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FPSC Classic Product Chat / Multiplayer tutorial request

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vvvvvvvvv
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Posted: 5th Feb 2010 10:13
Is there any tutorial to make a multiplayer game in fpsc? I have searched and found nothing. help me please. thanks.
NimmDae
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Posted: 5th Feb 2010 17:50
Tutorial as in a video, or a walk-through?

Have you checked FPSC's website for video help?

NimmDae

Life's just a game.

..it was probably made using FPSC.
Kravenwolf
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Posted: 5th Feb 2010 18:40 Edited at: 5th Feb 2010 18:55
There hasn't been a tutorial yet because there's really not that much to know regarding multiplayer maps that's any different from single player. But I'll give it a try...




Multiplayer Tutorial


Part I. Level Design

Build your arena map like you would as a single player game. Avoid using dynamic objects as they are not supported in multiplayer arena (ie, dynamic crates and boxes, etc). Though you can add doors to an arena map, they do not update for all clients in the server (meaning if player 1 opens a door, player 2 will see player 1 walking through a closed door, and player 2 will have to open that door again to follow player 1). Stick with open doorways, or doorways with static door entities positioned in the open position.


Part II. Weapons and Ammo

You can add any number and any combination of guns or melee weapons to your arena. Place them in various pick up locations around your map, and/or in the players' spawn locations. To make a player start with one or more weapons after respawning, simply place the guns you want each player to spawn with under their spawn markers.

NOTE: flak is not supported in multiplayer so you cannot add grenades, grenade launchers, or RPGS. The game will CRASH when attempting to use flak.

Set the weapons and ammo to respawn after they are picked up. Right-click on the weapons and ammo to view their properties, and change their maximum spawn numbers to 500. Here, you can also adjust other values for each weapon such as it's damage, accuracy, and magazine capacity.


Part III. Placing Spawn Points

Change the game type under the preferences to a multiplayer arena game. Go to File > Preferences, and at the bottom, select Multiplayer. The map should turn red.

To set spawn points and characters, select various characters from the entity bank, and place them around your map. Each character represents both the player's character, and their spawn point.

You can change the name of each player by right-clicking on the characters to bring up their properties. The name of the characters here, are the names that will be displayed in the character select menu of the game. (i.e., naming the characters Player 1, Player 2, and so on, will show Player 1, Player 2, etc on the character select menu before the players enter the arena).


Part IV. Performance Tips

There are a few settings you can change before building your game that will optimize it's performance, and allow your game to run much, much faster.

1. Use a mod. This should be pretty much self-explanitory by now. A modded version of FPS Creator runs much faster than stock. Most mods also run a timer system, meaning gameplay will run smoothly weather you're getting 20FPS or 200.

2. Turn off full shader effects. You can turn this setting off under the preferences tab. Shaders are visual effects that are, IMO, not worth the performance sacrifice in a multiplayer game when everyone is going to be more pre-occupied shooting the other players, than looking at a specular map on a wall.

3. Turn off dynamic lighting. You can turn this setting off under the preferences tab. Dynamic lighting is what is required for the "muzzle flash" of you gun to illuminate the room around you for a fraction of a second. You also need this setting to have flickering lights.

However, this can be considered another visual effect, and isn't required in a multiplayer game. Turning dynamic lighting off in most cases will more than double your game's running speed.

EDIT: Dynamic lighting is also required to update the light reaching the players' hands and weapons. (i.e., when you step into a dark hallway, the players' hands and equipped weapons are less illuminated (or completely black), but when the player is in a bright-lit room, their weapons are as clear as day).

Again, you don't need dynamic lighting, and this issue doesn't require too much of a work around. To make sure the players' hands, and all of the weapons in the area will be properly illuminated, simply place the weapons and player start characters in a well-lit area of the map.


Part V: MISC

Fog. Fog works fine in multiplayer, and doesn't really affect your frame rate too drastically (if at all). You can adjust fog settings under File under the Build Game option.

