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FPSC Classic Product Chat / [LOCKED] Free Source Release: Lemur V2 Latest Build

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Plystire
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Posted: 25th Jan 2008 05:57 Edited at: 25th Jan 2008 05:57
Ahhhh, it was nothing... but really, I'm more of the Lead Programmer in the Lemur team right now.

If one of us can't seem to figure something out, it's always gonna be "Hey, ply, can you look at this?" or "Ply, what's going wrong?" or "Plyyyyyyy!!!! Why isn't it working?!"

Except for S4. He doesn't say those things... in fact.... it's just Urlforce that does.

Lol


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
Gunn3r
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Posted: 25th Jan 2008 06:16
Lol. I just added you to my MSN. I'm trying to fill up a contact list of anyone that I would need to communicate with if I needed help with FPSC. Don't have too many, but I'm working on it...

[url=http://gunn3rgames.zxq.net]
[/url]
Plystire
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Posted: 25th Jan 2008 07:00
Okay, I have just added even more to the water dealio... lol, I'm having way too much fun with this thing

New Scripting commands:
- Actions
[]-Ability to set "RefractColor"
[]-Ability to set "ReflectColor"
[]-Ability to set "choppiness" of the water

I think that'll spur some creativity of people around here.

Screenshot soon to come


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
Gunn3r
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Posted: 25th Jan 2008 07:08
Sounds awesome, Plystire. It does sound like you're having too much fun, but is that really a bad thing?

[url=http://gunn3rgames.zxq.net]
[/url]
Plystire
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Posted: 25th Jan 2008 07:49 Edited at: 25th Jan 2008 07:50
Okay, here's the screenshot I promised. It took me some time because I was having some vector malfunctions, but it's allllll sorted now.

This is demonstrating the ability to set not only the water color but the reflection color and "choppiness" of the water as well.

I shall call this picture:

"Ewwwwwww... So that's what nuclear sewage looks like"

Enjoy!


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!

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Urlforce Studios
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Posted: 25th Jan 2008 07:55
Beautiful. As expected!

Cornett Media
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Posted: 25th Jan 2008 11:11 Edited at: 25th Jan 2008 11:21
Okay, seriously, if this is going to be just $20 including a full game, you guys are ripping yourselves off! This is almost turning into one of those kinds of things that TGC needs to absorb as an official update so everyone can get off their backs for a while, because you're including things that, up to this point, we've been told were impossible in X9.

Consider me one of your 'investors' in LEMUR for two reasons.

1) I could really use the features in this particular mod.
2) I could use some entertainment for when I get pissed at people during my day job!

EDIT: I just thought of something for a game I might be making (still have to deal with some licensing issues). One of the ideas was an "Anger Meter" that filled up the longer you went without killing something, and that Anger Meter would be the ammo for a unique weapon. How much of a possibility is that using Lemur?

Gemstone Games is now Cornett Media
Plystire
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Posted: 25th Jan 2008 11:40
*ahem*

That sounds like an interesting weapon... I'm not sure you'd be able to alter the weapon's ammo directly, but the anger meter is very possible through use of a global variable in a script.

Also, we have not yet decided on the cost of our game. Remember, folks, we are selling a GAME, not Lemur. Lemur just happens to come with it.

As of right now, we are HOPING that we'll be able to get Lemur V2 and the game ready by February 10th, but it is absolutely not an official release date.




The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
Molten Ice
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Posted: 25th Jan 2008 12:49
So that means.... we can't get Lemur without the game?? and if we buy the game can we use lemur in our game projects too??

And that means Lemur won't be free yeh?

just a few questions...
Plystire
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Posted: 25th Jan 2008 13:44 Edited at: 25th Jan 2008 14:25
Quote: "we can't get Lemur without the game??"


True

Quote: "if we buy the game can we use lemur in our game projects too??"


Yes.

Quote: "And that means Lemur won't be free yeh?"


Undecided, but most likely Lemur will ONLY be included with a commercial game considering the massive amount of work being put into it. *dramatically whipes some sweat from his forehead*


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
Gunn3r
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Posted: 25th Jan 2008 15:30
I'd definately pay for the hundreds of hours of work put into this. $20 is pretty fair, plus, I need a multiplayer game where people are actually on.

[url=http://gunn3rgames.zxq.net]
[/url]
Airslide
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Posted: 25th Jan 2008 16:37
I sent urlforce an e-mail but incase one of you guy's pops up faster what version of DBP is being used for Lemur?

Duplex
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Posted: 25th Jan 2008 17:38
It's gotta be 6.2 because thats what the FPSC plugins are for. But don't quote me on that.

Silvester
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Posted: 25th Jan 2008 18:35
6.6 is what the Plugins and 1.07 runs on, however I was told not to say which they used.

Thought zone
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Posted: 25th Jan 2008 23:46
is the exe will be relaised or he will gave us the code and compile it ourself ?

