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 / Unofficial v1.19 beta with wasp mod.

Author
Message
s4real
VIP Member
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 12th Nov 2011 21:00 Edited at: 16th Nov 2011 16:48
Unofficial v1.19 beta with wasp mod.

Build version : r476 updated on 16th nov 2011

Check google code to find whats diffrent.

Please make a backup of your original exe before trying this out.

This betas are not supported by TGC or by myself you use them at your own risk.

Please Note there may be bugs or un fininshed work in these beta so please dont report any bugs on google code.

I've included a few scripts for you to test and the Databank folder.

Databank folder needs to be installed in the files folder

Download attached

Please make sure to download bonds shaders on the next post for this to work.
best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.

Attachments

Login to view attachments
s4real
VIP Member
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 12th Nov 2011 22:38
Here's the files for the shaders by bond.

Download attached.

best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.

Attachments

Login to view attachments
Lightning Bolt Studios
FPSC Reloaded Backer
18
Years of Service
User Offline
Joined: 5th Jan 2006
Location: Otisville, MI
Posted: 12th Nov 2011 22:45
Cool! works great!
Thanks!

Best
TerrorNation
14
Years of Service
User Offline
Joined: 18th Dec 2009
Location:
Posted: 12th Nov 2011 23:14
Thank you for the compiled version s4real.
uzi idiot
Valued Member
14
Years of Service
User Offline
Joined: 27th Dec 2009
Location: Who Knows?
Posted: 13th Nov 2011 09:35
Wow, thanks a ton.


Mental Stability is over-rated!
Dark Frager
14
Years of Service
User Offline
Joined: 16th Mar 2010
Location: The Void.
Posted: 13th Nov 2011 11:02
Sweet, thanks a lot!

"I guarantee you'll miss me, 'cause you changed the way you kissed me." www.youtube.com/TheDarkFrager
Spare 2 seconds of your life and subscribe to me please.
Scene Commander
Support Manager
15
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 13th Nov 2011 11:25
Here are sample scripts attached which user might find useful.

http://jimjamsgames.yolasite.com

Attachments

Login to view attachments
uzi idiot
Valued Member
14
Years of Service
User Offline
Joined: 27th Dec 2009
Location: Who Knows?
Posted: 13th Nov 2011 13:41
Those scripts are really helpful.


Mental Stability is over-rated!
Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 13th Nov 2011 15:44
s4real, nice idea. Thanks for this.

Scene Commander
Support Manager
15
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 13th Nov 2011 17:10
Copy of the new commands/features from the original Flatlander thread so everything is all in one place.

playfullvideo=x – X=1, plays the full version of the next video called by video=x, preventing the player interrupting the playback.

plrwobble=x – sets the amount of 'wobble' affecting the player as they move around.

plrdeath=x –where X equal the direction of fall for the player

X=1 Fall left
X=2 Fall right
X=3 Fall forward
X=4 Fall backwards
X=5 Fall randomly

plrdeathspeed=x where x is the speed of the players fall.
plrdeathbounce=x where x is the amount of 'shake' when the player hits the floor.

plraction=X – Forces a one off player action
X=1 Fires current weapon
X=2 Zooms current weapon
X=3 Reloads current weapon
X=4 Crouches player
X=5 Jumps player
X=6 Peeks player left
X=7 Peeks player right
X=8 Forces “use” key
X=9 Forces left mouse click
X=10 Forces right mouse click

plrforcemove=X – if positive, turns on auto move forward for player, a negative value forces an auto move backwards as if the appropriate
movement key had been pressed. A setting of 0 (the default) disables auto move

Emitforce=x emits X amount of force from the current entity as a pulse. In a range of 0.0+ (default 1.0)
Forcedamageon=x 1=allows force damage (the default) any other number prevents damage

mousesclick=x (condition) – Returns the current mousestate.

X=1 returns true if left button is depressed
X=2 returns true if right button is depressed
X=3 returns true if both left and right buttons are depressed

crosshair=x, where 1 displays a crosshair if available and x=0 disables them. The default is on
weapontoslot=x where X is the next weapon slot to be used, X=0, use next free slot.
Armon = x 1=Turn on body armour, 0=No body armour, damage
is deducted from armour before health.
SetArmx=x, X cord of the armour display
SetArmy=x, Y cord of the armour display
SetArm=x, Sets body armour value to X
ArmInc=X, add X to your current body armour
ArmDec=X, subtract X from your current armour.

