Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / FPS Creator Version 2

Author
Message
TriSpefear Studios
14
Years of Service
User Offline
Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 2nd Oct 2012 14:10
Quote: "I don't have internet on my computer."


How are you posting then? 0.o

"Everyone may doubt me, but your just giving me more of a reason to continue on..."
Dar13
18
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 2nd Oct 2012 17:37
Quote: "You mean from HDD failure? Well, since I use a laptop as my dev PC, I tend to back it up more often, but I intend to use a cloud storage backup anyway I can't use SVN programs because I don't have internet on my computer."

Yes, HDD failure or a rogue antivirus program or any other number of things that can derail a WIP. And how can a laptop not have internet capability? And how are you posting here?

Quote: "I'll be using either Bullet or PhysX, not the ultra-crappy ODE used in FPSCx9"

I'd recommend Bullet, that's the engine I'm using for my Ogre game. Quite easy to integrate with Ogre, as they both use left handed coordinate systems.

Cyborg ART
19
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 2nd Oct 2012 20:01
There are so much posts in this thread and I haven't been able to read them all, so I am sorry if this has been mentioned.

But I think you should make it easier to import custom meshes, textures, weapons, character etc. straight from the editor. In FPSC x9 its a too long way just to add a custom wall texture on a wall or to import a character. It would be much smoother and feel much more serious.

djeronimo
15
Years of Service
User Offline
Joined: 2nd May 2011
Location: Sarajevo
Posted: 3rd Oct 2012 01:20
Better AI and I'd back this definitely

@djeronimo.com
Clonkex
Forum Vice President
16
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 3rd Oct 2012 02:19
Quote: "How are you posting then? 0.o"

Quote: "And how are you posting here?"


I'm using Mum's computer. I live in a big blue bus with my brother (it has carpets and electricity) just outside our house, but the wifi is at the other end of the house and just doesn't reach my laptop.

Quote: "And how can a laptop not have internet capability?"


lol it does, but the wifi doesn't reach

Quote: "I'd recommend Bullet, that's the engine I'm using for my Ogre game. Quite easy to integrate with Ogre, as they both use left handed coordinate systems."


Right I'll use Bullet Luckily I already have some considerable experience with Bullet so it'll be cinch to use it

Quote: "In FPSC x9 its a too long way just to add a custom wall texture on a wall"


I'd considered making it possible to generate a custom segment using a texture from any folder but then I thought it would be better just to do it the way x9 did it (you had to close FPSC, create new folders, copy files, modify files, start FPSC, remember you forgot something, close FPSC, modify files, and finally start FPSC again; now that I say it like that, it's terrible). I just thought of better way of doing it that still allows the use of premade segments (x9-style). I'll make it so you can load segments just the way you can in x9, but also so that you can just go "New Segment", select a floor mesh, a wall mesh and a roof mesh and then select textures for each, in much the same way as Plant Life and TreeMagik work.

Quote: "Better AI and I'd back this definitely"


I intend FPSCPro to have better AI, but I'm still unsure how I'd achieve this....probably using something like ReCast.

Clonkex

kingofmk98
14
Years of Service
User Offline
Joined: 30th Jul 2011
Location: Everywhere
Posted: 3rd Oct 2012 03:58
@Clonkex
Um you're kinda "hijacking" the thread. Make your own if you wanna talk about your product. This thread is for TGC's product not yours. Sorry if I sound mean.

TriSpefear Studios
14
Years of Service
User Offline
Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 3rd Oct 2012 04:15
Quote: "Um you're kinda "hijacking" the thread. Make your own if you wanna talk about your product. This thread is for TGC's product not yours. Sorry if I sound mean."


Lets do it

"Everyone may doubt me, but your just giving me more of a reason to continue on..."
Clonkex
Forum Vice President
16
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 3rd Oct 2012 12:37 Edited at: 3rd Oct 2012 12:39
Quote: "Um you're kinda "hijacking" the thread. Make your own if you wanna talk about your product. This thread is for TGC's product not yours. Sorry if I sound mean."


You don't sound mean, you're absolutely right. I should have my own thread if I want to say "I'm doing this, and this, and this...".

