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FPSC Classic Product Chat / [LOCKED] Project Blue Official Thread

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Marc Steene
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Posted: 25th Dec 2009 22:55
OK thanks BlackFox Enjoy your Christmas and time off.


THE ONLY WAY TO STAY OUT OF IGNORANCE IS TO KEEP ASKING
Shadowtroid
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Posted: 26th Dec 2009 01:03
I have high expectations for this.

Could you all do me a favor? When Fenix Mod is done, and you get around to incorporating more amazingness into this mod, could you email me? I'm really looking forward to this; as soon as you incorporate all that new stuff, I want to know. Thanks.

Because it's easier
I dream of respect...
I can make music. woot. [email protected]
Nomad Soul
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Posted: 28th Dec 2009 19:27 Edited at: 28th Dec 2009 19:28
Just have a couple of questions:

- How do I purchase this mod now it has changed hands. Can I pay via paypal somewhere?

- Hockeykid said he has the Project Blue v1.18 source which has been migrated to the FPSC v1.16 source. How come it says v1.17 is the current version?

- How do you activate the full screen shaders e.g. bloom / motion blur?

- Is there a timescale for completion of Fenix Mod / Horror Mod integration. For example will this be done when v1.1 of Fenix Mod is released?

Thanks
BlackFox
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Posted: 28th Dec 2009 20:01 Edited at: 28th Dec 2009 20:02
@ Shadowtroid

Quote: "Could you all do me a favor? When Fenix Mod is done, and you get around to incorporating more amazingness into this mod, could you email me? I'm really looking forward to this; as soon as you incorporate all that new stuff, I want to know. Thanks."


We can e-mail you. I've noted your address and will send you an e-mail once it's completed.

@ Nomad Soul

Quote: "- How do I purchase this mod now it has changed hands. Can I pay via paypal somewhere?"


The site for Project Blue is located on FPS-Media (http://fps-media.mk-tek.com). You click on FPS Mods, click Project Blue, and there is a link at the bottom to send an e-mail to purchase. We will e-mail you the Paypal details, rather than posting it online.

Quote: "- Hockeykid said he has the Project Blue v1.18 source which has been migrated to the FPSC v1.16 source. How come it says v1.17 is the current version?"


The last release (current) of Project Blue is v1.7 and yes HockeyKid contains the Project Blue v1.8 that had been started before it was passed to us. PB v1.8 has been integrated into the FPSC v1.16 source.

Quote: "- How do you activate the full screen shaders e.g. bloom / motion blur?"


Perhaps someone here that has used these features could answer this question better than I could.

Quote: "- Is there a timescale for completion of Fenix Mod / Horror Mod integration. For example will this be done when v1.1 of Fenix Mod is released?"


At last chat with HockeyKid, I knew he was working on Fenix to release around Christmas. During that time, I decided that PB could hold until he was in a position to switch to PB. Once I have final confirmation from HockeyKid to a timeline, we can let you know. I'm confident it will not be too long.


Cheers

Mike

Coach Shogun 20
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Posted: 28th Dec 2009 20:24
Thanks for sending me this Blackfox. It was a wonderful prize

BlackFox
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Posted: 28th Dec 2009 20:26
@ Coach Shogun 20

You are very welcome. Congrats for your entry Thanks Marc for reminding us.

Cheers

Mike

PW Productions
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Posted: 29th Dec 2009 01:42
I'm having the same problem as Marc Steene... Everything ends up pitch black, no color or anything. But I've no problems other than that, this mod is the best now with the new features Just my opinion...

PwP

Hockeykid
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Posted: 29th Dec 2009 02:02
Quote: "
- How do you activate the full screen shaders e.g. bloom / motion blur?

Perhaps someone here that has used these features could answer this question better than I could."


I will, utilize the Mod.ini for the FS3:

Example

screenshader1=bloom/bloom.fx

Their should of been a manual that covers this that came with your purchase of PB.

Quote: "I'm having the same problem as Marc Steene... Everything ends up pitch black, no color or anything. But I've no problems other than that, this mod is the best now with the new features Just my opinion..."


Ill look into it when I get a chance

GreenDixy
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Posted: 29th Dec 2009 06:17
To get bloom working thoes who are not sure just add "Mod.ini" to your main fpsc dir. here is how i have my mod.ini



===================
No life, Lots of love, 2 Kids, God save me LOL
A r e n a s
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Posted: 29th Dec 2009 13:55
Hey. I cant wait for the next release of Project Blue. Do you guys have any idea when it'll be released? Or has work on it started yet?

GreenDixy
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Posted: 29th Dec 2009 14:57
@Arenas From what i gather, It wont be worked on untill the new fenix is released.

===================
No life, Lots of love, 2 Kids, God save me LOL
Hockeykid
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Posted: 30th Dec 2009 03:02
Quote: "Hey. I cant wait for the next release of Project Blue. Do you guys have any idea when it'll be released? Or has work on it started yet?"


