg_weaponneedrepair(no paramaters)-If weapon being held needs repair will return true
rpg_weaponnotneedrepair(no parameters)-If weapon being held doesn’t need repair then
will return true
rpg_playerhasweapon(no parmaters)
rpg_playerhasthisweapon=(weaponslot or weapon name)
· Weapon name is the name of the gun folder in gamecore\guns
rpg_sellcosttoomuch(no parameters)
rpg_sellcostok(no parameters)
rpg_entityobjectiveisequalto=(X Y)
· X = objective number
· Y = entity name (optional – default is current entity)

Conditions - Clues

rpg_cluesolved=X (X = entity name – If not provided uses current entity name)
rpg_groupcluesolved= X (X = entity name – If not provided uses current entity name)
rpg_pickedupclue= X (X = entity name – If not provided uses current entity name)

[RPG ACTION COMMANDS]

Actions - Inventory

rpg_setplayercansellitem=(item x or $item name !x or &var name x)
· item = inventory item number
· $item = inventory item name
· &var name = variable name that contains invenory item
· x = Boolean number that sets whether or not the player can sell indicated item. Setting x to 1 then player can sell item. Setting x to 0 then player cannot sell item. Default is 0.

Use the “!” character if you used the item name. If used once then be sure to reset to 0 if you do not want the player to sell this item.
rpg_setplayercanbuyitem=(same as rpg_playercansellitem) – Set ability to buy.
rpg_setplayercantradeitem=(same as rpg_playercansellitem) – Set ability to trade.
rpg_setplayercandropitem=(same as rpg_playercansellitem) – Set ability to drop.
· See action rpg_playerdrop.
rpg_setplayercanuseitem=(same as rpg_playercansellitem) – Set ability to use.
· Using an item is the ability to use the item in a particular way other than buying, selling or trading.
rpg_setitembuycost=(item x or $item name !x or &var name !x)
· x is cost of item to buy
rpg_setitemsellamount=(item x or $item name !x or &var name !x)
· x is amount item can be sold
rpg_setitemcanbebought=(same as rpg_playercansellitem) – Used in inventory selection
rpg_setitemcanbesold=(same as rpg_playercansellitem) – Used in inventory selection
rpg_setitemcanbedropped=(same as rpg_playercansellitem) – Used in inventory selection
rpg_setitemcanbetraded=(same as rpg_playercansellitem) – Used in inventory selection
rpg_incinvitem=(choose one of the following sets) – this increments the inventory item
1. item x
2. item &varname1
3. $item name !x
4. $item name !&varname1
5. &varname2 x
6. &varname2 &varname1

The following defines the above values.
· item = inventory item number
· $item = inventory item name
· &var name1 = variable name that contains the increment amount
· &var name2 = variable name that contains invenory item (Either name or value)
· !&var name = variable name that contains the increment amount
· x = Number of items – If you used the item name, then use the “!” character in front of the x
rpg_decinvitem=(same as rpg_incinvitem) – decrement inventory item
rpg_playersell=(item or $item name or &varname) – Sell item
· item = inventory item number
· $item = inventory item name
· &varname = variable name that contains the item number or name
rpg_playerbuy=(same as rpg_playersell) – Buy item
rpg_playertrade=(same as rpg_playersell) – Trade item
rpg_playeruse=(same as rpg_playesell) – Use item
rpg_playerdrop=(same as rpg_playersell) – Drop item
· This will be used in conjuction with the action playerdrop. You will need to use this so that the item that is dropped will be subtracted from the inventory.
rpg_incmaxitems=(same as rpg_incinvitem)
rpg_decmaxitems=( same as rpg_incinvitem)
rpg_characterplayertrade=(&myvar1 &myvar2)
· This is the only action command that requires a variable for each parameter.
· &myvar1 = a variable that contains the item player gives to character
· &myvar2 = a variable that contains the item player gets from character
rpg_dispcaticons=(boolean value)
· value = 1 – category icons are displayed. value = 0 – category icons are hidden.
· When displayed icons will be displayed during game play until it is set to 0
rpg_selectcatinv (no parameters)

