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FPSC Classic Product Chat / RPG Mod Demo Teasers

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BlackFox
FPSC Master
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Location: Knight to Queens Bishop 3
Posted: 13th Mar 2010 16:08
It is great news. The unfortunate part is you may have a bit of configuration to do Thraxas if you are deep into a game development with v1.0 of RPG. However, there are a few of us that are more than happy to give a hand with the new changes.

Cheers

Mike

Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 16th Mar 2010 06:06
Here are some screening just so you guys know I'm working on the quest demo. I've been tweaking, fixing logical errors in the code and added a couple of more commands. This is also to bump up my thread.















BlackFox
FPSC Master
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Posted: 16th Mar 2010 07:00
This is looking real good Flatlander. I've been impressed since using it, and it gives that extra "element" when playing the game.

Cheers

Mike

Thraxas
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Posted: 16th Mar 2010 11:26
Looking good Flatlander...

@Blackfox: Yes using RPG is good, especially when you want to do something different from the majority of FPS games here... Once I have some free time and can actually get into finishing it, I'll post a WIP of my RPG mod game.

Your signature has been [mod edited] :-p
BlackFox
FPSC Master
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Posted: 16th Mar 2010 16:50
@ Thraxas

Quote: "@Blackfox: Yes using RPG is good, especially when you want to do something different from the majority of FPS games here... Once I have some free time and can actually get into finishing it, I'll post a WIP of my RPG mod game."


That would be great. Cathy is also going to post her level 01 Demo in the WIP once she gets RPG Mod integrated into the game. The longest step in setting up the mod is picking the graphics you want to use and getting the quests/clues setup. Now that we've had good time to use it, it is all starting to fall into place.

@ Flatlander

A question on using the text. Can it overlay onto a hud picture? For example, if we have the image for the hud and we edit the text file (example- help.txt in the info_docs folder) and you press the F1 key to bring up the help, can the text file be shown overtop of the hud image? Gives the illusion that the text is actually in the hud image itself. Then all you have to do is edit the text files instead of editing the hud image to make changes.

Cheers

Mike

Flatlander
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Location: The Flatlands
Posted: 16th Mar 2010 22:30
rpg text does not work with system huds. The system hud will disappear when the rpg text is displayed. This is because the text needs to be sync'd in order to be displayed. This will cause all system huds to disappear as it interrupts the game loop and the "refreshing" code to keep them showing up. That is why I had allowed rpg huds for an inventory category background and inventory list items. Both the hud and text are sync'd at the same time.

BlackFox
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Posted: 16th Mar 2010 23:02
Quote: "rpg text does not work with system huds. The system hud will disappear when the rpg text is displayed. This is because the text needs to be sync'd in order to be displayed. This will cause all system huds to disappear as it interrupts the game loop and the "refreshing" code to keep them showing up. That is why I had allowed rpg huds for an inventory category background and inventory list items. Both the hud and text are sync'd at the same time."


Good to know. Cathy is working on her game with RPG mod and I wanted to be sure of the text on a hud in case she asked me this question. For the moment I'm one step ahead of her

Cheers

Mike

Hockeykid
DBPro Tool Maker
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Posted: 16th Mar 2010 23:20
Hey Terry

The engine seems to be coming along pretty well but if I were you I would consider rewriting some of it. From your older source code I noticed that you used things such as do loops and repeat untils in the command which result in the pause of gameplay. Sometimes this can be annoying especially if you want an outer action to be called such as spawning enemies while the player is talking to an NPC.

Luckily the solution should be pretty easy

Separate things into different subroutines and when a command has called an action set a variable and have it so when that variable is set to 1 it'll call the appropriate subroutine during the engine loop.

Anyways just a friendly tip.

Best of luck

Flatlander
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Posted: 17th Mar 2010 00:26
Thanks hockeykid.

First of all I don't consider this a game engine. It modifies the game engine to include RPG stuff which I consider separate from the game loop at this time.

