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FPSC Classic Product Chat / End of an Era and a new one begins

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s4real
VIP Member
19
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Joined: 22nd Jul 2006
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Posted: 23rd Mar 2014 13:34 Edited at: 23rd Mar 2014 13:34
Hi all,
I feel we at an end of a Era with fpsc.

Many have now moved on to better and greater things, over the years there been some great stuff on this forum but its now a ghost town.

The main problem is the people not here are not on relaoded forum as well and this is not a good sign at the moment.

Fpsc is now in its evolutionary process and needs to be done to keep upto the future.

Lets hope Relaoded will give people the fun that everyone had with classic.

I don't have the time to work on the unoffcial but if I do have a little time maybe fix a few more bugs.

I'm not active much on this forum like most forum members are not so lets look forward to the next era.

best s4real

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ncmako
13
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 23rd Mar 2014 15:48
S4real
I totally agree with you. I did read somewhere that "newer"
members on Reloaded cant find Classic forums as all the "links"
have been removed or are not there?

Also having to learn LUA I'm looking at other choices available
out there. So many seem to use it.

Having put so much into model packs I cant just drop it yet.
When Reloaded is done and works I'm sure I'll jump over.

best of luck

You know you're a bad gamer when you're able to run out of infinite lives.
Avenging Eagle
19
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Joined: 2nd Oct 2005
Location: UK
Posted: 24th Mar 2014 17:35
I think the problem is that FPSC classic has been left in an unfinished state where new functionality has been added at the expense of stability. Now, one version of FPSC that might run fine on someone's computer might not run at all on another's. Add this to the modding culture that started up a few years ago and you've got a very fragmented community.

I do feel a bit sorry for TGC. They're aiming at a moving target, and they've really only got one guy coding away day-in, day-out; Lee. He's doing great things with reloaded at the moment, but I just have doubts that Reloaded, when released, will be in any way "current". In the time it's taken to get Reloaded made, the technology and the conventions of FPS gaming will have moved on. That's exactly what happened to FPSC Classic.

In 2002/3, when they started work on FPSC classic, FPS gaming was radically different to what it is now. What sort of benchmarks were about? Well, the original Call of Duty had just been released and if you look at what FPSC V1 could do upon release, it was capable of making a reasonably decent homage to Call of Duty 1, what with its extensive WWII-themed segments and entities and basic scripting capabilities. Unfortunately, we weren't in 2003 anymore, it was 2005 and the world had been rocked by new FPS games like Doom 3 (which in its day was graphically revolutionary) and Half-Life 2 (which took Physics and narrative gameplay to previously unseen level). And FPSC just seems a bit...dated. The real nail in the coffin was that the post-release development cycle was far slower than a lot of us wanted. Why did it take so long to get fullscreen shader effects (sort of) working in FPSC? Why did it take so long to get ragdoll? Or talking NPCs? Why do we STILL not have dynamic shadows or even shadow-casting dynamic lights? I understand that TGC had other products they wished to focus on, and from a business point-of-view, that makes a lot of sense. I know their app making software is really popular and probably brings in healthy returns. But from a community standpoint, many of us felt like we were seeing too little too late.

Personally, I would have gladly sacrificed a few model packs (which, as I've stated before, are of wildly varying levels of quality) for some engine tweaks. Because, after all, what we're supposed to be doing here in creating GAMEPLAY, not just shooting galleries for normal-mapped enemies.

And so, unsurprisingly, but regrettably, I guess the community just lost faith in FPSC. I myself have been away since 2009 and, apart from a brief play about in 2011, I've not been back. Now that I do have the urge to make a game again, I see that this forum has lost something. And it makes me sad, because we had such a great community and now they all seem to have fled for one reason or another. Some of them have gone over to Reloaded, but there's a couple of reasons why I haven't yet donated to the cause. 1) I still think Reloaded, while an improvement over FPSC classic, will lack the functionality that is required today to make an engaging game and 2) I don't believe the engine will evolve fast enough to keep pace with what we as game makers want.

