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FPSC Classic Product Chat / Latest images

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RickV
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Posted: 1st Nov 2004 16:42
Hi, now that we are going more public on FPSC I'll do my best to showcase screen shots that appear during the final development phase. Here's an MP40 gun from WW2 set.

Rick

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RickV
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Posted: 1st Nov 2004 16:43
Here's another image - a sniper rifle.

Rick

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Eric T
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Posted: 1st Nov 2004 16:47
Sniper Rifle looks pretty cool. Sub machine gun looks like it has an akwardly big clip though. meh.

Dave J
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Posted: 1st Nov 2004 16:50
Nah, the MP40 has always had a long clip, not sure if it's that big though.


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Eric T
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Posted: 1st Nov 2004 16:52
Heres a picture of a mp40:



Looks just a bit long.

But as i said, meh.

Dave J
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Posted: 1st Nov 2004 16:57
Nah, looks about right, the perspective might make it look a little longer as the gun is pointing downards and to the left. I guess you can't really be sure unless you see a side-on image.


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Eric T
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Posted: 1st Nov 2004 17:01
Yeah, the more i look at it, seems like it just need a "Butt implant"

Rob K
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Posted: 1st Nov 2004 17:02
Rick, has the mysterious FPSC man been given hands yet? Or are the grenades still auto-ejecting themselves


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Eric T
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Posted: 1st Nov 2004 17:05
Hey, it would be nice if people could use thier minds to launch grenades. Might lead to a lot less self grenade injury. Then again, some people don't have minds.

So i think its best to get them there hands on the guns and grenades as fast as possible.

Simon
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Posted: 1st Nov 2004 19:34
Hi,
Let me see if I can clear up the weapons/hands issue.

The weapons included with FPSC will not have visible hands, this was an artistic decision early in development. Because the players avatar can be any character model we would have had to have made a set of hands for every character.

The weapons positioning in the demo videos is incorrect, and will be changed before release. We simply haven't got round to correcting it yet.

Its very possible to import your own weapon models into FPSC with hand models if you so wish.

Hope that clears it up

Simon Benge
Lead artist FPSC
RickV
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Posted: 1st Nov 2004 19:50
I have made some screen shots of two simple levels that Lee made during his week working with Mike. The first level shows a mix of all the entity types, eg enemy, weapon pick up, doors, emitters, lights etc. First I'll post the in-game shots and then views from the editor of the level.

Rick

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RickV
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Posted: 1st Nov 2004 19:51
Is here

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RickV
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Posted: 1st Nov 2004 19:51
3rd in game

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RickV
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Posted: 1st Nov 2004 19:52
Is here. I keep pressin the wrong button!!! Sorry.

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RickV
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Posted: 1st Nov 2004 19:53
OK, now the shots from the editor. This one shows the base level of the level and the red line shows the way point of the enemy (note that the enemy can move up and down the stairs of the level.

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RickV
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Posted: 1st Nov 2004 19:54
Now we have moved up a level, so you are seeing the next grid of segments with the lower level displayed semi-transparent.

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RickV
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Posted: 1st Nov 2004 19:56
In this shot we are viewing the highest part of the level. You can see where the enemy character starts from and you can see the enclosed part of the level where the player starts from.

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RickV
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Posted: 1st Nov 2004 19:56
This image shows the build game dialogue in action.

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RickV
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Posted: 1st Nov 2004 19:57
Lee also made a massive building (by mainly copying a pasting layers. These next two shots will give you an idea of the size of level you can create! First we'll see it from the outside.

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RickV
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Posted: 1st Nov 2004 19:58
Now from the inside looking down - hope you don't mind heights...

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Dave J
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Posted: 1st Nov 2004 20:02
Not bad, but don't you guys have an FTP or something so you can upload them all at once rather than making a hundred seperate posts?


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Eric T
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Posted: 1st Nov 2004 20:03 Edited at: 1st Nov 2004 20:04
Question:

Does The head:

Change reactions when in pain, or with lower health, ect..?

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Turoid
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Posted: 1st Nov 2004 20:05
im really going to buy fpsc... I MUST HAVE THIS

Do you need a complete FPS,3rdPS engine ?? Or a collision command libary?? well here it is:
http://forum.thegamecreators.com/?m=forum_view&t=38869&b=6&p=0
RickV
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Posted: 1st Nov 2004 21:04
Yes, the head will decay as your health decreases. Lee has not implemented it because he only had 4 frames of anim. So Simon needs to create at least 10 frames for him.

Rick

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Eric T
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Posted: 1st Nov 2004 21:06
Ahh, cool, I'm all for the old school Wolfenstein/Doom Face reactions, Although sometimes it made them seem a bit, constipated, other times it made you think "God damn, that had to hurt".

