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FPSC Classic Product Chat / Important questions about FPSC's functions

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Noldor
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Posted: 6th Jan 2005 01:49
I agree with the fact that Melee weapons are realy important. Can you imagine a horror game were you dont have an Axe or a Showel to fall back on when you run low on ammo.
My interest in usage of FPSC is mainly in Fantasy or Horror type games. In both of these game settings melee weapons are realy important. I think that you should skip a big part of the model/samples that will come with FPSC and put that time into coding melee attacks into the engine.. I think most future users of FPSC will be making their own material (models/textures) anyways.
i dont criticize the amount of models/samples with the package i youst think that material is more suitable for an addon package then melee attacks.
Ok i did not only logon here to rant about that i also wanted to ask some questions about features in the game.
1 : will it be possible to have visible bullets.
(like the plasma shots in doom2)
2 : Will it be possible to have these bullets fade out when they
meet their max range. (this combined with high rate of fire
would make a flamethrower type weapon possible)
3 : Can the normal bullets have trasers enabled so that you can see
every other bullet. (like with the mp5 in HL1)
4 : if question 1 is true then will these visible bullets be able to
have light effects attached to them? (glowing FireBalls)
5 : Can the bullets be beam like attacks. (like the q3 railgun)

These are all important questions for the community, and me.
I hope that you find the time to answer most of them.
Thanks in advance.
David T
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Posted: 6th Jan 2005 01:57
Quote: "I think that you should skip a big part of the model/samples that will come with FPSC and put that time into coding melee attacks into the engine"


The person modelling is separate from the person coding

Quote: "1 : will it be possible to have visible bullets.
(like the plasma shots in doom2)"


Some bullets are visible - rocket for example.

Quote: "2 : Will it be possible to have these bullets fade out when they
meet their max range. (this combined with high rate of fire
would make a flamethrower type weapon possible)"


Don't think so. I haven't seen that anywhere as yet - if it's there then it'd be an option.

Quote: "3 : Can the normal bullets have trasers enabled so that you can see
every other bullet. (like with the mp5 in HL1)"


Sorry, haven't played hl1.

Quote: "5 : Can the bullets be beam like attacks. (like the q3 railgun)"


No. I seem recall somebody saying there were no beam attacks.

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SoulMan
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Posted: 6th Jan 2005 02:02
David,
What about a laser type attack? I think that would almost be a must if they are going to include sci-fi theme. If it is there, I think you could achieve the same effect.
SoulMan

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David T
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Posted: 6th Jan 2005 02:08
Not sure - I think they're all bullet based or explosives.

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Noldor
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Posted: 6th Jan 2005 02:10
Sorry i might have posted this thread twice..
If so remove the other thread.. Sorry about that.. Thought it didnt
get posted. But i didnt refresh my browser.
David T
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Posted: 6th Jan 2005 02:13 Edited at: 6th Jan 2005 02:13
It won't show up right away, when you first sign up there's psot moderation for a while

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Noldor
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Posted: 6th Jan 2005 02:17
Ahh that explains it... =)
So if i understand this correct from everything i have read in this forum so far about FPSC.
There are only three types of weapons possible.

Bulletweapons=like the shotgun and minigun in the video
Grenades = That you throw
Rocket launcher type guns = projectile that explodes on impact

Nothing more then those tree types of weapons are possible,.
No flamethrowers, No beamweapons, No plasma shotguns..
Limited customising in the gun department..
nemo85
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Posted: 6th Jan 2005 02:23
Quote: "It won't show up right away, when you first sign up there's psot moderation for a while "


yeh how long does this last?



Sorry for going off topic!
SoulMan
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Posted: 6th Jan 2005 02:34
Bullet based or Explosives. That doesn't sound very Sci-Fi'ish to me.
SoulMan

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Nosce
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Posted: 6th Jan 2005 04:46
It says in the FAQ that you could have mines. However, could'nt you make a custom model for a laser (say a sipmle blue cylinder) and set that as the bullet?

temet nosce
David T
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Posted: 6th Jan 2005 04:58
I don't think bullet control extends that far.

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MaddA ChieF
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Posted: 7th Jan 2005 08:03
I remember hearing there is one type of granade(frag)is that true?
Quote: "Grenades = That you throw"
<-- like what Nolder said)

Plus i think you need more gun types... like for an expansion or something(yes I would buy the expansion in an heartbeat ). At least lazers for sci-fi. I don't think I've seen a sci-fi game without them. And for melee weapons... I might be able to go without them for a while. but then when i think about it ...
Noah
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Posted: 7th Jan 2005 08:46
Will it ever be possible to have grenades that stick to enemies like in Halo?
MaddA ChieF
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Posted: 7th Jan 2005 11:25
sticky nades. that would be cool
David T
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Posted: 7th Jan 2005 15:48
Don't think there are any sticky grenades.