But that's just my two pence, and like I said, I've not been around these parts in a loooong while. But I noticed the difference when I came back immediately.

AE
BlackFox
FPSC Master
17
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 24th Mar 2014 17:45 Edited at: 24th Mar 2014 17:48
Quote: "Many have now moved on to better and greater things, over the years there been some great stuff on this forum but its now a ghost town.

The main problem is the people not here are not on relaoded forum as well and this is not a good sign at the moment.

Fpsc is now in its evolutionary process and needs to be done to keep upto the future."


It is not surprising. First off, not everyone here is a hobbyist- some do this for an income. When you work with an engine for years and try to deal with the headaches as best you can, you can only go so long bashing your head against the wall until you realize it hurts. So many issues left unresolved, having to rely on the need to upgrade when that is not always feasible, the sudden stop in classic packs being available to purchase just because Reloaded was in the wings. There was no finish (or wrap up) to classic- it is still in beta after how long now? Issues reported don't get resolved- heck, they were never really resolved when classic was hopping. If one could not "reproduce" the issue in a stock level, then it was dismissed; albeit most issues could be found using stock media, the issue was the custom media and the fact there were so many versions being used. Then take issues that should have been fixed, but the clone-stamped response of "Reloaded is the focus" became the norm and drove some people to other things. Unless one can and has time to rewrite the source to fix issues, can model themselves, etc they are stuck in a rut. In our case, we are not moving to Reloaded, but in order to get any "support" we would have to. I can't even get support for lower versions of classic as no one really knows why the issues exist when we had discovered them. I had to spend an extra year dissecting and rewriting our source to finally see why issues were there. Others may not have that talent (or time) to do so.

Now you have other engines that perform much better, have great support when one needs it, and are passing this outfit in performance and promotion. That alone should give you the reason why.

There's no problem that can't be solved without applying a little scripting.
seppgirty
FPSC Developer
16
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Location: pittsburgh, pa.
Posted: 24th Mar 2014 20:17
Maybe TGC will release Classic for free to get people interested in their products again. While keeping the model store and official packs for sale.

I think most people moved over to Unity Since they released a free version.

I, myself will keep playing with v118. Putting use to all the model packs i bought and the models i created and finally got working in classic.

It would be nice if someone at tgc put out the final version of 120

gamer, lover, filmmaker
Avenging Eagle
19
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Joined: 2nd Oct 2005
Location: UK
Posted: 24th Mar 2014 20:57
BlackFox, you always make me chuckle with your usage of the pronoun "we" . Who exactly is/are the others who work with you, I'm genuinely curious

Also, I reckon you should release your modded version of FPSC. If you could find some way of selling it without infringing copyrights, I'll bet you'd make a killing! What sort of features did you manage to add/address?

AE
KeithC
Senior Moderator
19
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Joined: 27th Oct 2005
Location: Michigan
Posted: 24th Mar 2014 21:25
Quote: "BlackFox, you always make me chuckle with your usage of the pronoun "we" . Who exactly is/are the others who work with you, I'm genuinely curious"


Myself, for one.

-Keith

s4real
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Posted: 25th Mar 2014 10:33
Quote: "Add this to the modding culture that started up a few years ago and you've got a very fragmented community. "


This is not in fact true modding been around back to 2006 and some very good stable mods had been around you wouldn't have iron site if it wasn't for modding,also mods where the only updates you had for a long time.

Big bugs started when fpsc had major changes from v1.16 and above.


Quote: "BlackFox, you always make me chuckle with your usage of the pronoun "we" . Who exactly is/are the others who work with you, I'm genuinely curious
"


I feel he should release his mod and helps other too but personal I don't think he will.

The main reason only stock got fixed is because scene and myself don't have all the model packs to fix them.

Remb we updated it for free and the bugs where just too many for a two man team with little resources and time.

