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FPSC Classic Product Chat / [LOCKED] RPGmod - Flatlander will drop support

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Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 26th Oct 2011 05:59 Edited at: 31st Oct 2011 01:39
As of 1 November 2011, I will no longer support RPGmod. I will be deleting the forum that contains the downloads for this mod. If you have not downloaded the latest version do so before November first.

The latest version will be RPG Mod v5.40 - FPSC v1.19 r471 - Update: xx Oct 2011 (xx:xx)


If you haven't downloaded the folders and files be sure and do that first. Install all the folders make sure everything is working and then download the update. I will soon sync that download with the current engine.

There have been 25 releases since release v1.18. Release 442-457 have been some fixes by Hockeykid taken from the issues site. Releases 458-467 have been some cool additions.These are all include in the most current version of RPGmod. Here are some notes for these releases.

r467 notes:

Bond1 additions.

General fog parameters are now sent to shaders that support hardware fogging. In addition, 2 new scripting commands can be used to explicitly set fog range: FOGSTART and FOGEND commands.

Characters and dynamic entities now get their LightSource shader value from their closest light source, rather than being weighted toward the player. Prevents characters and entities from glowing at a distance. Can also be used to cast accurate character shadows in shaders that support planar shadows.

r465 and r466 notes:

Muzzleflash/Spotflash information is now supplied to shaders. Any entity, segment, or character that uses a shader is now lit by a gun's muzzleflash. All stock shaders will be updated to recieve these values.

New PS 2.0 shaders have been created by bond1. Click on the Download button.

Simply copy the folder ps_2_0 into the effectbank folder. I have already created a backup folder of the old shaders for you.


r463 and r464 notes:

All stock ps2.0 shaders have been modified to accept muzzleflash/spotflash lighting information. Download shaders from link above.

This includes two new commands by bond1 for v1.19 of FPSC(r461)

rpg_setentityspeed

added new script action SETENTITYSPEED to allow artists greater freedom when authoring animated assets


rpg_setentityanimationspeed

added new script command SETANIMATESPEED to override animation speed defaults when using the ANIMATE command for looping animations. Default value is 100.

This is independent of the SETENTITYSPEED command which controls speed of movement and INCFRAME/DECFRAME speed.

He also added changes as follows:

Added some changes to SurfColor calculation which dynamic entities and characters use for light intensity shading. Is now much smoother when moving in and out of light sources. Also less likely to saturate to white when multiple lights are averaged together.


r459 notes:

This is what Hockeykid had written regarding the new flak specs.

Added non-exploding flak flakspec commands

noexplosion=x - Setting this to 1 will turn off explosion for the flak object and stop the explosion radius ( will act like a bullet from normal weapon )

stick=x - Setting this to 1 will allow for an object to stick out of a static level object when it collides with it (arrow hits a wall, arrow sticks out of wall). stick.x and stick_d2.tga (this will before the model that sticks out of the static object it hit) must be in the appropriate flak folder.

sticklife=x - The amount of time in milliseconds that the stick object will stay "alive for". After this amount of time is up the object will disappear. Added non-exploding flak
flakspec commands

noexplosion=x - Setting this to 1 will turn off explosion for the flak object and stop the explosion radius ( will act like a bullet from normal weapon )

stick=x - Setting this to 1 will allow for an object to stick out of a static level object when it collides with it (arrow hits a wall, arrow sticks out of wall). stick.x and stick_d2.tga (this will before the model that sticks out of the static object it hit) must be in the appropriate flak folder.

sticklife=x - The amount of time in milliseconds that the stick object will stay "alive for". After this amount of time is up the object will disappear.

Fixed bounceonhit=x - This command was intended to allow for X to be the amount of bounces, but never actually worked that way until now.

Link to OliveTreeGames forum is no longer valid. I will be posting the most current downloads here which will be the last from me. Ched80 might have another way of having the files available. This is the first time I've personally have had this publicly available in this manner.