Airon=X - X=0 is off, X=1 acts like an aqualung. X=2 acts like lungs, restoring air to the amount set by SetAirMax when you surface.
Addair=X - Add x to air
Setair=X - Sets air to X
Setairx=X - Sets air display X cord to X
Setairy=X – Sets air display Y cord to X
Setairmax=X – sets the maximum air allowed.
Setair=X - Sets air to X
Setairtime=X – Where X is the number of milliseconds underwater before air is reduced
Setdrowntime=X - Where X is the number of milliseconds underwater before drowning damage occurs.
Instantdrown=x – If X=1 (default) running out of air results ininstant death, otherwise x=0 reduces heath.
AirGreater=x (condition) - returns true if air is greater than X.
AirLesser=x (condition) - returns true if air is less than X.
AirEqual=x (condition) - returns true if air equals X.
Samefloorasplr(condition) - returns true if the entity is on the same floor as the player.
Entityfloorequal=x - returns true if the entity is on floor X
plrfloorequal=x - returns true if the player is on floor X

plrsetimmune=x, when set the anything other than 0, player is immune from all damage!
plrisimmune (condition)– returns true if the player is immune from damage.

Automated feature -Some characters, most notable Bond1's excellent models often include hard modelled melee weapons. The code automatically detects if you want the model to use another weapon and hides the melee weapon. Models must however use the
default FPSC limb naming convention: MELEE-WEAPON-LEFT or MELEE-WEAPON-RIGHT.

Arrowkeys=X - toggles use of the arrow keys for movement
Peekkey= X - toggles use of the the peek keys
Crouchkey= X - toggles use of the crouch key
Jumpkey= X - toggles use of the jump key
Walkkey=X - toggles use of the walk key for movement
Runkey=x - toggles use of the walk key for movement
Setforcedamage – Sets the amount of damage the next force burst will cause.
Compasson = Turns on the compass
Compassoff= Turns off the compass
CompassX = Compass x coordinate on screen
CompassY = Compass y coordinate on screen
Compassspin = Sets the compass to spin rather than the needle
Needlespin = Sets the needle to spin rather than the compass.
radaron=x, where 1 turns on the dark radar feature, using blip1.png,blip2.png, etc, stored in databank to represent teams (1-10) non Dark AI's blips show as enemy (blip2)
radarx=x the radar x cord of the radar centre
radary=x the radar y cord of the radar centre
rotateblip=x, 1= enables radar blip to show entity facing
radarrange=x the range that entities show on the radar in segments
plrspeedmod=x where x adjusts the player speed by X%
entitydamagemult=x multiplies the entities damage by x%

AddRawText = String, Adds the string to the current RawText text.
Setisobjective, the object is set as the objective. A pointer, using the same format as the radar and the compass will point in the direction of the objective. Entities and Characters can all be
set as objectives.

This is NOT the same as the isobjective in an objects settings.
setobjectivex=x. Where x= the x coordinate of the centre of the objective pointer
setobjectivey=x. Where x= the y coordinate of the centre of the objective pointer
setobjectivemode=x where x=0 hide objective set objective, x=1 always show, x=2 show on same floor only.
setvarrnd=x or setvarrnd=var x. sets system variable or named var to a random value between 0 and x
Randomize - resets the rnd seed to the timer
Emptyreloadonly (gunspec) - Won't allow reload until weapon is empty. E.g. M1 Garand, flintlock, etc.
setmaxweapons=x - sets the maximum number of weapons allowed in the players inventory. Exceeding X prevents pick up.
plrweaponsgreater=x (condition) - returns true if weapons in inventory is greater than X
plrweaponslesser=x (condition) - returns true if weapons in inventory is less than X
plrweaponsequal=x (condition) - returns true if weapons in inventory is equal to X
$ARM = system variable armour
$AIR = system variable air
$FPS = system variable FPS
$WAT = system variable water height
$MAX = system variable maximum weapons slots

http://jimjamsgames.yolasite.com
Ched80
13
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 13th Nov 2011 17:38
Cheers for this, just wondering if anyone has had any trouble testing the compiled version of v119. I compiled my own successfully, but the editor brings up a warning during the test game dying my level is too big, but the game continues to build and can even be played, despite this error. If the warning box is closed, however, the editor closes.
I've reinstalled DB Pro, but the same thing keeps happening.

Scene Commander
Support Manager
15
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 13th Nov 2011 17:45
@Ched80. I had this issue before. It has something to do with the way DBP projects are set up.

