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FPSC Classic Product Chat / V118 Public Beta 17

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Doomster
17
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Joined: 8th Nov 2007
Location: Germany
Posted: 10th Dec 2010 14:52
How about incorporating an action which triggers the game over menu, to abort the current level, without having to kill the player instead? Sure, "quitgame" kinda does the same, but instead of showing the "Game Over" screen and repeating the level, if lives are left, it'll just switch back to the titlemenu.

Such an action is long overdue.

-Doomster

Seth Black
FPSC Reloaded TGC Backer
20
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Location: Pittsburgh, PA
Posted: 10th Dec 2010 17:53
Quote: "...incorporating an action which triggers the game over menu, to abort the current level, without having to kill the player instead..."


...couldn't agree more, Doomster.

It would be a very nice feature to have added.

A dude
15
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Location: The Solar System
Posted: 10th Dec 2010 22:02
Hey Lee (or someone), is it possible to make the map size at LEAST 2 times bigger? There's a mod for FPSCX10 that did that, so probably fpscx9 could.
Doomster
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Location: Germany
Posted: 10th Dec 2010 22:41 Edited at: 10th Dec 2010 23:02
Quote: "possible to make the map size at LEAST 2 times bigger"

It is possible, but wouldn't make any sense, as FPSC isn't even capable to handle it's current grid completely, especially when Lightmapping is involved - so, just use the different layers to create bigger maps.

-Doomster

A dude
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Location: The Solar System
Posted: 10th Dec 2010 23:01 Edited at: 10th Dec 2010 23:01
So tropical islands will always be small?
Flatlander
FPSC Tool Maker
18
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 12th Dec 2010 06:23 Edited at: 12th Dec 2010 06:30
A Dude, out of curiosity,have you tried making a tropical island using the entire map with all the vegetation and characters you will have? If you have, was it successful? FPSC is not known for its outdoor adventures to begin with, however, I have been successful with it in a kids game; but, I didn't have much vegetation. Just a half dozen trees, rolfy's hilly terrain, a few cartoon dwellings and one character plus a handful of miscellaneous entities. I agree that it has limitations -- and space limitations -- but if you can't work with what there is for 50 bucks then maybe you should try one of those more expensive engines or develop it in C++ or DBPro. Sorry if I sound sarcastic but you get what you pay for and it is my humble opinion FPSC is a great buy and it is a great engine/editor if used properly and within its parameters. I like FPSC and what I am able to do with it.

Addendum:

If you can get a workable tropical island using the whole map I think you can make something playable. You could make portals that would go to another layer. You could make caves that are other layers. Use your imagination and I think you could make something really fun. (Just don't tell me your wanting to duplicate a commercial game, like everybody and their brother seems to want to do. Create something original! Even if it is based on a movie or another game. Just don't try to duplicate it. You will be so frustrated by the time you finish the first couple of levels you'll more than likely quit anyway.)

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
Gibba gobba
16
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Location: regret
Posted: 12th Dec 2010 08:14
why is this update taking so long?

Pingas. Period.
The Unofficial Migration Suggestion Board
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Deevos Cranium
16
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Location: wales
Posted: 12th Dec 2010 09:05
Gibba gobba-I was thinking the same thing,IMHO i think the beta 3 of 1.18 was released too early to compensate for the lack of water in 1.17,but i imagine they are hard at work making the final tweaks,hopefully

Your signature has been erased by a mod please reduce it to 600x120 and no anim.
Norion
15
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Joined: 14th Jun 2010
Location: The Netherlands.
Posted: 12th Dec 2010 11:22
@ Gibba gobba

it is very hard to make an update


NORION.

defiler
16
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Joined: 4th Apr 2009
Location: Canada
Posted: 12th Dec 2010 19:41
What would be sweet is if we could make a level be the background for the menu and we could set where the camera is.

Current Project: Lost Contact: Station 7
Silvester
19
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 14th Dec 2010 07:49
You can always check This Place to see what they're up to.

AeroFiles
14
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Joined: 18th Oct 2010
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Posted: 14th Dec 2010 16:07
link does not work

AeroFiles - addon content developer for fps creator (store)
BlackFox
FPSC Master
17
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Location: Knight to Queens Bishop 3
Posted: 14th Dec 2010 16:45
Quote: "link does not work"


Works fine for us.

- BlackFox

RPG Mod- Create a world full of adventure
Dark Goblin
19
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Posted: 14th Dec 2010 16:45
It does!

... efxMod Developer!
A dude
15
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Location: The Solar System
Posted: 15th Dec 2010 00:13
How do I enable depth of field?
Arseny
14
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Joined: 16th Aug 2010
Location: Russia
Posted: 15th Dec 2010 19:43
As, for, I think, all that you should do in FPSC is fixing the glitches in save-load system.And that's all.Really.We don't need more to make a good FPSC game.You've made all good features for FPSC to make the gameplay perfect.
Arseny
14
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Location: Russia
Posted: 15th Dec 2010 19:49
And, also,I always need to type in gunspec animations without two last frames to play them correctly.Is it a glitch?
charger bandit
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Location: Slovenia
Posted: 15th Dec 2010 21:03
When will we see a new build?


