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FPSC Classic Product Chat / are TGC planning an fpsc X11

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Norion
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Posted: 29th Dec 2010 20:00
HI

i want to buy fpsc X10 when i got my new computer. But before i order my computer for fpsc X10 i want to know if the TGC are planning an fpsc X11.

thanks




P.S: i don't have to hear from X9 users that i shouldnt buy fpsc X10 ! Both fps creators are wonderfull products

Red Eye
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Posted: 29th Dec 2010 20:23
They may be planning... But if there is any actual progress or even " start "? , I bet it will take a year before they consider it...

HoldenB97
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Posted: 29th Dec 2010 21:09
They said that FPS Creator X11 is something they may work on in the future. They say that won't start it now, because DirectX11 is new and video cards for DirectX11 are expensive.
Nickydude
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Posted: 29th Dec 2010 21:23
I very much doubt it, TGC have moved onto other things and it's really only chosen members who've kept it going so I doubt there'll be 'another version'.



For KeithC
Norion
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Posted: 29th Dec 2010 21:24 Edited at: 29th Dec 2010 21:25
hmm yeah, you guys got a good point there

thanks




The Zoq2
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Posted: 29th Dec 2010 23:17
x10 is no longer worked on and all the focus is on x9, theirfor I think that they won't make and x11, at least not for a few years

Srry about my english im from sweeden
Norion
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Posted: 30th Dec 2010 01:13
Quote: "x10 is no longer worked on"


no, not YET (maybe one day)

------------------------------------------------

but i still agree with these guys above us

thanks




Nomad Soul
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Posted: 30th Dec 2010 03:34 Edited at: 30th Dec 2010 03:37
Quote: "are TGC planning an fpsc X11"


I still have nightmares over the amount of time lost developing and updating FPSC X10 which could have been spent on X9.

Fortunately V117 turned out great and combined with bond1 coming into his own with X9 shaders at the same time its eased the pain.

Plenty of commercial game developers still use X9 as their standard so there is clearlly still a huge potential for improvement with that platform.

At the end of the day if X10 was so great more people would be using FPSC X10 and breaking new ground with whats possible but that hasn't happened.

The sensible thing to do would be continue developing / supporting X9 and add extensions for X10 / X11 so people using those systems can take advantage of it.

Scene Commander
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Posted: 30th Dec 2010 10:58
I personally think that TGC will end support for FPSC in a year or so as they are more interested in other projects. If you recall, and if I remember correctly, they did actually cancel the migration completely at one point and it seemed to be the angry response from the forums that saved it. Any further major development for FPSC will I think, lie with mod teams, which would include x11 features.

Just my opinion.

http://jimjamsgames.yolasite.com
The Zoq2
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Posted: 30th Dec 2010 11:21
Quote: "I personally think that TGC will end support for FPSC in a year or so "


I realy hope they don't, and now that lee has got some other people to work with i don't think they will

Srry about my english im from sweeden
bond1
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Posted: 30th Dec 2010 11:34 Edited at: 30th Dec 2010 15:50
What's up with all the directx11 talk?

Number one, the majority of users here can barely get their head around dx9 rendering features like normal/spec mapping. Just look at the number of "why doesn't this shader work, what am I doing wrong" type of threads. Do we really want/need the added complexity of dx11 features like tesselation, etc, when the added visual impact over dx9 is miniscule?

Number two, look at the number of people running FPSC on low end desktops, laptops, and netbooks. Many don't even know what a GPU is, let alone a good one. For a PC gaming forum, I'm a bit taken aback by this. Maybe someday the pendulum will swing back the other way, and people will be interested in this stuff and actually want to have a nice desktop pc with a gaming grade GPU. But for now the trend is low-end casual gaming on smartphones and netbooks. So I don't think a dx11 FPSC will be on the horizon anytime soon.

"bond1 - You see this name, you think dirty."
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Scene Commander
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Posted: 30th Dec 2010 12:04
Quote: "Look at the number of people running FPSC on low end desktops, laptops, and netbooks. Many don't even know what a GPU is, let alone a good one. For a PC gaming forum, I'm a bit taken aback by this"


I'm afraid that's the nature of the product. It offers some results with little or no work and it'll attract a lot of people who are looking for the easy route. Sadly, almost all of those people have asparations of producing a 100 player game with a full city to play in, featuring perfect AI and full dynamic control over everything they encounter, all running without any lag on all machines..

And they want all of this with a days work..

http://jimjamsgames.yolasite.com
Le Shorte
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Posted: 30th Dec 2010 17:02
Quote: "I'm afraid that's the nature of the product. It offers some results with little or no work and it'll attract a lot of people who are looking for the easy route. Sadly, almost all of those people have asparations of producing a 100 player game with a full city to play in, featuring perfect AI and full dynamic control over everything they encounter, all running without any lag on all machines..

And they want all of this with a days work.."