We would loved to complete v1.20 but we both don't have the time at the moment.

best s4real

best s4real

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uman
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Posted: 25th Mar 2014 14:06 Edited at: 25th Mar 2014 14:08
Classic is a legacy product that was a great concept at the time but poorly implemented throughout its life which did not ever fulfill indie developers needs in the real world at the level of the user base target by and large one man band or a very small team with little resources. It simply failed to deliver what the vast majority of users need as a tool to develop in the first instance successfully and then to offer possibilities to deploy to a market via a wide range of modern delivery platforms in any case. All of this due whatever anyone says to the underlying core and the failure and perhaps the will to be able to build successfully upon it.

Whatever the end result of a lot of years of investment in hard labour and agony for users we can all see. It's a dead end product line.

Reloaded seems to be the same to me and I don't see that changing and I agree with that sentiment referred to above.

Bottom line is at this stage both softwares are still gathering dust on my shelf at least and remain unusable legacy technology software as far as I can see.

I am not convinced and that has to be proven in Reality.

Personally I see no way for Reloaded to become anything any different to past software on previous experience and on what I see to date.

Aspiring to keep up with engines of the future that are moving forward at a rate of speed that Reloaded cannot ever hope to achieve or keep up with is need of a reality check. Engines like Unity are in a completely different league and continue to make big and constant regular strides forward embracing the latest technologies at and ever increasing rate.

Reloaded is by any kind of comparison a low budget, low end indie game making tool at best which if it can be stable enough to make any game at all and deploy it successfully one may have to accept is something of a major achievement for it and live with that as being the best it will do. Any more may have to be a bonus. From all points of view, base core technology, features, platforms and so on Reloaded is low end and struggling to maintain quality, stability and performance in the same vein that Classic always did continuously throughout its life to this day. I see no or little difference and thus such may well be likely to be ongoing and adversely affect the product and users efforts to work with it continuously.

Such is also clearly likely to affect the number of users and the product success.

We know the issues and that developing a modern game engine of any standing at all is a major undertaking leave alone an advanced one which may serve indie users well into the future.

Forums are by and large a good reflection of the product to which they are attached. A very successful game engine product is likely to have a very active forum with lot of users online and partaking.

Not sure about the end of and era and new one begins. The new one began some time ago and its roughly where it was when it started.

The future is unknown and only now is what can be assessed. Perhaps looking back in another 5 years or more something will have changed no doubt it will have one way or another.



"You don't see 'im, till 'im come callin"
JC LEON
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Posted: 25th Mar 2014 16:04
sorry but waht is Blackfox mod??
s4real
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Posted: 25th Mar 2014 16:13 Edited at: 25th Mar 2014 16:17
Quote: "throughput its life which did not ever fulfill indie developers needs in the real world at the level of the user base target by and large one man band or a very small team with little resources. It simply failed to deliver what the vast majority of users need as a tool to develop in the first instance successfully and then to offer possibilities to deploy to a market via a wide range of modern delivery platforms in any case. All of this due whatever anyone says to the underlying core and the failure and perhaps the will to be able to build successfully upon it."


While I agree with you to a degree but there have been a few games that did get completed and made retail.

People say about how buggy v1.20 is but there still been a few good games released using it.

A lot of problems have been user error because the engine is not just a drag and drop engine anymore, you do have to make sure the scripts are right so there are not any bugs in your final game.

A simple script error can make your game crash in other levels if you have more than one level.

The main issue again is there was not any documents to support a lot of the new features plus v1.20 does need to be installed on a fresh install of fpsc to work right if not you have loads of problems, the main reason for this is it builds the level in a total different way then older versions of the engine so if you have old dbp and bin files they wont work right in v1.20.

Fpsc is in fact a very powerful engine and is not used to the full most people use about 40% of what the engine could do.

To keep the engine at a more drag and drop system mods like wasp should of not been added, its a great addon but its to advanced for the normal user.

