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FPSC Classic Product Chat / V119 Public Beta

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The Zombie Killer
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Posted: 9th Feb 2012 11:13 Edited at: 9th Feb 2012 11:16
EDIT: Whoops, double post, I didn't see this one earlier, since it was on another page, sorry about that, mods are free to delete this post.

-TZK

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The Zombie Killer
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Posted: 9th Feb 2012 11:15
@Scene Commander
Oh, sorry, I probably misread the changelog, it said something about limb scaling and I probably just thought "hey, it's fixed!"
Sorry for any confusion.

-TZK

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Marc Steene
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Posted: 9th Feb 2012 13:58
Would there be any chance of a timeflow=X command being added, similar to the one in Project Blue, which allows for a slow motion effect to be created?


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
Tax 78
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Posted: 9th Feb 2012 14:22
Beta 7no additional conditions and actions? in the first post is not marked

Perhaps more stable?


Sorry but I use a translator
Scene Commander
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Posted: 9th Feb 2012 18:01 Edited at: 9th Feb 2012 18:03
Quote: "Would there be any chance of a timeflow=X command being added,"


I know you've mentioned this to me before, if it's not too time consuming, I'll look into adding something like it.

Beta 7 is about bug fixing. I do have a couple more features to add, but the main aim now is to make V119 stable for a final release.
Marc Steene
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Posted: 9th Feb 2012 18:07 Edited at: 9th Feb 2012 18:20
Quote: "Beta 7 is about bug fixing. I do have a couple more features to add, but the main aim now is to make V119 stable for a final release."


Sounds good This issue has probably already been reported but guns on the ground which the player has not yet picked up get clipped even when in view until the player gets close to it. Has anyone else had this problem?

EDIT: Sorry to be clogging up your to do list SC :L The commands plrdmgmult=X, plraccmult=X, entitydmgmult=X, entityaccmult=X would be really useful for dynamically changing difficulty within the game (where 1 is the default value). So a script like this could be written:

:state=0,varequal=difficulty easy:entitydmgmult=0.5,entityaccmult=0.5, health=50,state=1
:state=0,varequal=difficulty normal:entitydmgmult=1,entityaccmult=1,health=100,state=1
:state=0,varequal=difficulty hard:entitydmgmult=1.5,entityaccmult=1,health=150,state=1

Let me know what you think.


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
Cross Hair Games
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Posted: 9th Feb 2012 18:34
I think the difficulty script would be awesome! But preferably in the menu start up, instead of mid game, but changeable mid game. Would it be possible for you to make an adaptive DoF that actually works without mods? And light-rays, like in this video?
http://www.youtube.com/watch?v=uGC-8K0YCCA

Beno09
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Posted: 9th Feb 2012 19:11
@Cross Hair Games :
Which is that mod ? It looks awesome
Scene Commander
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Posted: 9th Feb 2012 19:16 Edited at: 9th Feb 2012 19:16
Quote: "L The commands plrdmgmult=X, plraccmult=X, entitydmgmult=X, entityaccmult=X would be really useful for dynamically changing difficulty within the game"


entitydamagemult=x
plrdamagemult=x

Are both already in.. I could add accuracy versions fairly easily.

Quote: "And light-rays, like in this video?"


Light rays are already in, and have been since V1.18 I think. In setup.ini set postprocessing to 2 or 3 I think if memory serves.
Cross Hair Games
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Posted: 9th Feb 2012 19:42
Ohk, what about the DOF showed in the video?

Cross Hair Games
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Posted: 9th Feb 2012 21:42
The light rays worked but they dont even follow the light path. The go the other direction haha, and the slur the colors of an object the come in contact with. Ill take a screenie and show you

The Zombie Killer
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Posted: 10th Feb 2012 05:36
hang on a second, r570 is beta 7?

-TZK

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unimansoftent
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Posted: 10th Feb 2012 06:09
Hi, friends,I tried the beta 1.19.7 and if there are many improvements, but also has many things to improve, well, dark AI scripts have improved a lot and I link them to the demonstration here:

http://www.youtube.com/watch?v=A0lV8g7g0sc

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Scene Commander
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Posted: 10th Feb 2012 06:40
Quote: "The light rays worked but they dont even follow the light path."