Life is a game but you only have one Live...
Bloodeath 6 6 6
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Posted: 26th Jan 2008 00:48
Quote: "Okay, seriously, if this is going to be just $20 including a full game, you guys are ripping yourselves off! This is almost turning into one of those kinds of things that TGC needs to absorb as an official update so everyone can get off their backs for a while, because you're including things that, up to this point, we've been told were impossible in X9."



thats almost down to the T of what i was telling Urlforce in msnmsger the other day lol.

You'll Know When You See It.

Death has no end
Plystire
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Posted: 26th Jan 2008 02:00
At least we know that if we DO raise the price, then there won't be much of an argument against it.


The version of DBP used to compile Lemur (correctly) is 6.6, but you need to ensure that DBP is set up exactly how Lee stated when he released the source officially. (i.e. Uninstall DBP, then install fresh with V1.0 and upgrade directly to 6.6, then add in Extras included with upgrade)


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
xplosys
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Playing: FPSC Multiplayer Games
Posted: 26th Jan 2008 02:02
Quote: "thats almost down to the T of what i was telling Urlforce in msnmsger the other day lol."


And if this is half of what it claims to be (which I don't doubt) I must agree as well. This is what many have dreamed of and been waiting for. In fact, this should take away many of the "I can't make a game with this because...." objections. What will they find for an excuse then? LOL

That being said, I always have to remember where I am, and I think you would have serious problems trying to sell any great number at a higher price, but that's the world we play in. Too bad, though.

Best.

Plystire
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Posted: 26th Jan 2008 02:12 Edited at: 26th Jan 2008 02:27
What we're mainly trying to do with Lemur is code in as much of the "Lee isn't going to add <insert feature here>" stuff as we can, in a reasonable amount of time... with as few bugs as possible... but still looks really good... and is fun to play with...



Also, since I found it easier to accept Colors as a SINGLE value when scripting, I created a handy dandy little tool to help people find the perfect color AND be able to copy/paste it's single value representation. See pic below:



So, if you wanted to have your water's reflection be the color in the pic above, your script would have this to do just that:



The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!

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Airslide
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Posted: 26th Jan 2008 02:50 Edited at: 26th Jan 2008 03:07
I just wanted to let you guys now I've got the source compiling under 6.2 and have sent instructions on how to implant shotgun reloading to urlforce. Burst fire and rate-of-fire are next

EDIT: Just sent him the code for both burst fire and rate of fire. Errant's M16A4 with burst fire and a small rate of fire (of say, 2, which is 1/3 the default) is pretty awesome Remember, the rate of fire is the delay between shots, 0 being crazy fast (one shot per loop, meaning about 30 rounds per second), 6 being the default.

Urlforce Studios
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Posted: 26th Jan 2008 03:17
I'm putting all the code together as I speak, merging 6 different sources all with different addons into a brand new clean source

Airslide
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Posted: 26th Jan 2008 03:57
Sweet. I'm gonna send you a few more things over the next few days possibly. Right now I'm gonna do what should be a quick fix - I'm gonna change the current accuracy method into a different one. By default, all it does is position the ray-cast differently around the player. I'm gonna modify it to use an angle instead, meaning that your shots get progressively less accurate. I'm try and keep it subtle, so you won't have drastic problems hitting things with the default weapons.

I'm also gonna do a quick don't-reload-when-clip-is-full fix and possibly a scorch mark fix (so explosive weapons create a mark on the ground or wall when they hit them).

FredP
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Posted: 26th Jan 2008 04:02
Am I going to be able to compile that with the setup I have now or am I going to have to go back to DBP 6.2?The version of Lemur I have now compiles fine...gotta love that radar.It works flawlessly.
This is even better than the version I have been testing.Realistic water has long been a request of many for FPSC.
BTW what I am going to attempt to do (emphasis on the word attempt ) is to try to create a secondary fire function for weapons.
Now to see if I can create more bugs in FPSC (the answer is a definite yes) and/or blow up my pc.

Please have mercy and use the search function.
Airslide
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Posted: 26th Jan 2008 04:13
I just finished the angle-based accuracy and it's shipped off to urlforce.

If you want Fred, I could give secondary fire a shot. I think I'd hold off on it for now though, cause you'd have to define new animations and entire new sections of the gun handling code, and if the secondary fire is flak it gets even harder. I'm sure I could do it, but I'm gonna work on the little things for now Lemme tell you, changing the rate of fire rocks...

Now on to the flak fix (hopefully) and some other little things...say, more sounds per weapon ?

FredP
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Posted: 26th Jan 2008 04:25
Of course...I knew it was going to be a pain.It's just one of those things that I'd like to have eventually.I don't know what funnier...watching the enemy reload when it sees you or having to say "hey...please don't shoot at me while I switch from the rifle version to the grenade launcher version."

