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FPSC Classic Product Chat / [LOCKED] FPSC: What's Next- LEMUR V2: Full 1.07 and Sensei Compat, radar, 40-45fps, "ELE" Style Menus and much more read here now!

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Urlforce Studios
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Posted: 23rd Dec 2007 22:07 Edited at: 23rd Dec 2007 22:09
List of features:
Runs any 1.07 map
Darklights Compatible
Sensei Compatible
"ELE" Style Menus (Videos Playing Behind Menu)
RADAR
Average FPS 40 to 45
Faster movement speed to match higher fps
30 Multiplayer Taunts
Comes with a configuration program for the end user(your players) to do the following actions:
Change the color of the RADAR, CHAT, and various other multiplayer huds
Name their multiplayer server
Turn on/off playernames above heads
Edit 1 to 30 taunts for multiplayer
Turn on and off auto weapon switching for when you walk over a weapon
Set the timelimit for chat messages to be displayed in multiplayer
Enable/Disable always run
And many other options.

This mod will be released in the coming week or so, accompanied by a multiplayer game/map release, as I allow time for everyone to come back from Xmas break (and to give myself time to prepare for the release) but the mod is ready.

Please Post ALL Questions here-
And yes it will run any map you create with FPSC regardless
AND THERE WILL BE UPDATES

Urlforce Studios
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Posted: 23rd Dec 2007 22:07 Edited at: 23rd Dec 2007 23:13

The above is a mid-dev shot of DarkFact's Lemur Mod Configurator, there will be more features in the final version




This shot is from the enter username menu, with a tasty little video of bond1's eygptian char test I borrowed off of http://forum.thegamecreators.com/?m=forum_view&t=119941&b=24



This shot is a screenshot of the gameplay screen featuring radar (bottom right) and a used taunt (bottom left) The color is green because that is the color I changed it to using the Lemur Configurator.

Inspire
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Posted: 23rd Dec 2007 22:30
ELE didn't play a video behind the menu...

How did you do this? Sounds great!

darimc
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Posted: 23rd Dec 2007 22:33
I love you !!! But, will this be for single player as well or are you making another one for that?

join the x games forum: http://www.fps-x-games.com

darimc
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Posted: 23rd Dec 2007 22:33
Yes it did.
Quote: "ELE didn't play a video behind the menu..."


join the x games forum: http://www.fps-x-games.com

Urlforce Studios
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Posted: 23rd Dec 2007 22:34
Quote: "But, will this be for single player as well or are you making another one for that?
"


Single Player or Multiplayer- Doesn't matter.

darimc
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Posted: 23rd Dec 2007 22:36
sorry for triple post but my computer won't let me edit posts right now. Could you maybe add an ammo limit you can't hold 1000000000000000 clips?

join the x games forum: http://www.fps-x-games.com

darimc
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Posted: 23rd Dec 2007 22:37
Just saw that, awesome!
Quote: "Single Player or Multiplayer- Doesn't matter."


join the x games forum: http://www.fps-x-games.com

FredP
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Posted: 23rd Dec 2007 22:43
You did it for multiplayer and now for single player.I can't wait to get this myself.

Please have mercy and use the search function.
Duplex
User Banned
Posted: 23rd Dec 2007 22:43
Awesomeish.

I been downloading the updates you uploaded on IGD.Net, and wishing these to come to SP. Thanks.

Your signature has been erased by a mod
Luke314pi
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Posted: 23rd Dec 2007 22:48
This will open up tons of new possibilities for FPSC. - I can't wait!

Keo C
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Posted: 23rd Dec 2007 22:58
What about support for all FPSC Model packs?


Urlforce Studios
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Posted: 23rd Dec 2007 22:59
What about support for all FPSC Model packs?

Any model pack will work just as it normally does.

Keo C
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Posted: 23rd Dec 2007 23:02 Edited at: 23rd Dec 2007 23:03
I meant multi-textured object support. Which isn't in 1.00 - 1.03.


Urlforce Studios
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Posted: 23rd Dec 2007 23:15 Edited at: 23rd Dec 2007 23:16
Quote: "I meant multi-textured object support. Which isn't in 1.00 - 1.03."


Anything v1.07 can do, Lemur can, since they both contain the same code, except for the new features.

Updated 2nd post with screenies.

Inspire
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Posted: 23rd Dec 2007 23:16
Quote: "Yes it did."


No it didn't, it had a level, Airslide and I figured it out.

Urlforce Studios
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Posted: 23rd Dec 2007 23:17
Quote: "No it didn't, it had a level, Airslide and I figured it out."


