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FPSC Classic Product Chat / RPG Mod Demo Teasers

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Flatlander
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Posted: 7th Mar 2010 01:22 Edited at: 15th Apr 2010 08:47
Downloading the demos will give you access to all of the pertinent script files which can be used as examples.

The first demo to download.

Took just a couple of minutes to put together.

The sandwich conversation. 15.3 MB

Setup File:



Script:



Demo #2 50 MB

BTW, to exit the category icon menu or the inventory icon list press the "X" key. You know, Xit.

Demo #3 - 80 MB

Demo #4 - Immediate Objective Demo - 17 MB

Demo #5b - Quest - New and improved. Now contains real cheddar cheese! = 56 MB

Demo #6 - Multilevel game following a non-sequential pattern. = 123 MB

TIPS for Demo #6.

There is a weapon to your left when you enter level 5. You will have gun fire right away. A crate which has fallen forward will more than likely protect you while you get your weapon.

To your right as you enter the level is a room that has ammo and which will provide cover while you decide on your strategy.

You must take out the enemy and then place bio-bombs strategically around the crates and then explode them safely from within the room using the switches. There will be a fourth bio-bomb to use after the initial 3 are detonated. Use that one if there are any stragglers. However, you must explode it regardless to unlock the switch on the other side of the room. This will allow you to escape through the door and complete the game.

BlackFox
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Posted: 7th Mar 2010 02:08 Edited at: 7th Mar 2010 02:29
Nice work, Flatlander

This is a great example of the conversation setup for RPG mod and responding in the game.

Cheers

Mike

Thraxas
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Posted: 7th Mar 2010 03:25
Lots of people will find the scripting examples useful Flatlander

Your signature has been [mod edited] :-p
Flatlander
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Posted: 7th Mar 2010 06:41
Ah, my two loyal supporters.

Demo #2 is linked in post #1.

This is a small level that shows a couple of features. Although it is small it is still a whopping 50 MB to download. What do we have in this level. A good place to start I guess is to talk about the help screen. I use <F1> to bring up the help screen which is mainly the hot keys for the other functions. Help can be generated by using the "informational documentation" feature that is a part of the quiz system. So after doing battle press the <F1> key to see the help.

Objectives. There is only one objective for this level. You can have objectives that are mandatory for each level or for the entire game.

Clues. There is only one clue that can be found in this level.

Be sure and press the appropriate function key to see the objective (both before and after you pick up the objective) and check the clues. Be sure and check out the clue category as there are two categories.

Health Reserve. You can pick up a fair amount of health reserve in this level but you can't use it in this level. You will notice the health reserve in the lower right hand corner of the screen.

There are two types of text display methods in this demo. One is called a "text prompt" and the other is the "quick text" message display. There are three audio. One using the entity text message and the other two the prompt text.

You will notice that one prompt message has three lines but there are actually four defined prompts. This is because part of the top line has two different colors of text and therefore has to have two setup definitions. Also the text at the bottom of the screen is a different color (white).

This is a large file to download but if you do be sure and check out the setup files and scripts.

I guess I better have a couple of screen shots before somebody gets really mad at me. Later for those.

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OliveTreeGames
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Posted: 7th Mar 2010 07:30
Demo #2 screen shots:









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OliveTreeGames
BlackFox
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Posted: 7th Mar 2010 08:05
Very nice work on the second demo. I had to really "hunt" for the keys. Actually, Cathy was standing beside me when the clue came up and laughed when I went into the wrong door. She knew the answer, but let me die

The inventory system is really well structured. This demo certainly gives a great example of how to utilize clues, hints, and inventory. Certainly opens the doors for some great development.

One question is the text. Can a developer either use the text style like your demo, where the text is along the top, or can you have it display in huds and position the huds with the text anywhere?

Overall, great second example.

