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FPS Creator Reloaded / FPS Creator Reloaded (Confirmed Features)

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Nomad Soul
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Posted: 6th Apr 2013 04:05 Edited at: 23rd Oct 2013 20:42
I am following Lee's blog on a daily basis and here is a list of confirmed features for FPSCR so far:

Updated to 18/10/2013

- Depth Occlusion Culling System
- LOD System (Level of Detail)
- Bullet Physics Integration
- Realtime Editor Lightmapping
- Realtime 3D Preview Mode
- Removed Editor Render Shroud
- Realistic / Huge Explosions
- Inventory System
- New Weapon Models and Animations
- New AIRMOD features (running animation, weapon wobble & lag)
- New Proximity Mines
- Animated Grass / Vegetation
- New Container Based Dark AI Navigation
- Cognitive Pre Emptive AI Behaviour
- Ladders (can be used by player or enemies)
- New enemy biped and animations
- Bullet Tracers
- New Shaders (Parallax Mapping, Depth of Field)
- Post Processing Effects (Bloom, Light Rays)
- SSAA (Screen Space Anti Aliasing)
- Real Time Dynamic Soft Shadows
- Real Time Dynamic Lighting
- GUI Dynamic Fonts
- Dark Clouds Integration (dynamic clouds and skies)
- Day and Night Cycles (skybox transitions)
- New Quest System (show images and text when talking)
- Map Editor size increased to 500x20x500
- Blitzwerks Terrain Integration
- Terrain editing (realtime tools, texturing and foliage)
- Editor real time dynamic lighting / shadows
- Entity spray tool (e.g. trees and vegetation)
- New terrain waypoint / trigger zones
- Water Plane (with Reflection)
- State Machine Database Editor and Previewer
- New Segment system for creating unique buildings
- Customisable control / statistics panels
- LUA scripting language support
- High Quality Modern Warfare models / assets
- Fully compatible with Windows 7/8

Updates planned after v1.0

- Environmental effects (rain, snow, fire etc)
- Ragdoll Physics (v1.0 will use custom animations)
- Oculus Rift VR support

New Segment System

- Create large rooms quicker by simply dragging them out
- Buildings can be variable height, not just multiples of 100
- Instant roof generator for more realistic outdoor visuals
- More refined control over door and window positions
- Room contents are preserved as rooms are re-positioned & rotated
- Highly efficient geometry use, no redundant trapped polygons
- Built-in physics, LOD and AI meta-data (no baking required)
- Allows all materials to be textured with your own choices
- Intelligent inter-connectivity - snap rooms together easily
- Create a structure 20 floors high with a single property change
- Less memory as buildings are reduced to 'selections' data'
- Renders and collides faster as fewer polygons required

FPSC Reloaded Website
http://fpscreator.thegamecreators.com/

FPSC Reloaded Press Release:
http://fpscreator.thegamecreators.com/press/pr-21102013w.htm

FPSC Reloaded BETA Update
31st October - first significant beta released to all pledgers!

Please note that there are now three pledge levels. Anyone who has pledged to date has the top tier pledge level.

GOLD - $80 (rises to $100 after Xmas)
SILVER - $65 (rises to $80 after Xmas)
BRONZE $25 (rises to $30 after Xmas)

http://forum.thegamecreators.com/?m=forum_view&t=208094&b=50





MintMarkus
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Posted: 6th Apr 2013 05:27
I think cone lights and overall improved lightning system was said in the Kick Starter.
Wolf
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Posted: 6th Apr 2013 14:42
Quote: "- Realtime Editor Lightmapping "


Oh no!

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Teabone
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Posted: 6th Apr 2013 23:20
Be nice if we can toggle realtime lightmapping in the editor on and off.

uman
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Posted: 7th Apr 2013 00:30
Nothing wrong with real time light mapping or real time anything else.

There should be no need to turn it on or off in the editor itself. Much like FPSC now - if the editor cant handle it then just dont include it or anything else the new engine cant handle. Not sure how separate the real Time level Preview is to be but that may be enough so to allow it there. I dont know.

