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FPSC Classic Product Chat / [LOCKED] S4mod Re-Form Official Thread

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s4real
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Posted: 26th Feb 2013 03:33 Edited at: 19th Mar 2013 02:14


=============================================================================


Supported.

=============================================================================



Project :- S4Mod Re-Form

Version Number :- v1.6 alpha private build

Price :-Free

Welcome to the official S4mod re-form thread, this is a mod with a difference this mod not based on v1.20 but will work with v1.20 and will have many of the features V1.20 has to date.

This mod is based on v1.09 and has all wasp mod features like the official V1.20 but been added like the original version of wasp mod.

It also has all s4mod features.

This will have more features over time as well.

I'm working to add other parts of v1.20 overtime as scripted shaders has not been added yet and parts of the variable system not been added as well.
This mod will also has some of the features that v1.20 has but with slight different command names but this may change in future versions.

I'm working on getting a stable version first and this will be released to the public in time.

I am looking for beta testers so if you like to test then please leave a comment that you wish to do so.

Features so far :-
Change water level with a cursor on screen.
Wasp mod features.(to many to name)
S4mod features. (to many to name)
Speed and performance enhancements.
Objectives for multiplayer.
Real time changes to game.
Mini Map



This is not a replacement for the official Fpsc but gives another option until Reloaded i's completed

Video's :-

Static entitys collision test.
http://www.youtube.com/watch?v=woxcr3dCNuw&feature=youtube_gdata

WIP s4mod Alpha v1.9
http://www.youtube.com/watch?v=2WT9oRf-iF4&feature=youtube_gdata

Mini Map with dynamic entity's
http://www.youtube.com/watch?v=_JUe5uhONBg&feature=youtube_gdata

Mini Map test 2

http://www.youtube.com/watch?v=DxC_3YX6pSY&feature=youtube_gdata
==============================================

Mini Map WIP 3 Fully scriptable minmap

http://www.youtube.com/watch?v=HjFtpVHmnrE&feature=youtube_gdata

Credits:-

Big thanks to Airslide for his Airmod source.

Big thanks to Steve for his lemur source.

Big Thanks to Scene commander for his help and wasp mod.

Big thanks to plystire for his help.

Big thanks to strelok for his help

Big Thanks to Blackfox for his help.

Big Thanks to Flatlander for his help.

Big Thanks to The Zombie Killer.
------------------------------------------------------------------

Images and features does not represent the final product.

best s4real

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starmind 001
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Posted: 26th Feb 2013 03:42
I would love to be your tester. Can you make the lightmapper seperate from the build proccess?

GreenDixy
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Posted: 26th Feb 2013 03:52
Awesome cant wait, Best of luck.

======================================
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Ekipshi
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Posted: 26th Feb 2013 05:52
Quote: "Can you make the lightmapper separate from the build process?"


Oh goodness, that would, be lovely. I could ditch my Lightmap Tex size of 512 and quality of 5

Interesting on the water level. So, if you change it in that test game there, does it say, save it for future tests/builds?

Flatlander
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Posted: 26th Feb 2013 08:04
Cool. Would you say Re-Form or Re-Born?

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rolfy
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Posted: 26th Feb 2013 08:49 Edited at: 26th Feb 2013 08:52
Quote: "I'm working to add other parts of v1.20 overtime as scripted shaders has not been added yet"

Now thats what I want to see going into this, I would offer to beta test ths for you but got my hands full with a new model pack so dont want to be changing versions, maybe after I finish it up I could give you a shout.

I don't trip over...I do random gravity checks.
The Zombie Killer
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Posted: 26th Feb 2013 12:27
An interesting thing you've got going here s4real, I wish you the best of luck with this.

-TZK

s4real
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Posted: 26th Feb 2013 12:39
Quote: "Can you make the lightmapper separate from the build process"


This is something a few of us have been looking at and its not as simple due to how the lighting is done but it is something I will be looking at.

Quote: "Interesting on the water level. So, if you change it in that test game there, does it say, save it for future tests/builds?"


At the moment it just a guide for your scripts but before release it probably will end up saving where the level is and maybe more.

Thanks for the support and comments

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Corno_1
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Posted: 26th Feb 2013 14:17
another mod? How we could decide? Communtity mod, aeguls mod and now s4mod...
and what speed and performance enhancements? Is 1.2 not the maximum?
I will look into this futher. Thanks for doing this

Corno_1


s4real
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Posted: 26th Feb 2013 15:21
@Corno_1 v1.20 is the last official release and then it will be reloaded.

Yes I think its a good idea to have a few mods to pick from depending what game you want to make.

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s4real
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Posted: 28th Feb 2013 02:18
Still looking for closed beta testers so please email me or post here.

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unfamillia
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Posted: 28th Feb 2013 09:43
I would love to test it mate, but, unfortunately, i haven't the time.

It looks great what you are doing here though. Keep up the good work.

I am always a fan of your stuff.