Uman right but fpsc was very great once apon a time look at some of the games that have been made :-

Eldora: The Golden Land
Red Shift (demo)
Pioneering
Automatic Update
Fall of the Fireflies
Froggy Shootout
Demon Sun
SpiderZ
Beyond Life
Anderson & The Legacy of Cthulhu

Games using newer versions of fpsc that also are great to play :-

Kshatriya Prologue: Prologue
PHOBIA 1.5 (Phobia 2)


We just have to wait and see about Relaoded.

Quote: "sorry but what is Blackfox mod?? "


Its a personal mod that blackfox made and says about all the time on the forum.
Its a mod that claims to fix most issues for his personal games but asking to see any completed games he seems very reluctant to give links so I can see his good work at hand.


Best s4real

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BlackFox
FPSC Master
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Posted: 25th Mar 2014 17:14 Edited at: 25th Mar 2014 19:00
Quote: "Its a personal mod that blackfox made and says about all the time on the forum.
Its a mod that claims to fix most issues for his personal games but asking to see any completed games he seems very reluctant to give links so I can see his good work at hand. "


S4real, (you and a few others) know full well that the work we have done is for private clients, such as schools and such. In other words- paying customers that are not the "general public". You have only asked once to see some of the work and our personal devs are on hold while we fulfill our current contract since we stopped hosting media at the end of last year. You were also told that we plan to get our finished games for the "public" onto our site once we are able to do so. Cathy is still working on the site side to determine how to have it laid out plus has her own devs going, while I work on the devs (both ours and paid work) for FPSC. Everything takes time when there are changes/delays/issues, etc.

As far as making anything public (such as our modded source), what would be the point in doing so? As you say, it was "buggy" from v1.16 onwards. It is a version that we made work correctly. It addresses key things that (quite frankly) were terrible misses over the years and the number of "eyes" working on the source. Us releasing it to the "public" does no one good unless they are using the same version. How many are in fact using the same version? I'd bet we're the only ones left. So it will remain "in-house", just as another developer we know is doing with her mod. I spent almost a year finalizing the entire rewrite, and Cathy spend quite a bit of time testing our devs to ensure everything looks as it should. Time is money for us- we are not hobbyists here.

Please make sure in future if you are going to attempt to mock our work/progress/success with our rewritten source and devs, at the very least have your facts straight. We're proud of the work we have accomplished, given we have had to stop work to dedicate time to rewrite and fix the source in the version we are in to ensure our finished product works. If our clients are happy and paying us well, then we obviously have been doing something right. When Cathy finishes the site, I'll inform her you wish to see the links so you can "see our good work at hand".

There's no problem that can't be solved without applying a little scripting.
Avenging Eagle
19
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Location: UK
Posted: 25th Mar 2014 18:59
Calm down guys, let's not get sidetracked name-calling. I think as a whole the FPSC community has grown weary of mods, projects and media packs that sounded great in concept and looked amazing in screenshots/videos but never made it to general release (I'm as guilty as anyone for this, I started several projects with the intention of public release but never finished them). I think what s4real was trying to say is that we'd appreciate some screenshots/videos of this famed 'BlackFox mod' in action...if for no other reason than to show what FPSC is capable of.

AE
BlueFox
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Posted: 25th Mar 2014 19:47
Quote: "I think what s4real was trying to say is that we'd appreciate some screenshots/videos of this famed 'BlackFox mod' in action...if for no other reason than to show what FPSC is capable of."


Allow me to give a perspective from a female perspective, since I am also working with BlackFox. There is no "famed BlackFox mod"- it is a complete rewritten source that we own. BlackFox rewrote the entire version we use from scratch to fix issues that were coming up during developments (both our own and paid). Yes, we have made some nice features and had posted them on our Facebook page to show off a few things, but there is nothing for the "public" to show off because the work is specifically for our own and our clients. I do not know how much clearer that can be. We have integrated some features that had never been done in classic, but again nothing that really warranted us to "roll out a red carpet and make a big announcement" over. Yes, I know my husband has made comments on how well it performs and such with some of the new features, but he is proud of the work put into it (and so he should be). If he can use it, I can use it, our daughter is now using it and have little headaches, then that is all that matters. I do not need to have s4real's approval of the work, nor anyone else for that matter. "In-house" means just that-> in-house. When the time comes to release our own finished games, then the public will have their chance to play them and do with them as they wish. Add to the fact we work not just in FPSC, but other engines as well, which tends to really mess up project schedules when trying to get certain things working and one needs to step back to solve an issue with one engine.

