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Marker0077

Latest Threads

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Posted in: FYI: Cool Mods forums are up
 Marker0077
01-21-2004, 11:32 PM
#1
http://www.gamingforums.com/forumdisplay.php?s=&daysprune=-1&f=875 I haven't updated the site yet, I'm seeing if I can get the CM site hosted at GF/FF. That would be great but I doubt that's going to happen, we'll see. Anyways, I may eventu...  [Read More]
Posted in: I am not anti-Duelers...
 Marker0077
01-07-2004, 1:39 PM
#1
This was a post I made in the Duelers forums but knowing Lee, he'll remove anything I post. My guess is, he doesn't really want the truth to be known, that's why he removes them. So, I am putting this copy of the thread out to let the truth be known...  [Read More]
Posted in: Brainstorming: New Weapon Type: Reverse Grip
 Marker0077
12-31-2003, 4:32 PM
#1
First off I want to say that I call dibs on this new weapon type (MINE!). :-) This concept was originally brought into mind with the Adi Gallia character. The reversed saber is her weapon of choice. This concept was originally brought into JK by the...  [Read More]
Posted in: Reminder - Share Your Work With Others Please
 Marker0077
12-28-2003, 4:50 PM
#1
Something I'd like to point out, alot of the stuff we are adding to OJP is going to be for OJP supporters *only*. In case some of you forgot (or just didn't RTFM), OJP *is* a developers union of sorts & we encourage sharing each others work. If y...  [Read More]
Posted in: OJP: New Animations Project
 Marker0077
12-28-2003, 5:49 PM
#1
I recently got SoftImage|XSI specifically so I could start adding new animations for the new weapon type I'm working on (player animations not weapon), RA wants some new blocking animations & I was also thinking that we should bring back some of...  [Read More]
Posted in: .GLA Importer
 Marker0077
12-24-2003, 11:45 AM
#1
Anyone know where I can find a .GLA importer for Milkshape, GMax, or 3DS Max 5 or 6? I'd prefer 3DS Max 5. Any info would be great, thanks....  [Read More]
Posted in: Getting Weapons In-Game via 3DS Max... Anyone?
 Marker0077
12-24-2003, 11:43 AM
#1
First off, I don't want to export to .md3 for 2 reasons... #1) The current md3 exporter is not saving the tag_ tags. #2) I'm sure there is another way to do this but not exactly sure what that format is. I also think that this will come out better...  [Read More]
Currently I've been using this pop'n'fresh 2.01 md3 exporter & the problem with it is it moves the tags (tag_blade1, tag_blade2, etc; etc.) on export to a different place then where I have them positioned. I know how to do all this in MS3D but 3...  [Read More]
Posted in: Can anyone import the JK3 .XSI into Max 5?
 Marker0077
12-20-2003, 8:46 AM
#1
So I get Max 5 & I go to import. I can import the JK2 .XSI files fine but I can't import the JK3 one, anyone have a fix for this problem?...  [Read More]
Posted in: Enhanced Idea: Custom Firearm Weapons
 Marker0077
12-19-2003, 11:46 PM
#1
RA & I were discussing the possibility of setting up firearm weapons like the sabers are setup. Instead of there being .sab files there would be .gun files & that's where all the configs for each weapon would be stored. This would be various...  [Read More]
Posted in: Client-side only version of Basic
 Marker0077
12-17-2003, 4:03 PM
#1
There's some cool stuff in Basic that are client-side only. With Basic being a client & server-side mod, it needs to be in a custom folder. Stuff like the CPC RGB slider & whatnot do not need to be in a custom folder, so I think that the clie...  [Read More]
Posted in: Brainstorming: Bot Combat
 Marker0077
12-16-2003, 11:31 PM
#1
The current bot system is way gay. It isn't even remotely challenging. When real people play, they have counter moves for their opponents moves in mind & I think that bots should function the same way. If an opponent does a dual both attack butt...  [Read More]
Posted in: Add: Make server settings viewable out of game
 Marker0077
12-12-2003, 8:40 PM
#1
You know what's worse than people who change the saber damage scale? Not being able to tell that they changed it. Most server settings are viewable out of game (like if it was set in a sets variable) but the damage scale is not one of them. I think...  [Read More]