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MaddA ChieF
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Posted: 7th Jan 2005 23:58
Isn't there a frag grenade??? somebody please answere my question. I need to know!!

thanks
David T
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Posted: 8th Jan 2005 00:33
There's just this thing you throw and it blows up

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Chimera
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Posted: 8th Jan 2005 00:55
I hope you're refering to the grenade...

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Noah
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Posted: 8th Jan 2005 05:56
Quote: " I hope you're refering to the grenade..."

I really hope you're being sarcastic, because there's nothing else that you throw and it blows up.
Noldor
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Posted: 8th Jan 2005 07:44
I dont see how you guys all can say that Melee weapons are not that important.. its not youst the player that cant use melee weapons its the monsters to (As far as i know)
That means you can so far only have military, robot style enemys
(only bullets and explosives)
You wont be able to have any
animals, zombies, demons, dinosaurs, LOTS MORE.
Horror/fantasy is out of the question.....
Altouh i will still buy the program regardless but i think you should think about it before you dismiss melee as non important.
MaddA ChieF
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Posted: 9th Jan 2005 12:28
Thanks. finally answered my question about the grenades!! thank you again!!
uman
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Posted: 9th Jan 2005 16:52
I am not sure that anyone actually thinks melee is not important. People have just been talking priorities.

Certainly and ideally its important that you should be able to have an enemy with a melee weapon or no weapon at all - just long teeth, claws or any other form of attack you may want.

If and when the EA is released - we know its going to have limits in these directions as it is difficult enough to get any kind of working release out even without these things.

Hopefully these things may come later, but I am not sure that TGC even see FPSC developing beyond a simple FPS shooter or even if its been designed from the ground up to lend extension to include the kind of features many would like.
David T
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Posted: 9th Jan 2005 18:26
About melee weapons - when you get FPSC and you fool around for a bit, see if you ever come to a part where you NEED a melee weapon to continue. You can manage just fine with the assortment of guns / explosives

And who knows, perhaps you could just set the bullet life really really short* and get a melee weapon

*don't know if you can definately, I'll have a look

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Noldor
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Posted: 9th Jan 2005 22:06
Thanks DAVID plz check into that.
Quote: "when you get FPSC and you fool around for a bit, see if you ever come to a part where you NEED a melee weapon to continue"

Im am planing a zombie horror game and i
dont think it will take that long until
i need Melee attacks to continue
I will buy the product anyway because i think they
probably will add melee attacks in the final version.
It feels like such a wierd thing to leave out.
(youst my opinion)
Noah
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Posted: 9th Jan 2005 22:34
Can you have AI characters that work against the bad guys, in other words, friendly dudes? And can you have your enemies kill them and take their weapons?
SoulMan
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Posted: 10th Jan 2005 10:19
Coding Friendly NPC's can be a nightmare. Case in point, Daikatana. Your friendly NPC had the smarts of Gomer Pyle. I would wait a little bit to see what FPSC to start thinking about friendly npc's. It might be too hard to put in.
SoulMan

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Noldor
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Posted: 10th Jan 2005 21:36
I dont think they mean friendly npcs that help you to kill monsters and follow you around. I think they mean people that youst walk around randomly, gets attacked and gets scared.
Those should be possible to do. But i would not be shure that
you can make the other monsters attack them.
(i think the AI script will make meny of these things possible,
but i have not tested the software)
uman
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Posted: 11th Jan 2005 12:55
Friendly characters that kill enemies will be important to some users game ideas an it would be a great addition to any engine. Yes its hard to include - everything is hard - any kind of AI is hard, very hard.......yet AI is the most important aspect of almost any game.

A game is not really such without some level of AI logic.

From what I have seen it seems that we will have a reasonable level of AI available that we may have the opportunity to extend through scripting.......whether that could be extended to create friendly characters initially at least I very much doubt.

I am sure that TGC could include "agressive to enemy", player friendly characters if they wished to in future versions. I personally would support such a request as the game I am making would benefit from this. Though I can live without it..........it would make for more interesting and varied gameplay.

Of course an extra character which could get invloved with attack scenarious additional to that of the player can put a strain on a game engine in game play as the engine has much more math to do and we have to wait and see how well FPSC handles action scenarios.

I suspect perhaps wrongly that complex battle scenarious may be beyond its capability.
IanM
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Posted: 11th Jan 2005 20:45
Although I haven't seen many of the scripts, I got the impression from what I saw at the convention that the scripting is very player orientated, which would make it difficult (if not impossible) to write a script for supporting fire for example.

As you say though, if enough requests are made after the EA version is released, then I'm sure that Lee could add this relatively easily.

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Noldor
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Posted: 11th Jan 2005 22:54
I dont see a big need in Friendly fire npc's
i could count up like 10 games that dont have these
npc characters and are great.
I could also count up a bunch of games wich had
these halfassed, in the way, no brains friendly fire npcs that ruined the game. So i for one dont think they are important.

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