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FPSC Classic Product Chat / Questions concerning V1.17

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PW Productions
17
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 20th Jul 2010 07:56
Hey all,

I just came back from a very long one month vacation, and I realised the beta for 117 had started a few days before I returned. So, as to be expected, I immediately grabbed the newest beta 1.17.005 and gave it a quick run. At first, nothing worked, and I got random errors and crashes. However after a little random fumbling and a little of my stupid luck, I got it to work. Not sure how, but anyways, to the real questions.

Forgive my ignorance to the discussion over the migration. There might be questions that are already answered elsewhere, but I hope you guys understand how unforgiving 16 hours of being caged up in airplanes can be...


- I've heard that there is some sort of 'heat wave' effect? Is this available in the current beta, and if so, how does it work?
- Will V116 mods be at the slightest, compatible with 117?
- I noticed that some default scifi entities now have some sort of a specular shader applied. Will the Metro Theatre's shaders work, as well as bond1's newest free shaders?


And that's it for my curiousity for now. Thanks ahead of time!

-PwP-

My website: http://pwp-games.com/

For KeithC! Spread it around...
Pirate Myke
16
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 20th Jul 2010 11:04 Edited at: 20th Jul 2010 11:05
Hey, Welcome back.

anyway, there is still a lot of undocumented stuff in the code people are still trying to figure out.

Heatwave has not come up yet in the migration thread.
By the way, that thread after page 49 deals with the alpha and beta finds and workings.

a list of added command, how the shaders work from the setup.ini file. How to get ragdoll to work, hpw to get the dark at working, and so on.

As far as 1.16 mods they will not have the new commands in them as of yet. I have seen a couple getting ready to port some mods. Project blue is the only confirmed for 1.17. (anybody coreect me if Im wrong here).

In the first part of the setup.ini file turn the 0's to 1's in the effects on... section and try out metro theatre stuff. I have not heard anyone say it does not work.

Nothing but coffee in my veins
PW Productions
17
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 20th Jul 2010 17:58
Alright, so the heatwave is something to wait for.

And I'm actually kind of OK with not being able to use mods, considering 117 basically has everything I need

Finally, about the Metro Theatre shaders. I would have to turn off exactly what in the setup file? A bit confused there.

Thanks!

-PwP-

Bootlicker
17
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Joined: 29th Mar 2009
Location: Germany
Posted: 20th Jul 2010 18:00
in that little level demo lee released, i may be wrong, but i think that the heat wave was in that when you shot the gun?


PW Productions
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 20th Jul 2010 18:01
Demo? There's a demo showcasing 117? Could you/someone provide a link please

Bootlicker
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Location: Germany
Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 20th Jul 2010 19:07
in your setup.ini file

[GAMERUN]
realgameview=0
dynamiclighting=1
dynamicshadows=0
useeffects=0 <---change this to 1
useeffectsonguns=0 <---change this to 1 for effects on guns
useeffectsonscene=0 <---change this to 1 for effects on scene items
useeffectsonentities=0 <---change this to 1 for effects on entities
dividetexturesize=2
controllerhint=0
vrmode=0
vrmodemag=100
mousesensitivity=100
producelogfiles=0
hsrmode=2
optimizemode=1
aspectratio=0
newblossershaders=1 <-- keep this at 1 for bloom on
postprocessing=0 <-- 0 - off, 1 - bloom, 2 - DepthofField
showaioutlines=0

Load up an object from the metro theatre pack and test it. make sure bonds fx file are assigned.
Give a shot and see what happens.
Bond put out a norm_spec_tangentbasis.fx shader that works on segment. this works in 1.17. I sure he has others in that pack.

Nothing but coffee in my veins
PW Productions
17
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 20th Jul 2010 21:06
Quote: "newblossershaders=1 <-- keep this at 1 for bloom on
postprocessing=0 <-- 0 - off, 1 - bloom, 2 - DepthofField"


That was the only part I needed Thank you though!

@Bootlicker, Thanks! That'll be neat to test out

SH4773R
16
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Joined: 18th Jan 2010
Location: AMERICA!!!
Posted: 21st Jul 2010 01:07
In post prosesing how do I have bloom and dof?

Who the hell is General Failure? And why is he trying to read my hard disk?

My software never has bugs. It just develops random features.
PW Productions
17
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Location: sitting in a chair.
Posted: 21st Jul 2010 01:08 Edited at: 21st Jul 2010 01:08
I'm not sure. Sorry

SH4773R
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Joined: 18th Jan 2010
Location: AMERICA!!!
Posted: 21st Jul 2010 01:22
Ill try 3 lol

Who the hell is General Failure? And why is he trying to read my hard disk?

My software never has bugs. It just develops random features.
PW Productions
17
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 21st Jul 2010 01:25
That won't do anything

SH4773R
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Joined: 18th Jan 2010
Location: AMERICA!!!
Posted: 21st Jul 2010 01:49 Edited at: 21st Jul 2010 01:50
(Double post woops) darn

Who the hell is General Failure? And why is he trying to read my hard disk?

My software never has bugs. It just develops random features.
Pirate Myke
16
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 21st Jul 2010 22:55 Edited at: 21st Jul 2010 22:56
Nobody's sure at the moment how to use both.
Try:

newblossershaders=1
postprocessing=2
these are the only options in the code for now listed earlier.

Maybe it will work. dont get your hope up to high.

Nothing but coffee in my veins
Marc Steene
FPSC Master
20
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 21st Jul 2010 23:11
You can't currently run more than one fullscreen shader at once without combining the bloom and DoF shaders. Simple as that.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
PW Productions
17
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 21st Jul 2010 23:16
Hmmm.... Makes me want to go back to PB

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