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FPSC Classic Product Chat / FPSC has evolved... ...quite impressing

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Ertlov
19
Years of Service
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Joined: 18th Jan 2007
Location: Austria
Posted: 9th Jan 2011 15:34 Edited at: 9th Jan 2011 16:14
Hi guys, as you know our team is busy with big projects right now, and of course we are working with other engines on them. Our russians have won the Unigine Contest, and our main developement is UDK stuff.

http://www.arkhamsoft.com/arkhamboard/viewtopic.php?t=350

However, i took the time during the holidays to check out what happened to FPSC, and I run now on a office machine (no fancy developement station, just an old core2Duo with 2Gig Ram and X1900 crad) the latest 1.18 beta with wasp mod beta, bonds shaders for pp bloom and segments, and several other enhancements.

I`m pretty impressed.

If you make higher res textures on the segments with good Normal and Spec (Illu) maps, if you do the same with the objects you have, if you stick to a game and level design that focuses on scary or fancy interiour settings, if you use lights and asset distribution well, if you have really good characters (bond quality or better), if you have a huge laod of model packs, especially when it comes to weapons AND improve the meshes slightly and the textures heavily, if you put a lot of effort into soudn design, if you tweak a little bit on the darkAI stuff, you can make a game that can be sold on steam or other plattforms for 19.90 easily.

And that`s one of the biggest compliments I can think of.

I want hereby congratulate all of those who were working towards that achievement. Not only codewizard Lee, but of course all of the community guys involved in pushing the limits further. Especially the AI can be tweaked now to a level that matches or even overcomes many "out of the box" AIs in big commercial engines. Still you need a decent fpi scripting skill, but hell, you have done a great job.

Edit - PS:

On a Test level with the size of a small FPS tutorial level, including 1 ally and several foes and all segments shadered, i have 40+ FPS at 1920*1080 resolution and max quality. That with Core2Duo at 2*1.8 GHZ, 2Gig RAM, ATiX1900.
Awesome!

Come to where the madness is:
http://www.homegrowngames.at
JRH
19
Years of Service
User Offline
Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 9th Jan 2011 23:36
FPSC really has changed a lot in the last few years, hasn't it?

Whats great is that there is more to come! For example, I believe that we should expect light rays in the next vanilla release (looked at the source code).

Nice to see appreciation of the differences.

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
KeithC
Senior Moderator
20
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 10th Jan 2011 01:31
Nice words from the 1st ever BOTB winner. Good to see you stop by and show us what you've been up to, Ertlov.

-Keith

RickV
TGC Development Director
26
Years of Service
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Joined: 27th Apr 2000
Location: United Kingdom
Posted: 11th Jan 2011 10:04
It's nice to hear you appreciate what Lee and the others have done to keep FPSC moving forward. We'll keep plugging away here!

Rick

Financial Director
TGC Team
Butt monkey
19
Years of Service
User Offline
Joined: 7th Dec 2006
Location: Scotland
Posted: 11th Jan 2011 18:41 Edited at: 11th Jan 2011 18:41
Quote: "FPSC really has changed a lot in the last few years, hasn't it?"


I still find it hard to believe that it's the same engine I bought four years ago! xD
Mr Love
21
Years of Service
User Offline
Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 11th Jan 2011 20:21
Yea. Sence I think UDK kills all creativity Im back with FPSC...
(Just import a model kills Ya...)


Guess what Aiko and I did this weekend...
Ertlov
19
Years of Service
User Offline
Joined: 18th Jan 2007
Location: Austria
Posted: 11th Jan 2011 22:42
Well, Unreal 3 for living, FPSC for fun. Right now my credo

Come to where the madness is:
http://www.homegrowngames.at
Wolf
18
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 11th Jan 2011 23:04
Yes! I agree with you

FPSC surprises me every day... the framerate, the possible visual effect quality... etc.

I find out about new scripting possibilities almost weekly. I remember myself telling people that where trying to realize things that are possible now (Airmod/Watereffects/Dynamic Character shadows/Dark AI) that its completely impossible

@Ertlov: As great as you're topic is..the attached screenshot isn't

My 2 cents in the usual horrible english



-Wolf

God Helps the Beast in Me!
Ertlov
19
Years of Service
User Offline
Joined: 18th Jan 2007
Location: Austria
Posted: 11th Jan 2011 23:07
Give me some time, I have to get back into the stuff. Right now taking apart bonds shaders to learn how they work exactely and then I`ll make some custom stuff.

But only in my rare and precious spare time...

Come to where the madness is:
http://www.homegrowngames.at
Wolf
18
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 11th Jan 2011 23:09
Sure thing

I just can't keep my mouth shut

Quote: "Right now taking apart bonds shaders to learn how they work exactely and then I`ll make some custom stuff."


Mmh! sounds promising I keep an eye open for that!



-Wolf

God Helps the Beast in Me!

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