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R2D5  |
Trained Modder | Member since: 07.05.2009, 16:16 | Posts: 215 | Location: Germany |
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Post Topic: Posted 30.08.2009, 17:36 |
Thank you very Much. We have the Academic License and some (hand signed;) ) retail versions of Crysis at the University so that should be no a Problem, i was just wondering what files i have to distribute for the Plugin to work on the PC of my Professor, in Editor and Game. I’m only using the GOC Note and the Flash Note without having changed anything.
Last edited by R2D5 on 30.08.2009, 17:38, edited 1 time in total.
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Cry-JR  |
Crytek Staff Member | Member since: 02.08.2005, 19:01 | Posts: 2161 | Location: Crytek HQ |
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Post Topic: Posted 30.08.2009, 20:51 |
If you need an updated build you could download the current sourceforge build, which includes some HUD:Flash node improvements. SourceForge FGPS
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sebastian___  |
Experienced Modder | Member since: 01.12.2007, 20:29 | Posts: 521 | Location: Germany |
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Post Topic: Posted 30.08.2009, 20:53 |
The plugin system is very nice and useful for those who know how to code and compile. But the beauty and novelty of the flowgraph is that anyone without any knowledge of c++ and coding can obtain fantastic results with the flograph nodes.
As most people can't code it's a pity that we can't use and play with those interesting new nodes.
Again, it would be nice if after the plugin system installation, we could just drop some already compiled nodes somewhere like :
"...Crytek\Crysis\Bin32\plugins\LookAt.dll"
and without any mod setup they would just appear in flowgraph.
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R2D5  |
Trained Modder | Member since: 07.05.2009, 16:16 | Posts: 215 | Location: Germany |
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Post Topic: Posted 30.08.2009, 20:57 |
you dosnt have to code, after the instalaton you can use any node of the pluginsystem, thats the cool thing about it.
Last edited by R2D5 on 30.08.2009, 21:01, edited 1 time in total.
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Cry-JR  |
Crytek Staff Member | Member since: 02.08.2005, 19:01 | Posts: 2161 | Location: Crytek HQ |
Likes: 1 |
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Post Topic: Posted 30.08.2009, 21:12 |
Quote: Originally posted by sebastian___ The plugin system is very nice and useful for those who know how to code and compile. But the beauty and novelty of the flowgraph is that anyone without any knowledge of c++ and coding can obtain fantastic results with the flograph nodes.
As most people can't code it's a pity that we can't use and play with those interesting new nodes.
Again, it would be nice if after the plugin system installation, we could just drop some already compiled nodes somewhere like :
"...Crytek\Crysis\Bin32\plugins\LookAt.dll"
and without any mod setup they would just appear in flowgraph. The FGPS extends the existing nodes with custom ones, which are compiled into a DLL. If you don't want to add any custom nodes by yourself, you don't have to code anything. If you already changed anything codewise, you should be able to add your changes to the FGPS codebase. That's the reason for a precompiled version of the FGPS and the separate source code itself. If you're unexperienced in coding you can just download the precompiled version with all new plugins.
Last edited by Cry-JR on 30.08.2009, 21:14, edited 1 time in total.
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R2D5  |
Trained Modder | Member since: 07.05.2009, 16:16 | Posts: 215 | Location: Germany |
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Post Topic: Posted 02.09.2009, 20:03 |
the goc node seams to stop working when im trying to load my map in game, even if it says at the corner, that the mod is loadet. any idear?
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Cry-JR  |
Crytek Staff Member | Member since: 02.08.2005, 19:01 | Posts: 2161 | Location: Crytek HQ |
Likes: 1 |
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Post Topic: Posted 03.09.2009, 11:35 |
Even with the GOC plugin the GOC console variables are still set to VF_CHEAT within C++, which means you have to start the game in Devmode, after that the plugin is allowed to change them.
