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FPSC Classic Product Chat / V119 Public Beta

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The Zombie Killer
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Location: Gold Coast, Australia
Posted: 12th Feb 2012 02:30
@susysyay
Hm, I have no idea then, maybe apply the polygon detection to them?

@CHG
I don't know what you mean by make the numerical bigger.

-TZK

Cross Hair Games
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Location: Canada Eh\'
Posted: 12th Feb 2012 02:33
Like the counter for ammo health and lives, I made a custom one for a game p mine, but it looks to small so I need to make it bigger

The Zombie Killer
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Posted: 12th Feb 2012 03:09
@CHG
Make it larger in an image editor. Unless you mean you want it to be a fullscreen HUD, if that is so, take a look at the scripts in my AC130 pack.

-TZK

Cross Hair Games
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Posted: 12th Feb 2012 04:08
I'll try the editor, it's not a fullscreen HUD, just the ammo numerical HUD

Scene Commander
Support Manager
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Posted: 12th Feb 2012 07:48
Quote: "Does beta 7 have team deathmacth?"


I've not added this yet, but will do before the final version.

Quote: "Does anyone with inside knowledge have an estimated ETA on the final stable 1.19 release?"


V119 will be finalised when it is bug free.

Quote: "Scene Commander, would it be possible sometime to add a shotbyplr=X command?"


I'll see if I can find time to add this too

Quote: "Plrfacing=x°
x axis (left-right) works
y axis (up-down) doesn't work"


I'll look into this
The Zombie Killer
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Posted: 12th Feb 2012 08:31 Edited at: 12th Feb 2012 08:32
@SC
Could you make it possible to use the limb scaling at any time instead of in appear? Because by doing that, I could fix the bug in hidelimb where the bodyparts appear popping out of the character via:

:shotdamagetype=1:scalelimb=1 0,hidelimb=1

Best Regards,
-TZK

Marc Steene
FPSC Master
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Location: Bahrain
Posted: 12th Feb 2012 13:53
Quote: "I'll see if I can find time to add this too"


Sounds good When would you expect the next beta to be released? I can't wait to try out the new accuracy commands. Also, you said you would be updating the camera commands, when do you plan on doing this? Will it have functions like binding an entity to the player and binding the player to any entity?


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
gendestroier
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Location: Brazil
Posted: 12th Feb 2012 19:32
the next update after the 1.9 will be the 2.0, haha, fpsc 2.0 hehe...

sorry i have nothig else to say...

mods for creating a inteligent game,at least
Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 13th Feb 2012 02:21
I've never been any good at math.

washburnrover
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Posted: 13th Feb 2012 05:15
what's a good setting for player wobble (everything I've tried has made no VISIBLE difference, idk if it even works yet) to make enough wobble similar to Battlefield 3's?

plrwobble=???

That Big Idea guy that can't find the time...
Scene Commander
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Posted: 13th Feb 2012 08:42
plrwobble works perfectly.

I've attached a script that needs to be run from a trigger zone demonstrating the feature.
uzi idiot
Valued Member
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Posted: 13th Feb 2012 10:28
Increasing plrwobble= will only increase the speed. Not the amount of wobble.

Mr. Flibble is Very cross!
Mental Stability is over-rated!
Marc Steene
FPSC Master
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Posted: 13th Feb 2012 17:16
I just tried the playfullvideo=X command on the menu but couldn't get it to work. When using the video=x command, the video plays fine, but when playfullvideo=x is used, no video plays at all.


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
Scene Commander
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Posted: 13th Feb 2012 18:15
Quote: "I just tried the playfullvideo=X command on the menu but couldn't get it to work."


Playfullvideo=1 prevents the interuption of the video played when video=x is next called.
Marc Steene
FPSC Master
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Posted: 13th Feb 2012 18:20
Ahhh, thanks for clearing that up. Ched's manual is incorrect for that command then.


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
Ched80
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Posted: 13th Feb 2012 18:24
Good point, I'll correct it for the ne,t release.

washburnrover
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Posted: 13th Feb 2012 23:09
oh, okay, hmmm, is there a way to shake the screen while walking? through other commands like camerashake and so-on?

