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FPSC Classic Product Chat / V118 Public Beta 17

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rolfy
19
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Joined: 23rd Jun 2006
Location:
Posted: 25th Dec 2010 02:38
You should be able draw the area you want water to be in your level using the watermask found in effectbank/common folder. As for water depth, I beleive Hockeykid already provided a script which will place the level at the height of the zone so its down to users to utilise these methods.
Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 25th Dec 2010 03:38 Edited at: 25th Dec 2010 03:41
Quote: "but isnt the basic language a little antiquated? like about 30 years? its too linear."


I don't necessarily want to keep this going but I have to say that Basic is not antiquated. That said, Lee decided to use DirectX. Therefore, most of the DBPro code is actually made up of commands to easily generate code for DirectX. I can see where he thought a "Basic" approach would be very usable. This allowed him to use other "Basic" commands that are familiar to all Basic programmers. I think it was very well thought out and the approach was excellent.

One of the authors of DarkBasic Pro Game Programming, Jonathan Harbour, has a varied background in real-world programming. He now teaches among other courses, Advanced C++ game programming using Allegro and DirectX. What does he think of DBPro?

"Given our backgrounds, why do you suppose we are interested in DarkBasic? Because DarkBasic is awesome! You can do anything with it. . . It runs on the latest version of windows, supports DirectX 9.0 and features more than a thousand commands that are all geared for game development. The most compelling thing about DarkBasic is that you can write solid, fast-running code, with a very short learning curve. Once you get started, and get a feel for what DarkBasic can do, you will be hooked!"

I hope that this can be the end of such a debate; but, for some reason I doubt it.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 25th Dec 2010 05:21
Quote: "I hope that this can be the end of such a debate; but, for some reason I doubt it."


Perhaps we should tell the young ones how we use to code years before they came along.

- BlackFox

RPG Mod- Create a world full of adventure
Pirate Myke
16
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 25th Dec 2010 05:54
Or how about just to make a simple 2 frame animation, that you had to plot out on graph paper, then write the list of coordinates to a file, then try and run it, then spend weeks looking for the error or a missing comma, Just to have a diagram of a reciprcating pump in its two stages, On a Tandy 16k color computer in msdos basic. Total time for the project, 5 weeks. Today you can do this in five minutes. Children are spoiled now a days.

Nothing but coffee in my veins
The Storyteller 01
17
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 26th Dec 2010 00:54
Has anyone yet worked with the PLRUNDERWATER condition?

I tried to script with it but can't seem to make it work

In case you find my grammar and spelling weird ---> native German speaker ^^
Plystire
23
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 26th Dec 2010 08:08
Quote: "Perhaps we should tell the young ones how we use to code years before they came along."


I'm probably considered to BE one of those young ones, but I'm well aware of punch-card coding as well as how to program using that method. I can't say I enjoy it, and my lesson in doing so was torture since I already knew QBasic at the time (which was, in itself, already depricated, lol) and just wanted to get back to writing DOS code.


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.
Scene Commander
Support Manager
18
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Joined: 3rd May 2008
Location:
Posted: 26th Dec 2010 11:12
Quote: "Perhaps we should tell the young ones how we use to code years before they came along."


Quote: " how about just to make a simple 2 frame animation"


Never mind animation (which was be a massive understaking as pirate myke as correctly statated.), how about the days when if you wanted to divide or multiply a number your only choice was to manpitulate it at a bit level.. Then imagine the fun trig was to calculate..

Sorry, this is a little of topic, I just wanted to add my support for Basic.

http://jimjamsgames.yolasite.com
Plystire
23
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 26th Dec 2010 12:02
I was taught that trig was and still is a table lookup, never being as precise as it should be, but being acceptable enough for computations at a certain error margin.

Personally, I think any programmer worth his salt should know how to perform bit level operations anyway, regardless of the technology we use now and the memory we have available. Such knowledge comes in very handy for optimizing saving/loading routines.


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.
Scene Commander
Support Manager
18
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Posted: 26th Dec 2010 12:10
@Plystire.

I completely agree.

http://jimjamsgames.yolasite.com
gamerkid
15
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Joined: 5th Oct 2010
Location: Evesham
Posted: 28th Dec 2010 17:34
I tested the Sample water level and it lagged a lot. Dunno if it is to do with my laptop specs or the Beta or the amount of entities etc. in the level.

