Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

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

Author
Message
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 28th Jan 2008 00:21
Quote: "Damned hard to spell, isn't it? "


I practically had to practice spelling your name, xlposlsy.

Sorry couldn't resist

Anyways....I'll go on my coding spree once urlforce sends me the new source - I want to adapt all my previous changes and any future changes with the new timing system.

Urlforce Studios
17
Years of Service
User Offline
Joined: 16th Oct 2006
Location:
Posted: 28th Jan 2008 00:43
You have it in your inbox airslide

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 28th Jan 2008 01:01
Don't worry, xplosys, I feel your concern as well. Everytime I add something to the code, I go back and make sure that nothing broke because of my fix (I just recently had to go through adding a single line of code at a time and compiling it after each line added to find out what I did that made all the doors and windows disappear..... turn out to be something really stupid, lol)

Anywho, just know that I'm being as careful as I can, and even though S4 says that he can't get lightmapping and fog to work right now, I just now compiled a small level with both in it working fine. So, I don't know what problem he's having is... perhaps he had a bad compile.

You didn't take our thread away, you were discussing it, so that's on topic as far as I'm concerned.


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 28th Jan 2008 02:29
Quote: "You have it in your inbox airslide "


But I'm missing all the extra files I need I sent Plystire a message about it, apparently I'm missing the water files, and I'll need the new setup.ini aswell.

Inspire
17
Years of Service
User Offline
Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 28th Jan 2008 02:42
This is the only thread I actually look forward to checking in the FPSC section besides Demon Sun.

Gunn3r
17
Years of Service
User Offline
Joined: 12th Jun 2006
Location: Portland, OR
Posted: 28th Jan 2008 03:00
Quote: "This is the only thread I actually look forward to checking in the FPSC section besides Demon Sun."

I would complain, but seeing that I'm posting everything at here and at IGD, I won't.

[url=http://gunn3rgames.zxq.net]
[/url]
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 28th Jan 2008 15:22
*Ahem!*


*glances down at the "View" button below the post*


I must say, I do feel rather accomplished, having done that withOUT plugins and in the course of a single night.




The one and only,
~PlystirE~

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

Attachments

Login to view attachments
Cyborg ART
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 28th Jan 2008 16:16
Woho! Great!

Slayer222
17
Years of Service
User Offline
Joined: 19th Mar 2007
Location: Wherever I feel like
Posted: 28th Jan 2008 16:25
Wow, just make sure it doesn't work in a built game Does water work in MP? Also how do you change the currents direction? Nice work Ply.
*Slayer_2

[img]
[/img] Check out the Elite OPS Terrorstike thread in the showcase.
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 28th Jan 2008 16:40
Quote: "I must say, I do feel rather accomplished, having done that withOUT plugins and in the course of a single night."


I despise you....I was gonna do that!

Well more work done for me BTW, I think I know which shader you used for the water so I think I can find the files, but you forgot to send the extra files with the source.

Roxas
18
Years of Service
User Offline
Joined: 11th Nov 2005
Location: http://forum.thegamecreators.com
Posted: 28th Jan 2008 16:53
Hehe looks good
If you need any help i can lend.. Im currently intrested into FPSC mechanics.. So i can help


Click For Details!
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 28th Jan 2008 17:08 Edited at: 28th Jan 2008 17:57
@Slayer222:

It's coded with the other debug controls, so if you can use them, you can use this.

I haven't tested Water with MP, but by all accounts it should work.

The water current is set through a trigger zone, and once an object has been effected BY the water current, it will exhibit the current last given to it until told otherwise.

Example code (From my demo):


@Airslide:

Sorry!!! But with NightHawk flashing his sliders all over YouTube, I couldn't hold myself back, lol.


The "console" (as I call it) is called up by pressing the "~" key on your keyboard. And to hide the console, you simply press the key again. It's really easy to use, I promise.


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
Gunn3r
17
Years of Service
User Offline
Joined: 12th Jun 2006
Location: Portland, OR
Posted: 28th Jan 2008 17:09
I was going to mention something about how similar this looks to Nighthawks. He might get a little angry at that.

[url=http://gunn3rgames.zxq.net]
[/url]
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 28th Jan 2008 17:22 Edited at: 28th Jan 2008 17:53
Quote: "I was going to mention something about how similar this looks to Nighthawks. He might get a little angry at that."