Cheers

Mike

Flatlander
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Posted: 7th Mar 2010 14:07 Edited at: 7th Mar 2010 14:12
There is a big difference between huds and text. Huds are graphical images whereas text is, well, text printed over the graphical interface of the game. The advantage of a hud is that you can create one using any of the fonts that are available on your computer and then easily placing them anywhere on the screen. Huds can take a lot of time to create and for a purely FPS genre is all that is probably necessary. However, when you start to have a text intensive RPG then that time element can take a dramatic leap.

One of the reasons why RPG Mod is more complex is to allow for as much flexibility as possible. The only way to do that is to have definition files that I call setup files. To lessen the learning curve somewhat I had chosen to use a "fpi" type format; loosely using the syntax of conditions and actions, using colons to separate them and commas to allow for more than one in a setup line and using equal signs to assign the information needed. This allowed for a quick setup of text. So, one of the main advantages of this system is to have a lot of text which can be added quickly as the game development progresses and can be changed even faster.

Now, we come to placement of text. This can be extremely complex. I had to decide on some compromises that will be explained later. But first, Almost all text can be placed anywhere on the screen. The developer provides x and y coordinates. In demo #2, just as the text can be of different colors it can be placed anywhere on the screen. That is why there were four text definitions just to display the text in the second screen shot. "You must choose which door to enter." is the first sentence and placed accordingly. "Choose the wrong door, you are toast." is the second sentence defined and placed accordingly. The third is the hint which is placed below that, and the fourth is placed at the bottom of the screen. This set is an example of "text prompts."

The third image is an example of a "quick text" display where you define it on the fly within a fpi script such as the script for the character that was used. It can be place in three possible positions and it will always be centered on the x coordinate. The choice is top, middle, or bottom. The example shows it being place on the top. Here is the script command to do this.

:state=6:rpg_showquicktext=t-26-b I am going to drop a clue on the floor when I leave. Be sure to pick it up. <ENTER>,rpg_wait4enter,timerstart,state=15

It is divided into two parts: t-26-b and then the text. T=top, m=middle, and b=bottom. Then you have the point size of the font and then the color of font all separated by a single dash. There are only three possible colors: (b)lue, (r)ed, and (w)hite. This grouping is delimited by one space. Now here is the whole script used:



In demo #1 (the sandwich conversation) demonstrates a chat sequence. This is where I had to make a compromise. Although the font style can be defined as well as the color of the background and the width of the "talk box," the placement is static. It starts at the top. The reason for this is that the text can be of a variable length. Also, in order for the text to fit properly to the defined length it needs to be wrapped properly. So, we start from the top and wrap the text downward to however long the text is. To make it easier on me I decided to do it in this manner. I did not want to come up with the code that would predetermine where to start the talk box if it were to be on the bottom. This would probably also affect frame rate as more calculation would need to be made. So, if you want this type of conversation you have to put up with the fact that it will reside on the top. The player response will always be on the bottom. You must make sure that the response will not be more that one line. As you have seen, DBPro allows for player input but is very basic and does not allow for a lot of variation to begin with.

I think I will stop here for now. This has gotten to be pretty long the way it is; but, I hope this gives one a little more understanding of what is going on.

-----------------------------------------------
OliveTreeGames
Flatlander
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Posted: 7th Mar 2010 14:35 Edited at: 7th Mar 2010 16:45
There are huds that are utilized in RPG Mod. These are the icons used for inventory categories and inventory items within a category. Text can also be used. Background huds are also available to place behind the categories or inventory items. A numeric hud is used for keeping track of the health reserve. All of these huds can be placed anywhere.

I use the designated resolution of 1024 x 768 as that is the most ideal resolution for FPSC. I'm not sure if this will change anytime soon. Using any other resolution can even have problems with stock hud placement because of image size changes. Theoretically, the method Lee uses for hud placement should take care of this but it does not. It is not any fault of his. So, there was a reason why he chose the resolution he did.

OK, for all those who have a headache or are in muddied waters, raise your hand.


