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FPSC Classic Feature Creep / v1.19 Wish List

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biohazardNL
16
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Joined: 26th Oct 2009
Location: netherlands
Posted: 17th Apr 2011 18:24
Quote: "You can already do this.
Just open the file, then select the file menu, preferences, and just click on multiplayer."


he probaly means something like dynamic stuff

[href]http://tbhproductions.com[/href]
Design Runner
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Location: In my own little world.
Posted: 17th Apr 2011 22:07
... That was an answer to your post asking what I meant. You CANNOT do that. It is misinformation like this that gives new-users a hard time.

The quick brown fox jumps over the lazy dog. Also, join the new site: http://gamecreatingcommunity.net/index.php
biohazardNL
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Posted: 17th Apr 2011 22:17
Quote: "... That was an answer to your post asking what I meant. You CANNOT do that. It is misinformation like this that gives new-users a hard time."

yeah that is what the probally is for... it's a guess of what U could have thought, since you was so clearly with your english. if you ment the other thing. with just change it. that is already possible

[href]http://tbhproductions.com[/href]
Design Runner
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Posted: 18th Apr 2011 00:56
I didn't quite understand that. You quoted what I said, so I'm guessing it was directed at me, but it was too broken of English. Can you try rephrasing?

The quick brown fox jumps over the lazy dog. Also, join the new site: http://gamecreatingcommunity.net/index.php
biohazardNL
16
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Location: netherlands
Posted: 18th Apr 2011 08:15
Quote: "I didn't quite understand that. You quoted what I said, so I'm guessing it was directed at me, but it was too broken of English. Can you try rephrasing?"

That is really immature of you. just get over it, and accept that some features are already possible so you don't need to post stuff which is already included anyway. I liked your community but it has some speed and load problems. try to use some speed optimization testers.
(don't say it's my connection, because I checked it using another website)

anyway nice community

[href]http://tbhproductions.com[/href]
Design Runner
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Posted: 18th Apr 2011 18:28
I'm sorry, what was immature of me? I just asked you to rephrase because I didn't understand you

The quick brown fox jumps over the lazy dog. Also, join the new site: http://gamecreatingcommunity.net/index.php
biohazardNL
16
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Posted: 18th Apr 2011 18:59
We both know, you understand it but I quit this conversation. before one of the great mods is banning me. and my account is stuffed with downloads so can't risk that

[href]http://tbhproductions.com[/href]
Michael Thompson
17
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Location: Behind you (if not, in australia)
Posted: 20th Apr 2011 18:54
Quote: "... That was an answer to your post asking what I meant. You CANNOT do that. It is misinformation like this that gives new-users a hard time."

Well I have done it before, so I dont see why it should be different for anybody else. It doesnt change the spawn point into a character, but it moves all the other stuff like entities and segments over, so you get the main parts of the level.

http://www.flashstargamecreations.webs.com
Design Runner
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Posted: 20th Apr 2011 19:33
Alright, I think we have a slight misunderstanding here, so I'm going to post one more time (sorry for all this off topic mods, I'm going to remove my posts after this).
When I first saw your post, I thought you meant you could build a level in singleplayer, with regular dynamic characters, dynamic entities etc, then convert it to multiplayer and build. I clearly misunderstood you, as I think you now mean you can do regular level building in singleplayer, then tab over to multiplayer and build and have the same map. My apologies.

Michael Thompson
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Posted: 21st Apr 2011 07:33
Oh no, that is not what you meant. Sorry bout that, I didnt realise that you didnt completely misunderstand me. The idea is that you make your games, and then you can convert levels to multiplayer to give the player the feeling that they are playing the same level as an arena. You would ofcourse need to change the characters around, but that isnt much of a problem. I also misunderstood what you said, thinking that you were just saying nah, it cant be done, without having done it before. Everything here makes a bit more sense now.
Oh and btw, another idea for the wishlist - in multiplayer, you can only play as one of the set characters. What if the player was able to choose any character, not restricted to any of those on the given map?