Ok- well now we can do videos....

darimc
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Posted: 23rd Dec 2007 23:34
How did it start like that then?
Quote: "No it didn't, it had a level, Airslide and I figured it out."


join the x games forum: http://www.fps-x-games.com

Urlforce Studios
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Posted: 23rd Dec 2007 23:56 Edited at: 26th Dec 2007 01:07
Quote: "How did it start like that then?
Quote: "No it didn't, it had a level, Airslide and I figured it out.""


[Mod Edit]

Urlforce Studios
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Posted: 24th Dec 2007 01:09
http://youtube.com/watch?v=S9jjLWlQuRg

Check out the video showing a video behind the menu!

CoffeeGrunt
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Posted: 24th Dec 2007 01:15
@ Urlforce,

How can it be V1.07 compatible if the source has yet to be relesed?

Urlforce Studios
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Posted: 24th Dec 2007 01:18
Quote: "How can it be V1.07 compatible if the source has yet to be relesed?"

Because it is- and you are right about the source being released public

CoffeeGrunt
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Posted: 24th Dec 2007 01:35
Quote: "Because it is- and you are right about the source being released public"


ahhhh....

Did you like get it E-mailed from Lee?

In advance I'd just like to say this, thank you.Thank you for making this great mod, thank you for expanding the horizons of FPSC for us, and thank you for giving us a better update than TGC probably ever wil,(that'll be why they gave you the source, let you do it and save them the bother.)

On a more personal note could i make a request?

I'm getting bored of the limits on the .FPI language, could you add some physics edit commands,(i don't care how simple the are)?Also, maybe an ENTITYADDHEALTH command, I understand that you may not have the time to do this, but if you do i would just like to say, thank you.

darimc
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Posted: 24th Dec 2007 01:41
@Urlforce Studios, Sorry for hijacking your thread man. Won't happen again.

join the x games forum: http://www.fps-x-games.com

Stoopid
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Posted: 24th Dec 2007 02:43
Looks awesome! or
Quote: "Awesomeish."


I'm guessing it will be an "update"?

Inspire
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Posted: 24th Dec 2007 02:45 Edited at: 26th Dec 2007 01:08
[Mod Edit]

By the way, this looks way cool. Did you implement the radar yourself, because I heard someone saying that it was a feature with the debug visuals on.

Urlforce Studios
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Posted: 24th Dec 2007 03:01
Quote: "Did you implement the radar yourself, because I heard someone saying that it was a feature with the debug visuals on."


Correct- except now there is a difference... Before it would only display the ground level, and when you went upstairs, it would "blank out" I fixed that, and a few other bugs with it, and made it part of the regular hud.

Quote: "I'm guessing it will be an "update"?"

Well, since I am not Lee, or TGC, I cannot say it is an official update, but it DOES "up the game" (no pun intended) If people wish to run their games with the stock .exe that's fine, but if you think about all the new features, it would be kind of "shooting yourself in the foot" (again, no pun intended lol) to not use Lemur...

Satchmo
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Posted: 24th Dec 2007 03:07
Will there be lag improvements? I.E not just upping the sync?

Urlforce Studios
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Posted: 24th Dec 2007 03:17
Quote: "Will there be lag improvements? I.E not just upping the sync?"


Well, let's just say this: since the mod, the team who did the testing, 7 to 8 different people, plus myself running it on my 3 different LAPTOP computers all of which having different levels of specs, and having decent fps, I would have to say fps is not much of a problem. No, it is not timerbased- but everything I did for the fps was written to the fact of player movement, syncing, etc etc so your people's games run smoothly. I am not saying Lemur has magical powers that outmatch that of X10's ability to instance or have 50 characters in one room. Lemur is all about uniqueness, customization.

FredP
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Posted: 24th Dec 2007 03:22
Does your mod allow for a secondary/alternate firing animation and the ability to register enemy damage with it?
What would be nice would be if you could adjust things on the fly with the sliders like x10.
This already is turning out to be great so no complaints...I'll take what you're giving...
I can't wait for the release so I can play with this.

Please have mercy and use the search function.
Stoopid
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Posted: 24th Dec 2007 03:24
Quote: "Sensei Compatible"


Does this mean it can run Butterfingers' Sensei?

Little confused on the meaning of this one.

Plystire
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Posted: 24th Dec 2007 03:24 Edited at: 24th Dec 2007 03:25
@Satchmo:

If Urlforce were to run down the aspects of the engine that caused lag in FPSC, then I have no doubt he'd be able to fix them.

But right now I believe it IS just a different sync (Correct me if I'm wrong, Url). Packing your game down with hundreds of entities and openning up the level to be a massive outdoors level will probably still lag horrendously.

@Urlforce:

Looking good, man. I still don't see vehicles, though.

Hahaha, j/p.

Could you maybe add in a feature that would allow the player to see what weapons they are currently holding and what number they are allocated to? I think every game needs that. No body likes to have to surf through their inventory to find a weapon that they picked up a long time ago, especially in the middle of a fire-fight.