Try compiling the attached project, and let me know if this fixes the issue for you? It is very important that you don't alter the project itself, just the source. You may save the project as normal.

http://jimjamsgames.yolasite.com

Attachments

Login to view attachments
Ched80
13
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 14th Nov 2011 10:33
Cheers SC,
I'll test it tonight.
Ched

Scene Commander
Support Manager
15
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 14th Nov 2011 17:02 Edited at: 14th Nov 2011 17:03
Hi,

I've added these new commands

weaponinslot=x (condition) - returns true if slot X contains a weapon
playerstrength=x - multiplies the players strength by X%
currentweapon=x (condition) - returns true if the currently held weapon is in slot X

I understand that Lee has uploaded the source to google code, again, this is still very much Alpha and isn't supported yet but TGC or myself.

http://jimjamsgames.yolasite.com
FLAME123
14
Years of Service
User Offline
Joined: 3rd Jun 2009
Location: Scotland
Posted: 14th Nov 2011 19:12
This is just what I needed THANKS!

[CENTER][/CENTER]
Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 15th Nov 2011 04:24
There is an error when I compiled the new code. I fixed it in my own way and I'm sure s4real will be able to fix it if he recompiles to use this. It also might be how my compiler is configured as well. Because I'm including this in my own mod, I will be testing all of it over the next couple of weeks.

I'll let SC know what I find. If anybody would like me to report it here as well, I will.

Ched80
13
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 15th Nov 2011 06:54
SC, it worked! You don't know how happy I am! Cheers.

s4real
VIP Member
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 15th Nov 2011 17:30
Updated to r475 you can download it on the first page.

best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
Akanto10
13
Years of Service
User Offline
Joined: 24th Apr 2010
Location: Earth
Posted: 15th Nov 2011 22:03 Edited at: 15th Nov 2011 22:22
This is just a suggestion, but as part of the plraction=X command I think it would be useful to force the player to change weapons (from your first to second), because I have made a swapping weapons script that only needs that to happen to make it fully operational. If it's too much to do then I understand it's probably not worth it, but it would be damn good to finally have a weapon swapping system. Here's what I have so far:



NOTE: It limits the number of weapons to 2.
NOTE #2: I have it set to display my huds when you pic up or swap a weapon, so you'll have to change it to fit your needs.

Thanks,
Akanto

| Windows 7 Home Premium 64 - Bit | AMD Athlon II X4 @ 2.8GHz | Nvidia GeForce GTX 460 1GB | 6GB DDR3 RAM | 1TB HDD |
Teabone
Valued Member
17
Years of Service
User Offline
Joined: 8th Jun 2006
Location: Canada
Posted: 15th Nov 2011 23:36
These scripts are great. Thanks!

Scene Commander
Support Manager
15
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 16th Nov 2011 13:02 Edited at: 16th Nov 2011 13:07
@Akanto10 - That would be a fairly quick addition - maybe later.

Google code update, added WASP style culling and performance improvements. FPS now capped at 80 for stability. As with WASP performance improvements vary, and are machine dependant, often with lower end machines seeing the largest improvements. These are the last addition planned from me for the time being.

cullmode=X - 0=Legacy culling, 1=Legacy+dynamic entity cull based on entity size- default, x=1 and system calculated cull range
cullrange=X - when cullmode=1 sets the range the entity will be culled at, overriding system defaults
hide - hides the current entity
show - shows the current entity
cullmodi=x - where x is the multiplier for the new culling - x=default 400, while entity size dependant 100=approximately 1 segment.
$DIS - returns the current entities distance from the player.


I'm sure S4Real will get around to updating the build in the first thread.

http://jimjamsgames.yolasite.com
Lewis
VBOTB Developer '10
19
Years of Service
User Offline
Joined: 16th Mar 2005
Location: Queensland, Australia
Posted: 16th Nov 2011 13:42
Thanks for the update, Scene Commander. Just got the latest source added. I love your performance code!

Also, do you have msn? I have a few fixes that I can send to you for when you add more to the FPSC source.

Scene Commander
Support Manager
15
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 16th Nov 2011 13:49
I think we're already friends on MSN. Well, I accepted a friends request from someone called Lewy who I assumed was you because of our mutual friends. I'll go on now

http://jimjamsgames.yolasite.com
s4real
VIP Member
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 16th Nov 2011 16:53
Updated to r476 you can download it on the first post.

best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
bruce3371
13
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 16th Nov 2011 18:42 Edited at: 16th Nov 2011 18:42
Nice work

Are the new commands all for use with entities? Or can the cullmode command be used in a trigger zone?

Scene Commander
Support Manager
15
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 16th Nov 2011 19:37
Quote: "Are the new commands all for use with entities? Or can the cullmode command be used in a trigger zone?"


