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FPSC Classic Product Chat / Welcome to the FPS Creator Board

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Richard Davey
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Posted: 22nd Oct 2004 03:12
Well, it's about time we had a board specifically for FPS Creator - so here it is! If this gets too busy we'll split it up into small boards, but for now please post all your FPSC specific questions here.

Cheers,

Rich

"I am not young enough to know everything."
- Oscar Wilde
IanG
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Posted: 22nd Oct 2004 03:30
any dates for the beta releases yet

Used to be Phoenix_insane registered in september 2003 despite what the date says to the left <--
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Ian T
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Posted: 22nd Oct 2004 03:39
Ah yes, the downtime was worth it then -- cheers Rich.


Preparing for a month of insanity, inspiration and insight... again!
Mnemonix
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Posted: 22nd Oct 2004 03:39
These new boards are coming out quicker than new makes of mobile phone .

Good idea Rich.

The 3d chat is coming...
In the meantime, come in the IRC. Ask me for details!!.
Mussi
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Posted: 22nd Oct 2004 03:55
you make my forum browsing life so hard



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Posted: 22nd Oct 2004 05:25
BL3H T00 M4NY B04RD5!

David T
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Posted: 22nd Oct 2004 06:44 Edited at: 22nd Oct 2004 06:56
Wow - didn't notice this

Also for the GUI - is it bluegui you're using or a custom interface thing?

[edit]

From the newsletter:

Quote: "the product hopefully hits EA release status "


Is EA publishing it?

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PsypeX
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Posted: 22nd Oct 2004 07:55
I think that (EA) means `Early Adopter status`, going by the Newsletter.
But, I could be wrong.

Top stuff though.
Zone Chicken
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Posted: 22nd Oct 2004 08:00
4 questions

1. When is the projected release date, as in 2004 - early 2005 - summer 2005 - fall 2005?

2. Are you going to offer it as a electronic download or a packaged cd only?

3. Are you going to offer pre release ordering?

4. Is there any type of physics, such as for background entities or enemies/particles cause on the videos there didn't appear to be any so far?
Rob K
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Posted: 22nd Oct 2004 08:03
Quote: "Also for the GUI - is it bluegui you're using or a custom interface thing?"


The GUI is a seperate application written in C++. Originally Lee was using his own GUI DLL, but I guess they decided that it would be easier to use Visual Studio instead. The editing area is a DBPro application embedded in the editing window.


BlueGUI:Windows UI Plugin - All the power of the windows interface in your DBPro games.
David T
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Posted: 22nd Oct 2004 08:35 Edited at: 22nd Oct 2004 08:36
Quote: "1. When is the projected release date, as in 2004 - early 2005 - summer 2005 - fall 2005?"


fpscreator.com says Autumn 2004.

Quote: "4. Is there any type of physics, such as for background entities or enemies/particles cause on the videos there didn't appear to be any so far? "


Rich has said that they're on the verge of signing a major commerical physics engine for fps creator 1.5.

@Rob - Sounds cool. It'd be a nightmare to try and code it all in DBpro!

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Richard Davey
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Posted: 22nd Oct 2004 08:57
EA means "early adopter" - think of it as a commercial pre-release. It's the way GarageGames release most of their stuff. It's like paying for the alpha release, but then you get the full one for free (or you pay the difference between the EA price and the full price, eitherway you never loose out a penny, you just get the product earlier).

Quote: "1. When is the projected release date, as in 2004 - early 2005 - summer 2005 - fall 2005?"


We will release the EA version this side of Christmas. The final release version very early 2005 and continuous updates from there on.

Quote: "2. Are you going to offer it as a electronic download or a packaged cd only?"


EA version is download only. Final version is both download and CD. Properly packaged, printed manual, etc.

Quote: "3. Are you going to offer pre release ordering?"


Sort of, that is what the EA version will replease the need for.

Quote: "4. Is there any type of physics, such as for background entities or enemies/particles cause on the videos there didn't appear to be any so far?"


