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Geek Culture / FPS Creator questions!!!

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Ian T
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Posted: 25th Feb 2004 05:45
Hi... nice new Newsletter. Anyways, this seemed to be the best forum to post this in. I have a few questions about FPS Creator I'm dying to have answered .

First of all... the overview said 'six weapon types'. This worried me a bit-- I was imagining that for maximum possibilities, the basics of weapons could simply be defined from a list of options-- projectile object; speed value/hitscan; projectile amounts and spread per shot; wall decal; explosion animation (or none); fire time; ammo type; maximum ammo; clip size; reload anim/time; etc. What exactly does that 'weapon types' mean about weapon editability?

The second question... the level editing features sounded very promising, but will you be able to, say, make your own menus, options pannels, etc?

Third... how much will you be able to alter enemies? Can you make them fly, for example?

Fourth... will going back and forth between levels be possible? And will the scripting system support variable variables, neccessary for advanced feature scripting?

That's all my questions . I know they probaly won't get answered out here but I had to ask somewhere.

Good job on the progress so far.

Cheers!

--Mouse: Famous (Avatarless) Fighting Furball

I am the chainsaw paladin.
zircher
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Posted: 25th Feb 2004 07:42
I imagine that weapon types refers to behavior. Bullets, beams, rockets, flame thrower, thrown blade, grenades, and that kind of thing. The actual special effects may vary, but the general behavior might be something they have to limit.
--
TAZ

Killswitch
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Posted: 25th Feb 2004 12:39
Is there a projected proce at the moment?

~I see one problem with your reasoning: The fact is that is a chicken~
Van B
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Posted: 25th Feb 2004 15:31
I agree with Zircher, it's probably just the attack type, like:

0=Striking weapon
1=Instant bullet weapon
2=Bullet weapon
3=Flame thrower
4=Projectile launcher

That's how I'd do it - then change the characteristics of the bullets or whatever for different weapons and have the setups stored as files that can be changed or downloaded easily. The weapon types have probably been programmed individually - which means they can't really come along with a totally unique weapon, but I imagine they could assign a script to a projectile fired from a weapon - so it should'nt be too limiting.


Van-B


The nature of Monkey was irrepressible!.
Eddie Gordo
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Posted: 25th Feb 2004 15:49 Edited at: 25th Feb 2004 15:50
Does it export engine code to DBPro or just the maps? cause i would love a good FPS engine for DPRro if i could edit the code...

BTW like my new Avatar? lol, i made it myself...course i may change it from M$ to SCO...

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Pincho Paxton
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Posted: 25th Feb 2004 16:38
I just wanted to say that the models in the newsletter looked really great!

David T
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Posted: 25th Feb 2004 18:29
0_0

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Pricey
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Posted: 25th Feb 2004 19:11
i'm currently saving my hard earned £5 per week for a new mother board & processor (£68.00 for duron 1800 & mother board from DABS) my dad said he'll pay half of it for me if i let him use it as he is stuck with a scummy 500mhz! then i'm saving up for dbpro! i have all my finances planned!


Dig a pit and poo in it
jrowe
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Posted: 25th Feb 2004 19:29
AWWWWW! That probably means no Cerebal Bore!


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Ian T
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Posted: 25th Feb 2004 21:54
Pincho-> I agree, the models look fantastic .

--Mouse: Famous (Avatarless) Fighting Furball

I am the chainsaw paladin.
ReD_eYe
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Posted: 25th Feb 2004 22:58 Edited at: 25th Feb 2004 23:56
it didn't mention anywhere about including media with the fpsc package did it? and will it?

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David T
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Posted: 25th Feb 2004 23:31
It says they will include level tiles, but I don't know about the others.

"They misunderestimated us" - George Bush
"The box said 'Requires Windows 95 or better'. So I installed LINUX. "

Formerly David89.
Ian T
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Posted: 26th Feb 2004 03:13
They'll include preset level tiles which are basically object sets, and you can construct your own tiles from the included-- or your own-- objects, or just drop objects in one by one, whatever you want. If I understood it correctly .

