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FPSC Classic Product Chat / New FPSC mod I'm working on, possible OpenGL support!

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The Zombie Killer
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 17th Jan 2013 11:56 Edited at: 17th Jan 2013 11:58
Hi all,
Recently I decided to begin working on a new mod for FPSC, that inherits all features of the community mod, except recoded, plus tons of new features inspired by other popular mods.

The current planned feature list is as follows:
- PhysX
- FPS improvements
- Bullet time
- Windowed mode
- Flashlight (actual flashlight, not the lantern-styled thing in stock FPSC)
- Lua
- Third person
- Platformer view
- Topdown view
- Minimap
- Major graphical improvements
- Developer console (similar to Quake)
- Dual wielding (possibility, however unlikely)
- Dynamic shadowing
- New map format (MAYBE, I've been considering this for a while)
- Split FPSC-Game and FPSC-MapEditor source codes for smaller exe files
- Parkour (another maybe)
- Implementation of a few mods (yet another maybe)
- Ability to make mods for built games (ANOTHER maybe)
- Built-in SVN\Git support to help with large game projects (maybe)
- Multiple textures for static objects (maybe)
- Spawn entities through scripting\dev console

and now the major thing you were all wondering about:
- OpenGL support

This is the biggest maybe of all the features, because it requires
a large rewrite of lots of the code. Before some of you get too
sceptical, OpenGL is very much possible in DarkBASIC Professional,
as shown by WLGfx here.

I am seriously considering making this a paid mod, due to the
massive amount of effort required to accomplish such a project.
HOWEVER, if this mod does end up becoming a paid mod, I would
eventually make it free once its popularity dies down. Also,
I might have a few public betas up for free, but these
will not be allowed for use in commercial games, and will probably
have expiration dates like in the Early Adopter edition of FPSC,
or the current beta demo of Aegul's mod.

I look forward to hearing your opinions and comments on this.
It will be based on the community's opinion as to whether this
will go forward or not.

If you are wondering about the fate of the community mod, it will
continue development as normal. You could consider the community mod
the free edition of this project.

-TZK

Omegamer
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Location: There
Posted: 17th Jan 2013 12:48
This sound completly awesome!
s4real
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Posted: 17th Jan 2013 13:32
Best of luck with this mod m8 and if I have any time and you need any help just ask and I see what I can do.

Open gl sounds good but to be truthful I would not go down that road as many people are having issue with it in windows 8 at the moment but thats all upto you.

Plus by the time you got it in it prob be fixed in windows 8.

anyway all the best and it looks good but this will be a massive project and some of these features will cause slowdowns on the engine.

best s4real

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The Zombie Killer
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Location: Gold Coast, Australia
Posted: 17th Jan 2013 13:36
@Omegamer
That was my intention :p

@s4real
Performance is indeed an issue with some of these features, but a lot of this is toggle able, and plus the DarkIrrlicht plugin has a dx9 renderer too, which is faster than regular DBP by around 400fps, so if I can manage it, most of these things shouldn't be a problem at all.

-TZK

s4real
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Posted: 17th Jan 2013 13:40
This is true plus lua will speed up things a lot as well but is it worth the effort being reloaded is being made.

Maybe some people will not move to reloaded and will this be a paid mod or not.

Like I said Best of luck with this its a great idea and I wish you all the best m8.

Best s4real

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The Zombie Killer
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Location: Gold Coast, Australia
Posted: 17th Jan 2013 13:43
@s4real
I myself believe it's worth it, for quite a few reasons. If I port GL in time, and reloaded is open source, then I could make an OGL mod for reloaded.

As for being a paid mod, I'm still not sure, there are still a lot of things to consider.

-TZK

Scene Commander
Support Manager
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Posted: 17th Jan 2013 13:54 Edited at: 17th Jan 2013 14:29
I wish you luck, but you should be aware that any source mod WILL NOT be compatible with Reloaded in any way - Just for your information.

SC
The Zombie Killer
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Posted: 17th Jan 2013 13:56
So reloaded won't be open-sourced? Well that's a shame. It makes sense though

-TZK

Corno_1
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Posted: 17th Jan 2013 14:48
This mod sounds too great to be true!!! Good luck from me!!

Corno_1


s4real
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Posted: 17th Jan 2013 16:10
Quote: "Performance is indeed an issue with some of these features, but a lot of this is toggle able, and plus the DarkIrrlicht plugin has a dx9 renderer too, which is faster than regular DBP by around 400fps, so if I can manage it, most of these things shouldn't be a problem at all."


I just checked out that DarkIrrlicht plugin and it looks good but you will have to do a complete re-write of fpsc to use it. As far as I understand correct me if I'm wrong anyone but you would have to re-write all the ai, lighting the physics because you will not be able to use darkai or dark lights with this plugin.

Like I said I might be wrong as I only went over it fast.

Don't think I'm trying to put you off and I do wish you the best I just think you don't relies how big of a project this would be.

But if you up for the task then go for it.

