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FPSC Classic Product Chat / overall scale for FPSC in source code?

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Beastlymaps
15
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Posted: 13th Sep 2011 03:17 Edited at: 13th Sep 2011 23:33
I was wondering if it is possible to mod the FPSC source code so that everything can be scaled down...including the character, so that you can make bigger levels. If you think about it, if everything was scaled down to 20, (just an example) technically, your levels will be 5 times bigger than normal. (this would include modding the players' field of view so that you dont see half your game at the start.) Is this possible?? Thank you.

-Http://Beastlymaps.webs.com
Mr Bigglesworth
18
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Posted: 13th Sep 2011 15:23 Edited at: 13th Sep 2011 15:24
Well, I don't know if you could, but there is no point, FPSC can't handle the current level size so making it any bigger wouldn't help any.
sadsack
22
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Posted: 13th Sep 2011 15:50
read what he wrote, the size of the map will be the same!!!!!!
Than put your two cent in...................

Life is not fair, so deal with it.
http://www.gusroundtable.com/
maho76
15
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Location: universe-hub, playing the flute
Posted: 13th Sep 2011 15:58
bigglesworth thought about polycount and entity-numbers. you cannot even fill the actual map from top to bottom, so it only would make sense for a long beacharea or anything like that.

why a tripplesized map when you cannot fill it?
Beastlymaps
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Posted: 13th Sep 2011 23:21 Edited at: 13th Sep 2011 23:31
[quote]FPSC can't handle the current level size so making it any bigger wouldn't help any.





I have been using FPSC for 5, almost 6 years now.....and I know every single technique to make a game run at a stable framerate. I am not trying to make the entire city of new york in my game...I am just looking for more space in my level to do more stuff.

-Beastlymaps



-Http://Beastlymaps.webs.com
Mr Bigglesworth
18
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Posted: 14th Sep 2011 02:24
Quote: "read what he wrote, the size of the map will be the same!!!!!!
Than put your two cent in..................."

Even though the map size is the same, you will have more polygons to render and entity's to process, resulting in low FPS.
Beastlymaps
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Posted: 14th Sep 2011 03:36
@Mr Bigglesworth - I realize that it will have to render more stuff, thus resulting in low FPS....but like I said, I have been using FPSC for a VERY, VERY long time now, and I know how to keep the frame rate at at least 50... there are strategies you have to use while designing a game.... All I am looking for is someone that will help me code this in..

-Beastlymaps



-Http://Beastlymaps.webs.com
Mr Bigglesworth
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Posted: 14th Sep 2011 05:14
Well, I don't think you can change the scale of segments, as the size also depends on the editors grid size, and the source is not available for the editor.
Beastlymaps
15
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Posted: 14th Sep 2011 05:40
Well, im still going to try it...but does anyone know what you need to edit the source code? I saw a list somewhere, but now I cant find it...

-Beastlymaps



-Http://Beastlymaps.webs.com

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