Slight work has started I have fully (before S4 only added a little bit of code because of an error that I managed to fix) implemented V1.16 into PB.

But this statement is the bases of it :

Quote: "@Arenas From what i gather, It wont be worked on untill the new fenix is released."


Nomad Soul
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Posted: 30th Dec 2009 22:12
I've just purchased Projecet Blue and its very good.

Only problem I'm having is when I build a game then edit the setup.ini to use my desktop resolution (width=1440 height=900) the game no longer loads. It will only load using 1024x768.

Can games using PB be run at higher resolutions?
Nickydude
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Posted: 30th Dec 2009 23:19
Try removing those lines altogether Nomad, I know doing that in the vanilla FPSC V1.16 will tell FPSC to use the desktop resolution.

Errant AI
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Posted: 31st Dec 2009 05:06
Sent you guys an email. Looking foreward to what the future of this mod will hold
BlackFox
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Posted: 31st Dec 2009 05:11
@ Errant AI

Message received. I'll take a look at it later tonight after spending time with BlueFox.

Cheers

Mike

Nomad Soul
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Posted: 31st Dec 2009 14:08 Edited at: 31st Dec 2009 14:11
Quote: "Try removing those lines altogether Nomad, I know doing that in the vanilla FPSC V1.16 will tell FPSC to use the desktop resolution."


I installed a fresh FPSC v115 and built the 'simple.fpm' map, edited the games 'setup.fpi' with my desktop resolution settings and it loaded at 1440x900. Then I installed Project Blue v117 and built the same map, made the same 'setup.fpi' changes and could no longer load it.

After that I installed FPSC v116 and built the map. There is a flag added to the 'setup.ini' in v116 called aspectratio which if set to 1 loads a game at desktop resolution when no specific width and height have been specified. That worked fine.

Finally I installed Project Blue v117 and built the map. I noticed not all of the FPSC v116 'setup.fpi' commands were written which I'm assuming to be because the current version of PB is designed for FPSC v115. Anyway when I ran the game using the aspectratio flag it no longer adopted my desktop resolution and I was unable to override by switching the flag off and specifying width / height.

I'm hoping this will be fixed when Project Blue v118 is released which is designed for FPSC v116.
Hockeykid
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Posted: 31st Dec 2009 20:22
Quote: "Anyway when I ran the game using the aspectratio flag it no longer adopted my desktop resolution and I was unable to override by switching the flag off and specifying width / height."


Yes this is because the actual thing that does this is in the V1.16 source code which PB has just been merged so not yet out to the public .

A r e n a s
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Posted: 31st Dec 2009 23:03
Hey. Ive been thinking of what features would be good for PB. I have quite a list built up I reckon these would enable developers to take their games to the next level

The are all currently in Fenix

1) Dark AI (obviously)
2) fireweapon -forces the player to shoot
3) disablefire=x -disables weapon fire if x is 1 enables if x is 0
4) dropweapon=x -drops the weapon in slot specified by x
5) switchweapon=x -switches the weapon to the slot specified by x
6) disablekeys=x -if x is 1 disables switching weapons with the keys if x is 0 enables switching weapons with the keys
7) disablepeek=x -if x is 1 then Q and E peeking are disabled if x is 0 the Q and E peeking are enabled.
8) dropcurrentweapon -drops the players current weapon
9) makeflashlight -makes the flashlight
10) flashlighton -turns the flashlight on
11) flashlightoff -turns the flashlight off
12) flashlightrange=x -gives the flash light a new range specified by x (deafault is around 1000)
13) newdamage=x -changes the current gun out damage to x
14) newfirerate=x -changes the current gun out fire rate to x
15) newreloadqty=x -changes the current gun out reload quantity to x
16) newrange=x -changes the current gun out range to x
17) decmovecamera=x decreases x from the cameras
18) showcrosshair=x -when x is 1 it shows the crosshair of the current weapon and when x is 0 it hides the crosshair
19) explode - makes the entity with this command in its script to activate its explosion
20) swapweapon -Will drop your current weapon for the one that has this command in its script
21) Fenix meele system

These ideas are my own

22) Bypass the title page of Singleplayer if a certain file exists
23) end - close the current program when delcared
24) makefile=X - makes a file (extension must be included)
25) writefile=X - open a file to write data to it (fails if a file is already open or file does not exist)
26) writestring=X - writes string to the current file which is open
27) closefile - closes current open file (fails if there is no file open)
28) fileexist=X - checks if file with name X exists
29) scripts to work in Multiplayer

I realise how useless some of these ideas are, but i would rather not give away the method, but i have thought of several flawless uses for these This includes, ranking system, attachments, COD4 weapon/meele system, external menu, custom classes and ACTS (like ones found in COD games).