The only problem is reloaded will prob be released the same time as this project so once again is it worth it.

best s4real

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Dar13
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Posted: 17th Jan 2013 20:07
Quote: "I just checked out that DarkIrrlicht plugin and it looks good but you will have to do a complete re-write of fpsc to use it. As far as I understand correct me if I'm wrong anyone but you would have to re-write all the ai, lighting the physics because you will not be able to use darkai or dark lights with this plugin.

Like I said I might be wrong as I only went over it fast."

You're correct. This would require just about an entire rewrite of the FPSC engine. Plus, the DarkIrrlicht wrapper isn't even close to being complete.

I hate to be Debbie Downer, but this project is massive. Gigantic even. Replacing ODE with PhysX would be a huge undertaking for a single programmer, much less entirely replacing the scripting system with Lua(which will be a lot harder than you think, I guarantee it).

I wish you the best, but I'm afraid that this simply won't be possible without a much larger team of programmers working on this consistently.

Flatlander
FPSC Tool Maker
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Posted: 17th Jan 2013 20:48 Edited at: 17th Jan 2013 20:49
Reloaded will be open source sometime after it is officially released. There will be also an updated version of DBPro that will have to be used.

However, you will only be able to modify Reloaded and will have to learn how Reloaded code works in order to modify it. You will not be able to easily port modded FPSC code to Reloaded. More than likely you will need to rewrite the modded code.

I thought about replacing scripting with LUA or at least integrating it with the current script. I decided against it when I saw how much time it would need to take.

It sounds like your trying to do a "Reloaded" on your own but wanting LUA instead of scripting. Even Lee decided it would be easier to keep the current scripting method intact. Not that there won't be some additions and or deletions. The one thing I gleaned from LUA was the "talk boxes" and using a bit of my own ai for a more intelligent discussion between the player and character.

[EDIT]Rereading the features almost sounds like a total re-write of FPSC. I might be wrong.[/EDIT]

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
s4real
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Posted: 17th Jan 2013 21:56
Quote: "Rereading the features almost sounds like a total re-write of FPSC. I might be wrong"


You right Flatlander he would have to re-write FPSC to add a lot of the features. Dynamic lighting in itself is a job on its own and has performance issues unless he recoded how the universe is made and you have to do that anyway.

Yeah we might be pulling this down a bit and I was trying not to come across as someone to put a downer on the project.

best s4real

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The Zombie Killer
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Location: Gold Coast, Australia
Posted: 18th Jan 2013 00:40 Edited at: 18th Jan 2013 00:42
@s4real
That was the main reason GL was a huge maybe.

@Dar13
I have ported PhysX to FPSC mostly before, but I just got too lazy to complete it.

@Flatlander
I wasn't going to replace it with Lua, it would've just been an alternative to use.
I also have a couple of plugins I can use that makes it much easier.

Keep in mind these are just my initial plans

-TZK

GreenDixy
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Location: Toronto
Posted: 18th Jan 2013 03:00
@F l a t l a n d e r

Quote: "However, you will only be able to modify Reloaded and will have to learn how Reloaded code works in order to modify it."



if i remember correctly. Someone talked about it being pritty much the same code, just fixed up. Did Tgc decide just to rewrite it?

======================================
My software never has bugs. It just develops random features.
Flatlander
FPSC Tool Maker
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Posted: 18th Jan 2013 06:03 Edited at: 18th Jan 2013 06:05
@GreenDixy

Not a total rewrite. Backwards compatibility with FPSC models (all packs and custom), shaders, scripting. There will be a rewrite of physics. Ode will be deleted. PhysX will be impletmented. That's a fair portion of code. However, there is the basic code that probably won't be changed so much. It's just that it will look pretty different from the FPSC code engine as we know it. We will need to integrate into Reloaded. We won't be able to integrate Reloaded into a FPSC mod. Therein lies the complication.

@Zombie Killer,

I definitely wish you will with this project. It will be amazing when done.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
The Zombie Killer
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Location: Gold Coast, Australia
Posted: 18th Jan 2013 06:22
@Flatlander
Cheers!

@Modders
I've decided to do a massive code cleanup before beginning the main portion of this mod. I am basically breaking it up into sections like X10's code to make things easier. This is the only code that will be released initially.

-TZK

s4real
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Posted: 18th Jan 2013 16:02
@The Zombie Killer :- I wish you the best with this mod as well you seem like you want it to happen and good for you.

One thing you can't just change the commands from fpsc to physx commands as this will not work you need to re-write the who physic engine in fpsc because physx is so different.

Best of luck s4real

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Section 812
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Posted: 5th Feb 2013 05:37
I'm gonna dream a bit here, But! I say BUT! what if FPSC using
openGL magically made FPSC games work on ubuntu and other linux platforms. I know I'm a little late on this subject but seriously,
mabe.


Vic 20 Rules! until c128, then it just stayed in the closet.

The Zombie Killer
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Location: Gold Coast, Australia
Posted: 5th Feb 2013 07:05
@Section 812
It would probably make users that use WINE have a less laggy experience, but it wouldn't make it compatible entirely because DarkBASIC Pro doesn't compile for Linux. It would be pretty nice though.

On another note, I've decided that I'm probably going to put all this into the community mod rather than make people pay.

-TZK

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