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gozzy1999
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Posted: 18th Mar 2012 16:07
hey all
ias playing boiling point earlier and i had a though,
is an fps open world game on fpsc where there is several people that can give you missions and you have to choose wich one.
is this possible

''Make sure your hands are clean before you point the finger''
bruce3371
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Posted: 18th Mar 2012 19:14
I would guess that, with clever use of RPG Mod, yes, it would be possible. But with a major caveat; the size of the levels/loading times, would prevent the game from being truly open world...

Kilgore
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Location: Chad Valley
Posted: 18th Mar 2012 21:07
There's no reason why you can't have multiple NPCs handing out missions in vanilla FPSC using variables -- I'm doing that in my current project. But as bruce3371 says, the level size and loading times would make it difficult to have a huge open city, for instance like GTA, as far as I'm aware.
maho76
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Location: universe-hub, playing the flute
Posted: 19th Mar 2012 15:37
what you wanna do is called a "sandbox-game" (GTA) and ofcourse possible to do, but in smaller dimensions as aaa-titles, as mentioned above, because of mapsize and RAMcap. Real Sandbox-games are only usefull when you can load levels only in parts while game is running. something FPSC is not capable to do.

gozzy1999
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Posted: 19th Mar 2012 19:03
u can i suppose have a sandbox game but have 1 map and change it for levels and getting missions(1 map but moddifies for each part of the game)

''Make sure your hands are clean before you point the finger''
SpaceWurm
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Posted: 20th Mar 2012 16:25
I started experimenting with FPSC when new camera commands came out with v1.18.

If I lower the player camera height to 33% of the normal height and then scale models down by 33% then this would give me a larger perspective in the game. So I tried it. And it worked better than I thought.

So essentially I had 330% more working space on the editor. I could fit in more scaled down models on to my FPSC Editor grid.

This works great for outdoor level. But for indoor levels its quite difficult because a person would have to scale down segments for passages... etc.

Things that I need to overcome:

Jumping and crouching doesn't work because the camera it as a fixed height.
Walking up and down different levels of height.

Um, yeah. Thought I would add my 2 cents.

Thanks,
Landman

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
maho76
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Posted: 20th Mar 2012 17:21
the mapsize itself is not that big problem because you wont be able to fill even the normal map with enough interesting stuff for the player to do without getting into trouble with ram-limit and fps-lagg.
fpsc wont be able to handle the content neccessary so that the player doesnt walk for a minute without doing something.
big places are only good if there are big things to do... or your game is named "dear esther".

maybe it works for some sort of mechfight-games ...

SpaceWurm
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Posted: 20th Mar 2012 17:37
Quote: "maybe it works for some sort of mechfight-games ... "


Lol!

Yeah, I've run into a lot of the "RAM-Limit" issues and Lag when there are just 3 or 4 NPCs.

Landman

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
That Guy John
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Posted: 28th Mar 2012 15:48
Quote: "If I lower the player camera height to 33% of the normal height and then scale models down by 33% then this would give me a larger perspective in the game. So I tried it. And it worked better than I thought"


Landman,

Could you start a thread on this, I would like to pick your brain. I've thought of this before but was never sure how to do it.

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
SpaceWurm
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Posted: 30th Mar 2012 15:33
Quote: " Could you start a thread on this, I would like to pick your brain. I've thought of this before but was never sure how to do it."


Yeah definitely. I'll be more than happy to submit the scripts too. It will only happen over the weekend.

Landman

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
That Guy John
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Posted: 2nd Apr 2012 21:21
Good deal Landman, would be much appreciated. I will watch this thread, could you post a link here to the new thread when you start it?

Because many will say enlarging the levels will lead to too many polys for FPSC to handle..

I have some tips I could throw into that thread on taking the level polycount down significantly without sacrificing quality what so ever.

Ive had to work on this aspect quite a bit because I am only running a Radeon HD 4550, in some cases I have been able to drop polycounts down some where around 30%-40% less. I could probably push it down even further with some more creative tinkering. Without placing invisible planes as some have suggested.