Quote: "Lets do it"


lol I won't make a WIP thread for FPSCPro until it's got something to show for itself. Btw last night I got multithreaded rendering working in Ogre Look forward to awesome fast FPSC! I need to shut up now, I'm probably making people far too excited for their own good

EDIT: TriSpefear Studios, your signature is exactly what I think

Clonkex

DukeDudeston
17
Years of Service
User Offline
Joined: 6th Jun 2009
Location:
Posted: 3rd Oct 2012 22:45
I would gladly backup a fun to help get FPSC 2 in the making, however I would be a bit annoyed if it went the same way as X10.

But I also agree that DBPro and AppGameKit should be concentrated on more, it was of course DB (Classic) and DBPro that help start this all off in the first place.

DBPro is a great language, easy to understand and easy to get things done, but it is getting dated, AppGameKit seems more powerful, but again, it seems like it is missing a lot of things that need to get sorted.
CorrosionMedia
14
Years of Service
User Offline
Joined: 7th Nov 2011
Location:
Posted: 4th Oct 2012 07:21
To get this thread back on track, I'd like to say that a great addition would be a built-in script editor. It'd make everything a little more convenient.
Teabone
Valued Member
20
Years of Service
User Offline
Joined: 8th Jun 2006
Location: Canada
Posted: 4th Oct 2012 07:25
I agree with CorrosionMedia it be great to tie in some of those handy programs into the actual program itself. To edit scripts directly in the property screen of an entity could be interesting.

Burger
13
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 4th Oct 2012 08:43
I have to agree with teabone, if you could build/edit scripts within the editor and using the fpi editpad kind of function scripting would be amazingly easier.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
lotgd
16
Years of Service
User Offline
Joined: 2nd Apr 2010
Location: italy
Posted: 4th Oct 2012 08:51 Edited at: 4th Oct 2012 08:53
Quote: "DBPro is a great language, easy to understand and easy to get things done, but it is getting dated"


@Clonkex
If I create a Fiat 500, use the engine of Fiat. The manufacturer does not put on the Fiat 500 the engine of the Porsche.

Hamburger
16
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 4th Oct 2012 13:47
I think maybe a command bar at the bottom of the screen kind of like CAD drafting software would be actually pretty cool too. Think draftsight...

You could edit scripts in there too probably.

[/href]

++New Products Being Uploaded++
TriSpefear Studios
14
Years of Service
User Offline
Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 4th Oct 2012 23:11
I don't exactly get your metaphor

"Everyone may doubt me, but you're just giving me more of a reason to continue on..."
Hamburger
16
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 4th Oct 2012 23:39
Draftsight is a cad drafting program, it's got a command bar at the bottom where you type in commands and attributes for lines, radiuses, etc...

[/href]

++New Products Being Uploaded++
Clonkex
Forum Vice President
16
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 5th Oct 2012 02:41
Quote: "@Clonkex
If I create a Fiat 500, use the engine of Fiat. The manufacturer does not put on the Fiat 500 the engine of the Porsche."


What the HELL?! And why did you quote DukeDudeston and address that to me?? Talk about bizarre...

Clonkex

TriSpefear Studios
14
Years of Service
User Offline
Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 5th Oct 2012 06:05
Quote: "What the HELL?! And why did you quote DukeDudeston and address that to me?? Talk about bizarre..."


I didn't notice that until now... How weird

"Everyone may doubt me, but you're just giving me more of a reason to continue on..."
Section 812
18
Years of Service
User Offline
Joined: 24th Feb 2008
Location:
Posted: 5th Oct 2012 06:24 Edited at: 5th Oct 2012 06:53
I have examined said quote and translated to this : "don't put a porche engine in a fiat cuz it wont fit."

edit: unless it's the porche 944 (which is basically a volkswagon with flashy clothes.)

Thraxas
Retired Moderator
20
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 5th Oct 2012 07:20
This Fiat has a better engine than a Porsche



angusm3
17
Years of Service
User Offline
Joined: 6th Mar 2009
Location: Right behind you...
Posted: 5th Oct 2012 08:04
make it x10 level of visual awesome, with x9 level of compatibility and ease of use. X10 was clunky, while X9 was just so easy to use for more advanced projects. Maybe mount the editor on an amazing engine done in C++? since you're rewriting it anyway, isn't C++ more powerful?

http://www.youtube.com/watch?v=AfFa6uPv_8o
I appear to have burst into flames...
Section 812
18
Years of Service
User Offline
Joined: 24th Feb 2008
Location:
Posted: 5th Oct 2012 08:24 Edited at: 5th Oct 2012 08:27
Now I have to pull the engine out of my porche and install a fiat engine. lol!