That Big Idea guy that can't find the time...
Billy33
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Posted: 14th Feb 2012 09:23
Hi. @ knxrb,
Could you integrate in the v119 installer the GUI-X9 free 1.2 release. Two issues were solved with this one.
In v119 beta, i found the same "old" 1.0a GUI-X9

It hope that this great menu tool will be corrected and improved for next public betas...

http://forum.thegamecreators.com/?m=forum_view&t=190129&b=21&msg=2289545#m2289545
Scene Commander
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Posted: 14th Feb 2012 14:40
Quote: "Will it have functions like binding an entity to the player and binding the player to any entity?"


Sorry, missed this. I did have plans to. However, that may now be an addition for a later build due to time restraints. Although I can see the benefits of it.
Flatlander
FPSC Tool Maker
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Posted: 14th Feb 2012 19:59
I have integrated r578-580 and am getting numbers floating around in the test level. What do they mean? Do I have control over viewing them in the setup.ini file? Heres an image:



Scene Commander
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Posted: 14th Feb 2012 21:01
Quote: "I have integrated r578-580 and am getting numbers floating around in the test le"


whoops, my fault I've forgotten to turn off some debugging

It's in the culling(). I'll upload with it off tommorow
jmtmew
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Posted: 14th Feb 2012 22:02
Quote: " getting numbers floating around in the test level"


"The numbers Mason! What do they mean?!?" XD

Sorry, couldn't resist

washburnrover
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Posted: 14th Feb 2012 22:37
@jmtmew: exactly my thoughts as well lol

is there a way (including with the use of heavy scripting) to maybe change the texture (with multiple saved textures with varying quality) based on distance from player?

That Big Idea guy that can't find the time...
Flatlander
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Posted: 14th Feb 2012 22:55
Quote: ""The numbers Mason! What do they mean?!?" XD

Sorry, couldn't resist
"


:LOL: I'm glad you didn't resist.

rolfy
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Posted: 14th Feb 2012 23:19 Edited at: 14th Feb 2012 23:28
Quote: "is there a way (including with the use of heavy scripting) to maybe change the texture (with multiple saved textures with varying quality) based on distance from player?"

You can use an alt texture based on player distance now, not multiple though. Although if using script then all would need to dynamic you cant apply this to segments as all static mesh.
Would be nice if you could all the same but def not through 'heavy scripting' I dont think the trade off would be worth it that way.

I just want to thank Lee, Scene commander and anyone else who has contributed to this, I dont normally try betas specially when I am in the middle of creating new stuff but gave this a whirl and I am very impressed with it so far.

Awesome! Its one of those threads.
WilliamK
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Location: Brazil
Posted: 20th Feb 2012 13:44
After updating to V119 beta I no longer can build games. And I can't find where to put my serial # at. (I have a full version) It was working for V118017

www.William-K.com
www.Wusik.com
WilliamK
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Posted: 20th Feb 2012 14:27
Another thing I noticed. I can no longer play .ogg files, I was able to with the previous version. Any idea why?

Thanks!

www.William-K.com
www.Wusik.com
maho76
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Location: universe-hub, playing the flute
Posted: 20th Feb 2012 14:57
Quote: "After updating to V119 beta I no longer can build games. And I can't find where to put my serial # at. (I have a full version) It was working for V118017
"


one error made by another^^ update sets your fpsc to FREE, so no buildgames. fpsc-folder > userdetails.ini > serialcode > fullversion > build games again.

i still can play ogg. sure you havent lost anything through the update? eventually overwritten altered stockmedia/scripts?


@scene commander: v119b7 doesnt load newgame in finalbuildgame a second time after dying. stops at 4/5 of loadingbar and simply doesnt move on.
v119b7 has massive problems with musicvolume OR musicoverride-scripts near the playerstart. works 1 or 2 times, then again doesnt, wether i use zones, soundzones or always-active-objects for scriptholders.

some more propper issues to tell, but i will do some more tests if its me/my scripts & levels or fpsc.

gz

Stalker93
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Location: Italy
Posted: 20th Feb 2012 15:50
Moving lights from WASP are still into 1.19b7? They were so much useful for flashlight, especially the pointlight (Spotlights were really buggy on segments)...and what about adding a command like entitydistwithin=x y and entitydistfurther=x y, where x is the entity name and y the distance in units from the entity that holds the script? Like plrdistwithin etc.. above all, amazing work!!!
WilliamK
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Posted: 20th Feb 2012 16:02
@Maho76, thank you so much, now its working in full mode again. I will check what happened to the .ogg file, will test some more with a blank game.

www.William-K.com
www.Wusik.com
Scene Commander
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Posted: 20th Feb 2012 17:08
Quote: "v119b7 doesnt load newgame in finalbuildgame a second time after dying. stops at 4/5 of loadingbar and simply doesnt move on."