Better to have quality than quantity (features) and if they are not enough then so be it users can use the engine or not.

The whole point is FPSCR is supposed to be better and that includes the Editor which is an integral part of the game making process.

I have been one of the users looking for Real time Editor feedback and game compile on an Accumulative basis and suggested so long ago so I am pleased to see efforts towards this.

I am sure that if it dont work out because the engine cant handle it you wont get it as Lee is unlikely to include it in such instance being the case.

Have some faith and wait and see for yourself what his development brings or not as the case may be.

I dont see therefore you have anything to concern yourself with over the Editor real time light mapping at all. If it dont add to the users benefit I dont think you will see it make it in even if it actually gets a real chance at all once Lee can access its actual performance later.

Hopefully it will be Oh Yes! I agree its asking a lot but then so are a lot of other things which are scheduled to perhaps be part of FPSCR which in reality may not make it into the final product.

Who knows I will hope and have some of that faith until it proves to be otherwise that FPSCR will be that much better than its predecessor.

Renco
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Posted: 7th Apr 2013 02:40
Bullet Physics Integration, I thought I saw NVidia PhysX advertised in the trailer. Have they changed it to bullit, not that I mind anyway.
TheK
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Posted: 7th Apr 2013 11:58 Edited at: 7th Apr 2013 11:59
Hey there,

I always follow Lee's progress in his blog. I read that he played Dishonored and noticed that dynamic shadows are casted by a single source and wanted to integrate this into FPSC:R, but Lee didn't confirm this feature, or did he?

Anyway, FPSC:R will have some really nice and useful features. I see that I didn't give TGC my money for nothing. To be honest, I would have appreciated a full deffered shading for FPSC:R, but a mix of both worlds should be okay, too. For performance's sake.

Wolf, Teabone, I don't see why realtime editor lightmapping would be a bad feature. If you have a decent CPU, there shouldn't be any problems at all, because the system is announced to be able to lightmap the scene while you play the level, too. That would replace the long building times everytime you want to test the level. Or do I miss something?

Greetings,
Jan


Canalyst developer! Skype name: thek491
Nomad Soul
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Posted: 7th Apr 2013 15:13
@Renco

Lee decided to integrate Bullet physics with FPSCR. It looks quite cool and has all the latest stuff like cloth and particle physics.

@TheK

Yes, Lee has confirmed FPSCR will have dynamic shadows cast from a single directional light source. This sounds like a good idea from a performance perspective and you can combine static and dynamic shadows to good effect.

It was also confirmed in the comments on a recent FPSCR youtube video:
https://www.youtube.com/watch?feature=player_embedded&v=Fq422IB640g

Finally, we get good support for dynamic shadows in FPSC!

Nomad Soul
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Posted: 7th Jul 2013 20:51
Updated first post to 07/07/2013

We now have dynamic soft shadows in FPSC! Whoop



raymondlee306
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Posted: 7th Jul 2013 21:18
Quote: "- Oculus Rift VR support"


YES! I got mine last week. This thing is pretty sweet. Can't wait!
gameman87
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Posted: 9th Jul 2013 18:25
The features of the FPSC Reloaded sounds outstanding! Realtime Lighting looking forward to it!

Thanks,
gameman87
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Posted: 11th Jul 2013 20:16
I think lee was going to add some new sound features as well, correct me if I'm wrong.

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LeCTODN
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Posted: 14th Jul 2013 01:21
I hope the AI will be improved, not just running to the player like a dumbass

Awaiting FPS Creator Reloaded
Zombie_Expert
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Posted: 18th Jul 2013 09:15
I hope the fog will be improved. The current x9 one is terrible.
Need more Silent Hill style. Current one just fails.

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Posted: 19th Jul 2013 04:53
I'm really hoping that the map height will be increased above 20 segments. I'd love to be able to add more verticality in my maps and as it is, I reach the top and bottom limits quite often. perhaps we could add 20 more both ways? make it 500x60x500?

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Le Shorte
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Posted: 19th Jul 2013 08:43
Was about to ask you how in the world you run out both ways, then saw it was Bugsy. Now it all makes sense.

