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FPSC Classic Product Chat / [LOCKED] RPG Mod might make a public comeback

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Flatlander
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Posted: 13th Apr 2011 01:31
It either depends on the response to this thread or if Lee agrees to allow a download link on the official FPSC download page. Like FPI EditPad.

There has been a lot of additions to further RPGs along. Also, I had a request to encrypt the files that are written in-game. I then decided also to include encryption for the three setup files.


Terry
Wolf
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Posted: 13th Apr 2011 01:42 Edited at: 13th Apr 2011 01:42
Since this would fit in my game like the fist on the eye I would be interested!!

Do you want to add new features to the "comeback" version?



-Wolf

God Helps the Beast in Me!
Flatlander
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Posted: 13th Apr 2011 01:52 Edited at: 13th Apr 2011 01:54
There already have been some new features added but I'm open to suggestions as well.

Addendum:

Wolf, I have always loved your graphics. And wow, a combination of RPG Mod and MP54 would make a tremendous RPG; even if you have some shooting, stabbing, or magic stuff included.


Terry
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Posted: 13th Apr 2011 02:37 Edited at: 13th Apr 2011 04:03
This is great news! RPG Mod is legend to be great (I wasn't here for it sadly).

The quick brown fox jumps over the lazy dog
Flatlander
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Posted: 13th Apr 2011 03:19 Edited at: 13th Apr 2011 03:20
Quote: "Please remove the ability to launch a separate executable! That could be dangerous."


I understand what you're saying but I'm not sure what you're referring to in regards to the mod? I'm trying to think if I do that?

With Ed Mod which would be an extension to RPG Mod, I allow the ability to send emails and go to a web site. But this is only going to be for teachers and will be sold. I already have those two features working, however, it may not ever be released.


Terry
Woolfman
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Posted: 13th Apr 2011 03:44 Edited at: 13th Apr 2011 03:46
Yes! Yes and more Yes! I always wanted to try the inventory system to see how it worked.
Design Runner
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Posted: 13th Apr 2011 03:46 Edited at: 13th Apr 2011 04:03
*oops*

The quick brown fox jumps over the lazy dog
Flatlander
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Posted: 13th Apr 2011 03:49
I'll be doing more and more of that in the WIP game. I will be creating another video soon and it will showcase how inventory is working for me.

I'm thinking of making available another inventory option but it will be more difficult to code for me.


Terry
Flatlander
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Posted: 13th Apr 2011 03:50 Edited at: 13th Apr 2011 03:58
Quote: "Blackfox had said the he added that ability to the MOD. Maybe I'm mistaken? I'll try and dig the thread up."


Yes, please do.

He does have the code; but, he hasn't added anything to my code as far as I know. I guess we are no longer working together.

@Design Runner

Thanks. That might have been the Ed Mod features. Yes, the web site feature can definitely be dangerous. I will not allow that in this mod.


Terry
Woolfman
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Posted: 13th Apr 2011 03:51
Very nice. I'll be looking forward to any information that gets released.
BlackFox
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Posted: 13th Apr 2011 04:03 Edited at: 13th Apr 2011 18:16
[Edited by BlackFox]

- BlackFox

The function of good software is to make the complex appear to be simple.
Jcatalfamo
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Posted: 13th Apr 2011 04:18
I would be very interested in RPG mod. the nextlevel saving of variables and states in particular. the inventory system would also be handy.

Yes, please release it!
Flatlander
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Posted: 13th Apr 2011 04:46 Edited at: 13th Apr 2011 04:47
Hi Mike, hope things are going well for you and Cathy. You have some great ideas for games.

Quote: "The thread you point out in question was in reference to launching exe's where the poster was advertising a product"


No, that's not good. I really didn't look at the thread that closely. Only noticed that it was locked.


Terry
mr_d
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Posted: 13th Apr 2011 05:44
Quote: ""Please remove the ability to launch a separate executable! That could be dangerous.""


Although I agree that it could be dangerous, I don't agree that it should be removed. In fact I personally would like this added to the other FPSC mods out there.

It's an ability/option that may be misused and abused, but then so can other commands already available; it really boils down to the fact of whether you trust the author/distributor or not (and if not, or not sure then there are other means of overcoming any dangers, like VMs or sandbox apps, or even just not running the program/game with high privileges that could cause problems).

So please keep this in, and in fact please make it available for general use, i.e. not hidden or restricted to a special build.

