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FPSC Classic Product Chat / V119 Public Beta

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Captain Coder
FPSC Reloaded TGC Backer
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Playing: Elite: Dangerous
Posted: 2nd Mar 2012 17:53
@Landman: It appears this problem is happening with others. I want to wait until 119 stable is out before I download (too many files to back up/reinstall to repeatedly test new betas given the time I have ), but at least three other people have confirmed this bug.

I'm still immensely pleased with all the new features. Coding is hard (I've tried and would like to try again), and I have great respect for those that can do it well.

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
The Zombie Killer
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Posted: 3rd Mar 2012 02:11
Just thought I'd say this, to get my third person and player body scripts to work properly, I will need to script an additional 360 lines of code for each script, and I don't even know if FPSC allows scripts with 300. The 360 additional lines can be bypassed though, if there is a command to rotate an entity not on the spot, but position too, because if it just rotates where it is, the player could rotate and see the back of the deformed player body instead of the front, and it wouldn't be at the right position because it's offset is 15, and that offset is designed for the default rotation.

-TZK

BlackFox
FPSC Master
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Location: Knight to Queens Bishop 3
Posted: 3rd Mar 2012 04:19 Edited at: 3rd Mar 2012 04:20
Quote: "Just thought I'd say this, to get my third person and player body scripts to work properly, I will need to script an additional 360 lines of code for each script, and I don't even know if FPSC allows scripts with 300."


Ever since v1.17, you actually have 350 lines to work with in scripts.

(taken from the v1.17 changes log file when it was released)

Quote: "* Changed script line cap from 150 to 350"



Twitter: @NFoxMedia
The Zombie Killer
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Posted: 3rd Mar 2012 05:23
@BlackFox
Well, even that won't be enough
all I can say is that it will take many hours to complete. If only I knew where the script cap was in the source...

-TZK

BlackFox
FPSC Master
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Location: Knight to Queens Bishop 3
Posted: 3rd Mar 2012 06:23
Quote: " If only I knew where the script cap was in the source..."


I can help you there...

Look for this line:

"rem Load AI Script Data from file"

Notice the following:



I modded our in-house source to increase the script line size. If you want it to go to 450 lines, then you would have the following:



That should do it.


Twitter: @NFoxMedia
The Zombie Killer
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Posted: 3rd Mar 2012 06:26
@BlackFox
Thanks for the code, but is there a way to remove the cap all together?

-TZK

The Zombie Killer
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Posted: 3rd Mar 2012 09:05 Edited at: 3rd Mar 2012 09:40
@Scene Commander
I was looking through the source and there is this whole section that is commented out that is called "Second Handed Guns" or was it mode instead of guns, I don't remember? Anyway, is this the early dual wielding code?

EDIT: This stuff:


-TZK

Marc Steene
FPSC Master
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Location: Bahrain
Posted: 3rd Mar 2012 12:15
There's a small bug with the plrisrunning condition, it returns true when the run key is held even when the player is not actually moving (using the arrow keys or WASD).


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
Meows
13
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Location: Totally over the Rainbow
Posted: 3rd Mar 2012 17:49
Where may I find out how to use the new TAUNT commands please?

Life is a short trip to another world
BlackFox
FPSC Master
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Posted: 3rd Mar 2012 22:23 Edited at: 3rd Mar 2012 22:27
Quote: "Where may I find out how to use the new TAUNT commands please?"


Scene Commander made a post here. It outlines that portion.

Quote: "To use Lemur you'll need to add additional options to the FPSC setup.ini located in your final built game folder.

taunt1=I Can Smell You!
taunt2...
tauunt3 etc.."


I assume that means you put the taunt# lines in your setup.ini file of the built game to use it.


