FPSC Model Pack 38
FPSC Model Pack 37
FPSC Model Pack 36
FPSC Model Pack 35
FPSC Model Pack 34
FPSC Model Pack 33
FPSC Model Pack 32
FPSC Model Pack 31
FPSC Model Pack 30
FPSC Model Pack 29
FPSC Model Pack 28
FPSC Model Pack 27
FPSC Model Pack 26
FPSC Model Pack 25
FPSC Model Pack 24
FPSC Model Pack 23
FPSC Model Pack 22
FPSC Model Pack 21
FPSC Model Pack 20
FPSC Model Pack 19
FPSC Model Pack 18
FPSC Model Pack 17
FPSC Model Pack 16
FPSC Model Pack 11 - 15
FPSC Model Pack 10
FPSC Model Pack 9
FPSC Model Pack 8
FPSC Model Pack 7
FPSC Model Pack 6
FPSC Model Pack 5
FPSC Model Pack 4
FPSC Model Pack 3
FPSC Model Pack 2
FPSC Model Pack 1
FPSC Sprite Pack 1
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FPS Creator Downloads

If you're looking for the free 30-day trial version, then go here!

FPS Creator Upgrade 1.16 - 11th November 2009

The latest upgrade for FPS Creator is now available.

Download the upgrade (23.1 MB)

Changes include:

  • * Amended 'alt tab' fix to allow keyboard/mouse to regain focus after switchover
  • * Added code to help test game to appear above interface view
  • * 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)
  • * Added thick black border to the RAWTEXT FPI feature
  • * Interface now remembers which trees where expanded for entity and segment libraries
  • * 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
  • * 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)
  • * 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)
  • * Fixed interface to allow both X9 and X10 serial codes, and re-activated free version code (BUILD GAME redirect)
  • * 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)
  • * 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
  • * 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)
  • * 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
  • * 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
  • * 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 publiclyv
  • * 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
  • * 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)
  • * 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)
  • * 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
  • * 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)

To ensure a smooth upgrade process, follow these guidelines:

  • Uninstall any update you may be running on your system
  • Download and install the new 1.16 update
  • If the update fails to detect your FPSC installation, backup your files and re-install FPS Creator, then apply the 1.16 update

Download the upgrade (23.1 MB)

If you encounter any problems with the latest version you can always revert to a previous upgrade:

Download upgrade 1.15

Download upgrade 1.14

Download upgrade 1.13

Download upgrade 1.12

Download upgrade 1.09

FPS Creator Game Source Code

Here is the latest version of the FPS Creator Game Source Code + all required DLLs to get it compiling. You will need to own DarkBASIC Professional Version 6.6 to compile the code. You will also need the 6.6 Extras archive, which you can download from the same page. Make absolutely sure you have DirectX 9.0c FEB 2006 edition (or later) installed. Upgrade DBPro to 6.6. Then unzip the Extras file into your DBPro folder. This will install various new DLLs including a special version of the Expansion Pack specifically for FPSC. Inside the Projects folder you will find the FPSC Game source code.

FPS Creator Entity Maker

This is the complete Entity Maker utility used to create all of the entities in the full version of FPS Creator. With it you can make your own entity files. Also included in the archive is 20 minutes worth of video tutorials on how to use the Entity Maker. The videos are in Windows WMV format, so use Media Player to view them.

Download: http://files2.thegamecreators.com/fpscreator/fpsc_entity_maker.zip — 22.3 MB

Character Studio Files

Here is the Character Studio BIP file for FPS Creator. This contains all of the animation data for FPS Creator characters and a FIG file for setting up the skeleton. You need Character Studio in order to use these files, but using them will allow you to animate any model into a format suitable for FPS Creator (and to modify the existing animation data).

Download: http://files2.thegamecreators.com/fpscreator/FPSC_CharacterStudio.zip — 1.3 MB

You can read our on-line guide to exporting animations.

Segment Editor

We have released the FPS Creator Segment Editor to the general public. This tool was developed for internal use, but it will speed up your own personal content creation so we've unleashed it. We have prepared a video tutorial on how to use the application which will be released in a few weeks. In the meantime, you'll have to just play around with it and/or ask on the forums.

Download: http://files2.thegamecreators.com/fpscreator/FPSCreator_SegmentKit.zip — 225 MB

FPI EditPad

If you wish to go further into FPS Creator scripting, there is no better place to start than the excellent third party tool FPI EditPad developed by Terry Cox. If you're currently in and out of Notepad, then you will find this tool will help increase your scripting productivity. Not only does the tool highlight FPI syntax, but it will alert you when you type a condition or action incorrectly, meaning your scripts will be grammatically correct first time around. Check out the built-in help system for a complete run-down of features in this excellent addition to the 'modders' tool kit.

Download: http://files.thegamecreators.com/fpscreator/FPI_EditPad_Setup.zip — 16 MB



Brand new FPS Creator X10