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.
Use RPG Mod and create a world filled with adventure!