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FPS Creator Reloaded / [STICKY] Lee's Development Blog

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Fuzz
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Posted: 27th Mar 2013 06:41
It's already Wednesday and there's no update this week I need my fix!

uman
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Posted: 27th Mar 2013 11:38
Its Thursday.

Lees is away at the GDC.

You wont get a fix now until sometime in April.
PsichD
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Posted: 28th Mar 2013 16:03
HI , Im new in games creation so can u please recommend me a program/programs to get start on creating
RickV
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Posted: 29th Mar 2013 20:57
Yes Lee is in San Francisco enjoying GDC. He'll be back early next week and then solidly on Reloaded! Oh yeah!

Rick

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defiler
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Posted: 31st Mar 2013 10:44
Anybody know why Lee sold his car?

Current Project: The Underground: Awakening
Kilgore
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Posted: 8th Apr 2013 20:08
Excellent news about the inventory. That alone will add so many more options for those with limited time to code. Really happy about that.
Fuzz
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Posted: 9th Apr 2013 11:39
It's a shame that no more videos will be shown

RickV
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Posted: 9th Apr 2013 12:20
Hi, the videos will be shown, we just want to show Reloaded in its best light. So internally we'll be making sure things look great before we put them out.

Everything we do now will be to support Reloaded!

Rick

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Nomad Soul
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Posted: 10th Apr 2013 03:06
Once Lee has added dynamic shadows to the engine nobody will need to worry about the quality.

RickV - We need your support to make this happen. Please remind Lee.

Burger
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Posted: 10th Apr 2013 06:04
Nomad Soul, dynamic shadows aren't that terribly important. Physics, terrain, AI etc contribute better to quality than dynamic shadows will.

Just a thought, because I don't want dynamic shadow's getting in the way of anything else.

- An Instinctive Fear IndieDB page, download demo today!
Wolf
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Posted: 10th Apr 2013 10:48
Quote: "Once Lee has added dynamic shadows to the engine nobody will need to worry about the quality."


You really have a fetish with that, don't you?

http://www.serygalacaffeine.com
Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
RickV
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Posted: 10th Apr 2013 10:54
I will do all I can!

We have made a mental shift within the company around Reloaded. You will see significant work going into it now.

We feel that if we keep improving, fixing and iterating Reloaded, it will start to create its own momentum and could become a hugely successful product.

Fun times ahead!

Rick

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uman
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Posted: 11th Apr 2013 19:21 Edited at: 11th Apr 2013 19:21
Thanks for that Rick,

Its great to see you post while we follow Lees blog and get get these insights into Reloaded and although it takes your time hopefully generates a feeling of community and involvement throughout and interest in Reloaded both here and further afield.

I hope that Reloaded is generating some good feedback for the future and more promises of support are coming in and that will indeed pick up as you go.

We all understand that TGC has many products to support and calls on time and resources though we are selfish and hope now is the time for Reloaded success indeed.

Thanks again.

Burger
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Posted: 12th Apr 2013 12:07
Its good to here Lee's getting into some serious reloaded work, really interesting progress.

- An Instinctive Fear IndieDB page, download demo today!
Tomahawk
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Posted: 15th Apr 2013 22:32
Wow all I can say is wow after I just saw lee's blog today. That character is stunning I can see that character coming out of a AAA game.

SpaceWurm
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Posted: 16th Apr 2013 01:51
@Tomahawk, I completely agree. It's time I actually become a backer for FPSC.

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Tomahawk
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Posted: 16th Apr 2013 02:18
@Landman: true i just have to dig up the cash.

Burger
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Posted: 16th Apr 2013 23:20
This is what I was looking for in Lee's blog, its great!

- An Instinctive Fear IndieDB page, download demo today!
Tomahawk
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Posted: 23rd Apr 2013 19:16 Edited at: 23rd Apr 2013 19:16
I was just thinking about the character draft that was in lee's blog, and was thinking if it would be a good idea for different textures for the character in Reloaded. So you could have different skin colors, some with beard or mustaches some without. This would give variation so you can have the same character with different variation, so no two characters are the same.