Indeed. Back in '05 when I caught wind of FPSC, my brother and I, still on the sci-fi FPS buzz of Star Wars Republic Commando, dreamed of making a sci-fi epic. But, as it turns out, you really have to work at the tiniest things. Heck, I only ended up getting FPSC in late 2008.

I reject your stereotype of Wisconsin and, in fact, live in a city.
Medusa
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Posted: 30th Dec 2010 21:42
Quote: "results with little or no work attract a lot of people looking for the easy route. Almost all of those people have aspirations of producing a 100 player game with a full city featuring perfect AI and full dynamic control over everything"

Yes, whats wrong with that?
That is as I recall the sales talk that got us to buy both fps creators.
No disrespect to Lee Bambers original concept of a drag and drop professional looking engine.
He achieved that with fpscx10.
It looks great!
Vista problems and the fact that most buyers PCs were not up to running it at full potential pulled the rug out from under it.
The attempt by lots of well meaning individuals to resurrect fpsc9 is half doomed already as support for XP and dx9 will get pulled very soon and you will be left with an old tech system running an old tech piece of software.
An fpscx11 would be insult to injury so is not worth a mention.
Fpscx10 is the one worth saving!
Update it to run perfect on windows 7.
Produce a whole new stable of model packs especially for it.
Dark Basic and The Game Creators will then have finally produced the perfect drag and drop 3d gamemaker.
Just my opinion!

mpc
Gencheff
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Posted: 30th Dec 2010 22:01
There's nothing wrong with aiming high,the problem is the capabilities they have.It just doesn't add up.

Yes XP support will stop,but the regular person who plays games rarely will feel perfectly comfortable with his old XP and a semi low-end system.

DX 10 and 11 would require a better system to exploit their potential which would require more money to be spent on it.For a game to run, that's not the road someone would want to go through...well,atleast I wouldn't.

The top quality AAA games which would eventually require windows vista or 7 at some point,are not FPSC made games.That's the issue.

A gamer with a high-end configuration might get Crysis 2 or the next Call of Duty,but since we are here as users of FPSC and Dark Basic,'our' final products aren't quite as up-to-par as the others.

I agree with Scene commander about the delusional people.You just can't do all the work alone and get a better result then a whole team of professionals , sponsored by a big company.

X10 does have better graphical capabilities and little things which might seem to make it better,but at this stage most people are still using XP.I myself switched to win7 a few weeks ago (I had a laptop with vista , but it was too slow to run anything decently).X9 is a lot more functional , especially with mods like Project Blue and RPG Mod.If a good shading system is added I'd say X9 has a bright future ahead with all the talanted modelers and programmers there are around.

This is my own personal opinion,so don't flame me if you do not agree lol.


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bond1
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Posted: 31st Dec 2010 00:50 Edited at: 31st Dec 2010 00:52
I think the people calling for a move to dx10/11 must be young, and don't quite realize the scope of directx9's popularity. Directx 9 is legendary, and mark my word, dx9 will go down in history as perhaps the greatest era of PC gaming, ever. Dx9 works just fine in Windows 7, and I'll wager that it works just fine in Windows 8 when it comes out.

Will dx9 support eventually get dropped by Microsoft? Eventually, but not for a VERY long time. And when it does, someone WILL make an emulator for it. Why? Because 10-20 years from you will have a whole generation of PC gamers reminiscing about those great games of their youth like Half Life 2, Far Cry, Call of Duty, etc. And they will want to play those games again. Directx10 was a blip, it will be forgotten, because only one or two games actually REQUIRED it. That remains to be seen with dx11, but with the move towards casual gaming, I don't see it overtaking the popularity of dx9, ever.

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Doomster
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Posted: 31st Dec 2010 00:59
Quote: "lie with mod teams, which would include x11 features"

That'd require a major rewrite of DBP though, to use the new X11 API and I doubt that any modder would want to mess around with that.

-Doomster

Scene Commander
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Posted: 31st Dec 2010 13:26
@Medusa
Quote: "Yes, whats wrong with that?"


There's nothing wrong with that.. However if you'd finished my quote

Quote: "And they want all of this with a days work.."


That is what's wrong.

I'm in agreement with Bond1 regarding dx9. It's been one of the best advancements in gaming in recent years, and also that dx10 was a major blip. The world just didn't need it, but I feel the same way about vista. Before anyone starts to support x11 it's going to need to prove itself and x10 has done a lot of damage to the confidence of developers. Why produce a game which only a handful of users can play when you can produce one for Dx9 which 99% of users can play?

http://jimjamsgames.yolasite.com
Medusa
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Posted: 31st Dec 2010 16:49
Why produce a game which only a handful of users can play when you can produce one which everyone can play?
One of the main bugbears about fpsc9 is that people are making games with it for download and they do not run!
People have lots of extra bits installed on their own machines that are not included in the download whether it be dark pro files or dark gdk files or special shaders or whatever.
To date I have never got a single demo game to play.
With fpsc9 you have the initial uncertainty whether it will run on your own machine and then the dread feeling that even if you get it to run yourself - will it still run on anyone elses machine?

