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FPSC Classic Product Chat / FPSC Forums Passing Away...?

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DarkFrost
17
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Joined: 3rd May 2009
Location: ON, Canada
Posted: 13th Jan 2012 02:11 Edited at: 13th Jan 2012 02:13
Haven't been here for a while, so I thought I'd visit. Some of you guys may have known me by my original name cyclone (I made the ironsight thread that hit one of the highest view counts in FPSC forums history), others maybe know me by Darkfrost. Some may even know me from my new persona I use on my DJ youtube channel Nevoix. Anyways I've been around a little while and was just curious about a few things...

Seems as if the number of advancements and such with FPSC are occurring less frequently now. Is this true? I remember checking these forums everyday and clicking on every thread as if I were a mod. Now I see so many dead/unnecessary threads, and less and less that have to do with pushing the envelop of FPSC. Has FPSC hit it's limit?

Not only that but it seems as if Model Packs are coming in at a slower rate as well. The mods are okay, yet they all seem to do similar things now. I do love how most of their commands are being integrated into the main updates.

So much more I'm curious about... but it matters not.

Nice to post here again after ages.

-Nevoix

PS: My signature takes you to old youtube channel. Don't bother clicking it, it is dead.

Le Shorte
17
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Joined: 6th Apr 2009
Location: Wisconsin
Posted: 13th Jan 2012 02:47
Quote: "Has FPSC hit it's limit? "

Not at all. In fact, the new v1.19 public beta is arguably a larger advancement than v1.17. It's got so much support for new, great commands now. It really opens up a lot of possibilities for an FPSC game to actually be cinematic-y'know, in game cutscenes, the works-not just a bland hallway shooter.

Cheesehead for life.
ASTECH
18
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Joined: 18th Jul 2007
Location:
Posted: 13th Jan 2012 03:16
Quote: "Seems as if the number of advancements and such with FPSC are occurring less frequently now."


There are on and off seasons. Usually when it does advance though, its by many miles. I have to say that I used some of the early builds
of the 1.19 beta and it is by far the best FPSC version to date. As for the forums, I do see the activity being less
productive then it used to be. Mostly you'd see new and exciting games from time to time by various members. Now it just seems to be
from 1 or two and then a few of them are moving on to other engines anyway.

I remember the forum 2-3 years ago. Granted FPSC was a messy program back then, but a lot of varied games came out of it thanks
to the likes of Wetham, ButterFingers, and Rolfy. Oh the grand days!

Whoever said that Intel graphics fail, obviously never owned a Core i5.
Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 13th Jan 2012 04:18
Speaking of ButterFingers, I wonder how he's doing?

Lee had said that not much was going to be added to v1.19. I wonder what he meant by that? There's a ton of great stuff being added. Kudos to Scene Commander.

And then, adding RPGmod makes it almost unstoppable as a great game creator.

anayar
16
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 13th Jan 2012 05:01
Ofcourse we all miss the old guys, the legends that have moved on, but what's saddening me is the fact that we aren't getting much fresh new talent. If you look on the Media board, the only concept of free media is shared by the older members and a handful of newbies. Looking at the WIP section all te damn titles seem to be you waking up with no memory (cause ALL game characters have a sudden bout of amnesia) and killing zombies. There are only so many of this kind that are actually interesting (cough, Psishock, cough) but the rest are pretty run of the mill.

Another factor I believe is that most of the newer members are teenagers or 10 year olds trying to make the next L4D with FPSC, or believing to own their own game company and competing with infinity ward. While its good to have an influx of younger members, there are very few of this group who feel the need to contribute rather than simply expect that making a game will be easy and models should be free. Really, the feeling of a close knot community of people trying to make games for FUN and helping each other achieve their goals has been lost (personally, I think it first started to vanish right around the time a certain prophet we all know went in a hiatus, but that's just me).

Well, I dot know, I've needed to rant about this for a while. While I do not think FPSC is dieing, I do believe the community is. A community without a sense of community... Well, is it a community?

Cheers,
Anayar

PS: Just wanted to add an after note. Guys, I truly believe we had something special here in this community back when I joined. I think it's high time all the senior members here took the initiative to teach the newbies how it was and take us back there... A one man army isn't enough, we need a group effort here!


For KeithC
BlueFox
16
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Joined: 2nd Nov 2009
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Posted: 13th Jan 2012 05:34 Edited at: 13th Jan 2012 05:42
Quote: "I think it's high time all the senior members here took the initiative to teach the newbies how it was and take us back there..."


Curious who the senior members would be? Is this anyone specific, persons based on join date, or what?

