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FPSC Classic Product Chat / OpenFPSC + V1.15 Source

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Claws
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Posted: 29th Apr 2009 01:30 Edited at: 29th Apr 2009 01:37

http://sourceforge.net/projects/openfpsc/


The OpenFPSC project is a community-driven project with the idea of improving the FPS Creator game source code, released by The Game Creators. This project has many objectives, including:

* Allowing a integrated development environment, instead of closed-source projects with different improvements
* Improving the engine performance and fixing bugs
* Development of new features and improvements

If you are interested in joining the development team, just contact me. Everyone, from basic to advanced programming skills, is able to join the project. As long as you are interested in contributing the community and helping develop a free and open-source FPS Creator mod.

Right now, this project is just starting. It's features are being planned and the base team is being formed.

Project page: http://openfpsc.sourceforge.net/
SVN: http://openfpsc.svn.sourceforge.net/viewvc/openfpsc/

You can download V1.15 source from here :http://forum.thegamecreators.com/?m=forum_view&t=149698&b=1
Nickydude
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Posted: 29th Apr 2009 01:38
I hope you don't mind Claws but I've added a link to the source and changed the post title. I'll sticky this and unsticky the other source code post.

Dr Parsnips
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Posted: 29th Apr 2009 01:56
That sounds like an awesome idea. I would love to help, and although I own a copy of DBpro, I doubt I would be any help to the team! Goodluck with it!

Airslide
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Posted: 29th Apr 2009 03:17
Sounds good - sadly, I don't know how far it will go. It is very difficult to keep a team of people together, and in projects that only require small contributions from various members it tends to lead to unoptimized or incompatible code.

Still, best of luck

Nomad Soul
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Posted: 29th Apr 2009 03:30
This is a fantastic idea.

I'd love to see an open source community FPSC mod that gets regular updates and improvements. I hope this takes off because it would clearly be the best chance of FPSC having a mod that will prolong the life of the engine indefinately.

First thing to do will be getting airmod 0.6 fully integrated and go from there. Perhaps airslide will give you a push in the right direction with that.
gorba flamingo
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Posted: 29th Apr 2009 04:11
even though i am very n00bish a scripting id love to contribute. if you need static stock i'm the guy to call.

[url=http://profile.mygamercard.net/gorbafletch]
Claws
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Posted: 29th Apr 2009 04:17
Quote: "I hope you don't mind Claws but I've added a link to the source and changed the post title. I'll sticky this and unsticky the other source code post."


No problems. You guys can download the 1.15 from the OpenFPSC SVN, also. The system is pretty much based on SourceForge's solutions, that are pretty good for any open-source project. There, the team can meet, discuss features, uploaded updates through the Subversion system, and so on. Also, for users, they can report bugs, view the source in order to analyze and report more bugs, etc.

Quote: "That sounds like an awesome idea. I would love to help, and although I own a copy of DBpro, I doubt I would be any help to the team! Goodluck with it!"


Any help is welcome. Really. From testing the project in the future, to suggesting features.

Quote: "I'd love to see an open source community FPSC mod that gets regular updates and improvements. I hope this takes off because it would clearly be the best chance of FPSC having a mod that will prolong the life of the engine indefinately."


Exactly. My goal with this is break the barriers that are imposed to all FPS Creator users. The mod is free, open-source, allowing everyone to contribute, and most importantly, grab the source and make any modifications they need by themselves.

Quote: "First thing to do will be getting airmod 0.6 fully integrated and go from there. Perhaps airslide will give you a push in the right direction with that."


I'm already talking with Airslide about this.

Regarding the project, i would like to invite all DarkBASIC Professional programmers interested in contributing to this non-commercial project. Instead of having different paid mods, with closed-source, we should have an unified open-source base, a sum of the community needs and the skills of interested members.
Toasty Fresh
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Posted: 29th Apr 2009 04:23
I'm a little confused here. Is this a project that doesn't really have a 'team' so to speak, but has a lot of the community chipping in?

If so, this is a brilliant idea.

"You are not smart! You are very un-smart!"
Gunn3r
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Posted: 29th Apr 2009 04:40
It is a community project. Basically, the entire community contributing to FPSC.