Please have mercy and use the search function.
Airslide
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Posted: 26th Jan 2008 04:26 Edited at: 26th Jan 2008 04:30
Flak fixed (yes, that quick - I'm starting to wonder why Lee never bothered with these things )

See screenie to see the result of my bazooka firing at the wall

EDIT: Lol, Fred's post showed up a few seconds before mine - anyways, the reload problem you speak of isn't an issue with my AI scripts As for the switching weapons thing It wouldn't be too hard to assign a secondary mode to a weapon using another weapon, like right click and you switch to gernade launcher mode. Of course, there's the problem of making sure the player has the weapon and such, but I'll look into it.

EDIT 2: Is anyone else working on the source or Lemur having problems with their flak always going one direction ? And weird directions with the ejecting brass? Prehaps 6.2 isn't the perfect version...

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Inspire
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Posted: 26th Jan 2008 04:40
Can you guys do me a favor and add commands that detect when the left/right mouse is pressed and released? This has been driving me crazy! I've needed it for a couple ideas I've had.

All this sounds great, this is gonna be one heck of a mod.

Airslide
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Posted: 26th Jan 2008 04:52 Edited at: 26th Jan 2008 04:54
I'll get on it right now

EDIT: Actually, I've got some other work to do (related to that thing called reality ) that I should probably get on, so I'll do it tomorrow. Shouldn't be hard though.

Keo C
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Posted: 26th Jan 2008 05:55
Plystire, I love your water!

(I said it, can I have $5? )


Image made by the overworked Biggadd.
Inspire
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Posted: 26th Jan 2008 06:07
Quote: "I'll get on it right now"


Sweet, thank you so much. As long as it's included somewhere along the line, I'll be satisfied.

Airslide
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Posted: 26th Jan 2008 06:49
Any other scripting commands while I'm at it?

Also, I was thinking, for the damage hud that appears when you get shot, would people like it if that faded away instead of just appearing and dissapearing?

Inspire
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Posted: 26th Jan 2008 07:16 Edited at: 26th Jan 2008 07:20
Fading would be cool. I'll think if there are any other commands I'd like to implement, I had a bunch of 'em.

EDIT:

Did anyone notice that there are a gajillion stickies on this board?

Reality Forgotten
FPSC Reloaded TGC Backer
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Posted: 26th Jan 2008 11:42
Waiting for the 4 mad scientists to finish with this so I can finish "darkest hour"



Cheers,
Dave


Cyborg ART
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Posted: 26th Jan 2008 15:28
Could you guys have check to see if there is a way to get ridd of the boxcollision on dynamic entites?
That way it would be possible to create enclosed elevators and driveable enclosed vehicles.
If you find something it would be great!

FredP
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Posted: 26th Jan 2008 15:41 Edited at: 26th Jan 2008 15:42
Can't you just assign polygon collision to the entity in question?I have found out that in static entities box collision can suck and when you import them into FPSC polygon collision seems to work better.
I'll have to look at this in a few...

Please have mercy and use the search function.
Molten Ice
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Posted: 26th Jan 2008 15:43
Quote: "thats almost down to the T of what i was telling Urlforce in msnmsger the other day lol."


ooh looks like i wasn't the only one annoying u on MSN Urlforce
Marco8
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Posted: 26th Jan 2008 17:08
can you upload the compiled (.exe) file. Plz =)
Molten Ice
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Posted: 26th Jan 2008 17:13
@Marco8

Please read previous posts.... this will NOT be sold for free (I think it's $20) and the mod hasn't been fully made yet.

It will be released with a game created with FPSC.
Reality Forgotten
FPSC Reloaded TGC Backer
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Posted: 26th Jan 2008 17:43
And to top it off I haven't finished the game yet...


Urlforce Studios
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Posted: 26th Jan 2008 18:00 Edited at: 26th Jan 2008 18:06
This is the latest Feature List for Lemur V2:

Changes to Singleplayer/Overall
Airslides gun mods (shotgun,flak,firing modes)
The Ability to swim, and the ability to take away the ability via scripting
Fresnel Water, with suitable physics changes, also reflection and refraction, scripting commands for changing water height, color, and ripple speed
The engine is now timer based, resulting in better overall performance (we were able to have 90 AI split up in 3 rooms in one level with a very stable experience)
Videos That Play Behind Menu,(you can load in a looping AVI as a background to your main menu)
Radar*
Always run*
Auto weapon switching for when you walk over a weapon*
Scripting Additions Allowing Variable Use

Changes Unique to Multiplayer
Ability to change the color of the radar,chat, and various other multiplayer huds*
Custom Multiplayer Server Names*
Player names/friendly, enemy, and team identification below feet*
Upped Multiplayer Player limit to 16
Team Death Match
Team Capture-the-Flag
30 editable multiplayer taunts*
Toggleable timelimit for chat messages to be displayed in multiplayer*
Redesigned the Server gamelist, now shows Servername and game type only

