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FPSC Classic Product Chat / WASP Now A Part of v1.19

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Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 9th Nov 2011 17:07
Thanks for letting Lee incorporate WASP into v1.19. Have either a coffee or beer on me.



Use RPG Mod and create a world filled with adventure!
The Zoq2
16
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 9th Nov 2011 18:06
Quote: "letting Lee incorporate WASP into v1.19"


Awsome news!

Srry about my english im from sweeden
uzi idiot
Valued Member
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Posted: 9th Nov 2011 19:08
Quote: ""letting Lee incorporate WASP into v1.19""

WIN


Mental Stability is over-rated!
Scene Commander
Support Manager
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Posted: 9th Nov 2011 19:17
Hi all,

My pleasure. I was just about to post about this. Around 60% of WASP is now part of FPSC and I've agreed with Lee that it will form part of V1.19. Some features, mainly cameras, the scaling, the major performance increases and some of the code that I don't own the rights to hasn't been incorporated (and in the latter case, can't be without permission from the authors.). I hope to add a new camera system that takes advantage of Bond1's excellent new shader system but as WASP is quite a large addition I think Lee and I both feel that it's best to test the currently added features.

This is also the point that I'll announce that WASP pro will no longer be developed. However, I hope that I'll eventually be able to incorporate most of it's intended features into the offical version.

Thanks everyone who has supported WASP mod and I hope everyone finds these additions useful.

http://jimjamsgames.yolasite.com
Shakleford
FPSC Reloaded TGC Backer
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Joined: 15th Jun 2010
Location: on the flip side
Posted: 9th Nov 2011 19:23
Wow, this awesome news. Wasp was always my go-to mod, and now we'll have all those features in additon to whatever mod we choose to use. Thanx for everything Scene Commander, another act of generosity from an already generous contribitor.

I recently learned to sleep with my eyes open. ..... God am I tired
Scene Commander
Support Manager
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Posted: 9th Nov 2011 20:34 Edited at: 9th Nov 2011 20:48
For anyone interested, here's a list of the new commands/features integrated to date should anyone be planning on compiling the google code to try them out. I've also attached a sample databank folder which needs to go into your files folder if you want to use some of the features. *Please note* that these additions aren't even in beta yet, so while I believe them to be bug free I can't make any promises.

playfullvideo=x – X=1, plays the full version of the next video called by video=x, preventing the player interrupting the playback.

plrwobble=x – sets the amount of 'wobble' affecting the player as they move around.

plrdeath=x –where X equal the direction of fall for the player

X=1 Fall left
X=2 Fall right
X=3 Fall forward
X=4 Fall backwards
X=5 Fall randomly

plrdeathspeed=x where x is the speed of the players fall.
plrdeathbounce=x where x is the amount of 'shake' when the player hits the floor.

plraction=X – Forces a one off player action
X=1 Fires current weapon
X=2 Zooms current weapon
X=3 Reloads current weapon
X=4 Crouches player
X=5 Jumps player
X=6 Peeks player left
X=7 Peeks player right
X=8 Forces “use” key
X=9 Forces left mouse click
X=10 Forces right mouse click

plrforcemove=X – if positive, turns on auto move forward for player, a negative value forces an auto move backwards as if the appropriate
movement key had been pressed. A setting of 0 (the default) disables auto move

Emitforce=x emits X amount of force from the current entity as a pulse. In a range of 0.0+ (default 1.0)
Forcedamageon=x 1=allows force damage (the default) any other number prevents damage

mousesclick=x (condition) – Returns the current mousestate.

X=1 returns true if left button is depressed
X=2 returns true if right button is depressed
X=3 returns true if both left and right buttons are depressed

crosshair=x, where 1 displays a crosshair if available and x=0 disables them. The default is on
weapontoslot=x where X is the next weapon slot to be used, X=0, use next free slot.
Armon = x 1=Turn on body armour, 0=No body armour, damage
is deducted from armour before health.
SetArmx=x, X cord of the armour display
SetArmy=x, Y cord of the armour display
SetArm=x, Sets body armour value to X
ArmInc=X, add X to your current body armour
ArmDec=X, subtract X from your current armour.