There are 4 of us that work together, plus two outside people we contract to. All work we have done has put us in a good position to continue, and that alone is all that matters. Classic has little drive anymore as far as completion, model packs since Reloaded has come into the picture. We do not use no will be using Reloaded, and so we will just fade off and continue doing what we have always done- our work.
s4real
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Posted: 25th Mar 2014 20:05 Edited at: 25th Mar 2014 20:11
Quote: " I do not need to have s4real's approval of the work"


1 :- I have not asked for approval

Quote: "Please make sure in future if you are going to attempt to mock our work/progress/success"


2:- I have not mock you work. I think you achived some great stuff.

Please re-read what I said as you gone on one as you do in all my threads just because you have some sort of problem with me of late because we didn't help fix some of your issues as we felt they wasn't important.

I'm not getting into a flame war just because I like to see some work done with your mod and it be nice to release a version of the mod to people on the forums, and saying it claims to fix many issues is exactly what you have claimed.



Best s4real

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BlackFox
FPSC Master
17
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Posted: 25th Mar 2014 20:26 Edited at: 25th Mar 2014 20:34
Quote: "you have some sort of problem with me of late because we didn't help fix some of your issues as we felt they wasn't important. "


The issue of not copying all media in a build was not just my issue- it was a general issue we had seen in any version. While I did raise a general dust storm about it because we had a development that was to be sent out, it was in fact a huge issue that never got fixed properly. The skyboxes not copying was the other issue I brought up. Your fixes did not help and again after rewriting our source, the problem was fixed. Same with the "waiting to join" issue, but that too got solved (and not with the fix as posted in Google code). It was not stock media, but custom media that was the issue and we had to address that. I realize that you can only do what you can with what you have. But again, since we work with what we have, we are content with it. Our complaints about the software engine are not directed at you- just how things were handled over the years with the lack of support and such. When one has to start and restart devs over and over because of an update or issue, it does get tiresome.

I have my work, you have yours. If you want to continue this discussion further, you know how to reach us. Otherwise, good luck with your projects.

There's no problem that can't be solved without applying a little scripting.
s4real
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Posted: 25th Mar 2014 21:01
Quote: "I have my work, you have yours. If you want to continue this discussion further, you know how to reach us. Otherwise, good luck with your projects."


I'm leaving at that as I'm not working on fpsc anymore at the moment, I do wish you all the best in your projects.

best s4real

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Section 812
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Posted: 26th Mar 2014 00:48
I feel that sometimes we need to 'backspace' and change our '<'
to a '<=' so lets 'cls' our heads and:
print"S4real, your cool"
print"BlackFox, I don't know you, but read your posts in the past so, your cool"

so lets all be cool! unless you want to rip on me, then your all heartless monsters!

but all playing aside, I will use reloaded and I use classic because
I payed for them. I'm still in the process of getting classic the way
I want it, but thats one good thing about it, opensource. Reloaded is
shiny and sparkley, but I don't know what future brings so thats
why I also play with Torque3D.
FPSC classic is very powerful for what it can do so regardless, I
will still use it for that.
It should have got more attention before another project was started by TGC
but I see they gotta make their money too. They could have done it
a different way though, like, lee creating mods himself, for sale.
mabe different themed mods or a plugin system, but like my boss, they went for the bigger cow instead of a bunch of smaller ones.
this forum may be a ghost town for a bit but that's ok
I will just claim this land as Dave's Kingdom! and all of you as
my servants!