Quote: "v119b7 has massive problems with musicvolume OR musicoverride-scripts near the playerstart. works 1 or 2 times, then again doesnt, wether i use zones, soundzones or always-active-objects for scriptholders."


@Maho76, could you please post FPM and any scripts you've been using demonstrating the problems, either here or on the google code forum.

@stalker93 - aside from TDM I've not plans to add further features to V119 as we have to draw the line somewhere. That isn't to say that new features/commands won't make there way into future updates, just not in V119.
WilliamK
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Posted: 20th Feb 2012 17:14
One thing I noticed is that every time I test a level, music volume is different.

www.William-K.com
www.Wusik.com
maho76
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Posted: 20th Feb 2012 17:16 Edited at: 20th Feb 2012 17:23
@scene: as written, i will do some more tests with stockmaps/scripts today/tomorrow. now that i upgraded propperly i will test what i can to help you, also combinations of the new commands, stockmap-builds/outdoor and common/uncommon forced situations ingame. i also have some issues with checkpoint-problems and easiest setup dimvars, but we will see (could be that i am simply stupid and it has nothing to do with fpsc itself^^).

i will send you mail or do a collected post here (easier than writing everyday a new post). just give me some days.

gz

p.s.: moving playerlights as wasp would be great

washburnrover
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Posted: 20th Feb 2012 20:39
@WilliamK - I've had similar problems, especially gun sounds not always playing, this is usually a performance error, if you're in a big scene, FPSC may skip sounds, trying to save performance for the map entities.

could you post your PC's Specs?

That Big Idea guy that can't find the time...
WilliamK
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Posted: 20th Feb 2012 20:42
Found a bug related to the .avi player.

If you show a video and do a New Game, the next time the video plays it will crash. Can you please take a look at this? As I plan on using the video option...

www.William-K.com
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WilliamK
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Posted: 20th Feb 2012 20:43
Quad Core i5. Anyway, after a clean install I couldn't reproduce the problems anymore, at least not for now. Now I'm worried about the .avi player. :-( (Storymode marker)

www.William-K.com
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washburnrover
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Posted: 20th Feb 2012 21:39
question: is there a way to play a video while loading a level?
if not, it'd be a great feature for v119 (it may take longer to load, but it'd be cool and less boring than a bland loading screen)

That Big Idea guy that can't find the time...
Meows
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Location: Totally over the Rainbow
Posted: 21st Feb 2012 02:44
Query.
Will the mouse be usable if the user ALT Tabs out of a game?
A feature that is really needed.
Also what is the recommended advice to give players when a game Freezes up?

Many thanks
Meows

Life is a short trip to another world
Meows
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Posted: 21st Feb 2012 03:06
Just questions.. ver 119.007
Processor Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz
Memory (RAM) 16.0 GB
Graphics NVIDIA GeForce GTX 560 Ti
Gaming graphics 4095 MB Total available graphics memory
Primary hard disk 715GB Free (932GB Total)

I really try to understand the HOW and WHY things work not just plug it in and pray it works.

Build ini file is peppered with lipsync files. I did not use them in this build yet here they are.
I did use game core WW2 speech models to talk to player. Is that the reason?



Why are these in every FPSC-Game.log?



Life is a short trip to another world
maho76
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Posted: 21st Feb 2012 09:26
@washburnrover: insert in any loadingpage.ini or others in languagebank/gamecore/blabla where setuplevel.ini is found.

Quote: "Ched80´s ScriptSyntax List:

3.17.2.2 BACKDROPVIDEO=X
Description: This sets a video played in the background for out-of-game moments.
Range: FilePath = *.avi files only.
Example: :state=1:backdropvideo=backdrops\newgame.avi"


Meows
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Posted: 21st Feb 2012 10:51
From a tester of mine.