Just wanted to hear your thoughts on this idea, also i wanted to know if you think it would be worth the trouble.

BlackFox
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Posted: 23rd Apr 2013 20:51
Quote: "Just wanted to hear your thoughts on this idea, also i wanted to know if you think it would be worth the trouble."


You can do that already. Make a duplicate of the character FPE and texture, then edit the texture in Photoshop and point the duplicate FPE to that texture. For example, I take the SS Officer from the WW2 characters, make a duplicate of the FPE/textures called SS_Officer_Alternate1, I now can edit that texture and have a different looking SS Officer since it is still the same mesh, just an altered texture.


There's no problem that can't be solved without applying a little scripting.
Tomahawk
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Posted: 23rd Apr 2013 22:40
Quote: "You can do that already."

I do know that I am also just not that good, and I don't know how many people know how to.

Nomad Soul
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Posted: 25th Apr 2013 22:12
@Wolf

Quote: " You really have a fetish with that, don't you?"


I do have a fetish for dynamic shadows. For many people 3D was the most significant milestone in the last decade or so but for me it was just fun and cool until dynamic shadows came along and then it was like OMG.

It would be unthinkable to not have dynamic shadows in FPSCR.

Some would disagree but more people agree this feature is absolutely essential going forward.

Burger
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Posted: 26th Apr 2013 04:27
Quote: "It would be unthinkable to not have dynamic shadows in FPSCR"


Quote: "Some would disagree but more people agree this feature is absolutely essential going forward"


You would need to back that up, because I simply don't believe you. I think most people argue its in the 'would want, but dont mind if it holds back the necessary features of FPSCR' category, however that I cannot back that up either.

- An Instinctive Fear IndieDB page, download demo today!
Teabone
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Posted: 7th May 2013 10:36
I like following Lee's blog. To be honeset I check in every week and it makes me happy just reading the words "FPSC-R" in a new post lol

defiler
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Posted: 9th May 2013 09:57
Kinda dumb question: Does pre ordering it also secure us the final product?

Current Project: The Underground: Awakening
uman
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Posted: 9th May 2013 14:31
Yes access to Beta Versions and Release when available now perhaps late this year or sometime in 2014 hopefully.

Not sure about any stretch goals and if theres any change there but at least some may make it into the Release as mentioned above. I believe the inventory is one such case already being included though I may be wrong there.
defiler
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Posted: 10th May 2013 03:22
I got my debit card upgraded for use online so I'm going to pre order then!

Current Project: The Underground: Awakening
TriSpefear Studios
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Posted: 12th May 2013 19:22
i'm amazed at how much progress lee can make in one single day!

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defiler
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Posted: 29th May 2013 01:04
Hope nothing happened to lee, there has not been a blog update.

Also, this is probably the worse place to ask but since DarkShader is the only good way of viewing shaders for FPSC, is it getting a update to fix the slowdown and crashes on Windows 7?

Current Project: The Underground: Awakening
MrValentine
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Posted: 29th May 2013 01:56
defiler - I got Dark Shader to behave in 7 so PM me if you want any help as it is off topic and likely to divert this thread...

Regarding the question, I would have imagined it would be updated...

GreenDixy
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Posted: 29th May 2013 21:35
I have not had a problem with darkshader also. I am on windows 7, Only thing I do is always run in admin mode.

======================================
My software never has bugs. It just develops random features.
Red Eye
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Posted: 3rd Jun 2013 11:27
Is there any news on the source availability of FPSC Reloaded? Will it be like vanilla FPSC, where we can dive into the code?

uman
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Posted: 6th Jul 2013 17:27
Of course not. There is no product source as there is no product as yet.

I hope that the source will never be released publicly and that TGC keep tight control of it and the products released with it but that my own personal opinion.
Tobias_Ripper
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Posted: 6th Jul 2013 18:34
Well if source code is left unpublished then you won't have all the beautiful people making cheap mods for us. Think about it. TGC Runs on sales and donations. When there is no budget, there is no progression. That's when freelancers come in, take the source code, make some amazing mods, charge a small license fee, everyone's happy AND TGC doesn't have to spend manpower and money on FPSC.

