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FPSC Classic Product Chat / X10 user moving to X9 - Advice required.

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unfamillia
15
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 14th May 2012 14:22
Hi guys,

I have been following some of the posts on X9 and the advancements over the past 12 months.

I purchased X10 some time ago and created a game for the Defy The Odds Competition (in which i came second)

I am very interested to get X9 'fired up' and see what i can do with that.

The advice i am after is,

* What is/are the best mod(s) for a puzzle shooter?
* What have people found X9 struggle with?
* How are people finding the 'new' update (V1.19)

I look forward to hearing from everyone.

Unfamillia

[url=www.touchoffear.webs.com][/url]
maho76
15
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 14th May 2012 15:57
* What is/are the best mod(s) for a puzzle shooter?
modelpack 54 (i think you know), also the new commands in v119 (custom hand/weapon animations, magnet / gravity-gun etc.)
also rpg-mod may be worth a look if you want a reward-system or inventory or more complex character-interaction.

* What have people found X9 struggle with?
look at the issue-thread pinned at top of this forum.^^ v120 is on the run wich will be an update to raise power and clear the code to get it faster and make it capable of bigger/upfilled levels and also get rid of the common x9-bugs.

* How are people finding the 'new' update (V1.19)
its fresh, so you have to wait until everyone gets in touch with the new commands and readybuild scriptpacks are available over time. i think as intended on a pure command-update, it is a great thing, delivers so much new possibilities to design a very unique game, but nevertheless the new code messed up the ressources even more (mainly ram-use for build game), so v120 is definitely neccessary to get a good pack to stuff all the new things into a project that is more than some smaller demolevels.

justmy2cents

anyway, welcome (back) to x9.

Ched80
15
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 24th May 2012 00:51
Hey unfamiliar,

Here are my thoughts:

1) Since I'm helping update Flatlander's RPGmod I'm clearly going to be bias and say this mod is the best. There is also CoVus mod which is very up-to-date. The other mods (Lewmod,Project Blue,WASP,etc) are either based on older versions of the source or are now dead.

2) There are many different issues with v119, as MaHo says, checkout the bugs reports in one of the top stickies. Biggest headache is clearly the memory cap thing.

3) I like v119, but I think there is some split opinions on this because some people prefer fancy graphics over having additional game-play elements. There are so many new commands to get used to its almost like using v1 again! There is definitely a lot of scope for puzzle type games now.

So what brings you to x9?

JD2
16
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Joined: 13th Feb 2010
Location:
Posted: 24th May 2012 01:11 Edited at: 24th May 2012 01:12
Quote: "Since I'm helping update Flatlander's RPGmod I'm clearly going to be bias and say this mod is the best."

The RPGmod isn't a viable option for those of us you need access to the source code. Source code access is especially important in understanding all of the new features and in working around limitations and problems with FPSC.

That is why if you are really serious about building a game, I recommend that you stick with the stock FPSC builds or the CorVus mod both of which are open source.
BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 24th May 2012 01:28 Edited at: 24th May 2012 01:38
Quote: "What is/are the best mod(s) for a puzzle shooter?"


My suggestion is to look at the mod(s) in question and ask yourself- A) can I use it; B) does it offer what I may need; C) which version of FPSC do I need to use for the particular mod in question.

RPG Mod is a good mod, BUT you really need to have a good grasp of scripting. If you are looking for special features, look over the info for v1.19 and see what was incorporated into the source from WASP mod. Also look at the documentation for other mod(s) to see what they offer. People here that use mods will be biased towards one particular mod and may not give you the answer you need. Only you will know what you need/want to achieve, and you can match that to the mod(s) features.

Quote: "What have people found X9 struggle with?"


Most have had issues with the memory cap. In version 1.16, it was the issue of not building more than 5 levels in a game. I would recommend not using that version if you have more than 5 levels to build.

Quote: "How are people finding the 'new' update (V1.19)"


Although we are still developing in v1.17, we did put the new update in a VM system to test out. It seems okay, but there is really nothing there that suits our needs. We did like the scriptable shader feature, so we added that into our v1.17 source to use with our current developments. I'm sure those that have used it will tell you all the "cool" features.


Twitter: @NFoxMedia
bruce3371
15
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Joined: 4th Aug 2010
Location: Englishland
Posted: 24th May 2012 02:19
Putting aside all the performance/stability issues, which have already been covered here and elsewhere, 1.19 opens up a whole range of possibilities with the new scripting commands that were added.

BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 24th May 2012 02:42
Quote: "1.19 opens up a whole range of possibilities with the new scripting commands that were added"


We feel so alone still in v1.17.


Twitter: @NFoxMedia
The Zombie Killer
15
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 24th May 2012 09:42
@Ched80
Quote: "There is also CorVus mod which is very up-to-date."

Haha, thanks, I try to keep my stuff up-to-date.

@unfamillia
Quote: "* How are people finding the 'new' update (V1.19)"

I personally have no problems with the update, many are complaining about performance, but v119 wasn't focused on performance, it was mainly a massive feature update, v120 is focused on performance. And I can give you the latest version of v120 if you wish.

Quote: "* What is/are the best mod(s) for a puzzle shooter?"

