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FPSC Classic Product Chat / Fenix Mod Offical Thread

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TerrorNation
16
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Joined: 18th Dec 2009
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Posted: 27th Dec 2009 12:45
@Hockeykid
I have used Dark AI to script these codes for my enemies and allies, but my allied entities rotate AWAY from the enemies and shoot into the wall (with using rotatetarget in the main Dark AI ally script (see below)) but only shoot at the enemy spawn point, and not rotate to enemies when they move(without using rotatetarget)
What could be wrong here?
Appear script for ally

Appear Enemy Script

Main ally script


Thank you for your help
Hockeykid
DBPro Tool Maker
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Posted: 27th Dec 2009 17:36
you should be using this for the main




Quote: "I'm concerned about the bloom bug as its been on the list for a while. Are you confident this will be fixed? I really hope so."


To be honest that bug is the one i've worked on the least. I find it to be the least important but I can assure you once I get the sound fixed and particles fixed ill work hard on the bloom.

Shadowtroid
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Posted: 28th Dec 2009 03:51
@Egg Head

Actually, the one at the front, I've heard, is outdated. Are you aure it's not?

Because it's easier
I dream of respect...
I can make music. woot. [email protected]
TerrorNation
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Posted: 28th Dec 2009 12:18
Quote: "
"


@Hockeykid
Thank you for the generous script, but I have tried it and my alles just 'flip' on the screen and are a blur, but they still shoot (not sure if it is on target).
PS can allies actually damage your enemies?
Thanks
leebo
17
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Joined: 29th May 2009
Location: Ohio
Posted: 28th Dec 2009 18:46
Ok here is a situation that I have, I had to reformat my PC and of course the latest HM required a key of which could be only used one time. I hardly ever come on the forums and i did not know anything of this sale as there was no email on anyone's' part. So my question is how do I go about doing this now?

Hockeykid
DBPro Tool Maker
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Posted: 28th Dec 2009 20:52
Quote: "Thank you for the generous script, but I have tried it and my alles just 'flip' on the screen and are a blur, but they still shoot (not sure if it is on target)."


Which characters are you using?

Quote: "PS can allies actually damage your enemies?"


Yes

Quote: "Ok here is a situation that I have, I had to reformat my PC and of course the latest HM required a key of which could be only used one time. I hardly ever come on the forums and i did not know anything of this sale as there was no email on anyone's' part. So my question is how do I go about doing this now?"


Horror Mod will become free through Fenix Mod (but has not yet bee released) hold tight and you'll have Horror Mod before you know it.

Hador
User Banned
Posted: 28th Dec 2009 23:14
horror mod users get project blue free now I believe.

so how is it coming hockeykid?

DONATE TO FENIX MOD!
Hador
User Banned
Posted: 29th Dec 2009 05:26
any updates?

DONATE TO FENIX MOD!
TerrorNation
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Posted: 29th Dec 2009 13:08
@Hockeykid
Characters: These are characters from one of the Arteria SciFi packs included in the FPSC Bonanza deal.
Thank you for clearing up the information on allies damaging enemies so all this work isnt just to make the game look good
Metal Devil123
17
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Location: Suomi, Finland
Posted: 29th Dec 2009 16:14
I looked at how many views, I saw: 35,000. You don't see a 000 bumber every day. But I hope this is going good. So, any updates?

The Master Dinasty
17
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Location: Valhalla
Posted: 30th Dec 2009 12:47 Edited at: 30th Dec 2009 12:51
Hello Hockeykid ive got some sugestions for Fenix

Plrfreeze=X,X should be the amount of time you wish to freeze, or 1 wich equals freeze, until (0) unfreezed.
i know that it is a command from before, but i think your mod needs a endless freeze to player until unfreezed (would really help when making mini games like hacking or lockpicking)
Freezeall=X, X should be the amount of time you wish to freeze, or 1 wich equals freeze, until (0) unfreezed. (This should freeze every character in the map including player Maybe freeze the physics system to?).
My idea behind this is that any timer or freeze command wouldent go below 0,1 second (or 100 miliseconds). Going under that point would be ridicoules (in FPSC anyways).
And a FIX so we can have ALT textures on characters too.
Is fenix merging with RPG and Horror? if so when could we excpect the uppdate?

Thanks man for making this awsome mod!


-Massap2

Beacause massa is the master!
Staring blankly at the sun waiting for my time to come...
Nomad Soul
Moderator
19
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Location: United Kingdom
Posted: 30th Dec 2009 13:44
@hockeykid

Is there any update on the bugs your working on at the moment?