Time out to apologise to the game creators and all the helpful people on the forums that attempt to solve all these problems but the blame lies with Microsoft jumping from one version of windows to the next and one version of direct x to the next.
It is like a covert attempt to destroy windows gaming.
The new generation of graphic cards put the poisoned icing on the cake.

Windows 7 is supposed to be the stable release with no problems.
Direct x 11 likewise is supposedly bug free.
The new generation of graphic cards are now incorporated into the new machines which have the updated motherboards and wattage to match the cards.

Fpsc9 as you all say will no doubt struggle on with the diehards.
But everything said fpscx10 looks the business and in my opinion is the baby to keep.
The game creators have a window of opportunity now to fix Fpsc10
and get it to run problem free on windows 7. Even if they prefer to change the name and call it fpsc11.
A whole new range of characters could be added to make it a more attractive package.
I for the record would put my hand in my pocket one last time to buy the final, fully working professional looking engine.
I am sure that serious new game developers would welcome a new engine with a few years breathing space to get their games up and running.
The alternative now is making games on fpsc9 that no one will be able to play. Except for yourself.

mpc
SilverCrow
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Posted: 31st Dec 2010 18:09
Quote: "I think the people calling for a move to dx10/11 must be young, and don't quite realize the scope of directx9's popularity. Directx 9 is legendary, and mark my word, dx9 will go down in history as perhaps the greatest era of PC gaming, ever. Dx9 works just fine in Windows 7, and I'll wager that it works just fine in Windows 8 when it comes out.Will dx9 support eventually get dropped by Microsoft? Eventually, but not for a VERY long time. And when it does, someone WILL make an emulator for it. Why? Because 10-20 years from you will have a whole generation of PC gamers reminiscing about those great games of their youth like Half Life 2, Far Cry, Call of Duty, etc. And they will want to play those games again. Directx10 was a blip, it will be forgotten, because only one or two games actually REQUIRED it. That remains to be seen with dx11, but with the move towards casual gaming, I don't see it overtaking the popularity of dx9, ever."


Meh, I agree to a point but also think that your kind of wrong because that happens with every thing just about. People still know what Super Nintendo is yes, but the majority of people do not use it still. Yes, I know some people still LIKE to play it, but most do not compared to a PS3 or Xbox 360 (including myself).

So yes, Direct X9 will be remembered, but in the future when DX11 or DX12 takes over, the majority will use that instead.

CoffeeGrunt
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Posted: 31st Dec 2010 18:33
Ultimately it's demographics. X9 capable PCs have saturated the market - almost everyone has one to some extent. X11 capable PCs are like the Yeti, I've never seen one,. my mates've never seen one, are they even out yet?

Get to the limits of what FPSC can do now before you start angling for something better. I moved to UDK last November, and it's so much better, but only because I'd had the two years or so groundwork in FPSC that taught me so much.

@Bond

To be honest X9 is like a labrador. Dumb, not exactly well built, but dependable until it's end. Also, of course no-one understands shaders here, why do you think you're the one making all of them for your packs?

Medusa
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Posted: 31st Dec 2010 21:08
Windows 7 uses directx 11
I had to buy an xp machine in order to run fpsc9
I had to buy a vista machine in order to run fpsc10
I will buy a windows 7 machine if fpsc10 is updated and improved

correct me if I'm wrong but the main objective we all had was to build games and sell them
you are not going to get far using an old piece of software on an old system.

PC Game developers in the real world develop games for the upcoming version of windows
They do not develop using old systems

Anyone using fpsc to make games just for themself for their own amusement is excluded from these statements

The saturation of fpsc9 on xp machines has led to zero finished saleable games - what statement does that make?

mpc
Gencheff
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Posted: 31st Dec 2010 21:45
Quote: "what statement does that make?"

A false one.There are comercial games made with FPSC X9 (and in my opinion not the best looking from what I've seen,but none the less).Profits were made , for some in big numbers (for an indie developer that is).You might want to look around for them,you'd be surprised how far some have gone.

Windows 7 with DX 11 is perfectly capable of running FPSC X9,heck I'm running it right now.

X9 Games work on XP,Vista and 7 with the latest DX.It's tested and proven.X10 games may work on Vista and 7 , but XP is a no no , which as of yet is not a good idea to be excluded,since most people still use XP.

Quote: "the main objective we all had was to build games and sell them"

I never had that intention.I joined and started using the software out of curiosity how games were made.Same thing with most people here.Take Wolf for example.Very good designer,produces one of the best games I've seen made with FPSC (even better than some commercial oneS),still releases it for free.In fact the amount of games for sale made with FPSC isn't really big,most people consider it a hobyist tool.

Quote: "you are not going to get far using an old piece of software on an old system."

True to an extent,but you aren't going to get far with a tool that's half-functional and not very compatible either.


