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FPSC Classic Work In Progress / [LOCKED] [x9] Seclusion WIP

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bruce3371
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Posted: 18th Aug 2010 21:28
That's what I was aiming for when I put those lights in, but yes, I agree, they could do with being reduced slightly

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The Nerevar
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Posted: 19th Aug 2010 21:52
I haven't seen too many games with stock weapons that often.

I'd have to say........ The Game Creators can make dreams come true.
bruce3371
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Posted: 19th Aug 2010 22:38 Edited at: 19th Aug 2010 22:39
It is only a WIP at the moment, I haven't even begun to think of things like weapons yet. For now, I'm concentrating on getting the levels up to a good standard. Not until after I've done that will I start thinking about customizing things like weapons and huds etc etc.

I game therefore I am.
bruce3371
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Posted: 20th Aug 2010 02:25 Edited at: 20th Aug 2010 16:04
Here's a small update with a screenie of the now completed 1st level (custom character, weapons etc etc will come later).



This shows the slightly tweeked (again!) lighting for the street scene, as suggested by Nbt. I think it shows the 'pools of light' better. I also added some graffity, courtesy of Anayar's mega overlay pack (thoroughly recommended).

This next screenie gives an idea of the lighting effect that I've been trying to achieve in the street scene, and I think I have finally gotten somewhere close. Again, many thanks to Nbt for his advice. (Edit) I had to link to the pic as it is too large to show here

http://1.bp.blogspot.com/_nLuAyWP87nA/TG26cApZycI/AAAAAAAABH4/ANPRBc9o7co/s1600/Research_1.JPG

Now onto screenies of the progress I have made with the 2nd level. This is where I need some more help/advice.



The lighting in this corridor is fine, but the next two screenies show the problem I am having.



Slight problem with the lighting in this.



This one is a disaster

In the first corridor of my 2nd level, the lighting is fine, the stairwell is starting to get a bit bright. But, as you can see, the science lab is just way too bright! So this is my question; Is there any way that I can adjust the ambient lighting in different areas of the same level?

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bman332211
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Posted: 20th Aug 2010 03:41
Looks Good

bruce3371
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Posted: 20th Aug 2010 16:04 Edited at: 20th Aug 2010 17:08
Thanks bman

(Edit) I figured out what was causing the lighting 'disaster', it was the old 'bloom' problem! So I switched off postprocessing in the setup file.

On the downside, turning postprocessing off has made the game u bit darker, so I might have to tweek the lighting levels yet again! On the upside, it has increased the framerate of the game

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Nbt
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Posted: 20th Aug 2010 18:55
Bruce did you try the bloom shader I sent you ??

bruce3371
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Posted: 20th Aug 2010 19:19 Edited at: 20th Aug 2010 19:41
Erm, no, I don't think I did, and I can't find it anywhere, what was it called (if it had a specific name)?

(Edit) Just checked my gmail, yes, thanks, I got it, I'll try it now!

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bruce3371
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Posted: 22nd Aug 2010 18:00 Edited at: 22nd Aug 2010 18:09
Here's another update. I've made good progress on level 2 of my game. This level has more of a clean, bright look than any of the other levels in the game. This is deliberate, as it represents a science/research level. So fay I have created 3 labs, two of which have the same layout. Here are some screenies;



This is the main area of lab 1, I still need to sort the lighting out.



Speaking of lighting, I put a red light marker in this room, but for some reason it doesn't light up. Any ideas?



This is the airlock leading to the first of the 'twin' labs. Thanks to Nbt for helping me with the script for the airlock doors!



This is the first of the 'twin' labs. In the background is a medical display entity made for me by Anayar, so credit and thanks go to him! I tried putting a pale blue light marker in front of it to brighten it up, but again, for some reason it doesn't light up.

I've done quite a bit more than these screenies show, but obviously, I don't want to give too much away!

(Edit) Yes, I know there is a lot of stock media, including the science lab prefab, but they fit in perfectly with the look and feel that I'm after.

Does anyone have any ideas as to why my light markers aren't lighting up?

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Nbt
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Posted: 22nd Aug 2010 18:26
The medical display may use multiple textures? (it's anayars normal way) so will not really like shaders if you go the selfillumination route.

Quote: "(Edit) Yes, I know there is a lot of stock media, including the science lab prefab, but they fit in perfectly with the look and feel that I'm after."


