Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / All mods the same?

Author
Message
ajkcool
16
Years of Service
User Offline
Joined: 31st Dec 2009
Location: Home
Posted: 21st Nov 2011 04:05 Edited at: 21st Nov 2011 04:06
I noticed (with the release of LewMod) that most mods are the same. Fenix Mod, Horror Mod, Airmod, all seem the same to me. I have project blue and i was checking out LewMod, and i was wondering, should i switch? And, how do people make mods?

"Hey everyone, I love you." jk
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 21st Nov 2011 04:09
RPGmod it totally different. Not the same at all.

BlackFox
FPSC Master
18
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 21st Nov 2011 05:16 Edited at: 21st Nov 2011 21:50
Quote: "I noticed (with the release of LewMod) that most mods are the same. Fenix Mod, Horror Mod, Airmod, all seem the same to me."


In some cases, they may appear the same to you if they contain similar features. However, there are other mods that are not similar at all and make them unique in their own way. And remember to use some mods, a good working knowledge and understanding of scripting is needed. Some people thing mods are "plug-and-play" without requiring anything on the users part.

There are private in-house mods that some of us developers do for our own games, usually based on a stable source release that we like.

Quote: " I have project blue and i was checking out LewMod, and i was wondering, should i switch?"


When switching, you have to look at:

1. What version of FPSC are you running...
2. Does the mod support that version...
3. Stability and support...
4. Cost and affordability...
5. Does the mod offer something that you really need for a development, or can you live without it...

Quote: "And, how do people make mods?"


Using Dark Basic Pro, grabbing the source code, and having some fun, spending long hours and many cups of coffee coding.


Twitter: @NFoxMedia
Sirunus
14
Years of Service
User Offline
Joined: 9th Nov 2011
Location:
Posted: 21st Nov 2011 12:15
Is there a way to know if all these different mods are compatible with each other? For example, what if I wanted to use RPGmod, LewMod and Project Blue together?
Lewis
VBOTB Developer '10
21
Years of Service
User Offline
Joined: 16th Mar 2005
Location: Queensland, Australia
Posted: 21st Nov 2011 14:38
Quote: "I noticed (with the release of LewMod) that most mods are the same."


That's the point. It has the same commands as Project Blue so users who want to move over don't have to edit their scripts as much to utilise the commands in LewMod.

LewMod is updated to the latest version also (some mods aren't). This means that you will lose out on the features from most up to date versions of FPSC, like particles, water, full screen shaders, dark AI, etc.

It was created because I needed the commands and the features and what was available to me didn't fill my need, along with it being buggy, but that's just me. I didn't want to sacrifice the features in later version for a few extra commands. That's the main tipping point when it comes to mods I suppose.

maho76
15
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 21st Nov 2011 14:48 Edited at: 21st Nov 2011 14:49
Quote: "Is there a way to know if all these different mods are compatible with each other? For example, what if I wanted to use RPGmod, LewMod and Project Blue together?"


just to answer this:

you can only run 1 mod at a time because a mod changes the fpscreator.exe and sourcecode (dbpro). so you cannot combine any mods with others, you have to choose ONE.
Red Eye
17
Years of Service
User Offline
Joined: 15th Oct 2008
Location:
Posted: 21st Nov 2011 16:33 Edited at: 21st Nov 2011 16:34
@Title of the Thread : I have to dissagree with you, totally.

Pure cuz of the fact that the programmers aren't the same. Some programmers have other ways of working then others, this really change the "quality" of a program, thus also the mods.

For what I have seen the last couple of years there has been a hand full of mods that were stable and really added something extra to FPSC.

And here another tip:

Dond't choose a mod, choose your type of creation. If you have made and outlined your creation in fpsc, then choose your mod to add the extras you need.

I really miss the fact that mods are not "expandable" for example. An Engine should have to be capable of letting the user create plugins easily through a scripting language for example (thats something I like at least).

ajkcool
16
Years of Service
User Offline
Joined: 31st Dec 2009
Location: Home
Posted: 21st Nov 2011 18:58
Thanks everyone, I see the error of my ways. If anyone else has questions, post them. If not, mod u can lock this thread.

