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FPSC Classic Work In Progress / Urlforce's FPSC Mod Dev Thread

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Urlforce Studios
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Posted: 29th Oct 2007 00:14 Edited at: 11th Dec 2007 08:37
Ok so I am modding the V1 source with DBPro

List of Addons and Progress:
KEY: complete= in progress:
---------
Added 2nd camera-
switch-able 1st person/third person modes-
Vehicles!(3rd person requirement completed, vehicles ARE NOW possible!)
Multiplayer Flak
Multiplayer Vehicles
Multiplayer Teams
Adjustable light marker height
and much more!
I will add to this thread for developments, and if anyone who's DBPro savvy hit me up on msn, as your insight will be very valueable!
------

Attached is a pic of FPSC in 3rd person using the 2nd cam. The reason there is only arms and a gun is because I am using MP5 guns as the player character. I will add on the body portion ASAP.

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Deathead
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Posted: 29th Oct 2007 00:21 Edited at: 29th Oct 2007 10:02
Forget it.

SamHH
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Posted: 29th Oct 2007 00:22
I hope you do well with this.
Good luck.


Urlforce Studios
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Posted: 29th Oct 2007 00:23
Horrid? What do you mean? The gun is attached on a different camera then a camera the user is viewing through...

He said, "You drink when you're lonely." No I drink when I want!
He said, "You'll never be sober." Sure. Why would I want that?
darimc
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Posted: 29th Oct 2007 00:24
this looks good. Please complete this. Since your modding V1, can you add your own lightmapping to it?



FredP
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Posted: 29th Oct 2007 00:33
You are aware that modding v1 and using it is fine and all that but it makes your mod incompatible with later updates and some of the model packs,etc.?
It is cool that we can play around with the source code and all but I am waiting for a newer version of the source code before I make any attempts to change it.

Please have mercy and use the search function.
Urlforce Studios
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Posted: 29th Oct 2007 00:38
Yes I am aware, but the new source won't come out for a couple of months and I see potential in V1 for vehicles and multicam shaders, hence the adding the cams. When the new source comes out, I will have everything ready for it.

He said, "You drink when you're lonely." No I drink when I want!
He said, "You'll never be sober." Sure. Why would I want that?
SamHH
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Posted: 29th Oct 2007 00:40
Quote: "Yes I am aware, but the new source won't come out for a couple of months and I see potential in V1 for vehicles and multicam shaders, hence the adding the cams. When the new source comes out, I will have everything ready for it."
Thats what I thought.


Butter fingers
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Posted: 29th Oct 2007 00:44
Quote: "That looks horrid. Really horrid."

You're always so damn critical.
Have you no idea how hard it is to get that in?
It's no problem from that point to add a character instead of a gun, and have 3rd person shooter creator.
Give the guy some respect.

Urlforce, have you considered stealing some code from the MP section for your 3rd person camera? Using the hud for the player won't look great beause you currently cant specify jump/strafe/death animations in the gunspec. But the MP code already has stuff in place for animating a character for the player.
This is a great bit of work. Goodluck.
Butters

Urlforce Studios
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Posted: 29th Oct 2007 00:47
Quote: "Urlforce, have you considered stealing some code from the MP section for your 3rd person camera? Using the hud for the player won't look great beause you currently cant specify jump/strafe/death animations in the gunspec. But the MP code already has stuff in place for animating a character for the player.
This is a great bit of work. Goodluck."



You saw that too? Lol you read my mind on the multiplayer to character adaptation. The multiplayer portion has everything I need just as you said. And the hud is just there because I havent set "hide hud" on the 2nd cam.

He said, "You drink when you're lonely." No I drink when I want!
He said, "You'll never be sober." Sure. Why would I want that?
Leander
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Posted: 29th Oct 2007 00:53
V1? Do you mean the very first V1 or do you mean V1.0-V1.07?



coming soon...
Inspire
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Posted: 29th Oct 2007 00:56
Shut up, Deathead.

Sounds good, Urlforce, but what does "Adjustable light marker height" mean?

Drapes#10
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Posted: 29th Oct 2007 00:59
great stuff

James Bomb

Deathead
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Posted: 29th Oct 2007 01:01
Quote: "Shut up, Deathead."

Why?
And I was saying that it looked horrid by the way the gun looked. It looked weird. I didn't mean that the whole thing was horrid I was talking about the way the gun looked from 3rd person perspective.