I think those lists are really helpful and hope you will continue to let us all know what your focusing on after Fenix v1.1 is released.
ace93
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Posted: 30th Dec 2009 19:33
post pics on your site of the weather systems and stuff!
Tempest
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Posted: 30th Dec 2009 19:34
Quote: "Is fenix merging with RPG and Horror? if so when could we excpect the uppdate?"


I belive it already has RPG mod, and yes, it is merging with not only horror mod, but project green. But I belive PB is adding code from Fenix, RPG and Horror mod also.
EGG HEAD OF DOOM
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Location: The Hacked Hospital Lobby
Posted: 30th Dec 2009 20:02
how many mods are going to be in PB after this merging

BlackFox
FPSC Master
18
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Location: Knight to Queens Bishop 3
Posted: 30th Dec 2009 20:13 Edited at: 30th Dec 2009 20:15
Quote: "how many mods are going to be in PB after this merging"


May I politely point out that this is the Fenix mod thread, not Project Blue? We'll be sending an e-mail to our PB users and post very soon to our thread with the information.

Thanks

Cheers

Mike

Hockeykid
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Posted: 30th Dec 2009 21:29
=Done
=working on
=haven't started

-Bug causing the screen to freeze when bloom is in use
-Bug causing game to crash at loading active guns
-Bug that causes Runtime Error 500 - Unknown image error at line 42931 when escape is pressed
-Bug causing gun particles to crash game
-Horror mod files not being carried over during build game process
-Bug causing test game load to crash while using RPG Mod
-Bug causing sounds to play while walking
-Bug causing saving and loading to crash
-Bug causing alt fire to not work as it should

Starmind I tried to reproduce the sound bug in stock V1.16 and couldn't get it to work. It is crucial that I know if the bug came from V1.16

Sandante
17
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Location: Dark World
Posted: 30th Dec 2009 22:23
@hockeykid

1)You have done an incredible job with Fenix mod, The third person is awesome, only i have a little problem with this.

Sometimes when the character stands still, his feet are still walking. this happens on some places only. (See example film)

I hope you could fix this if you have the time, i know you have alot on your mind, but this will be great in my game!!

2) I have donated a little surprise for your job and to motivate you!! Keep up the good work!!

SanXL.

Red Eye
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Posted: 30th Dec 2009 23:35
Quote: "this happens on some places only. (See example film)"


By the looks of it, pure collision problems. Is it entity or segment?


starmind 001
FPSC Reloaded Backer
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Posted: 30th Dec 2009 23:35
Quote: "It is crucial that I know if the bug came from V1.16"
Sorry I cannot re- create it in the v1.16 it now only happens with your mod only. I repeat your mod only. I recently had a new hard drive put in and with 2 tb I think i can do more with it, but the bug now only appears in your mod from the your first post of mod v1.0. Hope this helps. Maybe if I might could I try your new mod and see if I can re-create it? Just email me, if not I will wait until you update it.

Sandante
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Posted: 30th Dec 2009 23:56
Red Eye

Quote: "By the looks of it, pure collision problems. Is it entity or segment?"


Its segments!!

Hockeykid
DBPro Tool Maker
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Posted: 31st Dec 2009 01:12
Quote: "Sorry I cannot re- create it in the v1.16 it now only happens with your mod only. I repeat your mod only. I recently had a new hard drive put in and with 2 tb I think i can do more with it, but the bug now only appears in your mod from the your first post of mod v1.0. Hope this helps. Maybe if I might could I try your new mod and see if I can re-create it? Just email me, if not I will wait until you update it."


I can recreate it just fine but could you do me a favor go to the Fenix Mod site and download the one off of their (its the one back from Fenix Mod beta stage) and tell me if it still happens. If it doesn't would you please try to find out why it only happens for certain guns by doing things like commenting out lines in the gun spec.

Quote: "Sometimes when the character stands still, his feet are still walking. this happens on some places only. (See example film)"


Probably just the script ill admit I wrote it within a few minutes so was not to be perfect. If I were you I would just rewrite it

starmind 001
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Posted: 31st Dec 2009 02:16
Quote: "download the one off of their (its the one back from Fenix Mod beta stage) and tell me if it still happens. "
Ok I did that and I had no problems with the sounds when walking, but I did have a problem with exiting. It stated the was a bug and blah, blah, blah, you know the rest as it was just a beta. I used the ww2 colt 45 and a new weapon that I made for small fish that was the first to show this bug and they both worked perfectly. The framrate was through the roof, but except for the exit bug it was right on for the sounds. No "starmind bug" with beta 1.5. Hope this helps.