"Hey everyone, I love you." jk
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 21st Nov 2011 20:01
Quote: "Dond't choose a mod, choose your type of creation. If you have made and outlined your creation in fpsc, then choose your mod to add the extras you need. "


Well put.

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 22nd Nov 2011 01:10
I'm a little slow but I should have started with:

I would like to think Thraxas is different from KeithC and KeithC is different from Uma and . . .

Plystire
23
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 22nd Nov 2011 04:04
Quote: "An Engine should have to be capable of letting the user create plugins easily through a scripting language for example (thats something I like at least)."


If that's the case, you can look at FPI scripts as the method of making "Mods".

To answer the question "Why doesn't FPSC allow modular modifications/plugins?" it's due to the limitation of the language really. If DBP had been more like Java or C#, I have no doubt it'd be entirely possible to form the engine into accepting plugin type modifications. However, as is the case in many instances, it is sometimes crucial to be able to modify the engine itself, and to do this it would have to be open-source. This is almost always necessary for fixing bugs inherent to the engine, but can be crucial for specific modifications.

If someone were to undertake such a project, to offer this capability, I'm sure not only the community but Lee himself would be ever so grateful as this would allow the community to work TOGETHER to make mods, and people will be able to focus on their mod's functionality alone (instead of ensuring they offer just as much as the next mod).


~Plystire

A rose is only a rose until it is held and cherished -- then it becomes a treasure.
ajkcool
16
Years of Service
User Offline
Joined: 31st Dec 2009
Location: Home
Posted: 22nd Nov 2011 23:10
How long does it usually take to make a mod?

"Hey everyone, I love you." jk
ajkcool
16
Years of Service
User Offline
Joined: 31st Dec 2009
Location: Home
Posted: 25th Nov 2011 22:26
Also, (if anyone is reading this) i am having a problem with project blue. The enemies i put in my level shoot, but there are no bulletholes or damage done to me

"Hey everyone, I love you." jk
Hockeykid
DBPro Tool Maker
18
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 25th Nov 2011 23:05
Quote: "Also, (if anyone is reading this) i am having a problem with project blue. The enemies i put in my level shoot, but there are no bulletholes or damage done to me"


Are you using the latest version of Project Blue?

Red Eye
17
Years of Service
User Offline
Joined: 15th Oct 2008
Location:
Posted: 25th Nov 2011 23:53 Edited at: 25th Nov 2011 23:54
Quote: "If that's the case, you can look at FPI scripts as the method of making "Mods"."


Controlling events(fpi) and the creation of controlls to control events is quite different.

Quote: "Why doesn't FPSC allow modular modifications/plugins?"


Modular as in... the possibility I describe here beneath? If so then that is what I was refering too.

Quote: "To answer the question "Why doesn't FPSC allow modular modifications/plugins?" it's due to the limitation of the language really. If DBP had been more like Java or C#, I have no doubt it'd be entirely possible to form the engine into accepting plugin type modifications. However, as is the case in many instances, it is sometimes crucial to be able to modify the engine itself, and to do this it would have to be open-source. This is almost always necessary for fixing bugs inherent to the engine, but can be crucial for specific modifications."


You mentioned Java or C#, I mention Lua.
You can give access to internal data structures / classes and functions to use with Lua. I would say this would be a very handy and powerfull way to create new libs/packages of functions that would allow the users use those libs in their own personal scripts. In thus meaning that the community would work on expanding the engine together.

ajkcool
16
Years of Service
User Offline
Joined: 31st Dec 2009
Location: Home
Posted: 28th Nov 2011 04:35
@hockeykid: I am using project blue V1.8 and fpsc version 1.17

"Hey everyone, I love you." jk
Hockeykid
DBPro Tool Maker
18
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 28th Nov 2011 04:52
Quote: "@hockeykid: I am using project blue V1.8 and fpsc version 1.17"


Hi, Could you possibly post in the Project Blue thread with detailed steps of what exactly you're doing?

Sean

Login to post a reply

Server time is: 2026-07-03 09:53:25
Your offset time is: 2026-07-03 09:53:25