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Hamburger
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Posted: 19th Jul 2013 20:32
Quote: "I hope the fog will be improved. The current x9 one is terrible.
Need more Silent Hill style. Current one just fails.
"


There are ways to improve fog beyond just setting it in the setup.ini . I've seen people bolster it with some particle effects that follow the player to give it a cooler, mistier look...

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Bugsy
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Posted: 21st Jul 2013 00:17
Quote: "then saw it was Bugsy."


yeeeee u kno what it is

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Nomad Soul
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Posted: 21st Jul 2013 14:57 Edited at: 21st Jul 2013 15:02
FPSCR now has Blitzwerks Terrain integration!




Keenan Hirayama
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Posted: 21st Jul 2013 16:35
Terrain editing is going to be cool but with the size of the levels not being HUGE, it would be impossible to to make an open world game unless we're going borderlands style.

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Titantropo
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Posted: 21st Jul 2013 20:48
Any news on the "memory limit"?

Here, there and everywhere.
Wolf
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Posted: 22nd Jul 2013 16:22
Quote: "it would be impossible to to make an open world game"


Nobody said anything about open world games Back the truck up a little...

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J0linar
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Posted: 22nd Jul 2013 18:18
indeed lets not start to spin a web here

when looking at the terrain stuff one could easily start to dream about openworld/ vehicles - green goblins^^

nah lets be serious
whatever happens after the release of FPSCR
is still unwritten and if we all are honest
it is better to have a stable solid engine
with some limits
remember FPSCR is not even out yet and like the TGC team stated
it is their main focus
and could be/ will be expanded - give it time to grow

i for one
am totally happy with the stuff i saw so far and
cant wait to get a beta in my grips
Nomad Soul
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Posted: 23rd Jul 2013 15:38 Edited at: 23rd Jul 2013 20:02
@Titantropo

Quote: "Any news on the "memory limit"?"


Lee has completely changed the way segments are created in Reloaded so previous FPSC maps will no longer be compatible. However this is because Reloaded now uses an instance stamping technique which uses significantly less memory than before allowing the map size to be increased to a huge 500x20x500 segments.

quotes from Lee

Quote: "What you see here is a prototype program which compares the memory and performance of the three competing techniques of CLONING, INSTANCING and STAMPING. You are looking at the third mode, with one hundred objects being stamped into a single DirectX buffer and not taking more than 271MB of application memory."


Quote: "but now those levels can be 500x20x500 in size and the memory footprint won't go above 1GB unless seriously taxed with polygons."


To give you an idea, here is a video of the new map editor size!



Teabone
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Posted: 24th Jul 2013 08:57
Its funny... that video alone is what me yelled to my screen "IM SOLD!"

Its everything we've been asking for.

sic1ne
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Posted: 30th Jul 2013 20:46
the video is cool but the map grid we have now in fps is big we just cant use it all because of memory so unless they make the memory much better all that map space is not usable!!!!

science boy
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Posted: 31st Jul 2013 12:12
Sicone that ia a major sorted out issue so I think you can relax. Was the reason why he got behind a bit. So you can fill it up. But now rocks and terrain will fill gaps and save you placing any extra stuff. So it is well optimised and you can get a lot of stuff in plua he has used clever techniques for performance like occlusion. lod and other little optimisation skills.

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Nomad Soul
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Posted: 6th Aug 2013 00:04
OMG

The new terrain system in FPSC Reloaded looks totally amazing and the tools are also excellent. This is going to be huge (literally!).




danieleman
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Posted: 6th Aug 2013 14:06
Quote: "OMG

The new terrain system in FPSC Reloaded looks totally amazing and the tools are also excellent. This is going to be huge (literally!)."


You seem so happy about it haha.Well,terrain and dynamic shadows is great in Reloaded.

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Vortigern
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Posted: 9th Aug 2013 17:18
Does anyone have an idea on how the new 'quest system' will work? Is there some kind of 'conversation construction' tool with drop-down menus, or will this merely be in the form of scripts?