Added: I just had another thought. What exactly is expected here? People come in here and post a question that clearly if they took all but just 5 minutes to read a piece of documentation, albeit the Community Guide, threads, or KeithC's sticky thread of valuable information, they would find what they might need. Maps have been provided in many instances by many people- some just want to be hand-led and that does no one any good. Like the expression: give a man a fish, he eats for a day; teach him to fish, he eats for a lifetime.

Quote: "A one man army isn't enough, we need a group effort here!"


I have seen a lot of people contributing, not just one. I am afraid you lost me on this one.

Quote: "Well, I dot know, I've needed to rant about this for a while. While I do not think FPSC is dieing, I do believe the community is. A community without a sense of community... Well, is it a community?"


We have been involved with a lot of forums over the course of our years and this community is like a lot of others. People of all walks of life, all at different ages and stages. You have young kids that are born into the computer era wanting to make games; young adults in college or working that want to pick up a hobby; you have senior members that have been involved with and have watched the computer evolve, seeing the computer leave a big building and evolve to where you could carry it around; hobbyists, company owners, entrepreneurs, etc. The list goes on...

There is a large diverse group involved here and I would disagree that it is dying. Instead, I see people have other priorities or obligations that need their attention. It may seem slow at times, but in the real world it is even the same with some families- always available to chat or visit, then real life steps in and the visits become few and far between.

Added: I am in no way trying to invoke a debate with you. I am trying to understand where you are coming from to see what areas we may be able to help in. You may see things from a perspective me have not, and I was just trying to get a better understanding to your comments.

- BlueFox
anayar
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 13th Jan 2012 06:10
@Bluefox: Lol at the one man army deal, I don't really know what I was thinking either when I wrote that... State of passion I guess

Also, what I am trying to say is... Well what I'm trying to say isn't possible with words... It's just... There was a feeling you would get back when I joined that I don't feel is there anymore. Might just be my personal opinion but for some reason I feel something is missing (and I refer only to the Models and Media board as that is where I tend to spend my time).

I see what you are saying as well, about the diversity, but IMO as I said before there is just something, may just be that littl spark of fun, that I did to be missing now. Note to all: Everything Ive said is personal opinion only... Your views may totally differ and if thu do I'd love to hear em... After all, that's what life's about, learning new things from new people.

Also, Bluefox, when I said senior members I guess I was referring to the prominent members of our community, and I'm sure we can all think of a few... I believe seniority here has to do with the amount of respect people owe you as opposed to joining date...

This is an interesting discussion id love to continue! I'd also like to apologize for any spelling errors as I am typing this from an apple product

Cheers,
Anayar


For KeithC
maho76
15
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 13th Jan 2012 10:08 Edited at: 13th Jan 2012 10:12
i am one of these newbies in the forums (hi@all), but i have to say that there are so many "usefull" people around (sorry for that description, but i dont know how to say) beside the howling little dogs that try to jump on your leg.

i am doing this "threading like a mod" every day, even to look at the older threads to search for lost but usefull things (so i remember your name, Darkfrost, and can say welcome back). you wont do this anymore if you are experienced enough in fpsc, or got away from the materia, thats simply conditional.

frequences change, but you have to hold on to the core of people who drive things forward and ignore the rest ... or help them to find their path.

yes, ignoring forum search (especially searching-part, not simply asking and i-wanna-have-give-behavior) is a modern thought, not only in this forum. also saying thanks is not that thing anymore today, but after some time around you know from whom you can expect it and not, and the guys and girls where you earn a thank-you are worth to go on.

atm its beta-time, and most members (also myself) will wait until the later betas or final build are out, also with their work, especially new script-things are on hold atm. the other bunch is helping to develop this version instead of doing free stuff or working on their mods (especially to call ched80, scene commander and so many other guys), so they dont have the time to fooling around in the community.

so filter the actual members, and you will find great people beside ched, brian, the foxes, anayar, bugsy, rolfy, flatlander, wolf, ... the list is real big, even if it got decimated a bit last year for some circumstances.

i like this forum, even the little dogs producing unneccessary threads ... wich become a playground for xplo and fox to battle around, spamming funny things.

so again, welcome back. and pick your stuff and people out of the bunch.

gz

maho
JRH
19
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 13th Jan 2012 17:12
I don't think FPSC has reached it's potential limit. I do think that it has gotten old. When I use FPSC I don't see something fresh and creative like I used to. I have moved on from FPSC, and it seems so many others have done too. I also find DB Pro a tad ancient, as it uses Direct X9.0. I'd love to use the same easy to use, familiar language with DX10 or DX11.

