Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / Multiplayer-airsoft vs. paintball (FPSC vs. DB)

Author
Message
Duke Blue Devils
18
Years of Service
User Offline
Joined: 11th Mar 2006
Location:
Posted: 23rd Apr 2006 20:32
I would like to make a multiplayer airsoft or paintball game. Which would be better/easier/more fun to make/play? Then, what game engine should I use, FPSC or DarkBasic? Is FPSC capable of making these types of games? Remember to consider maps (indoor/outdoor), weapons, gameplay (physics, collision), etc. Thanks for your advice.

-Duke

Visit the official Chicago Rush website
http://chicagorush.servegame.com/index.php
Duke Blue Devils
18
Years of Service
User Offline
Joined: 11th Mar 2006
Location:
Posted: 23rd Apr 2006 23:15
No one has any idea? I started an airsoft game in DBC before FPSC came out and I got stuck when I wanted to make it online multiplayer. I don't know whether I should stick with DBC or try making it in FPSC. I also think that if I'm going with FPSC then I should make a paintball game because that would "fit in" better with FPSC's capabilities. What should I do?

Visit the official Chicago Rush website
http://chicagorush.servegame.com/index.php
Les Horribres
18
Years of Service
User Offline
Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 23rd Apr 2006 23:37
Quote: "Mar 11th 2006"


How far did you get? If it is only the 'multiplayer' part, the issue is that you NEED 2 servers. One that holds the list of games, and the other one that is actually the host.

I would personally recommend NOT looking though FPSC-Game.dba and instead looking through codesnippits or 20 line for what you need.

We all have our inner noob. Join the NJL, and have more fun!
I believe society is flawed; our notions on life, on child rearing, stem too far back to be of relevance in this day and time.
Duke Blue Devils
18
Years of Service
User Offline
Joined: 11th Mar 2006
Location:
Posted: 23rd Apr 2006 23:44
@Merranvo
Thanks for the tip. I don't really like the one I made in DBC because it's not very good. I think I could make a nicer looking game in FPSC. I just want to know if it is possible to manipulate FPSC to fit my needs for this kind of game.

Visit the official Chicago Rush website
http://chicagorush.servegame.com/index.php
Les Horribres
18
Years of Service
User Offline
Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 23rd Apr 2006 23:49
Quote: "@Merranvo"
smiles faintly.

The issue would be the paint spots on the players, you CAN use the alttexture script, or, make the model reference several textures which would be in different animation fields, but you can't have it point selective. This basically means that if you shoot the guy in the arm, the paint blotch wouldn't know to show up in the arm.

Atleast I don't think it would.

Blood can be turned off, bullet decals changed... need to look around a bit, but sure...

We all have our inner noob. Join the NJL, and have more fun!
I believe society is flawed; our notions on life, on child rearing, stem too far back to be of relevance in this day and time.
Benjamin A
18
Years of Service
User Offline
Joined: 31st Oct 2005
Location: The Netherlands
Posted: 24th Apr 2006 00:25 Edited at: 24th Apr 2006 00:27
Paintball games are possible with FPSC, no problem. You can change the muzzle flashes, the bullet holes into paint splashes, turn of blood and such, but as OnePost states, the paint effect on the player will be the problem.

Check the attached picture and see what happens when you empty your paintball gun on a character. Paint everywhere except on the character.....

But it may be possible, unless this is one of Lee's never finished codes or unless you can only do it hardcoded with DBPro. Here's the thing I'm refering to:

Each .fpe file that controls the character, has this line of script in it:
But it doesn't seem to be used at all at the moment. Either they never finished this idea or they never created a character using it.

So it seems like somehow FPSC may recognize bodyparts, but don't ask me how it's done. But if FPSC does recognize them indeed, then using alternate textures when being hit on certain bodyparts would be possible.

Once I'm done with my current game, I'm going to attempt a paintball like mp game, but that may still take a while.....

Bored of indoor? Add outdoor to your FPSC games!
http://www.aeilkema.dds.nl/mega/index.html
Need music for your games? Check the above link also!

Attachments

Login to view attachments
Duke Blue Devils
18
Years of Service
User Offline
Joined: 11th Mar 2006
Location:
Posted: 24th Apr 2006 00:31 Edited at: 24th Apr 2006 00:32
@Benjamin A
Thanks very much for the info . I'll see what I can do...

In the meantime, anyone got any paintball gun models?

Visit the official Chicago Rush website
http://chicagorush.servegame.com/index.php
freakshow
18
Years of Service
User Offline
Joined: 17th Dec 2005
Location: Tewksbury, MA
Posted: 24th Apr 2006 04:36
I got one on my other computer i'll upload it tomorrow.
Problem is, I wasnt very "modelling skilled" at the time so...
It's a bunch of cylinders.
Looks good tho.
Duke Blue Devils
18
Years of Service
User Offline
Joined: 11th Mar 2006
Location:
Posted: 24th Apr 2006 05:01
@crazy al
Thanks very much ! I need all the gun models I can get.
Guns I would like for my game:
Tippman 98 Custom
DYE DM6
Smart Parts Ion
Spyder Imagine

Visit the official Chicago Rush website
http://chicagorush.servegame.com/index.php
Silvester
18
Years of Service
User Offline
Joined: 7th Dec 2005
Location: Netherlands
Posted: 24th Apr 2006 12:28
Quote: "Quote: "@Merranvo"
smiles faintly."