BlackFox
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Posted: 7th Mar 2010 17:45 Edited at: 7th Mar 2010 17:46
The objectives work great. I like the feature that once the objective is completed, it receives a check mark to indicate you have completed it. I also like the F1 key feature, showing all the different keys. Although I do a similar idea, I did not make mine stay on screen until <Enter> is pressed like you did. I like your way better and will have to change mine.

I agree with Thraxas that the demos give great examples of scripting.


Cheers

Mike

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Posted: 7th Mar 2010 20:22
Nice work, Flatlander!

Might be more complex than standard fpsc features, but from the looks, it seems to be worth it and expands fpsc in many, needed, ways.

One question, in Demo 1 you have to use Y/N to start or cancel the conversation, are those keys configurable?

Probs for creating this enormous mod!

-Doomster

Flatlander
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Posted: 7th Mar 2010 21:01 Edited at: 7th Mar 2010 21:13
Hi doomster,

Thanks for the kudos. As you had said it is complex and only because much of it is configurable. So, I decided on a certain amount of hard-coding to suit my personal design and the yes/no prompts seemed to be a good way to allow the player to decide what he/she wants to do as far as having a conversation was the yes/no prompt when a response from the player is wanted.

Out of curiosity, how would you do it? Would you just go right into the response box for the player to respond right away? Or, do you want another font style for the yes/no prompt? A different way to ask the question? I am always looking for suggestions. When I started this whole project back in May of last year, I asked for suggestions on various things but nobody ever responded, so, I was left to my own devices.

There are four types of "chats"

1. Normal. Requires no player response and uses a mouse click to end the characters talk box.

2. Question. I call it this because usually the character asks a question first. This is the one in demo #1.

3. Sell an item. This has some specific needs because there will be negotiation and monetary exchange.

4. The player actually starts the conversation rather than the character.

Doomster
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Posted: 7th Mar 2010 22:04
Quote: "Out of curiosity, how would you do it?"

The prompt itself is already well designed, it's only missing an option to costumize the scancodes to use, because of my german keyboard, the Z and Y is swapped.

So, instead of pressing "Y", as it should be, I need to press "Z", and that'd be confusing for users of different countrys.

-Doomster

Flatlander
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Posted: 7th Mar 2010 22:18 Edited at: 7th Mar 2010 22:19
OK, understood. I'll look into that. All of my life (40+ years) I've programmed in the USA for an English speaking audience, so I had never thought about that. Right now I'm not sure how to do it but as I said I will look into it. Do I need to configure the keyboard or allow for different keys to be pressed?

Flatlander
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Posted: 8th Mar 2010 05:58 Edited at: 8th Mar 2010 06:05
@ Doomster

Would I be able to use scan codes for the key replacement? I don't know if the scan codes are the same. For example the scan code for "Z" is 44. So if I include a setup line like this, would it work?

:rpg_cfg_yesnokeys:rpg_yeskey=44,rpg_nokey=?

I would check the scancode before writing to the screen and use the appropriate letter and then check for the configured scan code key when pressed. It'll take quite a few lines of code to do this but it can be done if I can use scan codes.

Addendum: After re-reading your post above, I noticed you used the term scan codes, so I'm assuming that I can use scan codes in which you can, as the developer, include the scan code for the key you want use for the 'yes' and 'no' keys. I might even include a variable to place the phrase you would like to use -- instead of the default English.

Flatlander
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Posted: 8th Mar 2010 06:10
Quote: "Might be more complex than standard fpsc features . . ."


This is true and I've always said this. However, one also has to realize that to do all of this takes 14,000 lines of code in DBPro.

Of course, if I hard-coded everything I could have reduced the amount of code and made it easier to use. But, it wouldn't be as flexible as it is; and, it could probably be even more flexible.

Doomster
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Posted: 8th Mar 2010 16:50
Quote: "include the scan code for the key you want use for the 'yes' and 'no' keys"

That'd be perfect!

Quote: "But, it wouldn't be as flexible as it is"

Indeed! And it's good how it is, might take longer to understand it fully, but it can be used for a wider range of things.

Thanks for all the work you put into it, such well thought mods are needed.