I don't want to put FPSC down in any way, it was my first steps into game making, but it passed its sell-by date a while ago.

I also feel that the forums are noticeably quieter.

bruce3371
15
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Joined: 4th Aug 2010
Location: Englishland
Posted: 13th Jan 2012 17:57
It's like a lot of things, it goes in cycles. People come and people go, some are more active than others. I definitely don't think the forums are dying.

If there isn't as much media being made at the moment, it isn't because there's no-one around to make it, it's because things have happened or been said that have made people more reluctant to give away free media.

Personally, I love this forum, it is, without a doubt, the best forum that I'm currently a member of.

It is an amazing community, with some great characters (rolfy, xplosys, blackfox to name just a few) and some great contributers (Ched80, Flatlander, Scene Commander, Cosmic Prophet, Willow, Anayar, again, to name just a few).

I'd even tip my hat to the Mods, who, inspite of having lives outside of the forum, do their utmost best to keep it a friendly place, welcoming to everyone of all ages and backgrounds.

The forums aren't dead, long live the forums!!

Northern
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Location: Brazil
Posted: 13th Jan 2012 19:51
Hello all,

First of all, I want to say that my opinion and advice here are intended only to help improve the software FPSC or waking up the development team of the FPSC and not the inverse or put FPSC down.

Having said that, let's go!

I agree with DarkFrost's opinion and I think the source program of the FPSC as it is I believe has reached its limit, unless major changes occur in it.

I might be mistaken, but I see a certain kind of abandonment of TGC with respect to the development of the FPSC, seems to me that all the team's efforts were directed towards the development of mobile applications, just read the monthly newsletter where most of the subjects are related to mobile applications.

It is clear that the few changes that have occurred in latest FPSC releases were just some successful characteristics of some mods that were incorporated to FPSC and not an actual update of the product made by development professionals of TGC, again I apologize if I'm wrong because I do not know the working structure of TGC or how many people are in workforce in order to improve the product FPSC.

However, I think TGC should have a team work more dedicated to improving the FPSC program and not just rely on the efforts of clever programmers of this forum to incorporate some type of development or update to the FPSC.

I do not want to be rude, but it looks that if it were not for the efforts of skilled members of this community I think the FPSC would still be in version 1.0 or maybe its development would have already been abandoned as has been happened with the FPSC X10 unfortunately.

Sad to say, but without a team of hired professional of the TGC working hard on improving deeper the FPSC I think in a short time this great program will become totally obsolete, and may become only a teaching tool for those ones willing starting up in the world of video game programming since no one might produce any decent game with commercial quality grade to compete in the market of the video games.

Never mind, after all who cares about it!

However, only time will tell us who is right ...

Regards,

Northern
Section 812
18
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Posted: 14th Jan 2012 00:47
I Love this community! MWAH! MWAH! to everyone!
Thraxas
Retired Moderator
20
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Location: The Avenging Axe, Turai
Posted: 14th Jan 2012 01:01 Edited at: 14th Jan 2012 01:02
I think yes and no.

I do think FPSC in it's current state (including the 1.19 beta) is about as good as it is going to get. Sure people can add in more things but that's not really addressing the issues FPSC has. Putting in more will not fix its core issues. Personally, I think the engine needs to be re-written from the ground up instead of adding new features. I still think it is incredible, and I love using it and will continue to use it for many years to come.

Now this is why I think there seems to be less people joining the forums and/or moving away: things like Unity and UDK which are now free to use. While I have used both and dislike them both intensely, people who are fed up with perceived problems with FPSC move to these engines "because they are better". Or as someone new looking for a game development tool, they look solely at the 'graphics' and see that these engines clearly make better games because they look better. I laugh, particularly when people who are unable to make a game in FSPC move to Unity/UDK because if they can't complete a game using FPSC then I highly doubt they'll do any better with either of those tools.

I can see that this section of the forum has become quieter, but it's not necessarily a bad thing. The majority of those who are here, are passionate about the engine, and are helpful and are doing great things. Yes it's a shame when things happen and older members leave but like everywhere in life people move on.

http://thraxocorp.webs.com/ Visit my totally awesome website: Thraxocorp. It's my own company and I'm totes the CEO.
Le Shorte
17
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Location: Wisconsin
Posted: 15th Jan 2012 05:23
Quote: "I do think FPSC in it's current state (including the 1.19 beta) is about as good as it is going to get. Sure people can add in more things but that's not really addressing the issues FPSC has. Putting in more will not fix its core issues. Personally, I think the engine needs to be re-written from the ground up instead of adding new features."