Actions - Variables

rpg_newvar=(indicate a variable name. Spaces ARE NOT allowed)
rpg_initvar=(varname value) – Not required if initial value for variable is zero (0).
· Varname is a name of a variable that already exists)
· value is the starting value of variable. It may also be a string value.
rpg_addvar=(varname1 value or varname1 &varname2)
· varname1 is the name of variable you wish to add value. No ampersand is required
· value is the amount you wish to add.
· &varname2 is a variable that contains the amount you wish to add.
rpg_subvar=(same as rpg_addvar - this will subtract variable by indicated positive value)
rpg_mulvar=(same as rpg_addvar - this will multiply variable by indicated value)
rpg_divvar=(same as rpg_addvar - this will divide variable value by indicated value)
rpg_modvar=(same as rpg_addvar - this will mod the variable by indicated value)

Actions - Game Play

Player

rpg_playerchangespeed=(value of player speed)
· The walk speed is the value you provide.
· Whatever value you set the walk speed at, it will be multiplied by 2 for the run speed.
rpg_playernormalspeed(No parameter)
· Run speed is 45
· Walk speed is 25
rpg_playerarmour=(Percentage of armour strength)
· If set to 100 there will be no damage to player.
rpg_usearmourtimer=(Amount of time armour is in use.)
· Amount of time is in seconds. You are able to use decimal fractions as well.
rpg_pointplayeratobject (No parameter) – from airmod.
· Point the player’s camera to entity.
· Use within the entities script assigned to AI MAIN.
pg_playerfootfall= (0 or 1)
· 0 = no player footfall
· 1=player footfall (default)
rpg_cluepickedup=X (X = entity name)
rpg_cluepickedup(no parameter – placed inside entity AI)
rpg_showcategories(no parameters – this will be used so that the player can
select the category to view all the clues within that category.)

Clues

rpg_setcluesolved=
rpg_showclue=W-X-Y F-S(W=width of box, X = x coordinate, Y = y coordinate,)
if X or Y are not provided then the default values will be used for both.
If W is not provided then the default value will be used. F=Font name,
S=Font Size
rpg_showallclues (no parameters)
rpg_showcluesincategory=X(X=identifier. If no identifier provided then
identifier associated with entity will be used.


Weapons

rpg_removeplayerweapons (No parameter. Drop all weapons) – from airmod
rpg_holsterplayerweapon (No parameter. Hide current weapon) – from airmod
rpg_drawplayerweapon (No parameter. Show last weapon held) - from airmod
rpg_dropcurrentweapon(no parameter) – drops/loses current weapon
rpg_setweaponsellamount(sellcost amount) – sets the amount weapon will be sold for
using the rpg_sellweapon command
rpg_sellweapon(no parameters) – current weapon only
rpg_damagecurrentweapon(no parameters) – damage current held weapon
rpg_repaircurrentweapon(no parameters) – repair current held weapon

Entity

rpg_entitydamagefactor=(value)
· value = the factor to increase entity damage.
· Use if you want to increase players strength.
· This increases damage to ALL of the entities.
· Set value between 1 and 2 (e.g. 1.50)
· This only increases damage slightly so is not real useful. For example, it takes 5 shots with a colt 45 to kill the thug. Setting this to 1.7, it will take 3 shots. Settinig it to

3.0 will still take 3 shots.
· Setting value to 1 resets normal strength.
· You can set strengths individually by using th map editors params.
· You can also use the standard FPSC headshot command for one shot kill.
rpg_setifused=(string value)
· value – sets the entities ifused field to value indicated.
· Use within the entities script assigned to AI MAIN.
rpg_setusekey=(string value)
· value – sets the entities usekey field to value indicated.
· Use within the entities script assigned to AI MAIN.
rpg_setentitycollected = (1 or 0)
rpg_buynoninvitem= (buycost in total units)
rpg_entitytimerstart(no parameter)
rpg_entitynoharm=(1 or 0)
rpg_setcanusedoor(no parameters) – sets door entity so that it can use it after a save/load
rpg_hideentity=(entity name) – Name of entity you wish to hide (used in trigger zone)
rpg_hideentity(no parameter) – Use this within entity’s main AI.
rpg_showentity=(entity name) – Name of entity you wish to hide (used in trigger zone)
rpg_showentity(no parameter) – Use this within entity’s main AI.