The light rays are identical to the one's in the video, and if I remember the code for the rays was supplied by Dark Goblin, the author of the video. However, they were always a beta feature, do tend to hog FPS on lower end machines and are as you say, a little buggy. However, I'm afraid, they aren't currently on a list of features to be improved for V119.

Quote: "hang on a second, r570 is beta 7"


Yes, it was required to solve a large stability issue.
Cross Hair Games
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Posted: 10th Feb 2012 06:43
@Scene Commander
Ohkay, what about the Depth of Field in the video, that's a huge thing I would like

Flatlander
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Posted: 10th Feb 2012 08:51 Edited at: 10th Feb 2012 08:51
@Marc Steene

I sent you an email and am awaiting a reply. Thanks

Marc Steene
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Posted: 10th Feb 2012 09:05 Edited at: 10th Feb 2012 10:04
@Flatlander

Replied.

EDIT: Scene Commander, I just tried using the entitydamagemult command - it works when the value is 100 or greater but with values between 1-100 the entity deals no damage at all to the player. This is using one of the TF341 characters. Has anyone else got this working for a value less than 100?


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
Jeffrey
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Posted: 10th Feb 2012 09:34
Can anyone tell me why when I update FPSC to 1.19beta it won't let me use any of the full version features. (Build game, Making multiplayer maps)And it doesn't ask for a serial ether. I don't know if that is what it is supposed to do but if its not I would like to fix it D:

Thanks to whoever can help me.

-Jeffrey-
Scene Commander
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Posted: 10th Feb 2012 10:18
@Marc Steene

I've added PLAYERACCURACYMULT and ENTITYACCURACYMULT

Quote: "Scene Commander, I just tried using the entitydamagemult command - it works when the value is 100 or greater but with values between 1-100 the entity deals no damage at all to the player"


entitydamagemult is % based, 100 being full damage, maybe this is the issue and i really need up update the readme to explain that
Marc Steene
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Posted: 10th Feb 2012 10:30 Edited at: 10th Feb 2012 11:12
Quote: "I've added PLAYERACCURACYMULT and ENTITYACCURACYMULT"


Great news

Quote: "entitydamagemult is % based, 100 being full damage, maybe this is the issue and i really need up update the readme to explain that"


Ched's manual says that the action is percentage based. The issue is when any value between 1-99 is used, the entity deals no damage at all - the bullets do not hurt the player. I just tried this with a stock character and got the same effect. I added entitydamagemult=50 to the opening line of the characters.

EDIT: Is there currently any way to display a variable's value on the screen to use when debugging a script? Project Blue had the command printval=%VarName.

EDIT2: Seems I'm giving all these new commands a rigorous testing I'm trying to create a sprinting endurance script where if the player sprints for too long, he will slow down temporarily. So far I have this:

:state=0:dimvar=stamina,setvar=stamina 100,etimerstart,state=1
:state=1,plrisrunning,vargreater=stamina 2:subvar=stamina 2
:state=1,plrisnotrunning,varless=stamina 98:addvar=stamina 2
:state=1,varless=stamina 50:etimerstart,plrspeedmod=10
:state=1,vargreater=stamina 50:plrspeedmod=100

However, as far as I can tell, the stamina never decreases (hard to tell without a variable debug command) as the player never slows down. If the subvar value is set greater than 2, the script works, so this suggests that the issue lies with plrisrunning and plrisnotrunning - it seems 2 gets removed from the stamina, then 2 get added to the stamina, almost as if those conditions are cycling between true and false in one continuous sprint. Unless of course I'm missing something and there is an error with my script. I did test the conditions separately and they both work.

EDIT3: Is there currently a command which forces the player to switch to a certain weapon? I checked the manual and couldn't see a plrswitchweap command or something like it.


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
maho76
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Posted: 10th Feb 2012 11:27
@marc:
you start this script with etimerstart, but there is no further etimercondition. could it be that the changes of vars is simply going on too fast without an etimergreater=x?

and another thing (where i could be wrong): i remember that plrspeedmod in wasp only triggers when you change a state after the action is announced. try involving a state=2 action in the appropriate lines, followed by :state=2:state=1 . could be that it helps, but its a time ago when i tested speedscripts, i may be wrong with this.

you can simply add

:state=0:hudreset,hudx=50,hudy=50,hudsizex=16,hudsizey=16,hudimage=gamecore\huds\numeric1.tga,hudtype=6,huduservar=stamina,hudmake=numeric

to show up the var in test, but i dont know how to give it to debug... and i think i didnt have to tell you this^^.

