Hey
I've been with tgc through the rough and the smooth, since early days of dbc. I've always been impressed by their ease of use and verstility (except t3dgm but we'll ignore that!) but eventually gave up on DBPro after too many bugs and too long to fix them! This is not a criticism, I'm aware how difficult it is making this type of softweare, I have attempted it myself!
I have been interested in fpsc for a while now and following these forums tho not posting in them - but have recently tried the EA version on a fridns computer and the demo version on my own, and I have a few comments / questions.
1. The user interface is very good
But why was it made in DBPro? Anyone who has tried to run 2 or more dbpro progs at once will know that this cause huge slowdown, hense why people are posting that their games are too slow, but work better as standalone... The interface could have easily been made in C++ with far quicker results....
2. Speed is an issue, but people alerady know that. Frame rates on even 3Ghz+ machines with monster graphics cards still waiver very easily. I appreciate its capped, but surely it should never need to go below 20 on such a machine?? PS I'm using a freshly formated hard drive with a new nstall of WinXP SP2... I'd be willing to bet that this is due to internal faults with dbpro, I tried many optimisations and for years I still coldn't get decent frame rates in busy medium poly games. Tech demos, yeah, but add any real interactivity and AI and it started to chug...
3. I am STRONGLY oposed to compulsory online regitration, as recently introduced to DBpro for many reasons, including the fact that my pcs aren't always online as I move them about a lot, and also that i reformat my pc all the blummin time! Also with dbpro, adding various plug ins caused all kinds of registration problems! Plus I feel if I've paid legitimately for a product people should trust me to use it!! Will V1 and above FPSC have these measures too?
4. Just how easy or difficult will it be to import & rig your own models into fpsc? I'm unlikely to ever use the included models (no offense to them tho they look nice!) I have read reports of it being very complicated to get them looking and scaling right - and animating them is reportedly a nightmare? Although from my brothers side of things, will the models included in fpsc be royalty free to use in your own DBPro games also? I know the t3dgm models weren't - (which was a shame, he loved the starwing style ships
)
5. Why oh why oh why wasn't there a 3rd person mode added? We all know how easy it would be just to move the camera back and up a bit, and put a model there... The same box style collisions would be perfectly acceptable, I'm sure nobody would expect tombraider style actions available from an "FPS"Creator - but I've known many FPS with 3rd person modes, especially helps in jumping sections...
Anyway, hope this didn't sound like a flamebait - I'm still very interested in 1: How fpsc develops, and 2: how it helps fix bugs and spped up dbpro.
I'll certainly buy version 1 one it hits the shops - although I cincerly hope its a little faster!
Thanks, Kelly Kapowski