Marc Steene
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Posted: 31st Dec 2009 23:12
Arenas, most of those features in in Fenix mod, so Project Blue will be getting those eventually. What I'd personally like most to see are more scripting conditions/actions, water, and greater control over the full screen shaders.


I USED TO BE MARC STEENE
A r e n a s
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Posted: 31st Dec 2009 23:22
I personally think that alot of game play is down to the weaponry. I love in cysis when you customise your weapon. Perhaps add a lazer sight, scilencer and Red dot sight and take on the role of a stealth soildier, or add torch, incinery ammo, no scope and be a heavy assult man

I just guess im gonna need to leave FPSC for a month or two and hope i come back when im not being frustrated by not being able to code the features i want... I guess it means that i'll have plenty of time for my GCSE revision....

Errant AI
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Posted: 1st Jan 2010 07:44 Edited at: 1st Jan 2010 07:46
Quote: "18) showcrosshair=x -when x is 1 it shows the crosshair of the current weapon and when x is 0 it hides the crosshair"


Already in PBUM as hidecrosshair and showcrosshair.

Since we're wishlisting, a couple things I'd love would be a few new target conditions:

targetwithin=x
targetfurther=x
targethealth=x
targethealthless=x
targethigher=x
targetcanbeseen=x
targetcannotbeseen=x
targetelevfurther=x
targetelevwithin=x

(these all exist as plr checking conditions but having them as target checking conditions would make for some smarter AI).

And one marker condition which would make markers more useful:

reachmarker=x

Marc Steene
FPSC Master
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Posted: 1st Jan 2010 21:36
Just found a really bad bug. If you view a camera using viewcam while screenshaders are on, a green screen appears and nothing can be seen.


I USED TO BE MARC STEENE
Marc Steene
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Posted: 2nd Jan 2010 00:27 Edited at: 2nd Jan 2010 10:54
Idea for a new feature: the ability to layer HUDs. Actions could include:

-hudfront (Puts the HUD on the top layer)
-hudback (puts the HUD behind all other HUDs)
-hudlayer=X (puts HUD on layer x)

Also two Fenix commands which would be useful are:

disablecrouch
disablejump

Although these should get added once the merge is completed.


I USED TO BE MARC STEENE
GreenDixy
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Posted: 3rd Jan 2010 04:52
Not sure if anyone else is having this problem, But when i am using bloom and water/windows. If i stand still and look at the glass, Or water.. It will go really bright reflection. Anyone know a way to solve this or the settings for it. Thanks in advance

===================
No life, Lots of love, 2 Kids, God save me LOL
Marc Steene
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Posted: 6th Jan 2010 15:50
Just to confirm, has anyone else managed to get showplrgun and hideplrgun working? I can't.


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Gunn3r
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Posted: 6th Jan 2010 17:05
BlackFox, just wanted to make sure you knew that if you wanted any more graphics for PB, contact me. I've got multiple versions of the sig. (I created it). If you need anything else, or a modification to the existing ones, email me, and I'll get right on it for you.

Marc Steene
FPSC Master
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Posted: 6th Jan 2010 17:18
It's a pretty cool signature, what font is the 'projectblue' in? I really like it.


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BlackFox
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Posted: 6th Jan 2010 17:27 Edited at: 6th Jan 2010 17:28
@ Gunn3r

Quote: "BlackFox, just wanted to make sure you knew that if you wanted any more graphics for PB, contact me. I've got multiple versions of the sig. (I created it). If you need anything else, or a modification to the existing ones, email me, and I'll get right on it for you."


We've been debating whether or not to change the sig for PB. Appreciate knowing we can contact you.

@ Marc

Quote: "Just to confirm, has anyone else managed to get showplrgun and hideplrgun working? "


I've noted this and will check to ensure it's not a coding issue. Unless others have it working and can post the steps.

Cheers

Mike

Errant AI
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Posted: 6th Jan 2010 18:56
Quote: "showplrgun and hideplrgun"


These are more-or-less redundant to the AirMod HIDEPLRWEAPON and SHOWPLRWEAPON actions (which DO work).

Maybe they are in the manual as legacy (early) Ply's Mod actions.
Hockeykid
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Posted: 6th Jan 2010 22:17
Quote: "These are more-or-less redundant to the AirMod HIDEPLRWEAPON and SHOWPLRWEAPON actions (which DO work)."


Actually no, the Airmod showplrweapon and hideplrweapon hide the last gun shown and show the last gun that was hidden. Now showplrgun and hideplrgun will hide/show the current gun also will allow you to hide a dual wielded gun.

Anyways ill be taking a look into this bug and over the next 2 maybe 3 days ill be going through and attempting to fix all currently logged bugs.