That's a great point. However, rewriting it is a bit out of the question, it seems. DBP, while a powerful language, can't pull off things much more advanced than what FPSC currently is. Now, I do believe that the core problems can be fixed.

However, instead of simply rewriting FPSC, I think a new FPSC product would fit well. Windows 7 is getting more and more popular, plus Windows 8 is just around the corner. I don't think Direct X 9 is going away anytime soon, but that doesn't mean we can't have another FPSC with Direct X 11 or whatever DX Windows 8 will have. It's common knowledge that FPSC x10 was a commercial flop, but the current console generation can be blamed for that (and Vista, of course). With the next-gen consoles just around the corner, Windows 7/8 will be commonplace with most gamers in order to play the newest games coming out. It'll take awhile for DX9 to be phased out, but it will come sooner than later once the next-gen consoles are released.

So, with DX9 becoming less and less common in the future, it seems like the best option would be to simply make a new FPSC.

Cheesehead for life.
Leongamerz
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Posted: 15th Jan 2012 08:05
Quote: "So, with DX9 becoming less and less common in the future, it seems like the best option would be to simply make a new FPSC.
"


And so,we need to buy a brand new PC.Anyway forum bit silent but not to silent now,I guess.Anyway nice to meet you Dark Frost,just tested your ironsight script and I must say its really great addition for model pack 5 and 6.Thanks and nice to meet you

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,Rolfy,KeithC,Nickydude,SceneCommander,Dark Goblin And Lee Bamber is my icon.

Hamburger
17
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Location: Grand Rapids MI
Posted: 15th Jan 2012 16:05
If they do consider rewriting the engine for a new fpsc, I think they shoiuld rewrite it in something more advanced like Dark GDK, instead of DBP. I mean, if your gonna rewrite the whole engine you might as well do that. It would fit more with all of the newer stuff I guess.

[/href]
TriSpefear Studios
14
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Location: Dallas, Texas, USA
Posted: 15th Jan 2012 16:10
Time to make X11 (or X12 if later) X9 is over 6 years old..... Time for an rather lengthy upgrade

"Everyone may doubt me, but your just giving me more of a reason to continue on..."
Brendy boy
20
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Joined: 17th Jul 2005
Location: Croatia
Posted: 15th Jan 2012 19:42
Quote: "Time to make X11 (or X12 if later) X9 is over 6 years old..... Time for an rather lengthy upgrade"

Lee is only one man. First: he would need to create completely new DarkGDK and then new FPSC. I'm sorry but.......that will never happen!

da2020
16
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Joined: 26th Dec 2009
Location: C:\\Program Files\\
Posted: 16th Jan 2012 11:30 Edited at: 16th Jan 2012 11:40
Quote: "that will never happen!"
The word 'never' is an overstatement, I do agree that FPSC should be modernized, while the new updates have some unexpectedly awesome feature.The idea wouldn't go far without first addressing the core features of the engine.In my theory the engine should handle larger level size with a lot of scripts and models without completely messing up, the most well-known source for this is the memory cap and DBP is to blame.Project Apex would probably address this to the max, but it seems to be getting buried alive.Probably because of the price.Everything I just said is an opinion, feel free to correct me.
maho76
15
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Location: universe-hub, playing the flute
Posted: 16th Jan 2012 11:43
Quote: "he would need to create completely new DarkGDK and then new FPSC. I'm sorry but.......that will never happen!"


except this would bring more profit than mobile-apps-development... wich isnt the case
Thraxas
Retired Moderator
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Location: The Avenging Axe, Turai
Posted: 16th Jan 2012 12:24
Quote: "the most well-known source for this is the memory cap and 32-bit operating systems are to blame."


Fixed for accuracy.

http://thraxocorp.webs.com/ Visit my totally awesome website: Thraxocorp. It's my own company and I'm totes the CEO.
TriSpefear Studios
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Posted: 16th Jan 2012 16:31
you can't stay with X9 much longer....

"Everyone may doubt me, but your just giving me more of a reason to continue on..."
Brendy boy
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Location: Croatia
Posted: 16th Jan 2012 20:08
Quote: "the most well-known source for this is the memory cap and DBP is to blame"

it is not, it's the (bad) way in which dbpro is coded and thus FPSC too. I had a detailed look at dbpro source code and there's a lot of stuff that could have been written in a much different and faster way. Also portal culling should have been complemented with occlusion culling. Also among other thing fpsc uses dbpro's command for triangle intersection which is terribly slow, there's much faster solutions for that etc..

