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FPSC Classic Product Chat / [ Project Trident ] - New FPS Creator Mod

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knxrb
FPSC Tool Maker
17
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Joined: 10th Oct 2008
Location: United Kingdom
Posted: 1st Jun 2012 03:11 Edited at: 25th Jun 2012 16:32


Leongamerz
15
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Posted: 1st Jun 2012 03:26
I can't wait for features of this mod

Irradic,Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,KeithC,Nickydude,SceneCommander,Dark Goblin And Lee Bamber is my icon.

Marc Steene
FPSC Master
20
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 1st Jun 2012 10:25
Graphical Requests

I was playing Amnesia the other day, critics have praised it for it's good quality graphics, but if you play around in the engine, it only has a few features that FPSC doesn't.

Anti Aliasing
Anisotropic Filtering
SSAO
Parallax/Relief Mapping

(I'm suprised AA and AF haven't been added already to clean up the graphics).

Functionality Requests

-Flashlight system

On top of that, a larger grid size (even 60x60 would be a big improvement) would be nice, and something not done before in FPSC.


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Troutflies
15
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Joined: 24th Feb 2011
Location: Stuck outside my map.
Posted: 1st Jun 2012 16:23
The ability of an entity(badguy) trip a triggerzone like the player can. The entitywithinzone,allwithinzone etc. Just don't work the way you'd think. It seems to me anyway that having the ability to use a badguy to trigger a Zone to play say an audio file, or trigger someother action would open some options in game design.
Red Eye
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Posted: 1st Jun 2012 17:03
Great project knxrb! Keep this up!

@all: The idea, I believe, is to upload your ideas to the link provided, can be mistaken though.

Cheers,

Mr Smith
14
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Posted: 1st Jun 2012 18:31
If we have our own servers can we get it for free? You will not have costs, we will.

Mr.S is here, he would like to speak to you.
Ched80
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Location: Peterborough, UK
Posted: 1st Jun 2012 18:43
Good luck with this Rob, how long do you think it will be until the first feature set is released?

knxrb
FPSC Tool Maker
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Joined: 10th Oct 2008
Location: United Kingdom
Posted: 1st Jun 2012 19:45
Quote: "@all: The idea, I believe, is to upload your ideas to the link provided, can be mistaken though. "

Yep, that is the idea, that way I have a list I can sort and query

Quote: "If we have our own servers can we get it for free? You will not have costs, we will."

Yes, I'm looking into this

Quote: "Good luck with this Rob, how long do you think it will be until the first feature set is released?"

Thanks very much, I plan to release details of the first features this month, I'm just getting the features setup and ready for good screenshots and maybe a demo.

Dark Goblin
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Posted: 2nd Jun 2012 11:02
Sounds good knxrb.
If you need me to test, you leave me a message (just like the old days )

The Zombie Killer
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Location: Gold Coast, Australia
Posted: 2nd Jun 2012 11:35 Edited at: 2nd Jun 2012 14:45
@knxrb

Requests
* Flashlight (should be easy, SC has code on his site)
* Climbable segments
* Limb culling
* Bullet Time\Slow Motion (It will be in my upcoming mod, but I can give you the code if you want)
* Limb detachment
* Turrets
* Mounted weapons

EDIT: I almost forgot, sector-based mapping mode, like in DooM, of
course this should be toggle-able though. It would be awesome to
have this, as it would allow users to make more complex maps, and
not have to make segments. I doubt this will be done though

-TZK

Section 812
18
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Joined: 24th Feb 2008
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Posted: 8th Jul 2012 21:29 Edited at: 8th Jul 2012 21:31
ya know, I would love to have my enemy ai characters work on terrain from a model with out having to chop it into little tiny pieces for singleplayer games. that alone would make me cry tears of joy.

edit: darnit! I put my cigaret in my soda can again!


The way it's meant to taste.
Hamburger
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Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 9th Jul 2012 03:23
Dynamic Shadowing?

