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FPSC Classic Product Chat / LightRay Mod

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AeroFiles
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Posted: 15th Dec 2010 18:32
tested it, and worked fine with frames as high as 40+
but then with no explanation at all, the light ray mod stopped working for some reason.

What I did before, was to build some more segments into the level, with windows, doors, chairs etc, stuff like that.

then I chose to change the skybox, and made a test.
thats when I found out the problem.

I know this is still a test and all, but just asking if you know what the issue could be here.

I added the mod all over again, but the same, nothing.
maybe it only works with a specific skybox?

Using World War 2 Hill Skybox.
Looks great, but now it just wont work.

AeroFiles - addon content developer for fps creator (store)
Dark Goblin
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Posted: 15th Dec 2010 18:38
works with all skyboxes!

What is the exact problem?

... efxMod Developer!
AeroFiles
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Posted: 15th Dec 2010 18:50 Edited at: 15th Dec 2010 18:50
Hey Dark Goblin.

The problem is that the light rays don't even show up now.
Am sure it is a problem on my end, but not sure what it could be.

I even made a new level, and the same ting, nothing.
The lightray for some reason does not work for me now.

So was just writing here to see if any of you guys could help before I chose to install fpsc from scratch.

Just strange that it stopped working like that.
Have not changed any code or anything.
I was simply making a level when it stopped working for me.

Hmmmm, while I was writing this reply, I found out that postprocessing=4 had changed back into postprocessing=1

Is this normal?
It works fine now after changing it back to 4.


Do you know if this mod will be added into a future update of fpsc?
would be awesome, and with maybe more features where possible

AeroFiles - addon content developer for fps creator (store)
Dark Goblin
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Posted: 15th Dec 2010 18:53
Its a normal FPSC Bug that the setup.ini gets rewritten.

It is planned that it will be integrated into official update!

... efxMod Developer!
AeroFiles
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Posted: 15th Dec 2010 18:59
awesome can't wait for the final version integgrated
your work for the community is much welcome

AeroFiles - addon content developer for fps creator (store)
loler
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Posted: 15th Dec 2010 19:12
thank you very much this shader is awesome and for me its working superb

just look at this






its not a bug its a feature
AeroFiles
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Posted: 15th Dec 2010 19:27
great shots there
fpsc is truly coming to live now

AeroFiles - addon content developer for fps creator (store)
Dark Goblin
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Posted: 15th Dec 2010 21:11
So guys, here is a little update for the Mod, which adds the following new features:

- Script to reposition the LightRays (360 degree value --> clockwise in MapEditor view)
- Script to disable the LightRays
- Script to enable the LightRays

I also deleted all developer variables and renderimages, so you can really use it in a game now.

DOWNLOAD UPDATE

... efxMod Developer!
AeroFiles
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Posted: 15th Dec 2010 21:33
awesome Dark Goblin, downloading now

AeroFiles - addon content developer for fps creator (store)
AeroFiles
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Posted: 15th Dec 2010 21:51
the screen goea blue when I try to test the level with the new updated mod.

tried to go back to the old one just to see, but does the same thing v

AeroFiles - addon content developer for fps creator (store)
Dark Goblin
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Posted: 15th Dec 2010 21:59
This can not be as I haven't changed anything on the Rendersystem, only added the scripts, which do simply change some variables.

If it works with the old version, it has to work with the new one too.
And you tried to switch to the old and it does not work too? Than something in your FPSC or Game or whatever is wrong, not with the update, as it simply adds the new script commands, which are not even needed!

... efxMod Developer!
AeroFiles
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Posted: 15th Dec 2010 22:08
works now.

a restart was needed
looks great, thumbs up

AeroFiles - addon content developer for fps creator (store)
AeroFiles
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Posted: 15th Dec 2010 22:23 Edited at: 15th Dec 2010 22:30
Here are 3 shots from my test level.
Since I am a SciFi guy, I will post some from a SciFi level soon.









AeroFiles - addon content developer for fps creator (store)
AeroFiles
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Posted: 15th Dec 2010 23:09
those images I uploaded don't look to good, but ingame it is awesome Loler, how did you manage to get the screens so clear?

I use fraps, but does not look that good

AeroFiles - addon content developer for fps creator (store)
M squared
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Posted: 16th Dec 2010 01:26
sweets!

details....
OutdoorGamer
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Posted: 16th Dec 2010 02:55
I tested it a little while ago and found that it worked superbly. A great release I must say man.

signatures are dumb.....
idk why....
bond1
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Posted: 16th Dec 2010 09:06
Ok, well it takes a really well done feature to impress me, and I must say those lightrays are pretty darn awesome! Getting a solid 60fps on my laptop here.

Not a fan of an always-on depth of field effect, but I love those lightrays!