Twitter: @NFoxMedia
maho76
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Location: universe-hub, playing the flute
Posted: 4th Mar 2012 14:05
@scene commander: the armor-hud armx/army still uses pixel-coordinates, same problem as wasp-radar/compass in the past. you should change that same way.

has anyone a trick to transform the numeric armor-display into a graphical hud-system? i tried some scripts with $arm, but testgame crashes from startup. any hints how to do?

WilliamK
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Location: Brazil
Posted: 4th Mar 2012 14:14 Edited at: 4th Mar 2012 14:16
I asked this before, but I don't think anyone saw it, but how hard would it be to make a second command for fpgcrawtext that would accept , (commas) in the text?

All my use for fpgcrawtext is last in a line, so, if we had something like fpgcrawtext2 that would disregard commas and use in the text, it would help me out a lot.

Another thing, not sure if this is a bug or not, but if I try to use .ogg files for the musicoverride that are long, it doesn't work, so far I could figure out if the limit is 4 meg or 4 minutes, any info on this?

Also, is it possible to have more than one music on the background? Or a way to cross-fade the current music and the new musicoverride one? I'm using scripts for that, but the result is not always good. And the game I'm working will do a lot of music changes, depending on the room you are.

Thanks again for such incredible program, I'm loving it!

Here's my project (2 levels already)
http://TheSystem.Wusik.com

Best Regards, WilliamK

www.William-K.com
www.Wusik.com
Scene Commander
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Posted: 4th Mar 2012 16:42
Quote: "@scene commander: the armor-hud armx/army still uses pixel-coordinates, same problem as wasp-radar/compass in the past. you should change that same way."


I'll fix that.

Quote: "I asked this before, but I don't think anyone saw it, but how hard would it be to make a second command for fpgcrawtext that would accept , (commas) in the text?"


I've saw it and I've made a note, but I'm considering as a feature update and so won't do anything about for this beta I'm afraid. However, I do have some plans for improving the way text commands work for the future.

I also know the run key is broken and I know why, so there's no need for anyone to post about it, and this is also causing the plrisrunning to always return true.

Thanks.
bruce3371
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Location: Englishland
Posted: 4th Mar 2012 20:19
I think it's already been mentioned, but blood decals when attacking enemy AI no longer appear - not the blood on the wall or floor when the AI die, but the impact decals when the AI are being attacked. I've tried it in my own levels, and I've also tried it in the stock example maps, but they don't appear in either.

The Zombie Killer
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Location: Gold Coast, Australia
Posted: 5th Mar 2012 06:23
Quote: "@Scene Commander
I was looking through the source and there is this whole section that is commented out that is called "Second Handed Guns" or was it mode instead of guns, I don't remember? Anyway, is this the early dual wielding code?

EDIT: This stuff:


-TZK"


-TZK

Scene Commander
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Posted: 5th Mar 2012 08:15 Edited at: 5th Mar 2012 08:17
@TZK

That code wasn't written by me, and is pretty old now. I can't comment on what plans the original author had.

As I've said previously, I do have plans to add dual wielding, and I've written a far amount of the code already. However, it won't be going into V119 as we are now aiming to bring this beta to a stable close.

Quote: "has anyone a trick to transform the numeric armor-display into a graphical hud-system? i tried some scripts with $arm, but testgame crashes from startup. any hints how to do?"


I'm thinking a command to hide the lives,health,armour and air numeric would be useful.
The Zombie Killer
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Posted: 5th Mar 2012 08:52
@Scene Commander
Oh, okay, can you tell me where the current unfinished dual wielding code is in the source? I want to enable it for my custom FPSC build, the only change I have so far is the script line limit raised to 10,000.

-TZK

Scene Commander
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Posted: 5th Mar 2012 09:00
Quote: "Oh, okay, can you tell me where the current unfinished dual wielding code is in the source? I want to enable it for my custom FPSC build, the only change I have so far is the script line limit raised to 10,000."