-Doomster

Flatlander
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Posted: 9th Mar 2010 01:38 Edited at: 9th Mar 2010 01:38
Coming soon, Demo #3

This will have two levels and will be the largest demo I will post\upload. Demo #2 is level #1 in demo #3.

This will show among other things, how you will go to level #2 from level #1 and then back to level #1 in order to pick up something and then return to level #2.

BlackFox
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Posted: 9th Mar 2010 01:47 Edited at: 9th Mar 2010 01:49
Great idea. This will probably become a common idea of going from level 1 to level 2, back to level 1, etc. Particularly if you need to get an item from Level 2 to take to Level 1.

Is this tied in with the objectives or quests? Meaning can the quest recognize that you went into a level to get something to take back to a previous level and it will mark it done? Do objectives also allow for this feature?

[Added]: If you like, we can post the demos on FPS-Media as well.

Cheers

Mike

Flatlander
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Posted: 9th Mar 2010 03:16 Edited at: 9th Mar 2010 03:18
Quote: "Is this tied in with the objectives or quests? "


Everything relies on commands. If you want it connected to an objective then you use a command for that entity to connect it to an objective. I didn't do this in the demo. Also, all pertinent info is saved going from one level to another.

There are condition commands that are also connected to objectives and quests. The action commands will set whether an objective is met. You test the objectives condition to see if the objectives have been met. There is not an "all objectives have been met for quest" but there is a condition for if "all objectives are met for a level." You can check individual objectives to see if they are met. If all of those objectives were met for a quest then you can say that they have been met for that quest.

The way I initially designed quests was actually for a level, whether all quests were actually in one level or they were done on different levels. One could design a quest to basically reside in one level but you could make it so that the player has to go to other levels to pickup or get items.

Also, there are condition commands to determine if an inventory item has been picked up or purchased or whatever. Therefore, they can be a type of objective as well. In the demos, I have some items as an objective and inventory item and others as just inventory items. The keys in the demo will be used as objective in level 1 but will be needed as an inventory item in level 2.

As you can see, the design of the game must be well thought out but at the same time, things can be added or subtracted as the game is developed. This is one of the major flexibilities of this system. All that needs to be done are changes to the setup files and/or a script. If you were doing these changes in DBPro you would have to add or delete actual code.

Blackfox, you can place these demos on your website. Thanks.

Flatlander
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Posted: 9th Mar 2010 16:17
I will be posting demo 3 download in a couple of hours. I want to create a couple of screen shots first.

Flatlander
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Posted: 9th Mar 2010 18:06 Edited at: 9th Mar 2010 18:10
The upload is finished. The download link is found in the first post.

There are 22 screenshots. I will put them in 3 separate posts. The reason for so many is because there may be some who do not want to download the "game." Of course looking at the images is a spoiler so if you want to play the game then don't look.

This first image shows two things. One that there is only one objective in level one and two, that when the objective is met a red check-mark will be placed in front of the objective.



We've already seen some of level 1 in Demo #2. Once we enter into the red room we will be taken to level 2 which is shown below.



What is behind curtain #1?



What is behind curtain #2?



We come to a door that requires a password. I failed to mention another special text prompt and that is the "password" text prompt. This just takes one command to display. Of course there has to be some text that is defined in the "text" setup file.



Obviously we don't know the password yet.



Either the mummy or the other fantasy character knows the password. Well, here is fearghal and we have approached him:



The player has indicated that he wants to respond. I should talk a bit about the key words. In this example I required that the player must use several key words as shown. Not every one of the words used are needed. The key words need are:

what, is, password, open, closed, door

The player could also have said,

"Do you know the password that opens the closed door" The key words here are:

do, know, password, opens, closed, door

You are able to require less. For example you could remove the key word "closed."

This would allow the player to only have to enter,

"Do you know the password that opens the door" or "what is the password that opens the door" the player might even say, "what is the password that will open the door"



I left out where fearghal responds, "Yes, I know the password. But I need something from you." The player will need to respond and it is simple. "what do you need" or "what do you want". The next image shows his response to this.