But you! BlackFox, YOU! will be my jester...



seppgirty
FPSC Developer
16
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Location: pittsburgh, pa.
Posted: 27th Mar 2014 22:07
Now that the forums are practically empty i can come here in just my boxer shorts and not get hassled by the man.

gamer, lover, filmmaker
elbow
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Posted: 29th Mar 2014 10:20
Hey Seppgirty

As long as you keep on making stunning models, you can wear whatever you want
seppgirty
FPSC Developer
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Posted: 29th Mar 2014 13:56
Quote: "As long as you keep on making stunning models, you can wear whatever you want "


LOL..... Thanks elbow. I will be modeling for and using classic for a long time. I hope you guys do too.

gamer, lover, filmmaker
The Storyteller 01
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Posted: 31st Mar 2014 03:44 Edited at: 31st Mar 2014 11:49
Despite myself not posting here any longer (for personal reasons) I've still been watching this forum closely, reading most posts falling into the script category, playing every WIP I could and also downloading a thing or two (thanks CP for releasing the Diner Pack for free!).

To be honest, I saw the "end" of FPSC coming when Reloaded got their own page and all my stored TCG links got automatically redirected there. And I am sure most of you saw it too, if you liked that or not.

6 weeks ago I did put up a wordpress site to have my own place for storing all my gaming stuff and providing download links just in case this forum will be shut down too soon: http://thestoryteller01.wordpress.com
I am still not finished yet as I have made stuff for several games and even with a daily upload it'll take me until summer to get just the old materials online. But eventually everything I ever made will be available there.

Having said all that, I still work privately on 2 projects with the "old" engine which will be only published if/when I can provide something not only playable but substantial. Like many of you, I've invested too much time to find workarounds, tricks and tweaks for the engines flaws to simply throw everything away.

And to be dead-honest, I don't expect Reloaded to be a miracle cure for developers. I expect it to be just a bigger & better engine with a different bunch of flaws & bugs to counter that. But since one can produce even shinier screenshots with Reloaded it's gonna replace Classic long-term, no matter how flawed it might end up.

FPS Classic for free? Yeah, I'd love that, it would help a great deal to bring fresh blood into the community and keep it alive - but since that would also cost potential sales for Reloaded, it's not gonna happen imo.

In case you find my grammar and spelling weird ---> native German speaker ^^
Teabone
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Posted: 31st Mar 2014 06:11 Edited at: 1st Apr 2014 07:32
The day www.fpscreator.com redirected to Reloaded we lost a great deal of community members I noticed.

(Teabone)
wizard of id
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Posted: 1st Apr 2014 16:32 Edited at: 1st Apr 2014 16:33
I am still very much a classic guy, would probably get in another pack or so, personally the fad of reloaded has worn off, and actually want do some thing constructive with my time.

It sad been with FPSC since 2005 Walked a long long road, the old makes room for the new, the new in this case isn't better, which means classic and it's members still have much kicking and screaming to do before going quietly into the night with a shotgun under the arm and zombies at your heels.
Hockeykid
DBPro Tool Maker
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Posted: 5th Apr 2014 08:14
Quote: "People say about how buggy v1.20 is but there still been a few good games released using it.

A lot of problems have been user error because the engine is not just a drag and drop engine anymore, you do have to make sure the scripts are right so there are not any bugs in your final game.

A simple script error can make your game crash in other levels if you have more than one level.

The main issue again is there was not any documents to support a lot of the new features plus v1.20 does need to be installed on a fresh install of fpsc to work right if not you have loads of problems, the main reason for this is it builds the level in a total different way then older versions of the engine so if you have old dbp and bin files they wont work right in v1.20. "


At a certain point, the official source becomes a bit to hectic to work on. The latest source is over 60,000 lines and has been worked on by over four different programmers. It can take an upwards of 10 minutes to compile. Just a thought that crossed my mind, an FPSC Classic mod based on the V1.0 source code (or however far back the oldest open source code is) might be fun. I'd be interested in hearing some people's thoughts on this.