Texting or Talking

1. Character Chat

a. rpg_talkbox=
b. rpg_startconversation

2. Entity Message

a. rpg_showentmsg=(identifier sync wait)
· This must be placed within the entity’s main AI that belongs to this message.
· The identifier is the message to use that belongs to the entity.
· You may put this identifier within a variable.
· sync-if you are displaying more that one line of text, then set this to 1 on the last line that is diplayed.
· wait- if you are displaying more that one line of text, then set this to 1 on the last line that is diplayed. Usually used with the sync parameter.

3. Prompt Text

a. rpg_showtext=(identifier sync wait-fontname-fontsize-ycoord)
· You may use the identifier within a variable.
· The prompt identifier indicates the text you wish to display
· sync-if you are displaying more than one line of text, then set this to 1 on the last line that is diplayed.
· wait-1 = wait for player to press <ENTER> - 2 = displays yes/no prompt. Default is 1. If “wait” is 2 then follow this with the fontname, fontsize, and the y coordinate. Remember

the screen resolution is 1024x768.

.
4. Quick Text Display

a. rpg_showquicktext=(pos-size text)
· pos=”t” for top, “m” for middle, “b” for bottom of screen
· size=size of font
· the dash is required to separate pos and size
· text is simply the text you wish to show
· The characters comma ( , ) or colon ( : ) are not valid within a text string:
· Use the “~” character for a comma and “|” for a colon.
i.e. Hi~ example| will display Hi, example:


Actions - Miscellaneous

rpg_wait4mouseclick(no parameter – wait for mouse botton to be pressed by player)
rpg_wait4enter(no parameter – wait for enter key to be pressed by player)
rpg_wait4time=(milliseconds to wait)
rpg_setnextlevel=(next level to play) – sets next level variable
rpg_savecurrentlevel=(slot number 10-99)
rpg_loadlevel=(slot number 10-99)
rpg_setentityobjective=(X Y)
· Set X to 0 if you do not want the current entity to be an objective any longer
· Set X to any other number to make the current entity an objective (be sure it's unique)
· Set Y to name of entity (optional – default is current entity)
rpg_leavelevelearly (no parameters)
· This will cause the current level to quit and a selected level to load

Actions - Debug

rpg_dispvar (no parameters) – This will display All variables. Clears screen to black. This could be used as well for the player if developer wants.

-----------------------------------------------
OliveTreeGames
The Next
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Posted: 16th Jul 2009 23:24 Edited at: 16th Jul 2009 23:26
This sounds very promising and nice list of commands you've got there. If possible of course as in some cases its not possible but if it is can we see a screen shot of the mod in use maybe even a video.

Freelance Web Designer Email me for quotes and samples of works

Windows 7, Intel Core 2 Duo 3.2 Ghz, 4GB, 2x Nvidia 9600GT 1GB
Flatlander
FPSC Tool Maker
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Posted: 16th Jul 2009 23:31 Edited at: 16th Jul 2009 23:34
Thanks, The Next.

I thought I probably should let everyone know that all of the commands shown are working and have already been tested. There still needs to be some tweaking on just a couple of things, however.

I have just begun the "talkbox" or chat sequences for characters. There will be a lot of trial and error with the logic for this. I already have a simple method working just to get me on the right track. The action command is "rpg_talkbox=" and the value is the character number in the array. However, this will be a lot different when I am finished.

I'll get some screen shots up soon. Probably yet today (my time now 15:34 CST).

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
The Next
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Posted: 16th Jul 2009 23:32
Sounds awesome i will be keeping a close eye on this one seems like a great mod so far.

Freelance Web Designer Email me for quotes and samples of works

Windows 7, Intel Core 2 Duo 3.2 Ghz, 4GB, 2x Nvidia 9600GT 1GB
nikas
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Posted: 16th Jul 2009 23:58
what is rpg?

divernika
RedneckRambo
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Posted: 17th Jul 2009 00:09
Quote: "what is rpg?"