Follow Molten Byte Design on Twitter
http://www.twitter.com/MoltenByte
Urlforce Studios
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Posted: 29th Apr 2009 05:15
Quote: "Instead of having different paid mods, with closed-source, we should have an unified open-source base, a sum of the community needs and the skills of interested members. "


I don't understand... Most modders now want to be paid for their efforts. :/ How is working for nothing going to make modders want to work together?

Quote: "It is very difficult to keep a team of people together, and in projects that only require small contributions from various members it tends to lead to unoptimized or incompatible code."


I second that... here's the situation. Modder A codes water. Modder B codes water. Whos goes in the official source on the svn? Who oversees that the code that everyone is downloading is the master code, because who ever that is will have to debug everything, not just their own additions...
There is alot of hours weeks days that have gone into modding for various mods, and I'm not speaking for anyone else but if I thought my code was viable and no one else did I'd split off... :/ There's alot of uncertainty, but I wish you luck and understanding.

Plystire
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Posted: 29th Apr 2009 05:45 Edited at: 29th Apr 2009 12:13
Urlforce pretty much hit the nail on the head there.

I don't want to be the pessimist here, but IMHO when I work for weeks on end, I'd like to see something for my efforts other than:
- people complaining about bugs due to merging mods
- consistent requests for new features
- little to no appreciation for my own work (after all, it would be mixed in with everyone else's)


In all honesty, I'm a little on the edge here with my own Mod. I have already devoted over a YEAR of work into it when I can, and what have I seen for it? "Why don't vehicles work?" "Why don't you put in bloom?" "How about water?" "Are you going to do anything with shaders?" "Great job, Ply!"

In sales, I've totalled maybe $80.......

Would I say all of that was worth a year of coding, debugging, merging, sleepless nights, etc.? In short, no... but I did make some gas money and I enjoyed myself in the process.

Now... if I were to cut out the money I did make as well as the personalized appreciation that I received, do you think I would want to continue? Allow me to emphasize my previous answer: NO!!!


I made a Mod for someone a while back, something short and specific... took me all of 2 days to make and get working properly... I made almost 4x the amount of money from that 2 day work than I did from my year long effort for Ply's Mod.


For this to work, here's some things you'll want to consider (and is also the reason the Lemur team split up):
- Who is going to merge all of the code into a single source?
- Who is going to be held responsible for incompatible code?

This isn't a "team" effort when you think about it. People randomly contributing aren't a team. You need to have some form of organization, some standard for the code to be implemented. And in the end, you're going to need someone who knows what they're doing to gather all of the bits and pieces and put them together.

A piece of software goes through months of planning, months of developing, months of testing, and optionally more months of debugging and recoding. All of this is coordinated by a few individuals who know what they want in the end, not a bunch of people who have never met before, tossing in code that may be using the same variables/routines/functions in different ways or for different purposes.



My final thought here is "Good luck".


The one and only,


Apple Slicer
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Posted: 29th Apr 2009 05:55
I think both Ply and Urlforce Studios are right on. I don't think this plan is going to work, as no one has that large of an amount of time to code all of the, well, code needed.

I guess we should just wait and see what becomes of this.
Claws
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Posted: 29th Apr 2009 06:22
Quote: "I don't understand... Most modders now want to be paid for their efforts. :/ How is working for nothing going to make modders want to work together?"


We are all on the same boat here. We are all indie developers, looking for the best engine for their projects. I don't see why a group of people would NOT want to produce something that would benefit the entire community, not only their games, but the games of everyone.

Also, i don't believe the phrase "working for nothing". You're gaining knowledge from working with other people, improving your skills and improving your team work ability, as well increasing your portfolio, and most importantly, having fun.

Quote: "Modder A codes water. Modder B codes water. Whos goes in the official source on the svn? Who oversees that the code that everyone is downloading is the master code, because who ever that is will have to debug everything, not just their own additions...
There is alot of hours weeks days that have gone into modding for various mods, and I'm not speaking for anyone else but if I thought my code was viable and no one else did I'd split off... :/ There's alot of uncertainty, but I wish you luck and understanding."


This is a common problem in unorganized projects. OpenFPSC will feature a task system, where programmers will choose a task to develop, based on their skill. If Modder A want's to do water, Modder B will work on another thing, or they can work together on the code. MSN, IRC and other communication methods are available to aid the team in such things. It's a basic concept of organization.