Training Grounds. This was my first multiplayer map. It uses the same performance settings that I listed above (no shader effects and no dynamic light effects). Running with Project Blue Mod, my lower-end computer (integrated GEForce 6600) ran a full server at a steady 57 FPS. Training Grounds Link

Kravenwolf

PW Productions
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Posted: 6th Feb 2010 04:22
Wow, nice tutorial! I actually learned somethin' about doors, I knew you could use them but didn't know about the refreshing and all. You should write more tutorials for the newbies, lol

-PwP

New Site is up! Go check it out!
vvvvvvvvv
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Posted: 6th Feb 2010 06:08
Wow nice tuts! But I have some questions.

1. Can I use LAN instead of online?
2. How can I make character chooser? (at least like a counter strike, instead of just a number input as the default.)
3. Should I make a character entity first before assign a player? Can't I make the character entity when a player join the game?
4. How can you make an ironsight to your game? (btw your link is dead LOL)

Thank you very much. ^^
Shadowtroid
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Posted: 6th Feb 2010 14:17
I got this one, Kraven.

1. Yes you can.

2. Without heavy modding, I don;t think this is possible.

3. What do you mean? You can only have as many players as there are entities. So if you mean adding entities on the fly, no, you cannot do that.

4. Use a mod. Fenix mod has ironsights. However they only work with guns that are set up to have ironsights.

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
vvvvvvvvv
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Posted: 6th Feb 2010 14:32
Quote: "
1. Yes you can.

2. Without heavy modding, I don;t think this is possible.

3. What do you mean? You can only have as many players as there are entities. So if you mean adding entities on the fly, no, you cannot do that.

4. Use a mod. Fenix mod has ironsights. However they only work with guns that are set up to have ironsights.
"


1. How? The game ask me to connect to the internet everytim.

2. Wow. Can't I do something about it? Like where should I script it? I am a noob but I am kinda curious. LOL. How can I make a choice window to my game?

Besides in my game it will only ask "Select your character >", then when i enter 1 or 2 (i just put 2 char entities) the game will paused in about 5 or 10 sec then my character will show up. Can I make better than this?

3. I see. So if I want to make a map with 20 players than I should make 20 character entity? No other way?
And can i put non-playable entity? (but with AI attached)

4. Umm, yeah I have used fenix, but I haven't figure how to add ironsights. LOL. Is there any tutorial?



ADDITIONAL QUESTION:
Can I make a MP game with many map(level)? Is there any way to make a "map chooser"?


Sorry to pound you with tons of questions. I am really grateful that you answered my questions. thanks very very very much!
Kravenwolf
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Posted: 6th Feb 2010 20:19 Edited at: 6th Feb 2010 20:23
1. I'm not sure about this one; I've never tried it before.

2. As Shadowtroid said, you can't script this feature because it isn't currently supported for an arena game; you would have to modify the source.

Quote: "the game will paused in about 5 or 10 sec then my character will show up. Can I make better than this?"


Press enter after you type in the number.

3. You can't have more than 16 players (I believe 16 is the max) in an arena (and that's with Lemur). But, yes, the only way to assign player spawnpoints that I'm aware of is by placing character entities; otherwise there woulnd't be a character for that player for the other players to shoot at And no, you cannot have AI bots either. Multiplayer gameplay is pretty much limited to point and shoot right now. Dynamic entities and scripts are not supported.

4. No, there isn't any tutorial. Any weapon that has iron sight animations wil work with a mod that uses Airmod (Fenix Mod, PB, etc). To look down the sights of the weapon in game, press the right mouse button. Press it again to get out of iron sights view.

ADDITIONAL QUESTION:

Yes, look here.

Kravenwolf

Shadowtroid
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Posted: 6th Feb 2010 20:38
But wait! There's more!

Cyclone made a nice thread with gunspec settings for the stock guns. Go here: http://forum.thegamecreators.com/?m=forum_view&t=150142&b=23 and look under Stock.

Hope that helps.

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
vvvvvvvvv
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Posted: 7th Feb 2010 03:20
Quote: "1. I'm not sure about this one; I've never tried it before."


I see. Have somebody try it?

Quote: "Press enter after you type in the number."


Yes I have, but it's still pausing. lol.


Quote: "you would have to modify the source. "

How can can I do this?