Don't apologise for using stock, as they are very well made models and no shame in using them, even if the great unwashed love to slap people down for it. I say don't fix what aint broken :p

Quote: "Does anyone have any ideas as to why my light markers aren't lighting up?"


You got light mapping turned off (or incredible low quality setting?), your using dynamic lights and not static?, everything is set to dynamic and receives no shadows lol

Really don't know

bruce3371
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Posted: 22nd Aug 2010 20:26 Edited at: 5th Sep 2010 02:44
I've managed to get the grand total of one light marker working, which is strange, because I've given them all the same settings :S

I've tried changing the bloom, using either your bloom shader or switching it off altogether, I've tried turning light mapping on and off, I've tried changing the ambient light. Nothing seems to make any kind of difference!

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Nbt
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Posted: 22nd Aug 2010 20:42
Well the only thing that ever caused me the same problems your having was I had somehow left full shaders turned off, but with that glowing light above the scifi door, I would say that is not your problem.

Are your light bulb markers too high and actually inside the ceiling ??

bruce3371
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Posted: 22nd Aug 2010 20:55
No, that was the first thing I thought of, I've tried lowering them, raising them, increasing/decreasing their radius, still nothing!

I even remembered what you said to someone else about the light coming out of the top of the markers, and took that into account when moving them.

Anyway, I'm tired, I've spent too many late nights on this thing, I'm going to take a break for a couple of days, then come back to it with a clear head, see if I can sort it.

I will be back, this isn't going to be another abandoned project, I just need to take a short break to clear my head.

In the meantime, thanks for all your help Nbt, I really appreciate it. If, when I come back to it, I still need help, you'll be the first person I turn to lol!

I game therefore I am.
bruce3371
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Posted: 23rd Aug 2010 17:06
OK, I know I said I'd take a couple of days break, but I'm stubborn and I can't let this thing beat me lol.

One important piece of info which I previously failed to mention, was that I upgraded to the 1.18 beta 1. So my current plan of action is to revert back to version 1.17. If that works, I'll let you know!

I game therefore I am.
bruce3371
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Posted: 23rd Aug 2010 21:12
Sorry for the triple post, but I did a clean re-install, including the 1.18 beta 1 update, and all the lighting now works as it should! The containment room with the zombie in it now has the red lighting that I wanted!

Screenie attached.

Comments welcome as usual

I game therefore I am.

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Nbt
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Posted: 23rd Aug 2010 21:58
ewwwwww .bmp :p

Looks better - except for that poop looking non-illumination light fitting

bruce3371
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Posted: 23rd Aug 2010 22:02
I agree with you about the light fitting! I need to hunt around for a nice simple self illuminated ceiling light. Oh, wait, didn't you send me such a light fitting? Hang on, I'll be back lol

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bruce3371
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Posted: 26th Aug 2010 02:19
Quick update. I've got to a point where I am completely stuck.

Level 2 is coming along nicely, thanks to Anayar and Nbt helping me by creating an amazing looking medical scanner display screen (I had to slightly customise the display texture).

Now, I'm in the middle of trying to put together a crucial sequence for the game. The player has to destroy a control panel, which triggers a sequence where a number of entities are activated and destroyed.

The problem I am having is with the scripting and settings I need to do to achieve this. Nbt has been extremely helpfull with this, and has provided me with the necessary scripts. The problem I am having is in actually getting it to work.

For some reason the entities aren't being activated in any kind of sequence, inspite of all my efforts. It's almost like FPSC doesn't like activating them in sequence; it seems like it is trying (and failing) to activate them all at once.

Does any one have any ideas?

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bruce3371
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Posted: 29th Aug 2010 20:49 Edited at: 29th Aug 2010 20:56
Uh oh! Triple post, sorry about that!

Anyway, I've finally finished a crucial part of the 2nd level; the 'Cascading Explosion' sequence. It's taken me a lot longer than I thought it would, and required a lot of help from various different people.

Here's some progress screenies;





Thanks go to: Anayar, for his amazing looking Medical Scanner Display Screen; Nbt for helping me to customise the screen to make it lluminescent, and also for helping me with the first version of the exploding stasis tubes sequence; and ctm for being kind enough to take the time to write some scripts and test them out for me, for the final version of the exploding stasis tubes sequence.

Here's a link to a video of the 'Cascading Explosion' in action.

http://www.youtube.com/watch?v=gt4xd8a1LGY

Please take the time to watch the video and give C&C please!