Quote: "
FROM:: Jim Bennett Jim [email protected]

Hi Lady,
I got downloads on the download page, http://78ez.com/loginPlay.php but when I tried to execute the files I received an error message:"The NTVDM CPU has encountered an illegal instruction. CS:0df4 IP:021f OP:63 68 61 72 73 Choose 'Close' to terminate the application."


I received this from a tester of mine.
what will cause this? There were 5 games there made 3 from version 117
and 2 from version 119.007.

4 of the games were made on a XP 32 bit machine and the other on a win7 64 bit machine.

I did send a message to check his Directx version and a download link. And to try turning off virus checkers.

suggesions?

Life is a short trip to another world
WilliamK
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Posted: 21st Feb 2012 11:50
It would be nice if there was another "fpgcrawtext" command that would allow commas (,) to be used, even if it was another character that would be replaced internally by commas.

www.William-K.com
www.Wusik.com
The Zombie Killer
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Posted: 22nd Feb 2012 08:09
http://code.google.com/p/fpscreatorengine/updates/list

Quote: "r593: Updates to camera system. Added linktoplayer and freefromplayer to attach entities to the current player position. Additional code added to path future fixes."


*squeals with joy*

-TZK

The Zombie Killer
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Posted: 22nd Feb 2012 08:42 Edited at: 22nd Feb 2012 08:46
@Scene Commander
Could you add a command that makes the entity rotate to where the player is looking? I just tried the linktoplayer command and it works great!

script so far:


BUG REPORT: The limb scaling\hiding now seems to hide the whole entity.

-TZK

Scene Commander
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Posted: 22nd Feb 2012 09:31 Edited at: 22nd Feb 2012 09:34
Quote: "I just tried the linktoplayer command and it works great!"


Glad you like it.

Quote: "BUG REPORT: The limb scaling\hiding now seems to hide the whole entity."


Please post a sample FPM and the script you're using as it's working perfectly for me..
The Zombie Killer
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Posted: 22nd Feb 2012 09:57 Edited at: 22nd Feb 2012 10:01
I don't have an FPM atm, but I am using the Wehrmacht unarmed with polygon collision applied, when I attempt to scale limbs, he disappears entirely except for his shadow.
eg:
:state=0:state=1,hidelimb=1

would make him invisible

EDIT: FPM and script attached

-TZK

Scene Commander
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Posted: 22nd Feb 2012 10:11
@TZK

I've not looked at your code, but did you read the readme.txt. Limbs now refer to the actual limb number which need to be indentified for the individual model using the limb finder tool supplied on tools. This allows for far wider flexibility and also doesn't restrict usage to characters.
The Zombie Killer
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Posted: 22nd Feb 2012 10:14 Edited at: 22nd Feb 2012 10:18
@SC
Yes, I read that, but I thought it meant something different, but how am I supposed to know which limb is which? Do I export the names for the model? Also, for compatibility, and because this would corrupt my dynamic ragdoll script, could you make a command that uses the old scaling system? maybe oldhidelimb=x oldscalelimb=x oldshowlimb=x?

Edit: do I type limb55, or the number that comes after limb55 for example?
hidelimb=limb55
or hidelimb=(whatever number)

-TZK

Scene Commander
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Posted: 22nd Feb 2012 10:28 Edited at: 22nd Feb 2012 10:31
Quote: " but I thought it meant something different, but how am I supposed to know which limb is which"


There is a tool in the FPSC tools folder called limb finder, import your model and texture into the models folder following the format of the provided example.

Quote: "could you make a command that uses the old scaling system? "


The system was removed as it was causing too many problems, I may revisit it at a later date, but not for V119 I'm afraid as the priority now is a stable release. Also, as a tip, it's never a good idea to base a mod on a beta release of the source code as changes like this will often take place.

And the commands are used, hidelimb=(whatever number), etc..
The Zombie Killer
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Posted: 22nd Feb 2012 10:31 Edited at: 22nd Feb 2012 10:42
@Scene Commander
Yeah, ok I understand
I'll see if it works now.

EDIT: I just had an idea, maybe you could add a command that scales based on the names in strings, like this:
hidelimbstring=Bip01_Head
and if the engine doesn't know what that is, maybe add a field to the FPE similar to the polygon collision, but for limb strings?

EDIT2: All works perfect now, except showlimb, but oh well, not important, I noticed that the entity's feet are underground when using the command, see attached image

-TZK

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