http://www.flashstargamecreations.webs.com
CrescentMoon
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Posted: 30th Apr 2011 23:58
Stop cluttering my thread with arguments -.-

[WIP] Paranorma ~ Trial of Life
i love zombies
18
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Posted: 2nd May 2011 15:07
They should fix up the dynamic lights, i heard Darkgoblin was working on a mod like that, but it should still be implemented into FPSC V1.19 it fix a load of bugs.
CrescentMoon
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Posted: 4th May 2011 05:05
Quote: "They should fix up the dynamic lights, i heard Darkgoblin was working on a mod like that, but it should still be implemented into FPSC V1.19 it fix a load of bugs. "


now that's another good idea

[WIP] Paranorma ~ Trial of Life
Hamburger
16
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Location: Grand Rapids MI
Posted: 8th May 2011 15:21
I think a minor but good feature should be some sound diffrentiation. What I mean is basically like you have your standard fpsc gun, but there are like 3 or 4 different firing sounds for the gun. When the gun fires, it will pick at random from one of these sounds really fast. The same could also be for characters and explosion sounds. Another good thing would be to have the materials folder include bullet impact sounds, so when you shot metal for example you'd hear a bullet richochet off of it, or whith wood you'd hear splintering. I tink that would help make fpsc's action more dynamic and realistic.
Shadowdeath
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Location: NYC
Posted: 8th May 2011 21:53
I think we need the cutscene maker more than anything else...


[href]tophatforums.info[/href] - For all your project and gaming needs
2Beastmode4u
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Posted: 10th May 2011 15:53
Camera ajustment. Like to switch between cameras mid game. Or for the camera to follow an entity. Kind of like the followplr command but for entities. Also a way to set a target for an entity to the opposing team without the Dark AI controlling him. A jump animation too. That is my wish.


Cheers.

God help me, Please.
trubkiller
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Posted: 11th May 2011 02:27
Able to splitscreen in single player because the other screen will be locked on an entity.

Hello...
midget overlord
15
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Posted: 15th May 2011 04:49
I agree with shadowdeath
Ghost thing
17
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Posted: 16th May 2011 10:20
I have another important one: user adjustable graphic settings.
This would make a game more versatile with it being able to run on slower machines.

PC Specs: Win7 Home Premium x64, Intel i7 1.66ghz Q720, 4GB DDR3 RAM, ATI HD 5730 (mobile), HDD 500GB
spudnick
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Posted: 19th May 2011 00:51
I would love to see a Search feature.
So i can search for lets say a fence and all my fences fro differant model owners would be listed, as i have about 10Gig of segments and entity's it take me dam ages to locate what i actualy need to use.

at the moment iam taking screen shots and using a Tabblet to veiw the images of whats in that file.

so for the moment im gonna put all my contents into Excel database and search using that program. messy way but will make me find things quicker.
xplosys
20
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 19th May 2011 18:29
Try Search and Rescue for FPS Creator. While it's not an editor plugin, it is made specifically for FPS Creator. Search by entity, segment, artist or script by any key word - fence, bed, cylinder, etc. You can search your FPS Creator directory or any other directory of your choosing. I have about 20Gigs of media on a separate drive and it searches that for me quite well.

I created this because of a specific request to search for media. Click my link below for more info.

Brian.

Payam
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Posted: 20th May 2011 14:54 Edited at: 20th May 2011 14:54
The only things should do for V1.19 are:
1.Fixing the polygon in scene.
Once I was looking at the ground in my city level,The only polygons were two but it was more than 200000 because it can't count the polygons well.
If you even make the best game of the world with FPSC but no PC could play it because of a very high system requirements then you earn 0$.

2.Adding legs.
I mean a perfect legs.
not the one in Fenix mod(because of lots of bugs)and not like in PB because it's a commercial mod.
A free one should add to official FPSC.
As this is First person shooter creator then should supports the special features of a good FPS game and legs is specially for FPS games.

Have our guns was a mistake!!!