Scene Commander
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Posted: 10th Feb 2012 11:51
@Marc, I can't see anything obviously wrong with the code at a glance, but I'll spend sometime today looking into this.

I agree about the debug tools, they would be useful, so I've added:

debugcursor=x y
debugvar=var name
debugtext=text
wireframe=x 1=wireframe mode, 0=solid.

These should help
Marc Steene
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Posted: 10th Feb 2012 12:00
Quote: "I agree about the debug tools, they would be useful"


Thanks SC

I was playing around with the camera offset commands earlier (attempting to let the player go prone by using offsetcamy=X) but they only work on entity cameras and not on the player's camera. Would it be possible to let these commands affect the player's camera too? Thanks.


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
Scene Commander
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Posted: 10th Feb 2012 12:39 Edited at: 10th Feb 2012 12:51
Quote: "I was playing around with the camera offset commands earlier (attempting to let the player go prone by using offsetcamy=X) but they only work on entity cameras and not on the player's camera. Would it be possible to let these commands affect the player's camera too? Thanks."


Actually, the code was almost complete for this. I've added the commands to access that feature.

plrcamoffseton
plrcamoffsetx
plrcamoffsety
plrcamoffsetz

Maybe now I can get back to debugging.
Flatlander
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Posted: 10th Feb 2012 13:19 Edited at: 10th Feb 2012 13:20
It seems to be a never ending battle doesn't it Scene Commander.

Scene Commander
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Posted: 10th Feb 2012 13:25
Quote: "It seems to be a never ending battle doesn't it Scene Commander. "


We're getting there..
The Zombie Killer
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Posted: 10th Feb 2012 13:35
@SC
Is it possible that you might be able to help me here?: http://forum.thegamecreators.com/?m=forum_view&t=194157&b=21

If you can it would be GREATLY appreciated!

-TZK

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Cross Hair Games
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Posted: 10th Feb 2012 14:17
Is no one going to help me with Depth of Feild? That video link I included was mainly to demonstrate the Depth of Field I'm trying to get

Scene Commander
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Posted: 10th Feb 2012 14:26
Quote: "Is no one going to help me with Depth of Feild?"


The DOF is a shader effect, I believe one is included in the main effects folder and can be scripted using the new postprocessing scripting.
Cross Hair Games
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Posted: 10th Feb 2012 14:37
Yea I know where it is, but when I put Post processing to 2 in my setup, it doesn't do anything, so I will have to use the new commands?

Flatlander
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Posted: 10th Feb 2012 17:54 Edited at: 10th Feb 2012 20:37
Never mind!

Addendum:

I thought I had an answer to the DOF issue but I was wrong.

zzz666
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Posted: 10th Feb 2012 21:55
I want to report my test of beta 7, there is a performance drop of around 10 FPS. In WaterRoom sample map I always get 80 FPS using the previous beta releases, but now I have only 70 FPS in beta 7!!! can you take this into consideration please...thanks

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Cross Hair Games
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Posted: 10th Feb 2012 22:33
@Flatlander
Ohk, so what would I put then?

Flatlander
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Posted: 10th Feb 2012 23:12
My original thought was wrong. I have a sneaky suspicion looking at the code that it is no longer implemented. I almost remember talking to Lee about it actually not working and was causing more problems than it was worth. It might have been taken out. But don't quote me on that because you have to realize I'm old and have memory lapses.

Cross Hair Games
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Posted: 10th Feb 2012 23:25
Alright, shame it's possibly out, adds a really nice look to games that would accept that style. Haha dont worry about it, I have memory lapeses too, and I'm 15. Though thats probably due to all my concussions.