The code isn't public yet as it's running only in a private build. It won't be released to google code until some time after V119.
The Zombie Killer
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Posted: 5th Mar 2012 09:17 Edited at: 5th Mar 2012 09:19
@Scene Commander
That's alright, I can understand why. Just in need of a bit of help here though, I can't get player camera offsetting to work, entity offsetting works fine though. I want to go to the entitycam and set the entity's offset to be like thirdperson for my upcoming script pack.

-TZK

Scene Commander
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Posted: 5th Mar 2012 09:29
@TZK

The player cam offset has already been reported as a bug. I'm making changes to the whole cam system today which will be fixing any issues and also updating the flexibility.
The Zombie Killer
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Posted: 5th Mar 2012 09:34 Edited at: 5th Mar 2012 09:35
EDIT: Double post, whoops, can a mod please delete this post.

-TZK

The Zombie Killer
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Posted: 5th Mar 2012 09:34
@Scene Commander
It's bugged? Heh, I never knew! This whole time I've been trying to use a feature that isn't working lol.

-TZK

Scene Commander
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Posted: 5th Mar 2012 15:52 Edited at: 5th Mar 2012 16:31
@all interested.

Fixed on google code for the following.

alwaysrun (in multiplayer)
plralwaysrun (in single player)
fixed soundplaying condition
linkxrotation,linkyrotation,linkzrotation for easier
3rd person. (forces player cam angles to linked entities).

Changed syntax for MANY player related conditions from WASP for clearer understanding. Affected commands and new syntax: plrjumping,plrcrouching,plrzoomed,plrusingreload,plrrunning in addition to entityimmune,entitynotimmune.

Fix for plrcamoffseton

Added plroffsetanglex,plroffsetangley,plroffsetanglez to offset camera rotation

Added code to do same for entities, not fully active, as I've run out of time today.

Fixes for armour and air placement to allow for percentages rather than absolutes.
maho76
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Posted: 5th Mar 2012 17:57
a big THANKS and

washburnrover
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Posted: 5th Mar 2012 23:11
I have an important request that may be easy or may be difficult
-i want attachments in my game (i truly am making a high-end multiplayer game, and am working around any and all bugs). the problem with attachments is RAM, it copies the guns for every attachment, even when all i want is to change a gunspec value (e.g. reloadqty/firerate)

-could someone make it so that you could use the meshbank and and texture bank folder for guns/huds, then locate them into the gunspecs, saving ram and allowing for a revolution in the amount of weapon options (camos, attachments, when you think about it, you could do a flamethrower using the .x file for a gun w/ grenade launcher)

idk where it decides that in the source code, but it'd be great to add this feature

thanks

That Big Idea guy that can't find the time...
The Zombie Killer
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Posted: 6th Mar 2012 06:29 Edited at: 6th Mar 2012 07:28
@Scene Commander
MASSIVE thanks for the update, I'll be compiling it soon, just a question, for the linkxrotation, would I do it like this:

:always:linkxrotation=$CAX,linkzrotation=$CAZ

EDIT: The latest FPSC (r603) is attached for those wishing to test the latest features



EDIT2: BUG REPORT: linktoplayer doesn't work when linkxrotation etc are enabled. I haven't tested without them yet though.

EDIT3: linktoplr nor linktoplayer work at all, at any time
EDIT4: suddenly, they are working again, strange

-TZK

The Zombie Killer
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Posted: 6th Mar 2012 07:58
Okay, I really need help, it works great, but I want the entity to rotate on it's current offset axis, I don't know how to explain it really. Like so, the larger the camera offset, the larger the circle that the object rotates in. Thus, when the player turns around, they'll see exactly what they saw earlier, not the back of a deformed body.

-TZK

Scene Commander
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Posted: 6th Mar 2012 08:54
Quote: "EDIT4: suddenly, they are working again, strange"


I've not had any issues with it at all, so I'm guessing it was the script?

linkxrotation, linkyrotation, linkzrotation all are either x=1 on or x=0 off and are automatic.