Now you either press "Y" or "N" Pressing "Y" will take you back to level #1.

Flatlander
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Posted: 9th Mar 2010 18:25
We are now back in level #1. Remember the red room?



We go across the room towards the health pack. I could have picked this up when I was in level #1 the first time but didn't. Just to show that items are saved. You will also notice the gold coins that are on the floor beyond the health pack. I will be picking up both of them.



I go back into the red room and this takes me back to level #2.



We go back to fearghal but we don't have the coins visible to him, or in other words we must take the item out of inventory. This gives me opportunity to show the inventory system.



The player presses the "i" key to display first the categories. They can be defined as icons or text and placed anywhere you'd like. You could also have a background for the categories.



We will be selecting the "treasure chest" in order to get the gold coins. The player does this by pointing the mouse cursor at the icon and the clicking the right mouse button.

Flatlander
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Posted: 9th Mar 2010 18:36
After clicking on the category icon, the inventory list for that category is displayed. Again, this could be icons or text. I used icons and I also used a background for the icons. Of course, I probably didn't need such a large background but I didn't want to take the time to size it for a better fit.



After clicking on the gold coins we find the following prompt.



After selecting menu option #1, the next prompt appears. This lets the player know that he now has taken the item out of inventory and can use it.



Fearghal now expresses his thanks and gives us the password. Original aren't I?



We go back to the door with the password and enter it.



The door swings open to show an adversary that we will have to fight.



Before we do, let's take a look at the objectives for this level. As I mentioned before you can have objectives for each level.



This is all I will show for this demo. If you are interested what follows after fighting the dwarf (he's pretty scrappy) you'll have to download the demo.

Flatlander
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Posted: 9th Mar 2010 18:40
I forgot to mention the health reserve. When you are getting low on health you can press the <F3> key and add health. This will of course subtract health from your reserve. If you do this while you are fighting, all action will stop while you add your reserve.

You have only one life. I didn't create a hud for that.

I designed RPG Mod to always stop the action because if I didn't then the frame rate would probably hit zero.

Flatlander
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Posted: 9th Mar 2010 19:00
Another couple of things I forgot to take screen shots of. First of all the "help" is shown below. You use the "informational documentation" feature to do this. You put the information you wish to display in notepad. Define a title and with one command plus a text prompt to press <ENTER> you have the text displayed on the screen.



Remember the clue we picked up in demo #2 which is in level #1. Here are some images showing the clues. You can also design categories for your clues if you like, which is also shown here.







BlackFox
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Posted: 9th Mar 2010 19:26
Great work on these demos. A clear demonstration on the various components of RPG mod and how to use it.

Cheers

Mike

The Fps Creator rocks!
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Posted: 9th Mar 2010 21:11
How do you use this? It looks awesome!

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Posted: 9th Mar 2010 22:11
To clarify any confusion, this only works with RPG mod alone. It does not work with Fenix (if RPG is integrated into it).

Cheers

Mike

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Posted: 9th Mar 2010 22:13
Very interesting enhancement of FPSC.
Very clear demo to demonstrate the possibilities of RPG Mod.
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Posted: 9th Mar 2010 23:52
Flatlander way to get this information out to us. A big thank you for that. I was looking at the objective list on your one screenie and I thought about Thief. Then my mind started whirring lol. Nice Job

Regards,

KillShadow 3 big Frothy ones for you

Stop Drop and Roll works on everything but HELLFIRE!!!!
Flatlander
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Posted: 10th Mar 2010 00:17
Thanks peterJBE and Kill Shadow.

My next demo revolves around quests. I am only going to do quests within one level to make it small. Although I could do one with two levels. It wouldn't be any larger than demo #3.

I allow the developer to design two different types of quests. One is probably considered your normal quest. You go to a different area to do the quest and then once you complete it, then return. The other quest is a timed quest. If you don't perform the quest within a given time allotment then you lose the quest. If all quests are completed then you win the game.

