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FPSC Classic Product Chat / [LOCKED] Nomad Mod (Dynamic Lighting) Official Thread

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Nomad Soul
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Posted: 12th Nov 2014 19:04 Edited at: 12th Nov 2014 19:07
@MK83
I found this quote from Rolfy which explains it.

Quote: "D2 is a texture with a little shadow and specular added to it. This texture is used when you dont apply shader to the entity."


I tried removing the D2 texture from the juggernaut and pointing the texture reference to D but the model renders black in game. However removing the D texture and just using D2 with N,S,I seemed to work fine. Guess I learned something today also!

@The Big ZK
Glad to hear its working for you now.

Static entities are treated a little differently. You still have the D2/D for diffuse and a N for the normal map but the specular map needs to go in the alpha channel of the normal map. Then you need to make a copy of the N texture and rename it to I for the shader to work correctly in FPSC. Its a bit like requiring the I texture to be present for the character shader to work properly.

Madcow
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Posted: 16th Nov 2014 14:46 Edited at: 16th Nov 2014 14:56
Actually, using _D or _D2 doesn't matter if you don't use shaders. But most ( if not all ) shaders made for FPSC uses a _D2 map instead of a _D one, infact the use of a _D map is useless in 99% of the cases since the shader will not use it.

With shaders, _D2 textures are supposed to be regular textures but stripped of any kind of baked shadows or lighting ( see following picture ).





Utinni !
Nomad Soul
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Posted: 22nd Nov 2014 13:05 Edited at: 22nd Nov 2014 13:06
Nomad Mod v1.2 is now available to download.

YouTube Video


New Features / Updates:
- HUD damage shader effect
- Camera movement effects
- Health system with optional regeneration
- Scifi Skybox with script (licensed by Rolfy)
- Scifi Rush music with script (licensed by Nickydude)
- Underwater shader effect
- New editor icons / graphics

Fixes / Improvements:
- Improved weapon shader (supports cube maps)
- Juggernaut now supports headshots
- Fixed doors (Dark AI can enter them)
- Fixed handrail model (mesh smoothing)
- Improved HUD damage texture
- Updated demos with cave and underwater sections
- Updated Nomad Mod user guide (see Docs folder)

* You need to run the FPSCreatorCleaner application after installing Nomad Mod v1.2 to ensure all the updates are applied properly.

Change Log:


Pirate Myke
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Posted: 22nd Nov 2014 14:07 Edited at: 22nd Nov 2014 14:10
The link is broken on your website for the download.

Persistence pays off, Got the link to download for me, Maybe it was busy. Thank you for the work on improving classic.

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Pirate Myke
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Posted: 22nd Nov 2014 14:16
Nope the zip file was 586kb and it says it is broken when you extract it.

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Nomad Soul
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Posted: 22nd Nov 2014 14:20 Edited at: 22nd Nov 2014 14:44
@Pirate Myke
Thanks. Download link should be working now.

Edit - Please refresh the website and try again. Download should be 42.3mb
Edit - Glad its working now. Don't forget to run FPSCreatorCleaner.exe after installing.

Pirate Myke
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Posted: 22nd Nov 2014 14:26 Edited at: 22nd Nov 2014 14:29
It is working now, thanks. Extracted fine. Going to install it.

Edit: Installed fine. Thanks again.

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The Big ZK
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Posted: 22nd Nov 2014 23:01
Not sure what's going on but after installing this update my library menu looks different, the add new segment, entity, etc all look different. Actually everything looks different in the editor, kind of "stretched" looking. That's no big deal but my markers are acting weird. My checkpoints all disappeared, if I add a checkpoint then my start point disappears then vice versa, if I add a start point my checkpoints disappear....
ncmako
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Posted: 23rd Nov 2014 00:38
@The Big ZK
"Don't forget to run FPSCreatorCleaner.exe after installing"
Funny things happen after an update. Try the cleaner and see
if it helps?

