FAQ and TESTIMONIALS ==================== You can find the latest FAQ at http://code.google.com/p/fpscreatorengine/wiki/FAQ History ======= V1.1.9 ------ Note:Version numbers for V119 refer to internal source code references. E.g. V15 is a internal code references. * Thanks to The Zombie Killer for helping improve the anti-hacking featues of the FPSC Editor playfullvideo=x – X=1, plays the full version of the next video called by video=x, preventing the player interrupting the playback. plrwobble=x – sets the amount of 'wobble' affecting the player as they move around. plrdeath=x –where X equal the direction of fall for the player X=1 Fall left X=2 Fall right X=3 Fall forward X=4 Fall backwards X=5 Fall randomly plrdeathspeed=x where x is the speed of the players fall. plrdeathbounce=x where x is the amount of 'shake' when the player hits the floor. plraction=X – Forces a one off player action X=1 Fires current weapon X=2 Zooms current weapon X=3 Reloads current weapon X=4 Crouches player X=5 Jumps player X=6 Peeks player left X=7 Peeks player right X=8 Forces “use” key X=9 Forces left mouse click X=10 Forces right mouse click plrforcemove=X – if positive, turns on auto move forward for player, a negative value forces an auto move backwards as if the appropriate movement key had been pressed. A setting of 0 (the default) disables auto move Emitforce=x emits X amount of force from the current entity as a pulse. In a range of 0.0+ (default 1.0) Forcedamageon=x 1=allows force damage (the default) any other number prevents damage mousesclick=x (condition) – Returns the current mousestate. X=1 returns true if left button is depressed X=2 returns true if right button is depressed X=3 returns true if both left and right buttons are depressed WASP - Official V2 additions crosshair=x, where 1 displays a crosshair if available and x=0 disables them. The default is on weapontoslot=x where X is the next weapon slot to be used, X=0, use next free slot. Armon = x 1=Turn on body armour, 0=No body armour, damage is deducted from armour before health. SetArmx=x, X cord of the armour display SetArmy=x, Y cord of the armour display SetArm=x, Sets body armour value to X ArmInc=X, add X to your current body armour ArmDec=X, subtract X from your current armour. Airon=X - X=0 is off, X=1 acts like an aqualung. X=2 acts like lungs, restoring air to the amount set by SetAirMax when you surface. Addair=X - Add x to air Setair=X - Sets air to X Setairx=X - Sets air display X cord to X Setairy=X – Sets air display Y cord to X Setairmax=X – sets the maximum air allowed. Setair=X - Sets air to X Setairtime=X – Where X is the number of milliseconds underwater before air is reduced Setdrowntime=X - Where X is the number of milliseconds underwater before drowning damage occurs. Instantdrown=x – If X=1 (default) running out of air results ininstant death, otherwise x=0 reduces heath. AirGreater=x (condition) - returns true if air is greater than X. AirLesser=x (condition) - returns true if air is less than X. AirEqual=x (condition) - returns true if air equals X. Samefloorasplr(condition) - returns true if the entity is on the same floor as the player. Entityfloorequal=x - returns true if the entity is on floor X plrfloorequal=x - returns true if the player is on floor X plrsetimmune=x, when set the anything other than 0, player is immune from all damage! plrisimmune (condition)– returns true if the player is immune from damage. Automated feature -Some characters, most notable Bond1's excellent models often include hard modelled melee weapons. The code automatically detects if you want the model to use another weapon and hides the melee weapon. Models must however use the default FPSC limb naming convention: MELEE-WEAPON-LEFT or MELEE-WEAPON-RIGHT. WASP - official V3 additions Arrowkeys=X - toggles use of the arrow keys for movement Peekkey= X - toggles use of the the peek keys Crouchkey= X - toggles use of the crouch key Jumpkey= X - toggles use of the jump key Walkkey=X - toggles use of the walk key for movement Runkey=x - toggles use of the walk key for movement Setforcedamage – Sets the amount of damage the next force burst will cause. Compasson = Turns on the compass Compassoff= Turns off the compass CompassX = Compass x coordinate on screen CompassY = Compass y coordinate on screen Compassspin = Sets the compass to spin rather than the needle Needlespin = Sets the needle to spin rather than the compass. radaron=x, where 1 turns on the dark radar feature, using blip1.png,blip2.png, etc, stored in databank to represent teams (1-10) non Dark AI's blips show as enemy (blip2) radarx=x the radar x cord of the radar centre radary=x the radar y cord of the radar centre rotateblip=x, 1= enables radar blip to show entity facing radarrange=x the range that entities show on the radar in segments plrspeedmod=x where x adjusts the player speed by X% WASP - official V4 additions. AddRawText = String, Adds the string to the current RawText text. Setisobjective, the object is set as the objective. A pointer, using the same format as the radar and the compass will point in the direction of the objective. Entities and Characters can all be set as objectives. This is NOT the same as the isobjective in an objects settings. setobjectivex=x. Where x= the x coordinate of the centre of the objective pointer setobjectivey=x. Where x= the y coordinate of the centre of the objective pointer setobjectivemode=x where x=0 hide objective set objective, x=1 always show, x=2 show on same floor only. setvarrnd=x or setvarrnd=var x. sets system variable or named var to a random value between 0 and x Randomize - resets the rnd seed to the timer Emptyreloadonly (gunspec) - Won't allow reload until weapon is empty. E.g. M1 Garand, flintlock, etc. setmaxweapons=x - sets the maximum number of weapons allowed in the players inventory. Exceeding X prevents pick up. plrweaponsgreater=x (condition) - returns true if weapons in inventory is greater than X plrweaponslesser=x (condition) - returns true if weapons in inventory is less than X plrweaponsequal=x (condition) - returns true if weapons in inventory is equal to X $ARM = system variable armour $AIR = system variable air $FPS = system variable FPS $WAT = system variable water height $MAX = system variable maximum weapons slots Moved all new data to save/load routine. WASP - official V5 additions. Assigned variables to radar/compass objects for ease of use. entitydamagemult=x multiplies the entities damage by x% WASP - Official V6 additions weaponinslot=x (condition) - returns true if slot X contains a weapon playerstrength=x - multiplies the players strength by X% currentweapon=x (condition) - returns true if the currently held weapon is in slot X WASP Official - Cull additions Added performance increases Added 'average' timer based movement,for smoother movement. Increase max FPS to 80 to account for additional improvements, cap required as FPS 80+ corrupting animations, will look into this. cullmode=X - 0=Legacy culling, 1=Legacy+dynamic entity cull based on entity size- default, x=1 and system calculated cull range cullrange=X - when cullmode=1 sets the range the entity will be culled at, overriding system defaults hide - hides the current entity show - shows the current entity cullmod=x - where x is the multiplier for the new culling - x=default 400, while entity size dependant 100=approximately 1 segment. $DIS - returns the current entities distance from the player. WASP official - V7 - for use after V1.19 beta Increased maximum radar blips to 20 to bring in line with maximum AI teams. Changes to cull system to improve performance and added entity fade for smoother appearence. plrisrunning (condition) returns true if the player is running, plriszoomed (condition) - returns true if player weapon currently zoomed, plrisusingreload=X (condition) - X=1 returns true if reload pressed, X=0, returns true if reload not pressed. plriscrouching (condition) - returns true if player crouched plrisonground=x (condition) - X=1 and player is on ground returns true, X=0 and player is not on ground returns true. plrisjumping (condition) returns true if player is jumping swaptoalt - swaps to alt fire on the current weapon firemode=x (condition) - returns true if current firemode=x, 0=normal, 1=alt fire mode plrrotatex=x - rotate camera angle x to X plrrotatey=x - rotate camera angle y to X entrotatex=x - rotate entity angle x to x entrotatey=x - rotate entity angle y to x entrotatez=x - rotate entity angle z to x WASP official - V8 Fixed 'leavecorpse' bug, leave corpse now leaves corpse as it should do. Fixed limited spawn bug moveplrx=x - adds a one off X to players X velocity moveplry=x - adds a one off X to players Y velocity moveplrz=x - adds a one off X to players Z velocity $DIF - returns the current entities real world distance in feet from the player. $DIM - returns the current entities real world distance in metres from the player. WASP official - V9 Prevented culling for multiplayer Added png & jpg to splash screen options. Only 1 type allowed. Note, Jpg will not fade. Fixed objective to scale to screen res. Fixed non-spawned characters appearing on radar onradar=x (condition) returns true if character on radar and x=1, else returns true if x=0 and character not on the radar. WASP official - V10 scale=x or scale=x y - scales characters to scale X or scale X+ a value between 0-Y V11 plrlastfired=x (condition) returns true if weapon path X is the last player weapon fired or x=the slot the weapon is carried in. radargreater=x y (condition) returns true is an entites range on the radar is greater (in segment size) than x and Y=1, else returns true if range less than x and Y=0 radarequal=x y (condition) returns true is an entites range on the radar is equal (in segment size) to x and Y=1, else returns true if range does not equal x and Y=0 Fixed aiheardsound bug. holster=x where x=1, player can swap/holster weapons as normal, x=0, player cannot holster or swap weapons. V12 Fixed invisible spawn issue. Fixed addhealth issue Fixed AI footfall issue Added Splash.avi video option. globalnoair=x where X=1 set a global zero air, and x=0 sets air on. uses standard air settings otherwise. setnoairdamage=x where x is the about of health lost when player has no air left. fixed indirect death issue tweaked vWEAP physics V13 gravitygun=x (gunspec) - turns weapon into gravity gun, allow plr to pick up an object with right click within range X, right click again, drops, left click throws magnet=x (gunspec) - turns gravity gun into magnet, left click hurls held object towards player gravitystrength=x (gunspec) - sets the psyhics weight the gravity gun will handle magnetstrength=x (gunspec) - sets the psyhics weight the magnet will handle V14 entityishigher=x (condition) - returns true if the entity is X units higher than the player entityislower=x (condition) - returns true if the entity is X units lower than the player entityfloorhigher=x (condition) - returns true if the entity is X floors higher than the player entityfloorlower=x (condition) - returns true if the entity is X floors lower than the player plrpickon=x, x=1 then allow player pick up with right click plrpickrange=x, sets the range at which the player can pick up an entity with right click V15 emitflash - Emits a flash from an entity setflashred=x - sets the next flashes red element setflashgreen=x - sets the next flashes green element setflashblue=x - sets the next flashes blue element setflashrange=x - sets the flash range of the next flash emitted, default=600 flashing=x (condition) returns true if a spotflash is in process and x=1 or returns true if no spotflash is in process and x=0 logicburst - give entity temporary logic burst, effectively setting to always active for a few moments. spawnsleft=x y (condition) returns true if spawnsleft=x and y=1 or returns true if spawnsleft<>x and y=0 spawnsgreater=x y (condition) returns true if spawns are greater than x and y=1 or returns true if spawns are less than x and y=0 damageby=X (condition) where X is either a weapon path (e.g. ww2/colt45) or the string "collision", "melee", "indirect", "flak" or "falling". or X= the slot number the weapon is carried in. plrdamagemult=x where x is a multiplier for the current damage caused by the player. plrnotzoomed (condition) - returns true if player is not zoomed plrnotrunning (condition) - returns true if player is not running plrnotjumping (condition) - returns true if player is not jumping plrnotcrouched (condition) - returns true if player is not crouched plrnotusingreload (condition) - returns true if player is not pressing reload notonradar (condition) - returns true if entity is not on the radar V16 Fix usefullaim issue Tweaks V17 addrawvar=X where X=var name or number. Adds the named variable to the current rawtext string. Added blood of floor for character V character sin=x y - set variable X to sin of Y cos=x y - set variable X to cos of Y damagetimegreater=x - returns true of last entity damage time greater than X scalehudx=X Y - rescales hud named X's X scale to Y scalehudy=X Y - rescales hud named X's Y scale to Y changehudalpha=X Y - changes hud X to alpha Y jamchance=X.0 (gunspec) = percentage chance of a gun jammed due to overheat (Reloading clears jam) overheatafter=x (gunspec) = the number of shots fired before the chance of jamming becomes active. cooldown=x (gunspec) = time in millisecs between shots to completely prevent jamming currentweaponjammed (condition) = returns true if the current weapon is jammed. V18 Added new player action playeraction=11 which jams current gun nosubmergedfire=x (gunspec) - prevents the weapon firing while underwater. waterflow=x - sets the force of water flow effecting the player and entities if in water