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FPSC Classic Product Chat / CorVus Mod Plus - The Reincarnation of CorVus Mod

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DarkFrost
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Location: ON, Canada
Posted: 7th May 2012 03:13
Hopefully this is completed!

Would love to try it out in a final working state.

The Zombie Killer
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Location: Gold Coast, Australia
Posted: 7th May 2012 09:46 Edited at: 7th May 2012 09:49
@Dark Goblin
It's really up to you if you want to help. Just in case, I'm about to add you to the googlecode permissions
EDIT: You may have to sign up to GoogleCode, it says that no GC account exists with your email :p

@DarkFrost
Yes, it'll be interesting to see how it turns out when it's done.

@Nomad Soul
Quote: "If Corvus mods weapon and enemy issues were fixed it would provide a much more interesting engine to work with instead of another huge list of scripting commands which nobody uses or cares about."


I use 90% of the new commands :p
Personally, I wouldn't use CorVus myself, since my PC is actually too weak to run it I merely ported it for those that can. Xploid mod MAY make a public comeback here though. But I don't know if the mods, Bond1 or DG would like it to be posted on this forum.

-TZK

Nomad Soul
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Location: United Kingdom
Posted: 7th May 2012 13:38
@The Zombie Killer

You must use Dark Goblins help. This might be the last opportunity to take this mod from a tech demo to production.

This is the only reason I check in on the forum these days.

BlackFox
FPSC Master
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Location: Knight to Queens Bishop 3
Posted: 7th May 2012 17:39
Quote: "Xploid mod MAY make a public comeback here though. But I don't know if the mods, Bond1 or DG would like it to be posted on this forum."


Given the history that took place, this should help answer your question.


Twitter: @NFoxMedia
Dark Goblin
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Posted: 7th May 2012 20:12
I personally have no problem at all with any of the other Mods posted on this forum, which have CorVus Mod as a base (which by now should be known that it was done by me and published with open source) as long as they give proper credit.
What a user has done or not, is not my business and I will not comment on that.
I have no problem with this thread, this port to a new FPSC version or even a new mod based on CorVus.
... Just wanted to make this clear.

@The Zombie Killer:
I have an googlecode account but with another mail (got an mail from me with the e-mail).
Will see if I can help in any way if I get some time but I cannot promise anything.

The Zombie Killer
15
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Location: Gold Coast, Australia
Posted: 10th May 2012 09:47
@Dark Goblin
I haven't received any email yet. It might not have come through.

-TZK

The Zombie Killer
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Location: Gold Coast, Australia
Posted: 11th May 2012 10:57
I've now switched the repository over to SourceForge, as it seems to work better, and doesn't stuff up my files. The downside is, the older versions of the CorVus source are unavailable now, but who wants old obsolete and possibly non-working versions anyway. I also now have a wiki! (In progress)
Enjoy the new setup.

-TZK

FyllyMan
14
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Joined: 30th Mar 2012
Location: United Kingdom
Posted: 12th May 2012 21:12
Hey is this compatible with FPSC IP? Currently there is no mod that is with the latest version of FPSC and I would like one since you need 1.15 to use FPSC IP sadly.. This mod would be great if you could use it with FPSC IP, Would allow very nicely detailed multiplayer games

www.fylly.co.uk - I do stuff from Youtube to Games!
The Zombie Killer
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Location: Gold Coast, Australia
Posted: 13th May 2012 02:49
@FlyllyMan
It is unlikely that I will implement FPSCIP support, because CorVus is open-source. But I guess I could make a closed source FPSCIP version.

Sent from a tablet

-TZK

The Zombie Killer
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Posted: 13th May 2012 09:56
@Dark Goblin
Okay, I am in need of some help, I just need you to get CorVus to read the setup.ini values from corvus_setup.ini instead. If you could do that it would be GREATLY appreciated

@FlyllyMan
I have emailed knxrb and I will make a version that supports FPSCIP.

-TZK

Dark Goblin
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Posted: 13th May 2012 11:15
there should be a way to change from which file it should read all the variables. Try a search inside the source. If I find some time today or the next days I will look for myself.

The Zombie Killer
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Posted: 13th May 2012 11:18
@Dark Goblin
I know where that code is, but I want fpsc to read ONLY the corvus values from corvus_setup.ini

-TZK

PS: Could you sign up to sourceforge and let me know your account name? Then I can add you to the members list. I don't mind if you don't want to sign up though.