Ummm really? As a "game designer" that is a term you should probably know.

http://en.wikipedia.org/wiki/Role-playing_game

This mod looks very promising. Hope it turns out well!
Thraxas
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Posted: 17th Jul 2009 00:11
You already know I'm looking forward to seeing this in action

meteorite
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Posted: 17th Jul 2009 00:13 Edited at: 17th Jul 2009 00:14
Role Playing Game

Examples include Elder Scrolls, Fallout, Final Fantasy, Kingdom Hearts, etc

edit: damn, 3 posts in 4 seconds, is that a record?

Flatlander
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Posted: 17th Jul 2009 00:17 Edited at: 17th Jul 2009 00:28
I'm a little embarrassed to use these as examples. They are from my test level.

You can have up to seven categories and a number of inventory items within each category. Category 0 is reserved for weapons and will be handled somewhat differently. (I haven't figured it out yet, however) . You are able to have your categories shown as text or you can show them as graphic images. You can do the same with the inventory list. The following images will show the text mode. You are also able to have a category title if you are going to display in text mode. The following image shows this:



You also are able to have a graphical image behind your category list or icons, just as you can with the inventory list. You simply click on "Mail." If you are displaying the categories in text mode you can also provide numbers such as 1. Mail. The player can either click on the category or press the number of the category. The following image shows the inventory list of the mail category:



The number in parentheses is the number of that item you have in your possession. If it is zero you cannot do anything with it. However, the next image shows one action the player can take with this particular if he does not already have the item. This is indicated by the developer in the setup. There are several things you can allow for an item. See the next image:



You have the opportunity to buy this item if you have enough in your monetary inventory to purchase it. If you select #1. You might see something like this:



You can have four (maybe seven) monetary funds. I can't remember right now. I have restricted the number to make it easier on me for now.

In each case you are able to press the number that corresponds to exit in order to return without doing anything with the item. Also, for the moment I have hard-coded the key to press to exit out of a category list or an inventory list.

If you take a look at the documentation, you will see that everything is designed by the developer. Where to put it what font to use what size to use, what color to use, whether it is text or graphical, etc. So, it is pretty flexible I think and if it doesn't look good it's the developer's fault.


Bye for now.

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: 17th Jul 2009 00:34 Edited at: 17th Jul 2009 00:36
Ooops I forgot something. My initial test for the talkbox. When I reach the santa goblin this is what pops up. And it is NOT a hud it is pure text.



EDIT: Also, the text will wrap around according to the width of the box and will add the background color for each line.

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
The Next
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Posted: 17th Jul 2009 00:38
Sounds great and the examples look very good for a mod that is only just starting up, great work and will take another look at this tomorrow.

Freelance Web Designer Email me for quotes and samples of works

Windows 7, Intel Core 2 Duo 3.2 Ghz, 4GB, 2x Nvidia 9600GT 1GB
Flatlander
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Posted: 17th Jul 2009 00:43
Don't let the timing fool you. I've been at this for some time now. I just didn't want to start a thread until I was sure I had a good start and that I knew if I was going to sell it or give it away.

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
Gamer X
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Posted: 17th Jul 2009 01:01
This Mod sounds great and I am going to look over the new commands and think of new scripts. I will be watching this after I dig out a couple of old RPG designs I have laying in storage


nikas
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Posted: 17th Jul 2009 03:23
Quote: "Ummm really? As a "game designer" that is a term you should probably know. "
i meant to ask what does the mod do...and also there is rpg weapon and i was confused .....also there is a script in the forum for all rpg mod features that i have it in my game but it is done with huds...whell this must be a great mod but i hate that it's not merged with airmod witch i use and need....

divernika
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Posted: 17th Jul 2009 04:16 Edited at: 17th Jul 2009 04:17
just a thought.. since it would take lots of work to use anyway (also modding would probably take more) and it's possible to do make RPG using scripts why don't u save some effort and maybe have a tutorial on how to do so using only scripts, maybe offer some basic scripts as an example?

either way it's a great contribution TY

meteorite
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Posted: 17th Jul 2009 04:41
nikas, its a mod to make role playing games. I doubt it contains an RPG

dark peanut
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Posted: 17th Jul 2009 06:47
Quote: "I doubt it contains an RPG"

Who knows? That dwarf looks like he has some dirty tricks up his sleeves.