Cullmode=x can be set from a zone or entity
Cullrange=x is entity dependent and are tied into the entity itself, if not set the system calculates a best guess.

http://jimjamsgames.yolasite.com
bruce3371
13
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 16th Nov 2011 23:05
Aah, right, so it's like the old WASP scripts, whereby 'plrinzonecullon' was for a trigger zone, and 'appearcull400' etc were for the entities?

Only now, those scripts would need the new commands in them to work?

If that's the case, I feel rather silly for moaning about how Seclusion would require a major re-work!!

Time maybe for a 'Seclusion Redux' WIP thread!! lol

2Beastmode4u
13
Years of Service
User Offline
Joined: 14th Feb 2011
Location: Loading...
Posted: 18th Nov 2011 01:23
Seems to not work for me. Something about the effectbank.


Cheers.

God help me, Please.
BlackFox
FPSC Master
15
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 18th Nov 2011 01:49
Quote: "Seems to not work for me. Something about the effectbank."


Quote: "Please make sure to download bonds shaders on the next post for this to work."


There are shaders in the effectbank\postprocess that need to be in place. s4real has them in his second post. Did you make sure to put these in place?


Twitter: @NFoxMedia
2Beastmode4u
13
Years of Service
User Offline
Joined: 14th Feb 2011
Location: Loading...
Posted: 18th Nov 2011 03:46
Ah it seems that was my fault. Thank you BlackFox.

Could someone explain how to set an objective on the compass or just in-game?


Cheers.

God help me, Please.
Section 812
16
Years of Service
User Offline
Joined: 24th Feb 2008
Location:
Posted: 20th Nov 2011 08:49
with the radar, all characters are shown as red blips, How do I get my allies to show as green blips
Tax 78
14
Years of Service
User Offline
Joined: 23rd Sep 2009
Location: Italy
Posted: 20th Nov 2011 10:54
Great job

When you are in the rocking pointing remains active for the run (plrwobble = 50)


Sorry but I use a translator
Jesper
16
Years of Service
User Offline
Joined: 14th Oct 2007
Location: Hämeenlinna
Posted: 21st Nov 2011 18:38
I don't know why,but this just crashes FPSC when building test level. It doesn't give any error meggage other than normal windows crash message that allows me to send report. I installed correcty downloaded bond's shaders, deleted bin and dbo files with FPSCcleaner.. but not working. Anybody?

http://erkinpelit.webs.com
Some Company of Heroes maps.. and something else too.
defiler
15
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 21st Nov 2011 19:12
Dude, thanks for merging WASP mod with the official, this is awesome!

Crossing my fingers this build will fix the issue i am having with custom content and not being able to get past building the physics.

Current Project: Lost Contact: Chapter 1
cds1234
12
Years of Service
User Offline
Joined: 30th Apr 2011
Location:
Posted: 11th Dec 2011 09:51
Quote: "I don't know why,but this just crashes FPSC when building test level. It doesn't give any error meggage other than normal windows crash message that allows me to send report. I installed correcty downloaded bond's shaders, deleted bin and dbo files with FPSCcleaner.. but not working. Anybody?"


This is the exact issue that I am having.
I had FPSC installed on my other machine.
When I upgraded to WASP on that machine it was fine.
When I changed to the latest WASP on the same machine, it continued to work great.
I am now using a new computer.
Core II Duo, 2.66 per Core
4 gig RAM
Nice GeForce HD Video Card

Installed original FPSC.
Entered Serial.
Upgraded to 1.18.014.
Everything worked fine.
When I replace FPSC-Game with WASP and also copy/paste the other WASP Files, it crashes.
If I replace original FPSC-Game, it works fine.

I am using Windows XP Pro 2002, SP3.

The first time I had a crash, it said I needed "MSVCR100.dll".
I pasted this from my old computer into system32 in case it would help.

I have tried Uninstall/Reinstall and cleaned dbo and bin files each time.
There is no local/temp folder on this machine.
I usually clear this as well, but there is nothing in Windows Temp and I cannot find another Temp location.

Any help greatly appreciated.

I bought this new computer specifically to increase productivity for building my FPSC Game.

Thanks so much for your help.
cds1234
12
Years of Service
User Offline
Joined: 30th Apr 2011
Location:
Posted: 12th Dec 2011 03:48
Also, I have checked all DirectX version files, upgraded to latest Video Driver, and even diagnosed a separate issue with "d3dx9_43.dll" which fixed a Torque3D error, but FPSC WASP still crashes.

Please Help.

Login to post a reply

Server time is: 2024-04-23 15:27:10
Your offset time is: 2024-04-23 15:27:10