Physics to the quality of Far Cry / Doom3? No, not in the videos you saw - but yes it does have physics for movement, falling, collision, objects blowing up, etc. The major physics push will come early next year, but still isn't 100% confirmed yet - believe me, when it is, FPSC is going to totally rock! Imagine just assigning a weight to an object and then blowing the damn thing across the room and having it all rebound and damage correctly

Cheers,

Rich

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Posted: 22nd Oct 2004 11:01
Will there be a way to edit your FPSC game in DBPro?

Thanks
JoeMama

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Posted: 22nd Oct 2004 11:06
Cool sounds really sweet and im already sold on it from what you've guys have showed looks like it will be able to do some nice things with amazing ease.

Another thing i was wondering about and don't know if you touched on or answered elsewares is mulitplayer capabilities, lan or net would or could this be something added on later in the development if not supported at time of release?
Swhale aka The FPS Creator
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Posted: 22nd Oct 2004 11:20
yes, when you save out your game (as stated at the fpsc website) you must select muliplayer, online co-op, singleplayer...

you must create you game according to one of these

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The Wendigo
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Posted: 22nd Oct 2004 11:24
Can't wait! After Lee's tangent about Dark Basic Finances () I've decided that whether or not I need this product I'm getting it anyways. Kinda like a donation to keep Dark Basic alive, but I also get a nifty program!


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uman
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Posted: 22nd Oct 2004 12:15
great stuff - like the fpscreator.com front page and look forward to seeing futher developments. no doubt I will get fpscreator as soon as it becomes available
Professor
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Posted: 22nd Oct 2004 12:37
Will FPSC support RagDoll Physics?

Thanks
JoeMama

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Posted: 22nd Oct 2004 17:36
Blah blah blah* yeah someone probably asked these questions but I cant find the answers and I just saw this thread like an hour ago, so here goes:

Is there a provision to extend the engines power? (DLL, etc)

Can I have exploding barrels?

How about rooms over rooms? I didnt see that in the movie file.

Moving objects like elevators, escalators ( ), conveyor belts and trains--is this asking too much?

Hows about using animated textures for scrolling skies, water, lava, sewage, security camera screens etc...?

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David T
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Posted: 22nd Oct 2004 18:06
Quote: "How about rooms over rooms? I didnt see that in the movie file."


Yes - Lee mentioned in the video having something like 4 stories.

Rich, if you get the EA version then the full version comes out - does the upgrade offer for all EA customers include getting the CD, manual etc or does it only upgrade you to electronic?

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Neofish
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Posted: 22nd Oct 2004 21:18
Quote: "How about rooms over rooms? I didnt see that in the movie file."


it looked as if you could move the creation thingy up and down so i presume so

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Richard Davey
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Posted: 22nd Oct 2004 22:44
More answeres (where possible) :

Q - Will there be a way to edit your FPSC game in DBPro?
A - Not at release, only to use the levels.

Q - Multiplayer
A - Again this won't be in the EA version, but the program has been built entirely with MP in mind, so yes the full release will certainly support this.

Q - Will FPSC support X Physics?
A - All Physics questions have been answered elsewhere in this forum.

Q - Is there a provision to extend the engines power? (DLL, etc)
A - Not via DLLs, but via more and more advanced scripts.

Q - Can I have exploding barrels?
A - Sure.

Q - How about rooms over rooms? I didnt see that in the movie file.
A - There is lots you didn't see, but rooms over room? Yes, 100% already working!

Q - Moving objects like elevators, escalators ( ), conveyor belts and trains--is this asking too much?
A - ALL of that is possible. We have teleports and other moving devices already in.

Q - Hows about using animated textures for scrolling skies, water, lava, sewage, security camera screens etc...?
A - Yes, definitely included.

Q - Does the upgrade offer for all EA customers include getting the CD, manual etc or does it only upgrade you to electronic?
A - It will include getting the CD, manual etc if you want. We'll have an electronic final release too.

Cheers,

Rich

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Professor
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Posted: 23rd Oct 2004 06:58
What about Vehical Control?