Mussi
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Posted: 1st Nov 2004 22:20
Spammer!

Looks good, the levels still look a bit simple though



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RickV
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Posted: 1st Nov 2004 23:04
Hi,

There are currently some annoying bugs that stop me doing the levels I want to do (I'll be kicking Lee to get these sorted). But just in the space of an hour I have knocked up a level that I had been thinking of making. It starts in a room with a gangway across the top (this is where my 1st enemy will walk and watch out for me).

I have set the ambient light to very low and placed some bright red lights around. Just shows how easy this can be!

I also made a pyramid of tables ('cause that's fun).

Rick
How's this for a moody bit of lighting.

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Rob K
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Posted: 1st Nov 2004 23:17
Rick, can I make some minor suggestions:

- I think the Build dialog is going to be intimidating for beginners. Perhaps it would be a good idea to hide many of the options unless the user checks a "Show Advanced Options" box.

- I presume this will happen at a later stage of development but the text in the build dialog probably needs to be made more beginner friendly (for example: "Removing unnecessary tiles" instead of "Applying HSR")

- The textures in those examples don't quite fit together properly. If FPSC could "recommend" textures that fit together it would be useful.


BlueGUI:Windows UI Plugin - All the power of the windows interface in your DBPro games.
RickV
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Posted: 1st Nov 2004 23:54
Rob, I am totally with you! The techie side of things needs to be made much more user friendly (and will be).

There are a number of issues with segments and textures not matching. I'm currently restricted to making levels with the few segments Lee has prepared for me (and some of those are not working 100%). Fear not, a full tidy up is coming!

Rick

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David T
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Posted: 2nd Nov 2004 00:28
Some of the screens look really good. Others have that trademark DBpro fuziness, and alot of them look a bit grey - although that could be just down to your settings and the monitor resolution could be changed to get rid of fuzziness.

Are the GUI elements scriptable? Can we specify fonts / positions for the GUi readouts? At the moment the text has that trademark DBpro dodginess (no offence ) and maybe putting it at a larger size and boldness could fix that.

The thing about not having hands is a real surprise to me. Finished games will look nowhere near professional with floating guns, and you can only move a gun back so far to hide the fact. I do have a few models of guns with hands, but I'm sure your ordinary non DB developer who's just picked the game up won't.

I know I've been a bit harsh but the rest doesn't need saying as it's been said so many times before - looks great, nice editor etc

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Rob K
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Posted: 2nd Nov 2004 00:47
I know Lee loves 640x480 resized to fill a 1024x768+ desktop, but it creates a very noticeable blur. His PC probably has an extremely good graphics card, so it would make sense for him to do all of his testing at 800x600 or 1024x768 at least.


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Richard Davey
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Posted: 2nd Nov 2004 02:51
Lee has the design sense of a one-eyed colour-blind monkey Just as well his code skillz make up for it.

"I am not young enough to know everything."
- Oscar Wilde
Rob K
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Posted: 2nd Nov 2004 02:58
Quote: " Lee has the design sense of a one-eyed colour-blind monkey"


Can I quote you on that?


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David T
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Posted: 2nd Nov 2004 03:09
Quote: "Lee has the design sense of a one-eyed colour-blind monkey "


Let's hope it doesn't find its way into the final release of FPSC

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PsychoHoseBeast
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Posted: 2nd Nov 2004 04:17
How come I'm not seeing any of the images that are being posted here? Have they been removed?
Red Ocktober
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Posted: 2nd Nov 2004 04:28
click on the view or download buttons at the lower right of each post...

--Mike
Blue Shadow
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Posted: 2nd Nov 2004 06:11
Any screens of the WW2 media instead of all the sci fi stuff?

Cheers,

Mike
Richard Davey
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Posted: 2nd Nov 2004 07:11
Quote: "Can I quote you on that?"


By all means

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uman
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Posted: 2nd Nov 2004 09:00
The screens are interesting in that we can glean further glimpses of what FPS creator will allow us to do. The use of curved surface "effects" particularly and the blue teleporter thingy to mention a couple of things.
Red Ocktober
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Posted: 2nd Nov 2004 11:08
yes... indeed, THANKS for the additional previews Rick.

question... are those panels in the background an example of some bumpmapping at work?



--Mike
Eric T
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Posted: 2nd Nov 2004 16:21
Quote: " Any screens of the WW2 media instead of all the sci fi stuff?
"


Well there was one (the MP40).

Quote: ""Lee has the design sense of a one-eyed colour-blind monkey "
"


/me adds that to his quote list.

Quote: "I also made a pyramid of tables ('cause that's fun)."


So i'm guessing if I give you a pack of playing crads, i'll see a damn good pyramid?

Eric

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