Plystire
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Posted: 7th Jan 2010 09:21
Quote: "and greater control over the full screen shaders"


You have full control over the full screen shaders. There are actions to swap between shaders, actions to modify tweekable variables within the shaders, and anything that needs to be changed about the shader itself can be done in Notepad or an FX Editor.

This means that you can change the bloom scale and brightness via the tweekable variables in the shader.

I know there isn't a tutorial on it as of yet, but the commands are already there.

The only thing I can think of to allow easier control (this can still be done with variables and a bit of scripting) would be to have commands to transition shader variables from their current value to another value. That would help for doing things like transitioning bloom brightness from one value to another.


The one and only,


A r e n a s
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Posted: 8th Jan 2010 08:13
I have an idea for a very quick and easy feature . In fact, its so easy to add ive just made it myself and added it into my mod. Im not sure if you already have it, but in a built game enable the user to use a modifiable screen resolution. (By modifiable i mean where they can alter it at the end of the game).

Marc Steene
FPSC Master
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Posted: 13th Jan 2010 16:21
HUD Layering commands please! HUDs are causing me so much trouble right now :<


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A r e n a s
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Posted: 13th Jan 2010 17:33
I could give you help with the huds. What kind of problems are you having? If you make a post on it if you need help and put a link here i would be happy to help

.CALIBRE - COMING MAY 2010
Marc Steene
FPSC Master
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Posted: 13th Jan 2010 17:57
Arenas, I posted a thread in the Product chat named "HUD Layering"


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Gun_Guy
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Posted: 17th Jan 2010 14:23 Edited at: 17th Jan 2010 14:23
Are you going to add FPSC IP to this mod?
BlackFox
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Posted: 17th Jan 2010 18:41
@ Gun_Guy

Quote: "Are you going to add FPSC IP to this mod?"


Not at the moment.

Cheers

Mike

A r e n a s
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Posted: 18th Jan 2010 13:46
I have a very simple method of bypassing the menus and going straight into game. All it needs is a username and IP address in a file. I'll donate the code when you have some spare time and the mod is trying to think of new features.

.CALIBRE - COMING MAY 2010
a great idea READ THIS
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Posted: 20th Jan 2010 01:55
this work with 1.16???? if not will it later in the futer

Director
Snap
BlackFox
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Posted: 20th Jan 2010 02:35
The current version of Project Blue is v1.7. It was coded for v1.15 of FPSC. I have used it with v1.16 of FPSC and have not encountered errors. The next version of Project Blue v1.8 has been coded for FPSC v1.16.

Cheers

Mike

MK83
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Posted: 20th Jan 2010 02:48
Quote: "The next version of Project Blue v1.8 has been coded for FPSC v1.16."

What would be an estimated realease date?

mk83 Productions
Hockeykid
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Posted: 20th Jan 2010 03:18
Quote: "What would be an estimated realease date?"


That information will probably not be accurate until I flush out the final bug from Fenix Mod as in update V1.8 we have planned to have Fenix Mod included. Should not be to much longer.

Yearcut
User Banned
Posted: 21st Jan 2010 06:29 Edited at: 21st Jan 2010 06:32
Hey all, first congrats blackfox and hockeykid.

Please email me any updates of Project Blue. I am a registered owner of it and when ply and s4 was maintaining it, I got emails of updates.

I am very busy and I rarely visit the forum, so please email any updates of this mod as it releases. I hope best for the future of this great awesome mod.

If you want my email I will send you an blank mail but s4 had the list of emails of the owners so he just send the email to all of us (PB owners). So, if he gave u that list then you can check my email on it.

-YearCut

Your signature has been erased by a mod. please make it no larger than 9999999 x 9999999
Red Eye
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Posted: 24th Jan 2010 11:05
Sir, lets keep this up, sir!

Sir, if u need help with beta testing, i now have time sir!




Marc Steene
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Posted: 24th Jan 2010 15:29
@BlackFox, although I pointed this out in an earlier post, I thought I'd just make it a bit clearer. Setting the ambience to 100 in a script (for the maximum ambience) does not set it correctly - the ambience remains dark.


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Marc Steene
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Posted: 24th Jan 2010 15:34
Also, the offsetcamxang action repeats causing the camera to spin madly even if only called once (must be stopped by adding in offsetcamxang=0 0 afterwards).


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BlackFox
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Posted: 24th Jan 2010 15:51
@ Marc

Noted.

Cheers

Mike

Marc Steene
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Posted: 24th Jan 2010 17:39
Thanks Blackfox. When can we expect 1.8 to arrive? My project is on hold until these scripting issues get resolved.


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Nomad Soul
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Posted: 24th Jan 2010 17:55 Edited at: 24th Jan 2010 17:59
Will the new Fenix Mod v1.1 be included in Project Blue v1.8? or is it going into a later release?

It will be nice to have Dark AI in Project Blue and the Horror Mod features like particles.

Also can anyone confirm release details for Project Blue v1.8?

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