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xplosys
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Posted: 31st Dec 2010 21:55
I also bought FPSC as a hobbyist tool. Of course when I bought it, it was a mere shell of what it is today so I can see where some may think of it as an actual money making engine now, though I don't believe "most" see it that way. The price should be the first clue.

As for TGC developing FPSC X11, I think the fact that they have stalled out on FPSC X10 and returned to further develop FPSC X9 gives us a hint. I may be wrong but I don't see them going there any time soon. If X11 turns out to be the next hot item, who knows.

Brian.

... and the band played on.
bond1
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Posted: 1st Jan 2011 01:16 Edited at: 1st Jan 2011 01:16
Quote: "I also bought FPSC as a hobbyist tool. Of course when I bought it, it was a mere shell of what it is today so I can see where some may think of it as an actual money making engine now, though I don't believe "most" see it that way. The price should be the first clue."


Yeah, FPSC has gotten to the point now where it is just straddling the edge of greatness. Where a beginner can make a game with no experience, and a someone with some know-how can really make some impressive stuff


Quote: "Windows 7 uses directx 11
I had to buy an xp machine in order to run fpsc9
I had to buy a vista machine in order to run fpsc10"


No you didn't NEED to buy an XP machine to run X9. Just to clear this up so we don't have even MORE wrong information on these forums: Windows 7 runs ALL versions of FPSC, and works fine with Directx 9,10, and 11.

"bond1 - You see this name, you think dirty."
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bond1
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Posted: 1st Jan 2011 01:19 Edited at: 1st Jan 2011 01:53
Quote: "People still know what Super Nintendo is yes, but the majority of people do not use it still. Yes, I know some people still LIKE to play it, but most do not compared to a PS3 or Xbox 360 (including myself)."


That's not a fair comparison, and I think you know that. Can you tell the difference between a game running in dx9 vs dx10? Probably not unless the subtle differences are pointed out. By and large they look and play indentically.

"bond1 - You see this name, you think dirty."
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Scene Commander
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Posted: 1st Jan 2011 12:52 Edited at: 1st Jan 2011 12:53
Quote: "Can you tell the difference between a game running in dx9 vs dx10? "


Or indeed, excluding FPSCx10 can anyone name 3 games which actually require dx10 or dx11.

Quote: "The alternative now is making games on fpsc9 that no one will be able to play. Except for yourself."


I'll refer you to my first answer.

Quote: "The saturation of fpsc9 on xp machines has led to zero finished saleable games"


I don't want to get into this one again, but as Gencheff has stated there have been several commercial FPSCx9 games running on xp.

Now, I'm of course not privy to TGC finances but I would guess that x10 was a commerical flop, otherwise it would be being supported. I'd say it was a flop, partly because of it being very buggy on it's first release, but mainly because not enough people either owned an x10 machine or saw it worth investing in a solely x10 product. Microsoft are partly responsible for this, for believing that we'd all rush out to upgrade to Vista, when in reality a lot of people were happy and still are happy with XP. This is borne out by the almost complete lack of support from the industry for x10 products.

Now, I'm not saying that eventually we'll not all move onto x11 (or possibly by the time some people upgrade x12-x13), because eventually most of us will support machines that will make investment for developers a worthwhile proposition, but it won't be for a couple of years at least, and that's just a commercial reality.

http://jimjamsgames.yolasite.com
Plystire
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Posted: 1st Jan 2011 16:26
I've said it before and I guess I'll say it again.

Why should TGC choose between any of the DirectX versions to develop solely for? Why does it have to just X9 or just X10 or just X11?

Smart developers do not restrict themselves this way, because they know it unnecessarily narrows the target market. If the computer that the software is installed on is not X10 capable, then disable X10 explicit features. If the computer can't do X11, then disbale X11 explicit features. How is this difficult in the least?!

TGC should continue their work on the currently dominating FPSC (Known as the "X9" FPSC) and expand it to include any new DirectX version features, provided they can be disabled by players of built games, as well as developers of these games.
Seriously, why are we even having this discussion? Isn't this the most obvious route to take?


The one and only,


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However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
Teacher
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Posted: 1st Jan 2011 17:48
This is a very, very interesting debate, but may have lost sight of two fundamental truths - if only in my vision. (And it's a good thing that we can all see the tool and the future differently).

Firstly, if it ain't broke don't wish it away. fpsc x9 v.1.7 works generally well, the mods are strong, the content increasingly so and the potential for development is secure even with what we have available. Not next year; now.

Secondly, it depends what you want to make.
Another Call of Duty with FPSC?
Probably not.
But a niche, casual, educational or corporate game is perfectly possible, if developers want to market their games.
I think making a fortune, a good living or even a big seller is unlikely. But making an entertaining game for an identified market, which satisfies the customer and the developer is well within our sights.