I know there was talk a while back of making a scripting editor with drop-down menus etc (much to the delight of non-coders and the disgust of hardcore scripters ).
science boy
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Posted: 15th Aug 2013 21:04 Edited at: 15th Aug 2013 21:05
Quote: "I know there was talk a while back of making a scripting editor with drop-down menus etc (much to the delight of non-coders and the disgust of hardcore scripters )."



lol, yes it seems the elite love the superior intellect and get a buzz from having nice extras, but then some top programmers are spot on dudes and do wonderful things for people and help. but if they make it scriptable for new folk and make life easy then it will stop a lot of newbie help me please.
would love interaction done with basic ease.

will wait and see.

not looking forward to the thousands of slapped together quick done games though. i been quietly making textures and huds etc and re skins etc and getting some stuff together to get a head start.

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LeftFoot
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Posted: 16th Aug 2013 05:42
Quote: ""I know there was talk a while back of making a scripting editor with drop-down menus etc (much to the delight of non-coders and the disgust of hardcore scripters ).""

Sounds like an extremely convenient feature.
science boy
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Posted: 16th Aug 2013 15:03
@ left foot

it does indeed im all for it

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SpyDaniel
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Posted: 17th Aug 2013 16:42
Is there a max gradient you can set so you can't just walk up vertical cliff faces?
DominoBuns
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Posted: 24th Aug 2013 20:14
- Oculus Rift VR support
wow that's what i need
Nomad Soul
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Posted: 25th Aug 2013 13:40
Quote: "Is there a max gradient you can set so you can't just walk up vertical cliff faces?"


Yes. The terrain will extend beyond the boundaries of the map so you can either use a man made barrier like walls, fences, buildings etc or you can increase the terrain height at the edges so the player is unable to climb up.

@DominoBuns

I've added Oculus VR support to the post v1.0 list as Lee is definately looking to add this but I don't think it will be available in the first release.

J0linar
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Posted: 25th Aug 2013 16:31
Ragdoll after v1?
how did i missed that Oo
and its not really makin me happy -
so we get a advanced climbing/ stair stepping system but we have to wait for Ragdoll :/

and regarding the Shaders
i really hope that Bokeh will make its way
because just DOF - these days is really not enough

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Nomad Soul
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Posted: 26th Aug 2013 21:24
@J0linar

Some quotes from Lee on ragdolls in Reloaded

Quote: "I am sure there will be a big demand for ragdoll falling, even though I don't regard it as an 'essential feature'. We have some really excellent death/fall animations now, and no ragdoll can beat them in my opinion. I will study the remainder of my schedule for this week and make a decision whether to prototype the ragdoll into the character (which could take days) or wrap up the physics prototype with a full first person player control system including weapon, sounds, firing, health, falling, e.t.c."


Quote: "Still have the dilemma of ragdoll to think about, but thanks for the comments so far! Understand I will always be adding ragdoll, it's just a question of when. I believe a complete game engine that runs fast precedes the ragdoll feature, but that probably goes without saying and expected. The issue is whether I should get the 'game engine' but running first, or the 'ragdoll' bit first As you can imagine, I am anxious to see what the in-game play-ability looks like before I fiddle with the specific details of each module."


J0linar
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Posted: 26th Aug 2013 21:35
see if you know SOF2 Double Helix
- it doesnt have ragdolls but its using well done death animations
and it shows how reloaded could look at least when it comes to falling bodies (without ragdoll)

now - what would be really great would be to add 1 extra animation
that is simulating the body being shaked

this way it would look more realistic and even without ragdolls


but lets be honest for the ones that do plan to actually make a game with FPSCR - ragdolls might just be crucial
it takes much time to perfect animations
and not everyone of us is going to use the stock assets of FPSCR or modelpacks. Some of us will actually make their own assets, at least i do.

http://j0linar.carbonmade.com/
Nomad Soul
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Posted: 2nd Sep 2013 18:38 Edited at: 2nd Sep 2013 18:38
@J0linar

Personally I think FPSCR will need ragdolls until such time its announced that a animation based death system can be integrated with terrain and physics somehow.