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anayar
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Posted: 29th Aug 2010 22:39
Alright, sorry for getting here too late to help out... I rarely ever check the WIP boards

Anyways, after reading through your thread I definatly think your going over the board thankng me (not saying I don't like it ), but you should thank Nbt a lot more

I watched the video of the Cascading explosion. Kudos to you for getting it to work! My only crit is that the statis tubes seem to dissapear instead of explode! I recommend you get Fenix Mod and use the explode command (it looks quite cool)...

All in all this is shaping up well... Though I would recommend some custom weapons to better the feel of the game

Hope to see more (I'll be keeping an eye out for this).

Cheers,
Anayar

P.S: Im on vacation from Wednesday, so if you need any models, now would be the time to ask

P.P.S: Offtopic- Nbt, could you check my free Japanese lamp thread?? I'd appreciate some help with it...


For KeithC
bruce3371
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Posted: 29th Aug 2010 22:55 Edited at: 29th Aug 2010 23:09
I think the lack of explosions in the video is more to do with my slow pc (the horribly low framerate in the video proves this)!

Whenever I try it in the game, the first few explode as they should, then a few just disappear, then the last couple explode!

I have FPSC version 1.18 beta 1 installed, and judging by the folders, correct me if I'm wrong, but I believe Fenix mod has been integrated into version 1.18?

As for custom weapons, at the moment, I'm just getting the levels built, with the story sequences put in place. Custom weapons, characters, huds etc etc, will be put into the game once I'm happy with the quality of the levels themselves.

Would you be able to make me a 'custom chopper' type model? Like those seen in the TV series 'American Chopper'. It doesn't need to be as fancy as the ones they build in the TV series, just as long as it's got the low slung seat, long front forks and fat rear tyre.

If you can make that for me, I would be most gratefull, but I will try not to go overboard thanking you lol

(Edit) I forgot to say, my next little project is to somehow insert a time delay between the control panel being destroyed, and the first stasis tube exploding. Into this gap, I am hoping to insert an 'Alarm Sequence'. This will consist of a flashing light and alarm sound, with a P.A. announcemant which says; "Warning: Containment failure imminent.......repeat; containment failure imminent". This gives the player just enough time to get out of the way of the 'Cascading Explosion'![u]

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anayar
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Posted: 29th Aug 2010 23:03
I'll try

( don't worry, I don't mind you thanking me at all !)

Cheers,
Anayar


For KeithC
bruce3371
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Posted: 29th Aug 2010 23:09
Thanks Anayar!

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Nbt
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Posted: 29th Aug 2010 23:11
No fenix is not built into FPSC 1.18b1, it is just FPSC will not uninstall folders that it did not install, so they are left from when you had fenix installed beforehand.

I liked your video, but you really need some custom made stasis tubes, so they leave a broken bit behind. Feels strange with them just vaporising like that.

Also the zombies seem to fall all over the place and not always flop out as you wanted (one even standing with the ragdoll head on feet effect )

bruce3371
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Posted: 29th Aug 2010 23:23
That's strange, because the last time I had to reinstall fpsc, I made sure that I delted all the folders which were left behind, and I didn't reinstall fenix mod Oh well, anyway, thanks for the comments.

I admit, I may have overlooked the strange zombie behaviour, as I was so excited about getting the sequence to work at last! I guess there is always room for tweaking things slgihtly eh?!

I was also hoping that if the game is run on a faster pc, the explosions will work properly and hide the vanishing stasis tubes! Or maybe I'm just burying my head in the sand?! lol

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Nbt
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Posted: 30th Aug 2010 00:14
head in the sand :p

You could do it easy with the stasis tubes you have bruce. Just a matter of slapping them into a modelling app, splitting them in two (make the split along the polys so both halves are jagged) so you can place them as a pair and only explode the top half.

Then with clever use of the alternative texture, you will have what you need. i.e. a left over base all broken up and burn marks etc.

bruce3371
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Posted: 30th Aug 2010 00:25
As good an excuse as any I guess for starting my blender learning lol

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Nbt
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Posted: 30th Aug 2010 00:32
Quote: "As good an excuse as any I guess for starting my blender learning lol"

Yups just get yourself a nice big coffee (or a crate of coke) to calm your nerves, as it can be a steep learning curve. If you have never used a 3D modelling app before it will help, as you have nothing to re-learn, which is easier (IMHO).