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Disturbing 13
21
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 9th Jul 2012 05:43
would Hard coded third person view with scripting support be too big of a request? I figured it would be a less buggy thing if it were hard coded since DBP can do it and has cam codeing.

Disturbing13
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The Nerevar
16
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Joined: 19th May 2010
Location: Vvardenfell
Posted: 9th Jul 2012 06:15
Drivable vehicles
Toggle third/first person
timer system
and other stuff from ply's mod,project blue,etc.
dual wielding

That would be nice

I'd have to say........ The Game Creators can make dreams come true.
Troutflies
15
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Location: Stuck outside my map.
Posted: 9th Jul 2012 06:23
The ability to have directional, distant sounds. A scream coming from down the hall type thing. Larger variety of post effects. Thermal or X-ray scope.
Hamburger
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Location: Grand Rapids MI
Posted: 9th Jul 2012 17:58 Edited at: 9th Jul 2012 17:59
Oh i'd say better 3d sound capabilities would be a cool feature as well, to go with what troutflies said.

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geistschatten
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Posted: 10th Jul 2012 00:41
Dual-wielding would be welcomed. Maybe even with the free version?
Marc Steene
FPSC Master
20
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Location: Bahrain
Posted: 10th Jul 2012 07:25
Quote: "Oh i'd say better 3d sound capabilities would be a cool feature as well, to go with what troutflies said."


I agree, positional 3d sound would be awesome, and not that hard to do (in theory). Calculate distance from player to entity, this controls the max volume of both the left and right channels. Then calculate x distance and y distance to get tan(Theta), then use sin and cos to alternate the volume of the left and right channels. But I'm not sure if DarkBasic allows you to control the volume of the channels.


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GreenDixy
17
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Joined: 24th Jul 2008
Location: Toronto
Posted: 10th Jul 2012 09:44
im looking for a new mod but my concern is like the others i have gotten seem to die really fast what is your long term goal with the mod?

======================================
My software never has bugs. It just develops random features.
AMF Productions Founder
15
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Joined: 11th Oct 2010
Location: Toronto
Posted: 19th Jul 2012 01:11
I'm thinking a trophy system type thing, where its like model pack 58, except it will store it so when you exit the game, you will keep your trophy in a menu or something, like the PS3 XMB. That would be cool.

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

SecretiveOps
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Posted: 19th Jul 2012 03:40
Thank god that I have FPSC IP. This mod looks to be promising. Me and you had to go round and round a couple of times knxrb as a matter of fact, about my license code issue.

Why does life suck the life out of you?
knxrb
FPSC Tool Maker
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Location: United Kingdom
Posted: 19th Jul 2012 03:51
Thanks for all your ideas everyone, keep them coming

Quote: "Thank god that I have FPSC IP. This mod looks to be promising."

Good

Quote: "Me and you had to go round and round a couple of times knxrb as a matter of fact, about my license code issue."

Yes, this time around none of that will be happening

SecretiveOps
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Posted: 19th Jul 2012 04:18
Good. Something I might recommend for the mod?

- Adding custom animation slots in weapons. And have them able to be called in a FPI script.

- Add support for an animated image. Like Call of Duty's +5 or +50 images.

- Adding tracer particles for each raycast that acts as a bullet.

- Better physics. When an explosion of greater force than the entity weight hits them, they fly backwards, left, right, or forward. Of course, the harder the hit, the further the flying.

- Dynamic scenes, like sunset and sunrise.

- Terrain collision. MUST HAVE in the game industry.

Just some ideas from a guy who could definently utilize the features mentioned.

Why does life suck the life out of you?
TheK
19
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Joined: 4th Mar 2007
Location: Germany
Posted: 19th Jul 2012 08:42 Edited at: 19th Jul 2012 13:55
Hello there knxrb!
I would have three requests.

1. Rewrite of animated video menu-function and/or loaded menu-level to use as background
2. Physical bullet tracers (probably too hard to do?)