@ Nomad Soul
Starting a new project and finally getting around to using your mod. Must say this is shaping up quite nicely. Will definitely
be using this here on out. Did find one little quirk. After using a "water" trigger (on then off) the player has the ability to fly around when no ceiling is present. It actually isn't so bad, its
better than the jetpack scripts here and would be great for multiplayer
https://www.youtube.com/watch?v=9qXuZBW8FEA
I'm think what I could do with this. Has possibilities.
best

My games never have bugs. They just develop random features..
Nomad Soul
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Posted: 23rd Nov 2014 00:52 Edited at: 23rd Nov 2014 01:12
@The Big ZK
Thanks for letting me know. I've now fixed the bug with the player start / checkpoint markers and re uploaded v1.2 with the fix on my website. Please can you download and reinstall the update.
As ncmako says, you need to run the FPSCreatorCleaner application in the root FPSC directory after installing the mod for all the updates to work properly. This will resolve any issues.

@ncmako
I'll take a look at the water behavior. I can't think why that would happen as the water trigger on / off scripts are quite basic in what they are doing. If it results in some other useful features that's all good though!
Great to hear you will be using the mod. My primary motivation for working on this is to see what other people can do with it.

xplosys
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Posted: 23rd Nov 2014 01:35
I finally got around to looking at this as well, and it looks pretty good by the vids at least. Updating my home PC ATM and I hope to reload FPSC and this MOD tomorrow. Anyway I want to get a look at your shaders and effects.

Quote: "Static entities are treated a little differently. You still have the D2/D for diffuse and a N for the normal map but the specular map needs to go in the alpha channel of the normal map. Then you need to make a copy of the N texture and rename it to I for the shader to work correctly in FPSC. Its a bit like requiring the I texture to be present for the character shader to work properly."


I'm still struggling to understand this.

The Big ZK
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Posted: 23rd Nov 2014 01:41
Quote: "I'm still struggling to understand this.
"


Me too! LOL! I'm just kind of winging it and getting things to look as best I can...
The Big ZK
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Posted: 23rd Nov 2014 02:14
@Nomad Soul
That did the trick, thanks! The stretching isn't bad just different. It kind of gives some things more depth from the top down view of the editor, it's just different than what I'm used to is all. And I did/do run the Cleaner quite a bit, probably more than I need to, LOL! I'm enjoying implementing some of the new additions you've included with this update
Nomad Soul
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Posted: 23rd Nov 2014 02:50
@xplosys
Thanks and hope you enjoy the mod. I've fixed quite a few things since v1.0 so you are coming in at a good time! If you need any help with anything just let me know.

@The Big ZK
Great to hear everything is working for you now. The original FPSC editor icons are quite dated so hopefully people will find these an improvement. Go easy on the Cleaner and glad you are already finding uses for the updates.

Mriganka
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Posted: 23rd Nov 2014 04:52
Holla mates. That is a fine work on this mod. After the cell shader, I fell for the new damage shader.

And a foremention problem was stated that the whole scenario turned into an anti-grav space. It might be that, the water height may be set very high.

And thanks for the download.

Someone ones said that FPSC just keeps getting better and better. But it never really reached its ultimate potential. But this mod and Nomad Soul has actuall taken it leauges above its former self in just 4 months. Nice job on it mate!

The Big ZK
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Posted: 23rd Nov 2014 21:42
I don't know if this would be the place to ask or if I should start a new thread, but I was wondering if there's a way to bind a key (like "F") to toggle the flashlight on/off instead of equipping the flashlight and always having to hold down the mouse button?
ncmako
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Posted: 23rd Nov 2014 23:42 Edited at: 24th Nov 2014 00:01
@The Big ZK
Just happen to be working on that. The flashlight uses "muzzle flash" for the light, so it's kind of bound to the mouse click.
Working around it using the "plraction=".

This is what I have so far. Works ok but not best.
Place in a trigger anywhere in level.

