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FPSC Classic Product Chat / The basics for FPSC

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David T
Retired Moderator
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Location: England
Posted: 16th Jan 2005 19:49
How's it pronunced? I've always said "Ex eat" (not that I say you name out loud much )

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Dave J
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Location: Secret Military Pub, Down Under
Posted: 16th Jan 2005 20:52
Ditto, although it is an actual word so I'm not sure what the exact pronounciation is.

http://www.tiscali.co.uk/reference/dictionaries/difficultwords/data/d0005401.html


"Computers are useless, they can only give you answers."
David T
Retired Moderator
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Posted: 16th Jan 2005 20:56
Ah, looks like Latin, in which case it's probably

ecks ee at

or

ecks ay at

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
jasuk70
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Location: Hemel Hempstead
Posted: 16th Jan 2005 21:15
We used to have to get one of them if we needed to leave school when I were a Lad many years ago .

----
"What is this talk of 'release'? Klingons do not'release' software. It escapes leaving a bloody trail of developers and quality assurance people in its wake!"
Karma Composer 2
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Location: Tampa, FL
Posted: 19th Jan 2005 13:23
Rich or anyone in the know:

Let me ask you, would it be possible to script the game skeleton in an outside language, say Visual Basic 6, so that your program plays the cutscenes, loads the individual levels, sets up other tasks and then ends the program when the player wins, etc?

To me, that would make sense. Because then I can create my animations in my favorite 3d package or shoot whatever video I need, then edit it in my studio (yeah, I have an advantage owning a production studio with NLE's and a full recording studio for sound fx and music composition) and program the whole kit and kaboodle in visual basic (after obviously creating all of my compiled levels as .exe files) - would that work in any useable way or am I way off?

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Karma Composer 2
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Posted: 19th Jan 2005 13:30
Putting in my 2 cents here, I tend to gravitate toward games like Morrowind - with swords and axes and the like.

Now, I understand that an advanced game like Morrowind may not be nearly possible in this software package now or possibly in the future, but will the possibility exist, now or in the future, to be able to create a game with subtle RPG elements (i.e. D & D type activity, such as hit points, strength and other personal and opponent attributes) and allow them to sword fight or duke it out with axes or other hand-held non-projectile weapons?

Or, do we have to do it like a Hexen 1 & 2 - it had RPG elements, but the weapons, although resembling what you all term meelee weapons, shot out lightning bolts, pulses and other more spiritual projectiles.

Just a thought.

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Ali M Oldboy
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Location: England, UK
Posted: 19th Jan 2005 15:38
Very Intresting

Ali M

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Noah
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Posted: 20th Jan 2005 06:10
Yikes! Ali, what did you do to ur avatar?!? Domokun with a falling hat doesn't belong here?!?!?

Huked on foniks wurked fer mee!
David T
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Posted: 20th Jan 2005 06:56 Edited at: 20th Jan 2005 15:48
Quote: "Let me ask you, would it be possible to script the game skeleton in an outside language, say Visual Basic 6, so that your program plays the cutscenes, loads the individual levels, sets up other tasks and then ends the program when the player wins, etc?"


Nope. In your dreams (and many others' too )

FPSC isn't an 'engine' like Torque is - it's primarily an editor and so doesn't quite have the flexibility of other products like Torque.

I think the best analogy is it's like the MapMaker in Timesplitters 2, but with obviously support for multiple levels and a bit more customisability.

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
Coldnews
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Joined: 16th Nov 2004
Location: Liverpool
Posted: 20th Jan 2005 07:48
Quote: "I think the best analogy is it's like the MapMaker in Timesplitters 2, but with obviously support for multiple levels and a bit mroe customisability."

For gods sake please dont put that on the back of the box.

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David T
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Posted: 20th Jan 2005 15:49
Well... that's what it's like. Grid system. Prefabs. Place guns down. Place enemies down. Place lights.

Obviously yes, there's alot more customisability via entityt properties and to an extent te FPI script - but that's the general idea of it.

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
Coldnews
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Posted: 20th Jan 2005 15:51
I understand that. But its not the best selling point to new customers is it?

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Noldor
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Posted: 20th Jan 2005 17:42
Well no but its the Honest selling point.
Hamish McHaggis
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Posted: 20th Jan 2005 18:05
Well, it's not DavidTs responibility to advertise and sell the game. He can state his personal views as much as the next person. For some reason some people get the idea that all the mods work for TGC.

Isn't it? Wasn't it? Marvellous!
Coldnews
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Posted: 20th Jan 2005 19:35
lighten up. Its a joke.

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Dave J
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Posted: 20th Jan 2005 20:08
Quote: "For some reason some people get the idea that all the mods work for TGC. "


You mean we don't? Damn that Rich!


"Computers are useless, they can only give you answers."
David T
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Location: England
Posted: 21st Jan 2005 00:37
And what is so offensive about the TS2 map maker?

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
Coldnews
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Joined: 16th Nov 2004
Location: Liverpool
Posted: 21st Jan 2005 00:53
Quote: " And what is so offensive about the TS2 map maker?"

never used it. Unfortunately Ive never played TimeSplitters at all. I know thats a sin. sorry.

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www.ColdNews.co.uk - the worlds first solo band.

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