Dark Goblin
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Posted: 13th May 2012 14:05
Than you need to write your own code which reads from this file. Simple with matrix utils.

uzi idiot
Valued Member
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Location: Who Knows?
Posted: 13th May 2012 14:24
I sure hope this one remains afloat.

Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.
Dark Goblin
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Posted: 13th May 2012 17:02
@thezombiekiller:
not that easy to register on sourceforge... all nicknames are already taken. You can find me under "sirdarkgoblin"

The Zombie Killer
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Location: Gold Coast, Australia
Posted: 14th May 2012 09:23
@Dark Goblin
You're now added.

@uzi idiot
I'll keep working on this as long as I can, but most mods eventually die.

-TZK

FyllyMan
14
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Location: United Kingdom
Posted: 15th May 2012 23:33
THanks so much! I can't use some of my model packs with older versions of FPSC so currently I can't work on my game ): But with FPSC IP working with this (an amazingly beautiful mod!) it will be better than I thought

www.fylly.co.uk - I do stuff from Youtube to Games!
The Zombie Killer
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Location: Gold Coast, Australia
Posted: 20th May 2012 07:07
New alpha code released.
In the alpha coming after this one, weapons will work and the mod will run faster due to the implementation of the latest EVOLVED shaders. CorVus also now contains some of Xploid mod's code. The original code for Xploid mod was recently lost, so that mod is now being redone using this as a base. Thanks go to Kill3r7 for the weapon fix and EVOLVED update.

-TZK

Marc Steene
FPSC Master
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Location: Bahrain
Posted: 21st May 2012 15:25 Edited at: 21st May 2012 15:26
Cool I'm gonna give this a test.

EDIT: Which one is the latest? The mod one or the alpha r639?


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Nomad Soul
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Posted: 21st May 2012 16:43
@The Zombie Killer

If this mod dies any hope of FPSC competing with the commercial engines will die with it.

Since you have fixed the weapons in the latest build it would be madness not to push forward and fix enemies also.

The Zombie Killer
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Posted: 22nd May 2012 09:27
@Marc Steene
The latest build of the mod is r639. The uncompiled code is the latest of course. The release with the weapons fixed and latest EVOLVED stuff is unreleased, even in code form at the moment though.

@Nomad Soul
Don't worry, I won't stop working on this for a while yet. I promise you that at least the weapons will work before I give up on CorVus.

-TZK

Marc Steene
FPSC Master
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Posted: 23rd May 2012 12:01
I get a floating point error when trying to open first time setup.exe, and when clicking test game nothing happens (bar does not move)


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The Zombie Killer
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Posted: 23rd May 2012 12:33
@Marc Steene
Currently, CorVus is only for build games, and could you give me a screenshot of the error with the first time setup? I'd like to see if I can get it fixed.

-TZK

Nomad Soul
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Posted: 24th May 2012 00:54
@The Zombie Killer

Please give a list of the key features / bugs etc you are working on with this mod or planning to work on?

I don't use FPSC for development at the moment and this is probably the only mod that would spark enough interest for me to start using it again.

What FPSC needs is big changes that will give it a longer life. v117 brought a lot to the table but it needs more, a lot more.

The commercial engines out there bring this level of change with every major release. FPSC just isn't keeping up with that.

This mod would go a long way to putting FPSC back on the map.

The Zombie Killer
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Posted: 24th May 2012 09:50
@Nomad Soul
Bug list that I'm working on:

* Weapons not working (currently done, but untested, code donated by Xploid mod creator Kill3r7)
* Characters not working (not done, but this bug can be fixed by changing the character's appear script to 'appearnogravity.fpi')
* Characters shoot you through walls (not done, I believe this is due to the deletion of the universe file)
* Lag (probably won't ever be done lol, it's because of how CorVus works, and there's no way I'm rewriting the mod)

Features that may be copied over from H6 mod, if I can get the code:

* Bullet time
* Minimap
* Performance improvements
* Windowed mode

-TZK

Dark Goblin
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Posted: 24th May 2012 18:01
Quote: "* Characters shoot you through walls (not done, I believe this is due to the deletion of the universe file)"

Sure thing. It's just because of that. To fix this you would need your own static univserse which needs to be invisible.

