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FPSC Classic Product Chat / 1.19: Where's all the new stuff?

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Gibba gobba
17
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Joined: 21st Dec 2008
Location: regret
Posted: 7th Apr 2012 06:15
I had updated my copy of FPSC to v1.19, but only to find nothing different. I remember the newsletter saying it offered new features involving player and character options, such as armor, death options, limb morphing, etc. So, where are they?

Hello one and all...
Vent
FPSC Master
17
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Joined: 3rd Apr 2009
Location: BC
Posted: 7th Apr 2012 06:26
I haven't really done much in V119 yet, but I can only assume it's done via scripting and isn't default.



Gibba gobba
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Posted: 7th Apr 2012 06:39
Will it be implemented?

Hello one and all...
NIlooc223
15
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Joined: 27th Aug 2010
Location: Heaven
Posted: 7th Apr 2012 07:51
It is implmented but you have to script it to use it in game

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Sting
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Posted: 7th Apr 2012 11:15
There is a whole host of features available, WASP was integrated from the start of 1.19. If you search and download the WASP Mod readme you will see all those new features and how to implement. I still think there should be a new 1.19 manual drafted as since 1.17, 1.18, 1.19 there have been numerous new commands and actions without a central place to know what they are until they popup in conversation somewhere.

For the remaining features, check out the 1.19 BETA thread. SC and Flatlander updated it regularly with the new conditions and actions.

// EOF
Scene Commander
Support Manager
18
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Joined: 3rd May 2008
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Posted: 7th Apr 2012 13:54
Summery of the new commands and features attached.
maho76
15
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 9th Apr 2012 03:59
i would recommend to download and install wasp (if its still available) and look at the scripts delivered with it and test. then you can easier imagine and alter the wasp-scripts so they work in the new 119.

look into the forum the next weeks and use googlesearch for the new commands, i am sure some people come up with scriptwork the next days.

Gibba gobba
17
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Joined: 21st Dec 2008
Location: regret
Posted: 9th Apr 2012 06:09
What I was hoping for was access to these new properties within the editor itself. The whole point of FPSC is to essentially remove coding as best as possible. Does anybody know if the new features will be integrated within the editor in v1.20?

Hello one and all...
The Storyteller 01
17
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 9th Apr 2012 14:04
With a little research you can find the following:

In FPSC/files/scriptbank is a folder called posteffects which includes scripts p.e. for
-gasmask
-nightvision
-rain
as well as several "shader" scripts like the well-used filmgrain effect.

Have Fun testing!

In case you find my grammar and spelling weird ---> native German speaker ^^
Sting
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Posted: 9th Apr 2012 18:44
@Gibba gobba - The only issue with making the editor more easier is; it takes away any dynamic ability from in-game scripting...

Every editor needs a form of scripting language at least to be able to extend and make each script as dynamic, fluent and unique as possible. If this was limited to the FPSC editor itself it would limit its users.

Take a look at some of the WIP threads in the last 4-8 weeks to see some cool examples of using some of the new commands including camera positions etc.

// EOF
bruce3371
15
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Joined: 4th Aug 2010
Location: Englishland
Posted: 9th Apr 2012 18:55 Edited at: 9th Apr 2012 18:56
Although the original intent was to make a hobbyist's engine that required no programming, FPSC has moved on from that, for the best IMO.

When I first started out, I didn't have a clue about scripting and my early attempts at building levels were below parr to say the least, in fact they were so poor I've never shown anyone them.

Even early versions of my game Seclusion, weren't that good if I'm honest.

However, once I learnt some scripting, and 1.18/1.19 were released, my game has improved ten-fold. All the improvements are down to scripting to make use of the new commands.

Yes, I struggled with scripting to start with, but with a little perseverance, and plenty of help and guidance from people on the forums, I managed to add some nice little features to my game. Which, when added together, make my game a little bit different (and that's even using a fair amount of stock media!).