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Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 28th Oct 2011 18:55
Beginning 1 November 2011, Ched80 will take over the source code and support RPGmod to the best time will allow. I have complete confidence in his ability to do this; although, he does have a life (actually two lives - marriage and work) outside of FPSC and RPGmod. He's also kept busy with his scripting thread.

He also will decide how he wants to distribute RPGmod.



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bruce3371
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Location: Englishland
Posted: 28th Oct 2011 19:19
Thanks for the updates Flatlander, also, thanks for all the hard work you've put in to RPG mod.

Here's to the ending of an era, and the beginning of a new one.....

Red Eye
17
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Posted: 28th Oct 2011 21:03
I think you did , and this may be said, a DAMN good job on the mod, great work!

Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 29th Oct 2011 06:22 Edited at: 29th Oct 2011 06:32
Bond1 has created new postprocessing shaders and one new command that allows you to change postprocessing on the fly. This is very, very cool. Here are the new shaders:

bleachbypass.fx
bloom.fx
filmgrain.fx
filmreal.fx
gasmask.fx
monochrome.fx
motionsickness.fx
multi.fx
nightvision.fx
none.fx
rain.fx
refract.fx
ssaa.fx
surreal.fx
television.fx
western.fx

I'm not sure what some of these do.

Postprocess shaders can now be changed on-the-fly by new scripting command SETPOSTEFFECT=X, where X equals the name of the fx file to load.

New post effects (and any user-added effects) must be located in the "effectbank/postprocess" folder.

Example usage:
:state=0:setposteffect=monochrome,state=1

Example scripts are located in "scriptbank/posteffects" folder which can be assigned to trigger zones.

This will be a part of the next version of RPGmod that Ched80 will introduce, soon. The new shaders will be included in a download as well as some example scripts.

Gasmask and nightvision has the ability for the player to toggle these effects on and off.

Everything so far should be working but there is still no guarantees. Knowing Bond1 I'm sure that he would not release something that is not working and if it's not he would fix it right away. However, that said, if you find one of these new commands or effects is not working then give Ched80 an email. I believe he will be starting an official RPGmod thread sometime after the 1st. If it has to do with the new releases you can also give me an email. We can let Bond1 or Hockeykid know. Don't expect a fix right away but I'm sure they would like to know before v1.19 even goes to public beta.

I forgot to link the "bumpbone.fx" fix that you will need after downloading the ps 2.0 shaders folder. Here is the download for the bumpbone.fx fix.

EDIT:

I forgot that another bumpbonerev.fx was released with the other shader effects. I would guess this is a fix; however, Bond1 didn't mention it. Anyway, you can download this here.



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bond1
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Posted: 29th Oct 2011 08:46 Edited at: 29th Oct 2011 08:47
Ahh you beat me to the announcement! I'm going to post a video later today showing some of the effects, and some cool ways how to use this new feature.

SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Ched80
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 29th Oct 2011 11:20
I'm looking forward to continuing the support for this mod.

Although I have a fairly busy life, or lives as Terry puts it , I am dedicated to supporting this mod as much as I can.

uzi idiot
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Posted: 29th Oct 2011 12:31
So can we download it on your forum?


Mental Stability is over-rated!
Ched80
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Posted: 29th Oct 2011 12:47
Up to Nov 1 the RPGmod forum hosts the mod and you can download it from there. After that it will be available somewhere else, but I'll let you know on Nov 1.

zoot
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Posted: 29th Oct 2011 23:19
Well that sounds good

Signed up at the forum a few days ago and didn't receive any email.
Anyways..........I can wait a couple more days
Flatlander
FPSC Tool Maker
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Posted: 29th Oct 2011 23:53 Edited at: 29th Oct 2011 23:54
@zoot

I go to the forums several times a day and everybody has been accepted. I just accepted one right before I came here. Are you sure you didn't get an email? Did you try your junk folder in case it went in there? You can try again and I'll watch for it.

everyone

I seem to be having difficulties with the new shaders. First of all it completely destroys the scifi segments and the nightvision doesn't work quite right.