Note: did not test using dual weapons. Still some glitches
when switching weapon (discharges one round on next weapon).
Play with it and see if you can improve a little?
best

My games never have bugs. They just develop random features..
Pirate Myke
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Posted: 24th Nov 2014 14:06 Edited at: 24th Nov 2014 14:10
Pleased to announce that we have converted a second level into nomad mod. Models donated to the game by various artist world wide.

Video Below:



Thanks Nomad Soul for the mod.

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Pirate Myke
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Posted: 24th Nov 2014 17:51 Edited at: 24th Nov 2014 18:25
I have now develop this issue as was reported before your 1.2 fix for this.

if I add a checkpoint then my start point disappears then vice versa, if I add a start point my checkpoints disappear....

This just started this morning for me when I moved the start arrow to test a section later in the level. I had 10 player checkpoint arrow in and when I moved the start arrow all the player arrow went away.

Came to the thread and seen you had made a fix for that. download and installed and cleared dbo and bin files from all folders in FPSC.

Same thing with an existing map being mine or your, as soon as I place any of the arrow icons, all the other go away.

Redownload your fixed installer 1.2 and there was a file size difference and installed on top of the earlier 1.2 update and tried again after clearing dbo and bin files. Same result on existing and new maps.


Now to add to that. I was noticing that the check point arrows did not work proper as I started using them with the 1.1 nomad mode update. I am using what s4real calls version v1.20.19_beta_v1.14, since I use no dark AI, did not need the issues that those fixes would cause my custom character scripts and rigs.

What would happen is that if killed you always go back to start. Since I block passages after use and utilized player check points to control player respawn, you can see the issue here is a show stopper.

That was the behavior until this morning when now placing any arrow destroys the other. And the life and health and weapon huds don't show either now.

Please advise on this, thank you. Your mod is still awesome. Just a hiccup.

Don't look like it does this with build games looking at the video above.

Edit: Hm, Ok, So after a reboot things seem to come back to normal and the arrows are working. I had saved the map so I will reset all the arrows and try again. Will keep you posted.

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Nomad Soul
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Posted: 24th Nov 2014 19:36 Edited at: 24th Nov 2014 20:15
@Mriganka
Thanks for the kind words. I've been working on the mod for a while now so its nice to see people enjoying and getting value using it. I will look into the water behavior soon and try to figure out what is going on.

@The Big ZK / @ncmako
Nice idea about the flashlight key binding. I hadn't thought of that and awesome that you are already coming up with a solution for this. Please post any updates and I will be sure to include in the next version.

@Pirate Myke
Now this is what I was hoping to see. Its awesome to see a project being worked on using the mod and it looks fantastic. I really like the atmosphere and looks like you've added a ton of scripting in there which is way beyond my understanding. Thanks for sharing the video.

Regarding the player start / checkpoint markers. This bug was due to the nomad mod v1.2 player checkpoint script using lives value 0. When I checked the FPSC v1.20 BETA17A script it was using -1 so I updated the v1.2 installer with this fix and it worked (also confirmed by The Big ZK).

I've just tried installing the v1.20.19 BETA v1.14 update you are using and the fix also works in that version when using single and multiple player checkpoints in a level. Therefore as far as I can tell providing you are using lives=-1 in the player checkpoint script it should work. Please can you try installing the latest nomad mod v1.2 from my website then run FPSCreatorCleaner.exe in the FPSC root directory to clear all dbo / bin files and try again. Please ensure the player checkpoint script in 'FPS Creator/Files/entitybank/_markers/Player Checkpoint.fpe' should be exactly as per the code below.



Pirate Myke
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Posted: 24th Nov 2014 20:56
thanks, rebooted the machine after installing the latest from your site, and cleared the files out, and it seems to be working just fine. Might have had a file hung up. I work the old quad core pretty hard sometimes.

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Nomad Soul
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Posted: 24th Nov 2014 21:24
Wonderful news!