Flatlander
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Posted: 13th Apr 2011 06:06
I might keep in the email and weblink. However, since this is free, I'm going to speak with my attorney regarding this and see what he has to say.

I'm also working on being able to access MS Access database. I already have it working but just haven't finished it out.


Terry
Ched80
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Posted: 13th Apr 2011 07:31
I'd love to see this. I missed out on RPG mod before it vanished and was totally gutted!

The nest of luck with this project!

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Nickydude
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Posted: 13th Apr 2011 07:41
Quote: "The nest of luck with this project!"


... and a swarm of well dones!

Kerrby
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Posted: 13th Apr 2011 09:56
I'd be interested in seeing it come back, I can see a Deus Ex clone being made.


WizMod Developer.
Ched80
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Posted: 13th Apr 2011 10:17


Clearly I was sleep typing again.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Gamer X
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Posted: 13th Apr 2011 16:46 Edited at: 13th Apr 2011 16:49
I hope it gets released again. RPG mod was always my front running mod. I could use it more then ever with the secret game that I am working on. This is mainly due to the many features the mod offers that I would like to utilize so I don't have to find work arounds as often.

elbow
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Posted: 13th Apr 2011 23:00 Edited at: 13th Apr 2011 23:30
Wow, Flatlander - best news of 2011 so far!

I use RPG Mod and here are the reasons why:

It allows you to:
* utilize Inventory system (remove and add objects as needed from inventory)
* Use Question prompts (i.e. the non-player character (npc) reacts to the player's questions(!) using selected phrases, etc.)
* Trade items with npc's
* the ability to carry a weapon and data across multiple levels in one game (See the videos posted on Youtube)
* Use RPG Rawtext (similar to others: Textease, Storyteller's Raw text)
* Design Quests within your game
* Create objectives that the player need to reach to advance
* Allow negotiations between player and npc
* Create and show Immediate Objectives (the player can see what needs to be achieved Right Now) (No guessing what I'm doing in this room)
* Create quizzes for players to figure out (like passwords, info that needed to be collected in the game, etc)
* Add informational docs from outside your game to link in the game (great for educational and other informational purposes)
* Ranks (Player achieves higher rank for completing certain quests, missions or meeting objectives)
* Buy and sell items for fixed/negotiated prices (Wow in itself)
* Create talk boxes for characters
* Create a health reserve (for when the chips are really down)
* Quick text display (Display a message when you want the player to know something)
* Entity text messages (Display a greeting/question/info when you approach a npc during a game)
* Text prompts (the npc asks you something)

Other mods also have some of these capabilities, but Flatlander put them all together in a comprehensive package.

Please be warned: you need to learn to script to use some of these functions.

But all in all, a WOW mod and has always been free, thanks to the generosity of Flatlander.

I might have excluded some features of this mod or explained them poorly, but please correct me where I have gone astray.

Regards
Eugene
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Posted: 13th Apr 2011 23:19
I missed it when it was around and i have realy wanted it since i found out about it

Srry about my english im from sweeden
peterJBE
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Posted: 13th Apr 2011 23:43
I would be happy if it came back.
I think it offers extra possibilities to make
non-violent educational games.
Sting
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Posted: 13th Apr 2011 23:57
Flatlander, I am sending you a delivery of flowers as we speak!
Flatlander
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Posted: 14th Apr 2011 00:05 Edited at: 14th Apr 2011 00:06
Thanks everyone for the show of support. This is all I needed. I hope that Lee will allow me to make it available on the download page; but, even so, I will make it available to each one here for sure. If not to everyone.

On another note:

I am adding another command for inventory items so that I (we) can add an image that is associated with the inventory item. This image can then be displayed when the player clicks on the inventory item and then selects "View." Doing this has caused a delay for my WIP. I personally wanted this because in my game the player purchases a note with strange markings on it. I want the player to be able to view this note. He will eventually find a translation book (thanks MP54) in order to translate the note and any other notes he finds.

I believe this will also be valuable to game play for other items as well. Just so the player can see what might be inside a container so that it can remain hidden until the player looks inside (the view method), and more.