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BlackFox
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Posted: 6th Jul 2013 19:48
Quote: "I hope that the source will never be released publicly and that TGC keep tight control of it and the products released with it but that my own personal opinion."

Quote: "Well if source code is left unpublished then you won't have all the beautiful people making cheap mods for us. Think about it. TGC Runs on sales and donations. When there is no budget, there is no progression. That's when freelancers come in, take the source code, make some amazing mods, charge a small license fee, everyone's happy AND TGC doesn't have to spend manpower and money on FPSC."


While having the source available for us "modders" to make mods for the community, it can also have the adverse affect. Someone makes a mod and then all of a sudden an idea is born to incorporate that mod into the source and then there are issues. Another batch of code gets added and so on. Down the road you end up with the same as what happened in v1- convoluted code with a bunch of features that either A) no one knows how to use; B) cause issues with core code. The concept of open source is not bad, but I do have to agree with Uman to a certain degree. If the source is to become public for mods to be created, then let's hope mistakes are not repeated where a bunch of people are suddenly adding things to the source to be released to the public. That was the problem before- different people had their hands in the source and with different ideas/methods, things ended up getting broken. We spent 2 months completely rewriting the source for v1 (v1.17), removing the redundant code and fixing core issues that either were missed or could not be addressed. It is time consuming when you are using software for commercial developments and the basic functions have issues. I would hate to see this next version go through the same path.


There's no problem that can't be solved without applying a little scripting.
s4real
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Posted: 6th Jul 2013 20:22
I agree with Blackfox to a degree, the problem what happen with v1 is stuff got added from mods and wasn't added right as some of the stuff was linked to other parts of the engine of the mod.

I still feel that v1.09 to v1.15 is the best official release and from then it just went downhill.

Scene and myself seem to be fixing stuff that was never broken in the first place.

I feel there needs to be better Quality control when stuff is added into the official, this is where TGC go wrong with all there products little beta testing and no Quality control, its a case of add a feature and release.

Like Blackfox has said I'm hoping lee has learn from this and will make sure all features are fully tested and controlled.

best s4real

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Burger
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Posted: 7th Jul 2013 03:26
What if the source gets released, so people can make custom changes as they might see fit, but the TGC source of reloaded will only be updated by TGC?

- An Instinctive Fear IndieDB page, download demo today!
michael x
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Posted: 8th Jul 2013 22:14
I agree reload should have no source code release but as for fpsc source if it was not for the mods reload may have never happen. mod allow us to see their was more to fpsc engine then what Lee have started.I thank the mods for making fpsc so great. one way or another fpsc was doom to have some type of bug problem. 120 is by far the worst updated when it come to bugs. to the point we may not be able to make a game with it. it may be a deal breaker for fpsc.but we will see.on that I do not regret the mod doing fpsc updates I think Lee should have step in to do the bug clean up after. he is the creator of the engine and he knows more about it then we do. but at this point reload will seem to have everything we want out of the box for fpsc. so I see no reason for a source code release. plus fpsc source code was basic but reload might be a little more difficult to change around. it would easy to some how mess up the lighting code or the deferred rendering code.but we will see for right now Lee is given it all he got and you all want see more for reload well then pledge and dont just pledge once but twice if you can. I personally dont want to depend on a mod for reload so I want to get to those stretch goals.

more than what meets the eye

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gameman87
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Posted: 9th Jul 2013 18:24
I been reading lee's blog since Late March, I pledge the FPSC Reloaded. Later I could pledge more thinking about it hard on choice on 2nd round. And the features are outstanding!

Thanks,
gameman87
Burger
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Posted: 10th Jul 2013 06:39
Quote: "120 is by far the worst updated when it come to bugs. to the point we may not be able to make a game with it."


That's a bit harsh on those who have been working on it. I'm using v120 beta 17, and its great, better than the previous versions. I'm noticing no real bugs, only improvements from before. It's definitely able to make a game with.