NIlooc223
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Posted: 17th Jan 2012 00:32 Edited at: 17th Jan 2012 01:37
hey guys its called bringing support back to fpsc X10 mabey

Your signature has been erased by a mod - no affiliate links thanks
Wolf
18
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 17th Jan 2012 01:20
Using a new direct X library wouldn't actually change much on the software's structure and source language...you people realize that?

And adding shinier shader effects won't save us from the core problems of the software.

Quote: "you can't stay with X9 much longer....
hey guys its called bringing support back to fpsc X10.... DUH
"


Thanks for the useless and counterproductive comments...especially the "DUH" part

@Thraxas: you pretty much reflected my exact oppinion in your post. I believe that FPSC reached its zenit with the 1.19 update. Whatever will be next: we'll see.

Quote: "I laugh, particularly when people who are unable to make a game in FSPC move to Unity/UDK because if they can't complete a game using FPSC then I highly doubt they'll do any better with either of those tools."


I enjoy seeing them fail miserably at these tools after bashing FPSC... guilty pleasure, I know

Quote: "Personally, I think the engine needs to be re-written from the ground up instead of adding new features"


Yes! We can add little waves of attention to the software by adding new shiny shader effects. (which makes the kids obviously believe that the game is better...) OR we could just rewrite the engine and take care of the core problems. OR as I would say: the last problem left: The memory cap.

@Northern:
Quote: "However, I think TGC should have a team work more dedicated to improving the FPSC program and not just rely on the efforts of clever programmers of this forum to incorporate some type of development or update to the FPSC."


I'm not sure about TGC's point of view of this. I have to add however that I personally believe that FPSC was never intended to grow this large. TGC's more selling tool at this moment is AppGameKit and after FPSC's rather bad publicity and overall rating from the developing(modding community I doubt that they'll put much more effort in it. From a marketing point of view, it would make more sense to keep the focus on AppGameKit related things and other projects.

Quote: "Sad to say, but without a team of hired professional of the TGC working hard on improving deeper the FPSC I think in a short time this great program will become totally obsolete, and may become only a teaching tool for those ones willing starting up in the world of video game programming since no one might produce any decent game with commercial quality grade to compete in the market of the video games."


Actually...ANY Maker software out ther doesn't produce commercial quality games. And FPSC IS the perfect beginner tool for someone who wants to start game development. I highly doubt that FPSC will be a state of the art development environment one day... that would be silly optimistic

Quote: "Another factor I believe is that most of the newer members are teenagers or 10 year olds trying to make the next L4D with FPSC, or believing to own their own game company and competing with infinity ward. While its good to have an influx of younger members, there are very few of this group who feel the need to contribute rather than simply expect that making a game will be easy and models should be free. Really, the feeling of a close knot community of people trying to make games for FUN and helping each other achieve their goals has been lost (personally, I think it first started to vanish right around the time a certain prophet we all know went in a hiatus, but that's just me). "


This is true. Especially outside of TGC, you find a ton of really bad FPSC projects produced by some kids that kind of overshade the better ones. I use to receive comments like "wow! I can't believe this is FPSC" from people who tried FPSC and immediately gave up due to the fact that a lot of other projects really looked rubbish and they just assumed that FPSC can't do more. If you compare this to UDK, Unity and the likes: They do have some impressive showcase material with them, the presented projects look a ton better...because its a lot harder to produce anything, so incompetent people don't do anything at all and there are well known commercial titles who are made with these tools.

I bought FPSC V1.0 back in 2006. But now, from a more mature point of view: If I would have just decided to check for software to make videogames, I would most likely not have bought FPSC simply due to the lag of showcase material and due to the huge amount of really bad games out there.

In fact: even weaker engines/software such as for example genesis3D are presenting themselves a little bit more professional and do clearly "look" better at first glance even if they are gamedevelopment fossils.

This just explains the lag of new constructive members.

@Bluefox:
Quote: "give a man a fish, he eats for a day; teach him to fish, he eats for a lifetime."


...leave the dude alone, he'll figure it out.

But I do agree with anayar, there used to be more tutorials around...but really, if you never see anything you write down to be actually useful to someone, there isn't much motivation.

In conclusion:

FPSCreator is not going anywhere with that memory cap still intact.
I really feel terrible to mention it, after being mentioned as one of the mor productive members here, but I am one of the goons that moved to another engine aswell. FPSC was a fun and quick tool to make games, but with the memory cap: I can either not add any of the new features and make only really small levels (like: 4 rooms and a hallway) or start making new content visually inferior and not really fitting the time period. (Silent Hill 1-PSX quality)

The second alternative would involves hours and hours of modeling and texturing as all material currently available tends to be rather high poly.