I don't believe that huge open-source projects like Azureus or InkScape for example, had such problems. If organizing huge projects like that can be done, organizing a small project like OpenFPSC is possible and will be done.

Quote: "I don't want to be the pessimist here, but IMHO when I work for weeks on end, I'd like to see something for my efforts other than:
- people complaining about bugs due to merging mods
- consistent requests for new features
- little to no appreciation for my own work (after all, it would be mixed in with everyone else's)"


Well... that's a strong point over open-source, Plystire. Once you offer your mod as a paid mod, you are somehow attached to your customers. When we buy things, specifically software, we expect decent support, regular updates and working features.

If you're on open-source, if you can't fix a problem, or can't help anyone, or can't add a new feature, others will. That's the great horizon for open-source projects. They can be extended and improved by anyone who's willing to work, or learn to work on it.

Quote: "Who is going to merge all of the code into a single source?"


Programmers part of the team will need to setup a source repository on their computers, using SVN (Tortoise SVN is pretty simple). Once they finished their changes to the source, the system automatically create a new revision on the project SVN, with the revision notes by the author. It's pretty simple and straightforward. For those who never worked with Subversion and similar source control, it's pretty much a wiki. For source-code.

That's how open-source is done. Various revisions of code are sent to the SVN, and the project(s) leader(s) is responsible for analyzing the revisions and pre-testing them. Once they have a stable source, they release an Alpha binary of that version, that usually goes through testing until the Gold is released. This is usually done when the revisions result in massive bug fixes and feature additions.

Also, i would like to explain that this project isn't a party. No one is going to import their "AWESOME BULLET-TIME SYSTEM" to the SVN. This is an organized project, with tasks assigned to different team members. This is not a bunch of guys making line changes and randomly updating the SVN.

To the interested programmers: register yourselves to SourceForge.net prior to contacting me. Once you guys have your profile there, we can discuss the participation in the project. I will publish the official task list soon, with goals for the 0.1 version of OpenFPSC.
Rampage
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Posted: 29th Apr 2009 08:06
We are not all Indie Developers, I for one am no way near one.
I agree with the experienced modders of this forum, especially Ply.
I would want to get paid, I know that


DarkBASIC Pro. Teh awesumness
Claws
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Posted: 29th Apr 2009 08:28
Well, it seems that's what will define people willing to work on the OpenFPSC and people who are not willing to work. Anyway, that's not the point of discussion of this thread.
Plystire
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Posted: 29th Apr 2009 09:14 Edited at: 29th Apr 2009 09:28
Quote: "Once you offer your mod as a paid mod, you are somehow attached to your customers. When we buy things, specifically software, we expect decent support, regular updates and working features."


Working features, definitally.
Decent support, not always.
Regular updates, if it's a continuous project.

Most software nowadays are continuous projects. Not all of them offer the best support in the world (or even close to it). Working features aren't guaranteed straight out of the gate, either.

But what I can tell you here is that a non-profit, open-source effort tends have less of the above when compared to a purchased product. I mean, if my *nix OS doesn't support a certain piece of hardware..... who do I complain to? No body's guaranteed to be there to ensure it runs properly on my machine. That's because it's open-source and BY being open-source, there's a certain level of understanding that you are capable of fixing things that you want fixed.


I appreciate the further explanation of what you're trying to do here, and I can see that you have put some thought into it.

So, how is this "task list" going to be made? Who's behind that part? I thought this was about what people wanted to add, and not what list item people wanted to work on.

Quote: "Various revisions of code are sent to the SVN, and the project(s) leader(s) is responsible for analyzing the revisions and pre-testing them. Once they have a stable source, they release an Alpha binary of that version, that usually goes through testing until the Gold is released."


And who are these "leaders" you speak of? Are they qualified leaders or are they people who just want to do that part of the work?

Who decides who gets to work on a "task" when more than one person voices that they'd like to do it? Are you going to let them both do it, or how would that work? First come first serve? What if the rejected person would have done a better job at it?


Quote: "This is an organized project, with tasks assigned to different team members."


So... let's say I decided to become a team member. You're going to assign me work to do? I can't just work on something that I'm inspired to work on? Something I would feel passionate about and do a better job on?