Well then allow me to lay on you how it's different:

- I have Tabs implemented into my console for organization, NightHawk has one ginormous console with as much stuff crammed into it as he could.

- NightHawk's Sliders looked more based on normal Windows sliders (The bar slides along INSIDE the rail), whereas mine is more based upon.... I dunno... music sliders, lol.

- NightHawk has a button down at the bottom of the console... mine doesn't need a button.


And THAT'S why Ply isn't a copycat.


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
Gunn3r
17
Years of Service
User Offline
Joined: 12th Jun 2006
Location: Portland, OR
Posted: 28th Jan 2008 18:09
True. Yours does look a whole lot more organized.

[url=http://gunn3rgames.zxq.net]
[/url]
CoffeeGrunt
16
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 28th Jan 2008 18:09
Quote: "And THAT'S why Ply isn't a copycat."


You never do.....

Quote: "Sorry!!! But with NightHawk flashing his sliders all over YouTube, I couldn't hold myself back, lol."


Hmm....

Why does water always accompany a slider console?

Also, I see this will be having Bloom as well then....

Roll up FPSC X9.5!

Gunn3r
17
Years of Service
User Offline
Joined: 12th Jun 2006
Location: Portland, OR
Posted: 28th Jan 2008 18:12
Plystire, I hope you know I wasn't trying to call you a copy cat or anything. In fact, Urlforce and I were having a conversation about the slider console yesterday...

[url=http://gunn3rgames.zxq.net]
[/url]
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 28th Jan 2008 18:18
I know you weren't, gunn3r... but if you have read any of the posts on the german boards... well, they seem to think otherwise. (regardless of EVERYONE copying from FPSCX10 )

@coffee grunt:

I dunno... I had the setup.ini options pretty easily changable and understandable (Setting waterlevel to "7" would make it so the level loaded with the water raised up to layer 7 )

But, now that I've actually used sliders, I think it's a very handy tool indeed!
You actually get to look at what the end results are going to be.


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
CoffeeGrunt
16
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 28th Jan 2008 18:19
Yes......

every step you're all making here is in the right direction.....

A few more and the journeys end shall be near....lol.

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 28th Jan 2008 18:22
Lol, it should already be near!

Let's see here... our list of things needing to get done is dwindling down slowly but surely.

If I stopped getting caught up on things that I WANT to do versus things I SHOULD do, then I bet it'd be ready faster, lol.


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
FredP
Retired Moderator
18
Years of Service
User Offline
Joined: 27th Feb 2006
Location: Indiana
Posted: 28th Jan 2008 18:52
Sliders...finally someone has heard my prayers.I assume that this means you can change things like ambience,etc. in test game without having to end the test game,opne its setup file and make the adjustment and load your game again.
That would save me loads of time and aggravation.
Airslide,
The stuff I sent you should work with DBP 6.6.

Please have mercy and use the search function.
Dr Parsnips
16
Years of Service
User Offline
Joined: 14th Jul 2007
Location: London
Posted: 28th Jan 2008 20:53
WOW all these additions....

i don't check the boards for two days and suddenly so many things are added! wow! well done guys! ply your water rules!!!! lol

this may sounds like a stupid question, but is it possible to put some sort of recoil on the guns? i would have thought it would just mean moving the player camera? but what do i know! lol absolutly nothing lol.....

You guys rule!

HMMMMMMM
Inspire
17
Years of Service
User Offline
Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 28th Jan 2008 21:49
This looks absolutely incredible.

Great work.

I think you could spice up those sliders a bit...maybe use images for them or something.

Also, there is one last thing that I want to request for this to be my absolute favorite thing ever.

That would be launching an .exe from inside of FPSC, kinda like empty's mod. If you did that, I would be so freaking happy.

Gunn3r
17
Years of Service
User Offline
Joined: 12th Jun 2006
Location: Portland, OR
Posted: 28th Jan 2008 21:51
My suggestion would be to add some sort of menu system for built games, allowing both single player and multiplayer within the same .exe. It may be impossible, but that doesn't stop me from wishing for it...

[url=http://gunn3rgames.zxq.net]
[/url]
Inspire
17
Years of Service
User Offline
Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 28th Jan 2008 21:58
I was planning on writing something like that in DBP for Gone, and then making the title screen skip right into loading the game. Too many things that I'm planning on doing.