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
Urlforce Studios
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Posted: 24th Dec 2007 03:32
Quote: "Does your mod allow for a secondary/alternate firing animation and the ability to register enemy damage with it?"

Sounds like it might be possible, by adding a field into the gunspec, but I might save it for a later update.

Quote: "What would be nice would be if you could adjust things on the fly with the sliders like x10."


Funny, I just watched Rick's youtube video and I noticed that as a feature, tell you what, I'll look into it as a future update, I had been thinking of making test games a 2nd way to edit, but wanted to keep the mod away from the editor, as I was not sure if it was allowed by Lee, or TGC. If I did make a 2nd editing feature via test game, I would most definitely implement a CLI, or command line interface as well as a partial gui, graphical user interface, close to the same way I have Lemur responding to taunts entered through chat.

Gunn3r
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Posted: 24th Dec 2007 03:36
This looks freaking amazing! Do you have to uninstall 1.07 and revert to v1 in order to install this?

http://www.greatgamesexperiment.com/user/gunn3rgames
[href]http://www.gunn3rgames.zxq.net
Urlforce Studios
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Posted: 24th Dec 2007 03:38 Edited at: 24th Dec 2007 03:45
Quote: "Does this mean it can run Butterfingers' Sensei?

Little confused on the meaning of this one.
"

Yes, every command needed by Sensei is in Lemur, thus your Sensei scripts have new life....

Quote: "Could you maybe add in a feature that would allow the player to see what weapons they are currently holding and what number they are allocated to?"

Yes that is in the works as is seeing keys for doors etc, although you could probably script it

Quote: "But right now I believe it IS just a different sync "

Not just a sync lol, but it is not too involved.

Quote: "Looking good, man. I still don't see vehicles, though."


Vehicles... (Looks over his vehicle code that's not compiling correctly) mmmmm lol.

Quote: "This looks freaking amazing! Do you have to uninstall 1.07 and revert to v1 in order to install this?"

No, any map from 1.07 will work, as was stated.

m man
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Posted: 24th Dec 2007 03:49
Ohhhhhhhhhhh I wish this could be released like to tomarrow lol it looks so good
Veron
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Posted: 24th Dec 2007 03:59
Sounding amazing, keep up the good work mate!


Inspire
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Posted: 24th Dec 2007 04:36
@ Urlforce:

How does the radar work (as in, in a nutshell, how it's done in DBP), and does it show other players? Because it would be amazing if you could use images, rather than whatever it's using.

Urlforce Studios
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Posted: 24th Dec 2007 10:12
Quote: "How does the radar work (as in, in a nutshell, how it's done in DBP), and does it show other players?"


It is simply a map showing what is being processed by the engine, and yes other players do show.

I am not at this time changing the look of radar- as it fufills its purpose. I may in the future- but not in V2

Disturbing 13
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Posted: 24th Dec 2007 10:43
just curious if we can move the placement of the radar? Great job by the way

CoffeeGrunt
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Posted: 24th Dec 2007 11:40
Quote: "just curious if we can move the placement of the radar?"


He said it was now a standard HUD item, so probably yes.

BMG
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Posted: 24th Dec 2007 12:36
WOW!!!! This mod is COOL!!

Defy
FPSC BOTB Developer
VBOTB Developer '09
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Posted: 24th Dec 2007 13:50 Edited at: 24th Dec 2007 15:22
Very nice Urlforce, this is a very important post and I congratulate you on what you have done with this. Also DarkFact's Lemur Mod Configurator is a nice addition. Keep up the fantastic work! once again, well done.

Meddo
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Posted: 24th Dec 2007 14:02
Sound good,Great job.
General powell11
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Posted: 24th Dec 2007 14:31
Very nice!

xplosys
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Posted: 24th Dec 2007 15:11
Hey, isn't this Riker9? LOL

Looks like V1.x is getting the ultimate update. Can't wait to try it out.

Best.

darimc
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Posted: 24th Dec 2007 15:33
But we know Urlforce is telling the truth because we have seen his stuff before.
Quote: "Hey, isn't this Riker9? LOL"


join the x games forum: http://www.fps-x-games.com

General powell11
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Posted: 24th Dec 2007 15:39
so we dont have to run v1.0? we can rune version 1.07

CoffeeGrunt
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Posted: 24th Dec 2007 15:58
Quote: "we can rune version 1.07"


yeh he got the source private.

Slayer222
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Posted: 24th Dec 2007 16:09
First, how in the world are you doing this? Not with the V1 source certainly. Second off, you should consider adding teams to MP maybe a team field in the characters settings.
*Slayer_2

[img]
[/img] Check out the Elite OPS Terrorstike thread in the showcase.

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