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FPSC Classic Product Chat / The FPSCreator Community Mod - Free, open-source, community developed

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Marc Steene
FPSC Master
20
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 22nd Sep 2012 16:38
Awesome, can't wait to give this a try

When will the version with Windowed mode be available?


Slenderman's Shadow - Sanatorium
http://forum.thegamecreators.com/?m=forum_view&t=199408&b=35
kingofmk98
14
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Location: Everywhere
Posted: 22nd Sep 2012 23:41
Quote: "* PhysX Support [WIP] 80% done
* Newton Physics Support [WIP] 40% done
"


When that stuff gets put in, I will defiantly try this mod! I can't wait...This will be the first mod i will have ever used with FPSC.

The Zombie Killer
15
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 23rd Sep 2012 04:24 Edited at: 23rd Sep 2012 04:44
Quote: "Awesome, can't wait to give this a try

When will the version with Windowed mode be available?"


It should be available soon, if I can fix a few problems.

EDIT: I'm making a test build now, if this works, it will be available within half and hour or so.

-TZK

Dar13
18
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 23rd Sep 2012 07:08
@TZK
It's hard to help with the mod when the repository isn't updated with the latest code. You have to commit changes to the repo whenever you complete a somewhat significant portion of work(such as fixing a bug or adding a new feature), otherwise what's the point of making it collaborative?

And also, why both Newton AND PhysX? They're totally different physics engines with radically different performance profiles.

The Zombie Killer
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Location: Gold Coast, Australia
Posted: 23rd Sep 2012 07:29 Edited at: 23rd Sep 2012 07:49
@Dar13
Quote: "It's hard to help with the mod when the repository isn't updated with the latest code. You have to commit changes to the repo whenever you complete a somewhat significant portion of work(such as fixing a bug or adding a new feature), otherwise what's the point of making it collaborative?"

I like to commit the latest non-crashing-on-startup code :p

Quote: "And also, why both Newton AND PhysX? They're totally different physics engines with radically different performance profiles."

It's generally better to have choice, but Newton is proving to be a real pain to implement, I may choose to have PhysX and PhysX only.

EDIT: I have Windowed mode working, and I have commited the code, it now runs off of the latest FPSC source code too.
Update news

Bugs:
* The engine starts off as a maximized window, to fix this, go into windowed mode and then back into fullscreen.
* When PhysX is enabled (un-rem code in source), none of the objects have actors applied to them, and I'm pretty sure the physics side of the universe doesn't load correctly.
* Third person shows a black screen (camera inside entity)
* Drive system does nothing but raise player's height

@Marc Steene
I have a personalised version for you (window titled "Slenderman's Shadow" instead of "FPSC Game" that I will upload in a moment.
EDIT: here you go

-TZK

Dar13
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Location: Microsoft VisualStudio 2010 Professional
Posted: 23rd Sep 2012 07:56
Quote: "I like to commit the latest non-crashing-on-startup code :p"

I understand, but there's not much we can do to help if we can't see it. It would be better to commit it, but then immediately submit a bug report so that any other developer would now that there's an issue with that commit. Multiple minds are better than one when it comes to programming(most of the time anyways).

The Zombie Killer
15
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Location: Gold Coast, Australia
Posted: 23rd Sep 2012 08:02
@Dar13
The thing with me is, I don't think

Quote: "Multiple minds are better than one when it comes to programming(most of the time anyways)."

I have one thing to say to that: AMEN

-TZK

Dar13
18
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Location: Microsoft VisualStudio 2010 Professional
Posted: 23rd Sep 2012 08:15
Quote: "The thing with me is, I don't think"

That could be an issue

Marc Steene
FPSC Master
20
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 23rd Sep 2012 16:03
Thanks TZK


Slenderman's Shadow - Sanatorium
http://forum.thegamecreators.com/?m=forum_view&t=199408&b=35
The Zombie Killer
15
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Location: Gold Coast, Australia
Posted: 27th Sep 2012 11:42
@Marc Steene
No problem, looking forward to the next map :p

-TZK

Kumi
16
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Joined: 12th Jul 2009
Location: Behind You
Posted: 30th Sep 2012 19:25
Nice mod, But i get problems when i build the game. It wont start, any ideas?