OnePost...

there is something in my head now...(besides from brains with a diameter of 1CM)the idea...That your merranvo...Due that "Smiles Faint" it got me thinking...

[href]www.freewebs.com/edromeproductions[/href]
look there for all my model packs latest updtes and other stuff!
(its not old yet)
Duke Blue Devils
18
Years of Service
User Offline
Joined: 11th Mar 2006
Location:
Posted: 25th Apr 2006 07:42
How do I modify the bullethole texture and which bullethole do I change?

-Duke

Visit the official Chicago Rush website
http://chicagorush.servegame.com/index.php
BIG computer geek
19
Years of Service
User Offline
Joined: 22nd Jul 2005
Location: Manchester, UK
Posted: 25th Apr 2006 22:31
Quote: "@Merranvo"


so thats where u buggered off to

The 'Ghastly Panic' Is in production as 'Version 2'

Duke Blue Devils
18
Years of Service
User Offline
Joined: 11th Mar 2006
Location:
Posted: 25th Apr 2006 23:45 Edited at: 25th Apr 2006 23:46
Did I say too much or was it just a lie to get you all thinking? Who knows???
But can someone seriously answer my question:
Quote: "How do I modify the bullethole texture and which bullethole do I change?"


Visit the official Chicago Rush website
http://chicagorush.servegame.com/index.php
Benjamin A
18
Years of Service
User Offline
Joined: 31st Oct 2005
Location: The Netherlands
Posted: 26th Apr 2006 00:01
I'll answer your question, be a bit patience please..... I've got some deadlines to meet first and after that I'll look into it to see how exaclty I did achieve it.

It's not a piece of cake, it takes some work and some decent explanation on how to do it.

I'll get back to you asap, unless someone beats me to it.

Bored of indoor? Add outdoor to your FPSC games!
http://www.aeilkema.dds.nl/mega/index.html
Need music for your games? Check the above link also!
Les Horribres
18
Years of Service
User Offline
Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 26th Apr 2006 00:07
I THINK it is this
Files\gamecore\Bulletholes

Not certain though...

We all have our inner noob. Join the NJL, and have more fun!
I believe society is flawed; our notions on life, on child rearing, stem too far back to be of relevance in this day and time.
Duke Blue Devils
18
Years of Service
User Offline
Joined: 11th Mar 2006
Location:
Posted: 26th Apr 2006 00:13
@Benjamin A
I appreciate your consideration and helpfulness.

@"OnePost"
I think you are right.

Visit the official Chicago Rush website
http://chicagorush.servegame.com/index.php
Duke Blue Devils
18
Years of Service
User Offline
Joined: 11th Mar 2006
Location:
Posted: 28th Apr 2006 00:35
What do you think of this pic?

Visit the official Chicago Rush website
http://chicagorush.servegame.com/index.php

Attachments

Login to view attachments
brummel
18
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 28th Apr 2006 14:10 Edited at: 28th Apr 2006 18:38
That´s a good start but some parts of the splat is cut off and the red spot in the middle shouldn´t be there, but as i said; you are on the right way!

Benjamin A
18
Years of Service
User Offline
Joined: 31st Oct 2005
Location: The Netherlands
Posted: 28th Apr 2006 16:21
As for creating the bullet holes, it seems like you've found out how to do it, but you've got a small cut off indeed on some of them.

For thos who don't know how to change them here follows what to do..... The bulletholes itself are located in the files\gamecore\bulletholes\ folder. First of all rename the original file bulletholes.dds to something else, original_bulletholes.dds for example.

Now start up your picture picture editing application, one that can save tga files. Start a new tga file with a gray rgb background (red=128, green=128, blue=128) and a size of 512x512 pixels. The size and background color are to be like this, otherwise the bullethole will not workEither by using a(n overlay) grid or in mind, divide the 512x512 picture into 16 equal squares (4x4).

Each square represents a bullethole, so once you're done, you will have a 16 bulletholes. Each square is used for a different material and some seem to use overlays.

Now start painting a bullethole in each square. Make sure you stay well within it's boundaries to get the bullethole as good looking as possible. You can of course paint a (slightly) different one in each square. Makes it look more realistic.

When done, save the file as 32bit bulletholes.tga in the same folder as the original dds file which you've renamed.

Start a game, choose a gun and tada, different bulletholes. The engine itself creates a new bulletholes.dds in the folder. When editing the bulletholes.tga again, make sure you remove the bulletholes.dds first.

One problem with FPSC is that it can only use one type of bullethole in a game. The way around this is, create a number of bulletholes.tga files and in each build game, delete the bulletholes.dds and replace it with the bulletholes.tga you want.

Bored of indoor? Add outdoor to your FPSC games!
http://www.aeilkema.dds.nl/mega/index.html
Need music for your games? Check the above link also!

Login to post a reply

Server time is: 2024-10-07 15:26:11
Your offset time is: 2024-10-07 15:26:11