I am PaYaM
Z31NA2T
15
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Joined: 22nd Nov 2010
Location: Upstate NY
Posted: 23rd May 2011 02:56
Desperately needs an in-game options menu to adjust mouse sensitivity, invert axis, shaders, and screen resolution (no more of this using the desktop resolution BS, it sucks on older computers or computers with integrated graphics cards when people run 1280x1024 or larger on the desktop, but they can't run that in games.)
Ghost thing
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Posted: 1st Jun 2011 13:20
I think before most of this can happen, they need to concentrate on finishing the migration of the currently new features. Dark AI on FPSCx9 still doesn't look as advanced as x10 (well most of the GUI parts aren't implemented yet).

PC Specs: Win7 Home Premium x64, Intel i7 1.66ghz Q720, 4GB DDR3 RAM, ATI HD 5730 (mobile), HDD 500GB
2Beastmode4u
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Posted: 4th Jun 2011 16:07 Edited at: 4th Jun 2011 16:09
I'd love for them to incorporate the tractor beam from Ched80 into the stock version. He already has it done so the would just have to add it to the code. Here are Ched80's finished products(all should be added to stock).


Cheers.

EDIT:
If we could only get on of them then I would want the tractor beam over all others.

God help me, Please.

Come on down to my site at Unleashed FPSCreators
2Beastmode4u
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Posted: 6th Jun 2011 16:14
[double post]

Definately fixing AI but an Integrated camera would be great! Integrated Search and Rescue and the legs sounds good to. BUT, The AI System should be the Number One Task at hand.

God help me, Please.

Come on down to my site at Unleashed FPSCreators
Shadix
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Posted: 7th Jun 2011 18:24
All I need right now currently is to be able to have multiple arena maps in one game. And have like a map voting system.
Desecrated Studios
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Location: Kirtona
Posted: 10th Jun 2011 02:52
I agree with Shadix, having a map voting system would be awesome. Will there ever be a day where fpsc could actually look like xbox graphics or you know, just high end graphics? That would be awesome...

I would think of something good, but im too lazy
Vent
FPSC Master
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Posted: 10th Jun 2011 09:41 Edited at: 11th Jun 2011 01:26
http://i136.photobucket.com/albums/q176/jimlogan/stairs.jpg

http://www.bilder-hochladen.net/files/big/hr3v-1d.jpg



If you put enough effort into your games you'll get a nice result.

Edit:
Quote: "All I need right now currently is to be able to have multiple arena maps in one game. And have like a map voting system."


FPSC IP



2Beastmode4u
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Posted: 17th Jun 2011 06:37
I would like the "inview=1" and "inview=0" to be fixed in the next version. It is weird that I can wen an entity is behind walls and is un-seeable by the human eye, it counts it as in the screen...


Cheers.

God help me, Please.

Come on down to my site at Unleashed FPSCreators
Hulkman508
14
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Posted: 8th Jul 2011 13:06
I want their to be COD style health, in the stock engine though. Have the option somewhere to have health/helathpacks or autoregenerate health.

Make it nice and easy to use for noobs like me

"Everyone is entitled to be stupid, but some abuse the privilege. "
maho76
15
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Location: universe-hub, playing the flute
Posted: 8th Jul 2011 15:29 Edited at: 8th Jul 2011 15:31
- enable HD HUD! its not the time to use 1024x768 anymore. go up to 1920x1080 or give an option to choose. would be great to get the old-school-feeling out of fpsc.

- shrink or destroy limbs of characters via script as done in PB/wasp (dont remember) for vanilla.
2Beastmode4u
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Posted: 10th Jul 2011 08:21
@Hulkman508
You can already do that in FPSC. I don't think TGC will add that since it is already possible...


Cheers.

God help me, Please.

Come on down to my site at Unleashed FPSCreators
Desecrated Studios
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Posted: 11th Jul 2011 08:37
@Hulkman508 & @2Beastmode4u

Yes you can do this, i have attached a rar of the files you need. Just apply the scripts to trigger zones anywhere in your level. I DID NOT MAKE THESE. I forgot where i got them sorry, somewhere on these forums :/

If you need help, either comment back here or read the Help.txt in the Rar. Hope this helps!