FredP
Retired Moderator
18
Years of Service
User Offline
Joined: 27th Feb 2006
Location: Indiana
Posted: 28th Jan 2008 22:03
Quote: "It may be impossible, but that doesn't stop me from wishing for it... "

Not only is it possible but someone has already done it.
Les Horribles (or whatever he calls himself now) released something called the Arnac menu (I think...it was a couple of years ago) that would allow you to launch the single player or multiplayer from the same .exe.I don't remember any more about it than that.It's been a while,I'm on too much medicine and I've had a beer or two since then.
I see no reason why this can't be implemented.Compared to some of the requests being given (including mine) this should be relatively simple.
I tell you what I would really like.When I kill an enemy he/she/it falls to the ground or if there is a wall or something like that nearby the enemy would fall against it/bounce off of it or something as compared to being halfway on one side of the wall and halfway on the other.
Just a thought.

Please have mercy and use the search function.
Urlforce Studios
17
Years of Service
User Offline
Joined: 16th Oct 2006
Location:
Posted: 28th Jan 2008 22:15
We may in the future "experiment" with dark physics for features like that, (notice how i didnt mention ragdoll ) but for v2 we're just trying to polish everything and get it out.

Anys airslide- sent you an email, let's get you going

Gunn3r
17
Years of Service
User Offline
Joined: 12th Jun 2006
Location: Portland, OR
Posted: 28th Jan 2008 22:16
Oh. Thanks FredP. I thought it was either too difficult, or impossible. Thanks for pointing that out.

[url=http://gunn3rgames.zxq.net]
[/url]
Dr Parsnips
16
Years of Service
User Offline
Joined: 14th Jul 2007
Location: London
Posted: 28th Jan 2008 22:21
*cough* recoil question? *cough*

HMMMMMMM
Urlforce Studios
17
Years of Service
User Offline
Joined: 16th Oct 2006
Location:
Posted: 28th Jan 2008 22:22
Recoil would be up to the animator of the weapon. Don't you think?

Dr Parsnips
16
Years of Service
User Offline
Joined: 14th Jul 2007
Location: London
Posted: 28th Jan 2008 22:24
no i meant camera movement, its something that makes the games created with this engine seem a bit odd to me, maybe it is me that finds that but i would love for the camera to move when youare hurt or fire a weapon

HMMMMMMM
Urlforce Studios
17
Years of Service
User Offline
Joined: 16th Oct 2006
Location:
Posted: 28th Jan 2008 22:36
I'll look into it. No promises

Dr Parsnips
16
Years of Service
User Offline
Joined: 14th Jul 2007
Location: London
Posted: 28th Jan 2008 22:36
AWSOME! lol thanks dude!

HMMMMMMM
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 29th Jan 2008 01:21
Quote: "I'll look into it. No promises"


HALT! Lol, weapons are my job Recoil *should* be pretty easy to do (and be customizable in the gunspec, which all of my features are)

Urlforce Studios
17
Years of Service
User Offline
Joined: 16th Oct 2006
Location:
Posted: 29th Jan 2008 01:29
I'm finalizing the lemur launcher

Stoopid
17
Years of Service
User Offline
Joined: 8th Jul 2006
Location: Outside your window with a laptop.
Posted: 29th Jan 2008 01:30
I you guys.

Slayer222
17
Years of Service
User Offline
Joined: 19th Mar 2007
Location: Wherever I feel like
Posted: 29th Jan 2008 01:48
Wait for Airslide!

[img]
[/img] Check out the Elite OPS Terrorstike thread in the showcase.
Urlforce Studios
17
Years of Service
User Offline
Joined: 16th Oct 2006
Location:
Posted: 29th Jan 2008 02:04
Quote: "Wait for Airslide!"

We are, I am finishing the app that goes with the mod to set options...

Slayer222
17
Years of Service
User Offline
Joined: 19th Mar 2007
Location: Wherever I feel like
Posted: 29th Jan 2008 05:28
How are we going to use Airslides pump-action shotgun mod? Doesn't it repeat the reload animation for every shot fired? That means we would need a new .x file for all pump-action shotguns. Can you enlighten me on the details please Airslide?

[img]
[/img] Check out the Elite OPS Terrorstike thread in the showcase.
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 29th Jan 2008 05:50
It's a reload mod. If "shotgun" is equal to 1 in the gunspec, it loops the reload loop animation while reloading until the weapon is full. So if you fired two shots, it plays the animation twice. Three shots, three times, ect.