The third one is a request you probably even won't think about to do, but maybe you'll get an idea though.

3. Add level streaming support for much less memory usage (probably use some occlusion-culling-like techniques to determine what to unload and what has to be loaded to show the level correctly)

Well, that's all from me now. And good luck with your modification.

Greetings,
Jan

Skype name: thek491
The Storyteller 01
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Location: On a silent hill in dead space
Posted: 19th Jul 2012 10:40
The only modification I'd need is, that the engine isn't eating up ressources as fast as it does now, so that a halfway good-looking game doesn't hit the memory cap after using only 20% of the grid.

In case you find my grammar and spelling weird ---> native German speaker ^^
Marc Steene
FPSC Master
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Location: Bahrain
Posted: 19th Jul 2012 12:43
Quote: "1. Animated video menus and/or loaded menu-level to use as background"


You can do this already using the backdropvideo=X command.


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TheK
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Location: Germany
Posted: 19th Jul 2012 13:54 Edited at: 19th Jul 2012 13:57
Hello there!

Marc Steene, I know that and I tried to use it for many, many times. It seems like the built in function doesn't work on many machines with special hardware. Probably depends on the graphics card... (Tested on Nvidia cards GTX 680, 9800GT, 6100 and 6200GT and AMD cards HD 4870, HD 4650 and Mobility HD 5850)

The game just crashes or the video isn't played correctly. I also tried many video formats. (from uncompressed AVI's through H.264 MP4's to WMV's)

My (corrected) request would be to build a new function from scratch that would handle all this a little better.

Greetings,
Jan

Skype name: thek491
ReFure
AGK Developer
16
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Playing: AGK
Posted: 19th Jul 2012 14:01
FPSC IP Owners get this free? Epic. I can't wait to get this. I really want to see Drivable veichles from the Inside. (Inside-view)



Nic

I work at STL - http://www.stlinteractive.net
Dar13
18
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Location: Microsoft VisualStudio 2010 Professional
Posted: 19th Jul 2012 17:07
Quote: "The only modification I'd need is, that the engine isn't eating up ressources as fast as it does now, so that a halfway good-looking game doesn't hit the memory cap after using only 20% of the grid."

Seconded.

zirath
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Location: cedar falls iowa usa
Posted: 19th Jul 2012 18:15
what is a fpsc ip im try to come up with ideas on what ip stands for but i came up with nothing
zirath
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Posted: 19th Jul 2012 19:12
knxrb
FPSC Tool Maker
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Location: United Kingdom
Posted: 19th Jul 2012 19:48
FPSC IP is my multiplayer mod/software for FPS Creator: http://forum.thegamecreators.com/?m=forum_view&t=172932&b=21

uzi idiot
Valued Member
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Location: Who Knows?
Posted: 19th Jul 2012 21:19
I think improvements to the Lighting and Sound system would be nice.
I think entities should react with more that just a single light source.
The sound system is another issue, with sounds being able to be heard all the way across a map.

I think a modifies facial animation system with face gestures and smoother lipsync would be useful, to stop really robotic looking characters. In fact I think we need to improve the animation system, only being able to play one animation at a time makes characters look robotic and unreal, being able to cross fade and merge animations to create gestures would be very useful to bring npcs to life. I think enhanced animation has similar stuff.

If something compiles on the first try. Something is terribly wrong.
Troutflies
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Posted: 19th Jul 2012 21:29
How about incorporating Hockey Kids(with permission of course) script to close and lock doors and make everything behind that door dissapear thus perserve resources.
uman
Retired Moderator
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Posted: 19th Jul 2012 23:32 Edited at: 19th Jul 2012 23:33
In consideration of the current situation with the FPSC product, not sure about features as such but a bug free and stable development environment which has been missing from the Product for quite some considerable amount of time is much needed.

A level of stability which will allow users to concentrate on developing their games with some degree of certainty that they would not be prevented from completing it by the engine falling over before they can get anywhere near completion and not having to fight with constant stability or other issues and serious bugs.