Urlforce Studios
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Posted: 29th Oct 2007 01:01
Quote: "V1? Do you mean the very first V1 or do you mean V1.0-V1.07?"


Very first- a clean install, fresh download (off TGC's server only)


Quote: "what does "Adjustable light marker height" mean?"

When you place a light marker in the mapeditor you will have the option of setting height of it, for example if you have a desk lamp, the light would be ablee to be set exactly in the height of the lamp. Or if you wanted a lit red floor you could set the lightmarkerheight= to 1 and it would be on the floor.

He said, "You drink when you're lonely." No I drink when I want!
He said, "You'll never be sober." Sure. Why would I want that?
Cheese Cake
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Posted: 29th Oct 2007 01:36
very good man!

best of luck with this!
and hope you can make a great mod out of it.


cheers,
cheese cake.


Satchmo
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Posted: 29th Oct 2007 01:51
Hope you finish this.

Any plans on improving the overall frame rate(optimizing for less lag and stuff)?

Your about to get pwned.
AlanC
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Posted: 29th Oct 2007 03:28
Looks and sounds awesome.

Got anymore screen shots?

Endless Fps Team
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Posted: 29th Oct 2007 06:59
How bout multiplayer dynamyic entities?

thats a good one...i think?


http://endlessfpsteam.tripod.com/
FredP
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Posted: 29th Oct 2007 07:31
You can have dynamic entities in multiplayer if they are immobile.

Please have mercy and use the search function.
Urlforce Studios
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Posted: 29th Oct 2007 08:52
Worked on game speed. Check out screeny for new FPS measurement

He said, "You drink when you're lonely." No I drink when I want!
He said, "You'll never be sober." Sure. Why would I want that?

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Fuzz
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Posted: 29th Oct 2007 09:10
this is sooooooooooooooooooo cool

good luck
rolfy
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Posted: 29th Oct 2007 16:19
Very nice work,I am impressed.
Would you you be able to use one of the stock characters for your third person model?

Urlforce Studios
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Posted: 29th Oct 2007 17:16
Yes i am working that in. For SP it will be in the playerstart marker near the weapon field is.

He said, "You drink when you're lonely." No I drink when I want!
He said, "You'll never be sober." Sure. Why would I want that?
nackidno
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Posted: 29th Oct 2007 20:45
Very great work! It's hard to do something like this and i hope you will get all this to work. The speedchange is one of the greatest news this far but will crap up the sound if it's to high.

Footsteps W.I.P
Trala'em Goes Oblivion (TES IV Mod)
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Posted: 29th Oct 2007 21:03
This is awesome. But I thought you can't edit the multiplayer in the fpsc source?

We all want to be awesome, but does awesome want to be us?
da power pwnerer
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Posted: 29th Oct 2007 22:04 Edited at: 29th Oct 2007 22:06
This is very cool I also hope that you will finish this





-Dan

EDIT: You should make it so that you could add environmental shaders (Bloom, Motion Blur, etc.) I would do it if you want me to, it isn't really that hard... (Sorry if you already said that you were going to do this)


http://Freewebs.com/noobisoft
Come to Noobisoft's website today!
Butter fingers
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Posted: 30th Oct 2007 02:01
Just as a point dude, the animations in FPSC are timer based, meaning that simply uncapping the framerate to 40, will speed things up, but also make things like reloads etc run very fast.

Why not check out Explosys timer based FPS system, you could cap FPSC at like 100FPS but the timer would keep everything running smoothly at 30. That'd mean the animations etc weren't effected by the framerate, which is really the solution we've been looking for.

Great project though. Please don't go riker 9 on us. I'd love to see this finished.

Urlforce Studios
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Posted: 30th Oct 2007 02:05
Quote: "Explosys timer based FPS system"


Sweet nibblets- where would I find that, is it fpi or Source

He said, "You drink when you're lonely." No I drink when I want!
He said, "You'll never be sober." Sure. Why would I want that?
Butter fingers
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Posted: 30th Oct 2007 02:08
No it's dbo pro source. He posted a link to it in my Estate of Mind thread in the DBpro WIP forum (sorry I'm kinda going out, so I don't have time to dig it out)

Urlforce Studios
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Posted: 30th Oct 2007 02:11
Alright thanks. Sometime if you have msn messenger add me so we can share source stuff.