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Da Man  |
Trainee | Member since: 08.02.2009, 14:51 | Posts: 170 | Location: Ukraine, Kiev |
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Post Topic: Posted 03.09.2009, 12:06 |
Maybe u should change variable type from VF_CHEAT in source code (when registering variables) to some other, allowed by non dev mode?
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Alex626  |
Uber Modder | Member since: 15.04.2008, 19:40 | Posts: 2321 | Location: London, UK |
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Post Topic: Posted 05.09.2009, 20:55 |
Hello ! Your project is awesome ! I want to tell about one bug, and one idea of new plugin. The bug I found is that if you use a Input:Mouse plugin with cursor in game, after you make quicksave and you load that, it become impossible to turn off a cursor mode. I have an idea of a new plugin. You could make a plugin that will allow to use advanced functions with inventory . Think its very useful for people who work with inventory (and for me ) ) The features: - you can get the item count of every item player have (not currently available in crysis, for example when player pickups 4 SCAR rifles he get only 1 and then just takes ammo from anothers. But it works like he has 1 scar, not 4.). Its needed to be fixed.
- you can get the ammo count in weapon
- possibility to make player drop weapon using FG
- some abilities to make "Store Inventory" to .xml file with possibility to load and read that with XML plugins, like QUIP pack.
Maybe some other features. I hope you can do that .
Last edited by Alex626 on 05.09.2009, 20:57, edited 2 times in total.
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Da Man  |
Trainee | Member since: 08.02.2009, 14:51 | Posts: 170 | Location: Ukraine, Kiev |
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Post Topic: Posted 05.09.2009, 21:15 |
Quote: some abilities to make "Store Inventory" to .xml file with possibility to load and read that with XML plugins Inventory is automatically stored by the engine!!!
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Cry-JR  |
Crytek Staff Member | Member since: 02.08.2005, 19:01 | Posts: 2161 | Location: Crytek HQ |
Likes: 1 |
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Post Topic: Posted 06.09.2009, 01:07 |
Quote: Originally posted by Alex626 The bug I found is that if you use a Input:Mouse plugin with cursor in game, after you make quicksave and you load that, it become impossible to turn off a cursor mode.
This was fixed in the current SourceForge build for Wars, i've added it to the Crysis build too.
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Black Rainbow  |
Has no life | Member since: 21.01.2008, 11:28 | Posts: 6198 | Location: 52°21'25.06"N 4°56'48.42"E |
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Post Topic: Posted 13.09.2009, 13:11 |
I'm having trouble getting the FG Plugin to work in 64-bit on Windows 7. During the loading of the editor Win7 says it stopped working, and then shuts it down. It works fine without launching the FG Plugin mod. Does anyone know how to fix this?
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Cozmic  |
Beginner | Member since: 13.09.2009, 15:49 | Posts: 8 |
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Post Topic: Posted 13.09.2009, 21:35 |
Could someone help me with this, I cannot find Flash under my HUD-bit. I used the installer, the input things are there now, so it should mean it's correctly installed and in use, but all I get under HUD is DisplayDebugMessage
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Alex626  |
Uber Modder | Member since: 15.04.2008, 19:40 | Posts: 2321 | Location: London, UK |
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Post Topic: Posted 13.09.2009, 21:39 |
Quote: Originally posted by Da ManQuote: some abilities to make "Store Inventory" to .xml file with possibility to load and read that with XML plugins Inventory is automatically stored by the engine!!! Thanks, I know that  I just want it to store into .xml file as an equipment pack. JR, thank you for that ! So I need to download only the new mouse plugin ?
Last edited by Alex626 on 13.09.2009, 21:40, edited 1 time in total.
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LazyGunn  |
Beginner | Member since: 12.10.2009, 03:24 | Posts: 4 |
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Post Topic: Posted 23.10.2009, 05:09 |
hello folks, i recompiled the latest version of this for crysis wars from James-Ryans sourceforge site so you can get fscommands and mouse position and suchlike working for flash, if anyone wants it ill put it on rapidshare
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