Design Runner
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Posted: 1st Jan 2011 18:21
Quote: "This is a very, very interesting debate"

I agree. As I am reading this, I am finding myself in agreement with the post I am currently reading. My opinion: FPSC is already a great program. Improvements are being made in a timely manor. Let the developers run their course, they know what they are doing. One thing people also must realize is this is an OPEN SOURCE program. It isn't made to include every feature imaginable. You are meant to make these features. The devs do their part, we do ours. When we make a mod, after some time it is included in the vanilla. This is the way such programs work. Look at blender.
CoffeeGrunt
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Posted: 1st Jan 2011 18:23
Who says fpsc even has to make games?

Medusa
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Posted: 1st Jan 2011 21:52
Quote: "CoffeeGrunt:Who says fpsc even has to make games?"

I use a coffee maker to make coffee and expect a 3d gamemaker to make 3d games
Quote: "bond1:No you didn't NEED to buy an XP machine to run X9. Just to clear this up so we don't have even MORE wrong information on these forums: Windows 7 runs ALL versions of FPSC, and works fine with Directx 9,10, and 11."

Information is correct - At the time xp was the new windows system and neither vista nor windows 7 even existed. Therefore you had to buy an xp system in order to run fpsc9
Does anyone doubt the superior professional look of fpsc10 compared to fpsc9?
The lack of available models for fpscx10 is it's only fault.

mpc
CoffeeGrunt
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Posted: 1st Jan 2011 22:13
Quote: "I use a coffee maker to make coffee and expect a 3d gamemaker to make 3d games"


Specifically you pedant. I meant that people here always make games, UDK is refreshing in that for every game, there's an architectural project, or drving simulator, with FPSC, it's always games.

Quote: "Does anyone doubt the superior professional look of fpsc10 compared to fpsc9?"


Water and bloom are easily available on X9 software. The argument is that FPSC X9 has the capability to easily surpass FPSC X10, as it isn't as exclusive in the hardware, but is just as powerful anyway in terms of the Direct X9 and 10 architecture.

Plystire
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Posted: 2nd Jan 2011 03:53
@Medusa:

You're being blinded by the false truths portrayed between the two pieces of software.

Bloom is not X10 exclusive. Water is not X10 exclusive. Refraction is not X10 exclusive. GPU instancing is probably the only X10 exclusive feature of FPSCX10. It was not necessary for Lee to use SM4.0 to create the various shaders in FPSCX10.

Do not ask for something that you have no intention of bringing full potential to yourself. FPSC X9 barely scrapes the surface of DirectX9's full potential. FPSC X10 barely scrapes the surface of DirectX9's full potential (No, that was NOT a typo). The people making games with FPSC are reliant upon the engine to utilize DirectX to its full potential, because, let's face it, it's not your job to do that. A supplied engine should be used for what it is capable of doing, and you should only have to worry about utilizing the tool. However, in order to utilize this tool, you must also be aware of the limitations that the engine faces. DirectX9 is not faced with as many limitations as you seem to think. DirectX10 was not a huge leap in graphics technology, despite what people may believe.

FPSC X9 has not reached potential, and FPSC X10 is far from reaching the potential of X9, let alone X10.

Fact of the matter is, the only TRUE benefits of DirectX10 over DirectX9 aren't even recognized by most of the FPSC users here. Most of them think that X10 is better because it has Bloom and Normal Mapping on segments and water physics and ragdoll. Are these TRUE benefits of DirectX10 over DirectX9? No, they are not. They are simply things Lee decided to put into X10 before X9.

I find it funny that when someone wants TGC to work on DirectX10 or DirectX11 features, they almost always don't know what exactly that implies.


Quote: "with FPSC, it's always games."


Not to mention they're also always shooters.


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.
Medusa
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Posted: 2nd Jan 2011 04:01
Quote: "CoffeeGrunt:The argument is that FPSC9 has the capability to easily surpass FPSC X10"


There actually is no argument.
Fpscx10 is a superior product.

There is no argument to be made that fpsc9 could in anyway even reach the same level as fpscx10 let alone surpass it.

If the people at the game creators and the knowledgeable programmers from the forum wish to mod and update fpsc9 into a poor looking relation of fpscx10 as a project then fine.
Pushing the envelope to see how far they can go is a great demonstration of their skill.

Unfortunately it reaches a stage where the engine is never finished and becomes a constant work in progress.

I have become completely disorientated about which version I have, which version I should have, which updates I have already and what is still to come.

This state of confusion is made worse by statements that I have to access various files and make changes myself in order to activate the new versions or updates.

I bought and paid for a 3d drag and drop engine with no requirements for me to write or change any code, even scripts.

So there is no argument just the original posts question:

Are we getting an fpsc11?
An updated fpscx10?
Or is fpsc9 where it ends?

mpc
Medusa
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Posted: 2nd Jan 2011 04:21
Quote: "Plystire:Bloom and Normal Mapping on segments and water physics and ragdoll. Are these TRUE benefits of DirectX10 over DirectX9? No, they are not. They are simply things Lee decided to put into X10 before X9."