Airon=X - X=0 is off, X=1 acts like an aqualung. X=2 acts like lungs, restoring air to the amount set by SetAirMax when you surface.
Addair=X - Add x to air
Setair=X - Sets air to X
Setairx=X - Sets air display X cord to X
Setairy=X – Sets air display Y cord to X
Setairmax=X – sets the maximum air allowed.
Setair=X - Sets air to X
Setairtime=X – Where X is the number of milliseconds underwater before air is reduced
Setdrowntime=X - Where X is the number of milliseconds underwater before drowning damage occurs.
Instantdrown=x – If X=1 (default) running out of air results ininstant death, otherwise x=0 reduces heath.
AirGreater=x (condition) - returns true if air is greater than X.
AirLesser=x (condition) - returns true if air is less than X.
AirEqual=x (condition) - returns true if air equals X.
Samefloorasplr(condition) - returns true if the entity is on the same floor as the player.
Entityfloorequal=x - returns true if the entity is on floor X
plrfloorequal=x - returns true if the player is on floor X

plrsetimmune=x, when set the anything other than 0, player is immune from all damage!
plrisimmune (condition)– returns true if the player is immune from damage.

Automated feature -Some characters, most notable Bond1's excellent models often include hard modelled melee weapons. The code automatically detects if you want the model to use another weapon and hides the melee weapon. Models must however use the
default FPSC limb naming convention: MELEE-WEAPON-LEFT or MELEE-WEAPON-RIGHT.

Arrowkeys=X - toggles use of the arrow keys for movement
Peekkey= X - toggles use of the the peek keys
Crouchkey= X - toggles use of the crouch key
Jumpkey= X - toggles use of the jump key
Walkkey=X - toggles use of the walk key for movement
Runkey=x - toggles use of the walk key for movement
Setforcedamage – Sets the amount of damage the next force burst will cause.
Compasson = Turns on the compass
Compassoff= Turns off the compass
CompassX = Compass x coordinate on screen
CompassY = Compass y coordinate on screen
Compassspin = Sets the compass to spin rather than the needle
Needlespin = Sets the needle to spin rather than the compass.
radaron=x, where 1 turns on the dark radar feature, using blip1.png,blip2.png, etc, stored in databank to represent teams (1-10) non Dark AI's blips show as enemy (blip2)
radarx=x the radar x cord of the radar centre
radary=x the radar y cord of the radar centre
rotateblip=x, 1= enables radar blip to show entity facing
radarrange=x the range that entities show on the radar in segments
plrspeedmod=x where x adjusts the player speed by X%
entitydamagemult=x multiplies the entities damage by x%

AddRawText = String, Adds the string to the current RawText text.
Setisobjective, the object is set as the objective. A pointer, using the same format as the radar and the compass will point in the direction of the objective. Entities and Characters can all be
set as objectives.

This is NOT the same as the isobjective in an objects settings.
setobjectivex=x. Where x= the x coordinate of the centre of the objective pointer
setobjectivey=x. Where x= the y coordinate of the centre of the objective pointer
setobjectivemode=x where x=0 hide objective set objective, x=1 always show, x=2 show on same floor only.
setvarrnd=x or setvarrnd=var x. sets system variable or named var to a random value between 0 and x
Randomize - resets the rnd seed to the timer
Emptyreloadonly (gunspec) - Won't allow reload until weapon is empty. E.g. M1 Garand, flintlock, etc.
setmaxweapons=x - sets the maximum number of weapons allowed in the players inventory. Exceeding X prevents pick up.
plrweaponsgreater=x (condition) - returns true if weapons in inventory is greater than X
plrweaponslesser=x (condition) - returns true if weapons in inventory is less than X
plrweaponsequal=x (condition) - returns true if weapons in inventory is equal to X
$ARM = system variable armour
$AIR = system variable air
$FPS = system variable FPS
$WAT = system variable water height
$MAX = system variable maximum weapons slots

http://jimjamsgames.yolasite.com
Akanto10
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Location: Earth
Posted: 9th Nov 2011 21:30
Quite the generous contribution Scene Commander! Thank you!

Thanks,
Akanto

| Windows 7 Home Premium 64 - Bit | AMD Athlon II X4 @ 2.8GHz | Nvidia GeForce GTX 460 1GB | 6GB DDR3 RAM | 1TB HDD |
Ched80
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Location: Peterborough, UK
Posted: 9th Nov 2011 21:46
Thanks for this SC, this will make updating my syntax list doc much easier

bruce3371
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Location: Englishland
Posted: 10th Nov 2011 00:01
Thanks for all your hard work on WASP SC, even though this news now means a major re-work of Seclusion is now required!!!

Design Runner
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Location: In my own little world.
Posted: 10th Nov 2011 00:05
Huge contribution. Thanks a lot Scene Commander. I can't tell you how much your work has helped me.

Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 10th Nov 2011 01:40
I'm sorry I didn't let you announce this. I did the same thing to Bond1 when I first announced his new post processing effects. I was just too excited about it and had to thank you. I could request a mod to change the name of the thread to something like "WASP Now A Part of v1.19."



Use RPG Mod and create a world filled with adventure!
uman
Retired Moderator
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Location: UK
Posted: 10th Nov 2011 02:57
Done
Scene Commander
Support Manager
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Posted: 10th Nov 2011 07:30 Edited at: 10th Nov 2011 08:04
Quote: "Thanks for this SC, this will make updating my syntax list doc much easier"


Thanks ched for your work on the syntax list, one of my most used FPSC documents. Let me know if you need any information regarding the WASP additions for the list.

Quote: "Thanks for all your hard work on WASP SC, even though this news now means a major re-work of Seclusion is now required"


Sorry about that, let me know via MSN what major changes are required and I'll look at improving old WASP/Vanilla compatibility when the offical beta is out.

Quote: "I'm sorry I didn't let you announce this"


That is not a problem at all. I'm just glad that this had generated some interest.

http://jimjamsgames.yolasite.com
maho76
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Location: universe-hub, playing the flute
Posted: 10th Nov 2011 10:37 Edited at: 10th Nov 2011 10:38
great news (except performance increases are deleted, that was THE mainfeature of wasp), thanks guys.
SgtBrown5
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Posted: 10th Nov 2011 15:05
any one have an a round about idea of when v1.19 will be released?

SgtBrown5
Scene Commander
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Posted: 10th Nov 2011 15:09
Quote: "except performance increases are deleted"


Not deleted, simply not included in this update. The performance work is a little larger scale and more widespread throughout the code than almost any of the other features and thus wouuld be the most work and the feature most likely to cause problems with the latest source.

http://jimjamsgames.yolasite.com
TerrorNation
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Posted: 12th Nov 2011 20:29
I'm looking forward to testing out that new plrdeath command; something I'd been looking to use quite some time ago!

1.19 is set to be an even better upgrade now with this integration; thank you Scene Commander!

Aside from this, could anybody please compile the latest FPSC source code for the people (like me) who can't compile it themselves and would like to test it out?
Wolf
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Location: Luxemburg
Posted: 12th Nov 2011 21:56
When will 1.19 be released? When? I mean, its not out yet, so when?

Now? No? ...what about now? no?...

...

... and now?

Yeah, I shouldn't try to be funny this late

I'm absolutely looking forward to this update. It might rescue some of my old projects



-Wolf

Matter is energy condensed to a slow vibration, we are all one consciousness experiencing itself subjectively Theres no such thing as death,life is only a dream,and were the imagination of ourselves.
s4real
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Posted: 12th Nov 2011 22:22
You can download it here now to try it out :- http://forum.thegamecreators.com/?m=forum_view&t=191301&b=21

best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
Captain Coder
FPSC Reloaded TGC Backer
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Playing: Elite: Dangerous
Posted: 13th Nov 2011 02:49
Quote: "the major performance increases... hasn't been incorporated "


RATS!!! We desparately need performance increases, I hope performance increase will be incorporated soon! Oh well, thank you Scene Commander!

@S4real: Thanks for the build!

@Wolf:

Quote: "Yeah, I shouldn't try to be funny this late "


Good idea

Quote: "I'm absolutely looking forward to this update. It might rescue some of my old projects "


Does this mean you'll come back to action FPS games?

Captain Coder

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
- Me
old_School
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Posted: 13th Nov 2011 03:57
This is a step in the right direction if you ask me. Likely one of the biggest improvments FPSC will see for awhile.
Scene Commander
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Posted: 13th Nov 2011 08:50
Thanks S4real for the download. I've been meaning to upload one.

Just to remind everyone that without S4real's encouragement WASP wouldn't have reached the point it has, so a lot of thanks should also go to him.

@Everyone else. Please remember that this is still an Alpha build, but should you find any issues with the WASP only additions, feel free to let me know so I can address them when the offical Beta is out.

http://jimjamsgames.yolasite.com
Leaning Objects To The Side
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Posted: 18th Nov 2011 04:16
Scene Commander, it's always nothing but the Best from you!im ur #1 Fan!
keep up the good work.

I hope you have a great day.

Cheers,
Tanya.

im Not 2 far behind you...hehehe
Scene Commander
Support Manager
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Posted: 18th Nov 2011 14:06
Quote: "im ur #1 Fan"


Coming from you that means a lot, thanks Tanya.

http://jimjamsgames.yolasite.com

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