watercurrent=x - sets the direction in angles of the water flow. removeplrweapon=x where x is either the slot number or the weapon path e.g. scifi\autoslug - removes the weapon from the player, freeing the slot. giveplrweapon=x where x is the path of the weapon e.g. scifi\autoslug. The weapon must exist somewhere in the level or will fail silently. entitysetimmune=x - where x=1 set the entity to be immune from damage, x=0 set to receive damage isentityimmune (condition) - returns true if current entity is immune isentitynotimmune (condition)- returns true if current entity is not immune resetglobalsonreload=x - x=0, carries default global variables over to the next level. X=1 resets default global variables on loading. entitycam - moves camera to entity position, using entities rotation. playercam - restores camera to player lastcam - swaps to previous camera. playgunanimation=x y - where x is the animation start frame and y is the animation end frame. camrotationon=x if x=0 the camera uses the entities rotation, x=1 use user set rotation setcamoffsetx=x setcamoffsety=x setcamoffsetz=x setcamrotx=x setcamroty=x setcamrotz=x V18.5 scalelimb=x y - scales limb X to scale y hidelimb=x - hides limb X showlimb=x - shows limb x Limb scaling and hiding now requires the actual limb number of the model, this solves several imbalances and allows non-character models to be scaled. Added new gun animation options to fit with default weapons fix jam (gunspec animation)=X Y where x is the start animation and Y is the end animation hand push hand dead jammed change firemode hand button hand take presetgunanimation=x, plays a present gun animation, if it exists. where x= one of the following: (no action is taken if animation doesn't exist) fixjam handpush handdead jammed swaptoalt handbutton handtake select idle move run startreload endreload cock various fixes for culling lockemplacement - locks the player to a 45 degree fire arc freeemplacement - frees the player from the fire arc. cullevenifimmobile=x where x=1 system will include immobile object in cull system, normally exluded to account for windows and doors. V19 cull fix tweaks and fixes for scaling plrweaponidle (condition) - returns true if the player weapon is idle. plrweaponnotidle (condition) - returns true if the player weapon is not idle. Speed tweak plraccuracymult=x. Modifiers the player accuracy by x% entityaccuracymult=x Modifiers the entity accuracy by x% debugcursor=x y debugvar=var name debugtext=text wireframe=x 1=wireframe mode, 0=solid. plrcamoffseton=x - 1 allows player camera offsetting. plrcamoffsetx=x - x player camera offset plrcamoffsety=x - y player camera offset plrcamoffsetz=x - z player camera offset further tweaks to culling. fix to segment debug sphere issue. Entity damage multiplier tweaks. Mutate=x y - mutates the character/object limbs between scale X and Y Improvements to player carry and gravity gun, objects now dropped if attempts made to life throw ceiling/objects. V20 setobjectiverange=x - sets the range an objective marker is dropped from the radar objectiverangelesser=x (condition) - returns true if the entity is an objective and it's range is less than x objectiverangegreater=x (condition) - returns true if the entity is an objective and it's range is greater than x linktoplayer - attach the current entity to the player cam using the entities camera offsets freefromplayer - free the entity from the player cam and leave at last cords. Added Team Death Match/Lemur V2 - Special thanks to Plystire for this code - I aim to improve this code at a later date. To use Lemur you'll need to add additional options to the FPSC setup.ini located in your final built game folder. aunt1=I Can Smell You! taunt2=Is That Fear I Smell? taunt3=Victory Is Mine!! taunt4=I Got You Sucka! taunt5=Time you got ya arse in gear! taunt6=You Play Worse Then My Grandma And She's On Oxygen! taunt7=Eat Lead Sucka! taunt8=What? No Bullets?? taunt9=The Object Of The Game Is To Kill, Not Die! taunt10=Who Taught You How To Shoot? taunt11=Your Resistance Is Futile! taunt12=You Just Got Spanked! taunt13=Uninstall Now Before Your Feelings Get Hurt! taunt14=Listen To The Sound Of PAIN! taunt15=Didn't Your Momma Teach You Not To Play With Guns? taunt16=I AM Your Daddy's Hero! taunt17=What? Lead Poisoning? HAH! taunt18=Should I Play Blindfolded? taunt19=That's DOCTOR Death To You Sir! taunt20=What? You Lose Something? Maybe A Life? taunt21=Sorry Babe, I Just Had To. taunt22=Whoops!!My Bad!!HAHA NOT! taunt23=You Are Probably The Worst Player I've Ever Beaten!! taunt24=And You Call THAT Skill? taunt25=Why Do You Keep Dying? Is It Me?? taunt26=What Do You Say You Give Up Now And Save Yourself The Embarassment!!! taunt27=Daddy Likes!!! taunt28=This Ain't No O.K. Corral, Put 'Em UP!! taunt29=I Must Be Your Bus Driver, Because I Just Took You To School! taunt30=Somebody Better Call The Meat Wagon!!! autoswaptrue=1 messagetime=3000 serverhostname= FPSC v119 Beta allowscope=1 allowchat=1 alwaysrun=0 - also works in single player mod autoswaptrue=X where X=1on and X =0 off (autochange gun) allowsscope=X where X=1on and X =0 off allowchat=X where X=1 on and X =0 off alwaysrun=X= 1(run,shift is walk) or X =0(walk,shift is run.) matchtype=X= 0 for a standard deathmatch or X=1 for Team death match Death Match settings : matchtype=0 Make your game as normal making sure all character's have different names. You may have a maximum of 16 characters for a deathmatch game. Team death Match settings : matchtype =1 Make your game as normal, making sure to give each character in a team the same unique character name. e.g. You could call all the characters in team 1 Bob, all the characters in team 2 Tina, all the characters in team 3 Ronald, etc. You may have as many teams as you like, up to a maximum of 16 characters in total. v21 soundplaying (condition) - returns true if the last sound called by the entity is still playing. soundnotplaying (condition) - returns true if the last sound called by the entity is not longer playing. multicompass (setup.ini) - activates compass for multiplayer multicompassx (setup.ini) - multiplayer compass x multicompassy (setup.ini) - multiplayer compass y multiradar (setup.ini) - activates radar in multiplayer multiradarx (setup.ini) - multiplayer radar x multiradary (setup.ini) - multiplayer radar y V1.1.8 ------ * [SVN on GOOGLECODE now holds notes on additions, saves duplicating work!] * Fixed AIUSEMELEE=1 blood spurts * Added new FPI action AIROTATEY=X this will rotate the character to the angle specified by x * Added new FPI action AILOOKAROUND=X,Y this will rotate the character randomly between angle x and angle y * Added cool new adaptive bloom shader written by Mark Blosser (the legend) * Added new gunspec command BULLETLIMBTOTAL=X X is the amount of bullet limbs the weapon has * Added new gunspec command BULLETHIDERESET=X X is the animation frame at which the bullets will all be scaled back to 100% * Added new gunspec command BULLETHIDESTART=X X is the amount of ammo for the system to begin to hide the visible bullets * Added new gunspec command BULLETHIDEMOD=X if x=1 then the weapon will use the bullet hide system NOTE!: Weapon MUST have the bullets limb's named correctly "BULLET" prefix and then which number bullet it is (limbs will be hidden from max limbs to 0). EXAMPLE!: BULLET0,BULLET1,BULLET2,BULLET3,BULLET4, ETC.... * Added new BULLET HIDE feture (all bullet hide gunspec commands are a must for the system to work) * Added new FPI action called EXPLODE this will cause an explodable entity to trigger its explosion OR if the object is a scriptable flak object then the flak will explode NOTE: If it is a scriptable flak object, upon explosion the entity/flak will not die allowing flak to have multiple explosions, for flak destory must be called to destroy the flak object * Added new gunspec switchtoalt=x,y by default to switch to an alternate weapon you have to press the number key of the weapon you are currently on. this command allows you to change that (THE Y PERAMATER IS OPTIONAL). For example switchtoalt=33 will allow you to use the 'F' key to switch to your weapons alternate mode. The Y peramater allows you to do key combos, for example switchtoalt=33,56 will allow it so you use 'ALT' + 'F' to swap to your weapons alternate mode. * Added new FPI condition called UNDERWATER=X this will return true if the entity is under the water surface * Added new FPI condition called PLRUNDERWATER=X this will return true if the player is under the water surface * Added new FPI condition called PLRNOTFACING which is true when the player is not facing the entity scripted * Added water "effects" such as water physics, swimming, water ripple, water splashes...etc * Added WATERFOGDIST=X to change how far away the underwater fog is * Added WATERFOGBLUE=X to change the blue value of the water's underwater color * Added WATERFOGGREEN=X to change the green value of the water's underwater color * Added WATERFOGRED=X to change the red value of the water's underwater color * Added WATERBLUE=X to change the blue value of the water's color * Added WATERGREEN=X to change the green value of the water's color * Added WATERRED=X to change the red value of the water's color * Added WATERSPEED=X to change the water ripple speed * Added WATERHEIGHT=X to specify the water's Y position * Added WATER=X to toggle water on and off * Added Water * Added NEXTLEVEL=X this will specify which level to jump to (this command will not end the current level, it will simply jump to the level specified after the current level has ended via winzone, etc.) * Added DIMLOCALVAR=X Works just like DIMVAR=X only makes the variable local to the entity (just like localvar=x only allows you to use the new variable system) * Added PASSTOSETUP=X Y x is equal to the string you would like to insert/change in the setup .ini Y is the value to give it Example: passtosetup=dynamicshadows 1 * Removed SAVESETUP to save the changes to the setup.ini (MUST CALL BEFORE RESET) * Removed SETUP_DYNAMICSHADOWS=X to change the setup.ini's dynamicshadows setting * Removed SETUP_USEEFFECTS=X to change the setup.ini's useeffects setting * Removed SETUP_DIVIDETEXTURESIZE=X to change the setup.ini's dividetexturesize setting * Removed SETUP_MOUSESENSITIVITY=X to change the setup.ini's mousesensitivity setting * Removed SETUP_ASPECTRATIO=X to change the setup.ini's aspectratio setting * Removed SETUP_POSTPROCESSING=X to change the setup.ini's postprocessing setting * Removed SETUP_WIDTH=X to change the setup.ini's width setting * Removed SETUP_HEIGHT=X to change the setup.ini's height setting * Removed SETUP_DEPTH=X to change the setup.ini's depth setting * Updated arena player name entry and arena IP address entry to allow the backspace key to remove characters. * Updated arena chat messages so the backspace key removes string characters from messages. * Fixed 'super jump' bug that can occur in arena games. * NOTE: V117 and above on Vista require SP1 or above to function properly * Added SAVESETUP to save the changes to the setup.ini (MUST CALL BEFORE RESET) * Added RESET to reset the engine so the new setup.ini changes will be applied * Added SETUP_DYNAMICSHADOWS=X to change the setup.ini's dynamicshadows setting * Added SETUP_USEEFFECTS=X to change the setup.ini's useeffects setting * Added SETUP_DIVIDETEXTURESIZE=X to change the setup.ini's dividetexturesize setting * Added SETUP_MOUSESENSITIVITY=X to change the setup.ini's mousesensitivity setting * Added SETUP_ASPECTRATIO=X to change the setup.ini's aspectratio setting * Added SETUP_POSTPROCESSING=X to change the setup.ini's postprocessing setting * Added SETUP_WIDTH=X to change the setup.ini's width setting * Added SETUP_HEIGHT=X to change the setup.ini's height setting * Added SETUP_DEPTH=X to change the setup.ini's depth setting * Added SETUP_ANTIALIAS=X to change the setup.ini's antialias setting * Added new entity data file grouping for V118 properties (backward compat) * Added new decal particle setting to allow choice between animated or static decal particle textures, default is 0. * Halved the power of the Bloom in response to community feedback * Added Project Blue's variable system * REWROTE the way Airmod's alternate fire works. All it was doing was making a mess of the engine and didn't even have support for all primary gunspec commands Now you can use any gunspec command (excluding melee key=x, weaponisammo=x,altto=x,y, altfrom=x,y, addtospare=x,sound#=x, altsound=x, soundframes=x, and sframe=x) with the alternate fire feature. Simply use the word "alt" before the gunspec command you wish to use. For example to declare simple zoom in alternate mode I would use: "altsimplezoom=1" (without the quotation marks) * Added new gunspec command for the melee feature alt melee end 3=x,y the engine will randomly choose between this, alt melee end 2 and the normal alt melee end * Added new gunspec command for the melee feature alt melee end 2=x,y the engine will randomly choose between this and the normal alt melee end * Added new gunspec command for the melee feature alt melee end=x,y * Added new gunspec command for the melee feature alt melee start 3=x,y the engine will randomly choose between this, alt melee start 2 and the normal alt melee start * Added new gunspec command for the melee feature alt melee start 2=x,y the engine will randomly choose between this and the normal alt melee start * Added new gunspec command for the melee feature alt melee start=x,y * Added new gunspec command for the melee feature alt melee range=x to specify the range of the alternate melee * Added new gunspec command for the melee feature alt melee damage=x to specify the amount of damage the alternate melee will do * Added new gunspec command for the melee