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FPSC Classic Product Chat / ( New ) Project Apex Official Thread

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Hockeykid
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Posted: 25th Feb 2012 04:42 Edited at: 25th Feb 2012 04:43
I've created this new Project Apex thread, as the old one was getting cluttered and outdated.

About:
Project Apex will be a "fresh start" it will be going in a different direction than Project Blue and has/will expand the features of FPSC. Project Apex is currently in production and will be a paid mod, the price is undetermined at this point.

Current Version: In-production

Features:
Limb Scaling through scripting
Anti alias
Anisotropic Filtering
Circle Radar (Works in multiplayer too)
Completely rewritten multiplayer
Team death match
Waiting To Join bug fixed
Flak in multiplayer
0MB Light mapping
PhysX integration

Much more...

Detailed Additions List:
(Out of date)


Foot Note:
All Project Blue owners from the beginning of Project Blue to 2/20/2011 will get a discounted price.

Pictures:

Anisotropic Filtering Off



Anisotropic Filtering at 16



Radar - Using default radar images


0MB Light Mapping













PhysX Collision Boxes
The pictures below show the accurate PhysX drawn collision boxes.






Videos:

Multiplayer Flak



Hockeykid
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Posted: 25th Feb 2012 04:47 Edited at: 25th Feb 2012 04:51
This post is to elaborate on the newly integrated PhysX a bit:

I actually added this about a month and a half ago, I wanted to announce it when I had a bit more to show, but decided to post the announcement of it to get some motivation.

At the moment the new physics system is very fast and features precise collision, all of the ODE code has been wiped from the engine.

Once I work out the few last little collision issues, I hope to be moving on to the "fun" stuff. Such as: cloth physics,PhysX particles,etc...

The following images show a debug render from PhysX clearly displaying the perfectly drawn collision boxes:





The Zombie Killer
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Posted: 25th Feb 2012 05:10
Wow, looking good, I might buy this later if I can find the cash when it comes out.

-TZK

Beastlymaps
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Posted: 25th Feb 2012 06:13
I completely agree with TZK, this mod looks REALLY cool...and I will probably buy this. But before you release this mod, could you take a shot at making the map size bigger?? If you can implement all of those other cool things into the source, I have great confidence that you can re-code the grid size as well. BTW, is this mod built off the v1.19 beta??

-Beastlymaps

-Http://Beastlymaps.webs.com
Marc Steene
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Posted: 25th Feb 2012 07:22
This looks so cool The AA and AF features are desperately needed, I can't believe they aren't actually in the official source yet. The PhysX looks really cool, the old physics system...wasn't the best to say the least. Cloth physics would be awesome, for realistic flags and so on. I'll be buying this when it comes out


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
da2020
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Posted: 25th Feb 2012 10:37 Edited at: 25th Feb 2012 10:44
Amazing work! Sure will be buying this! And do you consider adding a class system? Almost every FPS games has this.
Bugsy
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Posted: 25th Feb 2012 14:40
would it be possible to correct the odd multiplayer jumping animation by replacing it with just the default standing anim for the weapontype? It's something I've wanted to see.

Dark Goblin
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Posted: 25th Feb 2012 15:15
Hockeykid I would love to test the PhysX System as I wanted to add it to FPSC too. Could you maybe contact me? Thanks
DG

RelMayer
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Posted: 25th Feb 2012 19:43 Edited at: 25th Feb 2012 19:44
A fast-paced and nervous multiplayer gameplay like Quake 3 would be epic !


No need classes or exp to make an amazing FPS multiplayer game, you just need some RAILGUNS and BFGs !


Otherwise, definately a good work !
The players's speed can be edited ?

Your signature has been erased by a mod please reduce it to no larger that 600 x 120.
Gun_Guy
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Posted: 25th Feb 2012 20:26
This looks awesome
Will the multiplayer be having bots and coop modes?
The Zoq2
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Posted: 25th Feb 2012 20:43
Looks epic!
Soviet176
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Posted: 25th Feb 2012 21:06 Edited at: 25th Feb 2012 21:14
Quote: "And do you consider adding a class system"


I think from the last thread he wanted to do a class system not sure.

Quote: "would it be possible to correct the odd multiplayer jumping animation by replacing it with just the default standing anim for the weapontype? It's something I've wanted to see."


The old thread I think stated that he opened up MP animations or something.

Quote: "No need classes or exp to make an amazing FPS multiplayer game, you just need some RAILGUNS and BFGs !"


I'm sure he is going to do something like that.

Quote: "Will the multiplayer be having bots and coop modes?"


Bots are very hard to do


Captain Coder
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Posted: 26th Feb 2012 02:36
Looks fantastic. Will this have all of the 119 features? If yes, then chances are I will probably lean in the direction of purchasing.

I think what really grabs my attention is the 0 MB lightmapping. I take it to mean that the lightmapping process consumes 0 MB? Lights and shaders combined can work wonders for FPSC graphics, but I can rarely use both full shaders on and full lightmapping w/o taking 5 min to load levels and without playing close to the 1.85 GB memory cap. That would be a huge help. Multiplayer fixes will be vastly appreciated as well.