Hockeykid
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Posted: 31st Dec 2009 02:25
Quote: "Ok I did that and I had no problems with the sounds when walking, but I did have a problem with exiting. It stated the was a bug and blah, blah, blah, you know the rest as it was just a beta. I used the ww2 colt 45 and a new weapon that I made for small fish that was the first to show this bug and they both worked perfectly. The framrate was through the roof, but except for the exit bug it was right on for the sounds. No "starmind bug" with beta 1.5. Hope this helps."


Ok that tells me it came about in V1.0 could you possible comment out or compare the gunspec between guns that don't have this bug?

starmind 001
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Posted: 31st Dec 2009 02:57 Edited at: 31st Dec 2009 03:21
Colt 45 :


Tommy gun :


When I did the test for you once before the these two weapons did two different things. The colt 45 would cause the firing sounds and the tommy did not. These are their gunspec files. I do not see much of a difference in the other than one has model pack 6 hands and the other does not. I just know that if you watched the colt as you are walking the hammer would move as if it were firing in fm v1.0. Now if I just use the v1.16, the hammer does not move while walking nor do you hear the firing sounds. The tommy never changed in either one. Go figure. Hope this helps. Sorry I am being lazy about this today, but I have just been plowing snow since 3 o'clock this morning finished around 1 this afternoon and I am getting ready for another wave of snow and ice. So this will be my last post for tonight. I really do hope the info I gave you helps, but it seems as I am runnig a little low on coffee and need to hit the hay, so good luck.

EDIT: I know I said that I was not going to post again tonight, but I thought I would share this and maybe you can locate the problem faster. I changed the colt's fire sound frame to "57,1" just like the tommy and what do you know, it worked. For whatever reason your mod is wanting to fire a loaded weapon whether or not you pull the trigger, but if you run out of ammo it still continues to use those sounds. It also tries to run the animation of that weapon. Now I did a short test of this and found that EAI's weapons are made to run perfectly with this mod or atleast the airmod and s4's mod, but the others seem to have glitches, not all of them thought just certain ones, mostly packs 5&6 and some custom, but I am not fully sure of all the weapons. I hope this little edit helps.

Hockeykid
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Posted: 31st Dec 2009 03:29
Thank you, I have looked at the two gunspecs and realized the tommy uses automatic fire upon putting that in the colt 45 the colt 45 sound bug stopped (but made it an automatic ) this gives me a more controlled place to look.

Sandante
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Location: Dark World
Posted: 31st Dec 2009 09:32
hockeykid

Quote: "Probably just the script ill admit I wrote it within a few minutes so was not to be perfect. If I were you I would just rewrite it"


i dont know how to script, thats why i donated in the hope you could take a look at it if you have the time.

starmind 001
FPSC Reloaded Backer
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Posted: 31st Dec 2009 14:43
Quote: "this gives me a more controlled place to look."
Great I am glad it helped.

TerrorNation
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Posted: 31st Dec 2009 15:35
Hello everyone!
I am using Fenix Mod 1.0 (downloaded from TGC host on front page of this thread) and it's great. I have a problem.
Every time I close my test game, FPSC comes up with an error about the FPM file and the program terminates. Is this a bug?
Lucidx
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Posted: 31st Dec 2009 19:29
"changed cap to 40

Dual Timer System

Dark AI

Horror Mod

RPG Mod"


So Fenix mod is integrated with Horror and RPG mod? I can use all the RPG mod script calls in fenix mod?

Can I set up any entity as player legs btw?

Lucidx
EGG HEAD OF DOOM
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Posted: 31st Dec 2009 19:45
Horror Mod is the only one that hasn't been released to us yet, RPG Mod has been in Fenix Mod for awhile. and the player leg script comes with Fenix Mod.

Lucidx
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Posted: 31st Dec 2009 20:09
I suppose theres no way to remove the arms on the selected player body? Because it looks kinda awkward with 4 arms

Lucidx
Bigsnake
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Location: England
Posted: 31st Dec 2009 20:10
@Lucidx

Remove the head and the arms from the body texure

fpsc-world, fpsc fan site
Vista, Amd Athlon 7750 (64 bit + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
TerrorNation
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Posted: 31st Dec 2009 20:11
Quote: "Hello everyone!
I am using Fenix Mod 1.0 (downloaded from TGC host on front page of this thread) and it's great. I have a problem.
Every time I close my test game, FPSC comes up with an error about the FPM file and the program terminates. Is this a bug?"