- An Instinctive Fear IndieDB page, download demo today!
michael x
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Posted: 10th Jul 2013 10:44
not saying it to be harsh but to point out the facts of fpsc now. even s4real feels it been downhill after 115. but im in hope they will be able to fix the last of the bugs in 120. hope it will be stable enough for good use. but Quality control needs to be priority when it comes to reload.

more than what meets the eye

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uman
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Posted: 10th Jul 2013 20:00 Edited at: 11th Jul 2013 19:30
Yes Reloaded needs to achieve what FPSC classic can not for various reasons in the areas of major improvement in stability, performance and the arrays of continual issues or bugs which to be fair have a lot to do with - well FPSC classic and how its made as it were and less perhaps if anything to do with those involved in developing it, those that Mod it included of course. Its hard to make good of bad and pushing FPSC was something it was never originally designed to be capable of. The needed core elements are just not there.

Everyone knows what Reloaded needs I think including TGC who are committed to doing it right this time around. At least again within commercial realities and technical limitations. Not skipping over and sweeping under the carpet known problems and issues is paramount throughout its life cycle which hopefully will be long and successful.

Having said that the reality is that making Reloaded as good as it might be aspired to be in current thinking is an undoubtedly immense task full of known or unknown pitfalls and difficulties.

What the actual end result will be is anybodies guess at this early stage in development I should think.

Still the futures bright, there's a light on the horizon and lets keep hoping it will burn brightly and stay up high.

Edit Updated

I am not against Open Source in and of itself. In fact I love it. I use all kinds of Open Source software in my daily work. Its generally free or of very low cost and there is some terrific Open Source software available. If it is not then I don't use it and am selective of course.

In the case of Reloaded all I am saying is after all of the hard work that is going to be done to hopefully achieve the objective of providing TGC and users with a much better product which presumably will be developed with a core which is initially stable to allow developers to actually use it to develop and deploy within a stable RAD environment which they need, then that core needs to be protected and maintained in that initial stable release condition as it is further developed over time. Its of no help and never has been for us indies to start developing anything when half way through your development the engine falls over and never recovers. In all walks of life game making included its generally the case that stability and not chaos is needed for progress and success. No one wants or needs to be fighting constantly against issues which involves more time than the amount actually spent developing : sorting issues, fighting bugs or looking for workarounds which provide only a partial fix. You cant actually fix a core if its broken unless you are an expert and know how to do it. Fixing advanced and sophisticated game engine core issues are no easy matter. That's not what Reloaded is about. Its not a product for programmers to enjoy fighting with and having fun doing so. Its a product for average - to experienced game makers to make games with as efficiently as is possible.

Protecting of the core stability for those users is paramount at all costs so they can actually use the product in the way its intended to develop and deploy successfully in a timescale which is sensible for indies and Yes also enjoy what they do at the same time and still have fun doing it.

As I understand it and I may be wrong then if programmers, Modders or anyone else wishes to add to the Reloaded product and contribute to its improvement, success and feature set and so on then possibly they can do so by adding those additions improvements via the development of Plugins to the engine and perhaps also with a means to do so commercially as paid plugins through TGC. Plugins should not change or modify core engine files at all so they can be added or removed at will without affecting the stable core. Thats one of the benefits of Plugins. This should allow everyone to achieve various objectives and aspirations. TGC, modders, programmers and end users. Whilst advancing the engine and generating revenue for those concerned. Of course there would be no reason someone could not develop plugins for free if improving the engine is their main concern and not commercial aspirations. The only people that may not be happy are users who may need to pay for plugins. There is little option really if you want a stable and advanced engine which continues to improve.

The benefit to users are maintained RAD environment to get your games out of the door more quickly, better games and less cost not more perhaps overall. Time is money. If you game is good then you could then actually develop and deploy it in a much shorter space of time and if it is good then actually sell it and generate revenue back. Generally speaking users wont ever make many games or sell them if the core is unstable. You will have what you have now.

These things would allow generating of revenue for everyone potentially and make Reloaded a different and better product for all concerned which could be maintained ongoing and improved upon.

Once the product is in such a condition then and TGC have the product in a relatively acceptable position in the market as an established quality engine at whatever level then by all means consider general Open Source release with some quality control of course.