Here are my specs

OS: Windows 7 Home Premium
Processor: Intel Celeron 2.2 GHZ
DirectX 11
Display: Mobile Intel 4 Series Express Chipset
Memory: 2.48GB RAM
bond1
20
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Joined: 27th Oct 2005
Location:
Posted: 28th Dec 2010 20:39 Edited at: 28th Dec 2010 20:40
Quote: "I tested the Sample water level and it lagged a lot. Dunno if it is to do with my laptop specs or the Beta or the amount of entities etc. in the level."


Your lag is caused by this:

Quote: "Mobile Intel 4 Series Express Chipset"


Integrated chipsets were NOT designed for 3D gaming at all, and shouldn't be used to judge performance of 3d apps like FPSC. Integrated chipsets were made for light-duty tasks like internet browsing, watching DVD video, stuff like that.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
AngelTheKiller
FPSC Reloaded TGC Backer
16
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Joined: 17th Feb 2010
Location: In your house
Posted: 28th Dec 2010 20:43
yup thats my specs too but windows vista. It sucks my summer I should be getting a desktop so I cant wait because now I will not lag in a level that has over 30-40 models in it

Angel fpstube.webs.com check it out today and sign up!
AngelTheKiller
FPSC Reloaded TGC Backer
16
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Joined: 17th Feb 2010
Location: In your house
Posted: 28th Dec 2010 20:44
at summer*

Angel fpstube.webs.com check it out today and sign up!
gamerkid
15
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Joined: 5th Oct 2010
Location: Evesham
Posted: 28th Dec 2010 20:59
all the other updates have worked fine though :/ apart from a few bugs here and there
gamerkid
15
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Joined: 5th Oct 2010
Location: Evesham
Posted: 28th Dec 2010 21:44
it's the water
Scene Commander
Support Manager
18
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Joined: 3rd May 2008
Location:
Posted: 29th Dec 2010 00:43
Quote: ""On occasion, spawned characters are spawning with the guns at their feet instead of in hands""


I've only just read this.. Sorry for being slow. I have had the issue on a number of occasions.

http://jimjamsgames.yolasite.com
Dark Goblin
20
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Joined: 19th May 2006
Location:
Posted: 29th Dec 2010 13:05
its your graphics card.
It is not build to play games, like all Intel Mobile cards.

With this you can be happy to be able to play any game.
Also your CPU is not the newest and also not for playing games!

The Zoq2
16
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 29th Dec 2010 16:40
Sadly the water is realy laggy

Srry about my english im from sweeden
Silvester
20
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 29th Dec 2010 23:26
Quote: "Sadly the water is realy laggy"

Not with a decent setup it isn't. Running a steady 60fps no matter what I do with it.

The Zoq2
16
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 29th Dec 2010 23:48
Atleast it's laggy for me, and my comp isn't that bad...

Srry about my english im from sweeden
Nomad Soul
Moderator
19
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 30th Dec 2010 01:35
There is one thing which needs to be fixed for graphics in V118.

I'm not sure if its an engine or a shader problem (or both) but dynamic lighting doesn't work with segments or entities using bond1's normal / specular map shaders.

This is a shame as it would show off the shaders even better if the surfaces using them lit up with flickering lights and muzzle flashes from guns in real time.

Cross Hair Games
17
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Joined: 26th Jan 2009
Location: Canada Eh\'
Posted: 30th Dec 2010 07:41 Edited at: 30th Dec 2010 07:55
Wow. This is great!
The bloom thing, I kinda like it, well in some circumstances.
It should be easy to adjust, maybe a scale in the build game process,
Cause that high of a bloom would be great for a level where the main character has a dream, or a memorie.
Catch my drift?

------------EDIT---------
Pet peeve report :
When I go into test game, I'll Move my mouse a kilometer and my aiming goes crazy! It's waaaaay to sensitive.
Is there any way to change this? And if it's not an 'issue' with FPSC, how would I change the sensitivity?
I'm running Windows 7 on a Mac ( don't worry, Steve doesn't own my soul.. Just the waste of money I spent on the Mac ) and the OP system is on Parreles on my Mac
marv
17
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Joined: 2nd Dec 2008
Location:
Posted: 30th Dec 2010 12:03
Bug: When i spawn an enemy with trigger, his gun appears on the floor and stays there, while the guy shoots me with his hands. Has anyone the same problem?

Anyway, great download thanks!
MK83
FPSC Reloaded TGC Backer
19
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Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 30th Dec 2010 23:28
Don't know if it is a bug or not, but here's a report.
FPSC 1.18 beta 3, When I use bond1's battle axe, purchased from the game creators store, the test game crashes. All I have to do is place it in the editor,run test game pick up the axe, and within a couple swings FPSC crashes. Any Ideas?