Blender can appear very daunting, as it's has a lot in it, but try to find a nice beginner guide and start small like a basic crate/cube model and then slowly advance as you feel ready.

Oh and don't ask me for help, as I never got on with Blender

bruce3371
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Posted: 30th Aug 2010 00:39
I've bookmarked the blender wiki tutorial book, so when I get the time, I'll sit and follow it.

At the moment, like I said to Anayar, I'm concentrating on getting the levels up to a standard I'm happy with, then I'll start looking into making custom stuff for it.

My biggest worry is when it comes to making my own custom characters. Still, I haven't found any free characters that will fit in with my story (except Cosmic Prophet's Cosmic Troopers), so I know I've just got to bite the bullet and make some myself!

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Nbt
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Posted: 30th Aug 2010 00:41 Edited at: 30th Aug 2010 00:42
bruce never forget just re-texturing stock/free models mate. A nice new texture can do wonders at making an existing model look like a new custom one.

bruce3371
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Posted: 30th Aug 2010 00:44
There's a whole new skill to learn in itself, texturing and uv mapping!

But, you're right, there's nothing stopping me if I really want to make the best game I possibly can. All the tools I need are right here in front of me.

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bruce3371
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Posted: 1st Sep 2010 15:59 Edited at: 5th Sep 2010 02:43
That's it, I give up, now I'm getting "Waiting for threads to finish" errors whenever I try to test either of my maps.

I've re-installed FPSC from scratch, haven't installed any mods (which I find cause more problems than solve anyway), I've been carefull about my use of static/dynamic entities, I've been carefull about how I place light markers.

I know it's not because I upgraded to version 1.18b1 because it's been working fine up until now.

(Edit) In case people may have got the impression I'm rage quitting, I'm not! I'm just venting my frustration!

I game therefore I am.
Nbt
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Posted: 1st Sep 2010 20:48
I'm afraid it's something you have to kind of get used to right now bruce mate. I constantly live on the verge of packing it all in, hitting wall after wall, finding a door, only to hit the next wall and off I go looking for the door.

There is one silver lining though.

You save money on hairdresser bills, as never have much hair left to cut after a few weeks with FPSC

bruce3371
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Posted: 2nd Sep 2010 18:59
I've definately got a few more grey hairs than when I started!

I'm going to stick with it, I'm too old/long in the tooth to learn how to use UDK or Source SDK!

It's not like I'm under any pressure to get my game finished. It's only a hobby for my own entertainment after all! I'm not planning on making any money from it either.

In the meantime, I've uninstalled it again and cleaned out all the relevent entries in the registry. I've also made a single installer file for all the media I've downloaded, so I don't have to faff about each time remembering which folder goes where!

I'm now in the process of doing a fresh install, again with no mods. We'll see how it goes after this.

I game therefore I am.
bruce3371
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Posted: 2nd Sep 2010 23:41
Sorry, I know I keep on double-posting, pushing my thread back to the top.

I don't mean to keep other people's WIPs off the top, some of them are without a doubt far more worthy of attention than my poor effort.

Anyway, I've finished my fresh install of FPSC and this has achieved the grand total of zero. I'm still getting the 'Waiting for threads to finish' problem.

I've gone through both levels, trying to find out what could be causing it. I've avoided placing static entities on top of dynamic entities and vice versa, I've also deleted a lot of unnecessary entities, I've tried moving light sources/markers around so that they don't overlap other things which might interfere with them. Basically, I've done everything I could find which has been suggested in the 'Waiting for threads to finish' threads that I found when I searched the subject.

I'm now at a complete standstill with this, I have ran out of ideas of how to get this solved.

Has anybody got any other suggestions?

I game therefore I am.
Nbt
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Posted: 3rd Sep 2010 04:17
bruce normally the waiting for threads is caused by a bad model (mesh) or bad texture in my experience.

Could you do a little test for me??

It may be anayars models (that chimney for instance), as I found bad texture sizes (i.e HUGE rez and non-square AR) when I edited that med screen. No disrespect to anayar implied, but it could be worth a check. The med screen should be ok, as I remade a square texture for it.

That free urban model pack is not a happy bunny either, so maybe something in there could be at fault also??

bruce3371
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Posted: 4th Sep 2010 04:34 Edited at: 5th Sep 2010 02:42
OK, I've just spent a full day rebuilding the first level completely from scratch.

First of all I put in all the segments, tested it, it worked fine, test game worked as it should.