Is there a way to scale the HUD Numerical system? I've made a health bar, and custom hud for my game, but the Ammo Numerical is too small

maho76
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Posted: 11th Feb 2012 00:43 Edited at: 11th Feb 2012 00:45
hudsizex=/hudsizey= @crosshairgames

look into community guide and cheds syntax list in scriptforum


i have a major issue here:

as some of you know i try to make a highspeed-shooter and learning 3d atm. today i found out that the attack-animation and some other animation groups are bound to entityspeed, means when you setup entityspeed with 300%, attackanimation is also set to 300% wich looks really dump. move/run animation always runs on 100%, wether you raise entityspeed or not. i suggest to unlink all animations from entityspeed like run/move, OR make it possible to set movefore/runfore-command to allow numbers over 100, wich is not possible atm. this would make it possible to stay entityspeed to 100 but make entity move faster.
if not, you force people to stay within lowspeed-zombie-limit or to force highspeedgames to look dull and stupid.

please help here, beta developers.

sorry that i am not a member of google-code, but i have no clue where to write or even register, its a damn system there.

TheDesertEagle
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Posted: 11th Feb 2012 00:53
Does beta 7 have team deathmacth?

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Susysyay
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Posted: 11th Feb 2012 02:18
I'm not sure if anyone else has noticed this, but it seems that Model Pack 1 characters spawned via a trigger zone float in mid air. See photo if required. I can provide an FPM with stock media (with MP1 character though, of course) if needed.
imageflock.com/img/1328923002.jpg[/img]

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That Guy John
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Posted: 11th Feb 2012 03:39
Does anyone with inside knowledge have an estimated ETA on the final stable 1.19 release?

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The Zombie Killer
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Posted: 11th Feb 2012 04:27
@Susysyay
Have you tried pushing enter in the editor to make them go onto the ground? See if that works.

-TZK

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Marc Steene
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Posted: 11th Feb 2012 09:12
I've noticed with DarkAI characters if the player walks into them they are pushed out the way. Is there any way to stop this, so the player cannot move through them?


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
The Zombie Killer
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Posted: 11th Feb 2012 09:50
@Marc Steen
I guess it's to do with this line, I'll have a further look later, but you're an amazing scripter, so you'll probably figure it out before me anyway.



-TZK

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Marc Steene
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Posted: 11th Feb 2012 10:16
I think that code makes the character move out the way if the player gets too close. I've also tried setting the character to Immobile but that has no effect.


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
Stalker93
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Posted: 11th Feb 2012 10:34 Edited at: 11th Feb 2012 10:37
@Marc Steene I've made this script (based on the ones from the modern warfare pack) to check out the new commands, but I've added even a camfov effect when running! there it is:



...there's a sound=$0 command at line 5: there you can place a heavy breathing sound for the player
Marc Steene
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Posted: 11th Feb 2012 11:18 Edited at: 11th Feb 2012 15:01
Just tried your script Stalker and it works Not sure why yours works and mine doesn't.

Scene Commander, would it be possible sometime to add a shotbyplr=X command? Was thinking this could be useful to detect when the player shoots a DarkAI character, so if it is an ally, the player can be warned for friendly fire. So you would end up with a script like this:

:state=0:dimvar=allyhits,setvar=allyhits 0
:shotbyplr=1:addvar=allyhits 1
:vargreater=allyhits 20:Some Warning/End Game

EDIT: I've got a really weird bug to report. I have this script running in my level:

:state=0:compasson,radaron=1,radarrange=50,rotateblip=1,radarx=8,radary=12

Which as it describes displays a compass and the radar. The thing is, I don't really want the compass, but if you remove the command compasson, the radar doesn't display either :S


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
Tax 78
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Posted: 11th Feb 2012 20:12 Edited at: 11th Feb 2012 20:13
Plrfacing=x°
x axis (left-right) works
y axis (up-down) doesn't work

Testing with a button and hand botton animation,to align the button animation


Sorry but I use a translator
Cross Hair Games
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Posted: 11th Feb 2012 22:10
Whats the code key for a right mouse button? Im trying to make it so my custom hud zooms out (of screen) when I right click to ADS, I have the script done just need the key code

The Zombie Killer
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Posted: 12th Feb 2012 01:03
@CHG
I think it's mousestate=X
I'm unsure though, try looking it up on google via: mousestate=X FPSC site:forum.thegamecreators.com

Or look in the community guide.

-TZK

Susysyay
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Posted: 12th Feb 2012 01:51
@The Zombie Killer,

They are on the ground by default. This level worked fine in 1.18 so I don't know why the would be elevated magically between 1.18 and 1.19

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Cross Hair Games
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Posted: 12th Feb 2012 02:11
thanks TZK, ill try that, theres nothing in the guide about it. How would I make the numerical for ammo bigger?

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