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keshire

Latest Posts

Page: 21 of 27
Posted in: Accessing the OJP Source (Pre-SVN Posts)
 keshire
12-26-2003, 9:46 AM
#13
The raw CVS is like a mobile repository. Use that. set it up as a new module. With out Razor setting up write access though all you can do is donwload it. You can't upload. I need to get ahold of some people on my side to give me a few permissions. T...  [Read More]
The actual swipe shouldn't. I brought this up to Renegade since he's getting familiar with the vehicle code. I also asked him if he could look into the grabs too....  [Read More]
Posted in: Multiple suggestions: Basic and Enhanced
 keshire
01-02-2004, 8:04 AM
#4
Oh, You want a seperate mp version of a CPC. I really don't see the point. Just rename the "species" text to "class" or "player" or something else. Otherwise its just redundant....  [Read More]
Posted in: Multiple suggestions: Basic and Enhanced
 keshire
01-02-2004, 7:31 AM
#2
2 - Basic (maybe enhanced): New "Custom Model" section of the ingame startup MP menu. Simply put, it's based off the species menu, but the options are set different. For instance, robes on/off, etc. I could probably code the UI stuff, but t...  [Read More]
Posted in: New Saber throw Mechanic WIP/Help/Brainstorm
 keshire
01-01-2004, 8:26 AM
#2
This is my brainstorm right now. Most is similar to the way the Thermal det is handled. in WP_SaberPositionUpdate if (self->client->ps.saberInFlight) //keshire { //do the thrown-saber stuff gentity_t *saberent = &g_entities[saberNum]; i...  [Read More]
Posted in: New Saber throw Mechanic WIP/Help/Brainstorm
 keshire
01-01-2004, 8:20 AM
#1
The current saber throw mechanics are not representative of the Star Wars Universe. Currently its little more than a yo-yo. I'd like to make saber throw a single use power. You throw it and its gone. (until you force pull it back) I'd also like it t...  [Read More]
Posted in: Skins WIP: lots to talk about
 keshire
12-31-2003, 5:35 AM
#2
My Yavin Bush man is a completely new species. It just needs better skins. Take a look at it....  [Read More]
Me likey. Also like the blur effect....  [Read More]
Posted in: when can we expect the next release
 keshire
12-30-2003, 12:06 PM
#9
I'm taking some R&R from coding and animating. So I'm free to play with some beta stuff. ;)...  [Read More]
Posted in: when can we expect the next release
 keshire
12-30-2003, 11:35 AM
#6
I'll probably run that skin through my dirt and grime plug-in for Max. It really adds a good amount of realism....  [Read More]
Posted in: New vehicle implementation
 keshire
12-31-2003, 3:40 AM
#5
VH_ANIMAL melee moves. Grabs and such....  [Read More]
Posted in: Enhanced WIP & Brainstorming: Saber Throw Mechanics
 keshire
12-31-2003, 11:13 AM
#3
I'm going to have to step back for a little bit and think on this sticking. Its not wanting to cooperate with me. I'm going to need a new function and probably go ahead and make a new sticking flag. Also I'd like to redo the current throw and make i...  [Read More]
Posted in: Enhanced WIP & Brainstorming: Saber Throw Mechanics
 keshire
12-26-2003, 10:57 AM
#1
Per RazorAce I'm creating a new topic for this. Here's my proposal. (and this includes anytime the saber is not in-hand) The current saber throw mechanics are not representative of the Star Wars Universe. Currently its little more than a yo-yo. I'...  [Read More]
Posted in: Getting Weapons In-Game via 3DS Max... Anyone?
 keshire
12-30-2003, 6:52 AM
#2
http://files.jediknight3.com/redirect.php?dlid=23&PHPSESSID=354bc0f2efffbd62eec71b9332e24a80 This has all the newest import exports for 3ds max. The only thing you can "export as" in max is xsi or md3. And carcass won't compile anyth...  [Read More]
Posted in: JO model problems in JA
 keshire
12-23-2003, 4:30 AM
#6
Its a simple misspelling causing it all. lhang_bone = JA lhand_bone = JO If the original model authors recompile with that correction they'd work just fine....  [Read More]
Posted in: Enhanced WIP: Saber System
 keshire
12-30-2003, 11:27 AM
#31
Yes but you also incorporated a sprint button did you not? One where you have to rest an equal amount of time once let go....  [Read More]
Posted in: Enhanced WIP: Saber System
 keshire
12-30-2003, 8:46 AM
#29
I think that was a given. :) Run and strafing need to be limited in some way. Like a sprint button or stamina. ;)...  [Read More]
Posted in: Enhanced WIP: Saber System
 keshire
12-30-2003, 8:17 AM
#26
Some thoughts. seven directional blocking: I think this may be a bit much. In the heat of battle I have problems choosing which way is the best block. Having just left/right would narrow it down a lot bit. Then have the code choose which one to use...  [Read More]
Posted in: Enhanced WIP: Saber System
 keshire
12-26-2003, 10:58 AM
#18
I'm making all my changes using it. Since my stuff is so directly tied to yours....  [Read More]
Posted in: vehicle limit and new vehicle classes
 keshire
01-01-2004, 11:47 AM
#75
The walking thing can be solved by having it finish its walk anim before moving on to another....  [Read More]
Posted in: vehicle limit and new vehicle classes
 keshire
12-20-2003, 4:46 AM
#37
Also if you haven't already set up the animations to use the standard enums already present for certain actions. such as BOTH_STAND2toSTAND1 transitions. It should make custom animation.cfg's more streamlined....  [Read More]
Posted in: Enhanced Ideas: New Force Powers
 keshire
12-17-2003, 8:18 AM
#44
And a good source of plenty of darkside points. ;)...  [Read More]
Posted in: droideka model
 keshire
01-02-2004, 11:04 AM
#50
Sure more round, but at the expense of Poly's...  [Read More]
Posted in: droideka model
 keshire
12-31-2003, 8:44 AM
#47
New skins can be done by adding a new entry in the veh file. Just put whatever.skin for the custom skin entry. You can stack them droideka_plain blah blah blah custom skin = blah droideka_rustic blah blah blah custom skin = blah_rustic.skin then...  [Read More]
Posted in: droideka model
 keshire
12-23-2003, 4:33 AM
#38
It was a simple one line change. Most mods will probably include it from now on....  [Read More]
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