The Zombie Killer
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Location: Gold Coast, Australia
Posted: 1st Oct 2012 03:34
@Kumi
Could you provide me some things first, and I'll see what I can do:
- System specs
- Community mod version
- FPSC version

And also try and see if you can compile a built game on the same version of FPSC, but without the community mod. If you can, make your build with that version and install the community mod into the built game.

-TZK

Kumi
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Location: Behind You
Posted: 1st Oct 2012 16:48
@TZK
Sure

-Intel(R) Core(TM) i3-2130 Cpu 3.30GHZ ,8GB Ram,64-bit
-The last Version v004 somthing.
-My FPSC Version is 1.19. i know this one needs 2 but is that the problem? cause i dont wish to update.

I Did that, But still dont work, just get me the no respondi error

The Zombie Killer
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Location: Gold Coast, Australia
Posted: 2nd Oct 2012 03:18
@Kumi
Sorry, but the version of FPSC that you are using is most likely the problem. Try installing the update, and if it doesn't work, you can install the v1.19 update again over the v1.20 one.

-TZK

The Zombie Killer
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Location: Gold Coast, Australia
Posted: 4th Oct 2012 07:24
I just thought I'd announce something:
I've added six new commands, these commands allow you to bind the player camera to the positions and angles of an entity's limbs.
For example, to bind the player to the head limb, you would do this:



The commands and their syntaxes are the following:



-TZK

Pirate Myke
16
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 4th Oct 2012 16:47
Burger
13
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Joined: 22nd Jun 2012
Location: New Zealand
Posted: 5th Oct 2012 02:04
Sounds very cool, but how would you use it? Would that be the main script for a character? Anyway, it could have some interesting effects.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
The Zombie Killer
15
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 5th Oct 2012 04:20
@Burger
In the main script

@All
Another update!
I've added a new command ObjectFOV=FOV
You can set the FOV of an object, and I'll be improving the third person code too.

-TZK

The Zombie Killer
15
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Location: Gold Coast, Australia
Posted: 5th Oct 2012 12:35 Edited at: 5th Oct 2012 12:37
Sorry for the double post but... I've added Lua!
It's only very, VERY basic at the moment, and only has three functions, but it's a start. For those wanting to try the latest version of v0.05 it is now available here: fpsccommunity/files/v0.05

-TZK

Marc Steene
FPSC Master
20
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 5th Oct 2012 21:48
Awesome addition The Zombie Killer Feel free to use my video as an example of the limb bind feature till someone does one, it's not the same engine but the effect is the same.

http://www.youtube.com/watch?v=a5a86YCJZO8


Slenderman's Shadow - Sanatorium
http://forum.thegamecreators.com/?m=forum_view&t=199408&b=35
The Zombie Killer
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Location: Gold Coast, Australia
Posted: 6th Oct 2012 06:54
@Marc Steene
Cheers Marc! I'll add it to the main post now.

-TZK

kingofmk98
14
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Joined: 30th Jul 2011
Location: Everywhere
Posted: 7th Oct 2012 02:12
Can JavaScript or C# be added to the source code? Thanks for the Mod!

Mr illusionest
17
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Joined: 5th Mar 2009
Location: Cairo , Egypt
Posted: 7th Oct 2012 02:15
Quote: "Can JavaScript or C# be added to the source code?"

No

"I am the night visitor when everyone is sleep , and when the last light fades"
The illusionest
kingofmk98
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Location: Everywhere
Posted: 7th Oct 2012 02:31
Quote: "No"

Dang well at least we got this great mod.