All my mods are customizable via the gunspec. Including the new "gun lag" feature (where the gun sorta lags behind from the camera), which is something inspire wanted for X10 I think...

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 29th Jan 2008 06:15 Edited at: 29th Jan 2008 11:24
Quote: "I think you could spice up those sliders a bit...maybe use images for them or something."


Look, man, I know my graphics skills aren't all that great but does it REALLY look like I used DBP's 2D commands to make everything?

If I had done that, it woulda shot down to like.... 0.024813 FPS!!!

In other words, I am already using images...


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
Slayer222
17
Years of Service
User Offline
Joined: 19th Mar 2007
Location: Wherever I feel like
Posted: 29th Jan 2008 06:55
That's what I meant Airslide, I'm not so great at explaining things Anyhow, if we have MP6 or the stock media mossberg, we are kinda sunk unless we can animate. I need to find some tuts on fixing Animations I guess.

[img]
[/img] Check out the Elite OPS Terrorstike thread in the showcase.
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 29th Jan 2008 08:58
You won't need to redo any animations for his mod to work... it simply runs off of the existing reload animation.


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
Reality Forgotten
FPSC Reloaded TGC Backer
18
Years of Service
User Offline
Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 29th Jan 2008 11:17
Plystire, I can create some slider graphics for you. I'll get with you later tonight and we can discuss the style of it all...


Roxas
18
Years of Service
User Offline
Joined: 11th Nov 2005
Location: http://forum.thegamecreators.com
Posted: 29th Jan 2008 14:54
Quote: "If I had done that, it woulda shot down to like.... 0.024813 FPS!!! "


Not really.. You could have avoided this by locking pixels or using D3D but.. Images are still better


Click For Details!
Slayer222
17
Years of Service
User Offline
Joined: 19th Mar 2007
Location: Wherever I feel like
Posted: 29th Jan 2008 16:16
Quote: "You won't need to redo any animations for his mod to work... it simply runs off of the existing reload animation."
I won't? Lets take the MP6 Shorty Shotgun for example. The reload animation is reloading 3 shells and then cocking the gun. With Airslides mod, if I empty the gun and reload it will appear that I reloaded 9 shells and cocked the gun 3 times, right? Unless Airslide has some kind of magic FPSC wand I don't see how he could do it any other way... Maybe I'm just thick. Maybe you all have magic FPSC wands or something
*Slayer_2

[img]
[/img] Check out the Elite OPS Terrorstike thread in the showcase.
Roxas
18
Years of Service
User Offline
Joined: 11th Nov 2005
Location: http://forum.thegamecreators.com
Posted: 29th Jan 2008 16:39
Btw does this system use DBPRO Default animation system?
If it uses.. CHANGE IT TO ANOTHER ANIMATION SYSTEM RIGHT AWAY

First it isnt timer based.. Second it can kill FPS!


Click For Details!
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 29th Jan 2008 16:43
Quote: " Unless Airslide has some kind of magic FPSC "


Shhh....

Anyways, The animations for those MP6 weapons should be fixable - since every time you load the shell it's virtually the same, all I have to do is find the range to load one shell and change the values for the reload animations. When lemur's available for the public I'll probably have a How-To guide on modding weapons with my new features (among other things, if it isn't incoperated into some sort of manual) and I'll include the new animation ranges for MP6 shotguns. MP9 & MP10, on the other hand, simply can't use the feature I'll talk to Errant about it, he may be willing to do a little update.

Slayer222
17
Years of Service
User Offline
Joined: 19th Mar 2007
Location: Wherever I feel like
Posted: 29th Jan 2008 17:04
I can't wait to have Lemur

[img]
[/img] Check out the Elite OPS Terrorstike thread in the showcase.
Pus In Boots
18
Years of Service
User Offline
Joined: 5th Nov 2005
Location: S.M.I.L.E. industries
Posted: 29th Jan 2008 20:14
Feels weird, Lemurs release being so close and all. One more question from me though. Will Lemur work in the 2.0 version of FPSC? This is probably a stupid question, but I'd rather just put it out there.

Login to post a reply

Server time is: 2024-05-04 02:41:30
Your offset time is: 2024-05-04 02:41:30