Terry
Woolfman
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Posted: 14th Apr 2011 00:31 Edited at: 14th Apr 2011 00:32
Very very Nice Quick question. In your inventory system is there a way to combine 2 or more items into one? Regardless of my question that's very good news about it's release.
i see dead people
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Posted: 14th Apr 2011 00:46
how does rpg mod work?
i think it could be good for future games i have planned
Flatlander
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Posted: 14th Apr 2011 01:23 Edited at: 14th Apr 2011 01:23
Quote: "In your inventory system is there a way to combine 2 or more items into one? Regardless of my question that's very good news about it's release"


I'm a little dense sometimes. What exactly do you mean by combining two or more into one; and, what use are you seeing this for because I'm not sure. I'm one of those people that sometimes needs it spelled out.

As far as a container, no more than one image can be assigned to that inventory item.

@I see dead people, I'll answer later. I gotta run.


Terry
Woolfman
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Posted: 14th Apr 2011 02:00 Edited at: 14th Apr 2011 02:04
Example: I have a Light Bulb and a Computer Chip in my inventory and I need to combined them to make a GameBoy.
+ =

So there could be 2 inventory slots that are used for combining items into a 3rd inventory slot or have a slot when right click display a "Use" or "Used With" or even just highlight the item. Something like that.
Sorry if I wasn't clear before. This isn't a request or anything just wondering if it's possible but I guess I should wait till more information is released on the features of your Mod.
Le Shorte
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Posted: 14th Apr 2011 02:38
If RPG Mod comes back...
I'll...

Can't even begin to describe it


Cheesehead for life.
Flatlander
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Posted: 14th Apr 2011 02:57 Edited at: 14th Apr 2011 02:58
@Woolfman

Yes, that's very doable. You would setup your inventory items as having the light bulb, computer chip, and the gameboy. Even though the gameboy is in the inventory, you would not have any available. It would be set to zero.

You would probably have the player find the light bulb and computer chip. But you might not want him to know what they will be used for or why in the world they are in inventory to begin with. I'll explain why. So, the player picks up the two items. Then somewhere in the level or game, he is able to put them together. He selects use for each one. There is a condition to find out if he would have the two in his possession for use. Once that is determined you add the one to the gameboy inventory item and delete one for each of the other two items. Hope this makes sense.

@i see dead people

You would simply replace the fpsc-game.exe file in the root (parent) folder of FPSC and go from there. One of the neat things about the mod is it does not have to be solely an RPG. You can have both a FPS and a FPRPG; or, just FPRPG. Or more of an FPRPG and less FPS or vice versa.

There will have to be some extra folders created and some files needed, as well, so I guess it's not as simple as replacing the exe file. But this is not too difficult. It will be be scripting that you will need to learn. Believe, me if you are serious about creating a good game, you will need to learn how to script; regardless if it's vanilla or a mod.


Terry
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Posted: 14th Apr 2011 04:40 Edited at: 14th Apr 2011 04:40
I think I'm not alone here when I say that FPSC NEEDS this. It shouldn't even be an option at this point; its law.
I would like to see more story gripping and interactive games and this mod could certainly pull it off. Lets face it though,
without any system like this, your have just a bland old FPSC shooter. With a rebirth of this mod, new things could certainly
appear on the horizon.

I say go for it! (And please let me have a go with it!)

AMD Phenom II X6 3.2Ghz, 8GB DDR3 Extreme RAM,
ASUS M4N98TD EVO Motherboard, Nvidia 560 Ti 1GB DDR5
Woolfman
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Posted: 14th Apr 2011 05:39
Yes exactly. Thanks for the detailed answer. Well to continue that line of thought would that information of items be saved from level to level or would the inventory be cleared out after each level?
Flatlander
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Posted: 14th Apr 2011 14:52 Edited at: 14th Apr 2011 14:56
Saved from level to level and in fact if you use the correct commands it will be saved when you go back to a previous level. Say from level 12 to level 4. And all the game positions of level 4 will be as you had left it.

This is the big difference between Thraxas' Vanilla Mod and mine. His mod will just start the level over with all positions at the start level. Unless that is his secret feature.


Terry
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Posted: 14th Apr 2011 15:13
Yes. IT stopped my game dev since i haven't right commands. Are you going to make proper time control commands like slower or faster and stop.

Best texture of the Month.
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Woolfman
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Posted: 14th Apr 2011 15:22
That is fantastic news Well now I'm very excited to the release of your Mod
Flatlander
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Posted: 14th Apr 2011 15:41 Edited at: 14th Apr 2011 15:51
Quote: "Yes. IT stopped my game dev since i haven't right commands. Are you going to make proper time control commands like slower or faster and stop."