Posted in: Enhanced Add: Make Absorb better
 Marker0077
12-12-2003, 6:42 PM
#1
No one wants to be on the light side, it's just not worth it. Dark side has forces that do damage while light side forces just protect you but appearently not well enough because no one will use them. Look at the new drain (like dark force heal), no...  [Read More]
Posted in: .XSI Plugin that works in Max 6
 Marker0077
12-10-2003, 8:18 AM
#1
I have Max 6 folks, I'm tryin to get 5 but for the time being I have Max 6 & I can't do a thing because the .XSI plugin that comes in the JK2 SDK only works in Max 4 & 5 but not in 6 - how ridiculous is that? Anyways, would appreciate any as...  [Read More]
Posted in: Enhanced Idea: Dark & Light Force Powers
 Marker0077
12-04-2003, 2:36 PM
#1
I'm not exactly sure if this could go in basic but I think you guys want this type of thing in Enhanced. Anyways, when playing single player you can have dark & light force powers at the same time. I like this concept & think it should be im...  [Read More]
Posted in: Basic Ideas: GUI Menu Additions
 Marker0077
12-02-2003, 6:37 AM
#1
I think there should be more options in the force power menus for servers setup. I think there should be... #1 Full Force #2 Neutral Force #3 Jump Only Force #4 No Force Of course the common knowledeable players already know how to do this but t...  [Read More]
Posted in: CPC RGB Improvement Ideas
 Marker0077
11-29-2003, 6:13 PM
#1
I thought I already made a thread or post on this but I can't find it anywhere so I'm posting this again along with another idea. These are just minor fixes but I think should still be fixed. #1) When you first click on the red number field & e...  [Read More]
Posted in: Enhanced Ideas: Basically Confused
 Marker0077
11-19-2003, 6:18 AM
#1
First off, this was actually started in the "Fixes that should go in OJP Basic" thread but didn't belong there, so certain posts might be getting moved in here. Anyways, I am suggesting 2 features... #1) Duel/Power Duel server CVar for put...  [Read More]
Posted in: Basic Ideas: Fixes
 Marker0077
11-18-2003, 8:25 AM
#1
#1) Avatar icons should be colored while playing, not just in the CPC GUI menus. #2) Idle emote should be stopped when using other emotes (currently when the idle emote is in effect you can not use other emotes until it is finished or you jump out o...  [Read More]
Posted in: Enhanced Ideas: Rolling Distance Option
 Marker0077
11-18-2003, 8:14 AM
#1
Before I get into the idea, I would like to say that every option (& I do mean EVERY OPTION) that goes into basic & enhanced should have a CVar to put them back to standard settings. Anyways, the idea is if you roll at a stand still then you...  [Read More]
Posted in: No more forcing downloads due to .jkb files
 Marker0077
11-13-2003, 11:32 AM
#1
I haven't tested this out in JK3 (I would think it is still there from JK2) but in JK2, servers force downloads of whatever .pk3 files that contain .jkb (bot personality) files *if* the server is using it at the time. Normally, the client doesn't sta...  [Read More]
Posted in: Staff to Dual Sabers?
 Marker0077
11-08-2003, 9:58 AM
#1
Going through the saber.sab file, I realize there are alot of stuff that this thing is quite possibly already capable of doing yet doesn't for whatever reason (might just be as simple as an existing server setting). The thing I am mainly thinking ab...  [Read More]
Posted in: Submission: Better HUD Beta1
 Marker0077
11-07-2003, 11:55 PM
#1
This is a slightly better HUD for JK3. I noticed that on some maps the health points are hard to read, on other maps it's the force mana points that's hard to read, etc; etc. so I modified the HUD a little bit to make it easier to read on all maps....  [Read More]
Posted in: Non-Interferance & Multi-Duel (Enhanced Add)
 Marker0077
11-05-2003, 12:37 AM
#1
The non-interferance code allows you to only see your opponent when in a private duel. You do not see or get stopped by any of the other players in the room. The Multi-Duel code is a new gametype alternative to the standard duel. It uses the non-int...  [Read More]
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