Gibba gobba
17
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Joined: 21st Dec 2008
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Posted: 9th Apr 2012 23:08
I get all the "programming-is-essential" talk, and how it will make everything better to edit, but I'm talking about the scope of FPSC. It's always been advertised as a "no-coding" program. When these new, awesome features come in, I would prefer to actually be able to use them without trouble.

Hello one and all...
bruce3371
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Location: Englishland
Posted: 10th Apr 2012 00:58
It still is a no-coding program. There's a difference between coding/programming (eg C++ DB Pro etc) and the scripting language used with FPSC.

Also, you can still use some of the new features without having to write any scripts, as a lot of them have sample scripts provided already.

NIlooc223
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Location: Heaven
Posted: 10th Apr 2012 01:05
Gibba Gobba: It isnt even that hard to use these new features. And if you need help that badly then ask in the Fpsc script section. I mean really you can't acomplish much without coding some stuff yourself. Sure its nice to have all the stuff handed to you with really no effort at all but its time to wake up and learn some coding the coding in fpsc is so easy and straight forward.

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Sting
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Posted: 10th Apr 2012 01:57
But it's not even coding... it's basic condition:action building!

// EOF
Gibba gobba
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Posted: 10th Apr 2012 03:23
I'm just asking for what I was promised in the software I payed for is all.

Hello one and all...
Dar13
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Location: Microsoft VisualStudio 2010 Professional
Posted: 10th Apr 2012 04:00
Quote: "I'm just asking for what I was promised in the software I payed for is all."

You have all that you paid for, in that you have a hobbyist engine that can be used without scripts *but* is better served by complimenting the base game mechanics with basic condition/action scripting. Most of the new features cannot be used without using scripts, because they rely on the scripting engine in order to work properly. Very few of the new features could be built-in to the editory(properties of triggerzones and whatnot), like some of the new player commands(plrwobble,plrdeath,etc) and perhaps a few of the water and air commands.

The problem with adding those commands/properties to the editor is that it, in effect, hardcodes those behaviors and properties into the editor code and creates more interface needed between the engine and the editor. Adding to the scripting engine, as inconveniencing as it is to the non-scripter(FPSC scripting is not coding/programming), it is probably the best solution for the enormous amount of features now added to the engine as it doesn't require additional boilerplate interface code(something DBPro doesn't handle well).

bruce3371
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Location: Englishland
Posted: 10th Apr 2012 04:15 Edited at: 10th Apr 2012 04:16
Quotes from the FPSC homepage, notice the sections I underlined;

Quote: "No programming?

FPS Creator uses custom scripts for every element of the game. From the enemy AI behaviours, to the ways a key might open a door. We tried our best to ensure that nearly everything was controlled via a script rather than hard coded into the program."


Then there's;

Quote: "This means for those that wish to get their hands dirty then can open up the script files into any text editor and re-code them. Although it's perfectly possible to create a large and complex game without entering a single line of code, the option is there if you want that extra level of control. The scripting language is a simple state based system, no C++ required."


So, you got exactly what you were promised. i.e. a game engine that doesn't require coding, but can be expanded via scripting.

Now, in what way exactly, does the free 1.19 update break this promise?

Gibba gobba
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Joined: 21st Dec 2008
Location: regret
Posted: 10th Apr 2012 08:33
I just felt that easier functionality would've been helpful, like with the armor and player features. I would think that was essential. Besides, I really don't have the time to learn FPSC's language.

Hello one and all...
bruce3371
15
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Joined: 4th Aug 2010
Location: Englishland
Posted: 10th Apr 2012 15:57
Quote: "I just felt that easier functionality would've been helpful, like with the armor and player features. I would think that was essential. Besides, I really don't have the time to learn FPSC's language.
"


What's easier than assigning a script to a trigger zone?! Seriously, even with the new scripting options in 1.19, FPSC is still one of, if not THE easiest game engines to use!!

NIlooc223
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Posted: 11th Apr 2012 01:24
You can implement the armor and stuff in less then 10 minutes not that hard. I really hope game design is just a hobby for you and not going to be a serious job because if so your not going to make it anywhere with that kind of additude thats something i've learned. If you want all the scripting done then hire someone and pay them to make your scripts.

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