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FPSC Classic Product Chat / FPS C 9x super mod.

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JcH
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Posted: 2nd Jan 2011 20:54
i had an idea for a fps creator professional, (in which everybody shot down the hole )
so i have decided that since i have db pro (tho i dont really know how to use it) i will try and make a super mod for fps creator. i will try to make it envoke these elements-

an updated camera, which has stepping movements, effects such as squinting or blur, and weighted turning and moving.

updated skyboxes, using cloud wright or animated skyboxes adding a sence of realism

uses less or alows more avalible memory without crashing or going super slow.

better lighting systems with greater detail and effects seperated within each light.

in editor shader editor or comlpiler.

multiple starting weapons and sp[ecified wepon classes bearing weight, amount of lag, damage, ect..

multiple multiplayer maps in one game.

more multiplayer options, such as team deathmatch, capture the flag.

updated graphics, such as , larger texture size, more availible verticies. reflections, ect.

in game map editor.and in editor map editor, with three modes, small but high res. med, lagrge with low res

global variable systems.

larger tile set, instead of 64x64 make it more like 128x128 so a larger map is availible.

the ability to add entities outside of map

bone collision detection

supports more files.

movie editor or camera editor that is simple and easy to use for quick in editor movies

rpg style levels, where. you can backtrack and or *uptrack to levels you can not yet complete.

inventory systems

better hud, by adding minimap, compas*, animated health bar. ect..

co-op

multiplayer bases

vehicle usage

multiplayer stability

water

multiplayer leaderboards

emblems

and more if i/we can.

so i need help, lotts of help,... so please, if you can help me, plz it would be very apreciated.
Design Runner
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Posted: 2nd Jan 2011 21:46
When I "shot you down" I was not saying it was a bad idea, but a waste of developer time. I'm very glad to see someone working on these things. I just didn't want the developers worrying about them. I wish you much luck because this will be very difficult. I really want to see how this turns out.
JcH
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Posted: 2nd Jan 2011 21:56
well, i finally understood that. i searched some ideas and im going to try and make this. its going to be very, very hard. so im going to start small.

i have the tiles larger i think... do you want to see if it worked?
Design Runner
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Posted: 2nd Jan 2011 22:19
before just making the larger map, you should make sure it is not going to affect the fps, or memory. Also install directions would be beautiful
JcH
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Posted: 2nd Jan 2011 22:26
hmm...... i belive you just replace the fps-game dba
and i think i did that, i think..... but im not sure if it works or not... but do you know how to help me or do any of this? give me your two cents please, like more ideas or what should be changed first or what i should do ect..
JcH
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Posted: 2nd Jan 2011 23:30
okay just add the fps-game into the fps creator main file.
Design Runner
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Posted: 3rd Jan 2011 00:39 Edited at: 3rd Jan 2011 01:16
I know absolutely 0 DarkBasic sorry. If it was C++ or LUA I could've helped you. But I am more than willing to be a beta tester. I recomend sending it to me through email though instead of the forums I am going to test in a few minutes hang on.

EDIT: I started looking for FPS-Creator.DBA so I could back it up before using yours.... and I don't have that file. I think you need to convert it to an application.

EDIT2:searched for wrong file but when i searched for fps-game i got nothing.
JcH
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Posted: 3rd Jan 2011 02:13
hmm... i'll try to convert into an app.. lemme try.
mickeyb
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Posted: 3rd Jan 2011 02:17 Edited at: 3rd Jan 2011 02:21
Quote: "JcH
so i have decided that since i have db pro (tho i dont really know how to use it) i will try and make a super mod for fps creator. i will try to make it envoke these elements-"


I can`t see you having much luck making a mod then

I have a nuclear reactor but i don`t know how it works
but i will have ago.
Design Runner
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Posted: 3rd Jan 2011 02:19
you have to name it FPSC-Game exactly. Hope that helps.
JcH
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Posted: 3rd Jan 2011 02:20
im still gonna try mate. you shouldnt talk since i really dont see you or anybody else helping. so if you want to laugh in my face or critizise me. then go to heck. because i WILL MAKE THIS MOD.
s4real
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Posted: 3rd Jan 2011 02:29
Well I wish you luck on this mod but it will be very hard to get some of these things into fpsc.

