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FPSC Classic Product Chat / version 1 question

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Disturbing 13
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 13th Jun 2005 19:00
I just had a horrible experience with another engine. I was going to create a demo and the whole weapon system went crazy and died on me, so I decided to not work in that engine again. Now I know version 1 of FPSCreator isn't out yet, but if I start creating my game now in the EA version, is it possible for me to port the project into version 1, or should I wait since my game primarily depends on melee weapons and water effects?


uman
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Posted: 13th Jun 2005 19:21 Edited at: 13th Jun 2005 19:21
As far as I am aware there EA created levels will open in V1 without any problems, though with any new vesrion of an engine there may be slight updating you may have to make to enities and alike to accomodate the new version. I would not worry about the compatibility - TGC might like to confirm this though. 99.9% compatible I would say.

True Meleee and Water I dont think will have any extra support in V1 as I am waare - so you will have to fake, workaround, script or othrewise make those for yourself and get them to work best you can.

FPSC is not by deafult going to give you the best start if your game attatches major importance to those two features as they are poor or missing completely in FPSC. You best option is to get a copy of the demo version and see what tests you can get going to ascertain if you will be able to get FPSC to do what you want. Though you may already have done that?

What support there will be in future versions beyond V1 for the features you are looking for and how advanced they may be is anybodies guess. FPSC was never designed to support melee and it would be obviously harder to impliment than including more advanced water I would imagine.



Nice to see you hear Disturbing 13 - we have met on other Forums

Disturbing 13
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Posted: 14th Jun 2005 02:55
Yes I do remember you from the RF forum , RF is my other consideration for an engine for this game, only I would have to hire a scripter for for anything I wanted to do. Pie GCS was the engine that failed on me after near completion of this demo and I was looking for a quick way to get this demo done to see if I should continue with the project. As far as I've heard melee will be supported in version 1 due to it's high demand. If not I can fake it with a weapon that has a really short range and doesn't give off particle effects when used. Is that possible in FPSC? Also the water effects I'm talking about are more visual than physical. The player has no reason to get into the water and is stopped via invisible geometry. I was more needing to create the look of water; with the power of FPSC I could accually simulate water with an animated model, and it would serve my purposes fine.


uman
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Posted: 14th Jun 2005 03:08 Edited at: 14th Jun 2005 03:08
Yes you can achieve you want in FPSC in that case I am sure. Visually it can put together some nice stuff.

I also used GSC but it failed of course and I ran into and enemy limit with it anyway. RF - I could just not get the frame rates with it even in indoor levels. Despite FPSC having some problems in that area too there are ways to achieve much better levels of FPS with many more entities in view in FPSC.

I have some other commercial engines too but am sticking with FPSC at the mo and see how it goes. Still making progress with level building.

Dont you fancy BV then? I know it will cost you though.

Dory The Cable Guy
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Posted: 14th Jun 2005 03:17
@ uman:

Someone is working on a water script and i'll try to get him to relise it before v1 comes out and maby he'll give it to TGC for inclusion in v1

Heven doesn't want me and Hell's afraid i'll take over!!!
Disturbing 13
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Posted: 14th Jun 2005 12:25
what about the shortening of range and lack of smoke particle effect? Is that possible for a simulated melee weapon?


uman
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Posted: 15th Jun 2005 11:46
In FPSC weapons do have differing ranges.

In V1 the effects for explosions and alike have been improved also with the addition of Physics. Not sure how good the control is over particle type effects for weapons is, as I have not studied the script capabilities for weapons, explosions and such like in detail.

The Default Weapon and other explosive, special effects overall are extremely good - somewhere on a par with the generally high possible quality of graphics on screen. I dont know that you would get enough control for an advanced laser beam or rocket trail etc; generated from particles - that would depend on what the scipting will allow.

Sorry I cant help more there - I have not done much to date with such original content. Thus far - just some animated sparks and a forcefield I put together using the decal options - these are though I can say of more than acceptable quality.
uman
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Posted: 16th Jun 2005 05:36
Merranvo,

What I mean is that weapons have differing ranges - at least they do in my copy. So if I shoot at an enemy with one weapon I can reach the target using another I cant reach the target, Thats what I mean, how or where that is coded I dont know as I have not looked at weapons at all but use the default and any settings they have as supplied with EA.

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