feature alt melee noscorch=x to specify wether or not the melee attack leaves a scorch mark * Added new gunspec command for the melee feature melee noscorch=x to specify wether or not the melee attack leaves a scorch mark * Added new gunspec command for the melee feature melee key=x to specify the key that will trigger the melee (uses scancodes) * Added new gunspec command for the melee feature melee range=x to specify the range of the melee * Added new gunspec command for the melee feature melee damage=x to specify the amount of damage the melee will do * Added new gunspec command for the melee feature empty melee end 3=x,y the engine will randomly choose between this, empty melee end 2 and the normal empty melee end * Added new gunspec command for the melee feature empty melee end 2=x,y the engine will randomly choose between this and the normal empty melee end * Added new gunspec command for the melee feature empty melee end=x,y * Added new gunspec command for the melee feature empty melee start 3=x,y the engine will randomly choose between this, empty melee start 2 and the normal empty melee start * Added new gunspec command for the melee feature empty melee start 2=x,y the engine will randomly choose between this and the normal empty melee start * Added new gunspec command for the melee feature empty melee start=x,y * Added new gunspec command for the melee feature melee end 3=x,y the engine will randomly choose between this, melee end 2 and the normal melee end * Added new gunspec command for the melee feature melee end 2=x,y the engine will randomly choose between this and the normal melee end * Added new gunspec command for the melee feature melee end=x,y * Added new gunspec command for the melee feature melee start 3=x,y the engine will randomly choose between this, melee start 2 and the normal melee start * Added new gunspec command for the melee feature melee start 2=x,y the engine will randomly choose between this and the normal melee start * Added new gunspec command for the melee feature melee start=x,y * Added support for melee animations (guns can shoot and melee) * Added new FPI action AIREMOVE to remove a Dark AI entity from the Dark AI system * Added new gunspec command for the ammo pooling feature for use with alternate weapons altpoolammo=x x is equal to a name you would like to use for the ammo pool * Added new gunspec command for the ammo pooling feature poolammo=x x is equal to a name you would like to use for the ammo pool * Added support for ammo pooling * Added new gunspec command for the running feature disablerunandshoot=x * Added new gunspec command for the empty feature empty shotgun=x works just like shotgun=x but applies to the empty feature * Added new gunspec command for the empty feature empty reload loop=x * Added new gunspec command for the empty feature empty end reload=x * Added new gunspec command for the empty feature empty start reload=x V1.1.7 ------ * Updated addendum document to include missing TODO sections * Added DECALPARTICLE script given early interest in particles * Added extra error information if SET DIR fails to find path * Enhanced AirMOD 'accurate object pickup' to skip if only 1 object in view * Added code to switch off postprocessing if GPU is lower than PS2.0 * NOTE: If your dynamic entities are black, ensure they are captured by a dynamic light and well in its range * Fixed problem of mouse pointer leaking into any secondary displays * Fixed health numeric in arena game, now shows under the health label * Fixed shadows in arena game, now appears at the characters feet * Fixed issue causing arena games to crash if exit out and re-play game * Added new gunspec command empty run=x,y for running with a empty weapon * Added new gunspec command alt run=x,y for running with an alternate weapon * Added new gunspec command run=x,y for running * Added support for new run animations * Added debris decal for characters when they miss their shot and hit a piece of level geometry * Added new gunspec command "altchamberedround=x" works just like chamberedround=x but applies to the alternate firing mode * Decal particle settings populated by base decal settings (for tweaking) * Added decal particle settings right into entity properties (custom override) * Fixed DBP Basic3D DLL bug causing play object obj,start,end to overrun * Fixed bug causing the AI to keep their backs bent after their target has died * Fixed bug causing cross layer shooting to not work on AI vs AI action * Fixed bug in compiler which lost track of line numbers in the FPSC source code * Fixed issue causing joining games to crash on certain systems * Prevented DarkAI from interferring with arena mode games * Fixed bug causing flak weapons to sneak into arena mode games and crash * Solved issue in ODE which caused player to be pushed through floor * Solved issue of switches not performing their fixed rotation in test game * Entities that use the FIXROTY field auto-default to switch off physics (physics cannot pivot an object) * NOTE: Added new ADDENDUM.RTF document to the DOCS folder (extra info on new features) * Added new flag 'disablepeeking' to SETUP.INI to deactivate peeking controls * Added polygon count value to the polygon bar of the full resource tab * Added NORAGDOLL flag to FPE fields, and adjusted all Talker characters to use this flag * Fixed bug causing AI to still be able to move and rotate when knocked onto the floor * Fixed issue caused by some static entities drastically slowing down obstacle generation process * Updated DarkAI DLL to reduce fidelity of static obstacle creation (from 0.001 to 5.0) - for performance * NOTE: V117 drops support for Win2000 operating systems due to new DLL requirements * Totally removed the old editor preview mode from code, impossible to get it via shortcuts now * Standalone games now fill weapon slot with starting weapon held in player start marker (press '1' bug) * When player weapon fire is forced to end (out of ammo), now fades out loop sound instead of abrupt end * Updated DarkAI DLL to skip CAN SEE call if current entity coordinate reading as -1.#INF000 * Fixed very deep monster slowdown issue with ADDTARGET subroutine (reduced and eliminated CAN SEE calls) * Due to user requests, set LOADREPORT to one will restore old baseline debug information in test game * Dropped weapons would sometimes rotate and reposition needlessly, fixed to high weapons out of view * NOTE: Fix in U76 solves the issue of missing decal debris and material scorches in static scene * New U76 DLL for Basic3D which fixes material/arbitary value return from raycast (cleared too late) * Replaced DUST decal back to original as it was more apprpriate to wall and ceiling impacts * Added extra check to ensure engine does a full rebuild of level if cleaner removed universe DBO * Adjusted character running code for DAI so they need a walk build-up before launching into run * Overhauled some of the stock characters to allow them to speak (full DarkVOICES mouth support) * Test Game now remembers the ambient light setting to save the user constantly re-adjusting each test * Added ability for DAI characters to run if they are further than 175 units away from their destination * Added new FPI actions ANIMATIONNORMAL and ANIMATIONREVERSE to reverse animations using ANIMATE * Added code to absorb the jitter seen when a character toggles quickly between two animations (interp=10%) * [G] and [H] prompts on Allies now work 100% of the time, solving the bug that hid the text on occasion * Comprehensive change to rename DIST# assigned variables (to ensure PLRWITHIN action works 100%) * Adjusted default AI scripts, removed melee (incomplete) and ensured enemies instantly start conflict! * Weapons carried by killed characters who are off-screen during skipped death animation no longer float * Ensured that enemies can target player, even if player has infinite health (no start marker or health=0) * Simplified DAI player position code so level without start marker will not mess up enemy targetting * Added code to detect if FPSC-MapEditor would be denied write access, and prompt early error of this * Added code to defer undo/redo interface update to the end of large loops (significant performance boost) * Improved code which draws floor as art shapes (floor features skip area check for performance) * Added new scifi segment entries and a few new textures to show off updated Full Effects system * Added new empty feature (rewrote code from Fenix Mod). This allows you to use special animations for your gun when its empty. (allowing something like the slide pulled back on a pistol). useempty=x 1 to enable 0 to disable * Added code to use an accumilator to detect strafe from DAI so lightning quick side move avoids strafe anim empty putaway=x,y empty select=x,y empty idle=x,y empty move=x,y empty cock=x,y empty reload=x,y (the x value is the start frame and the y value is the end frame) * Added new gunspec addtospare=x this will add the ammo you pick up to you "spare" collection when completely out of ammo instead of directly into the clip * In the Editor, when download and use a weapon containing FLAK, editor refreshes data right away * Can now collect gun if deceased character had gone into ragdoll mode * Fixed bug causing advanced weapons not to copy over their textures when build standalone games * AIRMOD Support added. Thanks to Hockeykid for a 21 hour marathon integration and Jake for his excellent work! * Adjusted speed of weapon animations to match old legacy speeds (sync's all weapons properly again) * Updated official U75 to reflect change to IMAGE and SPRITE DLLs (download 090710 version to compile source) * When collect weapon with lots of ammo specified, correctly place ammo in weapon and clip slots * When a character uses DarkAI, fall/get-up feature disabled (shutgun) as AI does not handle this behaviour * In standalone game, when pause game the looping entity sounds will now pause, and resume when resuming * Removed old style particle code from engine (as it could occasionally cause HUD screen corruption) * Fixed bug causing standalone games not detecting full effect textures (bumpent and illuminationent) * Updated DBP Sprite DLL to allow render state for sprite similar to GHOST MODE 2 (use SET SPRITE X,0,2) * Cross hair object no longer renders into depth buffer, removing any distortion that may have resulted * Updated setuplevel.FPI to completely hide the LIVES and HEALTH labels if start marker specifies zero * Fixed code that controls loading of _I _N and _S textures for fixed shaders (PS2 illumination bug fixed) * Added new code to the MapEditor to allow character entities to specify IFUSED string (for script below) * Added new script called DISAPPEARACTIVATE when can activate a second entity during the destroy step * Hid team debug text readout behind the showaioutlines flag from SETUP.INI for final levels * Restored the FPI team action constant name to fix temporary bug in DarkAI behaviours * Restored three laboratory textures to correct place (programmer art L shape on wall bug) * Replaced old text based debug info in TEST GAME with graphical bars from resource meter * Fixed BUMPENT in PS2 to allow entity to be lit by the dynamic lighting colors * Cleared camera view after each level, so don't get a ghost of last scene when start next level * Changed average light position code to be player centric and smooth (better bump map effects) * Fixed system so entities mistakenly using shaders without supporting textures are handled properly * Doubled speed of decal frame increment to match pre-timer based engine (glass smash correct again) * Fixed issue of debris not being lit like entities (destroyed crate looks correctly lit now) * Fixed issue of ALTTEXTURE (texture switched switches) not correct when re-load saved position * Fixed issue of immobile entities having their rotations reset on reloading a saved position * Fixed IMAGE BLOCK Code so if it exceeds contiuous virtual address allocation, it switches to non-imageblock mode * Added new FPI action AIAUTOFACTIONOFF=x by default the faction system adds the factionto both teams For example if I did aiaddenemy=1 2 then team 1 would become team 2's enemy but team 2 would also become team 1's enemy This command allows you to toggle that on and off which will allow you to do things such as: police help civilian but civilian wont help police * Added new FPI condition HEALTHGREATER=X this will return true if the entity's health is greater the X (a much needed addition) * Replaced direct MOUSE commands with mouse functions so controller can perfectly override HUD pointer * Added awareness of new XBOXMAG field to control the magnifier of the controllers Y rotation speed * Fixed issue of decals set to looping not always active, now forced to remain active always * Fixed overlap in VECTOR resources where multiplayer catmulrom spline mixed with stereoscopic eye calc * Fixed bug in WAYPOINTRANDOM command so multiple characters find the correct waypoint link node * Added AI Factions! (Commands for it listed below) * Added new FPI action AIADDNEUTRAL=X Y this will add the teams specified by Y to the X's neutral list NOTE!: separate each 'Y' with a | mark EXAMPLE: aiaddneutral=1 2|3|4|5|6 This will add teams 2,3,4,5,6 to team 1's neutral list * Added new FPI action AIADDENEMY=X Y this will add the teams specified by Y to the X's enemy list NOTE!: separate each 'Y' with a | mark EXAMPLE: aiaddenemy=1 2|3|4|5|6 This will add teams 2,3,4,5,6 to team 1's enemy list * Added new FPI action AIADDALLY=X Y this will add the teams specified by Y to the X's ally list NOTE!: separate each 'Y' with a | mark EXAMPLE: aiaddally=1 2|3|4|5|6 This will add teams 2,3,4,5,6 to team 1's ally list * Moved transport OUT desintation