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
JimmySlayer
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Posted: 5th Apr 2012 18:29
If I may suggest in reply to the OP and bruce's comment, what seems to me to be the easiest way to achieve this, is to have a 'home' level, where the player can walk around the map (which would be uncluttered and very basic) and interact with various NPC's. These NPC's would give the player missions as gozzy requested in his OP, and then through a script of some form, the player would be taken to the appropriate level for that mission, and when it is completed be transported back to the home level. This can be elaborated on, but you get the basic idea
SpaceWurm
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Posted: 10th Apr 2012 13:19
@That Guy John, apologies for the delay in getting the "Open World" thread started. Just got back from business trip in India.

I will create a thread this evening which will contain the following: *some basic landscape entities to help get people started.
*Basic script to adjust camera height
*Screenshots to show the difference between "normal/scaled down" mode in player perspective.

@JimmySlayer, that's an excellent point that Bruce has. Integrated with RPG mod we could be on to something pretty damn cool.

Landman

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
The Storyteller 01
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Posted: 10th Apr 2012 15:51
My father-in-law had been running a plumping company and amongst the most important things I learned from him (apart from not coming emptyhanded to a knife-fight)is, that you ALWAYS have to pick the right tools for the right job.

FPSC has its strenghts and advantages but "lots of anything" is not one.

Large outdoor maps, dozens of NPCs, whole towns....trying that with FPSC will best produce a small-scale demo of the real thing - and a sad caricature at worst.

If you want vast landspaces use TES Construction Kit or G.E.C.K, if you are into hour-long quest dialogues it's the Aurora or Electron Toolset and if you fancy Tropic Islands try Cryengine. And there is still SDK of yourse

In case you find my grammar and spelling weird ---> native German speaker ^^
bruce3371
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Posted: 10th Apr 2012 15:52 Edited at: 10th Apr 2012 15:53
Quote: "If I may suggest in reply to the OP and bruce's comment, what seems to me to be the easiest way to achieve this, is to have a 'home' level, where the player can walk around the map (which would be uncluttered and very basic) and interact with various NPC's. These NPC's would give the player missions as gozzy requested in his OP, and then through a script of some form, the player would be taken to the appropriate level for that mission, and when it is completed be transported back to the home level. This can be elaborated on, but you get the basic idea"


Indeed, Flatlander does almost exactly that in his Time Travelling WIP Game, using RPG Mod;

http://forum.thegamecreators.com/?m=forum_view&t=195579&b=25

That Guy John
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Posted: 10th Apr 2012 18:57
@Landman
No problem, my VB instructor kind of slammed us with assignments this week so I will be slow at putting together my tips, I will dub "Poly Drop".

As to the replies of the complications with large levels in FPSC, I completely agree, but finding a balance between the use of the level design, AI and making the game play interesting would be key I think.

I'm not so much looking for a true "open world", just a larger canvas to work with. Still mostly indoor.

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
The Storyteller 01
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Posted: 10th Apr 2012 19:17
Quote: "I'm not so much looking for a true "open world", just a larger canvas to work with. Still mostly indoor."


In that case you might research an old Fantasy Game called "Arx Fatalis" which I replayed for research last year.

The backstory is that mankind (along with most other races)had to move underground which is quite clever enginewise because there was no need to deal with open sky, day/night cycles and free player roaming.

In case you find my grammar and spelling weird ---> native German speaker ^^
That Guy John
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Posted: 10th Apr 2012 19:29
Storyteller,

Is this the game you are referring to?

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
The Storyteller 01
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Posted: 10th Apr 2012 19:30 Edited at: 10th Apr 2012 19:33
Yep - thats the one

It's one of the few AAA Fantasy titles (while an old one, I know) out there, where I would actually go so far to claim, that a lot of the areas could be rebuilt with FPSC.

In case you find my grammar and spelling weird ---> native German speaker ^^
SpaceWurm
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Posted: 15th Apr 2012 16:00
@That Guy John, just created a new thread called Open World Starter Pack

Looking forward to seeing your tips on how to reduce Polycount, this will be a great addition to the pack.

Thanks,
Landman

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog

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