Mr illusionest
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Location: Cairo , Egypt
Posted: 7th Oct 2012 02:53
Quote: "Dang well at least we got this great mod."

Actually I don't exactly know , I was just being a kid sorta Anyways The mod was designed in DBPro so I think the answer was truly no .

"I am the night visitor when everyone is sleep , and when the last light fades"
The illusionest
kingofmk98
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Posted: 7th Oct 2012 03:23
Yeah really the only scripting languages I know are FPI (of course), JavaScript, and C#

The Zombie Killer
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Location: Gold Coast, Australia
Posted: 7th Oct 2012 03:26
Mr illusionest is right, you can't get Java or C# in DBPro, but you could code a scripting language identical to them in DBP and implement it into FPSC.

-TZK

kingofmk98
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Location: Everywhere
Posted: 7th Oct 2012 03:31
Quote: " but you could code a scripting language identical to them in DBP and implement it into FPSC."

How do you go about doing that may I ask? I seems like a hard task.

The Zombie Killer
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Location: Gold Coast, Australia
Posted: 7th Oct 2012 05:51
@kingofmk98
You would code it the same way that FPI is coded, only you change the syntax and the commands, it sounds easy when I put it like that, but this would take many, many years to do.

-TZK

gozzy1999
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Location: in the closet
Posted: 10th Oct 2012 11:04
bullet tracers with the slow mo would work amazingly

''Make sure your hands are clean before you point the finger''
gozzy1999
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Location: in the closet
Posted: 10th Oct 2012 11:46
how do i use the cloning feature

''Make sure your hands are clean before you point the finger''
The Zombie Killer
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Location: Gold Coast, Australia
Posted: 11th Oct 2012 08:26
@gozzy1999
Increase the entity's spawn count, and then when the "clone" command is used, the entity will spawn again at its starting position. I intent to add a feature to change the amount of spawns an entity has so you can clone it an infinite amount of times, but haven't gotten around to it yet.

-TZK

Kumi
16
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Joined: 12th Jul 2009
Location: Behind You
Posted: 11th Oct 2012 20:35
Tzk, i Still have the building Problem, Everything is good. Until i get to build it and try it out i get a non-Respondig error

The Zombie Killer
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Location: Gold Coast, Australia
Posted: 12th Oct 2012 13:30
@Kumi
Strange, try building the game without the mod, and then install the mod into the built game. If that works, then it's a problem with the mod and I might be able to fix it, but if you can't build without the mod, then it's an FPSC problem and you should report it on the v120 thread.

-TZK

Kumi
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Location: Behind You
Posted: 12th Oct 2012 17:50
Very Strange, I Tried it without you're Mod and it works Great. Putted you're mod in and same error Accures. Small Problem is with the mod i think

unfamillia
15
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 12th Oct 2012 23:19
For some reason, when ever i try to use this mod, it crashes FPSC?

No matter what size map i make, it always crashes when i go to test it.

I created a 3x3 flat plane and placed a start marker then tested that and it crashed with the same error message i got last time.

I am running V1.20.03 (maybe 04, can't remember)

My system specs are

Win 7 x64
16GB RAM
256GB SSD
GTX 460

I am running DX 9.0c, 10 and 11.

I know there is nothing wrong with my system as i can run FPSC X9 normally and can run FPSC X10 at around 400FPS!

I really want to use this mod.

Any ideas?

Unfamillia


The Zombie Killer
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Location: Gold Coast, Australia
Posted: 13th Oct 2012 03:16 Edited at: 13th Oct 2012 03:20
@Kumi and unfamillia
Try the attached exe installed over the top of v0.05, this might fix the problems you are encountering.

https://forumfiles.thegamecreators.com/download/2400968

-TZK

Kumi
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Posted: 13th Oct 2012 12:14
What you mean? If you meant, i put the exe in fpsc file. when in testing the flashlight didin't even work

The Zombie Killer
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Location: Gold Coast, Australia
Posted: 13th Oct 2012 12:42
@Kumi
The old flashlight script doesn't work anymore, since it has been put into the official updates and the way the commands work has changed. You will have to edit the script and change every FlashLightOff into Flashlight=0 and FlashLightOn to Flashlight=1 and then it will work.