That sounds like a job.... except I'm not getting paid.


There are two things that motivate me to finish a product:
1) I'm getting paid to do it.
2) I enjoy doing it.

If both are present, I'm just that much more motivated to do it.
If I don't see anything that I would enjoy implementing... and I wouldn't get paid to do anything else... why would I do it?


I realize that I'm speaking for myself here and I am in no way insinuating that anyone else feels this way... but I would like to see if you could convince me that this project is a worthwhile endeavour and that people like me could benefit from participating in it.
I have a portfolio with professional endeavours and indie game development doesn't exactly land me a spot on a DoD contract, nor will programming in DBP prove to them that I know how to program in an OO architecture, let alone SOA. And if I happen to be applying for a game development job, using DBP isn't going to show them that I know my way around DirectX or OpenGL.



The one and only,


Scurvy Lobster
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Posted: 29th Apr 2009 10:14 Edited at: 29th Apr 2009 13:11
Plystire has some very valid points there. My fear is also how leadership is handled. People working voluntarily don't get motivated by being told what to do and at what speed. Most succesful projects I know of are handled by only one or two dedicated guys. Virtual teams tend to be difficult to lead in the long run when the initial optimism starts to fade and turnover is a huge factor too (expect that half of your team will leave within the first 3-6 months).

There is also the question of the overall purpose of the mod. Is it adding gameplay features, better graphics, better AI, more stabability, faster graphics, multiplayer etc.? Some features may actually contradict each other. What happens when one modder works on optimizing speed and another works on adding dynamic soft shadows and other highly demanding features? This mod should have an overall idea to improve FPSC in a certain direction. People should know this before they start dedicating time and effort on it.

Finally I do think this mod is a good idea but it should also try to do something that the others don't. We already have the huge Project Blue UM mod comming with loads of features and for me to not choose that one would require this new mod here to feature something completely different.
Dar13
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Posted: 29th Apr 2009 13:32
E-mailed you Claws.

...
Conjured Entertainment
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Posted: 29th Apr 2009 15:32
I agree with Ply on most of his statements, however good things rarely come easy.

I can see this as something similar to Linux's evolution.
It may start out well with the best intentions, but when you add hordes of developers working on it at the same time you will get chaos.
There are going to be disagreements as to the direction of development which will more than likely result in the 'team' splitting.
Then you are going to end up with umpteen different versions, just like Linux.
All that is good though because diversity is a good thing, and surely there will be a future project to merge those variations together.
So, I say go for it, regardless of the foreseen obstacles, because in the end you will have an engine that will be worth a lot to everyone.
Although most developers want to get paid, there are some who will take this on as a hobby project.
So I also expect slower development because of coordination problems and missed deadlines.
This will be a headache for you I'm afraid, but I wish you luck also because I think you have a good idea here.

It makes me wonder what kind of engine we would have now if a project like this had started when the source was first released.
As PLY has already said, alot of problems arise from people attempting merges.
So, a community mod from the start may have avoided all of those problems.
I would offer to help, but my DBP skills are minimal and I have even less free time.

GOOD LUCK!

Airslide
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Posted: 29th Apr 2009 17:17
Those are the kind of points I was thinking of Ply.

Sadly, that's where I feel the problem lies - but that shouldn't stop you. If you can keep it together and it works out as planned, then great. Just don't feel surprised if it falls apart due to the reasons mentioned above.

On another note - just released the AirMod 0.6 Dev Package. Go check it out

Claws
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Posted: 29th Apr 2009 19:20
Quote: "So, how is this "task list" going to be made? Who's behind that part? I thought this was about what people wanted to add, and not what list item people wanted to work on."


The mod is, of course, about what the community wants in a mod. However, we can't start the mod with a "bullet-time" modification or a ragdoll, like most people would want. We need a base and core features added, and that's what 0.1 is all about, and what the task list i'm working on is all about.

In the future, when we have a solid base to work on, task lists will be made on IRC/MSN by team members, considering bug reports from users, feature suggestions and our own thoughts.

Quote: "And who are these "leaders" you speak of? Are they qualified leaders or are they people who just want to do that part of the work?"


Leaders are people who are willing to dedicate their time to the project more than others. They don't need to be awesome programmers. They just need to be organized, have good notions of the project goals and, most importantly, dedicate time to the project.