Silvester
19
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 15th Dec 2010 22:16
Well, considering there's been a bunch of people requesting a new patch.. Guess I'll toss one together, do however note that I am in NO WAY affliated with TGC, I can NOT offer you support for this and I will most certainly not help you out if you screw this up, I'm keeping the file structure as it's supposed to be, all you'd need to do is copy it over your original Beta..

Please make a back-up of your FPSC before copying these files, it is after all just a Beta version of the engine, and not even a Beta they felt it was worth releasing.

(Note that this includes Bond1's adaptive bloom shader by default, as well as any additions made after the last Beta's release up to Revision 337)

Download Attached.

Deathcow
FPSC Reloaded Backer
19
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Joined: 13th Nov 2005
Location: Right here!
Posted: 16th Dec 2010 01:19
@Silvester

Does this compiled one that you did work? I have compiled the same revision and could not get it to work.

DC

Silvester
19
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Location: Netherlands
Posted: 16th Dec 2010 07:48
How exactly did it not work? I've done a few test games without any issues.. Although Calculating Obstacles takes ages in some cases.

Deathcow
FPSC Reloaded Backer
19
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Location: Right here!
Posted: 16th Dec 2010 12:36
@Silvester

Sorry I should have explained better. Are you able to build a full game and test it? Everyone I done this I just got the same black screen that is with the current beta.

DC

Silvester
19
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Location: Netherlands
Posted: 16th Dec 2010 12:51
It's a beta, you shouldn't make a game with it anyways.. But I don't know, haven't tried since I generally don't bother with that at all during Betas, unless it's a release candidate.

Dark Goblin
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Posted: 16th Dec 2010 13:01
You wont be able to do this.
its because you dont have guix9 created by knxrb, so all you can do is wait for the new beta (which will be released after they/we fixed some bugs which delay it)!

... efxMod Developer!
AngelTheKiller
FPSC Reloaded TGC Backer
15
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Joined: 17th Feb 2010
Location: In your house
Posted: 16th Dec 2010 13:15
@Silvester

It work for the second time or three then it dosnt work anymore also the running amination is messed up like it stops the go stop then go..

Angel fpstube.webs.com check it out today and sign up!
Silvester
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Location: Netherlands
Posted: 16th Dec 2010 13:19
Quote: "It work for the second time or three then it dosnt work anymore also the running amination is messed up like it stops the go stop then go.. "

Again, I won't offer support for it. I merely copied the SVN and compiled the source, then packed it up.. And they haven't released a new Beta yet, meaning there's bugs they don't feel comfortable with releasing.

A dude
15
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Posted: 16th Dec 2010 20:36 Edited at: 19th Dec 2010 00:11
Wrong thread
Silvester
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Location: Netherlands
Posted: 16th Dec 2010 22:33
Obviously, it's simply a copy of the latest unreleased Beta and compliled.

Nomad Soul
Moderator
18
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 18th Dec 2010 01:57
I have a feature request for V118

Please can you include a script command to control when full screen shaders are used so we can use more than one full screen shader in a game. It would be really useful.

Thanks

bond1
19
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Joined: 27th Oct 2005
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Posted: 18th Dec 2010 02:06
Quote: "Please can you include a script command to control when full screen shaders are used so we can use more than one full screen shader in a game. It would be really useful.
"


Yes I second this. Don't know how hard it would be to implement, but it would be super useful to swap these around in-game. Like for dreamlike sequences, or to simulate blurry vision or a flashback. It would really make the fullscreen shader system super-useful.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Dark Goblin
19
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Posted: 18th Dec 2010 02:36
Well I dont think that with the basic fullscreen shader system the current FPSC version uses, this is possible.

I could easily adjust my system so you can (instead of the LightRays, which you can already deactivate or activate ingame) also enable or disable bloom, by simply hiding it and letting the camera image be rendered with 1*1 pixel (this is something I also need to do for the Rays, as they are still rendered on full resolution even if you disable them.

But for the normal FPSC Fullscreen shader system, I dont thing that this would work!

Deathcow
FPSC Reloaded Backer
19
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Location: Right here!
Posted: 18th Dec 2010 19:19
@Bug report

I don't know if anyone has tried exporting a full game with about 4 or 5 levels. That sometimes scipts like the autoheal which is attached to an dymanic odject don't work ramdomly. Also it has happened with the trigger zone to change music.

DC

J T Huges
15
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Location: O-HI-O. USA.
Posted: 18th Dec 2010 19:45
Those water effects are awesome.
Thanks for the upgrade.

Live Long -N- Rock'n Space Cowboys
Hockeykid
DBPro Tool Maker
17
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Posted: 21st Dec 2010 21:47 Edited at: 22nd Dec 2010 21:01
Quote: "On occasion, spawned characters are spawning with the guns at their feet instead of in hands"


I have not been able to reproduce this. Anyone that has could you please list out some steps so I can reproduce the bug.

Quote: "The guns in the game seem to have super speed walking and running animations"


I have not been able to reproduce this. Anyone that has could you please list out some steps so I can reproduce the bug. Also provide specific information such as which weapons this happens to.