coordinates 10 units higher to (+75), fixes 'below gantry issue' * Fixed overlap in VECTOR resources where multiplayer catmulrom spline mixed with stereoscopic eye calc * Fixed bug in WAYPOINTRANDOM command so multiple characters find the correct waypoint link node * Moved transport OUT desintation coordinates units higher to (+75), fixes 'below gantry issue' * Added A: to non character entity debug info to show 'activation' state * Special state for physics objects on lifts (+100) is retained during save load process * When load saved game position while on lift3.fpi, sound will halt when instructed to stop * Can now place entity objects on lifts and carry them up and down * Added early out for decal creation if over 1000 units away (not close to player, waste of resource) * Increased decal element maximum from 200 to 490 (more real-time particle decals allowed) * In entity zoom view, press CONTROL to allow more accurate XYZ placement * Added USE KEY field to zone markers (so the zoneanykeyactivate.fpi can be used) * Fixed Basic3D.DLL so old material index not returned with static collision result * Second level play will not crash, even if stand on box at end of level one * Fixed Lightmapper.DLL bug that caused secondary lightmapping cycles to crash (heap) * Extended logic burst for activated entities to 2 seconds (120 interations) * Adjusted map editor to load view position from last time level was saved * Characters can now walk on gantries (segment overlays with directional floors) * All entities are nudged slightly at start of level so they fall if suspended * When click EXITGAME, hold until click released (prevents load game from showing) * Can now save your game position at the bottom, top and whilst riding lift * Added new data to save position (decal mode, sound state and lift-ride state) * Added code to ensure walk anim not interupted when temp-stop at closed door * Fixed issue of diffuse disappearing when use the ALTTEXTURE FPI action * Fixed bug preventing builds to export the LIPSYNC and some $0 and $1 files * Map Editor chops out mid-level base segments in entity zoom mode to stop blocking * Reset SPINE and SPINE2 new entity profile properties, and fixed TC to TC-1 (true limb index) * Fixed small bug which prevented smoke being emitted when no brass limb used in weapon * Added new FPI action AISETEYELEVEL=X this will set the eye offset (defaulted at 80) for use with the up and down aiming feature (the lower this is set the lower the entity will aim at its target) * Added new FPI action AIUSEFULLAIM=X this will toggle the option to have the AI aim up and down * Finally finally fixed the test game start issue, now no longer have repeating left clicks * Added new FPI action AICLEARTARGET this will manually clear the entities current target * Added new FPI condition AIHASTARGET=X this will return ture if the entity has a target * Added new FPI action AIATTACKAWARNESS=X by default this is turned on which causes the AI to go into "attack mode" when the see an enemy. Turning this off can make your AI ignore an enemy or aid in having the break away from a battle. * Added new FPI condition AICALLEDBYPLR=X this will return if the entity has been called by the AIPLRCALLTEAM=X command * Added new FPI action AIRESPONDTOPLRCALL=X this will cause a fellow player teammate to move towards the player (if any he for help) * Added new FPI action AISETSPEED=X this will change the ai character's current speed to the number specified by x * Added new FPI action AIPLRCALLTEAM=X this will alert teammates within x distance that the player needs help (to be used with other call commands) * Used new system to populate Entity Properties, providing much faster right click display * Updated Setup DLL so the TOPMOST directive used by test game now means user does not need click start * Ensured characters placed in sealed room on lowest level do not fall through floor at start * Tweaked sound system to produce quieter sounds from layers above and below (likely different room) * Improved built-in DarkLIGHTS system (new DLL required by modders) to reduce virtual memory usage * If an animation does not exist for an entity and that animation number is called the weapon offset will be removed to attempt to find a real animation. EX: Entities with guns can now melee with animation 8 This fix should allow modelers to trim out a sizeable amount of redundant animations * FPI actions merged from Fenix Mod aisetactive=x - if x=1 then the dark ai will take control of the dark ai entity if x=0 then the dark ai will not take control of the dark ai entity (used to toggle off during entity reload to avoid sliding around) alwaysactive=x -if x=1 then the entity will be set to always active if x=0 the entity will be set to always active off (mainly used for dark ai as dark ai entities need to be always active but can be used on regular FPSC objects) aisettarget -Sets the current entities target to an enemy nearby that it can see * FPI conditions merged from Fenix Mod ducking=x (condition); x=1 is true if DAI is ducking, x=0 is true if DAI is not ducking. strafingleft=x (condition); x=1 is true if DAI is strafing left, x=0 is true if DAI is not strafing left. strafingright=x (condition); x=1 is true if DAI is strafing right, x=0 is true if DAI is not strafing right. movingforwards=x (condition); x=1 is true if DAI is moving forewards, x=0 is true if DAI is not moving forewards (used mainly for setting animations). movingbackwards=x (condition); x=1 is true if DAI is moving backwards, x=0 is true if DAI is not moving backwards (used mainly for setting animations). idle=x (condition); x=1 is true if DAI is not moving, x=0 is true if DAI is moving (used mainly for setting animations). aicanshoot=x (condition); x=1 is true if DAI can see an enemy, x=0 is true if DAI can not see an enemy. * Made a few code fixes (and a new DarkAI DLL) to solve the cross-container navigation and firing! * Tied the memory resource readout in the TAB mode of the test game to reflect new Virtual Size limit * NOTE: Even though some systems can have 4-24GB of system memory, only 2GB is usable for 32bit apps * Increased system memory cap to 1.85GB (turns out build process fragments virtual memory addresses!) * Replaced USED and SYSTEM CAP code to use Virtual Memory Size (instead of smaller working set size) * Linked LOADREPORT flag in SETUP.INI so a value of one switched off TOPMOST action during test game * Added AI code to allow multiple levels to be built/played (resets AI for each level) * Updated Game Creator Store DLL to allow more artists * Added ability for TALK action to use the sound from any entity (use entity name instead of WAV in $1) * No longer crashes when TALK used with WAV that has no LIPSYNC file associated with it * Wrapped a few AI code calls in error trapping to ensure target object values not result in crash * Added saving and loading of obstacle data (.OBS) so standalone exes now have DarkAI Obstacles * Updated some existing DarkAI commands to use additional Y and CONTAINER parameters * Switched to latest DarkAI module (new commands, inc. cross-container and obstacle saving) * Added new 'entitytogglingoff' field in SETUP.INI, set to 1 to disable entity static mode toggling * Added extra status bar info as to whether we are in Static or Dynamic Entity Editing Mode * New game projects (FPG) include HUDTYPE 1 and 2 for lives,health display in setup script (to hide) * X9 can now load X10 levels (upto version V111) for limited forward compatibility * Removed PREVIEW button to the right of TEST GAME, reserving the space for future buttons * Re-arranged PREFAB internal order to place it last (so it can be excluded by interface flag) * Prevented .LOG files from being created with no meaningful filename associated with it * Improved ACTTALK action to allow $0 and $1 to work with externally called associated LIPSYNC file * Added code to prevent outright crash when meshes incorrectly specified (now default to mesh sphere) * Added new feature to AI obstacle code to detect Wall Large and Wall Small (creating full/half walls) * Added new FPI action AIMOVETOTARGET this will cause the entity to move to its target if it has one * Added new FPI action AISTOP this will stop the AI entity right away * Added new FPI condition AIATCOVER=x this will return true if the entity is at the cover that the entity was instructed to move to by AIMOVETOCOVER=X * Cleaned up some of the OBSTACLE container code and included new X10 modules (for later inclusion) * Added additional X10 inspired DarkAI code to include static entity obstacles * Added new FPI action AIROTATETOSOUND this will make the AI entity rotate to the closet sound that has been heard * Added new FOG constants to FASTBONE.FX (for correct depth camera rendering) * Fixed decal loop glitch which caused decal plate to disappear sometimes * Added COREDLLS and SCRIPTBANK to keep the files rapidly modified in the SVN * Added all new depth of field (using FF fog and passing in depth camera frame) * Added new FPI action AIROTATETOTARGET this will rotate the entity to its target.This command works just like rotatetotarget but uses the ai system to rotate * Added new FPI action AISETMELEEDAMAGE=X this will X is the amount of damage the entity will do with AIUSEMELEE=X * Added new FPI action AIUSEMELEE=X this will take away the amount of health specified by AISETMELEEDAMAGE=X from the entity's target. If X=1 then blood splats will be enabled for that hit * Added new FPI condition AITARGETDISTFURTHER=X this will check if the entities target is further then X distance (if the entity has no target this will return false) * Added new FPI condition AITARGETDISTWITHIN=X this will check if the entities target is within X distance (if the entity has no target this will return false) * Added new FPI action AIMOVETOCOVER=X if x is equal to 1 the entity will move to the closest unoccupied safe zone, if x is 0 the entity will move to cover based on its #1 targets X and z positions if the entity has no target it will move to a safe zone instead Note: To make a safe zone name a trigger zone "safe zone" (without the quotes). Hopefully in the future we will be able to supply a zone in the Markers bank specially for safe zones for easier setup * Added new FPI action AIRESPONDTOCALL this will cause an entity to move towards the teammate that called for help (if any called for help) * Added new FPI condition AICALLED=X this will return if the entity has been called by the AICALLTEAM=X command * Added new FPI action AICALLTEAM=X this will alert teammates within x distance that a team member needs help (to be used with other call commands) * Altered AIHEARDSOUND=X condition x is now equal to the maximum distance away the sound can be * Fixed crash caused by lifts (lift1.fpi on a trigger zone) * Added new FPI action ADDAITEAM=X x= the team number which can be anything you heart desiers. Team 1 is defaulted to the player This allows your enemies to have enemies who are all enemies of you. Meaning you can now have as many teams as you would like As a note team 1 is reserved for allies (so addaiteam=1 would add the character as the player's ally) for normal Allies versus enemies you can simply use addaiteam=1 for your allies and addaiteam=2 for enemies to add an extra team in there you could use addaiteam=3 (this team would be enemies of both team 2 and team 1) Extra note the addaiteam command does not have to be in numerical order so if you wanted to add an enemy you could even do addaiteam=5000000000 * Fixed issue of multimeshes not being applied with depthoffield shader * Fixed B3D bug causing ATTACH OBJECT TO STATIC to hide ceiling entities * Changed script line cap from 150 to 350 * Blood now works on all enemy on enemy attacks not just Dark AI vs Dark AI * Fixed build crash on large levels that use mixed primtypes (non-stock media) * Adapted Project Blue's accuracy system to work with weapon wielding character's accuracy system * Replaced accuracy system with Project Blue's accuracy system * Added Weapon wielding characters now use the fire iteration specified in their weapons gunspec * Fixed bug with accuracy values being ignored by weapon shooting characters * Added new action AIMOVETOSOUND will tell the entity to move the most recent sound that has been played within it's hearing range (sounds include: footsteps,reloading,gunshots etc) * Added new condition AIHEARDSOUND=x will return true if a sound was heard within the entities hearing range (sounds include: footsteps,reloading,gunshots etc) * Added flag to SETUP.INI to control whether the AI debug guidelines show or not * Fixed issue causing universe object culler to fail when camera one created * Added 'depth' technique to new set of PS_2_0 shaders and redirected to those (newblosser flag) * Added new FPI condition AIONPOINT=X x=is the points id number - this will check if the entity is on the point (named by x) * Added BLOOM post process shader with others in 'effectbank\ps_2_0' * Added POSTPROCESSING=1 flag to SETUP.INI to switch on/off the post process feature (performance) * Added new POST PROCESSING subroutines (U75+ only), typically depth of field, bloom, etc * Added new FPI action AIGOTOPOINT=X this will make the entity go from its current position to the point specified by x (to create a point use aiaddpoint=x) this path will avoid any obstacles * Added new FPI action AIADDPOINT=X x=is the points id number - this will create a point to be used with other ai point commands * Fixed bug from V1.16 that broke runfpi because of the runfpi scripts not being loaded * Added new FPI condition AITEAM=X x is the teams number * Added new FPI condition ISDARKAI=X which is true if the entity has been loaded into the Dark AI system * Added new FPI condition KEYPRESSED=X