--Mouse: Famous (Avatarless) Fighting Furball

I am the chainsaw paladin.
Rob K
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Posted: 26th Feb 2004 13:43
Media will be included I would guess - wouldn't be a very useful package otherwise.

I'm guessing that other media packs will be made available online either free or at a modest price though.


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Van B
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Posted: 26th Feb 2004 15:50
I suppose there's the possibility for folk to make FPSC packs with textures, prefab-level-bits, and characters which they could sell, a bit like the plugins for DBPro. Perhaps FPSC will also support .dll plugins to an extent.


Van-B


The nature of Monkey was irrepressible!.
Ian T
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Posted: 26th Feb 2004 16:26
If the scripting system is really complete, it might not need that. C script maybe? Who knows.

*wonders what the deal is on distributing your own games*

Ooh, I'm also curious about the alterability of the GUI

--Mouse: Famous (Avatarless) Fighting Furball

I am the chainsaw paladin.
Rob K
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Posted: 27th Feb 2004 00:48 Edited at: 27th Feb 2004 00:48
Quote: " If the scripting system is really complete, it might not need that. C script maybe? Who knows."


AFAIK its a fairly basic scripting system - DarkBASIC syntax. There isn't much info available on it, but I know that it supports the following:

variable assignment
expression evaluation (I don't know what complexity it can deal with though)
conditional branching (IF..ENDIF)
function calls (although I don't think you can define your own functions, I believe these refer to special FPSC-recognised functions)


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AlecM
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Posted: 27th Feb 2004 01:17 Edited at: 27th Feb 2004 01:20
There will be plenty of media. From all genres too. anything from WW2 - Unreal like. Oh and some fantasy RPG stuff too.


This is a tad fuzzy on this... but if im not mistaken FPSC creates DBP source. That means things can be completly changed and customized.


One thing Im wondering is that If FPSC includes all the compile DLLs it would be possible to just by FPSC and use a DBP IDE with it.

Richard Davey
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Posted: 27th Feb 2004 12:47
We have concentrated on only a few key areas (generes) at launch - so sci-fi/tech and WW2 will be covered by the media heavily. Other themes will follow (urban, swat, etc).

Cheers,

Rich

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with no prospect but a horrible death,
we actually played games.
Peter H
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Posted: 27th Feb 2004 19:52
I can't wait till that comes out. I hope it's not to exspensive. Does anybody know the price range?

Isn't it horrible that whole families have to be torn apart by something as simple as wild dogs...
Ian T
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Posted: 28th Feb 2004 02:15
I'm fairly certain all the models are being made in 3dx Max; I doubt TGC will go out of their way (with dev time that could be spent patching Save Image and m2d files ) to develop a model editor when there are already a plethora of free, shareware and commercial ones out there.

--Mouse: Famous (Avatarless) Fighting Furball

I am the chainsaw paladin.
Izzy545
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Posted: 28th Feb 2004 20:31
Wait, by the way y'all are talking it sounds like you'll need DBPro to be able to compile the FPS games you make... Is this true? Because all I have is classic and won't have the money to upgrade for quite some time.
MikeS
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Posted: 28th Feb 2004 20:39
FPSC will be its own stand-alone product from what I know. I'm guessing you pay your $100-$150 and then you get all the media and the map maker. I'm also guessing there will be a license for selling games, yet it'll be something like $50 per title (maybe).

Or, perhaps this is when TGC will finally publish games. They'll take your FPSC or DBP game, take %50 the royalties and then distrubute and box your game via there site/company.
(50% would be nice at least )



A book? I hate book. Book is stupid.
Killswitch
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Posted: 28th Feb 2004 22:16
$150!! I can't afford that!! I was looking forward to this as well!

~I see one problem with your reasoning: The fact is that is a chicken~
IanM
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Posted: 28th Feb 2004 22:31
No price has been set.
There has been no public discussion about license fees (even on DBDN).
You will not need DBPro to create a game.