The mod looks great Flatlander! It will definitely open up infintely more gameplay options. Keep up the good work!

dark peanut

Look for me on CoD4 online for PC. My username's Arbiquator (strange I know but it's the first thing that came to mind)

chidem
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Posted: 17th Jul 2009 11:53
This looks like an incredible mod - will it also enhance performance, ala S4?
Flatlander
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Posted: 17th Jul 2009 15:53 Edited at: 17th Jul 2009 15:55
@Bibo4PC
Quote: "just a thought.. since it would take lots of work to use anyway (also modding would probably take more) and it's possible to do make RPG using scripts why don't u save some effort and maybe have a tutorial on how to do so using only scripts, maybe offer some basic scripts as an example?"


I understand what you are saying but what is being provided here is extremely difficult to do in FPSC legacy. All displays including text will have to be done using huds, which can be done but is actually more unwieldy. Keeping track of inventory would be extremely difficult if not impossible as is with intelligent conversations with characters in the game. Although, I'm not sure how I will do the logic but at least I now have a working talkbox.

@chidem
Quote: "will it also enhance performance, ala S4? "


Maybe, maybe not. I'm not sure what improvements S4 has made. Right now, however, I am not going to mess with Lee's code. All the code so far has been added code. Until I get what I want done, well, done, then I might look at performance. I have a long ways to go before then. Also, for me personally, performance has been quite adequate. Especially in the realm of a RPG.

In fact I have taken a couple of steps back and am rewriting code that has to do with the text colors and background colors. I wanted the ability to be flexible in terms of allowing whatever colors the developer wants for their text lists (category and inventory - of course, they can be graphical and wouldn't need colore but there needs to be an option). The only way I can do that (after much thought) is by the developer providing the three rgb colors needed. DBPro is somewhat limited in that regard and that seems to be the easiest way for flexibility. Also, I had forgotten about the fact I didn't finish a bit of code that has to do with the inventory so I want to do that before I continue on with the character chat and miscellaneous type messages that would be attached to other entities.

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
JiMmYThEHaNd
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Posted: 17th Jul 2009 16:26
Quote: "Who knows? That dwarf looks like he has some dirty tricks up his sleeves.

The mod looks great Flatlander! It will definitely open up infintely more gameplay options. Keep up the good work!

dark peanut"


Lol he doesnt have sleves
Flatlander
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Posted: 17th Jul 2009 20:09
Quote: "Lol he doesnt have sleves "


Ahhh, but if you look behind him, you might find an rpg.

I said I wasn't going to post much. Well, I'm posting again. I just wanted to show why there is a need of a mod for an inventory system.

First of all we have categories and inventory within each category. Then we have the capability to have either text or graphic representations. If we have text we can have different styles. An example is shown in the following image.



This looks horrible. I think I want to change it. Instead of creating graphic huds which would take a long time, just go into the setup file and change values. Just takes a minute or two.

You will notice that the title line is not italic but the rest of the lines are both bold and italic. The last line is a larger font size.

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
Seth Black
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Posted: 17th Jul 2009 20:15
...this is very cool, F l a t l a n d e r!

This will be a great addition to the mod library...

Flatlander
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Posted: 17th Jul 2009 22:21 Edited at: 17th Jul 2009 22:22
Thanks Seth.

I thought I would show you category icons being used. They can be displayed while the game is being played and then the allow the player to select something from the inventory through either triggers or keyboard. Or they can be hidden until the player wants to select something from inventory.



These icons are not of good quality. They were just thrown together for testing and then I scaled them to boot.

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: 17th Jul 2009 22:57
Here are the category icons with a graphical background. Remember these are tests and therefore quality or design is not important.



I can actually think of a better background but no time.

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
DarkFrost
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Posted: 18th Jul 2009 00:23
This is coming along good. Getting third person here could also be a plus. Since in my opinion rpgs play out better with the 3rd person view unless your game is visually impressive like oblivion than id go first lol.