No, they are simply things that Lee said would only be available in fpscx10 as they were not possible in fpsc9.
Cast your mind back to the original sales pitch for fpsc9.
It was to include ragdoll and water etc. etc.
We were then told this was not possible and we needed to buy fpscx10 to fully exploit the architecture of the new vista system, the new directx10 and the new graphic cards.
Question for windows 7
Does it merely run fpsc9 in xp emulator mode?
Does this mean that we do not even get any of the benefits of x11?
Does this also mean that fpsc9 is only using the new generation super expensive graphic cards for the same limited functions as it now does on xp.
Everything else is just bells and whistles and a nice looking frock! But underneath it is exactly the same.
We really need a fpscx11!

mpc
Plystire
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Posted: 2nd Jan 2011 04:44
Quote: "There is no argument to be made that fpsc9 could in anyway even reach the same level as fpscx10 let alone surpass it."


This is personal opinion and is not backed by any sort of fact. Do not push your OPINION as a fact here.

Quote: "If the people at the game creators and the knowledgeable programmers from the forum wish to mod and update fpsc9 into a poor looking relation of fpscx10 as a project then fine.
Pushing the envelope to see how far they can go is a great demonstration of their skill.

Unfortunately it reaches a stage where the engine is never finished and becomes a constant work in progress."


If you want a finished engine, then I suggest you look elsewhere. Regardless of what engine they decide to work on, it will never "finish". Users will always see something cool and awesome out on the amrket and want it to happen in FPSC, which demands an update to the engine. Progress can only be made when one does not stop to say "I'm done".

Quote: "I have become completely disorientated about which version I have, which version I should have, which updates I have already and what is still to come."


Do you think this would have been any different had they chosen to pursue FPSCX10 instead?

Quote: "This state of confusion is made worse by statements that I have to access various files and make changes myself in order to activate the new versions or updates.

I bought and paid for a 3d drag and drop engine with no requirements for me to write or change any code, even scripts."


That is the FPSC way of doing things. It is not just FPSCX9 that requires you to do that. FPSCX10 has setup files and scripts as well and if you want the most out of it you WILL have to deal with them. This statement is invalid to the discussion.

Quote: "So there is no argument just the original posts question:

Are we getting an fpsc11?
An updated fpscx10?
Or is fpsc9 where it ends?"


We cannot provide a solid answer to these questions and you should very well know that already. The only person who could give you a straight answer is Lee. I suggest you ask him instead.


Quote: "No, they are simply things that Lee said would only be available in fpscx10 as they were not possible in fpsc9.
Cast your mind back to the original sales pitch for fpsc9.
It was to include ragdoll and water etc. etc.
We were then told this was not possible and we needed to buy fpscx10 to fully exploit the architecture of the new vista system, the new directx10 and the new graphic cards."


Lee said they weren't possible in FPSCx9? Really? Well... then Lee was wrong, wasn't he? Using SM4.0 for mild effects such as bloom, water, and refraction, alongside GPU instancing is hardly what I would call "fully exploiting" directx10 or the new graphics cards.
Yes, I recall all of this. It was an excellent business tactic to get people to buy FPSCX10, but it did not subdue the modders from proving him wrong, did it?

If you want to say that there is no argument here, then there is no argument that the effects seen in FPSCX10 can be reproduced in FPSCX9. What you seem to be trying to say is that FPSCX10 does these things better, somehow, but I think you're also forgetting that the shaders used in FPSCX10 require a more powerful GPU from the get go.

Look at bond1's adaptive bloom shader for FPSCX9... compare it to the bloom in FPSCX10... which one is better? As far as the bloom itself goes, I don't think there's much of anything to argue about. It's bloom.


Furthermore, what are you expecting will come of making an fpscx11? Speed? We definitely need more of that. Better graphics? At what cost? More expensive hardware to buy? More framerate drop? This is all, of course, overlooking the fact that we would have to wait FOREVER, AGAIN, while Lee updates DBP to handle DirectX11, then updates FPSC to handle X11, then actually implements these new features.

To what point and purpose should TGC make this jump now? I think such a decision would cause more harm than good when you consider the community.


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.
Plystire
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Posted: 2nd Jan 2011 05:11
I would also like to let it be known that all Valve games are currently DirectX9 games. Even the upcoming Portal 2 is X9! Well... I trust Valve to know what they're doing, just as I trust Lee to know what he's doing (which sometimes backfires, but I trust him nonetheless).

If X10 is the way to go, why is it being unanimously ignored by the industry? X11 may garner attention in the months or years to come, but we can't foresee that. And I don't think anyone on the boards has supplied a good enough reason to drop X9 and start back up on X10, or make the move to X11.