Win7 ultimate x64
4 gigs ram
AMD 9850 black
GTX 260

Thanks in advance.

mk83 Productions
Cross Hair Games
17
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Joined: 26th Jan 2009
Location: Canada Eh\'
Posted: 31st Dec 2010 02:07
looks like im sticking wiht 1.17 till 1.18 is done
[img]null[/img][href]null[/href]
Cross Hair Games
17
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Joined: 26th Jan 2009
Location: Canada Eh\'
Posted: 31st Dec 2010 02:08 Edited at: 31st Dec 2010 02:09
and this
theres so much bloom someone out side of the light area cant see in
Cross Hair Games
17
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Joined: 26th Jan 2009
Location: Canada Eh\'
Posted: 31st Dec 2010 02:11
those top 2 showed what happened when i tried the darkAI enemy
and this is the darkAI ally
MK83
FPSC Reloaded TGC Backer
19
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Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 31st Dec 2010 04:42 Edited at: 31st Dec 2010 04:57
Also crashes when I use moringstar flail.
copy of crash attached

mk83 Productions
Leongamerz
15
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Joined: 14th Aug 2010
Location:
Posted: 1st Jan 2011 05:57 Edited at: 1st Jan 2011 05:58
I try using water effect in V1.18 and I try entity be static and put it in the game so the result is good and I can see that entity in water.Sorry for this post,did anyone trying this trick?

Have A Good Day

From
Leon

Hehe just cut off the long hair.Maybe small hair are suitable for me
AJ Schaeffer
16
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Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 1st Jan 2011 21:31
I noticed while using water and the python, the water reflects the gun greatly alowwing you to see where the arm stops! Back to v117 i suppose...

bond1
20
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Joined: 27th Oct 2005
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Posted: 2nd Jan 2011 06:27 Edited at: 2nd Jan 2011 06:28
Quote: " noticed while using water and the python, the water reflects the gun greatly alowwing you to see where the arm stops! Back to v117 i suppose..."


Yeah you'll have to accept minor niggles like that for some models. This media was made WAY before water became a feature - and it would be unrealistic to expect every piece of media made for FPSC to get updated every time a new feature becomes available.

You'll have to either just roll with it, dig in and modify the model yourself, or skip the water altogether.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Mr Love
20
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Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 2nd Jan 2011 06:53
More bugs found...

-darkai.fpi is causing an error while using it!
"Runtime error 118 - Array does not exist or array subscript out of bounds at line 7601"

-Sound problem with automatic user guns, can only hear one shot while shoot auto..

-Physics: Objects are dropped after picking something up, most often while You turn the camera to fast.. (Small objects specially)

-Physics/Collision: Objects that have been dropped or perhaps thrown into a wall are often penetrating the floor/wall.. (Mostly smaller objects)

Guess what Aiko and I did this weekend...
Deathcow
FPSC Reloaded Backer
20
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Joined: 13th Nov 2005
Location: Right here!
Posted: 2nd Jan 2011 10:54 Edited at: 2nd Jan 2011 10:56
The one way I discovered to fix the "Runtime error 118 - Array does not exist or array subscript out of bounds at line 7601" was to rename the bad guys with a unique name. That was only if you were spawning them with a trigger zone.

So for example if my game had 9 trigger zones in the full game and the game had 3 level. Every trigger should spawn a uniquely named bad guy, but it can spawn more than one bad guy with the same name for that one trigger zone. The name most be unique for every trigger zone for this to work.

This is when the bad guys are using darkai and not the normal ai.
dc

Mr Love
20
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Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 2nd Jan 2011 12:37
I dont have any trigger zones. If I test this in a simple empty room this error shows up and FPSC crash anyway. (Sometimes I can play a few seconds first) A little strange that the best AI script dosnt work just like that..

Guess what Aiko and I did this weekend...
Deathcow
FPSC Reloaded Backer
20
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Joined: 13th Nov 2005
Location: Right here!
Posted: 2nd Jan 2011 13:49
@Mr Love

What I had written was a work around, until there is a fix for it. Unless it is not a bug and something that the DarkAI is doing different to the old AI system.

Meybe one of the DEVs could shed some light on it.

DC

Doomster
18
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Joined: 8th Nov 2007
Location: Germany
Posted: 2nd Jan 2011 14:18
Quote: "dig in and modify the model yourself, or skip the water altogether"

The third, and probably best, alternative would be too exclude the weapon from the water rendering pass, hiding the gun object should do the trick (that's how it was done in efxMod for example).