I have not started this as yet. I have already tested quests after I had written the source code. But this gives me another opportunity to test this feature. That said, if I run into a logical bug this will not be uploaded as quickly as I would like.

Flatlander
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Posted: 10th Mar 2010 00:20
I had asked hockeykid to remove RPG Mod from Fenix and he had agreed.

I'm sorry but this must be said:

If you try to use RPG Mod in Fenix more than likely it will crash the system or at least the test game. There are several logical bugs that probably have not been fixed. So, if you use it in Fenix then you run it at your own risk. I cannot be held responsible for any problems you may encounter.

Flatlander
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Posted: 10th Mar 2010 01:54 Edited at: 10th Mar 2010 01:54
@Doomster, peterJBE and all others from non-English speaking countries.

I am toying with the idea of allowing the ability to use your own language for all the default (hard-coded) phrases. Within the snippet box is a list of all the phrases I use:



Any thoughts on this.

There is also a couple of other keys other than 'Y' and 'N' that are used. These are 'X', 'C', 'PgDn'. Do any of these keys need to be reconfigured for ease of use?

BlackFox
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Posted: 10th Mar 2010 02:50
If you could make a key to fill my coffee cup, I'd be eternally grateful

On topic, I think the ability to have other languages coded for the phrases is a good idea. You will be busy for a while on that

Cheers

Mike

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Posted: 10th Mar 2010 03:17 Edited at: 10th Mar 2010 03:19
Quote: "You will be busy for a while on that "


If I did it myself and I certainly don't know any other language. However, if I provide the developer to provide there own language for the hard-coded phrases, I would just provide the replacement at the appropriate place.

It would consist of a flag that is set to use the phrases provided. At the start this would be one more set of variables to set up. The start of the game is already about 6 to 8 seconds but this probably would only be a fraction of a second. There aren't that many phrases.

BTW, even a person who speaks English but wants to change the wording of the phrases could use it.

Speaking of that 6 to 8 seconds. This is not all bad as it allows a nice time to put up a "splash" hud. The default is FPSC's basic loading hud.

Quote: "If you could make a key to fill my coffee cup, I'd be eternally grateful"


I will look into it. That would be useful for me too.

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Posted: 10th Mar 2010 16:21


Capslock off.

Flatlander
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Posted: 10th Mar 2010 21:15 Edited at: 10th Mar 2010 21:20
@ The Fps Creator rocks!

I know it may be disappointing to you. However, if all you are interested in is FPS genre that contains modifications accordingly -- to weapons and all that blur and bright shiny stuff, then PB or Fenix are what you want anyway.

However, if you want something that takes you into the realm of a first person perspective role playing genre, then you won't really be interested in all that other stuff PB and Fenix has to offer. But this is where RPG Mod comes in. Of course you still have the ability to use weapons but they will probably be used at a lesser extent and not as important. So, when you are ready to enter a world filled with adventure rather than just going in and shooting up the enemy as in Doom, then you are ready to use RPG Mod.

Addendum:

As the migration continues, more than likely RPG Mod will be integrated into the continually updated official versions of FPSC. It looks like such things as rag-doll and more realistic water will be added to FPSC. However, if I find that the newer versions of FPSC actually breaks what I have accomplished so far and if they cannot be easily fixed then I may not upgrade RPG Mod into the newer versions of FPSC. Hopefully that will not be the case.

The Fps Creator rocks!
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Posted: 10th Mar 2010 21:17
Okay.

peterJBE
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Posted: 10th Mar 2010 21:19
@flatlander.
It would be very interesting if people could choose the language of the hard-coded phrases. Especially if you want to use the program for educational purposes with children it is important.
I could provide a translation for dutch (Flemish part of Belgium and the Netherlands).
Being able to choose key assigments would be welcome too, but there are only a few keys to remember. It seems less important to me, at the moment.
See what you can do.
Continue the good work on RPG mod.
BlackFox
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Posted: 10th Mar 2010 21:39 Edited at: 10th Mar 2010 23:00
@ Flatlander

I think that the translations are a great idea. Opens it to more and more people.