@Kravenwolf and Shadowtroid : Thank you soo much!
Shadowtroid
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Posted: 7th Feb 2010 03:27
Quote: "I see. Have somebody try it?"


I have. It's the only way I can get it to work...Multiplayer is seriously screwed up for me.

Quote: "Yes I have, but it's still pausing. lol."


It'll do that. Sorry.

Quote: "How can can I do this?"


It's been released, but I'm going to guess you can't code in Dark Basic Pro. It would be very hard, unfortunatly. You could name the entities (the new name will show up in the selection screen) and include pics in a manuel of some sort. That would be easiest.

Quote: "@Kravenwolf and Shadowtroid : Thank you soo much! "


No problem. Hey, I'm just happy to be equated with Kraven.

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
vvvvvvvvv
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Posted: 7th Feb 2010 04:09
Quote: "I have. It's the only way I can get it to work...Multiplayer is seriously screwed up for me. "


Wow you have try that? Can you make it LAN? how?

Quote: "It's been released, but I'm going to guess you can't code in Dark Basic Pro. It would be very hard, unfortunatly. You could name the entities (the new name will show up in the selection screen) and include pics in a manuel of some sort. That would be easiest."

Hmm, so I need darkbasic pro? Can't i just use MS C++ or sth?

Quote: "No problem. Hey, I'm just happy to be equated with Kraven. "

LOL. However I am really greatful for both of you ^^
Shadowtroid
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Posted: 7th Feb 2010 04:15
Quote: "Wow you have try that? Can you make it LAN? how?"


I just hook my comp and anothers to one modem using cables, and BAM! There it is. Even with the Internet down.

Quote: "Hmm, so I need darkbasic pro? Can't i just use MS C++ or sth?"


Yeah. DBPro is free, and simpler then C++, but yeah. It might be possible to do it, as DBPro is C++ simplified, but no way I know of.

Quote: "LOL. However I am really greatful for both of you ^^ "


No problem. I'm relativly new here, and I'm just doing my part.

Note: I helped you all by learning FPSC and evolving from "noob" status before joining. You're welcome.

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
A r e n a s
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Posted: 7th Feb 2010 12:34
Im now tempted to make a tutorial blast

.CALIBRE - COMING MAY 2010
vvvvvvvvv
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Posted: 7th Feb 2010 12:49
Quote: "Yeah. DBPro is free, and simpler then C++, but yeah. It might be possible to do it, as DBPro is C++ simplified, but no way I know of."

Wow. Where can I get the sourcecode? I know programming a little bit and i'm VERY curious. LOL.

Quote: "I just hook my comp and anothers to one modem using cables, and BAM! There it is. Even with the Internet down."


I see. But if I change the sourcecode can I change it?

Quote: "Note: I helped you all by learning FPSC and evolving from "noob" status before joining. You're welcome."

Wow. Thank you. LOL.


Quote: "Im now tempted to make a tutorial blast"

What tutorial do you want to make?
Shadowtroid
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Posted: 7th Feb 2010 15:14
Quote: "Wow. Where can I get the sourcecode? I know programming a little bit and i'm VERY curious. LOL."


Go here: http://www.fpscreator.com/downloads.html and look under FPSC Source Code. Again, it'd be difficult.

Quote: "I see. But if I change the sourcecode can I change it?"


What do you mean? I think you can connect through LAN and over the Internet. I haven't tried enough to know, though.

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
vvvvvvvvv
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Posted: 8th Feb 2010 02:30
Quote: "
What do you mean? I think you can connect through LAN and over the Internet. I haven't tried enough to know, though."


Hmm, but the game (built) won't run if I am not connected to the internet. Can't i fix this?
Shadowtroid
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Posted: 8th Feb 2010 03:00
Quote: "Hmm, but the game (built) won't run if I am not connected to the internet. Can't i fix this? "


Alas, this is where my knowledge ends. I have no idea. Maybe you can't do it through LAN, I just assumed you could because all the comps I tried it on were on 1 network. I could be wrong. About FPSC and network connecitivity, I have given you all I know. Sorry.

Glad Kraven and I got most of your questions answered though.

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."

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