[img][/img]

The Next
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Posted: 18th Jul 2009 15:55
This is coming along very well nice work love the new icon based design its good.

Freelance Web Designer Email me for quotes and samples of works

Windows 7, Intel Core 2 Duo 3.2 Ghz, 4GB, 2x Nvidia 9600GT 1GB
Seth Black
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Posted: 18th Jul 2009 16:19 Edited at: 20th Aug 2009 16:26
Quote: "Thanks Seth.

I thought I would show you category icons being used. They can be displayed while the game is being played and then the allow the player to select something from the inventory through either triggers or keyboard. Or they can be hidden until the player wants to select something from inventory.

These icons are not of good quality. They were just thrown together for testing and then I scaled them to boot."


...looking good, F l a t l a n d e r.

If there comes a point where you need assistance with creating higher quality icons, give me a shout.

Graphics is my thing, and I'll be more than happy to help you in this regard.

Scene Commander
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Posted: 18th Jul 2009 23:40
Some very nice work there Flatlander, nice stuff and very original.

Good luck with this one.
nikas
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Posted: 19th Jul 2009 00:43
whell i actoually have some help with 3rd person shouter but the only problem is the camera and weapons.....if i could find a way to fix this it would be great to make an mmorpg with this mod......

divernika
Flatlander
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Posted: 19th Jul 2009 08:38 Edited at: 19th Jul 2009 08:42
I am currently finishing the inventory system and updating the documentation. This is preparing for releasing the RPG mod that contains the inventory system. A few more days. Hopefully by end of next week. However, no promises.

Quote: "If there comes a point where you need assistance with creating higher quality icons, give me a shout.

Graphics is my thing, and I'll be more than happy to help you in this regard."


Cool, thanks Seth

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
RedneckRambo
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Posted: 19th Jul 2009 08:45
Quote: "if i could find a way to fix this it would be great to make an mmorpg with this mod......"

An MMORPG with FPSC? Yeah because that's going to happen.

I'm actually quite excited for this mod. I might actually reinstall FPSC to play around with it lol.
nikas
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Posted: 19th Jul 2009 09:49
yeah??really whell we will see about that in my game
.
.third person camera view.....
the game http://forum.thegamecreators.com/?m=forum_view&t=153601&b=25

divernika
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Posted: 19th Jul 2009 10:04 Edited at: 19th Jul 2009 10:05
You obviously don't know what an mmorpg is then. It's something FPSC is not capable of doing.

Getting your game to have 3rd person means literally nothing. (However, that does look quite good.)

Anyways, I'm not going to argue with you because this is actually a good thread.
nikas
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Posted: 19th Jul 2009 10:09
ohh i know that fpsc wont ever be mmorpg it needs internet game play open world without loading etc...i meant to say about the third person camera and with this mod my game wil rock.............

divernika
Kerrby
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Posted: 19th Jul 2009 10:52
Quote: "ohh i know that fpsc wont ever be mmorpg it needs internet game play open world without loading etc...i meant to say about the third person camera and with this mod my game wil rock............."


As you said, all you did want make the character a gun.

If you want Third Person then buy WizMod.


WizMod Developer.
Flatlander
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Posted: 19th Jul 2009 16:47 Edited at: 19th Jul 2009 16:57
Quote: "If you want Third Person then buy WizMod."


That would be my suggestion. Sorry, but I will not be making 3rd person capabilities within this mod. That defeats the whole reason for FPSC as far as I'm concerned. So, please don't discuss 3rd person capabilities in this thread. Thanks.

I did incorporate some of what is found in airmod. However, I did not include any weapon enhancements that he developed. I duplicated some before I knew they were in his mod but I did take a couple of others that involved camera use. Some of them I actually am not using yet and the video backdrop has not been tested. I will be looking at Dark Video and had gotten permission to use whatever I can or decide to use from that if I purchase it. The encoder cannot be redistributed, however, so that must be purchased by those wanting to use it. More details will be forthcoming if I decide to use it.