Quote: "Spawned characters are still sometimes appearing transparent."


The simple solution to this issue is to use appear2.fpi.

These are the last few bugs before we release the final version of V118. If you know of any other UNFIXED bugs or have any insight on the currently un-reproduced bugs please post about them.

Lewis
VBOTB Developer '10
20
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Location: Queensland, Australia
Posted: 21st Dec 2010 22:07 Edited at: 21st Dec 2010 22:08
I havent had any issues with animation speed. Is the FPS set to be too fast? It could be a timer error.

Gibba gobba
16
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Location: regret
Posted: 23rd Dec 2010 03:48
what is taking this update so long? i thought everything would be done by now!

Pingas. Period.
The Unofficial Migration Suggestion Board
http://forum.thegamecreators.com/?m=forum_view&t=166736&b=26
Plystire
22
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Location: Staring into the digital ether
Posted: 23rd Dec 2010 04:49
Why so impatient?

If you think these things don't take much time at all, perhaps you would enjoy making an engine yourself and updating it constantly for other impatient users?


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
Rampage
17
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Location: New Zealand
Posted: 23rd Dec 2010 05:04
@Gibba gobba. Mate, we've been waiting for this since March of 09. Have patience young one.


Eidos!
Norion
15
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Location: The Netherlands.
Posted: 23rd Dec 2010 11:38
@Gibba gobba

Quote: "it is very hard to make an update"


did you read this\my post ? its not easy to make an update !

be patience


NORION.

Dark Goblin
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Posted: 23rd Dec 2010 12:11 Edited at: 23rd Dec 2010 12:13
I can just repeat it.

knxrb needs to fix a bug with his new gui for the x9, for which I also have no fix right now, which prevents them from releasing the new beta.
Otherwise you would still not be able to build a game and play it, which is not what you want, isn't it?

I think its better to wait a bit more and have a beta, which can really be used instead of having a beta, which is like Beta 3.

I can not understand, why people are so "We want to have a new beta" and can not understand, that something like this needs time. I think some of you even dont know, how many work is behind such an update. I have seen the code and all of the developers are doing a great job and I dont think that even half of you could do something like that, so I dont know why you can not understand, that the new update needs its time. Only because in the past the updates appeared like snow in winter? I dont get it!

But I dont want to start a flame war or anything here, I just want to make sure, that you understand, why it is not released.

And for all the ones who think I am angry. No I'm not. I just dont like it when all start to "bash" the developers, who are really doing a great job... I need to say that again, for not releasing a new update.

DG

Norion
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Posted: 23rd Dec 2010 12:16
@ DG

all true

gamer4ever
14
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Location: gamer
Posted: 23rd Dec 2010 13:40
th update doesn't need key ????????

gamer
Deathcow
FPSC Reloaded Backer
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Location: Right here!
Posted: 23rd Dec 2010 18:37
@gamer4ever

From my understanding it checks your key against a black list of pirated and banned keys. I maybe wrong, but it does not require a key to install normally.

DC

Gibba gobba
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Location: regret
Posted: 24th Dec 2010 04:15
sorry to sound impatient, but it seems like it would be a little faster. i do understand that they're using darkbasic to do this. but isnt the basic language a little antiquated? like about 30 years? its too linear.

Pingas. Period.
The Unofficial Migration Suggestion Board
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Plystire
22
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Location: Staring into the digital ether
Posted: 24th Dec 2010 07:06
Basic languages are far from being obsolete. As for being linear, DBP may still have that aspect and lacks the OO side of things, but it's not correct for you to make that remark towards Basic languages in general. With that said, such a discussion could go back and forth forever without getting anywhere about the pros and cons of Basic versus languages such as C++. Let's not get into that here, ok?


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
The Zoq2
15
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Location: Linköping, Sweden
Posted: 24th Dec 2010 14:20
The code is 80000 lines, rewriting the code in C++ would take a very long time, allso dark basic is realy easy to learn, that way a lot of pople are able to make mods.

Srry about my english im from sweeden
trakmiro
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Posted: 24th Dec 2010 15:09
How would I script it so that the water is one square high, long, and wide?

Also, if that's possible, why not just make a true Water Zone instead of using Trigger Zones?

Dark Goblin
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Posted: 24th Dec 2010 15:37
Quote: "How would I script it so that the water is one square high, long, and wide?"


You cant do that as the water is only a simple plain!

Bigsnake
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Posted: 24th Dec 2010 17:15
Quote: "Also, if that's possible, why not just make a true Water Zone instead of using Trigger Zones?"


No offence but this whole idea of water zones is just terrible, it wouldn't work very well, if you want to restrict the water to certain parts of the map then you would be better of with water area drawing where you can draw the shape of the water, how deep it is and other factors like colors.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
raymondlee306
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Posted: 25th Dec 2010 02:08
Quote: "No offence but this whole idea of water zones is just terrible"


This is how other engines are doing it. 3D RAD for example uses any shape or object, adding a shader to it and a small script to create the interaction level (water height). I have not quite got to the tutorial on water in Unreal but it looks like a similar process in the level editing manual.

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