Thats what prevents many more games being completed by indie developers using FPSC and many other Indie engines. Too much fighting with engines and not enough production.

ReFure
AGK Developer
16
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Playing: AGK
Posted: 20th Jul 2012 11:44
Off-Topic:

knxrb, do you get an email when your support ticket has been answered? (FPSC IP).


Nic

I work at STL - http://www.stlinteractive.net
zirath
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Location: cedar falls iowa usa
Posted: 20th Jul 2012 20:26
i ended using the link it took me to the page i fill out everything it took me 3 hours to typ my suggestions i clicked continu then it said message could not be sent try again later then it erased everything i said

zirath
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Posted: 20th Jul 2012 23:31
should i post here instead

knxrb
FPSC Tool Maker
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Joined: 10th Oct 2008
Location: United Kingdom
Posted: 20th Jul 2012 23:44
Quote: "knxrb, do you get an email when your support ticket has been answered? (FPSC IP)."

You should do, if you're having problems then just email me.

Quote: "i ended using the link it took me to the page i fill out everything it took me 3 hours to typ my suggestions i clicked continu then it said message could not be sent try again later then it erased everything i said"

Quote: "should i post here instead"

If the website didn't save it properly then yes, just post here

SpaceWurm
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Playing:
Posted: 29th Jul 2012 22:28
Uman has a great point. Stability in FPSC should be a key priority. Developers look for stability for Indie Games. Purely the reason I moved my game, Robolegs, from FPSC to another engine.

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
Hamburger
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Location: Grand Rapids MI
Posted: 30th Jul 2012 16:38
I second the stability. It's better to have a cake that doesn't fall apart than to hae one that does and put more icing on it....

Uhm....

I guess....

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The Nerevar
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Posted: 31st Jul 2012 07:40 Edited at: 31st Jul 2012 07:42
@hamburger: well put, couldn't of said it better my self!

@Landman: BTW, how is robolegs coming along? it looks very unique!

on topic:
I would like to see a beta of this mod soon, I'll need it!

I'm familiar with this, but I'm still learning!
SpaceWurm
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Posted: 3rd Aug 2012 00:43
@FPSCGamerGuy2, Robolegs is progressing excellently. Its been redeveloped n a different engine so its no longer in FPSC. Check out the thread in the WIP section, there is a video of it using the new engine.

on topic, is there a specific release date for Trident?

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fallen one
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Location: My imagination!
Posted: 27th Nov 2012 23:30
I tried to post this on your trident site suggestion. But your page gives an error when submitting.
here are my ideas.
Pick character (model or skin or even class/abilities) in MP.
team vs team in Mp.
Ranking in MP so that better player play against similar ranking players, those that play well can try and fight players higher up the ranking, those that do well drop in ranking, this makes games competitive, and matches players of ability.
Not sure if any of these are available in your other MP mod, I'm just looking into MP so have not fully looked into what is available.


knxrb
FPSC Tool Maker
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Posted: 27th Nov 2012 23:38 Edited at: 27th Nov 2012 23:39
Thanks for all your ideas everyone, they're really helpful, keep them coming please

Quote: "is there a specific release date for Trident?"

Not yet, but with the amount of features I'm putting in it'll be next year, there's too many to code it all in time to release in 2012.

knxrb
The Zombie Killer
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Location: Gold Coast, Australia
Posted: 28th Nov 2012 09:13
@knxrb
What about some of the features you had in Horror Mod? Like the weather system etc.

-TZK

knxrb
FPSC Tool Maker
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Posted: 28th Nov 2012 10:55 Edited at: 28th Nov 2012 10:56
Quote: "What about some of the features you had in Horror Mod? Like the weather system etc."

Yes, I have some of the features from Horror Mod such as the rain, some of the gore stuff (toggleable on/off), and others
Meows
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Posted: 5th Feb 2013 20:13
any updates?

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