Unfamillia

TGSlp
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Posted: 28th Feb 2013 19:16
Hey

This is awesome!

When it will be released?

And what are "Objectives in Multiplayer"? Sorry im German..
Is it Capture the flag or something else?

Thanks

Regards, TGS
KeithC
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Posted: 28th Feb 2013 20:04
I'm going to have to update the Master Sticky again (next week).

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SpaceWurm
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Posted: 28th Feb 2013 21:40
Yeah, I'm interested in the multiplayer objectives. Could you clarify this?

Are the speed and performance enhancements significantly different to what v1.2 can offer?

Landman

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s4real
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Posted: 2nd Mar 2013 02:45
Update :-

Thanks to Blackfox and zombie killer for the community source for where this mini map has been tweaked from and extra thanks to blackfox for extra source code.

Mini Map with dynamic entity's see first post for link.

This may not end up in the release version.

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s4real
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Posted: 2nd Mar 2013 08:39
Update :-

S4mod Reform is now at v1.6 with some new console graphics and more features.


Image on first post.

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danieleman
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Posted: 2nd Mar 2013 11:51
Quote: "S4mod Reform is now at v1.6 with some new console graphics and more features."


Wow!

Nice features S4real,it's really useful for FPSC!

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s4real
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Posted: 4th Mar 2013 05:47
Update :-

Vid of mini map test 2

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SpaceWurm
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Posted: 4th Mar 2013 08:36
What are the multiplayer objectives??

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Corno_1
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Posted: 4th Mar 2013 14:14
Hey just a question:
Can you position the mini map per script, because I think it is to near to the player?


s4real
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Posted: 4th Mar 2013 17:11
@Landman :- To be truthful its so long that I used the feature I've got to recap on it myself but it you set an objective and it has to be completed by the teams as far as i remb but I will give more info when I've gone thru my notes.

@Corno_1 :- The map will be scriptable so you can have it anywhere you want it.

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Corno_1
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Posted: 4th Mar 2013 17:43
Sorry my language is not the best, so it is not clear what I really mean.
I mean if it is possible to change the high of the camera of the mini map, so that the radius around the player is bigger? Also is it possible to make the mini map bigger x and y size?


s4real
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Posted: 4th Mar 2013 17:53 Edited at: 4th Mar 2013 17:54
@Corno_1 :- You can zoom in and out with the map by scripts.

At the moment you can't but this could be added.

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Ekipshi
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Posted: 4th Mar 2013 19:00
I'm absolutely loving how the real time options are looking, if I'm seeing correctly, it will allow us to change the bloom intensity and what-not on the fly during testing? Hell, i'm interested in this even just for the convenience features.

I'd love to beta test, but I'm afraid I'm trying to pool what time I do have into a current project. Not sure if it's safe to swap source code around for the maps I currently have done either, so I'd be hesitant to do testing "on the job" if you could say that.

I'll be looking forward to seeing what else you add!

s4real
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Posted: 5th Mar 2013 00:11
@Ekipshi :- Thanks for your support its best not to change if you in a big project when this is in such early stages and will still have many bugs.

@Corno_1 :- Map is fully scriptable now.

Update :-

Big thanks to Blackfox for his help and wisdom in making this mini map possible we both been working to make this work for people.

A new wip3 vid is in first post.

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BlackFox
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Posted: 5th Mar 2013 00:55
The mini-map allows you to set the width, height, x/y location. You can also set minimum zoom-in range, maximum zoom-out range all via the script.

Looks great, s4real. I like the video with the "replacing the arrow with a character". Gives me a few ideas to test out, and if all works out, I'll have even more code to send you.


There's no problem that can't be solved without applying a little scripting.
Burger
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Posted: 5th Mar 2013 06:34
I watched those videos and it looked like you manually adjusted the mini-map (through a script of course). With some scripting, would it be possible to have one that would automatically adjust or something? I'm just wondering, because the roof of a level may be visible if you go down a level or something. Just a thought, but this mod is looking pretty neat, keep it up

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s4real
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Posted: 5th Mar 2013 06:46
When I went down the stairs the camera auto adjust because you can set a max and min zoom from the marker.

You can change these settings to go with your game.

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Burger
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Posted: 5th Mar 2013 07:15
Quote: "When I went down the stairs the camera auto adjust because you can set a max and min zoom from the marker.

You can change these settings to go with your game."


Oh right, cooleo's then.

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SpaceWurm
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Posted: 5th Mar 2013 10:23
Hey S4real.

That mini map is impressive. I presume that the multiplayer features will include the lemur mod features? What are the possibilities of implementing anti-aliasing support on menu images and HUD images? This could help avoid every fpsc game from having those horrible pixilated menus.

Will this mod be allowed for commercial use?

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s4real
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Posted: 6th Mar 2013 02:50
anti-aliasing was added to the mod but not active at the moment.

depends if it stay in on what features I add.

Yes you will be able to use this for commercial use.

