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 / [LOCKED] WASP Mod Professional teaser thread

Author
Message
Scene Commander
Support Manager
15
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 24th Sep 2011 19:59
[img][/img]


Hi all,

Ok, we've been talking about it for quite sometime, but we finally feel we're in a position to reveal some of the features of WASP mod professional. We're currently in beta testing, and will likely add a few extras before we finally go live.

We have not decided on a price yet and will not be doing so until the mod is ready for release.

So, what will WASP pro offer over the free version? Well, to start with we'll be offering full WASP free intergration, but with several tweaks and improvements which will add even further to your games. You'll also be getting a large number of features from the original Ply's Mod, as well as a completely rewritten camera and full screen shader system.

1)10%-150% Speed increase. System dependent. Lower end machines should see greater increases. We've improved speed to the point were we're able to now cap the engines performance at 80fps. In addition we're offering a few extra features to enable you to further control the culling and improve performance to suit your level designs.

2)A brand new camera system. Attach, rotate, offset and move named cameras around your world for independant views.

3)A Brand new full screen shader system - Create and fully control full screen shaders, edit shader variables and switch on the fly. In addition, this system allows control over the inbuilt system, allowing fast changing of the default Bloom and DOF shaders. As well as the full shaders, WASP pro offers Anistropic filtring and Anti-Aliasing.

4)Extra gunspecs and gunspec editing system - Attach flashlights to weapons, create gravity guns and magnet guns, change the way guns reload, check weapons status, such as wether the player is firing, zooming or reloading. You can also select weapon slots, show/hide crosshairs, add/remove weapons, set the maximum number of weapons allowed, change the default weapon, see what weapons characters have been shot by, change how charaters hold thier weapons on the fly and a host of other options.

5)Additional maths commands - Abs, Rnd and Randomize and juggle your data using a full push pop system, all compatiable with the FPSC variable system.

5)Improved control over player keys - enable/disable keys for effects, you can even edit keys live in game, even in the test game.

6)Additional DARK AI scripting - find team members, enemies and allies.

7)Improved text scripting - add text and variables to existing RAWTEXT, create, edit and query string variables.

8)Compass - Thanks to knxrb for the use of his original code for this.

9)Radar - show characters, objects and even mission objectives, change how the radar functions on the fly.

10)Body Armour - add that extra protection for your players.

11)Improved multiplayer - FPSC IP 4.0 support & Lemur V2 - Deathmatch and Team Deathmatch - Credit to Plystire for his original code for the team deathmatch feature.

12)Limb Scaling and mutation - scale characters randomly for a more natural appearance, add random mutations or scale limbs along any axis.

13)Improved player control - Control running, speed and jumping, player angles & location, immunity, strength and player camera wobble.

14)Flashlight - add flashlights to weapons, control battery life, control keys and range.

15)Gravity, force and improved explosions - Control gravity, create force emitters & tractor beams, edit explosion types, force, damage and appearence.

16Moving lights create search lights, swinging lights and even attach lights to entities.

17)Improved water- control how water appears and the effect it has on the player, add aqualungs or just have the player hold their breath.

WASP pro will be updated with additional features and all updates will be free to those who have purchased. Watch this thread for a final release date and price.

http://jimjamsgames.yolasite.com
Scene Commander
Support Manager
15
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 24th Sep 2011 20:01
Whoops.. Would a mod kindly correct the spelling of Professional in the title.

http://jimjamsgames.yolasite.com
KeithC
Senior Moderator
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 24th Sep 2011 20:17
Done. It might help you (and any other Mod devs) to actually create a level (or two) showcasing your Mod in an actual FPSC game.

-Keith

Scene Commander
Support Manager
15
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 24th Sep 2011 20:24
Thanks KeithC, and we're ahead of you with the demostration level. We're just waiting on final beta testing to finish before finalising and releasing it.

http://jimjamsgames.yolasite.com
bruce3371
13
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 24th Sep 2011 20:53
Anticipations levels rising to overload!!!!

Shakleford
FPSC Reloaded TGC Backer
13
Years of Service
User Offline
Joined: 15th Jun 2010
Location: on the flip side
Posted: 24th Sep 2011 20:59 Edited at: 24th Sep 2011 21:00
Great job on this cant wait. Quite excited about the new shader and camera systems. Also the new logo looks really kool.

I recently learned to sleep with my eyes open. ..... God am I tired
EGG HEAD OF DOOM
15
Years of Service
User Offline
Joined: 21st Sep 2008
Location: The Hacked Hospital Lobby
Posted: 24th Sep 2011 21:34
Quote: "16Moving lights create search lights, swinging lights and even attach lights to entities."


Can we attach lights to bones?

I'm very excited for this mod!

Inspire
17
Years of Service
User Offline
Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 25th Sep 2011 09:40
I'm excited for the shader functionality. How far from a release are we?

uzi idiot
Valued Member
14
Years of Service
User Offline
Joined: 27th Dec 2009
Location: Who Knows?
Posted: 25th Sep 2011 11:16
Quote: "A brand new camera system. Attach, rotate, offset and move named cameras around your world for independant views."

I can't wait.