First off I downloaded what you put up and its the source you got to compile it first before you can release it.

Second you using an old version of the source go to googlecode and get the latests version.

I would start with small things first as I think you don't have much of a clue what you doing.

best s4real



Pack ya games with vishnu fpsc packer its free.
JcH
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Posted: 3rd Jan 2011 02:35
okay.. how do i compile it, first of all. i=whenever i try and compile it says "not all compiler files exist"

okay i'll look up the code
Design Runner
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Posted: 3rd Jan 2011 02:50
Just a thought: wont we have to double the size of our segments? They are just models.... not exactly built into the game engine to match the grid size.
JcH
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Posted: 3rd Jan 2011 02:55
no. i dont belive so. this should just give more area for the segments.

but if such a thing does occur i will notify you about it.
JcH
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Posted: 3rd Jan 2011 02:58
also. just as a note.. this is the first day i have been working on this. so dont expect anything amazing soon.
mickeyb
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Posted: 3rd Jan 2011 03:35
I might be going back sometime now but didn`t you
have to have darklights to compile anything for
fpsc
Scene Commander
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Posted: 3rd Jan 2011 08:05 Edited at: 3rd Jan 2011 08:13
Quote: "have to have darklights to compile anything for"


You'll need Dark AI

Secondly for some of the features I'll imagine you'll need some of the 3rd party dll's.

and lastly, some of these features already exist in one form or another. Water & Global variables off the top of my head.

I wish you all the luck with this but most of these would be a major challange for even an experienced coder.

Could I suggest that you start by adding small features or commands so that you can learn a little about the engine.

Good luck

http://jimjamsgames.yolasite.com
SH4773R
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Posted: 3rd Jan 2011 08:16
Learn dbpro first, you will fail making this mod if you don't.
Plystire
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Posted: 3rd Jan 2011 08:20
I'm looking at your list, and I can't help but wonder.... wouldn't it be easier to make an "FPSC-style" editor for the UDK engine rather than make UDK-like features in the FPSC engine?


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.
DarkAngelOblivion TM
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Posted: 3rd Jan 2011 13:38
i think you should get all the other mods that are available for FPSC, get what you want form them and get them to work with yours so that way you dont do things that has already been done and dealt with lol

Tomorrow never comes until it is too late...
JRH
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Posted: 3rd Jan 2011 15:44
If you make an SVN, I will help you.

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
JcH
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Posted: 3rd Jan 2011 15:52
well. i dont have dark lights, dark ai, or anything just the free dbpro.
i dont want to make a fpsc-style udk thing i wwant a udk fpsc.
i might try to put the other mods into one then mod them more.that sounds kinda smart for the beginner.
if you want to help you can, but belive me im really disorganzed at this point and i currently am just messing with the source code.

JCH

(ps- i will give out my source code if somebody can compile it.)
JRH
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Posted: 3rd Jan 2011 15:56
I can compile your source code.

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
JcH
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Posted: 3rd Jan 2011 15:58
REALLY!
okay that works! let me do some more to it and i'll post it up here later maybe like.... an hour? sound okay?
JcH
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Posted: 3rd Jan 2011 16:16
actually im done now. here you go my friend.

rem JCH possible addins
rem
rem ;specialdammage=x
rem ;meleespeed=x
rem ;meleetype=x (1,2,3)
rem ;melee=x
rem ;meleex=x
rem ;meleey=x

these are a few add ins i want to add but am not quite sure how to add in.
Gencheff
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Posted: 3rd Jan 2011 17:39
And how exactly are a bunch of defined specs taking any real action?

I want to ask you one simple question.Be honest,do you have ANY programming experience?


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
JcH
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Posted: 3rd Jan 2011 21:48
a little. i do too much fpi and should doo more bdp but im slowly learning. and in the end when im awesome and ur crying in a ditch cuz i was right and those who helled eventually did it. we will laugh.

BECAUSE I WILL MAKE THIS MOD!
Gencheff
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Posted: 3rd Jan 2011 22:16
Typical childish response.Too much ignorance to comprehend that I
Wasn't laughing at you, just asking a question with a yes or no answer to see what type of guidance you need.In fact I would have offered you help , but I guess when pride kicks in for you you 'll say you have no need for it.