Y which is true if Y=1 and the X key is being pressed. Also true when Y=0 and the X key is not being pressed (x should be equal to the desired scancode) * Changed all data structure members from integer to float which fell under timer based calculations * Changed character weapon fire from counter to timer based logic * Changed flak movement and detonation from counter to timer based logic * Changed speed of gun animations to use timer based logic * Changed decal animation from counter to timer based logic * HUD Fader code now using timer based logic * Gun/Smoke/Flash/Brass counters now using timer based logic * Hover and Spin behaviour of collectable entities now using timer based logic * New improved physics system (timer based) allows sync rate zero without increasing physics speeds * Permanently sey SYNC RATE to ZERO for machine independent speeds (vsync ensures smooth 60-100fps) * Added code to allow Logitech Dual Action Controller to work by specifying XBOX=3 and XBOX=4 (inverted) * Modified the DarkAI player position command to include players Y coordinate (new version of DarkAI) * Added AIACTION=X condition (0 - if idle 1 - if attacking 2 - if in cover 3 - if retreating) * Added AIFOLLOWPLR=X if set to 1 this will allow AI ally entities to follow the player if set to 0 the AI ally will stop following * Added AIMOVERANDOM to allow AI entities to move about randomly (must be looped or entity will stop moving after a while) * Fixed bug causing machine gun's sounds to cut off * Added ETIMERSTART AND ETIMERGREATER=X to allow for personal entity timers * Added AICONDSOUNDFINISHED to allow sequence of WAV sounds to be played inside FPI scripts * Added new TALK FPI command (identical to SOUND command except this one triggers DarkVOICES for compatible characters * Extended ENTITYELEMENT data structure with new 'soundistalking' for DarkVOICES (FPI=TALK) support * Added addition to build game promot text to include (XXX MB) where XXX is memory used * Added new Information Section to Build Game Dialog to inform about memory consumption * Modified Lightmapping code to release DDS textures as they are saved (lower memory hit) * Added new FPI commands to control a new shader FX field called 'ShaderVariables' * Added new FPI condition called PLRFACING which is true when the player is facing the entity scripted * NOTE: Above commands are selectshadervariable,setshadervariable,incshadervariable,decshadervariable * NOTE: Above conditions are shadervariable,shadervariablegreater,shadervariableless * NOTE: Above features are not officially documented or supported and are for experimental use only * Fixed bug preventing serial codes from being confused between X9 and X10 when both installed on system * Fixed bug causing version numbers of format X.XX.XXXX not to correctly determine which value was bigger * Added script called APPEARANTIGRAVITY to allow good control of waypoint based moving platforms * Prevented the entity debug text to show at same time as RAWTEXT as the font size becomes an issue * Added NOTE to FPI Wizards warning that they overwrite any external FPI (and rely on internal templates) * Added LIGHTSOURCE data to scenery shaders to allow segment shaders to pickup local average light position * Added new NEWBLOSSERSHADERS flag to SETUP.INI, when set to one substitutes all D for D2 texture loading * Added for new shaders/textures in the PS2 effectbank folder (huge thanks to Mark Blosser for the hard work here) * Added blinking and pulsating corridor segment pieces to enrich scifi themed game levels * NOTE: New sample level added to mapbank called GS13-PS2ShadedScifi.fpm demonstrating the above improvements * NOTE: Remember to switch FULL SHADER EFFECTS on in order to view the improved scifi segments * Fixed bug causing entities that did not specify a TEXTURED field to wipe out texture when any shading applied * Added new HEADLIMBS field in FPE to control the DarkVOICES feature (specifies which limbs are the head) * Added new 1.6GB MEMORY cap on all build processes, to ensure excessive memory usage does not crash PC * Added new flag 'systemmemorycapoff=0' which controls whether above system mem cap if switched off * Introduced latest ODE Phyics DLL (replacing old ODE module from 2005) * Fixed world step issue created between old 2005 ODE and new 2010 ODE modules (timer based physics) * Fixed character rotation issue caused by old ODE/new ODE, now all characters orient forwards * Added new RAGDOLL FPI action and ragdollcorpse.fpi script, simply select to ragdoll your characters * Added extra support for controller within the title and in-game menus (no need for keyboard now) * NOTE: For the escape key, use the controllers start button (or similarly placed central buttons) * When building final game, all WAV files are assumed to come with a .LIPSYNC (so they get copied over) * Fixed issues relating to rag doll jitters, and limb handling good for non-specific models (legacy) * Now prevents weapons such as shotguns (blast) from knocking over ragdoll based characters until dead FPGC VARIANT SPECIFIC --------------------- * When equipment specified in Start Marker, and used, the IFUSED field defaults to 'broken' (entity to activate) * Ensured that when Player Start Marker has no lives, it still has exclusivity (only one per level) * Removed weapon related properties from Setup FPI Wizard (zoom, ammo) * FPGC variant ensures ALL characters are invincible so they cannot be killed * If run controllered EXE twice it crashed, reset HUD indices to fix this * Added dependence in EQUIPMENT.TXT and GUNS.TXT in GAMECORE subfolder for genres * Added extra audio into the AUDIOBANK EFFECTS folder for extra creativity * Added new SETUP flag to simplify entity property editing for easier academic experience * Wrote a host of new generic behaviours for story based characters * Added new DARKVOICES folder inside AUDIOBANK which automatically generates LIPSYNC from WAVs specified * Added new parameter awareness to RESETHEAD, which can tilt the head in a NOD angle (i.e. sleep) * Added alwaysconfirmsave flag to SETUP.INI which ensures the SAVE cannot quickly overwrite a file * Removed bullet holes from WW2 WALL K and weapon reference from SCIFI ARMOURY WALL * Added MINER 2 INJURED entity to library to aid specific story line of a mission * Added VERY LOW (x16 reducer) to LOW setting of texture quality (good for large level testing) * Added new BEHAVIOUR script called TOURGUIDE which can use zones to narrate a sequence using waypoints * Modified VRMODE 5(4) to eliminate Z axis track, and use X Y diminishing to simplify left/right up/down * New [COMMENTS] DisablePrefab field in languagebank\english\textfiles\fpsci-120.ini (defaults to NO) * No need to have entity/segment/marker/prefab view during library selection so now removes it * Renamed all DOOR and WINDOW segment entity pointers to point to now hidden entity bank folders * Added underscores to DOOR and WINDOW entitybank library, and removed thumbnails (less confusion to user) * Ensure pointer does not move irratically if no controller is plugged in * Added code to include PS2.0 and CONTROLLER HINT files to a final build * Added new level called CANDLE.FPM which demonstrates candle and alienglobe * Finished off DECAL BASED PARTICLE support inside DECALSPEC.TXT (alienglobe) * Added extra functionality to add DECAL MODE 7 (particle fragments), used for candle flame/fire/etc * Fixed several WW2 switches that where rotated 180 degrees (suspect new matrix calc with pivot!) * Converted all LIGHT entity media to use new entitylight type (geoemtry+light source) * Issue of some WW2 switches being double rotated on the pivot. Corrected X models. * Added LIGHTOFFSETUP and LIGHTOFFSETZ to control position of light relative to entity * Added new ISMARKER=5 for FPE to create a special EntityLight (Entity with lightsource) * New CONTROLLERHINT feature shows Logitech Dual Action controller which indicates what user can press * Added CONTROLLERHINT flag to SETUP.INI and a new controller folder in gamecore/huds/ * NOTE: Do we need Button 4 (ENTER) now we have Button 2 (LEFT CLICK) on the controller for FPGC? * Added code which detects if USE can be pressed, and if so, treat LEFT as USE and prevent item drop * If in FPGC mode, mouse buttons reversed so LEFT=pickup/drop and also [ENTER], RIGHT=NOTHING * VRMODE=5 now detects of VR920 available and switches to VRMODE=4 if YES and VRMODE=0 if NO * Mouse Sensitivity flag in SETUP.INI (centralise SETUP.INI code) * Restore size of debug text if RAWTEXT changes it * Add entity name to equipment entity (so wrench only activates 'broken door' and nothing else) TEST * Stop wrench animation if did are not actually activating anything * When jump off very tall structures (cannot get hurt) * Wrench equipment and graphics complete * Integrated VR920 support (through SETUP.INI VRMODE=1) * Added store to unified interface (with ADULT RATED flag to remove unsuitable content) * Changed sounds so less violent bone crunching noises, now thuds and cute * Changed RED haze HUD to cyan so does not seem like blood * Removed any additional references to guns and ammo from the interface and arena * Selected EDU friendly Model Packs for eventual Add-On Packs * Floor segments in ART MODE, reduce highlighter to a thin waffer (better visual) * Cannot add "W" as an additional shortcut WALL PAINTING as used for waypoint mode * LOG by default so we can offer more help when bugs strike (loading levels missing media etc) * Changed default so shroud is set to full (faster PCs that in 2005 and it makes the editor look nicer) * Prevented 'missing media' prompt from showing when LOG mode is active * New 'performance hit' mode in editor to allow custom textures to be shown in map and game (for characters) * Renamed STORY ZONE to MEDIA ZONE (trigger video and sound) * Rediscovered DROP action for equipment so when you press the H KEY it will drop the equipment item you are carrying (all equipment) * Added VRMODEMAG field as a percentage magnifier for all VR tracking input data (100=default no magnification,200=twice as sensitive) * Characters can now be textured within the map editor and instantly previewed using those textures * Extended DROP functionality in FPI so can drop JUST THE ITEM BEING HELD (VISUALLY) * Raised highlighter (so Z clash does not happen when draw floor then drag a character in) * Brightened up map editor with ambience so it does not look VERY DARK when adding just characters!! * Fixed so game ALWAYS comes to front Z order position (previously hides behind FPSC sometimes) * Added new art from Peter to complete FPGC front end and ABOUT images * Added HASEQUIPMENT to mirror HASWEAPON so characters can hold equipment instead of weapons * Renamed SOUND/SOUNDSET fields to CUSTOM VALUES so we can add text and other data for scripts (prompts) * Properties Dialog detects non-shooting genre and removes references to weapons and ammo fields * Added new WEBLINK action as part of NEWMEDIAINZONE.FPI (used by MEDIA ZONE) to launch web links * Further aligned new interface to direct Auto Update to X9 server, fixed logo alignment and removed NEW ARENA * Added extra code to allow BUILD GAME to produce non-violent EXEs * Added warning bar when user is putting too many entities down (ten year old kid syndrome indicator) - goes RED! * Player Start Marker defaults lives and strength to zero (for non-confrontational default game state) V1.1.6 BETA 18 - 11/11/09 ------------------------- * Amended 'alt tab' fix to allow keyboard/mouse to regain focus after switchover V1.1.6 BETA 17 - 10/11/09 ------------------------- * Added code to help test game to appear above interface view V1.1.6 BETA 16 - 06/11/09 ------------------------- * Changed ASPECTRATIO flag to default to zero (legacy support) * Fixed bug causing some standalones to crash when ai_free is called * Removed 100kb of interface code duplicating the TGCStore (now a DLL) * Fixed interface bug, allowing HELP>VIEW LICENSES to read correct folder * Restored ability for save/load to keep AI indexes of non characters * NOTE: Above fix solves the issue of weaponglow script loss on reload * Now retains all HUD data at point of save, fixes hud reload for entity prompts * Increased default FPS cap from 34 to 38 (until timer-based FPS comes along) * Solved issue of HUD data retaining in-game menu visibility modes (reset to hidden) * To ensure that TEST GAME absolutely appears on top at all times, TOPMOST flag used * Added OK button back into TEST GAME dialog as many users requested its return * Universe no longer disappears when using 'full effects' on test game rebuild * NOTE: You cannot use Light Mapping with those 'Full Effects' that use a nonstandard FVF (bump.fx) V1.1.6 BETA 15 - 15/10/09 ------------------------- * Added thick black border to the RAWTEXT FPI feature * Interface now remembers which trees where expanded for entity and segment libraries V1.1.6 BETA 14 - 13/10/09 ------------------------- * Added PREVIEW button back into the FPI wizard for editing game screens (X9) * Added new ASPECTRATIO, defaults to one to fix long-running aspect issue * Interface : Entity and segment library trees collapsed now by default (neater) * Interface : Now shows ALL the guns, not just the first 17 in Weapon Slot dialog V1.1.6 BETA 13 - 12/10/09 ------------------------- * Added extra LOG entry at very top of each EXE to test if they run (then fail) * Changed FPSC-Game.exe to initialise at 640x480 then upscale to chosen (netbook) * If resolution specified in SETUP.INI not exist, uses desktop resolution * Save Load dialog now adjusts based on the resolution of the game (run-time) * Adjusted loading bar progress width based on chosen resolution * Amended the interface logging code to ensure the trace log appears