Multiplayer rader looks like an awesome addition, as does the flak! I know some of us will be very happy with that addition as well.

Quote: ""Will the multiplayer be having bots and coop modes?"

Bots are very hard to do"


This thought just occured to me - it may not be possible, but here it goes: perhaps he could use DAI to make the bots Team 2 (enemy) and make all players Team 1. It would be especially nice if he could make it so that we could attach scripts to the bots. In either case, such a feature would no doubt require a complete rewrite of multiplayer, and coding in and of itself is hard enough.

Thank you Hockeykid,
Captain Coder

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
Hockeykid
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Posted: 26th Feb 2012 09:43 Edited at: 26th Feb 2012 09:46
Quote: "BTW, is this mod built off the v1.19 beta??"


In order to ensure that I can continue and maintain Project Apex in an efficient manner,I can't just merge the current source as-is. I prefer to have things organized in a certian way so that the process of making revisions doesn't become a nightmare. I plan to rewrite some of the new key features so that functionality isn't lost and so that the code conforms with my organizational goals.

The mod is currently updated to R476 ( http://code.google.com/p/fpscreatorengine/source/detail?r=476 )

Quote: "And do you consider adding a class system?"


Something like this is a bit to "specific" and would cause to much hard-coding (which I hate to do, as it makes games less unique). But maybe some multiplayer functions that will allow you to script some sort of class system.

Quote: "Hockeykid I would love to test the PhysX System as I wanted to add it to FPSC too."


Maybe when Apex gets a bit closer to its release.

Quote: "Will the multiplayer be having bots and coop modes?"


Bots are probably a no. As for CO-OP, it's something that I've been thinking about doing. It's of course no simple task, but since I've redone the multiplayer code it's something for me to consider. Still undecided about this though.

Quote: "would no doubt require a complete rewrite of multiplayer"


Maybe you missed this on the feature list:
Quote: "Completely rewritten multiplayer"


Sean

Captain Coder
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Posted: 27th Feb 2012 19:47 Edited at: 27th Feb 2012 20:02
Quote: "Maybe you missed this on the feature list"


I was actually thinking you would have to re-rewrite multiplayer in order to allow it make use of DAI, and/or allow use of assigning scripts to multiplayer bots. No matter, I think I just might buy this mod

Great job,
Captain Coder

EDIT:

Quote: "maybe some multiplayer functions that will allow you to script some sort of class system"


Whoa, whoa, whoa, hold it - are you implying that this mod will allow us to run scripts in multiplayer?

Oh, and this just popped in to my head, but perhaps you could integrate some code from KNXRB to allow for the usage of FPSC IP, which, if I am not mistaken, already takes care of classes, clans, etc. Just a thought

Quote: "At the moment the new physics system is very fast and features precise collision, all of the ODE code has been wiped from the engine.

Once I work out the few last little collision issues, I hope to be moving on to the "fun" stuff. Such as: cloth physics,PhysX particles,etc... "


That all is great to know! Please do keep working on it.

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
Hockeykid
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Posted: 27th Feb 2012 23:46
Quote: "I was actually thinking you would have to re-rewrite multiplayer in order to allow it make use of DAI, and/or allow use of assigning scripts to multiplayer bots. "


My multiplayer code is very clean and organized, it isn't nearly has bothersome to add features to as the old multiplayer code was. So any new multiplayer features would just require additions to my new multiplayer code, rather than another total rewrite.

Sean

washburnrover
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Posted: 29th Feb 2012 22:55
1) so is this for 118? since not in 119 beta
2) i look forward to purchasing this (estimation yet?)
3) will Rocket Propelled Grenades work?
4) FPSC IP support (i want to avoid FPSC IP, i still plan to make my own, but just in case )

lookin' fantastic! Thanks,
washburnrover

That Big Idea guy that can't find the time...
washburnrover
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Posted: 13th Mar 2012 04:42
Now with the coding and scrounging i've done, the only way i've found possible to use hit-markers (the x's that appear when you shoot an ememy, telling you it didn't miss) is to create a variable for each bullet, and the only i've seen to do that is by making each bullet a flak... that would probably skyrocket lag, right? if not, however, it could open up new badass features that would top even cod and bf like tracer rounds? (regular bullets could be invisible of course) but also allowing for awesome bullet impact decals (like explosive rounds). And even BF3's sniper bullet dropoff, so of course these together would surely add tons of lag, but too much if just a few of those features? especially at least hit-detection?

That Big Idea guy that can't find the time...
SpaceWurm
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Posted: 14th Mar 2012 12:16
@Hockeykid, this must be the best addition I have come across with FPSC.

0MB light mapping? Could you clarify? Does this mean light mapping does not use much memory for calculating light maps, if so then I will be happy to purchase this!

Have you got an estimate for the release date?

Landman

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Scurvy Lobster
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Posted: 15th Mar 2012 09:53
This is the first time I check up on this mod and it looks really good. Especially the improved multiplayer is something that motivates me.