I'll call it a Fiache or Porf.

now I've forgotten what the topic is.

I would support this new wonderful idea of FPSC 2 but there are a
few things I would like to see that I would have liked in v1.
1. definitely better multiplayer with ai and customizable character select screen.
2. dedicated server.
3. an option to scale collisions
4. a script editor popup when entity is selected.
5. I'd like to use FPSC on my Linux platform (because I'd like to see linux grow)
6. a free coffee refill button and dispenser that connects directly to my serial port.

Don't listen to me, I need to go to bed.

Clonkex
Forum Vice President
16
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 5th Oct 2012 09:31
Scale collisions? I'm currently remaking FPSC so I need to know what you mean.

FPSCPro will run on Linux

Clonkex

lotgd
16
Years of Service
User Offline
Joined: 2nd Apr 2010
Location: italy
Posted: 5th Oct 2012 11:00
I'm sorry I use a translator.
I wanted to say is useless to speak here of OGRE

@Thraxas nice video loool

Clonkex
Forum Vice President
16
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 5th Oct 2012 12:18
Quote: "I'm sorry I use a translator.
I wanted to say is useless to speak here of OGRE"


Ah right. That makes more sense There seem to be a lot of Italians on here. I wonder why...?

Quote: "@Thraxas nice video loool"


I only just now watched the video... lol

Clonkex

lotgd
16
Years of Service
User Offline
Joined: 2nd Apr 2010
Location: italy
Posted: 5th Oct 2012 12:36
Quote: "There seem to be a lot of Italians on here. I wonder why...?"


a large proportion of Italians come from my community

KeithC
Senior Moderator
20
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 5th Oct 2012 15:51
We need to get back to the subject at hand, and not turn this into another posting competition.

-Keith

da2020
16
Years of Service
User Offline
Joined: 26th Dec 2009
Location: C:\\Program Files\\
Posted: 6th Oct 2012 04:57
Lots of post here and sorry if this has been posted before but I think TGC should shed some light on FPSC2s multiplayer even if it doesn't get as much feature as single-player I hope they add features needed to create a good multiplayer game that is worth people's time.
Clonkex
Forum Vice President
16
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 6th Oct 2012 12:00
Quote: "We need to get back to the subject at hand, and not turn this into another posting competition."


I didn't know there was such a thing. But yeah, in answer to the very first question in this thread (which I haven't actually answered yet), yes, I would back a FPSC2 Kickstarter fund, though I still can't see why you're not using IndieGoGo.

Clonkex

MrValentine
AGK Backer
15
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 6th Oct 2012 12:42 Edited at: 6th Oct 2012 12:50
Quote: "though I still can't see why you're not using IndieGoGo."


Probably because of the information found on this page...

Pricing

I have failed to find such information on the Kickstrter site...

Hopefully someone can find it, if there is one...

EDIT

Found it... had a bother and coith my sloooow shop connection ol...

Kikstarter Pricing

Quote: "
If a project is successfully funded, Kickstarter applies a 5% fee to the funds collected. Our payments processor, Amazon Payments, will also apply credit card processing fees that work out to roughly 3-5%.

If funding isn't successful there are no fees.
"


Section 812
18
Years of Service
User Offline
Joined: 24th Feb 2008
Location:
Posted: 6th Oct 2012 19:27
@ clonkex - by scale collisions I mean mabe I need an entities or players collision larger or smaller than itself.

and sorry for being off topic!

on topic - by funding FPSC 2 does this mean the investors get the software discounted/free? and if I give my 1 million dollars divided by 1% will my vote be counted?

TGSlp
13
Years of Service
User Offline
Joined: 6th Oct 2012
Location:
Posted: 7th Oct 2012 02:58
Okay nice!
My only wishes:

-Little bit better graphic
-Better Multiplayer!
I would like to have Team Deathmatch, Capture the Flag,
Bots, and Support for:
Grenades, Bazookas, LAW.