with the EXE * NOTE: to trace the interface, set trace=1 in the FPSCI-050.ini file (langfile) V1.1.6 BETA 12 - 09/10/09 ------------------------- * Fixed bug causing switches to reverse and doors not to show open on reload * Added new showalluniquetextures=0 flag to show per-entity unique textures * Added the TRIALPAY offer to a secondary BUILD GAME dialog prompt (to help users who cannot afford FPSC) V1.1.6 BETA 11 - 19/09/09 ------------------------- * Fixed interface to allow both X9 and X10 serial codes, and re-activated free version code (BUILD GAME redirect) V1.1.6 BETA 10 - 18/09/09 ------------------------- * Replaced interface with new unified version (X9+X10) (slight layout change, new getting started dialog, etc) * Can set player start marker lives and health to zero, removing them from influence within the game * Updated SWITCH2.FPI and added SWITCH2KEY.fpi and SWITCH3KEY.fpi (later requires key to operate switch) * Added LIGHTCANDLE.FPI to simulate the luminance of fire and candle light in a room (for dynamic lights only) * Fixed bug causing close portals clip universe camera close to them (removed near plane check from frustrum zero) V1.1.6 BETA 9 - 16/09/09 ------------------------ * Major re-work of the universe collision builder, now performs two passes (first wraps static entities in boundbox) * Fixed major bug causing all non-character, non-marker entities to restoring the state on a game re-load * Renamed CURSOR LAYER to just LAYER for better screen management and reduces clipping of text with some fonts * Entities that have been picked up and then the level re-loaded no longer re-appear in their original positions V1.1.6 BETA 8 - 10/09/09 ------------------------ * Fixed throw scripts which now load normally (fixes characters not falling over) * Updated legacy FPSC interface to remove the OKAY button and triggers auto-test game now (fixes ALT_TAB issue) * Fixed bug causing loading page script on game re-load to wipe out script bank one with its own logic (light bug) V1.1.6 BETA 7 - 09/09/09 ------------------------ * Fixed ODE DLL bug causing collision exist to always return zero, fixes slow (to high) memory leak * Changed default HSRMODE (Heavy Style Recursion) to 2 (performance hit but avoids culling issues) * Additionally removed HSRMODE ONE which never made it to release (zero=speed/two=accuracy) * Creates GUN folder if it is not present in the final EXE to designate the genre mode * Prevented scripts from loading on mass in test and build game (faster builds, smaller EXEs) * Reconfigured TEST GAME to remove OK button (speeds up test process and fixes key/mouse focus bug) * Fixed issue of test game window not always appearing at front Z order (ALT+TAB bug removed) * Updated 'missing media' system which now produces a report alongside the FPM file (.log text format) * Removed memory gaph from test game debug window to speed up debug properties display V1.1.6 BETA 6 - 04/09/09 ------------------------ * Fixed bug causing characters not to use their per-element texture (when fast bone was employed) * Characters can now be textured and viewed as textured in the map editor (slight performance hit) * Added new PLAYERDROPCURRENT action so only currently selected gun will be dropped (if used in weapon script) * Updated Game Creator Store to allow artists to upload segment based entitybank subfolders * Fixed bug causing doors to lose their rotation information on an initial re-load of a saved position * Refined saveload in-game screen grab to use entire screen not a cropped window in center (better) * Optimized loading of character sound effects (better sharing, lower footprint; 150 characters=600MB=fixed ) * Toned down player footfalls slightly to remove the consistenty annoying clang of movement V1.1.6 BETA 5 - 14/08/09 ------------------------ * Entities that had their collision switched off retain their state after a game is reloaded with LOAD GAME * Characters that are completely destroyed (ACTDESTROY) no longer reappear on a reload with LOAD GAME * Compiled BETA5 with SafeArrays OFF to reduce executable sizes and test the tighter version publicly * Prevented characters from sinking into the floor when reloading after selecting LOAD GAME * Fixed bug causing characters to sink into floor sometimes during reload when click LOAD GAME V1.1.6 BETA 4 - 12/08/09 ------------------------ * Fixed crash from model pack 9 and 10 shotguns (capped sound slot usage at engine level) * Solved bug causing animations to carry on when in PAUSE MODE (will now freeze in place) * Updated saveload to include pitch of the camera and whether a gun is being held * Extended mouse sensitivity flag to the saveload menu dialog for universal response to the value * Prevented some characters from using spawn animation when reloading saved position (.animdo could be -1) V1.1.6 BETA 3 - 11/08/09 ------------------------ * Fixed bug in DBP, now allows instances to use FIX OBJECT PIVOT (which fixes new map editor rotation bug) * Fixed reading of RAISEFACTOR value to allow >0.0 and <1.0 values to report as 1 (legacy center Y fix) V1.1.6 BETA 2 - 08/08/09 ------------------------ * Replaced FVF274 convert with legacy convert mode which intercepts the extra data before it loads * Above solves the characters turning into floor spiders bug in BETA1 V1.1.6 BETA 1 - 07/08/09 ------------------------ * Source now compiles under U74 and above (and is combined with mapeditor code) for single code base * Updated text file to read 'creation' instead of 'FPSCREATOR', amogst other similar text shifts * Updated Game Creator Store with new sensitive rating flag features for future 'kid friendly' control * Added a convert to FVF 274 before dynamic entities are saved to fix crash when using newer DBOs (U74) * Fixed bug caused by large quantity of FPI files in scriptbank (crashed with over 200 files) V1.1.5 BETA 4 - 10/04/09 ------------------------ * Updated GAME CREATOR STORE EXE and TXT to newer April 8th 2009 version V1.1.5 BETA 3 - TAKE TWO - 18/03/09 ----------------------------------- * Updated GAME CREATOR STORE EXE and TXT to March 2009 version (skybox and retire support) * SAVE/LOAD : Fixed non-character entities from animating after a reload * Fixed bug causing FLAK to reset after the end level (FLAK data no longer per-level) V1.1.5 BETA 2 - 16/02/09 ------------------------ * Updated GAME CREATOR STORE EXE and TXT to December 20008 version (skybox support) * SAVE/LOAD : Fixed non-character entities from animating after a reload * Fixed bug causing FLAK to reset after the end level (FLAK data no longer per-level) V1.1.5 BETA 1 - 10/02/09 ------------------------ * README updated with additional FAQ text * SAVE/LOAD : Added additional waypoint/spawn data to save data files * SAVE/LOAD : Stopped VISCOLMAP leaving garbage markers when entity reloaded at new position * SAVE/LOAD : Fixed problem of character direction being corrupted when reloading entity characters * SAVE/LOAD : Fixed problem of characters retaining their animation states after a reload * SAVE/LOAD : Fixed problem of spawned entities not appearing visible after a reload * SAVE/LOAD : Entity now retains their current target after a reload * New parameter value for XBOX=2 which will invert the Y VIEW control for comfort V1.1.4 BETA 5 - 07/01/09 ------------------------ * Added waypoints_multilayer.fpm in MAPBANK\TUTORIALS to demonstrate using waypoints over multiple layers * Reduced lightmap quality value from 10 to 5 as the visual impact is slight and improves stability of more levels * Fixed problem of characters reversing rotation when saved and reloaded (only rotates for corpses now) V1.1.4 BETA 4 - 11/12/08 ------------------------ * Fixed bug causing characters to reload from a saved position in their original positions * Above fix also allows corpses to remain in the scene and weapons to be collected after reload V1.1.4 BETA 3 - 10/12/08 ------------------------ * Fixed bug causing multi-level FPSC games to crash if old ODE objects left in old scene * Fixed problem of users without XBOX controllers getting a camera spin effect, added XBOX flag * New flag in SETUP.INI where you can add XBOX=1 to allow the game to use a connected controller V1.1.4 BETA 2 - 08/12/08 ------------------------ * Each new level and loaded game position now auto-triggers first weapon in slots * Added two new FPI conditions (LEVELEQUAL=X and LEVELNOTEQUAL=X) where X is level * Added support for XBOX360 controller with hard coded controls (customize to come in 2009) V1.1.4 BETA 1 - 17/11/08 ------------------------ * Added extra notes to the README.TXT * BUILD GAME speed up and memory consumption reduced (clones sounds and image-load skip) * Fixed BUMPBONE to respect new increased bone count allowance of 60 per mesh * Updated Game Creator Store DLL to fix the segment upload issue under Vista * Renamed the MANIFEST files to make sense to the EXE files associated with them V1.1.3 RELEASE - 30/09/08 ------------------------- * Fixed bug in LOAD GAME position causing larger entity levels to crash V1.1.3 BETA 5 - 08/09/08 ------------------------ * Updated Game Creator Store to allow writes into the languagebank folder (entity LOC files) * Updated FASTBONE.FX to support 60 bones (maximum for vertex shader) * Also updated FPSC-GAME.EXE to restrict bones submitted to shaders to 60 * Note that models using more than 60 bones per mesh will not work! V1.1.3 BETA 4 - 13/08/08 ------------------------ * Fixed bug in muzzle flash code caused by typing out an incorrect variable name during copy/paste from AIRSLIDE's mod :) * Fixed bug causing GLOBAL variables to be wiped out when saved level was reloaded * Added LOCAL VALUES from FPI scripting to SAVE/LOAD game position feature V1.1.3 BETA 3 - 05/08/08 ------------------------ * Courtesy of Airslide, a number of small feature additions: * Added FIRERATE to the GUNSPEC.TXT parser, and reflected rate of fire in how the gun fires when set to a value other than 12 (FIRERATE=12) * Added SHOTGUN to the GUNSPEC.TXT parser, and reflected shot gun style reloading to flagged weapons (SHOTGUN=1) * Amended GUNSPEC for MOSSBERG and UZI to reflect above additions (shotgun reloads correctly and uzi fires quicker) V1.1.3 BETA 2 - 25/07/08 ------------------------ * Updated the GameCreatorStore DLL to solve the problem editing previews in Store Seller Mode V1.1.3 BETA 1 - 22/07/08 ------------------------ * Seperated Game Creator Store from main FPSC interface (to allow store to be updated independently of editor code) * Added PLRSETHEALTH and PLRSUBHEALTH to set the players health, and to subtract from the players health value * Added ADDHEALTH, SUBHEALTH and SETHEALTH to set, increase and decrease the entities health value * Added new HEALTHPRISON.FPI script to show use of above entity health commands V1.1.2 RELEASE- 07/07/08 ------------------------ * Small tweak fixing a few music preview related issues V1.1.1 BETA 8 - 02/07/08 ------------------------ * Fixed collision issues in some import models (scale in non-bone anim data) * Modified COWARD10.FPI so they will stop during a waypoint traversal if shot * Added the Official Community Guide to FPSC in the DOCS folder (thanks Nickydude) V1.1.1 BETA 7 - 01/07/08 ------------------------ * Further modified object alignment and scaling to allow for more import types * Modified character Y alignment to negate pre-scaled object collision center * Modified entity start-up Y alignment to allow for entities with scale specified V1.1.1 BETA 6 - 01/07/08 ------------------------ * Increased melee range so some models do not 'push' player around (50 to 60) * Above applies to all 'close based' MELEE scripts in update * Updated build to use October 2006 DirectX, not March 2008 DirectX V1.1.1 BETA 5 - 30/06/08 ------------------------ * Fixed interface bug causing store download status not to be updated properly * Fixed alignment bug introduced in B3 and B4 (reset only if animdata present) V1.1.1 BETA 4 - 24/06/08 ------------------------ * Fixed floating character bug introduced in BETA3 (part of bound box recode) * Changed boundbox calculation code to take scale from animdata, not frame comb * Above fix to MapEditor and Game means bound boxes / object sizes more accurate * Above fix also solves some entities have very large highlight shrouds * Overridden HSRMODE flag in SETUP.INI with new mode 2 (FULL PORTAL RECURSION) * Above addition restores portal traversal performance (set flag to 1 for full) V1.1.1 BETA 3 - 23/06/08 ------------------------ * Fixed Large and Small Wall segments so they do not get clipped out of universe * Fixed PLAYERDROP command so the item is placed on the floor not floating * Added new pickupcandrop.fpi script which can drop the item by pressing H key * Updated Interface with new code for handling Music Preview in store V1.1.1 BETA 2 - 16/06/08 ------------------------ * Fixed potential crash caused by JPGs being reduced for fast build game time * Modified Image code so JPG textures managed, rather than deposited in videomem * Added clean exit code if imageblock is too big for heap (64MB allowed initally) * Amended build portals so it detects tall static entities before extending higher * Modified PICKUPSLIPPY.FPI to add note (must set Physics Always Active ON) V1.1.1 BETA 1 - 14/06/08 ------------------------ * Added manifest files to main executables (Vista assist) * Reduced universe clip height from 550 to 150 (speed up build portals) * Removed registry based serial code write (interferes with X10 installation) * Corrected interface title so it reports 'non free' when build game present * Corrects serial code if accidently manually entered a lower case letter (V) * Amended code so increased frame rate cap (38fps) does not de-sync weapons * Prevent entities from