Mental Stability is over-rated!
maho76
12
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 25th Sep 2011 18:20
great mod, i like, click.

would be nice to know about comercial license when you add a price.
vortech
14
Years of Service
User Offline
Joined: 18th Mar 2010
Location: Finland
Posted: 26th Sep 2011 17:02
Excited about numbers 1,5,2,3,6... Oh well. I like all of them. This is going to be awsome. Is dual wielding going to be added?

Best texture of the Month.
Yay.
Scene Commander
Support Manager
15
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 10th Oct 2011 10:43
It's been awhile since I updated this thread, but I thought you might like to see some of the latest speed improvement work. The screenshot below uses the default scifi-2.fpm for anyone who wants to try running the level using their current FPSC setup for comparison. The level is running with AA,AF and full shaders on.



http://jimjamsgames.yolasite.com
maho76
12
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 10th Oct 2011 11:29
cant wait till its done. great work... and big numbers in the fps^^
uzi idiot
Valued Member
14
Years of Service
User Offline
Joined: 27th Dec 2009
Location: Who Knows?
Posted: 10th Oct 2011 19:59
Wow! That is one hell of an FPS/


Mental Stability is over-rated!
Leongamerz
13
Years of Service
User Offline
Joined: 14th Aug 2010
Location:
Posted: 11th Oct 2011 03:27
Quote: "WASP pro offers Anistropic filtring and Anti-Aliasing"


Yehaa I like Wasp Mod pro so much,gonna buy it man its worth for FPSC user like us.

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,Rolfy,KeithC,Nickydude,SceneCommander,Dark Goblin And Lee Bamber is my icon.

fallen one
17
Years of Service
User Offline
Joined: 7th Aug 2006
Location: My imagination!
Posted: 11th Oct 2011 05:11
which of the features work in online muliplayer


spudnick
13
Years of Service
User Offline
Joined: 30th Nov 2010
Location:
Posted: 11th Oct 2011 14:31 Edited at: 11th Oct 2011 14:36
indoor spped look good, but what about a full level of an outdoor.

with 420 + entities and 15 active enemies
7 x layers and base layer of water,
without mod im at 45 ish fps
as an indoor scen like the omage shown im at 85 ish fps,

and with other tweeks i can make better but even tho fps are better the atual movment is slower,
i think the fps should be bench tested with external software like Benchmark or fraps, and not the fpsc one as it is not a true validation of fps.

as for other parrts of mods, im loving it, like the compass and radar, as i will look forward in using such from this mod.

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Scene Commander
Support Manager
15
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 11th Oct 2011 15:13
Quote: "as an indoor scen like the omage shown im at 85 ish fps"


Vanilla FPSC is hard capped at 60fps, so I'd be surprised if you're achieving this and if you are I'm sure other would be interested in your level designs.

http://jimjamsgames.yolasite.com
spudnick
13
Years of Service
User Offline
Joined: 30th Nov 2010
Location:
Posted: 11th Oct 2011 16:39 Edited at: 11th Oct 2011 17:05
Capped is it, well i never herd of that.

And from 3 pc's im running they all go above 60, in fact i get scenes at 94 fps so capped at 60 it is NOT!
And you can see my image attached of 85 fps

Like i said i would like to have better due to the other features that is implemented, and not just down to fps, as i hit good fps, but on full size out ourdoor maps , more the better

This image was taken from my 2nd pc with vista and only 2 Gig memory and a Geforce 9500gt 1gb



I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again

Attachments

Login to view attachments
anayar
14
Years of Service
User Offline
Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 12th Oct 2011 06:08
You just made my day! I just scratched an idea for the DFO compo cause no mods (that I currently want to purchase... dead mods dont really appeal) had the capabilities I needed. Ill be waiting impatiently for this as long as you guys keep to price to a decent level and not above the price of boxed FPSC itself

Cheers,
Anayar

P.S: Bruce!... its been a while !


For KeithC
fallen one
17
Years of Service
User Offline
Joined: 7th Aug 2006
Location: My imagination!
Posted: 12th Oct 2011 19:04
Ill ask again, do all these features work in online multiplayer?


Scene Commander
Support Manager
15
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 12th Oct 2011 20:05
Quote: "Ill ask again, do all these features work in online multiplayer"


Sorry, I must have missed this question.

No, as many of the features require scripting to get the best out of the mod. However, features like the radar and compass could easily be made to work with multiplayer and I'll consider doing this for the release.

http://jimjamsgames.yolasite.com
bruce3371
13
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 16th Oct 2011 18:28
Quote: "P.S: Bruce!... its been a while !"


It has indeed! How ya been buddy, healing well I hope!

(Sorry for hijacking the thread SC!!)

Troutflies
13
Years of Service
User Offline
Joined: 24th Feb 2011
Location: Stuck outside my map.
Posted: 21st Oct 2011 19:20
I am definatly buying this when it comes out. I am using the free Mod now simply awesome what you guys are doing with Wasp. Any estimate when it will be out?
Scene Commander
Support Manager
15
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 16th Nov 2011 13:53
As this has now moved into the official source, could a mod please lock this.

http://jimjamsgames.yolasite.com

Login to post a reply

Server time is: 2024-03-29 08:52:27
Your offset time is: 2024-03-29 08:52:27