Cheers

Mike

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Posted: 10th Mar 2010 22:01
I liked some of those commands from RPG in Fenix, like the removal command of that stupid jump sound, and hiding blood from entities..
I was hoping to see that in Fenix + PB integration too...
BlackFox
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Posted: 10th Mar 2010 22:12
Quote: "I liked some of those commands from RPG in Fenix, like the removal command of that stupid jump sound, and hiding blood from entities..
I was hoping to see that in Fenix + PB integration too..."


Unfortunately, that won't happen. RPG is remaining it's own entity.

Cheers

Mike

Thraxas
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Posted: 10th Mar 2010 22:36
Thanks for all the demos Flatlander. They've certainly helped me tidy up my RPG Mod scripts, and given me some ideas for my (very slowly being made) game.

Your signature has been [mod edited] :-p
Flatlander
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Posted: 10th Mar 2010 22:45 Edited at: 10th Mar 2010 22:47
RE: Language Translation

What is wrong with having the developer do their own translation?

For the sake of argument (and I think this might be a good way to do it) there is a language_translation.ini file, a partial listing of contents are found in the following code snippet.



The language of the developer's country that he/she would provide is after the colon and replaces the word translation. Actually I would not probably have the word "translation" present. The if there is to be a reconfiguration of the scancodes then they would be place accordingly.

Now, to let me know (the exe file that is) the developer wants to use the translations he would put in the rpg_setup.fpi file something like:

:rpg_use_translation:

If it will not be used then this line would not be in the file. Something like that anyway.

Flatlander
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Posted: 10th Mar 2010 22:48 Edited at: 10th Mar 2010 22:49
Quote: "Thanks for all the demos Flatlander. They've certainly helped me tidy up my RPG Mod scripts, and given me some ideas for my (very slowly being made) game."


You're welcome Thraxas.

I am planning to have a small "clues" demo. Maybe you can help me out a little with ideas regarding clues?

Flatlander
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Posted: 11th Mar 2010 14:55 Edited at: 11th Mar 2010 14:58
Last night, I started to play a game called Area-51. It is a FPS with some RP included. At least character interaction. One of the things I noticed was in the upper left hand corner of the screen a hud and/or text would appear. They identified it as being an objective. I thought this was cool so I added that feature. I am calling it an "Immediate Objective." One could use it in conjunction with the objectives list but I see it as being separate.

In other words you would have an objectives list for the level and the player would have to keep viewing the list to make sure and pick up or do what the objectives state. However, with the IO, a player could enter a room and you would have a trigger zone that brings up an "Immediate Objective:" hud and the objective. Say it would be to find and pickup some gold coins. There, of course, would have to be a reason for this.

The developer can use his/her own hud and the text style of the objective is configurable.

So, I did a quick demo level which is found in the first post for download.

Now off to work on the quest demo.

BlackFox
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Posted: 11th Mar 2010 19:26
Quote: "...I thought this was cool so I added that feature. I am calling it an "Immediate Objective." One could use it in conjunction with the objectives list but I see it as being separate. "


Nice idea for the objective/hud. Saves having to press a key to refresh your memory on what you need to do. Another great example Flatlander

Cheers

Mike

Flatlander
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Posted: 12th Mar 2010 00:59
@ peterJBE

Sent you an email.

Flatlander
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Posted: 13th Mar 2010 11:41
For those of you who are keeping an eye on this thread, I want to announce that this mod will be free. I have vacillated between charging for it or giving it away and this is the final decision.

Also, I am going to try, I emphasize try, to have this done by Easter as an Easter present. This will be RPG Mod version 2.0. v1.0 was what I had done long ago and which made its way into Fenix Mod.

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Posted: 13th Mar 2010 12:01
Great news... Thanks Flatlander, I know you've put a lot of work into this

Your signature has been [mod edited] :-p

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