spreading out if entity is only unit to be spawned * Adds new portal culling code back in, but allowing for shared meshgroups * Above tweak hopes to increase FPS (V109 results) & retaining large area renders * Added version number to start-up splash from the main version.ini file V1.1.0 RELEASE - 11/06/08 ------------------------- * New FPSCreator.exe to handle 'instant upgrade' feature in Store V1.1.0 BETA5 - 09/06/08 ----------------------- * Added new FPE fields and code to support arbitary footfall keyframes; FOOTFALLMAX = 2 FOOTFALL0 = 30 FOOTFALL1 = 50 * Above example triggers a footfall sound effect at frames 30 and 50. * Fixed bug causing entities with low SPEED values to stutter to a halt * Now when characters EXPLODABLE flag set to YES, they do explode (i.e. robots) * Updated DBPCOMPILER associated with executables so they report true linenumbers * Fixed bug causing mapeditor to lose cursor position after a TEST GAME V1.1.0 BETA 4 - 07/06/08 ------------------------ * Added extra camera control keys when in entity zoom view (SHIFT+ARROW KEYS) * Doubled responsiveness of camera control rotation in entity zoom view * Extended clipping height of main universe a further 500 units for high entities * Above fix solves issue where very high static entities are used in the level * Now 'always active' items collected with PLAYERTAKE keep their scripts running * Above fix allows the PLAYERDROP FPI action to function properly * Added new script PICKUPSLIPPY.FPI which randomly drops what has been collected V1.1.0 BETA 3 - 06/06/08 ------------------------ * Finally fixed strange issue causing guns to lose data when initially bought * Added code to support accumilation of MOUSEMOVE data in FPSC Interface V1.1.0 BETA 2 - 05/06/08 ------------------------ * Removed UNDO and REDO from main toolbar menu to keep editor in 800x600 view * Reduced height of preferences dialog to keep within 800x600 view * Added new FPI freeze command PLRDISABLE which disables mouselook and gun * Recompiled MapEditor.exe to resolve mouselook smoothness within interface V1.1.0 BETA 1 - 29/05/08 ------------------------ * Added version control within engine, and added version number to seg BIN files * Added version number in the test game debug view * Now reads the VERSION.INI file to determine the internal version number * Modified EDITOR and GAME to automatically use VSYNC (interval of one) = smooth * Fixed FPSCreator.exe bug causing HOMExxx to cause line under artist name * Fixed FPSCreator.exe so ABOUT box better aligned and No License message to show * Fixed bug causing gun not to reload when running * Added code to detect zero or invalid serial codes and disable some features * Above addition is part of the development of a new free version of FPSC X9 * Reversed code which reduces portal recursion (it caused large interior bugs) * Modified 50 character FPE files fixing animation 63 (822 to 882) - anim issue * No longer crashes if model missing or model name incorrect, uses placeholder * Added code to support the free version of FPSC from V110 onwards * Amended Fake Duct Door so transparency not showing incorrect portal culling * Fixed bug causing FLAK TOBJ to crash with object number illegal error * Improved AI handling so priority entities only reduce at 25fps or lower * Improved AI handling so priority reduction happens slowly, not instant drop * Stopped a repeat sound loop bug when entity suddenly reduced while shooting * Added code to detect Vista and UAC, and exit interface is UAC is enabled V1.0.9 RELEASE - 15/05/08 ------------------------ * Added new Game Creator store component to interface V1.0.9 BETA11 - 13/05/08 ------------------------ * Fixed bug causing gun data not to be found when adding entity in level map * Fixed problem causing BETA10 not to use universe skip code * Removed NOGRAVITY code from FLOORLOGIC as it causes characters to float * Adjusted quick statistics so the reflect proportion of time spent (over 1000 ms) * Added code so floorlogic entity does not travel into static geometry * Added code so floorlogic entity does not travel into lowered and raised areas V1.0.9 BETA10 - 12/05/08 ------------------------ * Spawned entities in FULL SHADER MODE that use alpha now become visible (fadein) * If you delete a static entity, universe now rebuilds properly * Moved material detect of segments after BIN load (solves silent floor issue) * Fixed bug causing muzzle flash to remain just after zooming in * Automatic weapons no longer have a repeat-fire bug, code added to prevent * Gun selection no longer locks when change weapon, then quickly reload * Added PICKUP.WAV to Items folder as some scripts relied on this file * Added FLAK USAGE FLAGS so only load in flak which is actually used V1.0.9 BETA9 - 08/05/08 ----------------------- * Fixed long standing issue causing segment overlays not to trigger rebuild V1.0.9 BETA8 - 07/05/08 ----------------------- * Replaced SHARDS decal which had been deleted during the update * Coded support for older legacy HUD models (added MP5 AK47) * Added code to detect SCOPE texture in gun folder even if GUNSPEC not specified * Added code to prevent an empty DESC field in FPI to cause HUD corruption * Fixed bug causing some images (usually JPG) not to load correctly (HRES missing) * Fixed bug causing sounds not to load for pre-built floors in test game * Modified updater to launch FPSCreatorCleaner.exe rather than FPSCreator.exe * Above new program will delete all legacy DBO/BIN files from your installation * Fixed IMAGEBLOCKMODE flag so it no longer stores intermediatry in FPG file V1.0.9 BETA7 - 30/05/08 PM -------------------------- * Fixed bug causing decals to disappear in the final game executable * Fixed bug causing new game save/load code to crash, now works with global vars * Changed MapEditor.exe to get file extra detail from 1256 rather than 1768 * Above fixes a bug causing ent/seg browse to lose items on category change * Fixed bug that caused some models not to load their internal textures (MP9/10) V1.0.9 BETA6 - 30/04/08 AM -------------------------- * Optimized loading time further by converting more X to DBO during game builds * There are no longer any X files exported to the standalone final game * Above changes improved loading time by 1 second on a typical single level exe V1.0.9 BETA5 - 25/04/08 ----------------------- * Fixed lightmapping corruption, no longer adds lightmaps to imageblock * Limit global and local variables between 0 and 99 * Globals are now reset at the title page of final executable games * Created material usage flags to only load material sounds actually used * Moved majority to material sound loads out of per-level loading * Added usage flags for fragments so only loads those used in game * Above load time reduction took typical load from 26 seconds to 22 seconds V1.0.9 BETA4 - 24/04/08 ----------------------- * Compiled and updated FPSC-MAPEDITOR.EXE for possible zero damage bug fix * Added new PLRFREEZE action. Set to 1 to hold plr in place, zero to release * Added new IMAGEBLOCKMODE to SETUP.INI. Set to 1 use image block feature * Imageblock feature combines all texture files into a single BIN file * Created new script in PEOPLE called 'meleefrosthit10.fpi' to test above * Added GLOBAL VALUES from FPI scripting to SAVE/LOAD game position feature * Updated all character FPE files in default media to allow melee attack (anim8) * Added V109-example.fpm to mapbank\tutorials\ to help demonstrate new features * Added new FPI action MUSICOVERRIDE to replace in-game music in real-time * Added new script called 'appearchangemusic.fpi', add to Sound Zone's init AI * Added new script called 'musicchangeinzone.fpi' to trigger music change * To ensure soundset does not load as 3D sound, rename entity to 'MUSIC ZONE' V1.0.9 BETA3 - 21/04/08 ----------------------- * Finished BLOODONFLOOR feature so blood splats on floor if flagged * Altered player gravity so falling is more realistic (removed Y velocity cap) * Added new FPI commands to add variables as follows: GLOBALVAR=X - set the current global variable index to write/read from to X LOCALVAR=X - set the current local variable index to wrire/read from to X SETVAR=X - set the value of the current variable to X INCVAR=X - increases the value of the current variable by X DECVAR=X - decreases the value of the current variable by X VAREQUAL=X - returns true if the current variable equals X VARNOTEQUAL=X - returns true if the current variable does not equal X VARGREATER=X - returns true if the current variable is greater than X VARLESS=X - returns true if the current variable is less than X * Added two new FPI scripts DOORLOCKPICK.FPI and PICKUPLOCKPICKS.FPI * Above scripts used to demonstrate variables in script (and add cool feature) * Added readout of first three global and local variables in entity debug view * Added new FPI commands to add changes to defaults: NEWJUMPHEIGHT=X - change the default jump height of the player to X (default 50) LIGHTINTENSITY=X - change the intensity of a dynamic light to new percentage * New script LIGHTSUPERGRAVITY.FPI demonstrates above FPI actions * When using dynamic lights and DBU skip build, the dynamic lighting corrupt fixed V1.0.9 BETA2 - 07/04/08 ----------------------- * Fixed long standing BUILD GAME freeze caused by not saving temporary level * Fixed crash caused by specifying an invalid BRASS value for weapons * Added new MATERIALS to the audiobank folder (from model pack 3) * INCFRAME no longer allows animation sequence to be corrupted * Fixed bug causing high poly static entities overflowing lightmap textures * Fixed bug causing some outer corner and wall segments to disappear (corridors) * ACTION 1 - Set LIGHTMAPOLD flag in SETUP.INI to 1, and it will switch of DarkLIGHTS * ACTION 2 - Added new flag BLOODONFLOOR in SETUP.INI, set to one to cause blood to hit floor V1.0.9 BETA1 - 21/03/08 ----------------------- * Added 'RAISEFACTOR' to entity FPE fields to allow model to be raised to correct model alignments * Added new MELEE10.FPI script in PEOPLE folder to allow basic melee characters * Added new MELEEBITE10.FPI script for a close quarters version of above * Added new MELEECLOSE10.FPI script for a close quarters version of above * Added new MOVER10.FPI script in PEOPLE folder to allow characters to PUSH the player * Added MONSTER voice art into audiobank for new monster character type * Added new MISC\MELEE.WAV and BITE.WAV into AUDIOBANK for generic melee attack sound * New COLLISIONMODE value for FPE which can switch off all collision but one limb (1000+solidlimbindex) * WARNING: Do not use above feature to create large grass coverage with individual grass blades * Added extra code to TIMESTAMP log file generation so it does not reported failed objects as loaded * Added 'FRAME:current\destination' statistic to Entity Debug Info for dynamics * Fixed bug using throw FPI mid main animation sequence would mess current frame on return V1.0.8 - 11/03/08 ----------------- * Fixed G2.TGA and G.TGA so they read D2.TGA and D.TGA V1.0.8 BETA6 - 08/03/08 ----------------------- * Added Q&A about disappearing geometry when using deadend segments * Adjusted HEADSHOT FPI action so 1 means default height of 42, other value specifies own height for head detection * Added new HEADSHOTDAMAGE FPI action to specify own head shot damage value V1.0.8 BETA5 - 29/02/08 ----------------------- * Made substantial change to universe meshgroup management to solve edge mesh disappearances by allowing more shared mesh detection and limit interior detection V1.0.8 BETA4 - 14/02/08 ----------------------- * Corrected cursor assigned to FAKE segments, which now use new SOLID portal type V1.0.8 BETA3 - 11/02/08 ----------------------- * Removed a double call to 'sound, music and animation monitoring' causing a small increase in overall framerate V1.0.8 BETA2 - 10/02/08 ----------------------- * Reverted back to DirectX (OCTOBER 2006) D3DX_31.DLL for sustained compatibility with current FPSC users systems V1.0.8 BETA1 - 09/02/08 ----------------------- * Using slightly modified DLLs from previous X10 Map Editor development for MAPEDITOR and GAME (non-impacting) * Added code to SETUP DLL so passing an internal width of 799 will allow mapeditor to use desktop resolution instead * Amended mapeditor code to use new rendering larger backbuffer and calculate for widescreen aspect ratios * Toned down volume of metal walking material sound, less klangy * Changed SYNC RATE to 34, and reduced detection ranges of characters to 500-600 (as recommended by modder s4real) * Added code to skip areabox traversal if areabox empty of core meshes and visited before that cycle (10fps>20fps) * Increased epsilon to allow meshes in segment construction wider that node for use as blockers (corridor visibility) * Corrected all corridor segment values to ensure special mesh sizes are visible under new adjustments * New segment type 11 added to all FAKE segments so that CSG holes punched through no longer causes a portal * When a bullet hits a character in the head, 65500 damage is instantly dealt to that character (head shot) * Head shot is not active by default. use the new APPEARWITHHEADSHOT.FPI in the INIT field of a characters script * Added new HEADSHOT action for the FPI script which accepts zero for immune to headshots, and one to allow them * Painting full room segments now automatically adds an outside ceiling to seal the segment if the area above is free * Above addition ensures a quick painting of the level produces a sealed interior, thus producing a faster game * Added FLAG in FPSC-050.txt for field 406. When set to 1, it will disable the above auto ceiling feature V1.0.7 RC4 - 07/08/07 --------------------- * Model Packs can add additional files to the weapon folders. The