When I initially started designing this I really wanted to be able to talk to an NPC and allow the game to continue looping at the same time. I tried several different possibilities, however, the frame rate took a real dive. I was about to give up on the whole project when I thought that hey, this is not for a dedicated shooter game, it is RP. Therefore, it isn't so bad to stop action until the necessary RP stuff is finished. As soon as it is finished then whatever actions need to be taken care of will be done immediately after anyway. Also, I don't think I want to be shot at and my health taken away while I'm talking with an NPC or looking at my inventory.

The variable idea is a good idea which at that time I hadn't thought of. This would probably take care of some of the frame rate loss as it wouldn't always execute until it is told to execute. Unfortunately, I will not do anything with that because I want to release what I have.

I have health problems that are not going to go away. These problems have to do with memory and my thinking ability. I feel the Lord has blessed me to be able and do what I am able to do so far. However, it keeps getting more difficult and it is taking longer to work through even the simplest problems.

Flatlander
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Posted: 19th Mar 2010 22:02
Quest Demo uploaded - see first post.

Here is map of demo. Main room with two quest areas.



A dude
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Location: The Solar System
Posted: 19th Mar 2010 22:12
Quote: "I liked some of those commands from RPG in Fenix, like the removal command of that stupid jump sound"


Just delete the jump sound. It's really easy.
BlackFox
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Posted: 20th Mar 2010 01:41
Nice work Flatlander. These demos will certainly be handy to setup RPG mod.

Cheers

Mike

BlueFox
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Posted: 20th Mar 2010 04:48
Thinks are looking really good Flatlander and I am quite impressed with the objectives and being able to use the quest in my game. Keep it up

Cheers

Cathy

Flatlander
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Posted: 20th Mar 2010 11:19
Sorry for the inconvenience. Demo 5b works as it should.

The developer has three possible types of quests. 1. Normal, 2. Timed Quest, or 3. Time tracking.

Demo 5b contain #2 and #3 types. Quest #1 is a timed quest. 2 minutes is allotted to complete the quest. Quest #2 tracks the player's time and will let the player know how much time it took to complete the quest. Press the <F4> key to view the info about the quests. Press <F5> to review the detail for each quest.

This will be my last post on these forums. I need to concentrate my time on other matters. However, I am not abandoning RPG Mod. This is a mod I will be using extensively myself.

The mod should be ready for release around Easter. It will be available through MK-TEK and will be free. Language translation will be available in the next version, even if that is the only addition.

Best to you all!

Thraxas
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Posted: 20th Mar 2010 11:38
Looking forward to the release Flatlander

Hope everything is good with you.

Your signature has been [mod edited] :-p
The Storyteller 01
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Location: On a silent hill in dead space
Posted: 21st Mar 2010 00:53
Thats some amazing stuff you did with RPG mod - and it was fun to play the demos

Thanks for the work you did put into this!

In case you find my grammar and spelling weird ---> native German speaker ^^
BlackFox
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Posted: 23rd Mar 2010 17:22 Edited at: 26th Mar 2010 06:31
Since Flatlander has demonstrated the quest,clues system, and Immediate Objectives, I thought I'd show off our results using RPG mod.

Screenshots:

Viewing the personal mission log



Map and radio room



Picking up the map



View the map



Viewing the Inventory



Other Screenshots:

Looking at the Map details in inventory

Switch room with guard on patrol

Objectives checked when completed

Immediate objective- find the exit

Viewing Mission Book

Cheers

Mike

Flatlander
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Posted: 15th Apr 2010 08:42
This last demo demonstrates the ability of going to levels out of sequence.

This game starts with level 1. The player has a choice to go through one of two doors. One door takes him to level 5. After getting through that level he comes back to level 1 retaining the objectives he met plus inventory items. Going through the other door he will go to level 3. Once finishing level 3 he continues on to level 4 as one quest which is a timed quest. There is also a surprise in level 4. Once returning to level 1, the player is now able to go to the armoury which is level 2. RPG does not have to be totally non violent. Level 2 will have lots of that plus explosions. Completing successfully that level the player wins (completes) the game. Of course this can be reversed. He could have chosen level 3/4 first and then go to level 5. Both quests have to be finished successfully in or to continue on to the last quest which is the armoury (level 2).

If you are able to download it, have fun.

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