TGS =)
TriSpefear Studios
14
Years of Service
User Offline
Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 7th Oct 2012 19:29
Quote: "by funding FPSC 2 does this mean the investors get the software discounted/free? and if I give my 1 million dollars divided by 1% will my vote be counted?"


Me Gusta -.-

"Everyone may doubt me, but you're just giving me more of a reason to continue on..."
gozzy1999
15
Years of Service
User Offline
Joined: 11th Jun 2011
Location: in the closet
Posted: 8th Oct 2012 19:19
i would love to see this as long as there will be a free version and i can use all of other media/scripts

''Make sure your hands are clean before you point the finger''
Wicked Blood Gaming
16
Years of Service
User Offline
Joined: 6th Jun 2010
Location: Colorado
Posted: 9th Oct 2012 04:52
So Clonkex how is fpsc pro going?
Zkweelurps3
14
Years of Service
User Offline
Joined: 14th May 2012
Location:
Posted: 9th Oct 2012 21:10
I pay $100 to. multiplayer need to work. I'm so happy then!

Call of duty and Battlefield sucks!
Nomad Soul
Moderator
19
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 12th Oct 2012 19:20
Has anyone confirmed dynamic shadows for FPSC2 yet?

Who is going to develop it? Lee or the modders?

If this is going to be done properly it needs a dedicated team of establised DBPro coders. A half arsed attempt would be a complete waste of time. You need people like Evolved and Green Gandolf working on this.

Also it needs to be compatible with the DBPro plugins like Occlusion Culling and Dynamic Skies etc.

Brendy boy
20
Years of Service
User Offline
Joined: 17th Jul 2005
Location: Croatia
Posted: 12th Oct 2012 20:51
Quote: "DBPro plugins like Occlusion Culling and Dynamic Skies etc."

it will be done in AppGameKit so all of the dbpro plugins will be incompatible

Dragon slayer
19
Years of Service
User Offline
Joined: 3rd Nov 2006
Location: Bourbonnais Illinois
Posted: 13th Oct 2012 03:18
Someone above said a built in script editor which is a really cool idea. How about a built in entity and segment editor. Get everything under one roof???
Gibba gobba
17
Years of Service
User Offline
Joined: 21st Dec 2008
Location: regret
Posted: 13th Oct 2012 05:20 Edited at: 13th Oct 2012 05:22
I would be willing to back something like this up if there were plans to incorporate faster graphics rendering. It would need to include resource creation tools for quickly and easily generating quality content like models, textures, and even scripts. What I think would be very beneficial is a larger focus on approachable design like the original was based around. One nice thing would be some kind of collaborative design system for a whole team to work together. Personally, I think that it should not be done through Dark Basic Pro. It's just too outdated at this point. Go for good old C++!

Hello one and all...
Dar13
18
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 13th Oct 2012 08:29
Quote: "it will be done in AppGameKit so all of the dbpro plugins will be incompatible"

I don't remember that being the definitive answer. And I sincerely hope not, because we have a long time to wait for it then. AppGameKit is only at OpenGL 2.0(and might have to drop back down to 1.1 or 1.4 due to backwards-compatibility). That's about equivalent to DX8 or DX9.

Burger
13
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 14th Oct 2012 00:44
So what's the word on FPSC 2? Is it still speculative?

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Hamburger
16
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 15th Oct 2012 00:28
Wow, this thread was soaring and then it just.......died...

[/href]

++New Products Being Uploaded++
RickV
TGC Development Director
26
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 15th Oct 2012 13:21
Hi all,

this feedback has been brilliant and we've noted it all down and reviewed the survey too.

From a company point of view we felt that starting a full development again would most likely take far too long. The original FPSC started back in 2005, so you can see how much work has been put into the original.

So we are now seriously considering a significant upgrade to Version 1 - currently called "FPS Creator Reloaded". This would mean we can deliver a product quicker to you with all the great things that V1 offers and all the new wonderful features will pack into this major update.

We think this is most sensible approach.

We will be launching the Kickstarter on the 1st November 2012 with a 30 day funding window.

Rick

Financial Director
TGC Team
MrValentine
AGK Backer
15
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 15th Oct 2012 20:17
@ RickV - EPIC!