I guess the decision was taken to go with animations early on as a lot of effort went into creating them before the physics module was started and any discussion about what is should be capable of.

michael x
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Posted: 3rd Sep 2013 06:11
I personally don't care for ragdoll. it never work out to well with fpsc or fpscx10. some models was just not prepare that effect. I think Lee is on the right track and should work on it later after the release. Lee has much more important things to get done. I for one am happy with the blog so far. i just think Lee should not try so hard to get reload working on low end PC. people on here can't expect to make a AAA game with a low end PC. It's like trying to play a 3d game with a old intel mother board. it takes more to process 3d games than 2d games and that is just the rules of it all. Lee need to be more focus on making it compatible with 64 bit and windows 7&8.

more than what meets the eye

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unbound
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Posted: 4th Sep 2013 11:24
It is compatible with windows 7/8 I've got 8 right now. Though it would be nice to have 64-bit version. But that would probably be to hard an/or time consuming.

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uman
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Posted: 4th Sep 2013 17:01 Edited at: 4th Sep 2013 17:02
Not sure what people mean by AAA games but if you mean top of the range state of the art releases at any time in history like Bungies Destiny and alike then expecting indies using Reloaded to achieve games of that stature is just a pipe dream. It will never happen.

Good games will be able to be made but such an advanced and large undertaking as a Top of the Range AAA title is not very likely to be achievable by 99.99% of indie developers for obvious reasons not least of all Reloaded will not be using the latest technologies and the kind of resources games of that kind need throwing at them.

If you want to make a game of that kind then there are already engines that can do that for you if you have the money and resources and few indie developers do or ever will. It is in the realms of large companies and corporations with vast resources.

Reloaded is not likely to be ever 64 bit in its current development so I don't see how that has any bearing at this stage. Its a non reality for the current development unless someone knows something I don't and it seems many do

Reloaded will have to appeal to the middle ground if you want to sell enough copies to make it a success as its a numbers game. Clearly you don't want it to be held back by catering for very old machines and technologies but at the other end of the scale you cant just cater for a few users who at the end of the day have to make the games before the game players who may have in many instances agreed better machines to play them. Game Players may well have better spec machines but its the game makers you have to cater for and many of those don't.

The aim of course is to have an efficient engine that indies can use that can provide a high quality game development "Without" putting undue strain on either the game makers machine or the game players machine. Therefore the burden of quality needs to be on the engine itself and its design and efficient use of its eternal structure and code and use of the core of the users systems.

A badly designed engine can make a big difference to indie developers who do need efficiency and the game it can create and output similarly so that you can distribute and sell you game to as wide a number of potential purchasers as possible without their machine grinding to a halt when playing it.

Despite what users would like it to be, the truth is not many people proportionately will be able to afford to buy the very latest spec machines of the day or keep up with all of the latest technologies.

Depends I guess on where the market for TGC and Reloaded is aimed or envisaged if the engine itself will not force that upon us all which it will depending upon how good it becomes or indeed not.

Game users will know this for sure before game players unless you are both of course which many of us are. It would be a shame in indie developer terms to aim to leave the masses behind even if you could which I doubt in favour of the hope of attracting a few. A sensible and realistic balance is needed.

Anyway a lot of time yet to come time will tell as and when Reloaded itself progresses to what it will or will not become and what it will and will not provide for indies.



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michael x
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Posted: 4th Sep 2013 18:32
yes i understand fpsc can work on 64bit and windows 7&8 but I would like for it to be stable. also computers are like cars they get old and breakdown soon or later and old motherboards will stop working for whatever reason. like your old car you will have to replace you will most likely upgrade to something newer then you last. some by the time every xp PC die out on everyone you will most likely get a newer PC then your last.as for the AAA games I personally don't care to make such a as I would need a team of developers for that. but people on here want to make game close to those type of games. but at the same time people do this on a low end PC. but I think everyone is in some type of pipe dream of a hype. I personally do not expect to get more then what lee is putting into reload. but also don't want any deal breakers like fpsc have. I own a 32bit and a 64bit and I do a lot of bug testing with fpsc. one thing I notice is fpsc on a 32bit will take less memory then on a 64bit. memory meaning the 2gb memory cap. so I would hate to see reload fall in the same way. being this is not a re-write all around the engine I want to keep reload from falling in the same bad habits that fpsc have. you can't invest in something that is already like what you have. it would be worth to get more out of an upgrade that will be more stable.