Thanks
JoeMama

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Richard Davey
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Posted: 23rd Oct 2004 13:33
No vehicals yet.. they require a physics set all of their own and we simply don't have the time yet. Once this is actually released, then we can look at extending the core of it.

"I am not young enough to know everything."
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Posted: 23rd Oct 2004 13:58
Richard Davey, Cool! hope it works out!!

JoeMama

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Posted: 23rd Oct 2004 15:12
Questions About Animation:

1. What about object animation? like somthing that repeats over and over?

2. And other animations such as, when you charactor is idle for say 15 seconds then will it be posable to make your charactor play a animation?



A Few on video support

1. What video files will it support? AVI, MOV ect ect.....

2. will there be able to be cutseen?

3. Will you be able to put in back ground movies?



Some on water FX

1. Will it support reflections? can remember what its called but when the water reflects objects and terrain.

Thats it!

Sorry for any misspells but its 1:10 AM and i just got done with some mindless murder from AAO

Thanks
JoeMama

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Posted: 23rd Oct 2004 21:18
Will there be an ehnanced mode that *SIGH* youll have to pay for separately, or..IS THIS IT? FPSCreator comes with everything, no extra parts to buy before it can fully work?
(A car with no engine, a strip bar with no ladies , a CPU without a monitor....etc etc)

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uman
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Posted: 24th Oct 2004 05:02
A deal of questions here - most of those I could have thought of after viewing the demo videos have been asked and most answered.

A published full feature/function spec list(proposed/possible/included)/FAQ might answer all these questions - I suppose that does not exist anywhere yet? No doubt as development proceeds and the EU release comes nearer all will be revealed.
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Posted: 24th Oct 2004 07:30 Edited at: 25th Oct 2004 14:45
hmmmmmmmmm silence --is this a "yes", an omission, or..
hey Rich, Mouse, David, Rob k, I hope I didnt ask one of those "Who killed Kennedy" questions....

EDIT-Come on you guys, 2 days already, your freakin me out here....

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jburrows
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Posted: 26th Oct 2004 08:20 Edited at: 26th Oct 2004 08:32
Well I also have a few questions.

1 About weapons. It is possible to to have an sniper rifle with the visual effect of zooming in my target? Also what weapon limitations if any? Also is it possible to setup thru scripting that certain enemies immune to certain weapons? Also would nice see an example weapon script.

2 about enemies. Instead of enemies being human is possible to have them be other things such as gun turrets, tanks, perhaps a plane?

3 Are any plans for making commandline options for the exe's it makes? It could help with multiplayer games( so it could put into gamespy arcade), possible interaction with dark basic pro.( an example of interaction with dark basic pro would be I am planning on making a space simulation game based on stargate sg1-1.Most of stuff is space ship combat in space so using fps creator for it would not work but I could make some missions involving combat inside ships, planetary missions ,etc.In the missions when I am using darkbasic pro and wanted to load a particular level I made I would just run the fps created exe and with the command line parameters and it would load up the mission automaticly?

Forumly startrekdude.
Richard Davey
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Posted: 26th Oct 2004 09:29
1 - Sniping + zooms, yes. Baddies immune to certain bullets, not sure.

2 - Enemies can be any 3D object you want.

3 - No, but there is a Game Flow feature will allows chaining of EXEs together in sequence (quit one, start the other) which would allow for this.

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RULEinDARK
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Posted: 28th Oct 2004 11:27
Hello all!

Will we have a menu? Like choose resolution and stuff like that or the exe will be like T3GM

How abut save and load option? This was a drawback in the T3GM
Ppl will hate to stop playing and run exe number 20 or start the game from the start
OTS Software
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Posted: 28th Oct 2004 13:54
To add to RULEinDARK's question...

Will there be a menu system or just function keys for save/load and will there be more of an intro menu than "hit space bar to start"?

Also, will high scores (assuming they can complete and play again to improve their score) be tracked long term or just for a particular gaming session?

