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FPSC Classic Product Chat / Community Mod Project

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JRH
19
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 18th Feb 2012 20:35 Edited at: 25th Mar 2012 14:55
EDIT:

Sorry, stuff came up. Don't have time for this anymore :/


Hi everyone,

This is my pitch in response to this thread. I'd like the community to work together to make a source code modification of FPSC. The idea behind this is that people will collaborate, and hopefully be inspired to make some awesome games!

Progress
None so far. I want to start a discussion with people about what direction this should go in, what should be added, etc...

Contribute
If you'd like to lend a hand send me an e-mail and I'll give you details of where to get the code, and any procedures you will have to follow. I plan to use Google Code, once the login bug is fixed.

Requests/Idea
If you have any ideas or requests for commands or features, post them below. I'm not saying that they will definitely be implemented, but I will certainly look at them

Suggested Features
Fix collision issues
Control player ammo via scripting
Random number generation
Export game statistics to file (likely will be toggleable)
Scipting Additions


Questions etc... post below

JRH
Section 812
18
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Joined: 24th Feb 2008
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Posted: 18th Feb 2012 22:16 Edited at: 18th Feb 2012 22:26
I think its a good Idea, though I haven't done any thing with the source since v115.

I think a number one Idea (for developers of multi languages) would be eport of data to a text file such as :
lives
deaths
weapon holding
and number of kills

I'm pretty sure I still have code to do the deaths and kills if you want (was making a mod a while back but abandoned it)

mabe some fixes to a few commands that do nothing, like moveback

edit: oh and mabe export all players connected IP adresses (for like mabe a buddy system or something of that sort

and possibility of loading a bsp or x model for the level without having to slice it up for proper collision.
(I know that would be a lot but darkbasicpro can do it cuz I have no problem with walking collision in my current project on single model level.) that part's not really that important
The Zombie Killer
15
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 19th Feb 2012 02:10
IMO this is a great idea, one feature I would like is FIX THE DAMN COLLISION BUGS, that would be a great addition for a mod, and would make so many more fpsc games playable.

-TZK

Leon Kennedy
17
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Joined: 7th Sep 2008
Location: Neither here nor there
Posted: 19th Feb 2012 02:44
Great idea. I'm not sure of everything that's in existing mods or even 119, but a couple things I'd like to see are:

1. Random number generation, especially for damage done both to and by enemies
2. Multiple timers that are independent of one another

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.
rolfy
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Posted: 19th Feb 2012 03:17 Edited at: 19th Feb 2012 03:19
Quote: "2. Multiple timers that are independent of one another"

etimers..already in there. lol You been gone a long time.

Terrain collision or at least the abilty to disable 'null space' would be great.

Awesome! Its one of those threads.
gozzy1999
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Location: in the closet
Posted: 19th Feb 2012 10:09
an addplrammo action will be usefull

''Make sure your hands are clean before you point the finger''
JRH
19
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 19th Feb 2012 11:14
I've updated the OP to include a list of suggested features. I'm also setting up a new instance of DB Pro to compile FPSC (trying to find the modded Dark AI has proved impossible, so I'm removing the Y coord from all Dark AI code until it turns up).

Hopefully we'll see some things turn up over the next few days. Unlike other mods, I plan to release builds frequently with the new features added. There will be minor builds for testing and major builds as (hopefully bug-less) releases.

JRH
Leon Kennedy
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Location: Neither here nor there
Posted: 19th Feb 2012 14:10 Edited at: 19th Feb 2012 14:18
rolfy: yes, I have been gone for a while. Like I said, I don't know what all is already out there, so I'm just spewing stuff in the hopes that something sticks.

Speaking of which, I've got two more:

1. Access to the x, y, and z coordinates of the player
2. Fix the ambience issue

For #2, I have seen a few posts lately where people are asking about how to alter the ambience when they are testing a game. Heck, I posted it myself. You can alter the ambience in the global script all you want, but when you test the game it doesn't change unless you press the < or the > keys. That shouldn't be like that - you should be able to set the ambience in the global script and it should just work.

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.
The Zombie Killer
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Posted: 21st Feb 2012 06:49
I think you should take some ideas from here too: http://forum.thegamecreators.com/?m=forum_view&t=192121&b=26

Oh, and another one, bulletwounds on characters.

-TZK

JRH
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Location: Stirling, UK
Posted: 21st Feb 2012 09:31
Hmm... I'm tempted to mess around with PhysX in FPSC. I've got a new graphics card with better PhysX support, so I suppose I want to try it out. I guess it'd also do wonders for things like collision, rag-doll, etc...

Your thoughts?
Scene Commander
Support Manager
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Posted: 21st Feb 2012 09:41
Quote: "Hmm... I'm tempted to mess around with PhysX in FPSC. I've got a new graphics card with better PhysX support, so I suppose I want to try it out."


Not enough cards support PhysX, so unless you code it as an option, you'll reduce the user base.
The Zombie Killer
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Posted: 21st Feb 2012 10:13
maybe this and this are possible options then?

-TZK

JRH
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Location: Stirling, UK
Posted: 21st Feb 2012 11:14
@Scene Commander

Any chance you could post here telling us when a good copy of the source code is available. I don't see any point in compiling FPSC on a non-official release.

Quote: "Not enough cards support PhysX, so unless you code it as an option, you'll reduce the user base."

Your right, I'll have a think about it. I might make it toggle-able, or I could perhaps only implement certain features (particals, cloth, etc...) like in Mirrors Edge.

I will also look into the older software based versions of PhysX.

Quote: "maybe this and this are possible options then?"

If you think your own wrapper would be an improvement, jump onboard and we can work together to implement it into FPSC.
The Zombie Killer
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Posted: 21st Feb 2012 11:16
@JRH
I didn't make any of those wrappers
but sure, I'll help, count me on board.

-TZK

Scene Commander
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Posted: 21st Feb 2012 11:32
Quote: "Any chance you could post here telling us when a good copy of the source code is available. I don't see any point in compiling FPSC on a non-official release."


I hope to have addressed all the major reported bugs in the next couple of days and be ready for hopefully a final beta. So it all depends on the stability of that beta really.
The Zombie Killer
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Posted: 22nd Feb 2012 10:27
Quote: "Any chance you could post here telling us when a good copy of the source code is available. I don't see any point in compiling FPSC on a non-official release."


Maybe because you get more features?

-TZK

Corno_1
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Posted: 22nd Feb 2012 12:56
i have a idea. it would be great if the bulletholes arent black by dynamic light
JRH
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Location: Stirling, UK
Posted: 22nd Feb 2012 13:15
@The Zombie Killer

I'd rather use an official beta, as people are more likely to have all of the dependencies - which I cannot distribute - already installed. For example, if I released a build which looked for a new shader that hadn't been released in an official beta, it wouldn't be on the users file-system, and so FPSC would crash.

I hope you've understood that? I'm feeling lazy - and hungover - so forgive me for not making myself clear....
Corno_1
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Posted: 22nd Feb 2012 17:32
hey can you add the command "aicanbeseen"+"aicannotbeseen! its work like plrcanbeseen+plrcannotbeseen but its work with ai(ally+enemy)
would make ai more easy
The Zombie Killer
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Posted: 28th Feb 2012 11:59

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