Even though we have all those great new features... the memory cap does not allow us to use them in a level that plays longer than 3 minutes before the next loadingscreen. And that is the biggest issue this software currently has. It would be amazing otherwise, trust me.

Creativity is allowing yourself to make mistakes, art is knowing which ones to keep.
Nomad Soul
Moderator
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Location: United Kingdom
Posted: 17th Jan 2012 01:23 Edited at: 17th Jan 2012 01:27
I've been visiting the FPSC forums much less recently but not because the software isn't good. I'm working on a game for Android right now.

It seems like there is less activity on the forum in general and a bunch of good people have left but you never want a community to rely on a handful of experienced members.

For me there was a period of really high innovation and output which hasn't come around again yet but with all the improvements and features since V117 things really should be better than ever.

I have a concern that too many updates are being dropped into the engine now without being properly documented or supported so its kind of overwhelming to pick which things you are going to target on there.

People should not be thinking that X10 or X11 are going to solve anything for FPSC. Other engines run on X9 and still used for AAA titles so that just doesn't hold up. There are things like occlusion culling which TGC need to address for future growth though.

We also have to account for a natural turn over in forum members. People have lives and priorities change but the new members have to spearhead the evolution in forum progress and engagement.

All things considered I've enjoyed my time with FPSC and its surprising how many things I learned here translated directly into the development I'm doing now. In retrospect most areas of life seem better the way you remember them, that is just part of the human condition. The important thing is to enjoy things whilst they last and I think FPSC will continue serving a lot of people new to game development very well.

Chris Redfield 2008
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Location: Beecher\'s Hope
Posted: 17th Jan 2012 22:59
I haven't been here in awhile myself. Indeed, it does look like things have died down a bit(as well as a few friends that have seemingly vanished from here). While I have lost intrest in FPSC to some degree(probably cause I've been gearing myself more towards a design aspect than a devlopment aspect, which probably has to do with the fact that I can't model or script for crap), I still like to drop in every now and then and check out my favorite game engine. I never thought the devlopment aspect of a game was fun... Until I found FPS Creator. It made it all seem so easy. Heck IMO, the level editor IS half the fun of using it. The fact that your creating this little world with such ease. Makes me smile every time. But is FPSC itself dead? Ehh... Not yet, I don't think. I think there's a little petrol left in it's tank. I sure hope that V1.19 can give the engine one last huzzah, unless Lee has another Ace or two(or three?)up his sleeve...

My Graveyard Of Former Projects: Resident Evil 4.5, The Blair Witch Project 2.0, Resident Evil 4.5 File 2, Art Of Darkness
Teabone
Valued Member
20
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Location: Canada
Posted: 25th Jan 2012 13:13
My member account is younger than how long i've been actually visiting the site. I fist touched darkbasic in 1999 or 2000. I later on found out about FPS creator. It has improved quite a lot since then. There are quite a lot of things that I was hoping to see by now that just arnt there without the help of mods.

Flatlander
FPSC Tool Maker
19
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Location: The Flatlands
Posted: 26th Jan 2012 02:50
Hockeykid has somehow fixed the cap issue and has it in APEX. I asked Lee about it and he said that he was satisfied with the cap as it is; although, I'm not sure why. In other words he doesn't want to take the time to work on it. I asked Hockeykid if he was willing to sell that part of the code so I could put it in RPGmod. Answer was no as he would rather just keep it in APEX which I do understand to some extent. However, he said if Lee would approach him and ask him about how he did it he would be glad to cooperate. I have not told Lee this as yet. I was waiting for a time when AppGameKit was a little further along (BTW I purchased it myself although I still like the direction FPSC is taking (along with my RPGmod of course).

In the v119 thread Scene Commander did mention that Lee said he had some surprising things in store for v1.20. There's the Ace or two.

I always thought he had something planned for v1.20. The reason why is because in the source code for the engine this has been there since somewhere around v116 or 117:

Quote: "rem FIRST PERSON GAME CREATOR GAME ENGINE - V1.20"


Why in the world in had this for so long when we weren't even there yet I had no idea.

Hockeykid
DBPro Tool Maker
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Posted: 27th Jan 2012 00:31
Quote: "Hockeykid has somehow fixed the cap issue and has it in APEX."


I wouldn't say "fixed", but rather greatly improved. The issue is still there, but my solution in Project Apex has made it much harder to hit the cap.

