Quote: "I think you guys are thinking this way too far.i think it going to be a rebuild just a better improve fpscv1 from the start. but we have to wait and see what is the list of goodies. but for one will only support a 64bit version. most likely memory wont be an issue and limits will not be set in fpsc so easily.
but this was the list of some things given to TGC.
Left hand and Duel wielding. (//Like Soldier of fortune where you press the gun action 1 key with that pistol and he switches which hand it's in?)
Terrain, larger maps. (//Heck yes...)
Improved memory consumption. (//I know right? It could be a bit better)
Faster level loading/reloading. (//Possible with multicore support)
Multiple Character weapons.
3rd person. (//In fps creator??)
Improved physics. (//I could go for that, but we need multicore support)
Tracers/Laser beams.
Flak in multiplayer.
Level of Detail system. (//That will surely help in optimization)
Timescale - for slow motion, etc.
Real time shadows.
Improved lightmapping (Definitely, the lightmapping has been broken, it shows off the polygons in the segment or entity)
Image huds for ammo/health, etc rather than the numeric system. (Maybe even animated?)
Hud fade direction.
Mini Map.
Random spawn locations.
Inventory system.
Hold to zoom.
Windowed mode. (//This will help with recording with an external program if it doesn't detect the D3d/ opengl window already)
I believe this will be good for fpsc and in hope of them taking the way fpscx10 was set up with instance effect change within the test build. that is what fpsc is missing the most. allowing the developer to change effect and skybox in realtime. I personally would not ask for too much out of this fpsc reload because it all depends on how much money we rise for this."
If there was realtime shadows, please make it configurable.
Like if it's soft shadows, or hard shadows like in DooM 3 or FEAR.
Also here's the list I made awhile back:
"Can you please add tickers to enable/disable certain PostProcess shaders on the fly within testing? Or maybe outside of testing and from preferences or something?
Hmmm, I seem to have alot of ideas, I should make a list!

Built-in script editor
Built-in modeling software
Built-in audio editor, or external, there's audacity and such..
The option to use Vanilla FPSC lighting (The new system shows off the polygons while bloom is enabled, in fact it still shows them off when it's entirely off...)
Advanced post processing shaders (Sun shafts, Bokeh Filter, HDR, light adaptation, DoF, Flare outs/short sun shafts, etc.)
Shoulder-cam
Modifiable Gun Sounds (Which is possible, but then you'll have to replace the vanilla sounds... bleh..)
Other Advanced shaders (Cel Shading, color editing (Controllable saturation, brightness, and hue, in either every single color, or just every pixel in every texture that is red)
Tessellation
Top Secret Tessellated Pizza!
Built-in GUI-X9 gui editor
Rotatable camera in editing
Better blood splattering (Every time I see blood splatters they're usually on a wall and not on a floor)
Modifiable blood splatter size
Importable textures
Built-in decal editor
Built-in segment editor
Health bar support (Rather than numbers)
Multiple languages for adding custom code to fpsc (Like java, DarkBasic, C++, C#, etc.. But all scripts in the game must be the same language so there won't be a CTD)
Better entity rotation editing (Using keys 1,2,3,4,5,6,7, and 8 to rotate makes re really confused, can there me something mouse-based, or arrowkeys-based?)
Modifiable entity size (Attack of the Giant Flying Skull! Dun dun dunnn!)
RPG Elements/Player stats (I mean if we're gonna have dialog choices and stuff, why not make an rpg fps with tessellated pizza?)
World save data (Example: You are in street 1, you go to street 2 and you see the loading screen, it loads and you're in street 2, you wanna go back to street 1, as you get there the objects you've moved are in the same place as they we're prior to your trip to street 2 and back. Think Fallout 3, you move something and leave, you come back and it's still in the same place prior to when you left, after you moved it. What else.... Oh, postal 2 I think had this, maybe.. I'm not quite sure, I do hope you know what I'm talking about when I mean world save data)
Entity, Prefab, and Segment search (Ever was looking for a certain entity but couldn't find it in that massive library of entities and segments? I'm basically suggesting you add a search bar

)
Model based level design (Instead of segments)
Small segments (For people who want to add alot of detail, but not make a room that's 50 meters wide and long, without the model based level)
Gridless Event objects (Toggleable placement grid for zones, and fully customizable zone sizes)
Field of View******** (VERY IMPORTANT, I bet we all remember the good 'ol days when quake 3 arena was out

)
Optional ironsights
Micro transaction support **Ingame currency earned by playing** (Though it may be possible through scripting, it's still a good idea because not everyone may know fpi or dark basic or java or whatever)
Power ups (Fully customizable power ups that modify player stats either permanently or temporarily)
Ingame DarkVoices Editor (Not as powerful, but enough to get you through)
That's all for now.. I might contact you to submit more, which can be either supplied via update, or expansion, it's your call anyways :/"
Other additions to my list:
-Gibbing
-Gibbing editor
-Effect editor
-Configurable health/medkits (If you wanted the small health entity to give you 2000 instead of 50 or somethin'
ee Waka waka waka... Nevermore..
youtube . com/-->/watch?v=rIX_6TBeph0