Quote: "* Lag (probably won't ever be done lol, it's because of how CorVus works, and there's no way I'm rewriting the mod)"

And again, true. This was a bit better with my try on LRMod but it's simply because Advanced Lighting needs so many ressources, so this will be a hard thing to do (if it's even possible).

jmtmew
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Location: Developer Hell
Posted: 24th May 2012 19:44
Quote: "Bullet time"


Please tell me the lag isn't THAT bad XD

Joking aside, me want

The Zombie Killer
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Posted: 25th May 2012 08:38
@Dark Goblin
Keeping the static universe and then making the dynamic one invisible and collisionless would fix the jumping character AND shooting through walls issue wouldn't it? The only downside of that solution being the segment shaders not working.

@jmtmew
You can already have that stuff, just not in CorVus yet. Look up H6 Mod with the forum search button.

-TZK

jmtmew
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Posted: 25th May 2012 10:09
@TZK

I know, I already searched it, but I mean, for V119, I'd rather have the functionality of V119 than have to go to V116 or V115 to use H6 Mod. Plus, if it was added to CorVus, even better

The Zombie Killer
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Posted: 25th May 2012 10:17
@jmtmew
The creator of Xploid mod once had the H6 mod source code, it was even in Xploid mod at one point. If I ever get my hands on the H6 code, I'll make a v119 port AND implement some of it into CorVus.

-TZK

The Zombie Killer
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Posted: 25th May 2012 11:01 Edited at: 26th May 2012 11:55
Post removed. No longer needed.

-TZK

Marc Steene
FPSC Master
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Posted: 25th May 2012 17:14
Wow, awesome. I'm definitely giving this a try.


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Marc Steene
FPSC Master
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Posted: 25th May 2012 17:31
Still getting this error when trying to run the first time exe (one wasn't included with the new alpha so I had to use the one from the old alpha).


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The Zombie Killer
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Posted: 26th May 2012 03:54 Edited at: 26th May 2012 12:01
Post removed. It is no longer needed.

-TZK

The Zombie Killer
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Posted: 26th May 2012 05:28 Edited at: 26th May 2012 12:00
Post removed, no longer needed.

-TZK

The Zombie Killer
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Posted: 26th May 2012 12:00 Edited at: 26th May 2012 17:27
Post removed. Not needed anymore.

-TZK

jmtmew
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Posted: 26th May 2012 13:11
When you're done, could we see some screenshots of some of these effects in action?

The Zombie Killer
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Posted: 26th May 2012 14:10
@jmtmew
Sure, I'll post tons of screenshots when I can get it working, if Dark Goblin doesn't find a solution, Kill3r7 and I will be re-doing CorVus from the ground up to see which command etc is causing the problem.

-TZK

jmtmew
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Posted: 26th May 2012 14:50
Ah awesome, yeah, looking forward to seeing what you do with this mod, if you could even get half of those features into a properly working mod, I'd be extremely happy, if it just wasn't for the bugs and said performance issues...

I'd love to help, but I'm no modder, so whether you redo it or not, I'll certainly be following this.

The Zombie Killer
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Posted: 26th May 2012 15:02
@jmtmew
The stuff themselves appear to work perfectly, it's just the mod crashes, once that's fixed, all of it works

-TZK

Scene Commander
Support Manager
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Posted: 26th May 2012 15:23 Edited at: 26th May 2012 15:24
@TZK

I've not tried to compile the latest Corvous source, but if you're basing it around the latest source on google code you need blank.bmp placed in the videobank folder, without it, the engine will crash. I've attached the image to this post to see if it helps you.
The Zombie Killer
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Posted: 26th May 2012 15:25 Edited at: 26th May 2012 15:26
@Scene Commander
I'm aware of this, as I saw it all on GoogleCode, I have that file in there already, but it still seems to crash. Thanks anyway.

-TZK

KeithC
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Location: Michigan
Posted: 26th May 2012 16:21
Quote: "Sure, I'll post tons of screenshots when I can get it working, if Dark Goblin doesn't find a solution, Kill3r7 and I will be re-doing CorVus from the ground up to see which command etc is causing the problem."