Quote: "Who decides who gets to work on a "task" when more than one person voices that they'd like to do it? Are you going to let them both do it, or how would that work? First come first serve? What if the rejected person would have done a better job at it?"


Erm, basic team work? If A want's to work on bullet tracers and B also wants to do it, why they can't work together on it? Or if one of them doesn't feel comfortable working with another programmer, they can work on something else. But team work is priority. Also, this is not kindergarten where, if two kids want the blue pencil, they'll fight over it.

Quote: "So... let's say I decided to become a team member. You're going to assign me work to do? I can't just work on something that I'm inspired to work on? Something I would feel passionate about and do a better job on?"


You'll be able to choose to help programmers on existing tasks or work on unassigned tasks.

Quote: "That sounds like a job.... except I'm not getting paid."


Well, erm... that's your opinion, as you already said. I like programming, specially game programming, even if i'm not good. I don't care if it's a job or not, i care about having fun and providing something useful to the fellow developers. If you believe you won't have fun joining OpenFPSC, well, just don't do it.

I'm not trying to convince you, and i won't, because this is a simple divergence of opinions. You believe in something, and i'm one of those geeks that believes in open-source projects.

Quote: "There is also the question of the overall purpose of the mod. Is it adding gameplay features, better graphics, better AI, more stabability, faster graphics, multiplayer etc.? Some features may actually contradict each other. What happens when one modder works on optimizing speed and another works on adding dynamic soft shadows and other highly demanding features? This mod should have an overall idea to improve FPSC in a certain direction. People should know this before they start dedicating time and effort on it."


Well, this is a matter of correctly organizing the project. I would like to explain again that the project will be developed based on the task lists.

Graphical improvements, as well audio and physics, will be made only when we have a stable beta release. In early stages, we must focus on fixing existing bugs and improving the performance, so we can have a good base to start. After that, we must focus on gameplay enhancements and user experience (improvements on FPI, etc.).

Quote: "Finally I do think this mod is a good idea but it should also try to do something that the others don't. We already have the huge Project Blue UM mod comming with loads of features and for me to not choose that one would require this new mod here to feature something completely different. "


Blue UM and other mods are all paid and closed-source solutions. OpenFPSC is exactly the opposite to this. OpenFPSC is free and open-source. People will be able to grab the stable source and make the modifications they need for their games, without any additional cost or restrictive licenses.

I'm trying to be any other mod around. I'm not trying to make OpenFPSC the best mod around. I'm trying to give people the opportunity to enjoy a free and open-source solution, allowing them to create better games with FPSC.

I also would like to thank Airslide for the support and 0.6 dev!
Scurvy Lobster
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Posted: 29th Apr 2009 22:12
Thanks for the answer to my questions. Open Source is a good point and it's nice to see some pointers to what will be worked on.
xplosys
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Posted: 29th Apr 2009 22:17
There are a lot of things that could go wrong, and then there is the other possibility. Many great titles have been built this way and I think it's a grand project. I wish I knew enough to help with it. If nothing else, you have my full support.

Brian.

Hockeykid
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Posted: 30th Apr 2009 00:26
Why not have it like this. Start adding stuff with a small team once you add a couple of things upload the source and let everyone else put code snippets and directions on how to add the feature then you would add it and fix any bugs.

Plystire
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Posted: 30th Apr 2009 00:52 Edited at: 30th Apr 2009 00:53
Quote: "If A want's to work on bullet tracers and B also wants to do it, why they can't work together on it? Or if one of them doesn't feel comfortable working with another programmer, they can work on something else. But team work is priority. Also, this is not kindergarten where, if two kids want the blue pencil, they'll fight over it."


Teamwork is a wonderful notion, but IMO is over-rated in these instances.

It's just like back in high school, when they would pair people up into these small "teams" to work on things. The problem was, the project that a 4 person team needed to work on.... was a one-man job. This ended up in one person delegating over the others, and one person doing the actual work, while the other two sat idly by.


When you use "team" for OpenFPSC, I can see where you're coming from, but when you use "team" for a single feature.... I'm skeptic.

