| 06-02-2004, 03:52 PM | #1 |
The FPSMod SDK has been released for half a year. It seemed to mark the end of any FPS Mod activity. It received a few hundred downloads, but as far as I know, no one has bothered to use the SDK for anything. There has been no updating from the team (there possibly isn't one anymore, judging from the posts around december). I guess you only appreciate the work of Ganon after Ganon decides to leave. Why has there been no one using the FPS Mod SDK? - Crappy starting map: The map that came with the FPS Mod SDK didn't even work. People probably attributed this to a fault in the control program, which it wasn't (it was a fault in the triggering of firing the grenade). - It didn't always work: By this I mean that there have been many many people who probably couldn't get the Control program to work. Personally I've got it working fine on all computers I've tested it on (after some time or other. Some of those computers didn't work the Control program at first). - No multiplayer support: I don't know about this. Really, but I believe that the control program currently does not change the variables that are not for the first player (I believe. I don't know how the control program works). Either way, it was said that multiplayer didn't work, and since the main attraction of FPS Mod was it's multiplayer (really, single player is never as fun as multiplayer), they decided not to work with it. One year before its release, FPS Mod was, I believe, THE most anticipated project in wc3campaigns. After its release... it became a ghost town. Is the team doing anything? Is there a team? We can't just leave FPS Mod to die here, half complete and still having so much potential. The single player aspect of FPS Mod works perfectly (except for a slight issue in the sensitivity of the controls). The control program works fine for the single player, and everything else can be done using triggers. Whoever is still working on this, whichever team member still checks this forum, is it possible to just update the FPS Mod program to make it support multiplayer? I believe it's only just adding a few loops and detecting which player the person playing currently is (which could be quite difficult I guess). Even if there isn't any non-bnet server, FPSMod can be played over Lancraft with friends. If you've read through this whole post, thank you. Now it's your turn. |
| 06-02-2004, 05:20 PM | #2 |
I don't believe there will be any more work done on the fps mod unless some mad programmer has a crazy idea to actually continue on it. Many other projects have plenty enough ideas for things to add in their projects without finding time to implement a first person mode. In order to actually integrate it into a project, there would still be a lot of work needed to be done to and with the program. I believe Doom III was working on a world war II project involving this, but Im not sure if that project is still active. |
| 06-02-2004, 06:54 PM | #3 |
DoomIII, decided to "move" his project from wc3campaigns, thing is at the time he said it he didn't make the move yet, and i forgot to where it was. |
| 06-02-2004, 07:49 PM | #4 |
Ya, were is DOOM III's project? o and Ant, if I can get my fps mod to work want to assemble a team of good guys to get it finished (and hopefully get some of the guys from the original team). |
| 06-03-2004, 06:02 AM | #5 |
Hmmmm yes where is DoomIII's D-Day mod? Anyway, it might be rather difficult to finish the FPS Mod without the code for the control program. As far as I know, only the original team has it. Maybe the code could be released? Or at least passed on? |
| 06-03-2004, 05:53 PM | #6 |
I was on d-day, and it moved to sd modding which which was shut down and merged with wc3 ww2 (i dont know where that is) anyways d-day was stopped mainly because we needed the source to stoned's little mouse program, in order to make some neccesary mofications. Anyways the reasone we stoped is because it was a stupid idea in the first place (sorry ganon) but i have good reasons to say this: 1. wc3 didnt support roofs so when you walked into a room the roof of the building disapeared so everything would of had to of been outside. 2. wc3 didnt support bone rotation properly as your character is animated so we couldnt do two things at once ie: walk and shoot 3. less and less support from jassers. We had kattana for a long time and he got bored of the project. We sould easily pick up jassers, but actually getting them to work was a nightmare. 4. No smoothness : wc3 was not meant for a fps. The posiblility of it running smoothly would be a dream. IMO it was a mistake to even start. Sorry to dissapoint. |
| 06-04-2004, 05:32 AM | #7 |
Oh I thought you guys HAD the source... he did say D Day was working on a modified control program so I thought you guys had it. Anyway, there IS partial roofing by using doodads and stuff but I guess it would have been quite troublesome. And I guess to a large extent Wc3 is unable to run a visually well presented FPS. However, there are ways to overcome this, like possibly a hovercraft mod? And that's just for animation. Overlooking the animation, an FPS environment can be quite cleanly rendered if all the special effects are removed (the main thing causing the lag is that all the special effects are being created and not being removed). Oh well I guess cancellation of projects happen. However, single player is working fine and rather smoothly here, and I don't know if you've tested it multiplayer or not, but LAN may just work. It wasn't a mistake to start. "Everything is inspiration". |
| 06-09-2004, 07:00 AM | #8 | |
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No one's going to step forward (within the team) and clean things up. StonedStoopid has the source for the program and to my knowledge, he wants to keep it closed source. I'm sorry if this wasn't made clear back in January but the release of the so called SDK marked the official completion of the project in terms of how far we wanted to go (hence its placement within Completed Projects). I'd like to see a more definite and cleaned up version of that SDK instead of this difficult thing to work with but it's better than nothing. With that said, I do have copies of the maps where those great clips were filmed (remember the one in that sleek blue arena with the hydralisks?). Technically, they are more feature deficient than the final SDK, but they do look a lot cooler don't they? If you're interested in them, I'll release them to the public. |
| 06-09-2004, 03:03 PM | #9 |
That would be great... Just to put the SDK to a little use... |
| 06-09-2004, 05:28 PM | #10 |
I'm releasing almost everything about this mod that's still on my computer. This includes the nice arena that Stoned used to film one of the clips as well as the C25 Canister Rifle and the Zealot model. Edit: Unfortunately I don't have the actual arenas with the triggers since this is just the terrain. I'll asked Stoned if he still has them. 1) Zealot 2) C25 Canister Rifle 3) Arenas |
| 06-09-2004, 06:54 PM | #11 |
| 06-20-2004, 04:57 AM | #12 |
WWII for WC3 RoC has been made a long time ago. Its a remake from SC. But it didn't become popular.... |
| 06-21-2004, 11:20 AM | #13 | |
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