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FPSC Classic Product Chat / Attempting a Racing Game

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old_School
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Posted: 16th Dec 2010 23:31
Im attempting a FPSC raceing game. Yeah scary stuff. Im going to make the race track object oranited. Basicly you have to go to all check points to win the race. Suggestions our welcome because Ive never seen this attempted before on any onther FPSC game.
Design Runner
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Posted: 16th Dec 2010 23:40
#1: Vehicles arn't officially supported, so I wish you luck there
#2: Won't be able to have multiplayer because you woulden't be able to script the entities.

But it would be amazing to see this happen. People HAVE created vehicles before, but there hasn't been much success other than a moped from what I have seen.
old_School
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Posted: 17th Dec 2010 00:50
Lol you missed my hands free cannon post sounds like. Anyway here is what Ive got it down too issue wise.

1) Orantation of the model issue. The front is the back and the back in the front so I need to know about how to correct that basicly flip it around if possiable

2) Sound set. Id like it to have a steam sound or something flyingish when the player moves instead of the walking sound. How do I change that?

3) I need a option were the player can press the s key for example and it throws up a simple gif on the screen basicly just a count down from 3 to 1 then says go.

4) Ive set triggers in the multi player game as objectives. Just need to clearify that if I set it to first to complete all objectives it will work properly.

The Track:
In order to keep players from going the wroung direction. The track is not your typical circle and it ends at a dead end. Anyway this is the info i need above to finish it and so I can post the completed how to for everyone. Im sure what I need is probably basic stuff. I allready have working models setup as the "race cars". Just need to tweak a little as stated above. Please help thank you.
Poloflece
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Posted: 17th Dec 2010 01:00
1. I think you can rotate it in the fpi/fpe.
2.Look in the audiobank and try to find the player soundset then manually replace them.
3. You could make it display with a trigger zone (not sure about animations)
4. not sure.


Well good luck, sounds like a cool idea


Poloflece


Poloflece, not to be mistaken for polofleece, polar fleece or polar flece. But I like to go by Polo or PFG, SO GET USED TO IT!
Design Runner
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Posted: 17th Dec 2010 01:38
For curiosity: can you script that weapon more so it has changes in speed, and looks better? Because using that as a car in a racing game woulden't be five star But that tank is pretty cool.
BlackFox
FPSC Master
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Posted: 17th Dec 2010 01:48
You might find this thread of interest.

http://forum.thegamecreators.com/?m=forum_view&t=161431&b=24

- BlackFox

RPG Mod- Create a world full of adventure
The Storyteller 01
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Posted: 17th Dec 2010 02:02
If you "insist" on using the FPSC engine to make a race game you can make aour life easier if you use a skimmer instead of a wheeled vehicle. There is at least one adequate model in the the latest Cosmic Prophet/Cummunity SF pack.

This makes the movement not look too weird, when movement is generally smooth and curves are sharp. Its also much easier to creake a cockpit hud for a vehicle that has no counterpart in reality.

In case you find my grammar and spelling weird ---> native German speaker ^^
old_School
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Posted: 17th Dec 2010 03:03 Edited at: 17th Dec 2010 03:03
Quote: "1. I think you can rotate it in the fpi/fpe.
2.Look in the audiobank and try to find the player soundset then manually replace them.
3. You could make it display with a trigger zone (not sure about animations)
4. not sure."


1. Yeah Im asking how do i rotate it in FPI/FPE lol What values do I set orantation to on the x,y,and z?

2. Ive looked in the audio bank. Closest thing I found was voices and that did not cure the walking sound problem. So its got to be something deeper.

3. Yeah I think I orginaly planned that but I think I could put in a start up script or something on the controls to run or open a simple gif is buttion "x" is pressed

4. Pretty sure thats how it works. In the creation setup it has a option to set it to first to complete all objectives. So in theory should work.