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
bond1
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Posted: 16th Dec 2010 09:25
Dang I have to post again this is so cool. I love how the walking Aiko obscures the light rays and casts this cool "pseudo-shadow".

It really adds a lot of atmosphere, I always loved the eerie feeling of being in a dark building while it was light outside, and you get these haunting light rays creeping in through windows and cracks. Very atmospheric and unsettling!

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Dark Goblin
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Posted: 16th Dec 2010 11:22 Edited at: 16th Dec 2010 11:35
@OutdoorGamer:
thanks man!

@bond1:
Thanks for these nice 2 comments. This is also only possible because you created all these nice object shaders.

Because they all need to be updated for the Mod to work and later this will be in an official update, should I update all the shaders for use with the Rays and send you the package (Metro Theater and the rest) so you can create an update?

EDIT:
I nailed down the bloom bug where on some resolutions it was not on the whole screen (the little lines on the top and bottom). This will now be fixed in the next version!

... efxMod Developer!
AeroFiles
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Posted: 16th Dec 2010 15:30
Still playing with this nice mod
its mod like this one that we need
have them coming, but for know, this is sure going to make all the fpsc games alot better

Only takes as much

AeroFiles - addon content developer for fps creator (store)
Nomad Soul
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Posted: 16th Dec 2010 18:20
Quote: "Not a fan of an always-on depth of field effect, but I love those lightrays!"


Totally. The effect is the best depth of field I've seen in FPSC but V118 desperately needs a scipt command to allow full screen shaders to be swapped in and out to give more control.

I used a command in project blue so that depth of field is only used when the player is using ironsights (like COD). Its nicer when the effect is only used when zoom aiming rather than all the time.

Norion
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Posted: 16th Dec 2010 19:52
hey where did you get that great music of the second video ?

cause it sounds great


NORION.

Dark Goblin
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Posted: 16th Dec 2010 19:59 Edited at: 16th Dec 2010 19:59
TheHamsterAlliance, check their website!

... efxMod Developer!
Norion
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Posted: 16th Dec 2010 20:04
@ Dark Goblin

thanks, but what is the name of the song ?

there are so many

DarkFrost
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Posted: 16th Dec 2010 23:15
All we need now is some motion blur thrown in.

[img][/img]
Wraith Staff
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Posted: 17th Dec 2010 01:00
Quote: "So let me get this straight; depth of field, light rays, Post-processing/filmgrain, boost AND adaptive bloom can all be used together?!"


I'm still confused Is there confirmation for this?... Please

Dark Goblin
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Posted: 17th Dec 2010 11:03 Edited at: 17th Dec 2010 12:43
Right now I can only confirm Lightrays+Bloom working, as the DoF does not work together with the bloom right now.

If I will every add motion blur, I dont know.

But Bloom and Rays are working!

Dark Goblin
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Posted: 17th Dec 2010 12:40 Edited at: 17th Dec 2010 12:42
Double Post!

I now posted the Bloom fix in the first post as Update 02, so this is fixed for now!

AeroFiles
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Posted: 17th Dec 2010 12:43
you are a champ

anything need to be done to make it work, edit code?
or just copy and paste as before?

AeroFiles - addon content developer for fps creator (store)
Dark Goblin
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Posted: 17th Dec 2010 13:23
Just copy it over!

AeroFiles
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Posted: 17th Dec 2010 14:59
dont thanks
can't wait for final release, but that is some time ahead I would guess

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Cyborg ART
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Posted: 17th Dec 2010 22:17
Looks better and better! Awesome work!

Dark Goblin
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Posted: 18th Dec 2010 02:39
as I already said in the 118 beta thread, I need to implement a way to enable and disable both, Rays and Bloom and also render the needed cameras only at 1*1 pixl if its disabled.

With this system you would not get such a big FPS drop if you really disable the effects ingame and this would be very good.

Well this weekend I have no way to do this, but next week I think I will start by adding these 2 commands as scripts so you can do this!

Roger Wilco
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Posted: 18th Dec 2010 15:19 Edited at: 20th Dec 2010 14:22
Sounds like a good plan, hope it works out well!

By the way, was this going to be in an official, future update? If so, when do you estimate it'll be in (like the next beta or the final V118-version)?


Press the Rösta-button to vote!
defiler
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Posted: 18th Dec 2010 20:31 Edited at: 18th Dec 2010 20:32
by bloom, do you mean bond's HDR bloom or the other bloom that blurs the screen, making everything bright, which in turns hurts your eyes.

This will greatly help in outdoor levels.

extra note: if a outdoor level is covered in a invisible segment room, will you gain fps or lose fps?

Current Project: Lost Contact: Station 7
Dark Goblin
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Posted: 18th Dec 2010 22:01
... as I said a hundred times. Bond1's or my combined one ...