Keep the updates coming on your game. If this is being released as a commercial product I recommend using Vishnu Extra as it provides additional protection for your media beyond just the normal encryption by hosting all of your game data on a server.

ncmako
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Posted: 25th Nov 2014 19:20
@The Big ZK, and anyone else who's interested
Finally got the glitches out of the script for
keying the "flashlight" to the "F" key.
But note, all weapons in the level have to be listed
in the script. Works pretty good so far.

Note weapon I have listed, add or remove to suit your needs.
best

My games never have bugs. They just develop random features..
The Big ZK
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Posted: 26th Nov 2014 03:30
Thanks! And nice work! Why do the weapons in the level need to be listed? I've tried listing and not listing and both ways get the same effect
ncmako
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Posted: 26th Nov 2014 17:12
@The Big ZK
What I found is without listing your weapons as I did the script
loops at "state=4:plraction=1". Try it "without" the weapons
listed in the script and use your mouse wheel to switch weapons.
Mine freezes or discharges or just not fires. By placing the
extra lines at top (:plrcurrentweapon=nomadmod\python:state=0)
something other than the flashlight gets it back to "state=0".
best

My games never have bugs. They just develop random features..
ncmako
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Posted: 28th Nov 2014 21:15
Nomad Soul
Just working with the full-screen shaders. After setting one, to
kill the effect does one use the old "setposteffect=none" or
"setposteffect=nomadmod". Just wondering what's the best method?
thanks

My games never have bugs. They just develop random features..
Nomad Soul
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Posted: 29th Nov 2014 03:32
@ncmako
Nice work on the flashlight script. I will add this in the next update and include you on the credits of course.

After setting a post effect you should use "setposteffect=nomadmod" to return the default effect. Unfortunately we can't use multiple post shaders with the FPSC camera at the same time so its a question of swapping them effectively.

If you are using cell shading or something like film noir your post effect choices are more limited which is why the demo map uses nomadmod as the default post shader for better compatibility.

The Nerevar
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Posted: 10th Dec 2014 18:20
I seem to have a problem with the test game on the nomad mod showcase levels.

I have 1.20.0017b and Nomad v1.2, read the pdf and everything.
When testing game, all static objects are invisible.

Not sure if I installed wrong or if anyone else has this issue.

Thanks in advance!

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
Nomad Soul
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Posted: 10th Dec 2014 23:01 Edited at: 10th Dec 2014 23:24
@The Nerevar
I've only had 1 person report a similar problem although I think it was segments not being rendered. He was using an AMD graphics card and fixed this by placing a standard FPSC room segment in the map and rebuilding a test game. Static entities use lightmaps so its essential you trigger the lightmapper which can be achieved by moving or adding a static light in the map. Also ensure you have checked 'best for quality' and 'full shader effects' in the editor preferences.

I'm assuming your graphics card supports shader model 3.0 as this is the minimum requirement for the mod and you can also try running one of the pre built demos from the link below:
http://dabalisticsoftware.com/files/NomadModLauncher.zip

If this does not fix the issue for you please follow the steps below:

1. Download the FPSC v1.20 BETA17A update which is the default version for Nomad Mod and install:
http://files.thegamecreators.com/betafiles/FPS_Creator_V120_BETA17A.zip
2. Download the Nomad Mod v1.2 installer from my website and install.
3. Run the 'FPSCreatorCleaner' application in the root FPSC installation directory to clear out all .bin and .dbo files.
4. Open FPSC then open one of the mod demo maps and test game ensuring you have applied the preference settings I mentioned before and build a lightmap.

The Nerevar
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Posted: 11th Dec 2014 14:31
@Nomad Soul:
That I am using an AMD graphics card.

Since I have done the complete reinstall of the mod without success, I'll give that magical segment method a go.

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
Nomad Soul
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Posted: 13th Dec 2014 22:31 Edited at: 14th Dec 2014 02:06
Nomad Mod v1.3 - Coming Soon

I just wanted to share some details of the new shaders coming in Nomad Mod v1.3 shortly.