If this is in fact the case; then this will be shut down on these boards. That would be allowing Kill3r7 to circumvent his perm-ban from these Forums; which he received for uploading one of Bond's MPs to a file-sharing site awhile back. See the thread here:

http://forum.thegamecreators.com/?m=forum_view&t=164618&b=21&msg=2009745#m2009745

-Keith

The Zombie Killer
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Posted: 26th May 2012 16:23 Edited at: 26th May 2012 16:27
@KeithC
He isn't actually doing it, he's finding the problem and telling me what it is so I can fix it. I am aware of what happened with the model pack. I'm begging you not to shut this down, I've put so much hard work into it, and the only part of his mod that's in this is 5 lines which is some DoF code that gets DoF working correctly, and I can easily remove that if you want to take it that far.

-TZK

KeithC
Senior Moderator
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Posted: 26th May 2012 16:34
I'll give you this:

- No message from Kill3r7 should be placed here; whether it's about a bug fix, etc....makes no difference. That would be circumventing his perma-ban.

- If the only part of his Mod is those few lines of code; I suggest you find a way to make it work without his help. Going off of the post I quoted; you and he may be working on the Mod from "the ground up", which suggests heavy investment by him. That cannot be allowed.

Is this satisfactory?

-Keith

The Zombie Killer
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Posted: 26th May 2012 16:37
@KeithC
*sigh* Yes, I understand, I'll remove the parts from his mod and any other parts of it that I may have forgotten. Please give me some time to do so though, as it's not a quick five minute job.
I'm just glad you're not shutting it down, after all the work I've poured into this, it would be a huge letdown to have it closed.

-TZK

KeithC
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Posted: 26th May 2012 16:44
As long as you're moving in that direction, I won't put a time-limit on it.

I'm not trying to be stoic here; but I have to make sure both the AUP and past transgressions by former members are not overlooked, just because something is made that everyone wants or needs. I've said it before; Moderating here is never black and white....it's mostly shades of grey.

-Keith

The Zombie Killer
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Posted: 26th May 2012 16:50
@KeithC
Yeah, I know what you mean, and I have no problem with what you're doing, you're a good mod, so you follow the rules of the AUP the way they should be followed. And you enforce them the way a mod should. Thanks for not placing a time limit on it.

@All
I cannot find any way to get the DoF working, I'll probably have to cut it out of the mod completely, or leave it to DG. I never use the DoF anyway, so this is no problem for me. Heck, I only really use the shadows.

-TZK

The Zombie Killer
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Posted: 26th May 2012 17:27
UPDATE

This is the latest version of the CorVus source code.
This is for Dark Goblin to look at.
It compiles, but crashes when run in test or build game.
it keeps crashing for some odd reason, I think it's to do with the
Advanced Lighting or something like that.

This source contains:

- Removed DoF
* Everything in first post
* Latest code on FPSC 1.20 r650
* Lightscattering
* Skybox effects
* EdgeAA
* Bloom flare
* Pixel blur
* Build game and test game fix
* Universe no longer deleted
* Characters work
* Weapons work
* Characters no longer shoot through walls
* Flashlight toggled via commands
* Toggle shadow updates
* Toggle sky updates
* Toggle ToD updates
* Cleaner, prettier code

New commands:

* CorVusFlashOn -- Turn on flashlight
* CorVusFlashOff -- Turn off flashlight
* CorVusFlashToggle -- CorVusFlashOn and CorVusFlashOff merged into a single command
* DisableShadowUpdate -- Disable shadow updates
* EnableShadowUpdate -- Enable shadow updates
* DisableSkyUpdate -- Disable sky updates
* EnableSkyUpdate -- Enable sky updates
* DisableToDUpdate -- Disable ToD updates
* EnableToDUpdate -- Enable ToD updates

New setup file flags:

* lightrays -- Lightrays, not working yet 0/1
* skybox -- Skybox effects 0/1
* edgeaa -- EdgeAA 0/1
* lightcount -- Light count (default 8)
* directionalshadowsize -- Directional shadow size (should be the same as directsize)
* timeofday -- Toggle time of day effects 0/1
* pixelblur -- Pixel blur 0/1
* lightscattering -- Lightscattering 0/1
* bloomflare -- Bloom flare 0/1

Flashlight script:



Default corvus_setup.ini values:



Download r650 Source

-TZK

Marc Steene
FPSC Master
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Posted: 26th May 2012 22:25
TZK, when you get this issue fixed, could you upload a test map demonstrating the features of the mod?


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