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Corno_1
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Posted: 6th Mar 2013 16:13
Wow look like a great mod. The minimap is great. But can I get a command list? I want to see what is possible with this mod, what can not be done in vanilla


BlackFox
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Posted: 6th Mar 2013 16:47 Edited at: 6th Mar 2013 16:49
Quote: "The minimap is great. But can I get a command list? I want to see what is possible with this mod, what can not be done in vanilla"


The commands will most likely be from v1.20, from s4mod (original s4mod commands), and anything we (or other modders) have contributed to him. I'm certain s4real will have a command list available for everyone once he feels it is stable and ready.


There's no problem that can't be solved without applying a little scripting.
s4real
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Posted: 7th Mar 2013 17:14
@Corno_1 :- S4mod is in very ealry alpha stage not even in beta stage at the moment and a list of commands at this point would be pointless as there are so many changes going on the the source.

Some features may not even make it in the final release or beta but if you want to be a beta tester when beta testing starts and try the features yourself then that fine.

A manual will be with s4mod with all the commands and changes when there a release.

best s4real

ps:- Blackfox knock it on the head lol

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Muzzles56
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Posted: 9th Mar 2013 16:49
For the mini map, it would be amazing if you could change it to view a certain area (like a camera feed) when hitting a trigger zone, to witness a key point (like a character dying or something exploding)
BlackFox
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Posted: 9th Mar 2013 17:35
Quote: "For the mini map, it would be amazing if you could change it to view a certain area (like a camera feed) when hitting a trigger zone, to witness a key point (like a character dying or something exploding) "


The mini-map is a camera that is showing the player's position on the map, nothing more, nothing less. Mini-maps normally are not designed for that kind of application, at least I've never seen one used for such a method. You can currently view a certain area from the source commands "entitycam" and "playercam".


There's no problem that can't be solved without applying a little scripting.
s4real
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Posted: 9th Mar 2013 21:25
Quote: "For the mini map, it would be amazing if you could change it to view a certain area (like a camera feed) when hitting a trigger zone, to witness a key point (like a character dying or something exploding)"


Thats not the purpose of a mini map that's something different and like blackfox said can be scripted in.

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s4real
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Posted: 10th Mar 2013 02:07 Edited at: 10th Mar 2013 02:08
Update :-

New video show some of the features in s4mod RE form so far mainly the real time changes.

[href]http://www.youtube.com/watch?v=2WT9oRf-iF4&feature=youtube_gdata[/href]

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Section 812
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Posted: 10th Mar 2013 03:41
Awsome work! I love the side panel and realtime water level.
Thats what I call user friendly!

I see now why it says FPSC Master under your name.

Well Done Sir! "Windows S4" is what I'm calling this.
can't wait to play with it.

Good Health to you friend!

s4real
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Posted: 10th Mar 2013 04:49
Thanks for your support and credit needs to go to plystire also for the console.

I'm working on getting the bloom working now.


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Posted: 19th Mar 2013 02:15
Update:-

Static entity's collision test.

[href]http://www.youtube.com/watch?v=woxcr3dCNuw&feature=youtube_gdata[/href]


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starmind 001
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Posted: 19th Mar 2013 05:37
Great work! I really like the in game control. Now will the controls be saved when we find something that we like or is it still to be scripted?

s4real
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Posted: 19th Mar 2013 07:27
The idea is it will save your settings to what changes you made.


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Posted: 19th Mar 2013 19:42
@s4real, have you made any modifications to the source to improve collision with static entities?

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BlackFox
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Posted: 19th Mar 2013 20:34
Nice work, s4real. The information module on the left looks familiar.


There's no problem that can't be solved without applying a little scripting.
s4real
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Posted: 20th Mar 2013 00:06 Edited at: 20th Mar 2013 00:08
Quote: "@s4real, have you made any modifications to the source to improve collision with static entities?"


Yes I've added modifications for collision for the static entities.





Quote: "Nice work, s4real. The information module on the left looks familiar"


Yeah I've seen it before somewhere lol.

Many thanks blackfox

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Wolf
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Posted: 20th Mar 2013 01:32
Hey s4real! I mailed you to your adress provided on this forum



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The Nerevar
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Posted: 20th Mar 2013 01:34
Now...I've been waiting to have somethin like this for FPSC for a long (ish....but not really ish) time! Very nice indeed.

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007
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Posted: 22nd Mar 2013 02:13
Quote: "Yes I've added modifications for collision for the static entities."


Hi s4real,

About those modifications for collision on static entities, does it allow a character walk over entities, without the weird problem that fpsc does not allow characters walk, except over segments?

I am asking this because i am trying to create an entire level in 3dsmax and export to FPSC, however, i don`t want the hard work of sliciing the custom floor in to various pieces and then import them inside segment editor.

It would be awesome if i just could import to FPSC my level made in 3dsmax and have it working perfectly without needing to convert it to segments...

007

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