-Josh
Website is under construction
System Specs: AMD Phenom x3 2.2GHz, 4GB DDR2 RAM, 1TB HD, HD Radeon 5770 1GB, 22in Acer Monitor
god games
17
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Posted: 1st Nov 2011 01:12
a options menu for graphics and more

don't move handsup
msn = [email protected]
Clonkex
Forum Vice President
16
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Location: Northern Tablelands, NSW, Australia
Posted: 11th Nov 2011 04:11 Edited at: 11th Nov 2011 04:36
I want EVERYTHING on that list to be integrated into FPSC.

Yay I got my forum thread as one of the references!

Clonkex

JRH
19
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Location: Stirling, UK
Posted: 11th Nov 2011 11:56 Edited at: 11th Nov 2011 12:01
My response:

Upgrade Lightmapping
Quote: "The current lightmapping just isn't up to snuff anymore, FPSC isn't in v1.0 anymore. Lightmapping needs to fit in with the new and more efficient FPSC! When I add lightmapping to a level it adds a huge amount of memory to the game."

Have you seen the lightmapping in V1.0? If you had then you would know that it has in fact been upgraded.

Scriptable One-Way-Walls and Invisible Walls
Whats wrong with a visible wall, that they cannot pass through? This way, it also stops players from seeing the end of the map.

Multiple Starting Weapons
Did you not just list how this was possible?

Better OS Support
Really? I mean really? The engine uses Direct X9. It would not be an upgrade of the exiting engine, but the start of a new one that would make this work on different platforms. No Mac, no Linux, no consoles, nothing, without re-coding the entire engine, for that platform.

Increased Maximum Game Memory
If you didn't get what I said above, engine re-coded for different platform. Not going to happen. You can bypass the current limit, but FPSC becomes rather buggy. Why? 2GB is the max memory usage of an application on a 32-bit machine. Or whatever.

Better Camera System
Why do you need more cameras? Its an FPS engine. For making FPS games. You only see one screen, so why would you want another camera?

Memory Test Button
Press Test Game. Read memory usage. Cancel.

Upgraded Fog Effects
Not even an engine change this time, but a DB Pro change. Try using some particles if you want visible fog. The main use of the current fog should be to limit the render distance.

Global Variable Systems
A reasonable request.

Reflection Graphics
The problem with said effect, is that when you look in the mirror you won't see yourself. Why? Because you are an invisible collision sphere and a viewpoint.

Migrate to DarkPhysics
NO! Just NO! DarkPhysics + FPSC + Entities = Low Performance.

Integration of More Engine Mods
One of the problems FPSC has is performance. And you want to bulk it out even more?

Integration of a Skybox Generator and the Entity Workshop
Whats wrong with opening them from the start menu?

Updated Player Voices
Quote: "This can easily be done"

Why don't you do it then? There are other voices available.

Better File Support
Can't you just convert them. And why do you want GIF files anyway?

Patching Support
As with most games in the real world, you either download the patch or use an updater. The game doesn't magically fix itself.

A lot of the other stuff you listed (inventory systems, weather effects, radar, turrets, damage effects) are already possible.

What I'm saying is that there are few reasonable or useful suggestions in this list. Come back down to planet FPSC, a 6 year old game engine that lags like hell.

tornado
20
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Posted: 12th Nov 2011 16:05 Edited at: 12th Nov 2011 17:57
Seems that also the ability to tweak the screen resolution in testgame mode is highly awaited...

never give up
Vandaarc
14
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Location: Pretoria, South Africa
Posted: 15th Nov 2011 16:40
As gun flak is currently only affected by the ambient light setting, i would like to see flak affected by the ingame lightsources. Also, I fully agree with the in-game options menu.
3D Game Maker 4 EVER
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Posted: 28th Jan 2012 19:19
Quote: " Seems that also the ability to tweak the screen resolution in testgame mode is highly awaited..."