If you could give me more detail about what it is you're asking. Are you speaking of the "timer" when you time something? Are you talking about wanting a "stop watch?"

Addendum:

If you are talking about slow motion effect. I tried that. I got it to work. Kind of. There were more problems than it was worth. So I dropped it. I worked on that a long time so I don't want to go back to it. Overall speed up of game would probably have even more issues and I'm not sure it can be done. Plystire didn't do it for PB.

However, there are a couple of commands for entities (NPCs) and player. They are:

Player

rpg_playerchangespeed=(value of player speed)
• The walk speed is the value you provide.
• Whatever value you set the walk speed at, it will be multiplied by 2 for the run speed.

rpg_playernormalspeed(No parameter)
• Run speed is 45
• Walk speed is 25


rpg_setplayerspeedratio=X - Sets the player's speed. (Default = 100) (v2.30)
• this differs from rpg_playerchangespeed as this is not based on the walk speed
• a value > 100 makes the player move faster
• a value < 100 makes the player move slower (good slow motion effect)

Entity

rpg_setentityspeed=X (v2.30)
• X is an integer value where the default = 100
• X > 100 makes entity move faster
• X < 100 makes entity move slower

rpg_setentityanimationspeed=X - Sets the entity's animation speed. (Default: 100) (v2.30)


Terry
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Posted: 14th Apr 2011 15:48
okay. So actually I want conditions and actions which adjusts the game speed. I remembered that you had one commands for them but I guess that it would be better if there would be commands like this

Mainly for creating slow motion situations. My game aims to time and slow motion and fast motion would be great addition to it.

Best texture of the Month.
Yay.
Flatlander
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Posted: 14th Apr 2011 15:52
I added to my post while you were answering my question. Please take a look at the post above your last post.


Terry
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Posted: 14th Apr 2011 15:55 Edited at: 14th Apr 2011 15:57
Thanks.
EDIT: I guess it would be hard to make command that adjusts whole world and player?

Best texture of the Month.
Yay.
Flatlander
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Posted: 14th Apr 2011 16:03
Of course, you could use the player slow up command. However, you would have to have the entity command inside the main script for every entity you want to slow up. You could also combine the two commands for the entity where not only they slow up but their animation is slower. This will take some testing and tweaking but it might be worth it in some areas of your game. You can also control it by using variables or using the activateifused and activated commands.

To All

Speaking of the activateifused command. There is a command shown as follows that makes it easy to change the if used parameter of the entity in the same script. Also for changing keys.

rpg_setifused=(string value)
• value – sets the entities if used
• Use within the entities script assigned to AI MAIN. field to value indicated.
• When using this command the "if used" parameter cannot contain spaces.

rpg_setusekey=(string value)
• value – sets the entities use key
• Use within the entities script assigned to AI MAIN. field to value indicated.
• When using this command the "use key" parameter cannot contain spaces.


Terry
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Posted: 14th Apr 2011 16:24
So can that style be used in trigger zones.

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Flatlander
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Posted: 14th Apr 2011 16:33
If you mean the "rpg_setifused" and "rpg_setusekey" then yes.


Terry
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Posted: 14th Apr 2011 16:35
Meant time.

Best texture of the Month.
Yay.
Flatlander
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Posted: 14th Apr 2011 16:38
I believe the player would be able to be set within a trigger zone but not the entities. They have to be in the main AI of the entity. However, as I said before, you can use variables or the activateifused and activated commands to control when the new motion starts or is reset to normal.


Terry
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Posted: 14th Apr 2011 16:41
Great. Now I just have to create proper script.

Best texture of the Month.
Yay.
Flatlander
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Posted: 14th Apr 2011 16:51
Are you being sarcastic?

But, yes you do. If you want a "proper" or a very good game.


Terry
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Posted: 14th Apr 2011 17:59
Good luck with this, it'll be good to see RPG mod back.

http://jimjamsgames.yolasite.com
eborr
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Posted: 14th Apr 2011 18:00
I think stuff in this mod would be very handy, will it be compatible with 118 ?
Flatlander
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Posted: 14th Apr 2011 18:03
It will only be compatible with v1.18 and above. It is currently using beta 13+ I update the mod each time there is a release of changes from Lee. Whether or not Lee will do the same with v1.19, I don't know. I hope so, however.


Terry

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