Then I started carefully putting in the entities, starting off with Anayar's models. Again, everything worked as it should when I clicked test game.

So, thinking that all was well and that the fresh install and rebuilding the level from scratch had solved my problems, I started putting more entities in the level, testing as I went along. Again, the test level worked as it should.

I then decided to take a break as I have been working on it all day. I hadn't added anything else to the level since the last time I tested it successfully. I started FPSC up, clicked on test level, just to double check and I had 'Waiting for threads to finish' problem again.

Another problem I'm having is that I can't adjust the ambient lighting. I go into the build game level settings and set the ambient lighting below 25 and it makes no difference whatsoever. I go back into the level settings and the ambient lighting has reset itself back to 25!

I can only think of one thing to do now, and that is to do yet another fresh install , but this time only update to 1.17. I don't know if this will work, as 1.18b1 has worked for me before. I guess I'm now clutching at straws in desperation!

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Nbt
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Posted: 4th Sep 2010 07:17
Remember to press enter after each change to the ambient lighting etc or it will not save.

i.e. Red = 25 - change to new setting and press enter. Rince and repeat, pressing enter after each change.

anayar
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Posted: 4th Sep 2010 09:30 Edited at: 4th Sep 2010 09:31
Hey Bruce,

First thing ill do as soon as i get back from vacation is to UV Map all my models for you (just to make sure they arent the ones messing things up )

I made the chopper, and had halfway textured it, but had to leave for New Orleans before I could finish it up .... Ill get it to you as soon as i get back home

As for the problem you are having... Try when you hit "test game", to only keep the fpsc window up on your PC. Stay on that window till the build is done. FPSC (mine at least) seems to have problems when you switch windows in between test game builds (it was fixed in V.1.17 for me )

I really cant think of anything else that could be it at the moment... Then again, at the moment im in the most boring tour of my life in The Big Easy ...

Cheers,
Anayar


For KeithC
bruce3371
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Posted: 4th Sep 2010 16:27 Edited at: 5th Sep 2010 02:35
OK, thanks for the Ambient Light heads-up Nbt, that worked, it's now remembering the settings I give it! I love a nice simple solution! On the other hand, I don't like it when I can't figure out the nice simple solutions myself!

Next up, reverting back to version 1.17 to try and resolve the 'Waiting for threads to finish' problem! I'll edit this post with the results of the latest re-install, watch this space!

(Edit) Ok, reverting back to 1.17 didn't work, back to the drawing board I guess!

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Nbt
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Posted: 4th Sep 2010 22:40
I still don't think it is an FPSC problem, but a media problem myself. Trouble is, the only way to find the offending media item(s) is to remove them one at a time until it no longer crashes.

One other thing to try is dumping the contents of your testmap from your mapbank folder somewhere, forcing FPSC to rebuild everything from the start.

Maybe your system just cannot cope with large maps with the extra overhead of 1.17+ ??

anayar
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Posted: 4th Sep 2010 22:53
Bruce... Can you post your specs. here? I'm sure it would help us out finding a solution...
I also recommend you post your problem in the Bug Report board... Maybe you'll get a solution there (though I wouldn't hold my breath)!

Cheers,
Anayar

P.S: I advice you not to Get discouraged and stop working on your project... No matter how many problems you come across you'll get a real satisfaction knowing you overcame the problems and finished the game . Also, try not flaming fpsc too bad on here, it might not be well received.


For KeithC
bruce3371
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Posted: 4th Sep 2010 23:22 Edited at: 5th Sep 2010 02:50
Ok thanks for your input and encouragement Nbt and Anayar.

Good news! After spending the last 2 or 3 hours systematically adding and removing various entities and testing a variety of different combinations of settings, I finally found out what the problem is!

Quote: "Maybe your system just cannot cope with large maps with the extra overhead of 1.17+ ??"


Quote: "Bruce... Can you post your specs. here? I'm sure it would help us out finding a solution..."


You were both close to the mark! It turns out that my PC can't handle full light mapping!

I should have realised this sooner as the clues were all there. Whenever I had the 'Waiting for Threads to Finish' problem, the test build would stop right at the end of the mapping light objects stage!

Quote: "I advice you not to Get discouraged and stop working on your project... No matter how many problems you come across you'll get a real satisfaction knowing you overcame the problems and finished the game"


You're absolutely spot on Anayar, now that I have finally solved my problem, I feel quite pleased with myself! I can now get on with developing my game!

