Social’s FPS template now comes complete with a menu system! Through this most of the controls can be customised to the user’s preference. By modifying different aspects of the menu it can easily be adapted for your own games too. I’m busy writing a tutorial on this at the moment. The new combined template should make it even easier for novices to set about creating their own FPS games.
I’ve run it through lots of testing to make sure everything works, but I may have overlooked something. Therefore I’d appreciate some feedback on how well it works for everyone and whether bugs are still lurking anywhere…
All the keys can be remapped, and the mouse sensitivity and invert options should be up and running.
Blender materials should be off by default, because they override the slight radiosity ambience that gives the whole thing a better feel. Also it’s slows down the whole game quite a bit. (at least it does this on my system, running geforce2)
The default mouse sensitivity seems out of whack, I know that controlls can now be customized to how the user wants them, but still, leaving the old sensitivity value as it was would make for a better “default” setting imo.That’s about all I can come up with by just glancing at it, if I find any serious issues I’ll write in this thread.
That said, this really beat all my expectations. Actually, I think the menu system is more complex in many more cases than the template itself. Which makes it all a little weird, I mean all those added scripts, I’m still trying to grasp it all.
How long did it take for you to develop it? Did you keep building up on several versions, or did you make this one from scratch?
I’ve only enabled Blender Materials out of habit since they’re needed for applying shaders. These aren’t actually used anywhere here, but it makes things easier if a later version is made with them.
Can you be more specific about the mouse sensitivity? I built the slider values around the sensitivity value. The default was 0.25 so I made that the middle value. It adjusts from 0.05 to 0.5 using the slider. The default settings should be exactly the same as the original template. Try using the debug buttons to see if it’s applying the values correctly for you.
The system is a continual evolution of the menu design I’ve used since my very first game. Each new game I’ve made has added to or refined some aspect of it. It used to run from a few centralised scripts, but I’ve learnt it’s far better practice to break scripts down into small modular components. It may look like there’s a lot of scripts powering it, but most of them have very simple functions (I think there’s a few redundant ones in there too). If you break it apart and look at how everything is linked, you’ll see it’s actually quite simple at the surface. There’s just a few more complex scripts dealing with the key codes and file reading / writing.
I’ve found a few minor bugs which I’ll fix and reupload the new file. One of them is that the default mouse sensitivity when the game fails to load from the saved file is 10 times smaller than it should be. This could be why it didn’t seem right for you Social…
Going forward I don’t think 10 key slots will be enough, the basic functions of the FPS template filled 9 of them. So I’ll look into that. Any other suggestions for improvements would be welcome.
can you help us on our project… i’m having problem on how create a menu while on my first person game… please help us… i’ll accept any link that’s related to my problem…
For all your little scripts I have an hint for you:
use the module mode of the Python controller. This should allow you to reduce the amount of required Python files to be reduced to 4 or 5.
Moderation:
This fits better into resources … moved.
It will not be hidden that fast
The link is currently broken as I’m completely rebuilding my site after several years without updates.
The original software I built it with had a horrific directory structure on the web server, so I’ve pulled everything off the site and am slowly rebuilding it with handwritten html & css.
Broken links should hopefully redirect to the main page now at least.
It’s been years since I’ve worked with Blender, so I’m bringing myself upto speed on it again. Some of the .blend files on the site won’t work properly with the current version I’ve found. A lot has changed with the engine. Once I’m upto speed I’ll try and fix them.
I’ve just managed to actually download it as my Internet’s been playing up.
Glitch:
This only happened once, I’m not sure if you can do anything about it, but when I got my second ammo, the character just walked over it without it giving me more rounds.
I’ve only been using Blender for a year now, so I’m not sure if that helps and if you can do anything about it.