-TZK

The Zombie Killer
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Location: Gold Coast, Australia
Posted: 14th Oct 2012 08:20
The official v0.06 test release is out now!
Download on the first post or download it below:

FPSC_CommunityV006_TESTRELEASE.zip

-TZK

Omegamer
17
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Location: There
Posted: 14th Oct 2012 11:55
Thx for adding the weapon animation-command
I will try it out asap when I'm at home
The Zombie Killer
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Posted: 14th Oct 2012 12:01
@Omegamer
No problem, let me know if it actually works :p I didn't have time to test it.

-TZK

Omegamer
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Posted: 14th Oct 2012 12:30
Ok will Do
gozzy1999
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Posted: 14th Oct 2012 12:57
could you attach the 0.06 version on the thread please as the other site is filtered on my pc and i lost the password to turn it off

''Make sure your hands are clean before you point the finger''
The Zombie Killer
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Posted: 14th Oct 2012 13:03 Edited at: 14th Oct 2012 13:03
gozzy1999
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Posted: 14th Oct 2012 13:25
thanks

''Make sure your hands are clean before you point the finger''
Omegamer
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Location: There
Posted: 14th Oct 2012 18:00
Unfortunaly the Gun animation speed change doesn't work for me
The Nerevar
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Location: Vvardenfell
Posted: 15th Oct 2012 03:31
I've been watching the progress on this mod, it looks like a lot of fun to play with, and I may need this mod for my upcoming game.
Is there a manual included?
What other features are planned?
When will a beta come out?
Will this work with the beta 4 of the 1.20 update?

Thanks.

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
michael x
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Location: Cybertron
Posted: 15th Oct 2012 05:01 Edited at: 16th Oct 2012 06:51
@The Zombie Killer@Kumi@unfamillia

these crashes are normal. I have backs up of fpsc which are non install into the computer. which means I never reinstall fpsc so that my registry will know that this software is install on my computer. since then I can run any mod and update normally. this mod work on my computer before I decided to do a fresh install version of fpsc. know I decide to do a fresh install for 120 this or my project blue mod does not work anymore. fpsc will load up but when I test the level out it crashes. then I drop the exe normal version of 120 it works just fine. there is something the mod code that does not make fpsc stable when you have install fpsc into you registry. now knowing this I have stop using mods all together and only plan to use the official version to be on the safe side for my game.because this also means when I build a game with that mod the game will not load up.

which now make me realize why some people games would not work on my computer.being I have two computers I have ran this test.since I never install fpsc on my other computer this mod and my pB mod works just fine. I build the game load it up and it works. then I test it on the other computer with fpsc install in it. it does nothing. now I have a back of a old version of Pb which is for 115. it works fine on the computer with the fpsc install.this was a good thing for me because I would have finish this game just to find out some people cant load it.

more than what meets the eye

Welcome to SciFi Summer
The Zombie Killer
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Location: Gold Coast, Australia
Posted: 15th Oct 2012 10:17
@Omegamer
Try running it in the :always: condition, it might need to be called each frame, and this is an easy fix if the always condition works with it.

@The Nerevar
1. Yes
2. Third person, player body, turret system, developer console, drivable vehicles, stuff like that
3. The community mod has been out for quite a while, just click the "Download" button on the first post.
4. The community mod is updated to the latest FPSC as soon as I get the change, currently it uses an even newer version than 1.20 beta 4, so yes, it will work with it.

@Michael X
Thanks for the info, if it's to do with the registry, I might be able to make an app that edits the registry keys to fix these bugs.

-TZK

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