He said, "You drink when you're lonely." No I drink when I want!
He said, "You'll never be sober." Sure. Why would I want that?
m man
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Posted: 30th Oct 2007 13:09
This is so cool i would switch from the new update to this
General powell11
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Posted: 30th Oct 2007 14:45
this is soo awsome! its looking very nice

Check out my WIP game, and comment at-----http://forum.thegamecreators.com/?m=forum_view&t=110649&b=25
Disturbing 13
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Posted: 30th Oct 2007 20:06
A third person view would severely rock while useing FPSC! I'm definitely looking forward to seeing this done.


olliday
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Posted: 30th Oct 2007 22:04
That's Great. Im looking forward to it. You might want to add more animation things to gun spec, like crouch, jump, run, etc for the 3rd person veiw.
Urlforce Studios
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Posted: 31st Oct 2007 01:58 Edited at: 31st Oct 2007 16:39
Quote: "Explosys timer based FPS system, you could cap FPSC at like 100FPS but the timer would keep everything running smoothly at 30. That'd mean the animations etc weren't effected by the framerate, which is really the solution we've been looking for."


I looked through the thread you mentioned and couldn't find it, so if you or Explosys could let me know where it is, thatd be great!

Satchmo
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Posted: 31st Oct 2007 03:11
What I man by optimizations is better performance, not increasing the fps, so as for fpsc to run better on lower spec machines.

Your about to get pwned.
Disturbing 13
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Posted: 31st Oct 2007 06:41
@Urlforce Studios-If your needing some testers for your mod I would be more than happy to give it a go


Urlforce Studios
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Posted: 31st Oct 2007 07:06 Edited at: 31st Oct 2007 16:38
Quote: "If your needing some testers for your mod I would be more than happy to give it a go"


Thanks, I'll keep you in mind!

Nighthawk
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Posted: 31st Oct 2007 15:26
lol

reminds me of my bloom mod (or general FPSC mod series)... especially the changed syncrate...

well, good luck

My System: Intel Xeon 3060 @ 2,4 GHz, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, BenQ FP71E+
-- Helix Head Developer --
darimc
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Posted: 31st Oct 2007 20:22
I'll test too.



olliday
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Posted: 31st Oct 2007 20:32
I will test as well.
Urlforce Studios
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Posted: 31st Oct 2007 21:08 Edited at: 31st Oct 2007 21:09
I like the desire to test, but you may have to wait awhile, these changes will take awhile to make, so don't expect to hear about a release for a few weeks.

darimc
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Posted: 31st Oct 2007 21:39
That's fine, I'm willing to wait.



Disturbing 13
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Posted: 31st Oct 2007 21:48
yup, good things come to thse who wait


BMG
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Posted: 31st Oct 2007 22:35
does any1 know where to get helixmods bloom shader-I think it was for fpsc

(img)http://i109.piczo.com/view/o/y/v/7/2/n/n/c/9/5/l/img/i226613326_39403_7.jpg(/img)
TGPEG
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Posted: 31st Oct 2007 22:52
not to intrude... but while you're implementing shaders... a parralax wouldn't go amiss...

Nighthawk... whatever happened to your mod?

[center]
Airslide
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Posted: 31st Oct 2007 23:57
Quote: "You can have dynamic entities in multiplayer if they are immobile."


YES! Someone FINALLY quoted me on that! I'm sick of repeating it


Vote today and play the games!
Urlforce Studios
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Posted: 1st Nov 2007 00:21 Edited at: 1st Nov 2007 00:22
Quote: "YES! Someone FINALLY quoted me on that! I'm sick of repeating it"


Yea, everyone forgets that!!

Well I'd like to take time to mention the new forum I set up for people who like mods, to join and start your own, help eachother, forum teams or what not, and even share code. The link is in my sig and I really think if it takes off it will take FPSC to the next level.
Remember, to mod the source you need DBPRO, TGC sells it, if you are interested in it, check out the DBPRO boards.

So take time and check out WWW.FPSC-MODS.COM and become part of the movement to make FPSC more of a community developed program.

Butter fingers
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Posted: 1st Nov 2007 03:36
Dude, I'm just thinking.... if you back right into a wall in third person, surely the camera clips outside, and because the wall is double sided, you won't be able to see whats going on.

HAve you considered attaching the camera to a floating point behind the player, so that it can collide and slide along walls instead of moving through them?

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