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Flatlander
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Posted: 30th Oct 2011 04:40
I had dementia brain moment and thought I had to install Darklights. Well, that replaced the lightmapper.dll that supports FPSC. So I replaced the old one with the new one and everything works. I am not sure what version you guys have but it might be one that was compiled with the wrong dll so I will be offering a download here of both the install zip file and the newest version of the RPGmod engine that I have just been testing.

Watch for it later tonight (my time).



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zoot
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Posted: 30th Oct 2011 17:53
I'll check again, and if not I'll try to sign up again, if it'll let me considering that I'd be using the same email address
Flatlander
FPSC Tool Maker
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Posted: 30th Oct 2011 20:48
Well, I decided to make one last command for RPGmod before I leave it in the capable hands of Ched80. This will be my last hurrah.

I decided to add a new command because this is something I wanted to do. It is called talkboxwithaudio=X Y where X is the talkbox number and Y is the path to the audio. What this will do is first disable the player, then bring up the talkbox and then start the audio. After the audio is finished playing, the talkbox will disappear and the player will be enabled. This will allow the human player to see the talkbox at the same time the audio is playing without any problems of them not being in synch or trying to figure out a work-a-round which there really isn't any. I'm starting this now. Hopefully it will be pretty straight forward without too many hitches.



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TheVoxyn
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Posted: 31st Oct 2011 01:17
The link is down.

THIS IS A SIGNATURE. I swear.
Flatlander
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Posted: 31st Oct 2011 01:28 Edited at: 31st Oct 2011 01:38
TheVoxyn

Not to worry, I will be posting the downloads here for one last time either today or tomorrow. I didn't want anybody to initially download the older version. As mentioned in my previous post I am adding one more command that I think is very important for character chatting. Some people, including myself, likes to have a voice over for the character as well as the talkbox. It is almost impossible to have both the talkbox and the audio to be synched so I now have a command that will allow that. I'm just about done with it. I am now compiling the code and will be testing it.

EDIT:

Of course, you'll still be able to either have just the talkbox or just the audio.



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DarthBasicVader
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Posted: 31st Oct 2011 12:36
Can't wait !

Riccardo
TerrorNation
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Posted: 31st Oct 2011 15:56
Looking forward to seeing RPG Mod becoming public again (hopefully!)
Flatlander
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Location: The Flatlands
Posted: 31st Oct 2011 17:22 Edited at: 31st Oct 2011 17:29
Here it is:

If you are new to RPGmod then download this:

RPGmod Install Files.

If you already have done the above, then download this:

FPSC-Game EXE.

I would suggest that everyone go ahead and download the following.

The new PS_2_0 files.

The new postprocessing shaders.

Other useful files.

This exe includes Bond1's new postprocessing command as well as a new command I had added. See Bond1's thread.

My new command is used as follows:

The command is rpg_talkboxwithaudio=X Y where X is the rpg_char_chatnumber and Y is the audio path. See attached fpi file. Click on the download button. This fpi is in the main of the character you wish to use both the chatbox and audio file. Be sure that the chatnumber is the right one for the character. The audio file must be a .wav file. I recommend placing the audio file within the RPG_Mod Audio folder as indicated in the example fpi file. The reason for this is so that the audio file will be automatically saved to the stand-alone game.

I hope I have everything.



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bruce3371
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Posted: 1st Nov 2011 01:08 Edited at: 1st Nov 2011 01:11
We couldn't have asked for a better RPG Mod 'last hurrah' from you, thanks

Flatlander
FPSC Tool Maker
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Posted: 1st Nov 2011 07:39
Thanks Bruce.

Mod, you can now lock this thread. Thanks.



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Vent
FPSC Master
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Posted: 1st Nov 2011 08:16
Quote: "We couldn't have asked for a better RPG Mod 'last hurrah' from you, thanks"






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