I have sorted this problem out, but I have realised that static objects do not appear in Fenix Mod, and my allies STILL don't shoot my enemies ( I have the correct version of Fenix and I am using the included script).
Hockeykid
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Posted: 31st Dec 2009 20:19
Quote: "I have realised that static objects do not appear in Fenix Mod"


To be honest thats impossible or else segments wouldn't appear but if I must prove it post a picture of your level in game and one of your level in the map editor.

Quote: "my allies STILL don't shoot my enemies ( I have the correct version of Fenix and I am using the included script)."


How did you apply the scripts?

Hockeykid
DBPro Tool Maker
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Posted: 31st Dec 2009 20:31
=Done
=working on
=haven't started

-Bug causing the screen to freeze when bloom is in use
-Bug causing game to crash at loading active guns
-Bug that causes Runtime Error 500 - Unknown image error at line 42931 when escape is pressed
-Bug causing gun particles to crash game
-Horror mod files not being carried over during build game process
-Bug causing test game load to crash while using RPG Mod
-Bug causing sounds to play while walking
-Bug causing saving and loading to crash
-Bug causing alt fire to not work as it should

Bam another one bites the dust



Quote: "i dont know how to script, thats why i donated in the hope you could take a look at it if you have the time."


I'll see if I can fine but just so you know (not that it matters) I didn't get any donation.

EGG HEAD OF DOOM
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Location: The Hacked Hospital Lobby
Posted: 31st Dec 2009 20:35 Edited at: 31st Dec 2009 20:36
Oooooooo, SHINY

with all these features there should be a GUI

Hador
User Banned
Posted: 31st Dec 2009 21:19
bloomy...HOORAY!
it's all shiny and stuff


[link]devboxportal.co.cc[/link]
Lucidx
16
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Posted: 31st Dec 2009 21:33
Blooms coming in the next update I suppose or is this another feature I overlooked lol?

Lucidx
General Jackson
User Banned
Posted: 31st Dec 2009 21:38
Wow good job Hockeykid!


Yes, very shiny

Nomad Soul
Moderator
19
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Location: United Kingdom
Posted: 31st Dec 2009 22:10
Great job hockeykid

Now we have bloom in Fenix mod anything is possible.
EGG HEAD OF DOOM
17
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Posted: 1st Jan 2010 00:58
here is a simple sig i made



and a banner



Bigsnake
17
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Location: England
Posted: 1st Jan 2010 01:37
Nice bloom, the brightness is gunna give me a migraine though

Wow, nice sig and banner EHOD

fpsc-world, fpsc fan site
Vista, Amd Athlon 7750 (64 bit + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
DarkJames
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Posted: 1st Jan 2010 01:44
wow... awesome pic!!
Ehod@ nice banner..

@Hockeykid
When it wil be the release?
im glad that the Bloom crash is finished


The vault
TerrorNation
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Posted: 1st Jan 2010 01:51
Quote: "Quote: "my allies STILL don't shoot my enemies ( I have the correct version of Fenix and I am using the included script)."

How did you apply the scripts?"

I used the dark ai spawn ally and enemy scripts in the appear, Dark AI main in the main script for both ally and enemy and the FPSC leavecorpse fpi script for destroy. the shoot script is just the FPSC included shoot.fpi

That's all.
Bigsnake
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Posted: 1st Jan 2010 01:54
Sry, off topic but :

bloody games, sign into MSN, I got a pic I wanna show you

Quote: "When it wil be the release?"


Hopefully soon

fpsc-world, fpsc fan site
Vista, Amd Athlon 7750 (64 bit + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Metal Devil123
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Location: Suomi, Finland
Posted: 1st Jan 2010 02:36
WOW! Nice work! But thanks to you the song is stuck in my head. "And another one bites the dust...."

Bugsy
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Location: another place in time
Posted: 1st Jan 2010 02:52
will the bloom only have one setting? or will it be adjustable?



to fenix mod!
zeza
18
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Posted: 1st Jan 2010 02:55
Glad you got bloom working hockeykid, can't wait for the update

Hope This Helps
Blind Digger
17
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Location: Brisbane AUS
Posted: 1st Jan 2010 08:21
Good to see you've fixed the bloom.
Shouldn't be too much longer hay.
Looking forward to the completion of this.

Best Stephen

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