Sean

washburnrover
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Posted: 7th Feb 2012 03:15
I have plans to perfect multiplayer, but can't promise anything

one thing i'm trying to do until better MP features are added (and I completely sympathize with y they haven't) is

make an external application which is the multiplayer menu for the game i'm working on. This external app would

import a roster of installed maps, and have the integrated lobby in the app. Once game starts with either random

map supported by server/host, or specific selected map + game mode. The app would then run internal launching of

the map .exe, automatically running through menu processess, including pasting the player's overall username.

That, as complex and difficult as it sounds and will be, is the simplest and easiest part of my ultimate modding

(my teams, lol i still gotta learn DBPro to add to my list of over 20 prog. lang.). I will eventually try to mod

the MP interpretation altogether. It probably won't happen, but my idea is that rather than uploading packets

containg every byte of info that happens in the game, from each player, (which is why there's no room for lots of

dynamic objects), instead only upload info like player position and their camera position, health, etc., only the

essentials of placement, aiming, and basic actions, then using cpu over all computers individually to interpret the

outcome of the of something like a nade being thrown, now while some CPU's may not interpret it exactly like the

others, te majority rules on whether someone dies or not .

Lastly, I'm going to try to integrate something like Ventrillo Voice Chat, as well as punkbuster (or equivalent for

both). All these features in addition to others that are relatively easy to do (MP vehicles, yes, i will try to do

this going forth from previous entity interpretation) will eventually make for a fantastic game, though propably

not efficient on Hardware Specs. (I'd like to use draw distance-based rendering too, but i'm not going to go too

far ahead of myself )

(BTW, I love WASP mod v2, and I'd like to work on my mod from it, idk if that alone is allowed, and if i

distributed it, I'd of course ask the creator(s) in advance, and give them 1st dibs. If anyone has any input on any

of my speech, please reply)

"Life is like a box o' chocolates, neva' know what ya' gonna get."
- Forest Gump
Kerrby
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Location: Australia mate.
Posted: 7th Feb 2012 10:44 Edited at: 7th Feb 2012 10:45
To answer your question, yes.

Here's how I see it, the updates being brought in now; should've been brought it years ago. All the new things being brought in were only done after months and months of begging. Now it's too late and the majority of people have moved on, which is why we're seeing the lack of new and interesting posts. There was a phase when everyone decided to bring out mods at the same time but that has obviously died off (with the exception of a few new mods).

tl;dr "new features" should've been added a long time ago, now it's too late and nobody is around anymore. This is why FPSC has reached its peak and is on the decline.


WizMod Developer.
KeithC
Senior Moderator
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Posted: 7th Feb 2012 15:45
As far as "nobody" being "around anymore"; that is always something that is in a state of flux. That's assuming there will be no more users that are new to game development, finding out about FPSC. Only this time; most of what was (or should have been) done, will be implemented. On top of that; I've already seen people coming back from not using FPSC after a time.

To be sure though; Unity, UDK, and CryEngine becoming free to use (to a point) has taken a toll. But that is to be expected; with a mix of developers that truly have reached the limits of what they can do (combined with what they want to do) with FPSC (such as Wolf, for example), and those that simply want to play with "bigger/better" tools. Many find out they've bitten off more than they can chew, and a good number discover that the aforementioned engines are really worth putting more time and energy into.

That's the thing I've always said about FPSC; it's a great tool to get into the entire process of game development. Whether you move on after that is natural.

Everyday when I log onto the Forums here, I see blue. Blue means activity; activity means the place is still alive and kicking. So the real answer to your question is NO. This place has had it's ups and downs, and always will.

-Keith

TheDesertEagle
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Location: Canada - Who knows where else???
Posted: 7th Feb 2012 22:18
im sure fps can do anything as long as you mod it
for example,with moding you can make a tds with fps creator.

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
Kerrby
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Location: Australia mate.
Posted: 8th Feb 2012 02:43
Quote: "Everyday when I log onto the Forums here, I see blue. Blue means activity; activity means the place is still alive and kicking. So the real answer to your question is NO. This place has had it's ups and downs, and always will. "


Look how many threads have new posts in them per day, there's barely five threads a day in the FPSC Chat board that have new posts in them.

I hardly call that "alive and kicking".


WizMod Developer.
Cross Hair Games
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Location: Canada Eh\'
Posted: 8th Feb 2012 04:21
I, being a younger member. Definitely agree my generation is about take and not learn. Some do prefer to learn, I wish I could say I was like that all the time but I'm not. When I first joined the forums, it was on and off for about two years, and even back when I started, the community was eager to help, receive then give again. The majority of members would freely give advice, media, ect.