-Doomster

The Storyteller 01
17
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 2nd Jan 2011 14:20
2 possible bugs:

When swimming in submerged (or even nearly submerged) corridors underwater, you can jump through the ceiling

I couldnt use the python without crashing in test game as soon as i wanted to pick it up.

In case you find my grammar and spelling weird ---> native German speaker ^^
defiler
17
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Joined: 4th Apr 2009
Location: Canada
Posted: 3rd Jan 2011 04:27
Just incase nobody knew, build bug with beta 3 got fixed for WASP Mod, which i think is amazing!

Current Project: Lost Contact: Station 7
Dark Goblin
20
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Joined: 19th May 2006
Location:
Posted: 3rd Jan 2011 06:00
Build bug is not really fixed.
Its just that the Guix9 code from knxrb is deactivated so it does not use it and this leads to a working build game.

Also the LightRay Mod "fixed" it, not only WASP Mod!

Mr Love
20
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Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 3rd Jan 2011 12:04
"The third, and probably best, alternative would be too exclude the weapon from the water rendering pass, hiding the gun object should do the trick"

Oh really? You dont think You wourld miss it if You need the gun right there? I say remove the reflection and add caustics on the segments under the surfice...


Guess what Aiko and I did this weekend...
starmind 001
FPSC Reloaded Backer
18
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Posted: 3rd Jan 2011 15:51 Edited at: 3rd Jan 2011 15:52
Quote: "Oh really? You dont think You wourld miss it if You need the gun right there? I say remove the reflection and add caustics on the segments under the surfice..."


Doomster is one of the first to make the best water reflections in fpsc. He knows what he is talking about. Removing it from the rendering pass does not mean removing it from the plr's view.

Since this is still in the beta stage, I would stick to 1.17 until the bugs are done if you are having to much trouble with it. I know for a fact that Hockeykid and Lee are trying to finalize this beta so be patient.

Dark Goblin
20
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Posted: 3rd Jan 2011 16:03
Quote: "Doomster is one of the first to make the best water reflections in fpsc"


eh no. The first who did perfect water in FPSC was the efxMod Team which was Nighthawk and me...

starmind 001
FPSC Reloaded Backer
18
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Joined: 23rd Sep 2007
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Posted: 3rd Jan 2011 17:12
Quote: "eh no. The first who did perfect water in FPSC was the efxMod Team which was Nighthawk and me...
"


Sorry, you were who I was thinking of. The efxmod squad.

Nomad Soul
Moderator
19
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 3rd Jan 2011 17:45
So if water was perfected in EFX mod and had the working reflections and physics why isn't that just being added to V118 rather than trying to fix all the issues in the current implementation!

DarkFrost
17
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Joined: 3rd May 2009
Location: ON, Canada
Posted: 3rd Jan 2011 21:18
Quote: "So if water was perfected in EFX mod and had the working reflections and physics why isn't that just being added to V118 rather than trying to fix all the issues in the current implementation!"

I'm sure thats on all our minds. Hell just throw in the whole damn EFX mod into V1.18

[img][/img]
Dark Goblin
20
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Posted: 3rd Jan 2011 23:59
because the source code was not released by Nighthawk. Thats the reason!

old_School
16
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Joined: 29th Aug 2009
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Posted: 4th Jan 2011 05:06
Will the Lightmapping thing by Goblin be in 18? I seen the mod and thought it looked promissing. Hope it fixes the lightmapping useage.
4125
18
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Joined: 3rd Feb 2008
Location: Bronx, New York
Posted: 4th Jan 2011 06:01
Quote: "because the source code was not released by Nighthawk. Thats the reason!"


Why not? It would save a ton of time IMO...

Computer Specs: Intel Core 2 Duo E7400 2.80GHz @ 1066Mhz FSB 3MB Cache, Dual Channel 8192MB DDR2 PC6400 800MHz RAM, XFX Nvidia Geforce 9800 GTX+ 512MB, XFX 780i SLI Motherboard
old_School
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Joined: 29th Aug 2009
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Posted: 4th Jan 2011 06:04
If the source code was not publicaly released or given to TGC, they cant use it legaly. Its stealing if they did, so they have to make their own if he wont release it or allow them to use it. Think Piracey
Norion
15
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Joined: 14th Jun 2010
Location: The Netherlands.
Posted: 4th Jan 2011 06:52
@ old_School

yes, i think that is true




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