Quote: "I want the entity to rotate on it's current offset axis"


That sounds like work for V20 to me. or you could try playing with the SIN and COS actions.
The Zombie Killer
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Posted: 6th Mar 2012 12:10
@Scene Commander
Just a question, can you use variables like %Angle etc, like in project blue, so if I do setvar=angle 90, I can use it in a command like %Angle? I tried it earlier but it didn't seem to work.

-TZK

Scene Commander
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Posted: 6th Mar 2012 12:25
Quote: "Just a question, can you use variables like %Angle etc, like in project blue, so if I do setvar=angle 90, I can use it in a command like %Angle? I tried it earlier but it didn't seem to work."


FPSC uses the Project Blue variable system and has done since V1.17 I believe. It should all be working, it is for others.
Meows
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Location: Totally over the Rainbow
Posted: 6th Mar 2012 13:24
err the 119.009 Dark AI \main-weapon.fpi
has all the mobs running from all the rooms in a wide area to attack the player in mass.
How do I get them to stay put like in version 118?

Life is a short trip to another world
Marc Steene
FPSC Master
19
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Posted: 6th Mar 2012 14:26
The Zombie Killer, could you post a video showing the issue you get with the rotation?


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
007
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Posted: 6th Mar 2012 16:43
Hello guys,

I am studying HUD`s in fpsc, so i messed up those new commands of FPSC.

I just would like to know if you could compile a list containing ALL the new commands (actions and conditions) added to FPSC 1.19, a fresh and organized list, just for reference?

Because the Ched80` syntax list is not full with those new commands i am reading in this forum post.

Cheers,

007

Goldenye 007 N64
washburnrover
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Posted: 7th Mar 2012 00:26
I'd really love to see blocking return, I have EAI's riot shield, and it is somewhat useless until I get bullet-blocking corrected

That Big Idea guy that can't find the time...
WilliamK
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Location: Brazil
Posted: 7th Mar 2012 00:42
Ok, small problem. I built my game, which now has 3 levels. I saved the game on level 2, if I load it, finish the level, when loading the next level it crashes at 98%. I re-start the game, click LOAD instead of NEW, load level 2 save game, finish it, same as above, crashes on loading level 3.

What you need from me in order to track this little bugger bug down?

Thanks!

www.William-K.com
www.Wusik.com
WilliamK
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Posted: 7th Mar 2012 00:51
Crap, I tested now with New Game, Level 3 loading crashes. :-( Darn...

www.William-K.com
www.Wusik.com
The Zombie Killer
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Posted: 7th Mar 2012 06:51 Edited at: 7th Mar 2012 06:53
@Marc Steene
Refer to image 1, then refer to image 2, when the player rotates the entity with the mouse, they do not see what they saw in image 1, they see the back of the entity as seen in image 2.

images.rar attached

EDIT: [offtopic] Just some news on how my script pack is going:
Currently included:
Third person
Player body
Drivable helicopter

Working on:
Top down shooter
Drivable car
AC130 gold edition
Player body with door breach (TF341)
Third person with door breach (TF341)

I am taking requests

[/offtopic]

-TZK

The Zombie Killer
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Posted: 7th Mar 2012 11:49
@Scene Commander
I have my top down shooter script done, but when I use it, the screen goes crazy, the ground disappears, then reappears rapidly.

Script:



Any idea as to what might be causing this? Maybe the culling system? Should I change the cullrange to 201 since the cam is 200 units away from the entity?

-TZK

Marc Steene
FPSC Master
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Posted: 7th Mar 2012 16:01
So is the issue that the entity's centre of rotation is from its original (non-offset) position?


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
007
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Posted: 7th Mar 2012 20:24
Hello my dear friend Zombie Killer

Will this new pack be for free?

Because if so, i can test it for you and upload some videos showing those scripts, as a way to promote those new script, like i did with the ragdols MOD.

Cheers,

007.