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.
bond1
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Posted: 2nd Jan 2011 05:22 Edited at: 2nd Jan 2011 05:29
Quote: "I would also like to let it be known that all Valve games are currently DirectX9 games. Even the upcoming Portal 2 is X9! Well... I trust Valve to know what they're doing, just as I trust Lee to know what he's doing (which sometimes backfires, but I trust him nonetheless)."



Yep, and John Carmack is on record as saying that dirext10 was not needed, and that dx9 had everything developer's needed. It was just a way to force users into Vista. You have to respect the opinion of giants of the industry like these folks.

Also, all of Autodesk's game-dev tools (3ds Max, Mudbox, Maya) still use dx9 as the official supported viewport renderer, with no plans to change. Why? Because it is mature, stable, and will be around for a long time, according to Ken Pemintal, head of Autodesk's Entertainment division.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Soviet176
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Posted: 2nd Jan 2011 08:06 Edited at: 2nd Jan 2011 08:09
Quote: "Because it is mature, stable, and will be around for a long time, according to Ken Pemintal, head of Autodesk's Entertainment division.
"


Well, we do need to change things to get somewhere, eventually. I suppose we will have to look forward to the new Direct x's and what they have in store.

With that being said, what FPSC really needs is a new way to handle polygons, or at least a new way to stop the lag by having 80K polygons in it. I don't wan't to start a "It's how the dev uses the engine that makes the game good" I whole heartedly believe that, but I also believe they could do that much better with a system that can handle at least a little bit more.

A question to you plystire and the rest of the moding community. I suspect that because of real life problems and other various things, along with the fact that making the same old mods with the same features just with another bell or whistle can get a little old, it may make you bored. I have always wondered though. Since nothing is being done about the lags situation over at TGC, why has the mod community gotten together to fix the problem? I mean, sure we have things like WASP and project blue, which allow you to push that extra thing or two. But what about the real problem as to why its limited? I know most would say "Well there is a lot to take into acccount, peoples hardware ect ect. But lets face it, Half lfe 1 had to have more polygons in one level than a FPSC game can. Asking one modder to fix it would be stupid, real life and other things get in the way. But what about if the whole mod community worked together? this would ease the time constraints that people have.

It would make it so much easier and at the same time, much faster. Just my thoughts on the matter.

Putting fear back into sliced bread since 4th May 2010
Mr Love
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Posted: 2nd Jan 2011 09:26
"Half lfe 1 had to have more polygons in one level than a FPSC game can"

Forget it! FPSC wourld run smooth with the HL1 models. Characters in Half Life dosnt have more than 600-1000 polys compare to FPSC that use double that. And the FPSC maps use more polys as well sence it has a segment system..

Guess what Aiko and I did this weekend...
Scene Commander
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Posted: 2nd Jan 2011 11:39 Edited at: 2nd Jan 2011 11:48
Quote: "I use a coffee maker to make coffee and expect a 3d gamemaker to make 3d games"


I use instant coffee and a kettle to make my coffee. It cost's less than a coffee maker and involves a little more work, but the coffee's just as good. It's all in the preperation.

Exactly the same is true of any development tool. The idea that dx9 isn't capable of producing games that blow FPSCx10 games out of the water is ludicrus, You get out of a sysyem what you put in.

[quote But what about the real problem as to why its limited?[/quote]

I've obviously looked into this in some depth and there are numerous reason. There's a fair amount of work that I and others could do to improve speed further. A true LOD system would be a great start, even a texture LOD would help.. However one of the fundamental issues regarding speed in FPSC is DBP, which is slow compared to other languages, included several other basics. The second big problem, is it's segment, lightmap and static object system, which uses one single block to create it's universe. This is in no way an ideal situation, but is what we have to work with. Bear in mind that this is an engine that has grown over time and was never intended to perform to the levels of todays games and making it do so would require a massive rewrite, possibly from the ground up.

Sorry, that last bit was a little off topic but I was just hoping it might explain some issues.

http://jimjamsgames.yolasite.com
Mr Love
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Posted: 2nd Jan 2011 12:13
I had some lag in a small demo with 2 rooms, and this is never fun.. I asked for LOD at features creep a while ago, and it was a great intrest. I also agree that mipmap wourld be perfect for a slow basic engine like FPSC. I guess We have to ask LEE again..

I prefer latte, Yumm...


Guess what Aiko and I did this weekend...
bond1
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Posted: 2nd Jan 2011 12:33
Quote: "But lets face it, Half lfe 1 had to have more polygons in one level than a FPSC game can. "


No freakin way. I HAVE the Half-Life 1 SDK which includes their source 3ds Max files (back when Valve used 3ds Max),so I've seen firsthand what the poly counts were for that game. A typical FPSC level using stock media has way more polys.

Quote: "I had some lag in a small demo with 2 rooms, and this is never fun"


Man, I gotta ask: what are your specs? Lag with 2 rooms?! I keep hearing about lag, but I have not experienced lag in FPSC in 3 years since the Geforce 8800 series of graphics cards came out - those cards pretty much obliterated any lag issues. And we're now into several generations of graphics cards since then. I've benchmarked graphics performance in FPSC vs Half-Life 2 just to see how hard FPSC stresses the GPU. HL2 uses about 54% of my GPU, while FPSC only uses about 32% in the Metro Theater with bloom and a crapload of zombies.