Good luck with your super mod, so far I see a lot of talk and nothing really done(Emphasize on really).

I guess I'll go find that ditch to cry in now just incase...


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
KeithC
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Posted: 3rd Jan 2011 23:15
Quote: "i do too much fpi and should doo more bdp"


What's "bdp"? Do you mean DBP (Dark Basic Pro)? I'm no coder; but I would imagine it to be frustrating trying to sift through someone's "source" that has glaring spelling errors, etc. I suggest you work on both your grammatical abilities, as well as your "people skills"; before proceeding in this endeavor. Perhaps take some advice from the users posting on this thread as well.

-Keith

old_School
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Posted: 3rd Jan 2011 23:48
I hate to sound rude as I see a few posts seem to have allready started the bashing but most of what you want is included in Project Blue allready. An making a mod requires strong programming skills. In FPSC case, its based off Dark Basic Programming Lang. Which DB appears to a customish lang. Its not a standard lang like your c++ or c# etc.

An in order to make a mod for FPSC, you must own DB Pro, have the source code for FPSC and be able to complie it once you have "modified" it. I like that you want to make this mod, but you have alot weighting against you. I suggest you purchase DB Pro if you have not allready. Make a few games with it or at lest play with it. Understand the lang and then start looking for a small group of DB Pro dev's to help you write the mod.

Otherwise you will most likely fail. Making a mod is something that takes a crapton of time. It also requires a small team or group in most cases. An above all else, it requires alot of programming skills. If you can play with FPI's and FPE files that great. But moding the source if alot different then making a small script file.

An in your case, most of the things you want it to do have been done. For the bone detection, thats not core mod edit. That was done along time ago back in 09 useing a script and a model. Infact I just seen a headshot script in my script bank. As for your low. mid and high res. Im no modeler but I think that is just a low,mid and high poly count. Which will slow your engine down if you have high polycount models. If your reffering to screen res., players determine the res. on the screen. You can adjust the defult resulution displayed, but the user will ultimately define the screen res.

Everything else you posted, I belive Project Blue has allready accomplished. An if you want a "free" version thats simular. I recomend WASP mod. In my openion WASP mod is almost as good as Project Blue in many ways. Both have their own benifits making them both very valuable mods.

If you do decide to make a mod. I'd recomend you make something for multi player. It's the most untouched side of FPSC. Just my suggestions. Good luck on what ever you decide.
JcH
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Posted: 5th Jan 2011 12:17
Dear old_school

thank you for your constructive criticizm.(i suck at spelling sorry)
i actually want critisism, its just someone bashing me for being new to programing is whats hurting me. i am trying regardless. i understand the gist of DBP its just that i dont have Dark AI and cant compile and will have to search through the downloaded Sorce for errors.

Sincerely
JCH

(ps-Thank you KeithC too. your advice will come in handy.)
AJ Schaeffer
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Posted: 5th Jan 2011 21:42
Alright. When you make a simple fps game in DBpro, then i MIGHT beleive that you might be able to do this. No one is bashing you for being new to programming. We are just saying that you are not ready yet, and you will get frustrated and that you need to listen to people who are experienced with DBpro. I thought i could make a program like FPSC, only similar, but im not ready yet. I try making simple games first. I thought i could "jump in" to XNA and bust out FPS games and that i wouldnt stop trying, but if you dont fully know a programming language there is no point in trying to mod a complicated game engine with thousands of lines of code written by the DEVS of DBpro. Im sorry but you arent ready. Call me what you want, but who will really be crying in a ditch in the end?

JcH
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Posted: 5th Jan 2011 21:46
thats for us all to find out wont it?
anyways im taking a couple day break to learn some bits of DBP and what some other modders have done.
AJ Schaeffer
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Posted: 5th Jan 2011 21:49
Quote: "thats for us all to find out wont it?"
what?