Looking forward to status updates

s4real
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Posted: 19th Mar 2012 18:37
Nice to see you working on this still, going to be a nightmare to transfer it all over to the latest v1.19 when its out of beta.


best s4real


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Soviet176
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Posted: 19th Mar 2012 20:47
@S4real

I honestly hope he doesn't do that. The 1.19 is for lack of better words... garbage. No offence, I don't understand what lee was thinking. There is no quality control, the code is horrendous.


michael x
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Posted: 22nd Mar 2012 16:35
hey Hockeykid could you send me the last version of pb mod please? I lost it when I reformat my computer.

more than what meets the eye

Welcome to SciFi Summer
s4real
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Posted: 22nd Mar 2012 18:17
@Soviet176 :- I agree with you on that and TGC had no quality control for ages.

best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
DonWON
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Posted: 24th Mar 2012 10:07
Wondering if there is any updates on time of release? Thanks this looks amazing.


JimmySlayer
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Posted: 1st Apr 2012 16:29
Will definitely buy, 0MB lightmapping and the multiplayer features are impossible to pass up!
Section 812
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Posted: 3rd May 2012 04:24
So...
Hows it goin?...
Looks Great

OUCH!!!
Dollars burning leg in pocket!
Must get them out!

can't wait man, will be looking in from time to time.
awsome work!
michael x
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Posted: 3rd May 2012 16:48
hey Hockeykid could you add eai duel weapon to this and allow this to run under fpsc118.

more than what meets the eye

Welcome to SciFi Summer
Hockeykid
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Posted: 4th May 2012 00:50
Hi guys, I'm quite busy right now. Development on Project Apex will probably continue during the summer.

Sean

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Posted: 5th May 2012 21:39
Shut up and take my money.

Come to where the madness is:http://www.homegrowngames.at
AMF Productions Founder
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Posted: 9th May 2012 14:18
Will this mod be FPSC-IP compatible? Because this multiplayer stuff would go good with FPSC-IP's ranking system and stuff...

CHECK OUT MY SCIFI PACK: http://forum.thegamecreators.com/?m=forum_view&t=194764&b=24

SpaceWurm
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Posted: 16th May 2012 13:03
My third world currency is constantly hitting the screen.

May I ask how you achieved a 0MB lighting mapping process? So this means in the build process there is no light mapping process which also reduces the build process time?

Thanks,
Landman

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midget overlord
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Posted: 22nd May 2012 05:58
so much want... I'll be waiting

Especially for the flak in multiplayer and waiting to join bug.
Sergeant Skirata
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Posted: 22nd May 2012 06:16
Wow, really good.
Looks worth the money.

-Sgt. Skirata

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washburnrover
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Posted: 2nd Aug 2012 19:00
Any news/updates on this Project as well as any others, hockeykid?

My Craptop's Specs: Windows 7 Ultimate; AMD sempron 2.1 GHz single-core CPU; ATI radeon 3100 non-HD 256mb dedicated, up to 1.5 GB total; 3 GB DDR2 333 MHz RAM
Screen Resolution: 1280 x 800
Marc Steene
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Posted: 11th Sep 2012 13:39
Any updates on this? This is definitely the most promising mod out there.


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ChrisCross
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Posted: 18th Sep 2012 06:18
Now this is spectacular! PhysX integration? Holy smokes! That lightmapping is amazing as well. Can't wait to own this!

Art challenges technology, and technology inspires art. -John Lasseter
SpaceWurm
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Posted: 15th Nov 2012 21:29 Edited at: 15th Nov 2012 21:31
Hey Hockey Kid, will Apex still be available for purchase? If so, what would it cost once it's developed.

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MrValentine
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Posted: 15th Nov 2012 22:16
Hang on, Hockey kid, are you working on FPSC:R?

I ask because you apparently already have PHYSX implemented... and that is one aspect for FPSC:R...

Hockeykid
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Posted: 16th Nov 2012 04:21
Quote: "Hey Hockey Kid, will Apex still be available for purchase? If so, what would it cost once it's developed.
"


At the moment I haven't touched Apex in awhile, simply because I've been quite busy and not to mention waiting nearly 5 minutes every time for DBPro to compile the FPSC source is beyond frustrating. However, in the next few weeks I should be less busy, and might start working on it again.

Quote: "Hang on, Hockey kid, are you working on FPSC:R?

I ask because you apparently already have PHYSX implemented... and that is one aspect for FPSC:R..."


Nope. I believe the only people that will be working on FPSC:R is Lee and his "personal" team (people like Paul).


Sean

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Posted: 16th Nov 2012 06:51
Quote: "not to mention waiting nearly 5 minutes every time for DBPro to compile the FPSC source is beyond frustrating."




-TZK

SpaceWurm
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Posted: 4th Feb 2013 16:01
@Hockeykid, would there be any possibility on releasing the multiplayer portion of project apex? You seem to be the only person who has included any modifications on the multiplayer side of fpsc within a mod.

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