You're not doing something silly like putting 50 characters crammed into a 3x3 segment, right?

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Scene Commander
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Posted: 2nd Jan 2011 12:37 Edited at: 2nd Jan 2011 12:37
Quote: "I had some lag in a small demo with 2 rooms"


Bond1 has beaten me to it - so as he said.

http://jimjamsgames.yolasite.com
Mr Love
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Posted: 2nd Jan 2011 13:30
LOL! No 50 Characters (Not even Half Life ones). No its a prototype of an underground bunker/temp hospital for the Human race. I have five hard low-poly beds, one dead Guy, two desks and one computer plus Aiko ofcourse! All this is just planning and Ill remake everything before I make the real thing. What worries Me is that I need 5-6 Charaters more in this room, most of them shourld lay on their beds with a dirty blanket over them, and some talk to Me in first person. Those Characters will be around 3000 polys each so Im worried.. Shourldnt be anything wrong with My specs, its a laptop HP 8710p 3 years ago it was one of the fastest, but only 2GB memory, NVIDIA Quadro NVS 320M. The lag only appear when I have the bloom on. (Not heavy lag though) The problem is that FPSC looks very "sterile" without some light bloom and some contrast fix.. Sence I have played Crysis on highest settings and resolution with this laptop I doubt it is the specs. You mean Anyone has lag with Geforce 8800? If I got lag with that I wourld blame the engine.. Anyway Im worried about My game here, You cant expect all endusers to have heavy duty machines sence many People dont..

BTW, Thanks alot for those awesome shaders!

Guess what Aiko and I did this weekend...
Scene Commander
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Posted: 2nd Jan 2011 13:37 Edited at: 2nd Jan 2011 13:40
@Mr Love

I would say that your lag is due to your graphics card although you'd have thought it should be able to handle it. FPSC runs badly on laptops though. I'm surprised that you managed to run Crysis on maximum setting.

http://jimjamsgames.yolasite.com
Medusa
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Posted: 2nd Jan 2011 16:00
Nice that everyone defends fpsc9 but you are the same people that trumpeted the arrival of fpscx10 with statements that fpsc9 had run its course.
It seems to suit you now to reverse.
The statement by one member that Lee was wrong in his decision that fpsc9 was not up to the job and a new fpscx10 was required does not make any sense.
He was right then and he still is right!
Modding a dead dog like fpsc9 might make it prettier looking but also makes it twice as hungry on the processing power.
Example:
The original dark basic classic can handle about 48,000 polygons.
Updates to it especially since the 113 update reduced its speed considerably so that some programs running at 60 frames per sec were down to 1 frame per sec.
That is the lag that some of the people on the forum are talking about with fpsc9. They notice that fpsc9 which ran at an acceptable speed on their low spec machines is starting to crawl.
By all means if you are running it on the new machine you bought for fpscx10 with the new generation card etc. you are not going to notice that lag.
But all the people sitting with their old machines are going to see it get worse with every update.
Please dont anyone say something stupid like lets go out and buy new computers to run fpsc9. That would be silly!
The point is that all these people with the old machines are the ones you are meant to be updating for.
But the updates are going to reach a stage where none of the people are able to run the software on their old machines.
So Lee was right and he still is right and that is why he has left it up to you to run your course.
People that found they were getting lag at two rooms with hardly anything in it will start to get lag at one room and reach the same stage as some have already - Not enough memory to even run the software!
Therefore fpscx10 was going in the right direction.
A new clean build.
I was playing pong on the computer last week and the software game was 750mb. That is a game that originally ran on 250kb.
Do you see now where you are heading?

mpc
Scene Commander
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Posted: 2nd Jan 2011 16:50
Quote: "but you are the same people that trumpeted the arrival of fpscx10 with statements that fpsc9 had run its course."


Please don't include me in that statement, as I for one have always believed that dx10 would be a blip and wouldn't be supported by developers.

Quote: "So Lee was right and he still is right and that is why he has left it up to you to run your course."


@Medusa - The only one who appears to believe this is you. Quite the converse in fact. Lee has chosen to only support the dx9 version. If he felt he was right,surely he'd still be supporting dx10 and not developing dx9. I just don't know where you are think you're getting this information from.

It seems to me that you are just annoyed because people won't accept your opinion as fact, however, we're all entitled to our opinions, and so I for one am more than happy to bow out accepting that we shan't ever agree.

I wish you luck in your search for a dx10,dx11 game development engine.

http://jimjamsgames.yolasite.com
Norion
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Posted: 2nd Jan 2011 17:04
Quote: "I wish you luck in your search for a dx10,dx11 game development engine."


fpsc x10 is an direct x10 game development engine




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