build game now includes all non TGA files from the weapons folder where required V1.0.6 RC4 - 22/06/07 --------------------- * When used the universe construction skip, old entity data would be used, rather than the existing map element data * Added additional error reporting on all direct image loading, now returns CWD and Parameters Of LOAD IMAGE call V1.0.6 RC3 - 21/06/07 --------------------- * Removed the delay at the end of each level (sometimes 20 seconds), prior to loading * Added a small program to the TOOLS folder which allows you to test a friends machine for compatibility with FPSC standalone games * Weapon when placed with weapon.fpi into a level would not orient correctly, replaced rotate object 0,0,0 with RX,RY,RZ * Universe construction skip no longer interferes with build process or standalone executables * Saving entity bank (.ENT) during construction would shuffle items using the entity reduction code from V104 (wrong) * Added code to save the lighting data at the end of a universe construction to be retained for re-tests V1.0.6 RC1 and RC2 - 18/06/07 ----------------------------- * Increased speed of build process by skipping entitiy instance and attachment reports (which had an inbuilt display delay) * Added universe construction skip code to re-use old static geometry and lighting if no static level elements where changed (faster build time) * Ensured BUILD GAME can handle up to 50 levels, by ensuring internal arrays are large enough to handle extra level file information * Added code to disable the FPI script editing for Arena Mode games. The script editors only produce single player game layouts * Fixed problem of static entities using illumination shader in full shader mode did not account for lightmap data * Added the local IP Address to multiplayer game title screen to provide maximum information for LAN and WAN gaming * Further tweaked AI so that pistol and shutgun (forward attacker behaviours) do not run if not in line with player * Further tweaked AI so that throw.fpi used by grenaders will lob grenades downward if player below them * To avoid breaking AI behaviours of existing pre-V105 games, all modified scripts have a new 10.fpi extension (X10 designation) * Better support for runtime error line numbers, in that they actually point to the correct line in the engine now * Lightmapper now removes the RETRY prompt, and instead adds exception error handling for better bug reporting V1.0.5 RC2 - 12/03/07 --------------------- * Modified firewall detection so that a true IP Address is detected and used for info and HOSTING (whatismyip.php) * Restored ability for lightmapper to delete old lightmap files, which caused game sizes to swell over time * Modified BUMPBONE shader so full effect characters are not semi-transparent by default * Added additional thread and memory checks to the lightmapper, to catch unusual behaviour on some systems * Added parameter to USEWEAPON FPI action to allow the throwing of flak to provide strength (100=full/50=half) * Updated the core AI scripts for all default characters, giving them a more direct purpose (more predicatable behaviour) * Added collision data to all voids in a scene so characters cannot run off ledges - better behaviour overall * Added collision data radar to entity debug information mode so collision interactions can be visualised V1.0.5 RC1 - 09/03/07 --------------------- * Changed V103/V105 texts in all languages to V105 * Fixed bug to restore ability to move the selection area splitter (making property area wider) * Fixed bug to restore the colour dialog on the object properties field * Selecting EDIT LOADING SCREEN without selecting a level no longer freezes the editor * Reverted to DirectX OCTOBER 2006 (d3dx9_31.dll) due to compatibility issues with 1.X Shaders * Replaced DirectX detector with simpler method, earlier in the Editor Initialisation Phase * Reduced lightmapquality to 10 in setup.ini (reduces texture consumption by 800%) * Fixed bug causing lightmapper to use an old mesh buffer after secondary UV added (replace=true) * Ensured New Arena and Arena tab work in the new update of the FPS Creator interface * Added code to verify no firewall is blocking communication with gamelist server, else useful error * Added additional text when IP of local LAN detected, instructing user that any HOSTing is local only * New mode added to 'lightmapthreadmax' from SETUP.INI. Mode -2 instructs the engine not to use threads V1.0.4 RC10 - 05/01/07 ---------------------- * Replaced FPSCreator.exe with statically linked BCG code (no more MFC DLL dependence) * Updated Light Mapper to export DDS files for the lightmaps (faster final game loading) * Fixed bug causing full lightmapping not to work in final build (cancelled no-real-load mode) * Recompiled GAME and MAP programs under DirectX 10 December 2006 (d3dx_32.dll required) * Detects DirectX December 2006 version prior to launching map editor (ease of use) V1.0.4 RC9 - 21/12/06 --------------------- * Added LOADREPORT field to SETUP.INI, used to track load/build times of each segment of the game level loading sequence * Added LIGHTMAPTHREADMAX to specify the maximum number of threads to create (for cross-processor calculation) (in testing) * Can now build more than one level under DarkLIGHTS tech - did not free a kernal DLL link causing an error * Pre-calculated the physics static geometry in the build phase so it can be loaded in real-time (significant load time saving) * Bug in AIKO model revealed with update to new lightmapping, sorted by restoring OFFSET LIMB code dealing with character centering * IMPORTANT: Before going direct to BUILD GAME, ensure you load your FPM levels and re-save them to ensure they are using the latest file version * A number of brass and decal assets where updated for better quality visuals in the areas of gun firing * Added new SMOKEDECAL field which overrides the SMOKE value in GUNSPEC.TXT, allowing any decal name to be specified for the gun smoke * When SMOKE=1 is found in GUNSPEC.TXT, the engine replaces functionality and uses GUNSMOKE decal istead of SMOKE1 decal V1.0.4 RC8 - 19/12/06 --------------------- * Slowed smoke by 50%, and added a new field to GUNSPEC.TXT called SMOKESPEED (with a default of 25) * Adjusted brass ejections so they do not behave strangely if shoot machine guns upwards * Added new fields in SETUP.INI for DarkLIGHTS minor settings * Removed dialog popup during lightmapping phase of test and build process * Added two new MFC related DLLs to help compatibility with systems that do not have .NET files installed * Fixed bug causing light colour to 'wrap' when averaging the six closest dynamic/static lights (causing weird colour switches) * Improved quality of routine pop-up texts and HUD stat texts to use uncompressed DDS formats for best quality, rather than DXT5 * Increased default texture size from 256 to 512 to combat missing lightmap texture issue on some static entities (possible bug) * Removed some lightmap settings data from the FPG, causing lightmap defaults not to carry to the build-game process * Fixed bug causing all dynamic light indexes to be lost when saved out to .LGT universe file (flickering lights work in final EXE) V1.0.4 RC7 - 17/12/06 --------------------- * Added MFC71.DLL to associate with the new FPSCreator.exe BCG DLL (the origin of the DLL import) - should resolve some compatibility issues * Added support for the DarkLIGHTS technology, replacing the built-in static object lightmapper with faster and better lightmapping * If the MyGames folder has been deleted, FPSC will automatically restore this folder within the 'FPS Creator' folder * The 'Physics Force Damage' field is predictable now. 100 causes no damage, higher values inflict damage on other entities this entity hits * If continue to stack entities (using 'find ground' feature), the editor will automatically step up to the next layer to help editing * NEW FEATURE : DarkLIGHTS Technology has now been added, replacing the old Quick-Light-Mapper (for improved visuals and speed) V1.0.4 RC6 - 15/12/06 --------------------- * Adjusted FOV of smoke, so it emits from the correction position in the gun * Adjusted speed and parabola of the shells so they eject and fall more cinematically * By popular request, if your FPM level contains entities in the selection list that are no longer used, FPSC will remove them * By popular request, if your FPM level contains segments in the selection list that are no longer used, FPSC will remove them * Added a new debug string reporter to the SET DIR command (will display any folder name that is invalid during a build process) V1.0.4 RC5 - 13/12/06 --------------------- * Muzzle flash now duplicated (for twin weapons) if FIRESPOT02 limb detected in HUD.X of weapon model * Changed smoke emission position for guns from brasslimb marker to smokelimb marker (if smoke limb exists) * Extended smoke and brass ejections to a twin gun system if FIRESPOT02, SMOKE02 and BRASS02 limb names used * Changed tradgectory of brass ejections to orient on the gun, and expell to the right and down (more realistic) * Added new fields to GUNSPEC.TXT called MUZZLECOLORR,MUZZLECOLORG,MUZZLECOLORB to control spot light flash colour * Changed GAMECORE\BULLETHOLES\ to an alpha based approach (so bullet holes can work in cooperation with fog modes) * Zoom accuracy is now affected by a new GUNSPEC.TXT settings called ZOOMACCURACY (0=deadly accurate) - multiplied by zoom factor! V1.0.4 RC4 - 11/12/06 --------------------- * Fixed SAVE/LOAD bug that caused objectives to be wiped. Now completed objectives are remembered after a reload * Added code so that DEBUGREPORT flag works properly * Added SETTARGETNAME as a new FPI action. Specify an entity name to force the entity using the action to target the named entity * Restored test game release code (so the time it takes to free resources is less = faster text game exit time) * When HUDTEXT is used, without any other image based HUD, decal in corner does not corrupt screen * Added new feature of HUD DISPLAY (as in HUDMAKE=DISPLAY) which scrolls any text-only writing upwards when shown (prevents overwrite) V1.0.4 RC3 - 27/11/06 --------------------- * Replaced the FPSC-MapEditor.exe with the original V1 version (reduces compatibility problems) * Replaced the Basic3D using a new build of the DLL to facilitate FOG fixes (and future fixes - speed test alert) * FOG colours now work again, not just black * Brought FOG range closer that previous defaults, 1000.0 from camera instead of 4000.0 from camera * Modified FASTBONE.FX shader to account for any FOG within the level scene V1.0.4 RC2 - 22/11/06 --------------------- * Fixed bug causing allbut first weapon to disappear from hands of characters * Changed version number to V104 on the initial splash screen * Created a fall-back to older functionality where a sound cannot load using NO_VIRT mode * Corrected player speed limit so there is no lower limit, upper limit must remain for stability reasons V1.0.4 RC1 - 15/11/06 --------------------- * Increased resource for attachments (guns and shadows) so more entities can be created * Increased loading of enemies allowing them to only load one weapon (held weapon) * Optimized Sound Manager to avoid a possible 20 million iteration loop (speed up for large levels) * Switched 3D Sound Buffers to use faster CPU basic virtualiser, and switched off Listener Doppler (faster fps) * All 3D Sounds now created using DSBCAPS_MUTE3DATMAXDISTANCE - distant sounds muted (faster fps) * Capped Player Speed to reasonable (none-game-killing) limits 50 to 200 (default is 100) V1.0.3 RC3 - 06/10/06 --------------------- * Added an FPSC bug reporting tool written by Thomas Gortler (useful for reporting issues) * Fixed bug where sound zones would re-trigger after a saved game was reloaded * Added code to auto-expand AILIST() array associated with new FPI scripts * Fixed bug caused by spawned objects floating in air after mid-action save/reload action * Added new flag in SETUP.INI called EXITPROMPTREPORT=1 (which helps reveal the error 0,0 bug) * Added code to auto-expand Segment Arrays to handle as many segments as the level requires * Corpse based killed enemies no longer resurrect when reloading a saved game * Fixed problem causing FPSCreator.exe not to reload the map editor after a BUILD GAME * If a weapon is added via an FPSC model pack, it no longer crashes if a VWEAP.X not exist * Fixed icon corruption in FPSC builds once and for all * Story Zone crash bug fixed, caused by playing animations after a secondary level load V1.0.3 RC2 - 25/09/06 --------------------- * Created program 'FPSCreatorDumpMem.exe' - run it after a freeze to gather important info * Added version number to splash screen at start of software * Improved FPI wizards for TITLE and GLOBAL SCRIPT to handle the new save load feature * When click SAVE/LOAD GAME, mouse pointer moved to area where an instant click is not detected V1.0.3 Rc1 - 12/09/06 --------------------- * Restored V1 integrity - replaced all changes from V101 and V102, V1 behaviour restored * Fixed bug caused by window smashing changing scale of regular decal usage * Fixed material system so it can now handle materials 11-99 properly * Save executable now keeps the entity textures that use built-in texture filenames * Be aware that you cannot have good multi-material static meshes (use Immobile dynamic instead) * Be aware you should not mix a static and non static entity that shares the same multitexture * Solved problem when entities take a few seconds to warmup (start spinning/hovering) * Reduced redundant array checks in the engine (slightly faster at the cost of poor bugreports) * Added internal mechanisms for SAVE/LOAD feature, along with new dialog gfx and text