I made promises to people, that I would finish models and release them for free, but due to my own lack of responsibility and maturity, I never did finish those. And I fully regret taking, saying I would give, but never did.

Now I realize what needs to be done, yea it takes a group to bring a community back, but a group starts with one. And I can't controll other people to start, no one can. But we can start ourselves and that's what I'm going to start to do. I'm working on a game, and Bugsy has been eager to help me with questions and issues I've had doing it. But he will never just do something for me, he is teaching me and getting me to learn. And that's the best way to do it. And once I have those things down well, I will pass them on through the same teaching method as Bugsy, only offer tips when needed and having me learn through trial and error. So if any younger member ever asks you guys for help in a way in which you would be doing the work, don't. Teach them how they can do it, I'm not saying you guys don't try to teach us, just to emphases on teaching.

KeithC
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Posted: 8th Feb 2012 04:38
Quote: "Look how many threads have new posts in them per day, there's barely five threads a day in the FPSC Chat board that have new posts in them.

I hardly call that "alive and kicking"."


LOL; the oldest post on the whole page is only from about 8 days ago. I hardly see that as a dire warning of this part of the Forums' demise. Just like any other place on the internet, it has its ebbs and flows. I think some people are making way too much of this.

-Keith

BlackFox
FPSC Master
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Location: Knight to Queens Bishop 3
Posted: 8th Feb 2012 04:41
Quote: "I think some people are making way too much of this."


Blueberry Muffins.


Twitter: @NFoxMedia
Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 8th Feb 2012 15:10
I don't think we need to RIP FPSC forums quite yet. :LOL:

xplosys
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Playing: FPSC Multiplayer Games
Posted: 8th Feb 2012 16:08
You can see the Blueberry Muffins as half eaten, or half not eaten. With a good cup of Joe, it doesn't make much difference to the spoon.
I haven't been around as much recently because of life, but I still see plenty of activity, as boring as some of it is. I feel we've recently had a large influx of new, younger members which is a good thing. They will become the next wave of relevance, partly replacing those who leave and always sending us in a new direction - new ideas, content, and results.

So, it's like.... normal.

Brian.

!retupmoc eht ni deppart m'I !pleH

maho76
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Location: universe-hub, playing the flute
Posted: 8th Feb 2012 17:04 Edited at: 8th Feb 2012 17:05
its also normal thing that once something is "established" in a way it calms down against the high frequency of the beginning.

i think most threads and discussions in the past (years ago) where around errors and things that DIDNT work. i dont miss this where you have to write pages to get some basic thing to work.^^ i am one of those who searched all the forum up to page 20-40 before writing the first lime here. the "past generation" has done so much and gave that much ideas, you need months to read through this. so its all natural that there is not that fluctuence here anymore.

also as said, the name fps-creator is indicated more to "kids" and newbies than to full developers, so give the new people some time to get into this.

in addition, dont forget that there are finals atm, so many people dont have the time to come here. and there was also a bunch of personal issues for some people here. thats life, sometimes all comes together.

and ... as said... wait until everyone changes to 1.19, you will have a bunch threads about questions how to use the new commands

have you took a look into udk-forums? much bigger userbase, but lesser frequented than here end of the year.

DarkFrost
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Location: ON, Canada
Posted: 7th May 2012 03:11
Just read through these posts. Wow!

Lovely seeing all your opinions and thoughts!

Apologies for the bump

TriSpefear Studios
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Location: Dallas, Texas, USA
Posted: 7th May 2012 04:13
Honestly if just a few more people logged on everyday it would be perfect. I would rather be all friends with the forum members.

"Everyone may doubt me, but your just giving me more of a reason to continue on..."
Nomad Soul
Moderator
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Location: United Kingdom
Posted: 7th May 2012 05:08
The issue here is that at one point FPSC was the only choice available for people that didn't have much or any programming knowledge to start making their own first person shooter. This led to lots of people investing their time into the product and resulted in a great period of creativity and forum activity.

FPSC has developed slowly over a number of years and whilst it has improved significantly from the early days there are more competitive alternatives out there now which aren't that more difficult to use and also have good communities.

For me FPSC was the best possible starting place to learn how to make games and understand all of the individual components required to make a fully custom game. Its inevitable people will move on from FPSC once they have grasped the concepts.

I say enjoy FPSC while it takes care of your needs and have fun with it. I've got very fond memories of my time with FPSC, the brilliant people that have come and gone (not just on the forum) and can honestly say most of the things I have learned are directly valuable in my current project.

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