Goldenye 007 N64
The Zombie Killer
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Posted: 8th Mar 2012 07:31 Edited at: 8th Mar 2012 09:35
@007
Yes, it will be free.

@Marc Steene
Yes, well kinda.

-TZK

The Zombie Killer
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Posted: 9th Mar 2012 08:26
@Scene Commander
Just checked the changes for r604 and r605, does the entity offset angles mean that I can fix the problem with third person and player body? also, what are the new commands that let me use this?
Thank you again for all the work you're putting into 1.19.

-TZK

Scene Commander
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Posted: 9th Mar 2012 09:01
Quote: "does the entity offset angles mean that I can fix the problem with third person and player body?"


I guess that depends what you're trying to do with it.

The new commands are:

offsetanglex=x - entity offset angle x
offsetangley=x - entity offset angle y
offsetanglez=x - entity offset angle z
swapplrweapon=x swaps the player current weapon or shows the weapon for path x. e.g.scifi\autoslug - the weapon must be in the player inventory.
lockslot=x y: sets the ability of the player to select weapons on slot x, y=0 available, y=1 not available.

The entity angle commands may need a little tweaking as I stated on google code as the possibility's are many and varied, and I can't promise that they will cover all of them as they have only received a cursory test.
The Zombie Killer
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Posted: 9th Mar 2012 09:11 Edited at: 9th Mar 2012 09:53
@Scene Commander
Okay, I'll try the commands now, I've just compiled r605 and am copying it into my FPSC folder right now. If this works, my script pack will be released much MUCH sooner

EDIT: r605 compile attached for those wishing to test.
EDIT2: @Scene Commander
I've noticed that the map editor seems to have an FPS cap of 30FPS, is this true?
EDIT3: I tried the command, but the entity doesn't rotate. Am I doing something wrong?
Script:


EDIT4: I got the command to work, but I don't really know how to use it to fix my problem. I would also like to report that camera z angles do nothing at all.

-TZK

Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 10th Mar 2012 01:45 Edited at: 10th Mar 2012 01:54
Hi SC and anyone interested,

This is really odd. Look at the following map:



Explanation of map

The first battery is static, the second is the first dynamic battery placed on the map and the third battery is the second dynamic battery placed on map. When you run the test level the static battery does not show up -- not unusual for some items that were made to be dynamic and are changed to static. This was placed to make a point with the first dynamic battery (second battery) which also does not show up. However, the third battery does show. The "fpm" is attached as a download.

Unfortunately this does not happen with all dynamic entities. I placed a briefcase in the same manner as the batteries. All three show up; even the static briefcase. There is an obvious work-around for those entities that have this issue and therefore is not a game breaker. In fact the bug might not be easily found and it might not be a bug in the coding. Just thought I alert some people of this minor problem.

Marc Steene
FPSC Master
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Posted: 10th Mar 2012 13:19 Edited at: 10th Mar 2012 14:33
Bug Report: Changing the decal name for expinair and exponfloor does not actually change the decal, it remains as the default explosion.

Also, plrnotusingreload and plrisusingreload aren't working for me.


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
The Zombie Killer
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Posted: 11th Mar 2012 01:43
@Marc Steene
as for plrisusingreload, it has probably been renamed to plrusingreload, since having the 'is' there doesn't fit FPSC's style of command-naming.

-TZK

Meows
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Posted: 11th Mar 2012 03:12
1.19.oo8

here we go. This works as expected.

So you would expect this below to spawn 3 npc 3 times.
It does not.


Image says it all


So you can get 3 npc ONCE here. to get respawns use more triggers?


Is the bottom line one npc spawn per trigger?
Thanks for your time.

Life is a short trip to another world
Flatlander
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Posted: 11th Mar 2012 04:23
The Zombie Killer
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Posted: 11th Mar 2012 04:40
@Flatlander
I saw Meows' image earlier, it seems to have disappeared now

-TZK

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