I will see about donating even though I would rather see DBE take shape soon...

cds1234
15
Years of Service
User Offline
Joined: 30th Apr 2011
Location:
Posted: 17th Oct 2012 04:14
Clonkex- you should focus on your idea for making your engine and compatibility with fpsc regardless of what TGC do with the Kickstarter launch, in my opinion. As long as you base your project on something independent from the current engine, like you say Ogre, there is no conflict. You have the time, and if there is an early free beta and a reasonable price for release, you will have customers even if they launch a full 'reloaded'. Take a lot at what has been mentioned with LightStorm engine- build inside FPSC render in LSE and new scripting using LUA. Dunno if/when it will happen. The idea of using current structure of FPSC program and rendering into a new Ogre-Based engine and new support and features is a great idea- in fact maybe approach it with the purpose of doing things outside of the shooter genre
I have a feeling if you make something robust, professional, and unique, it will happily be incorporated into the dl store on TGC especially if you do something unique that compliments their 'reload' project.

Who knows when you will be blessed with the gift of time again so I say embrace the project!
Clonkex
Forum Vice President
16
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 17th Oct 2012 04:48 Edited at: 17th Oct 2012 04:50
@MrValentine:

But IndieGoGo is cheaper (assuming fixed funding).

IndieGoGo: 4%
Kickstarter: 5%

Quote: "by scale collisions I mean mabe I need an entities or players collision larger or smaller than itself."


Ah right, I understand now.

Quote: "So Clonkex how is fpsc pro going?"


I've decided to not talk about FPSCPro on this thread, since this thread wasn't created for that purpose. When FPSCPro has something to show for itself I'll make a WIP thread.

@Nomad Soul:

FPSC 2 will be created using AppGameKit technology (probably AppGameKit itself).

@Gibba gobba:

It's being created using AGK. I assume the code will be written in C++ (Tier 2) and will be compiled natively on each supported platform.

@cds1234:

Quote: "Clonkex- you should focus on your idea for making your engine and compatibility with fpsc regardless of what TGC do with the Kickstarter launch, in my opinion. As long as you base your project on something independent from the current engine, like you say Ogre, there is no conflict."


Absolutely! FPSC Reloaded is a great idea and it means we might end up with a decent DBPro-based FPSC that is worth using, but I haven't stopped working on FPSCPro

Quote: "The idea of using current structure of FPSC program and rendering into a new Ogre-Based engine and new support and features is a great idea- in fact maybe approach it with the purpose of doing things outside of the shooter genre"


Yes, I have been already planning features that will allow the creation of games other than First Person Shooters. FPSCPro will support vehicles, so, for example, you'll be able to force the player to start inside a vehicle and remove the ability to get out so you could create a racing game. More than anything else (except FPS of course), FPSCPro will allow the creation of excellent First Person Puzzle games.

Quote: "Who knows when you will be blessed with the gift of time again so I say embrace the project!"


I agree, it is a blessing to have so much free time to devote to FPSCPro

Clonkex

TriSpefear Studios
14
Years of Service
User Offline
Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 21st Oct 2012 17:44
Quote: "I've decided to not talk about FPSCPro on this thread, since this thread wasn't created for that purpose. When FPSCPro has something to show for itself I'll make a WIP thread."


Just make a WIP forum right now so you can do weekly updates or something. I would definitively like to check up on your progress

"Everyone may doubt me, but you're just giving me more of a reason to continue on..."
Clonkex
Forum Vice President
16
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 22nd Oct 2012 13:46
I'm excited that you're so interested, but:

1) I often run into trouble which can take more than a week to fix, resulting in no updates for everyone. That just seems to annoy people.
2) I'm going on holidays for 3 weeks (a first for me) and I won't be working on FPSCPro during that time, so even if reason 1 is stupid I'm not starting a WIP at least until I get back. And work out how to use MOC without crashing Ogre.

Clonkex

TriSpefear Studios
14
Years of Service
User Offline
Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 23rd Oct 2012 02:53
Quote: "MOC"


What is that?

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

Login to post a reply

Server time is: 2026-06-11 16:26:54
Your offset time is: 2026-06-11 16:26:54