Let's say the "feature" in question is a script command. This is a single command, worth maybe 10-20 lines of code. Would it make sense to put a 3 person team onto that? Or would it make more sense to take one of them for that feature and have the other two work on something else?

Like it has been said before, you'll need to weigh your options and take into consideration what is more important to the project.
Do you want the people participating to have more fun?
Do you want the community to have a better source to work with?
Do you want to sacrifice efficiency for freedom of who wants to work on what?


Now... let's face it. This project is going to get no where unless you have experienced programmers dedicating lots of time to this.

If you put "Dual-Wielding" on the feature-list.... who would want to do that? Mind you, this is just an example of something that is broad, but is still a single feature. You may want to consider having features require a team of people to do. I can only imagine how much faster it would have been done if I had a small team of people to help me on that one.
This is because "dual-wielding", while easily simplified into a small term, consists of:
- Duplicate weapon creation
- New key bindings
- New animation routines
- New gun handling routines specific to the left hand
- New animations that need to be planned for
- New HUD reservations must be made for the left hand's smoke and muzzle flash
- New objects must be reserved for that hand's bullet shells

And sums up well over 1000 lines of code.


To further my point here, you made a mention earlier of:
Quote: "If you're on open-source, if you can't fix a problem, or can't help anyone, or can't add a new feature, others will. That's the great horizon for open-source projects. They can be extended and improved by anyone who's willing to work, or learn to work on it."


That's a great horizon alright... I can see it now... everyone volunteering to work on features... everyone coming back having finished those features to the best of their ability... but they're riddled with bugs and instances of failure. The person who made it isn't held responsible, because they've done all they can do. Now, you're left to either wait for someone else to do it from scratch or someone to go and fix it out of the goodness of their heart.

I can see this getting out of hand. How do you plan to handle things like this? I hope you're going to nip it in the bud.



Quote: "I'm trying to be any other mod around. I'm not trying to make OpenFPSC the best mod around. I'm trying to give people the opportunity to enjoy a free and open-source solution, allowing them to create better games with FPSC."


You -- wait... let me get this straight... You don't want OpenFPSC to be the best mod around. Yet you want to allow people to make better games with it. And you're not going to implement the features seen in other Mods already?

If you implemented all of the features from the other Mods, you would have the best mod around, so you can't do that...
But what about people who want those features to make their games better?

Don't beat around the bush.. every modder wants their Mod to be the best Mod around. It's okay to shoot for the stars, man. I understand you may not want to sound like an over-eager newb coming in and saying "I'm gonna make a Bioshock game and it's going to be BETTER than the original!" But seriously, be passionate about this. You sound like you're saying it's not going to reach the level of the current Mods and have already given up on that.


So WHAT are you trying to do? You want optimizations... you want gameplay features... you want graphical improvements... you want everything. Just say it.


Quote: "we must focus on fixing existing bugs and improving the performance"


If you don't mind me asking... what bugs are you talking about? If there were bugs, shouldn't this have been mentioned to Lee before he released V1.15?
And correct me if I'm wrong, but didn't Lee specifically state that the last 5 or so updates were targetted towards optimizing the engine and fixing bugs?


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Robert F
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Posted: 30th Apr 2009 01:28
hey claws, can I talk to you in private. Email me please, since you email isn't on there. Just drop me an email.


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Nomad Soul
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Posted: 30th Apr 2009 20:01
You need to ensure there is 1 senior programmer that can look at the code being added by other people and ensure it won't break something else or cause a performance bottleneck.

With the development team that made Black for ps2 they would put a brick on the table of any programmer that broke the build for that week.

Quote: "I'm trying to be any other mod around. I'm not trying to make OpenFPSC the best mod around. I'm trying to give people the opportunity to enjoy a free and open-source solution, allowing them to create better games with FPSC."


I would like to thing Open FPSC would be aimed at being the best FPSC mod out there. Why not? it gives anyone that comes along the opportunity to contribute good code and features, not just the few people that have established mods out there as good as they are.
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Posted: 1st May 2009 09:20 Edited at: 2nd May 2009 08:01
I can develop small stuff for it, but for now, my main focus is on my mod. But I can still develop
EDIT: Add me to developers list, my username is Rampage021


DarkBASIC Pro. Teh awesumness
CoffeeGrunt
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Posted: 2nd May 2009 11:52
Why not use CeltX? You can host files on their server, and it updates them instantly, that way, everyone can work on the source at once, and slot their code in...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
Plystire
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Posted: 2nd May 2009 12:02
If everyone were to work on the source at once... the moment somebody uploads it back onto the site, it'll over-write somebody else's revision. That's why they're going to use versions from different people, to prevent over-writes.