Thanks,

www.OTSsoftware.com
David T
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Posted: 28th Oct 2004 17:41
Quote: "hey Rich, Mouse, David, Rob k, I hope I didnt ask one of those "Who killed Kennedy" questions...."


Say again?

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Game Freak10K
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Posted: 29th Oct 2004 13:36
David T- I posted a question about the completness of the FPScreator. Will it be like DBC where you have to buy an enhancment pack to gain access to all features of the software? Since no one answered I kinda figured I asked one of those questions that no ones allowed to answer or something. I guess not, so how about it? Will FPSC have extra bits and pieces that we have to buy in addition to the whole engine?

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Pyramid Head
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Posted: 29th Oct 2004 15:48
forgive my ignorance, but what is FPS Creator? :X for the name I suppose a program to create fps games, right, but is it out already? What are the features? If someone could tell me I would apreciate it thanks!

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David T
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Posted: 30th Oct 2004 03:33
Quote: "forgive my ignorance, but what is FPS Creator? :X for the name I suppose a program to create fps games, right, but is it out already? What are the features? If someone could tell me I would apreciate it thanks!"


See the latest newsletter and teh videos there.

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Aoneweb
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Posted: 30th Oct 2004 04:56
Game freak10k

I think I read (ITIR) that expansion pack's, like a physics pack, would become available and would be charged for, which is a way for TGC to make more money, = develop more software,= making it more accessible to armature game creators like most on this forum.

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Game Freak10K
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Posted: 31st Oct 2004 08:07 Edited at: 31st Oct 2004 08:15
Fair enough.
Wait let me guess...the physics pack is necessary if you want your character to be able to jump or have bullets collide correctly with enemies.....dont get me wrong though, Im behind TGC all the way with FPSCreator, ive been waiting for something like this for, well, years I guess..(let me see, Junior high school, up until now.....)Yep years. The extent of my programming knowledge is basically Qbasic so Im buyin FPSC, the expansion packs AND a license!
LP+HG!

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Richard Davey
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Posted: 1st Nov 2004 18:23
Quote: "Will FPSC have extra bits and pieces that we have to buy in addition to the whole engine?"


FPSC will be a complete game making solution. We will not release any extras that you HAVE to buy, they will all be simply optional extras that you may or may not require. You will not know if you need them until we release them

Game Freak - we would not make something like "jumping" or "bullet collision" an optional extra It would be a pretty poor FPS game if you needed to pay extra for that! When we say a physics pack, think of things like being able to set a weight to an item (like a barrel or a piece of metal) and then throw a grenade in and that to exert correctly calculated force against those objects and they all fly around based on their mass, weight, direction, etc. That is the sort of advanced physics we're talking about - not jumping

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shovebot
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Posted: 4th Nov 2004 06:59
Quote: "Q - Is there a provision to extend the engines power? (DLL, etc)
A - Not via DLLs, but via more and more advanced scripts."


Can't say I'm not disappointed by this outcome, as DLLs are very important for me for developing with DarkBASIC Pro. Of course this isn't DBPro, but DLLs still are a very useful function.
waffle
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Posted: 10th Nov 2004 23:03
wow a direct line to rich
haven't seen that in a while ...


FPSC seems to be coming along nicely and atracting lots of eyes.
How well could the scripts support a task force (tribes?)
action against an installation?

example:
You are in command of a swat team (5 friendly AI members) that
gets tasked with taking over crime scenes after negotiations have failed .... Can you issue commands to other AI units to "take left"
"check the back" or "escort the hostages" or "report in" ?

Or, would this be a good case for exporting the level to DBPro
for extra enhancements ...
Richard Davey
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Posted: 10th Nov 2004 23:21
Quote: "Of course this isn't DBPro, but DLLs still are a very useful function."


In a programming language, yes.

Quote: "How well could the scripts support a task force (tribes?)"


I would say that the complexity of your example wouldn't be possible at the moment. Which doesn't exclude it from future revisions, just not yet.

"I am not young enough to know everything."
- Oscar Wilde

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