@ everyone else ahh the racing game is very very basic so keep that in mind. No offical steering wheel in game. Players our a spaceshuttle model (no i did not make it) different colors of course. An they have the scifi autoshot gun thing as a wep to kill other players durning the race. I thought it woul make for a interesting race lol

This also allows me to make a single player version in the future. The idea of this project is to show everyone how powerful and useful FPSC truely is and bash those whom oppose it.
Poloflece
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Posted: 17th Dec 2010 04:22
what way is it facing wrong, rotating it in the y axis should most likely work. It rotates the ways it's facing for direction (rotates on the same axis as a spinning top)


Poloflece, not to be mistaken for polofleece, polar fleece or polar flece. But I like to go by Polo or PFG, SO GET USED TO IT!
old_School
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Posted: 17th Dec 2010 06:13
Ok cool right now its literly backwards. The front of the model is the back end and the back of the model is the front. So literly need it 180 degrees reversed.
Poloflece
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Posted: 17th Dec 2010 11:22
open the fpe file and make it say

roty = 180


Poloflece, not to be mistaken for polofleece, polar fleece or polar flece. But I like to go by Polo or PFG, SO GET USED TO IT!
Marc Steene
FPSC Master
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Posted: 17th Dec 2010 11:48
I'm guessing the model you're have rotational issues with is the humvee from model pack 1?


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
rolfy
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Posted: 17th Dec 2010 14:46 Edited at: 17th Dec 2010 14:48
Actually its fixnewy=180 and it goes under orientation.
This is one of the most basic bits of info on placing models.
There is no such thing as a 'basic' racing game in FPSC. You hae your work cut out trying to create this and without really good scripting knowledge its not going to work.
old_School
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Posted: 17th Dec 2010 18:19 Edited at: 17th Dec 2010 19:16
Sweet this solves one problem. An ROLFY I think solved the sound issue in another post and the objective thing cant be tested 100% yet sooo. Leaves us to if buttion s key open hudrace.x

Which thats probably not a real line of code but you get the idea. So im thinking if I make a if statement in the main.FPI for the racecar i should be able to set to say

if buttion x key = 1
start hudrace.x
else x key = 0

Sorry I dont remember the correct key word to open or run a hud image. Hopefuly i can set it to run as a GIF. Not sure if I could animate a Hud.x file.


Edit:::::::

Complied the game and checked this:audiobank\materials

An bigo was his name ohhh. Im going to backup these sound waves. Copy in my new sounds and name the new ones the same name as the orginal but with the new sounds. Ill post how it turns out and Ill post the racing game at this point minus the orantation fix. This should work and prove it is possiable to make a easy racing game. With complicated scripting. Lets cross our fingers


Edit::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Worked by editing the complied games audio material sound it made the sound when i moved. It was the nuclear hum as the space engine roar. Worked very nicely. The objective however did not work. Ill have to figure that one out.
Dark Frager
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Posted: 18th Dec 2010 22:27 Edited at: 18th Dec 2010 22:28
I have an idea on how you can make this,
This will be in 1st person perspective. (So basically like you are in a real car)

1. Make a HUD that looks like an inside of a drivers seat in a car.

2. Remove the current player soundset. (You can add a custom one that sounds like a car)

3. Disable jumping.

4. Make or modify a car model and make it so that it has the properties of a character.

5. Give it a waypoint around the track.

6. Increases it's speed if you want to.

7. The check points could be like objectives. Set a item (or a win zone) anywhere and in the settings change "isobjective" to 1 and so on.

Done?

NOTE: I don't know if this will work. Since I have not attempted or done this kind of thing, I cannot guarantee anything, Since I suck at modelling, scripting etc.. But this is what I think can be done to achieve a basic 1st person racing game.

If you can see the enemy, they can see you.
old_School
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Posted: 18th Dec 2010 22:37
Would work but Im no artist so making a good hud is beyond my abilitys. I have however got a half-A@# version made. Ill post it when i work on it some more. Its multi player setup right now, so check points will not work. I have to base it off a multi player objective. Basicly have to figure out how to set that up as well.
Gencheff
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Posted: 18th Dec 2010 22:44
No it wont work because you still have to figure out a way to disable strafing (which could possibly happen if you map the left and right keys to numbers which don't exist in the setup.ini after building the game,but that limits you only to 'driving' a car and not being able to move properly afterwards),also you need to take acceleration into account,the turning will be awkward (you can't really do a 360 with a car in 1.3 seconds and stay in one place)

A safer bet would be to use Project Blue and use the example car script and apply it to a vehicle set as a character.

old_School
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Posted: 18th Dec 2010 22:55
Well yeah do it the easy way lol Nah seriously though I just bought Project blue yesterday. Still getting help from hockey kid on setting it up. But the point of this game is to prove we can make a racing well kinda. Not saying it will be super realistic but archiveable with out mods. Which to me is more chalenging then relieing on a mod to do the work for me. Basicly by working on this project, I get a chance to enhance my scripting skills and rare a simple idea with everyone. So later on a much better coder can take and use it or mod it and produce something better.

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