Oh yes, do want!
I got this new monitor with auto fit crap.
And it's in widescreen!
So fpsc is all pixelated and malformed due to the lack of widescreen support. I can't even turn it off. Not on the desktop, it won't let me turn off widescreen.. Bull crap!

ee Waka waka waka... Nevermore..
youtube . com/-->/watch?v=rIX_6TBeph0
TempRage
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Posted: 15th Feb 2012 04:33
One idea...

FPSC games run slow. This is because every square is made of a 3d model.

If you make a 10 by 10 floor, that is actually 10x10=100 individual 3d models being rendered. Would it be possible to add some optimization features? We really need some in order to improve frames.

Another idea would be to have the level editor instead of being a grid be a editor similar to 3d World Studio. Or perhaps it could be a second mode or something. IDK. Just that thing needs improvement.

Paladins: Lawful Good, and Violent about it >_<
SuPeR_DuDe911
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Location: I see a light....
Posted: 16th Feb 2012 08:54
This is just a thought, how about an Ammo Cap? I dunno if this has been talked about or even done but a max ammo would make it more interesting.. but just an idea.
TempRage
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Posted: 17th Feb 2012 05:23
You know right now I am learning Dark Basic. It won't take me long to master DB because it's not my first programming language (although DB is quite different compared to Java in my opinion), but once I get good enough to understand the code in fpsc-game then I'll make some of the changes myself into my own mod... starting with an ACTUAL optimization system. No offence but the current game optimization system in fpsc-game (assuming optimizations are automatically performed in-game in real time) absolutely sucks. I mean you can be in a totally closed room with now windows, and all the doors (which are not see through) are closed. There's no reason to see the many rooms outside of the player location, but when you look at the wireframe you will notice that it's all rendered. Hence the reason it takes a lot more computing power to run a game made with fpsc compared to a game such as Modern Warfare 2 (which is higher level of graphics, and larger maps, but computers can run it that couldn't run a large fpsc level nearly as well).

Really optimizations I believe are the top priority issue at hand here. Once you get games to run more smoothly, then add more user features (I'd like to see the ability for users to include their own Dark Basic scripts to run alongside fpsc-game to enhance the game kinda like what X-Quad editor allowed users to do.

Paladins: Lawful Good, and Violent about it >_<
Dude098
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Posted: 12th May 2012 23:10
How about TDM and iron sights without cursors(IRON SIGHTS SHOULD HAVE BEEN PUT IN WITHOUT AIRMOD)

Fps Creator needs a better engine!!!!!!!!!!!!
Dude098
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Posted: 12th May 2012 23:34
Anyway they also need to improve memory usage, the reason it is very slow and laggy and choppy is that, lets say 10 segment times 10 segments, that would be 100 3D models rendered and pasted together, to much stress on a graphics card

Fps Creator needs a better engine!!!!!!!!!!!!
Dude098
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Posted: 12th May 2012 23:37
Also i think we should put a new engine in, it might take a while, nut i would buy the new FPSC

Fps Creator needs a better engine!!!!!!!!!!!!
Vent
FPSC Master
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Posted: 13th May 2012 23:26
Quote: "How about TDM and iron sights without cursors(IRON SIGHTS SHOULD HAVE BEEN PUT IN WITHOUT AIRMOD)"


Airmod was integrated into FPSC quite a while ago. If you update the engine you'll get all the Airmod additions.

Quote: "Also i think we should put a new engine in, it might take a while, nut i would buy the new FPSC"


"a while", is an understatement.



Dar13
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Posted: 26th May 2012 07:08
Quote: ""a while", is an understatement."

At least a year. Probably more.

Red Eye
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Posted: 26th May 2012 17:54
A year? I suppose that is the 'total comletion ETA' or for a beta?

Cheers,

Dar13
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Posted: 26th May 2012 20:38
Quote: "A year? I suppose that is the 'total comletion ETA' or for a beta?"

Probably total completion, but maybe release candidate. If it's just one guy working on it, it's going to take a long time because they would have to get back to where they were(V120) not the original v1. If they had a team of at least 3-4 consistent coders, I can't imagine it taking longer than 6 months.

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