Burnout - I've adapted this so the burnout effect can be used with the standard Nomad Mod character shader which means you still get planar shadows etc.
Decay - This is a modified version of the character burnout shader which removes the burnout element to give an effect I'm calling decay and should be great for horror games.
Dynamic Illumination - The mod already has an illumination shader for static entities so this version is for dynamic entities.
Animated Textures - This was requested so I'm pleased to finally add support for animated textures. The shader works with static entities so you also get lightmapping into the bargain.
Light Shafts - Add transparent light shafts from light sources. Example provided for ceiling lights in demo level.

Here are some screenshots of the new shaders:






Mriganka
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Posted: 14th Dec 2014 10:26
Taking it even further. Great job. But how do you plan on activating the burning out decaying effect on a character? Is possible to change a dynamic entities in real time? Why does a character stop casting a shadow when it is suspended?

Other than that, these would work great for my Wolfenstein fan remake attempt.

Nomad Soul
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Posted: 15th Dec 2014 00:38
@Mriganka
Quote: "But how do you plan on activating the burning out decaying effect on a character?"

The burnout and decay effects are activated with a custom destroy script. I've included an example version of each using the juggernaut character so you don't need to worry about that.

Quote: "Is possible to change a dynamic entities in real time?"

Please can you elaborate on this question? I'm not sure what you are attempting to change in real time?

Quote: "Why does a character stop casting a shadow when it is suspended?"

Characters stop projecting planar shadows after they enter ragdoll. I'm not sure about the technical details here but that is the reason.

Looking forward to seeing your work on the Wolfenstein fan remake.

ncmako
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Posted: 15th Dec 2014 02:49
Nomad Soul
Great work! I did a lot of work with the burnout shader
and had some good results. Very happy it works with your mod.
Can't wait to put it to good use.
One question, is there anyway to slow down the effect. The
"burnout" is rather quick (about 1sec), I tried playing
with the variables in the script but didn't help much.

"Light shafts", nice effect. They will look great in dark
places and tunnels.

"Animated Textures-The shader works with static entities"
I see a lot of possibilities with this one

"Dynamic Illumination" This will add a nice touch to a lot
of objects in the game.

My games never have bugs. They just develop random features..
Nomad Soul
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Posted: 15th Dec 2014 17:46
@ncmako
Thanks for the comments and glad to hear the shaders will be useful. You can slowdown the burnout effect by increasing the +1.5 value at the end of this line in the shader.



ncmako
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Posted: 15th Dec 2014 21:02 Edited at: 19th Dec 2014 19:20
Thank you Nomad Soul
I've been struggling with that for sometime now.
best

Thanks again Nomad. Getting some good/better results now with the
burnout.fx. Able to now give the skin-edge a red burning color.


best

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ncmako
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Posted: 22nd Dec 2014 15:16 Edited at: 22nd Dec 2014 21:04
Nomad Soul
I'm having a little problem with the FOV.
Works perfect with the test maps you supplied. But with
a custom map I made it has little impact. With a setting
of "camfov=45" or more I'm getting maybe an added FOV of
about 10%. (even with higher settings like camfov=80)
Is there anything you can think of to prevent the FOV from
working properly outside your test maps?
best

edit: after many script tests, I found that the "FOV"
command is very finicky about "states". It needs
its own "state=" line. Not sure how else to put it.
But found a solution.
thanks, best

My games never have bugs. They just develop random features..
Nomad Soul
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Posted: 22nd Dec 2014 23:47 Edited at: 22nd Dec 2014 23:48
@ncmako
Nice work on the burnout effect. Its looking really nice!

Glad you found a solution for the FOV, I didn't realise that myself so its nice to know. I'm just getting Nomad Mod v1.3 ready so I'll be glad of your inputs on the next release.

ASTECH
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Posted: 23rd Dec 2014 14:57
I'm sorry that I haven't really looked into this much sooner. I think I'm going to download this mod and try it out!

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Nomad Soul
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Posted: 23rd Dec 2014 17:26
@ASTECH
No problem and thanks for trying the mod. I would recommend waiting until I've uploaded v1.3 and there are lots of new features and improvements.