There is an upcoming plugin that will be available for DBP sometime next week. This is also something I might look at. I can't reveal it at this time.

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
Gamer X
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Posted: 19th Jul 2009 17:16
I got to thinking and started to wounder. Is there going to be any codes to allow a player go to different levels? ex. player is on level 4 and realizes that they missed something in level 3 and wants to go back.


nikas
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Posted: 19th Jul 2009 17:39
Quote: "If you want Third Person then buy WizMod."
ohhh come on....the only thing i need is to dicrease the lower and upper view dont be like the television that doesnt give any help only comersials////plz help me with decreasing the camera...hey can you mod rpg mod so that we could go here and there with a litle loading every door lets say//////

divernika
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Posted: 19th Jul 2009 20:00
@nikas
Quote: "the only thing i need is to dicrease the lower and upper view"

This is not the place to ask for help with your mod or whatever help you are asking regarding 3rd person. This thread is only for RPG mod questions. Don't make me report you to a moderator.

Quote: "so that we could go here and there with a litle loading every door lets say"


Good question and I believe this is the same question Gamer X is asking if I understand you correctly. Yes (hopefully - keep fingers crossed) you will be able to go to different levels as required during your design. It was not put into the first manual. However, the next uploaded manual will have it. You will be able to get it in the first post.

I'm not sure but this will take a lot of coding and the logic is going to require that all current data in levels that the player is leaving will need to be saved. This includes whether a door has been opened or not. I know Lee is going to try and have most everything in a level when it is saved for the migration version. I am not sure if he is going to have a newer version of FPSC legacy. This is similar to what I must do but the original source does not save everything. So it will take some extra modifications to the code.

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
fredboy51
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Posted: 19th Jul 2009 20:11
i love elder scrolls iv oblivion its the best rpg ever !!!

fredy rules all
knxrb
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Posted: 19th Jul 2009 20:16 Edited at: 19th Jul 2009 20:16
@Flatlander: It is possible and fairly easy to do this.
I suggest looking at the current saving code and either making some new subs or adding to the existing subs.

The mod is looking great so far

knxrb

Flatlander
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Posted: 19th Jul 2009 20:24
@knxrb

It probably will be easier than I think. Just haven't looked at it yet. However, each level is going to have to have it's own save folders or however, this info is saved.

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: 19th Jul 2009 20:32
Quote: "i love elder scrolls iv oblivion its the best rpg ever !!!"


I guess the critics do say this is one of the best ever. Of course, you have to remember that this game was created by a whole team of developers and I am only one. And of course what I am doing is trying to allow developers to create a FP RPG.

RE Elder Scrolls IV: oblivion.

The ability to develop a RPG to play different characters will not be incorporated.

I will probably incorporate a limited "magic" system.

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
knxrb
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Posted: 19th Jul 2009 20:40
Quote: "However, each level is going to have to have it's own save folders or however, this info is saved."

I would save a file with all required data in it and name the file the same as the level number.

knxrb

Gamer X
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Posted: 20th Jul 2009 00:52
Good luck with finishing the MOD, I can't wait to try it out.


Flatlander
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Posted: 21st Jul 2009 00:38
I am now tweaking a few things and adding a couple of things I had forgotten I wanted. Then I will begin testing each and every condition and action for the inventory system.

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
Lucidx
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Posted: 22nd Jul 2009 22:25
Can't wait for it to come out this will be very useful as I'm working on an attempt to make an rpg right now.

Lucidx
Flatlander
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Posted: 22nd Jul 2009 23:25
I am now testing each and every condition and action of the inventory system. Already found one bug and it was only the second action I've tested. Nothing horrendous to fix though. Will keep you informed. As soon as I'm done with this I will upload a link to the mod I have done so far so those interested in it can play around.

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
fredboy51
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Posted: 23rd Jul 2009 01:58
when will there be a demo im really looking forword to trying this game and if you want i can help beta test the game for you

fredy rules all
Flatlander
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Posted: 23rd Jul 2009 07:46
fredy, this isn't a game. It is a mod for those who want to create RP games in the FP perspective which also utilizes all of the features of v1.15.

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

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