Configurable Options Via external program called “Lemur Launcher”, allowing all features in both lists with a “*” to be toggled/configured, and button to launch the game.
Configurable Options Also include :
Setting player controls
Setting resolution, color depth
Visuals such as shader use, dynamic shadows and lights
Parental Controls such as showing any blood in the game, and disallow chat, zoom and sniper scope use
Setup their future Multiplayer server with these options:
Pick a Multiplayer Game Mode (Including regular death match and new game modes)
Entering a Server name of their choice
Setting Amount of Players Allowed in any game
Turn on/off One-Shot-Kill mode


Pus In Boots
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Posted: 26th Jan 2008 18:14
wow...

Would you be able to set specific taunts to specific keys? So if I press 'm' A message calling for a medic will display.

game freak16
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Posted: 26th Jan 2008 18:32
Does Lemur V2 allow us to build games with more than one multiplayer map. That would be nice to choose from like 5 maps and make them any of the three game modes.

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Urlforce Studios
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Posted: 26th Jan 2008 18:35
Quote: "Would you be able to set specific taunts to specific keys? So if I press 'm' A message calling for a medic will display."

Taunts are entered via numbers ino the chat system.


Quote: "Does Lemur V2 allow us to build games with more than one multiplayer map. That would be nice to choose from like 5 maps and make them any of the three game modes."


Not as of yet.

CoffeeGrunt
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Posted: 26th Jan 2008 18:38
@Urlforce

This will totally revolutionise FPSC, I mean, this will be the biggest thing that happened to it since it was created!

Cyborg ART
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Posted: 26th Jan 2008 18:51
Quote: "Can't you just assign polygon collision to the entity in question?I have found out that in static entities box collision can suck and when you import them into FPSC polygon collision seems to work better.
I'll have to look at this in a few...
"


Maybe it do work, the thing is thatwhen I make vehicles I amke them as characters and assign the RC script. But character gets a box around them so its impossible to get into them.
If we are aviable to controll dynamic entites then it would work. I will test it later.

Gunn3r
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Posted: 26th Jan 2008 18:52
Quote: "This will totally revolutionise FPSC, I mean, this will be the biggest thing that happened to it since it was created!"

Exactly my thought. Great work, Lemur Team!

[url=http://gunn3rgames.zxq.net]
[/url]
sps999
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Posted: 26th Jan 2008 19:23
I don't know if this was already stated but ther is one small thing that I (and probably many others want) a IfUsed box for enemys. I'm pretty sure it wouldn't be that hard to add in a box that says "IfUsed" compares to the other things you did (Water, holy ****) and all you would really need to do is add "activateifused=1" to the enemy's destroy script. Besides that Lemur V2 is the best thing since FPSC itself.

Inspire
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Posted: 26th Jan 2008 20:05 Edited at: 26th Jan 2008 20:07
Yeah, that's the other thing I really wanted. Thanks for bringing that up, sps999.

This feature list sounds amazing. I guess you scrapped the whole Sensei idea?

EDIT:

Quote: "He means that we take out all the building stuff from the executable and compile that to be JUST used as the .exe for after you've built your game, then make a seperate executable specifically designed for building/testing that will be used for the editor, and when you build a game with it, instead of copying itself into the built game's folder, it will copy the post-compile executable (which will be much smaller) instead."


What building stuff does the .exe have to do?

Also, are you guys adding global variables?

Airslide
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Posted: 26th Jan 2008 20:37
Quote: "What building stuff does the .exe have to do?"


Beleive it or not the main exe handles all game test building and final building (and possibly some aspects of the editor).

Quote: "Also, are you guys adding global variables?"


I plan on going on a script-command-adding-spree soon so if someone else hasn't done it (and if they have please let me know) I'll do it. How's 5 global variables and 1 local variable (a variable specific to the entity) sound? And local timers if someone hasn't already done it aswell.

Anyways, I'm gonna do a few more things to weapons (the ability to change the animation speed, interpolation rate, and automatic fire animation speed) and then I'll start working on script commands, so suggestions would be nice

I was also thinking of a new plrdropweapon command. You would use it like: plrdropweapon=scriptbank\weapon.fpi. A copy of the weapon's vweap would be dropped and assigned that script. Sound good? Then you could have perfect weapon swapping. I could also make a setup.ini field that limits the maximum number of slots you can have

Inspire
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Posted: 26th Jan 2008 20:48 Edited at: 26th Jan 2008 20:51
That would be awesome, Airslide. I'll see if I can think of any more commands.

EDIT:

How about a "camera" mode, like X10 has, where you could be used for making cutscenes? I'm not entirely sure how that would work, though. Hm...on second thought, that might be a stupid idea. But hey, at least it's an idea.

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