However, I'm not going to risk re-updating to 1.18b1, I can't help feeling I'd be tempting fate! I'll wait until the official, stable release of 1.18 before updating again.

Anyway, thanks guys, your help and encouragement mean a lot to me!

(Edit) After Anayar's comment about flaming FPSC (he was absolutely correct in his comment), I edited my previous post as I didn't want my WIP to turn into flame bait!

I've also gone back through some of my older posts and realised what an idiot I must have sounded, moaning about FPSC every time I hit a snag! I have now deleted the parts of those posts where I was unfairly blaming FPSC.

I game therefore I am.
bruce3371
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Posted: 5th Sep 2010 17:08
Major update time! (Who is this Major Update bloke, and why is it always his time?!)

It's been a while since I last posted some screenshots. Until yesterday, all I seemed to be doing was trying to sort various problems out and not making any real progress on the game.

Well, that's all changed! The problems are all solved now (touch wood lol). The first two levels are now completed! (Minus the custom media I mentioned in an earlier post).

Here are some screenshots. It may seem like I am just posting the same screenshots of the same levels. But if you look at all of them, from the first to the last, you can see that, over time, there have been quite a few changes made.



In this first image, you can see that it is now darker, to better show that it is night time. I have also changed the layout of the outdoor area, so that there isn't such an abrupt drop off the edge of the map!



This is the entrance to the lobby which leads to the entrance of the underground facility. Cosmic Prophet's Dark City paintings really help to finish this area off nicely!



This is the top floor of the mansion, which serves as the main office for the facility. I think I got the lighting just about right in here, with the combination of a relatively low ambient light level and the pale yellow wall lights and desk lamp.

Please note, that in-game, the levels are a bit brighter; screencapture programs always seem to take dark pictures for some reason.

I wont' post any screenies of the second level (the science level) because nothing has really changed from the previous screenies I posted.

As always, c&c are always welcomed and appreciated.

I game therefore I am.
anayar
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Posted: 5th Sep 2010 17:27 Edited at: 5th Sep 2010 17:28
Cool Bruce, I like it! My only crit is that I think you should make the levels 2 walls high or even 1and 1/2 walls high. When the level is only 1 wall high you get a very cramped feeling and kind of feel annoyed that everything is so low (Im talking from experience playing the older fpsc games ). If you are going for a cramped feel, the by all means continue like this....

Cant wait to see more

Cheers,
Anayar

EDIT: And it looks especially cramped because of those pillar like things coming out of the ceilings


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bruce3371
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Posted: 5th Sep 2010 17:57
Thanks Anayar I agree the top floor of the mansion does look a bit cramped.

It ended up that way because I had to customise the stock ww2 chateaux prefab to give me an extra floor at the top for the office level.

I think that 2 walls high would make the top floor (and the mansion itself) too high and I don't have a clue how to make it 1 and 1/2 walls high!

I guess I could always change the ceiling to get rid of the roof beams (I believe that's what you meant by the 'columns'?) so that it doesn't feel so cramped

I game therefore I am.
Nbt
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Posted: 6th Sep 2010 01:59
To make a half height room, just make a copy of a segement and change the floor hight from

"offy0 = -51"

to

offy0 = -1

and the floor will sit half way up the room lol

Attached 1 and a half height bunker room

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bruce3371
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Posted: 6th Sep 2010 16:41
Ok, I've played around with that, but it only raises the floor; I need the full segment height shrunk by half, how do I do that, what are the relevent numbers in the fps file?

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Nbt
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Posted: 6th Sep 2010 19:41
It is pointless shrinking the segments by half, as they still require a grid square/layer no matter what, as you will still half a half empty space top or bottom of the segment. So you must allow for that some way or another.

The above example was meant more as a joke, unless you really want half a segment in height thick floors, as you will still use 2 grid layers for each room with that unused space in between.

Otherwise you will have to make new stairs etc to account for the 1.5x height rooms, along with half height textures for the half height segments. All easy to do, but not for you at present. Maybe if you get into modelling and making custom media for FPSC

My advice is live with the way things are now and just use double height rooms where needed if you want the extra height.

anayar
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Posted: 6th Sep 2010 20:38
Nbt, Its not hard at all... You just change the y-axis of the ceiling segments, add half a flight of stairs to a full one, and create a half hight tileable texture

Bruce, I can help you out with that once I get back home

Cheers,
Anayar


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