The only consideration then is if Reloaded becomes a successful product based upon that stable closed source do you then risk its stability, quality and reputation and perhaps more importantly its users and generated ongoing revenue by releasing the source openly and risking all of that by not guaranteeing protection of it, its future and that of TGC. Personally I don't think so.

By then TGC may be in a position to have considered and started Reloaded II and a total rewrite if need be and required. If not then all well and good, however I would not release the source without a further product revenue generating backup or contingency plan. After all AppGameKit and FPSCR are currently stated to be the future of TGC products in the main so they need to be good and maintained that way. Quality and Stability are pre-requisites for their long term success.


ozziedave
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Posted: 8th Sep 2013 10:57
I Need a Cast Iron Definite,absolute promise, that FPS ReLoaded will
work on DirectX 11 and Windows 8 before I purchase.

I purchased X10 and it would not work with DirectX 11 on windows 7.
I know it stated that it may or may not work with windows 7,and I was not prepared to Install DirectX 9 on my DirectX 11 Machine(my problem).

Cheers.
MrValentine
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Posted: 8th Sep 2013 14:10
^ This guy....... LOL, sorry but he almost made my day

Zombie_Expert
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Posted: 8th Sep 2013 19:36
I just hope for those wonderful stretch goals in the future, bots in arena mode, vehicles, etc.
One thing that's great is the mass AI improvement and lighting, that's what is really getting me excited for Reloaded. Be able to take my games that have been in development for over 2/3 years and finally do something with them. ^^ FPSC was just holding them back with the mass issues it has.

Knowledge of the undead since the age of 4.

Z_E
Wolf
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Posted: 4th Oct 2013 10:11
Quote: "FPSC was just holding them back with the mass issues it has.
"


I have to point out that, from what I have seen of your games, fpsc itself was not holding them back.

It does also not have masses of issues, just 3 major ones that get adressed in reloaded now. I must admit I am also excited for it.



-Wolf

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UltraVox
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Posted: 8th Oct 2013 17:30 Edited at: 8th Oct 2013 17:31
News on Lee's Development Blog. Good things!

http://fpscreloaded.blogspot.co.uk

Lee, it would prevent the texture stretches with the ground elevation. For a stretched texture gives them less well (more pixels). So eventually make the terrain elevation is independent of the texture.

Good work.
UltraVox
xplosys
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Posted: 18th Oct 2013 15:24
Just to weigh in on Lee's question of FPI vs LUA, I think that the improvement will outweigh the cost of learning the new language. Why build a new engine with old code when something more efficient and faster is available? Isn't FPI one of the major speed problems with FPSC and why not replace it now?

Brian.

I am the underground.
uman
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Posted: 18th Oct 2013 19:36
Well I guess the FPSC Classic AI performance issues have been perhaps a combination of the inefficiency of both the engine core programming language that FPSC is based upon plus the .fpi scripting language though I am no expert so may be wrong there. It may be just one or the other but seems logical that both should be the best possible in an ideal scenario.

As to how such would perform In Reloaded well that's unkown until its done. I guess Lee will soon be able to access that if he includes LUA and finds out. Thereafter its down to finding out and proving the case in real users own time game building.

Someone has to make a decision now however so the best bet is probably go for it and see what the results are likely to be.

Personally I would not even know what the result of .fpi in Reloaded would be anyway as I have not built a Reloaded game world full of AI entities running around in Battle and bits of them flying all over the place, it may grind to a complete standstill so who knows. Not me that's for sure.



"You don't see 'im, till 'im come callin"
Conjured Entertainment
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Posted: 26th Oct 2013 01:13
Quote: "Just to weigh in on Lee's question of FPI vs LUA, I think that the improvement will outweigh the cost of learning the new language. Why build a new engine with old code when something more efficient and faster is available? Isn't FPI one of the major speed problems with FPSC and why not replace it now?"

Agreed
I love FPI as much as anyone, but I do not mind learning something new if it is going to make reloaded better.

Quote: "I hope that the source will never be released publicly and that TGC keep tight control of it and the products released with it but that my own personal opinion. "

I agree with you too Uman about keeping the core for internal programmers only.
If anyone here wants to get their feet wet programming for reloaded, then they maybe should dive into LUA and think about creating some custom scripts for the community.

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