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CoffeeGrunt
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Posted: 2nd May 2009 21:14
Ahh, I see...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
swamidude
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Posted: 3rd May 2009 18:55
Nice idea claws,

I support you all the way, and would join but for my non-existent DarkBasicPro scripting skills.

Go for it!!

Best,
Shiv

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Flatlander
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Posted: 4th May 2009 22:44 Edited at: 4th May 2009 22:45
Well, guys, although I was excited about this possibility (open source projects have worked for a lot of different applications; i.e. website projects) this may be a little premature as the compiled engine is possibly buggy. Here is an image of a TGC Model pack character the way it should be. The next post shows a test level of the same image but using the compiled source code.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC

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Flatlander
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Posted: 4th May 2009 22:46
Here is the corrupted image using the compiled source code.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC

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Flatlander
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Posted: 4th May 2009 23:16
Sorry for the semi-false alarm. This seems to only be a problem with the cartoon pack. At least so far I've found that. I checked all the stock characters, a couple of bond1 characters, and the medieval model pack characters. They all are OK.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
CoffeeGrunt
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Posted: 4th May 2009 23:23
Hmm, could it be a DLL or something missing from your DBP install?

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
Flatlander
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Posted: 5th May 2009 00:08
No. I am using U74 and followed the directions to a "T". I did not get any compiler errors when I compiled the source code. I get no errors when running a test level or building a stand-a-lone.

Also, this is inconsistent. Most all of the Cartoon characters are effected. Also Bond1 Fantasy character (Crusader 5 (fast)) has a slight texture issue as well. This was the first fantasy character I have tested so far.

Here is an image using the original engine.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC

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Flatlander
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Posted: 5th May 2009 00:09
Here is the compiled source code image.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC

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Flatlander
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Posted: 5th May 2009 00:25 Edited at: 5th May 2009 00:26
Here is the fantasy pack satyr. The bottom one is from the compiled source code:






However, it seems most of the fantasy pack is OK.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Plystire
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Posted: 5th May 2009 02:43
It looks like his leftleg got caught in a fire.


FL, have you by chance tested these characters with any of the V1.15 Mods that have been slowly emerging? If these issues are present in those Mods as well, then we'll definitally need to look into it.


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Flatlander
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Posted: 5th May 2009 03:24 Edited at: 5th May 2009 03:32
Good suggestion. Tried WizMod and it still happens:



I had reported this to Lee late this afternoon (CST). So we'll see how it goes from there.

What's interesting is that it is different parts of the mesh that are effected between the entities. The crusader just has part of the end of his left hand corrupted. The cartoon characters is just all mixed up. The Satyr not only has the left hand corrupted but the texture that is on the upper body is also on the left leg. I don't know if this is going to be easy to correct as it is so inconsistent. Also, the problem for Lee is that these are not stock images so he can just duplicate the problem. However, they are on TGC model packs so he has easy access to them (at least I think he would) so hopeefully he will not have any problems duplicating this.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
s4real
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Posted: 5th May 2009 17:34 Edited at: 5th May 2009 17:34
Tested same char in Project blue v1.6 and all seem's ok.

best s4real

Screenshot attached.

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Flatlander
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Posted: 5th May 2009 21:26
Lee found the problem for the mesh/texture problem. He has just released beta 2 of U74 which fixes it. I can confirm that this did fix it.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
s4real
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Posted: 6th May 2009 00:08
@F l a t l a n d e r Shame he now messed up dynamic lights, they dont work in this new beta.

Best s4real

Flatlander
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Posted: 6th May 2009 03:35
Have you reported it to him? Send Lee an email describing the problem. It is still in Beta so he welcomes to learn about problems such as this so he can fix them while it is in beta otherwise after it goes official he won't fix it until a next upgrade.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Nickydude
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Posted: 6th May 2009 03:45
I'll be unstickying this shortly as everyone knows about it and we're tidying up the stickies.

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