SH4773R
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Posted: 6th Jan 2011 03:07
He's refering to the ditch comment, not really shure wut he means tho
Design Runner
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Posted: 6th Jan 2011 04:09
I think he means: It is for us to find out who will be crying in a ditch.
AJ Schaeffer
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Posted: 6th Jan 2011 04:20
I think we all know who that will eventually be

Scene Commander
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Posted: 6th Jan 2011 13:17 Edited at: 6th Jan 2011 13:19
Quote: " im taking a couple day break to learn some bits of DBP "


Good for you, however, it might be worth remembering that almost every sucessful mod has been written by users with years, rather than weeks of programming experience, often in more that one language and most also have commercial experience, in addition, as far as I'm aware there isn't a single developer who has achieved a working mod without assistance in one form or other. I'm not saying you can't do this, just that the odds are against you and you'll have more luck getting help from other users if you understand that.

Quote: "the ability to add entities outside of map"


I have to ask, why you think anyone would need this?

http://jimjamsgames.yolasite.com
Ikey
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Posted: 6th Jan 2011 20:27 Edited at: 6th Jan 2011 20:32
Quote: "
[quote]"the ability to add entities outside of map" "

I have to ask, why you think anyone would need this?[/quote]

Okay, the answer to that is things like legs scripts, etc. Though, I don't see that much other than that, seeing as you can just have it set to appear on [action].
However, if you include the leg scripts, though it'll take a bit of digging, then making it so the scripts added off map can be made to exist in every map automagically, that would be a hell of a help.

I think that is it good that you are going to try this, but as people have said, you'll need a bit more experience.

If I were you, I would have a little look through the DBP Tutorials and DBP Scripts that people have posted. I am sure that I have seen an open source mod somewhere, so that may be a start for you to find. I don't believe it has many (if any) of the features you have listed, but it does have a couple of nifty little things, and well, would show you a little more on the whole matter.

I really do hope that you manage this, but I want you to remember that coding - especially when new - can get frustrating and long winded. I am sure, that over the years, you WILL get better if you stick to it, but seeing as you have no real coding experience as of yet, you shouldn't expect it to be done in a month. It'll be MUCH more time than that.

However, if you need any beta testers, I have low specs, so when you get something done, I'll be happy to help.

Quote: "alows more avalible memory"

That would require manipulation of the actual computer, so using less is a better bet.
EGG HEAD OF DOOM
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Posted: 7th Jan 2011 21:41
I think he meant that there is more memory available for use as in, some of the memory isnt being used.

JcH
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Posted: 9th Jan 2011 03:47
Yes thats what i mean. im glad that people are willing to test, but i would love to have someone help me with the coding or teach me some coding tricks. i do better with some helpful examples. but thanks everybody for the feed back
JcH
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Posted: 16th Jan 2011 13:51
i havent messed with the mod for awile, but its not dead im still working on it. please anyone... could i have someone compile my source?
A dude
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Posted: 16th Jan 2011 20:14
This mod would be great if you could make it.
gendestroier
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Posted: 17th Jan 2011 01:24 Edited at: 17th Jan 2011 16:44
in the years that'll pass untill you be able to get your team and your experience, you shoud really consider about thinking in other tinhgs to the mod, cuz ya know, the fpsc will have totaly different needs.
i know nothig about the db, but i don't think i need to know to say that, cuz it was aways like that.

so... consider thinking about other stuff to the mod.


hehe... we'll probably need to adapt the fpsc to another REMOVED technology beyond the 3d vision.

mods for creating a inteligent game,at least
Design Runner
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Posted: 17th Jan 2011 15:59
If you are using DBP, eventhe free version, you can compile it. I'm not sure how, but it is in the program.
Mr Bigglesworth
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Posted: 18th Jan 2011 22:46 Edited at: 18th Jan 2011 22:48
Most of your planned features are going to take more experience in dbPro than you have. You can do it if you steadily learn dbPro.

To make the map larger in the editor, you are going to need to get the source for the editor, which I think isn't released.

While this project is great in theory, it is too ambitious for a beginning programmer with little or no experiance. You should making some small games in dbPro, when you get good at that you can start editing small amouts of the FPSC source until you get very familiar with it.

JRH
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Posted: 18th Jan 2011 22:55
I'll take this moment to suggest something different. I am working on the OpenFPS community project. Regardless of what your good at (so long as it is something) you are free to download the source code. It's much easier to read than FPSC and will give you a good insight as to how FPS games work.

After that, and perhaps after you've learned a few more things, you can start work on your super-mod.

C++ is labourless... if your name starts with 'L' and ends with 'ee'.

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