I would say RPG mod, as Ched80 said. It is probably one of the greatest FPSC mods ever made, right up there with Fenix and PB. Graphics-wise, I would say CorVus, but you're not looking for graphics are you :p, plus, CorVus is currently very buggy (yes, I'm the current maintainer of it, but I'll still admit it) and I wouldn't really recommend it for a game until I have the weapon fix released.

Quote: "* What have people found X9 struggle with?"

As BlackFox said, the memory cap, but also performance, but there is a simple fix for both of these things.
Open setup.ini and change these values:
systemmemorycapoff=1
postprocessing=0

Only disable post-processing if you don't want fullscreen shaders.

Welcome to X9.

-TZK

unfamillia
15
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 24th May 2012 10:55
@Ched80

I am contemplating moving to X9 as there have been so many advancements that i can't stay away from! The main things i have seen are the post processing shaders with the ability to activate them with a trigger, the limb detection allowing for head shots to actually mean something and the ability to make the camera drop a certain direction when you lose all your health to add that little extra realism.

I am very impressed with all the little touches.

Don't get me wrong, i will still make games using X10 as nothing compares to the visual quality and Budokaiman has made a sterling effort with Mystic Mod, (for which he should be commended!) To be honest, he is the only reason i would stick with X10!

@BlackFox

I am looking to create a puzzle shooter. So, i would need features found in model pack 54 (which is not completely workable with X10)

After reading what everyone has put, it sounds like it might be a viable option to stick with the stock engine and use clever scripting to achieve the results i require.

@The Zombie Killer

I would be very interested in seeing the latest version. Is it a stable build yet? or is it still in beta?


Quote: "Only disable post-processing if you don't want fullscreen shaders."


This is one of the features that is drawing me to X9.

Thanks for all the comments guys, this has been a very worth while exercise.

I think i will be creating my new game in X9 for the august BOTB.

Unfamillia

[url=www.touchoffear.webs.com][/url]
The Zombie Killer
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Location: Gold Coast, Australia
Posted: 24th May 2012 11:19
@unfamillia
It's in beta, moreso alpha, but it still seems more stable than v119 for me. I haven't really found any problems in it.

-TZK

The Zombie Killer
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Location: Gold Coast, Australia
Posted: 24th May 2012 12:17
@unfamillia
Here you go, the latest version of the v120 update. It's revision number 647. Please note that you need v119 installed before you install this.

FPSCreatorEngine_Build_647.rar attached

-TZK

unfamillia
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 24th May 2012 14:05
@The Zombie Killer

Thanks for the download mate.

I will get it later after i finish work.

I need to get X9 working on my machine now. It's Direct X9.c that i need isn't it? (I am running Win7 Home Prem 64bit, currently have directx 11 installed)

Unfamillia

[url=www.touchoffear.webs.com][/url]
The Zombie Killer
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 24th May 2012 14:20
@unfamillia
Yeah, DirectX 9.0c.
I have the same OS as you, and I have DX11 as well, but it's always a good idea to install DirectX 9 if you haven't already, it won't revert from 11 to 9, it will just allow you to use DirectX 9 programs that won't work without 9.0c installed. You probably already knew that though :p

-TZK

unfamillia
15
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 25th May 2012 01:30
Ok, i have installed Direct X9.0c, then put FPSC X9 disc in, entered my serial and off it went.

Then, once it finished installing, i tried to open it, but, was greeted by this error,



Does anyone have any idea what could be wrong? It's not massively important, just curious really. If my memory serves me correctly, this is the reason i haven't moved back to X9 in the past.

Unfamillia

[url=www.touchoffear.webs.com][/url]
The Zombie Killer
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 25th May 2012 06:29
@unfamillia
1. Install FPSCreator Free over the top of your X9 installation
2. Install the V119 update
3. Install the V120 alpha update
4. Open your userdetails.ini and input your serial.

Your problem should now be fixed.

-TZK

unfamillia
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 25th May 2012 14:42
TZK

I will try this later when i get back home from work.

Thanks for the help.

I will update once i have tried it.

Unfamillia

[url=www.touchoffear.webs.com][/url]
firelord
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Joined: 4th May 2007
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Posted: 25th May 2012 18:16
tzk not to offend but i think you should rename your modded source from v120 to something else as people may miss understand you thinking this is an official update v1.20......
unfamillia
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 25th May 2012 19:13
@firelord

I don't think he is trying to advertise it as an official build.

I think he was just trying to help me in the thread that i made asking for advice and help.

Unfamillia

[url=www.touchoffear.webs.com][/url]
firelord
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Posted: 27th May 2012 03:19
like you im swapping for x9 from x10, i dont post much on these forums but it is always good for ideas when you get stuck..x9 threads are really helpfull like x10 but much more active..my advice withx9 is learn alot more scripting commands especially with version v1.19, todo similar stuff like x10..remember x9 uses diferent shader version than x10 so if your importing stuff from x10 you may have to make alterations, but you can still with scripting get the saem graphics quality, x9 does not use instancing so spawn npc's as you need them there is alot of tips and tricks to get better fps with x9 search invisible segments will give better frames per second..

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