Pirate Myke
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Posted: 24th Dec 2014 06:56
Hey Nomad soul, Is there any reason you know of that if I have an object that don't use a nomadmod shader, that it would cause the game build to crash during multi level build. Single levels don't seem to be a problem.

500 mb level when built each, but there are some stock items I did not convert for a quick test game compile. to check the nextlevel= action. any way these crashed the multi build. So I used three of your nomad modes one and it built and ran. Hence my question.

Thanks and have a Happy Holiday. Looking forward to the update.

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Nomad Soul
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Posted: 24th Dec 2014 14:21
@Pirate Myke
I've not been testing with multiple levels but there is no reason I'm aware of that would result in a crash where assets are being used which are not setup for the mod. I would recommend making all assets mod enabled so everything is lit consistently and this should be possible with the additional shaders coming in v1.3. Its good to know you can get beyond the crash though.

Have a great holiday and thanks for all your inputs on the mod so far.

Nomad Soul
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Posted: 24th Dec 2014 15:56 Edited at: 24th Dec 2014 15:58
Nomad Mod v1.3 is now available to download.

YouTube Video


New Features / Updates:
- Dynamic illumination shader
- Animated texture shader
- Light shaft effect (ceiling lights)
- Burnout / Decay effect for dead characters
- New hand rails model for stairs
- Ladders (using Uman's with new UV map)
- Flashlight keybind script (F key)
- Grenade keybind script (G key)

Fixes / Improvements:
- Fixed bug with player checkpoint marker
- Fixed material index for segments / entities
- Re designed demo maps for performance
- Improved FPSC water performance
- Improved tavor weapon recoil
- Improved default FPSC loading bar
- Added DLL's for Windows 8 compatibility
- Updated Nomad Mod user guide (see Docs folder)

* You need to run the FPSCreatorCleaner application after installing Nomad Mod v1.3 to ensure all the updates are applied properly.

Change Log:


Happy xmas to everyone and thanks for your support.


ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 24th Dec 2014 17:22
Downloading now
Thank you Nomad Soul, and a very Merry Christmas to you too.
best

My games never have bugs. They just develop random features..
MK83
FPSC Reloaded TGC Backer
17
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 24th Dec 2014 22:43
where's the download? your site list it as 1.2.

mk83 Productions

Nomad Soul
Moderator
17
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 24th Dec 2014 23:05 Edited at: 24th Dec 2014 23:18
@MK83
The Nomad Mod v1.3 download is on my website here:
http://dabalisticsoftware.com/nomadmod.html

Please can you try cleaning any temporary internet files / cache and refresh the page as everything is showing / working correctly when I open the link.

ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 25th Dec 2014 01:22
Nomad Soul
PM you a quick question about shaders.
best

My games never have bugs. They just develop random features..
MK83
FPSC Reloaded TGC Backer
17
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 25th Dec 2014 01:34
@Nomad Soul, got it. thanks.

mk83 Productions

Pirate Myke
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 25th Dec 2014 03:34
I will compile a list, and test further. Downloading the updates now. Thank you and Happy Holidays.

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 4gb RAM, Nvidia gtx660, Windows 7 Pro 64bit
ASTECH
16
Years of Service
User Offline
Joined: 18th Jul 2007
Location:
Posted: 26th Dec 2014 07:05 Edited at: 26th Dec 2014 07:07
I've tried the mod and I have to say that I like the improved lighting, but it does tax more discrete systems pretty heavily. I don't know if it was the level or what by my Macbook Air was tugging along. I have the 2014 Base model (i5/4gb Ram) running Windows 7 Pro (power cord plugged in). The maps I've made in 1.8 stock are fairly expansive and I can run my projects just fine in the high 50 frames while unplugged and in power save mode. I suppose the upgrade to 1.9 has a hand in it as I've always had less performance with it.

I may have to figure out the sweet spot with this as I really like the concept. I'm just rather iffy on the subject because my demographic includes laptop users.

The Birds - A narrated adventure.
Diablo Chateau

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