What should an invisible segment bring?

defiler
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Posted: 19th Dec 2010 04:56
well i read somewhere that fpsc likes enclosed levels, and not outdoor ones. So if you were to use invisible segments and "trick" the engine into thinking its really inside a huge level, woulden't you see FPS increase?

Current Project: Lost Contact: Station 7
Dark Goblin
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Posted: 19th Dec 2010 10:27
don't know about that...
but it has nothing to do with the mod anyway!

Dark Goblin
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Posted: 19th Dec 2010 11:44
I now updated the first post with update 03, which includes new script commands to de/activate the bloom ingame.
Also it has the camera "fix" which automatically "disables" the camera after a effect is disabled.
This gives a performance boost for areas where the effects are not needed!

As I said, download in first post!

Seth Black
FPSC Reloaded TGC Backer
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Posted: 19th Dec 2010 17:21 Edited at: 19th Dec 2010 17:23
Quote: "...if a outdoor level is covered in a invisible segment room, will you gain
fps or lose fps?

What should an invisible segment bring?

...fpsc likes enclosed levels, and not outdoor ones. So if you were to use invisible
segments and "trick" the engine into thinking its really inside a huge level, woulden't
you see FPS increase?"


...yep. It was established long ago that FPSC performance dramatically improves
if outdoor levels are enclosed in a transparent segment cocoon.

@Dark Goblin,

The continued updates are greatly appreciated. The new features continue to
raise the bar.

Vielen dank.

Wraith Staff
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Posted: 19th Dec 2010 23:12
Okay. Duh. I feel smart Thought that because you could only have one full screen shader at a time that YOU had to COMBINE shaders together to get this to work (like you did with the filmgrain and bloom shaders).

That's why I asked if this would work with what I needed. What I didn't realize (if I'm right) is that it can use both the light beams and filmgrain/post-processing + adaptive boom OR whatever other bloom-ness without them being combined with the lightbeam shader. Am I right? I kept asking only because if you had to combine them I figured you wouldn't want to make several different versions all to accommodate different user styles. I was on the completely wrong page

Personally I would enjoy bond1's filmgrain/color correction/post-processing + adaptive bloom and lightbeams (as I've stated ad nauseum) , but not everyone else would so yeah

I feel kinda stupid. Sorry for that

Dark Goblin
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Posted: 20th Dec 2010 00:11
Yeah sure you can use both.

Thats also why I use two settings for the postprocessing option in the setup.ini

Otherwise it would not make any sense.
So your right. You can use all variations of the normal FPSC bloom shader (the ones inside my uploaded version) AND the LightRays.

DarkFrost
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Posted: 20th Dec 2010 00:54
Alright so I'll mention this again...

Any idea why certain weapons cause FPSC to crash while using this mod?

[img][/img]
Dark Goblin
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Posted: 20th Dec 2010 01:03
never had this problem.

Give me a hint which weapons and I will look into it (it sure has something to do with the shader these weapons use!).

DarkFrost
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Posted: 20th Dec 2010 02:13
Ummm certain MP 9 and 10 weapons, as well as EAI store ones.

Mainly just EAI guns cause this. I'm not sure which ones. Sometimes certain guns work fine, yet when i pick up i encounter a crash. Other times ill get a crash upon the level loading.

[img][/img]
Dark Goblin
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Posted: 20th Dec 2010 12:43
For me all MP9 and 10 weapons work perfectly as I use them to test everything (because of the airmod addon).

So I can not confirm that they crash FPSC!

AeroFiles
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Posted: 20th Dec 2010 16:54
Same happens to me, all the MP9 weapons and some other ones makes FPSC freeze.

Don't saying it is anything to do with this mod.
Might also be something with the weapons them self that don't work with this mod, not sure, but have had the same issue in test game.

Strange.
But am sure if this does go into a future update for FPSC, that the model packs that might need an update will be updated ?

Anyways, love this mod, and will upload a small test level I made, just for fun

AeroFiles - addon content developer for fps creator (store)
The Storyteller 01
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Posted: 21st Dec 2010 00:39
AWESOME!

If really all can be made working together and framerate keeps up then its a BIG leap!

In case you find my grammar and spelling weird ---> native German speaker ^^
Dark Goblin
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Posted: 21st Dec 2010 00:42
So guys, today I got the idea of making a tutorial series for the Mod, in which I explain all the needed steps of getting the Mod working and what you can do.

So I made the first tutorial video and really want your opinion about it:



In the next days, I will make the next video and upload it on YouTube and will also link it in the first post.

Please give me some comments about it!

DG

Dark Goblin
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Posted: 23rd Dec 2010 13:44
A little bump. Sry!

I uploaded a new uodate (update 04) which fixes a bug with the water, so you can now use the rays and the water at the same time.

For me the framerate drops down to 50 and I dont know why right now, but maybe I will find a fix for that too.

It will be the last update this year, I think!

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