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FPSC Classic Product Chat / H6 Mod Plus - The Reincarnation of H6 Mod

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The Zombie Killer
15
Years of Service
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 2nd Jun 2012 11:52 Edited at: 10th Jun 2012 05:16

H6 Mod Plus - The Reincarnation of H6 Mod

Last update: 10/June/2012

CREDIT FOR THE ORIGINAL H6 MOD GOES TO HELL_666

Features:

✔ | Motion Blur
✔ | Critical Health System
✔ | Change Player Throw Distance
✔ | Realistic Running Movement
✔ | Set Framerate Cap
✔ | Head Lamps
✔ | Slow Motion\Bullet Time
✔ | Drive System
✔ | Windowed Mode (640x480, 800x600, 1024x768)
✔ | Minimap ("F1" Key)
✔ | Facehugger Attack (Aliens)
✔ | Turrets
✔ | Third Person
✔ | High Dynamic Range Rendering (HDR)
✔ | Open-Source

FPI Commands:



Features and\or Commands Scheduled for Deletion or Removed:



HDR had to be disabled because it crashed the engine. Plus it just
looked terrible.

Videos (outdated):





NOTE: There is currently a problem with the mod where Bullet Time
won't activate, and the player cannot move. I have uploaded the
latest source code to my dropbox, for someone to help me find the
problem, then this mod will be officially released.

Download Source Code (FPSC r664)

EDIT: Source version 2, this includes the latest 3rd person code
that is shown in the video.
EDIT2: This one doesn't compile at all, I left out an ENDIF at a
certain position, and a lot of it is incomplete. Please wait
for me to fix the current bugs.

Download Source Code (FPSC r664) v2

-TZK

Ched80
15
Years of Service
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 2nd Jun 2012 13:18
Wow a second mod TZK! you're going to be verrrrrrrrrrrrrrrrrrry busy - why not combine this with CorVus?

The Zombie Killer
15
Years of Service
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 2nd Jun 2012 13:20 Edited at: 2nd Jun 2012 13:25
@Ched80
Yes, very busy , and in truth, I am merging part of it into
CorVus, I'm having this one without CorVus' features though because
CorVus is very buggy, and is quite laggy on some computers. This is
mainly so low-spec PCs can enjoy these features, also people who
don't want CorVus. Anyway, having a second mod isn't really that
hard, because of the way I set out my mods, each part of the source
that is modified starts with "rem (name of mod) start" and ends with
"rem (name of mod) end"

EDIT: By the way, feel free to take any part of the mod and put it in
RPG mod, I don't mind at all.

-TZK

Akanto10
16
Years of Service
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Joined: 24th Apr 2010
Location: Earth
Posted: 2nd Jun 2012 16:20
Wow! This is very cool. It's the first mod that I'm considering to use as a matter of fact. I have but one question though - how does the critical health system work? Does it activate itself only at a certain amount of health, or is it set manually in a script?

Thanks,
Akanto

| Windows 7 Home Premium 64 - Bit | AMD Athlon II X4 630 @ 2.8GHz | Nvidia GeForce GTX 460 1GB | 6GB DDR3 RAM | 1TB HDD |
Jayskull900
15
Years of Service
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Joined: 25th May 2011
Location:
Posted: 2nd Jun 2012 18:39
This mod looks beautiful! Got an idea for a release date? Also, you have a beta tester here if you need one
Scene Commander
Support Manager
18
Years of Service
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Joined: 3rd May 2008
Location:
Posted: 2nd Jun 2012 18:51 Edited at: 2nd Jun 2012 18:55
@TZK

Jusr a heads up.

The performance work in this mod is a more basic form of the culling already in V119/V120 and I doubt the two systems will work well together. As it stands it will already break the show/hide feature.

Also, the mod alters the speed of the animations to match the frame rate, this will also cause the timer system to cause some animations to not run smoothly and will break the features to alter the animation speed manually.

Although I've not looked this might also be why your bullet time isn't working.
Section 812
18
Years of Service
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Joined: 24th Feb 2008
Location:
Posted: 2nd Jun 2012 21:27
Nice work TZK!
Red Eye
17
Years of Service
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Joined: 15th Oct 2008
Location:
Posted: 2nd Jun 2012 22:30
FPSC modifications pop up all over the place, I wonder if I can still keep up with my engine.

Anyway, your reincarnations seem to be very much alive. Personally I couldn't handle two identical themed projects (two modifications for fpsc).

Good work so far, though! Keep this up!



Cheers,

The Zombie Killer
15
Years of Service
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 3rd Jun 2012 05:13 Edited at: 3rd Jun 2012 05:16
@SC
Yeah, I realised that when I was porting it over, I was unsure as
to remove it or not though. Now that you've told me though, I'll
be sure to get rid of it.

@RedEye
Thanks.
Well, if you have [url=]WinMerge[/url], it's easy to keep your mods
up-to-date. I only ever really use it once for each mod though,
because I add in stuff like "rem h6 start" and "rem h6 end". It's
very helpful though. CorVus and H6 would never be this way without it.

@Section 812
Thanks, but most of the mod isn't done by me, it was made by Hell_666
I've merely updated it, and am planning to add more features and
customizability.

@JaySkull900
Haha, no need for beta testers, I'm releasing the mod as soon as
I fix 1 bug, which should be very soon.

@Akanto10
Going off of what the original H6 thread said, I believe it
makes the player slow down and shiver when your health is
below 20. It's all activated with a script though. But
handled in the code.

-TZK

Sergeant Skirata
14
Years of Service
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Joined: 9th May 2012
Location:
Posted: 4th Jun 2012 03:08
@TZK

The minimap is pretty new to the engine.
Can't wait for a release soon.
Does this mean a Battlefield style clone could be created?

Tanks, Skirata

Mandalorians: Kicking ass since 4000 BBY
TriSpefear Studios
14
Years of Service
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Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 9th Jun 2012 00:08
Quote: "Does this mean a Battlefield style clone could be created?"

Could be possible.... A lot smaller though

"Everyone may doubt me, but your just giving me more of a reason to continue on..."
The Zombie Killer
15
Years of Service
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 10th Jun 2012 05:12
UPDATE!!!
I could never be happier, the bullet time bug has been partially fixed. But it's no fun when you can't move

I may change some commands too. Heck, I might make H6 become a community mod.

-TZK

TriSpefear Studios
14
Years of Service
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Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 10th Jun 2012 21:15
Quote: "bullet time"


Haha.. put tracers on the bullets when bullet time is active.... Ultimate effect :p

"Everyone may doubt me, but your just giving me more of a reason to continue on..."

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