Sean

kingofmk98
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Posted: 5th Apr 2014 14:52
Quote: "an FPSC Classic mod based on the V1.0 source code (or however far back the oldest open source code is) might be fun. I'd be interested in hearing some people's thoughts on this."

i actually just started modding the FPSC source, and was thinking about doing a V1 mod, but my skills are limited at the moment. i think it would be a cool project to see.
seppgirty
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Posted: 5th Apr 2014 20:10
Quote: "Just a thought that crossed my mind, an FPSC Classic mod based on the V1.0 source code (or however far back the oldest open source code is) might be fun. I'd be interested in hearing some people's thoughts on this."


WOW, what a simple but brilliant idea! Start with a clean version of the code. I think that would be great.

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yrkoon
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Posted: 10th Apr 2014 22:20
Quote: "WOW, what a simple but brilliant idea! Start with a clean version of the code. I think that would be great.
"

Hmmm... not sure about that. If we were talking FPSC X10, I would see the point. But X9 has come a long way with a lot of bitterly needed improvements, and discarding those means re-inventing them on a basis of clearly limited quality itself.

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Corno_1
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Posted: 10th Apr 2014 23:47
Quote: "an FPSC Classic mod based on the V1.0 source code"

Definatly a good idea, but I not know who should do this.

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s4real
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Posted: 13th Apr 2014 14:15
The problem is there no source for v1.0 and I ask lee for it and TGC don't have it anymore the earlest version you can go to is v1.07 that was pertty stable.

I have thought about doing an oldskool mod using older versions of fpsc.

The good news is microsoft have fixed the problem with fpsc not working anymore like windows 7 sp1 as windows 8 plays the older fpsc games just fine.

If there was a big interest in this maybe it could be looked at.

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cds1234
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Posted: 3rd May 2014 10:00
Personally, I think the biggest issue is that it was getting extremely close to working out the long list of complaints, and made the switch to reloaded at exactly the wrong time. I am happy for them, bc they got their funding and it keeps them moving into the future. But, with the name, I think many people had the hopes that reloaded would be that bridge- between where classic got us, heading into the future with real competition to things like Unreal and Unity. But... in my opinion- classic- is STILL where the most promising efforts are. I finally have worked out 99% of my own personal limitations, bugs, script fixes, hundreds of shaders, thousands of textures, positioning, upgrades, tests, compatibility.
It can take years just to get one's personal work to the next step.
I don't have a desire to learn new script, imagine the player world in outside terrain versus complex indoor systems with a feel of open world.
The culling began in FPSC Classic and I didn't like it. Now, I really dislike it in the large outdoor scenes in Reloaded.
Eventually- the new building process will advance and the ability to bridge the gap between the two will make more sense- but now that reloaded more resembles a less-advanced version of other engines- it makes even less sense to use compared to Unity or Unreal, or even Ogre or Blender and a few others.
I hope they made a good move and their investment does well, but it was absolutely, without a doubt, the wrong time to call it quits on FPSC, and I can say, at least for one, the best is yet to come. The next generation of commercial quality releases are going to be coming from the classic version, most likely
And hey- I saw the first FPSC on Steam- that took them a lot of effort to get there- hardly seems like the time to call it 'classic' and move along- it finally does nice post process, shading, has better ai, and many things that make for a great indoor thriller!
xplosys
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Playing: FPSC Multiplayer Games
Posted: 6th May 2014 01:37
Quote: "The main problem is the people not here are not on relaoded forum as well and this is not a good sign at the moment."


I don't know the numbers, but if some have left, I have to believe it was a result of FPSC being abandoned before it was finished. I think everyone was at a different level of experience(frustration) with classic, and for those who were near the edge, it was enough to make them jump.

Lets hope that the new promise holds up.

Brian.

charlie mcdowell
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Posted: 7th Jun 2014 16:14
I know i don't post much but i'd like to say that i really liked (and like) FPSC. i've had the complaint with it no working on all machines but still, I see games like Phobia 1.5 and it still shows me that its just a tool and its really up to the artist making the game how far they can push the envelope on game making with FPSC.

charlie

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