also far low or high PC's it does not matter to me my point to that is I don't want reload to be held back from it's true power of performance. this engine is something more then just another game engine and just don't want lee limited it for what ever reason. because we never get another upgrade like until another 10 year or so.lol.

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Nomad Soul
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Posted: 5th Sep 2013 01:32 Edited at: 5th Sep 2013 01:34
I agree there needs to be a balance in terms of the target audience for FPSCR and how the product is developed to cater for its user base but I would prefer we lean slightly on the side of higher specifications. We need to think long term with FPSC.

The hardware will evolve naturally over time so the software needs to be slightly above the hardware specifications of the average user. You can still use FPSCR and make better games but you probably can't max it out without upgrading. Unlike FPSC X10 which had a good technical demo for the time but without delivering that power to the end user, we need FPSCR to really give developers a powerful set of tools but also hopefully retaining the learning curve that has made FPSC so popular.

Also I hope Lee will allow for customisation in the engine without necessarily having to make the source code available. I think FPSC X9 has lasted as long as it has because just about every aspect of it can be modified or customised.

I really like the sound of the new segment creation system also:

- Create large rooms quicker by simply dragging them out
- Buildings can be variable height, not just multiples of 100
- Instant roof generator for more realistic outdoor visuals
- More refined control over door and window positions
- Room contents are preserved as rooms are re-positioned & rotated
- Highly efficient geometry use, no redundant trapped polygons
- Built-in physics, LOD and AI meta-data (no baking required)
- Allows all materials to be textured with your own choices
- Intelligent inter-connectivity - snap rooms together easily
- Create a structure 20 floors high with a single property change
- Less memory as buildings are reduced to 'selections' data'
- Renders and collides faster as fewer polygons required

michael x
17
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Location: Cybertron
Posted: 5th Sep 2013 05:14
I to read up on the new segment drop process. as cool as it seems I wonder does this means he taking out the segments all together. if so then this means all the segment assets will not be use in reload.
hmm..

more than what meets the eye

Welcome to SciFi Summer
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Location: Florida, USA
Posted: 5th Sep 2013 06:07
I would like to know when the 1st private (backers) beta demo will be released so we can play with it.

Any ETA on a backer's beta?

Mike

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Teabone
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Posted: 5th Sep 2013 11:59
Beta? Probably Christmas or 2014. Alpha should be sooner I believe.

Nomad Soul
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Location: United Kingdom
Posted: 7th Sep 2013 16:37
It sounds like Lee is trying to get an early beta out to the Reloaded pledgers around October with a v1.0 coming out for Xmas.

Quote: "This is my last recharge before I dash to the finish line for the October release, and beyond that the Christmas version."


Quote: "I hope to be able to add the first of the big modules, terrain, to the IDE integration and thus begin the slippery slope to a finished single piece of software which might affectionately be called the makings of a beta. For all your pledgers out there, the chance to try out all this crazy code moves one significant step closer and I can't wait to share this with you."


It sounds like the terrain system is in really good shape now and the AI is able to navigate around the terrain which is good news. Bullet physics will no doubt be much more stable than ODE and Lee said he has entities importing in now.

I also like the fact we can now import entities as scene geometry and this will work reliably with the physics system.

Quote: "You can create 3D meshes and simply import them as static entities, then add them to your level as scene geometry. If you provide a low level LOD mesh and name it appropriately, it will use that for Physics calculations."


Archangel Sirius
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Posted: 8th Sep 2013 04:05
Lee mentioned that he would create a "prebaked building template" of the room blob system for the October beta and follow it up with a "customize" option for v1. What does he mean by "prebaked building template"?

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