I think that about sums that up

For free Plug-ins, source and the DBPro Interface library for Visual C++ 6 and .NET
http://www.matrix1.demon.co.uk
DrakeX
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Posted: 6th Mar 2004 05:52
"$150!! I can't afford that!! I was looking forward to this as well!"

what, were you expecting $50?

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predicted DBP P6 release date: March 28, 2004
DBP has made me bitter.
zircher
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Posted: 6th Mar 2004 06:43
I would. FPSC is going to be geared to the same demographics as 3D Game Maker and other tools. TGC will make its profit in volume not individual sales. If it is priced too high, only the die hard fans will get it. Also, if they plan to sell media packs and such, they need to draw people in.
--
TAZ

UnderLord
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Posted: 6th Mar 2004 07:38
Then they'll say DM 1 & 2 both where made for FPSC =P

The search continues.

Current project - A space game
Rob K
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Posted: 6th Mar 2004 10:46
I'm pretty sure it won't be anywhere near £100.

I would hazard a guess at around the £40 mark ($70), but as Ian says, no price has yet been set.

Regarding license fees, Rick (TGC's business guy) hasn't said anything yet.

FPSC is a standalone product, but obviously if you want to compile DBP source produced by it you would need to have a copy of DBPro.


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AlecM
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Posted: 6th Mar 2004 11:05 Edited at: 6th Mar 2004 11:05
The media alone is worth more than $50. But I don't know how they will price the product. But I do know it will include lots of:


*Models (character and weapons)
*Level Textures
*Music
*scenery/level chunks

Im sure there will be some sound FX too.

zircher
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Posted: 6th Mar 2004 18:02
Aye, but the value to us is different from the value to the masses. Not that I think we should pay more because we can get more out of it... :-P
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TAZ

Killswitch
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Posted: 6th Mar 2004 20:15
DBPro is only £50 surely they can't sell a product made in DBpro for more than the 'father' product, can they?

Couple of questions:

1) Are there any plans for this idea to be applied to any other genres? An RPG creator would sell like hot cakes!

2) As for the AI is it going to be an enitrely new language? Or just DB?

3) Where are my socks?

~I see one problem with your reasoning: The fact is that is a chicken~
Lord Ozzum
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Posted: 6th Mar 2004 20:18 Edited at: 7th Mar 2004 00:26
Hello World:

lol
Good points (and funny ones at that)
I never lose my socks. They're always on the floor.

MikeS
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Posted: 7th Mar 2004 00:25
Guys, my post above was just an estimate. Nothings been set in stone, so don't start panicking just yet.



A book? I hate book. Book is stupid.
Gecko
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Posted: 7th Mar 2004 10:29
It would be great to do a MGS like mode of 3rd person for moving and 1st person for shooting. But i ma sure that could be done with different models and camara angles.
Killswitch
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Posted: 7th Mar 2004 21:58
Er..explain to me then how its only for the game cube if its a remake? It's on the PS1 and can be played on the PS2...

~I see one problem with your reasoning: The fact is that is a chicken~
Lord Ozzum
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Posted: 7th Mar 2004 22:54
Hello World:

wasn't the original for the SNES? or was it the NES? or maybe I'm thinking of something else

Killswitch
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Posted: 8th Mar 2004 20:59
Something like that, there are 'clips' played in MGS2 (without giving too much away).

~I see one problem with your reasoning: The fact is that is a chicken~
UnderLord
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Posted: 17th Mar 2004 04:32
Quote: "DBPro is only £50 surely they can't sell a product made in DBpro for more than the 'father' product, can they?
"


No you see when DBP was first released it eas like 100$ or so. So when they release it probably be 100 or under but then again yes you can release a product made in DBP and sell it for more then DBP is worth because that product (you made) probably costed you more to make then it costed to buy DBP. Or atleast thats my reasoning on it.

So if they price it to high then no one will buy it price it to low and maybe everyone will buy it.

The search continues.

Current project - A space game

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