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Emon

Latest Posts

Page: 4 of 39
Posted in: Enhanced Brainstorming: Saber System
 Emon
11-15-2003, 7:36 PM
#17
...Why the hell not? You can make console commands, right? A button is just a key bound to a console command, which you add in a MENU file....  [Read More]
Posted in: uiED
 Emon
11-15-2003, 4:20 AM
#4
Not saying you shouldn't bother, but Fracman from the DF team is already working on a visual MENU editor in C++ I believe, and has shader preview, too......  [Read More]
Posted in: can you covert hal-life maps to jk2
 Emon
11-15-2003, 7:40 PM
#8
HL is Quake I, but all Quake MAP formats are mostly the same....  [Read More]
Posted in: textures
 Emon
11-10-2003, 2:07 PM
#7
Originally posted by gothicX Are your textures the power of 2 pixels? Sides may only be 2, 4, 8, 16, 32, 64, 128, 256, 512 or 1024 pixels wide.. Actually, they can be bigger, but then it's a question of video card support. The ATI R300 (Radeon 9x0...  [Read More]
Posted in: Light emitting shader?
 Emon
11-10-2003, 12:14 AM
#11
Dynamic glow is the "light bleeding" effect, it has the biggest hit on performance....  [Read More]
Posted in: Light emitting shader?
 Emon
11-09-2003, 11:17 PM
#9
Er, uh, dynamic glow is entirely seperate from dynamic light....  [Read More]
Posted in: Light emitting shader?
 Emon
11-09-2003, 7:42 PM
#6
I think JO's (and Q3's) dynamic lighting is based off the lightmaps, so it doesn't light dark rooms well. JA, however, has a really awesome per-pixel dynamic light effect that fully lights up any dark room. You could make a flashlight with it....  [Read More]
Posted in: Max_surface_verts
 Emon
11-10-2003, 4:38 PM
#3
http://www.planetwolfenstein.com/tramdesign/tutorials/tut_errors.html...  [Read More]
Posted in: Staff to Dual Sabers?
 Emon
11-10-2003, 1:58 PM
#20
...oh... I thought you meant splitting them at will... which would be enormously cheap... alright, what you have seems fine......  [Read More]
Posted in: Staff to Dual Sabers?
 Emon
11-10-2003, 5:01 AM
#16
Razorace, I think maybe you're not understanding the concept of "balanced gameplay"... From what I understand, you want to make the staff splitable into dual sabers, at will, without having the player to make any substancial Force point al...  [Read More]
Posted in: Staff to Dual Sabers?
 Emon
11-10-2003, 4:19 AM
#13
...why only a little? You're making it sound like you want people to be able to split their staff into two sabers without much of a sacrifice, which renders choosing the dual sabers almost entirely pointless. Being able to switch between a staff and...  [Read More]
Posted in: Staff to Dual Sabers?
 Emon
11-09-2003, 7:47 PM
#11
You'd have to make it worth a lot of Force points to use another saber, enough to severely cripple the rest of your Force powers. Like in JK, Force Protect and Deadly Sight required you to sacrifice all neutral Force powers like Jump, Speed, Seeing,...  [Read More]
Posted in: mod program
 Emon
11-10-2003, 9:51 PM
#16
You wouldn't....  [Read More]
Posted in: mod program
 Emon
11-10-2003, 1:56 PM
#14
Uh, yeah, I know that, and I'm offering a solution that's far better, by simply allowing you to enable multiple mods right in a menu. It's not different on NTFS, I think you mean systems running NT, they have slightly different commands....  [Read More]
Posted in: mod program
 Emon
11-10-2003, 4:53 AM
#12
Is any of the filesystem code in the JO game code? I doubt it, but if it is, it would be possible to load additional mods straight in the game itself. Infact, you wouldn't need access to that code, I think. Since we're working with DLLs now, we're no...  [Read More]
Posted in: What is the benefit of submitting a vehicle to OJP
 Emon
11-10-2003, 4:41 AM
#4
I still have one beef with the vehicle pack. As a mapper, I have no reason to use it unless I've using a lot of custom vehicles. It means I have to rely on people to go download OJP (is the vehicle pack seperate or part of Basic?), as opposed to me j...  [Read More]
Posted in: Non-Interferance & Multi-Duel (Enhanced Add)
 Emon
11-10-2003, 3:29 PM
#31
You're right, that's a bad example. I realized it when I was in the shower a few minutes ago. :)...  [Read More]
Posted in: Non-Interferance & Multi-Duel (Enhanced Add)
 Emon
11-10-2003, 2:04 PM
#28
Technically, it started on Quake, but they made many of the same changes to it that id did for Quake II. razorace, which isn't what you've heard? The run-time polymorphism? It's simple. Polymorphism is overloading things like operators, functions, e...  [Read More]
Posted in: Non-Interferance & Multi-Duel (Enhanced Add)
 Emon
11-10-2003, 4:38 AM
#25
Actually, it's all C. Everythink Quake, Doom, and anything done by John Carmack and id has always been C and assembly. Remember John Carmack making a stir when he said Doom III was going to be written entirely in C++? Various minor speed issues, both...  [Read More]
Posted in: Basic Ideas: Admin Stuff
 Emon
11-10-2003, 4:29 AM
#12
Oh, some people may not realize how or why they get abused, so I'll try to explain. If you're a dickhead server admin, and all you've got is kick and ban, you can't do much to your users. If you kick them, what are you going to do, laugh at them whe...  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 Emon
11-10-2003, 4:14 AM
#40
That was then, this is now. A lot of people hate RPG and admin mods now. Besides, it's just not worth the risk. I'd be all for a true, full blown RPG mod, one that doesn't interfere with regular games (JK had one, it was pretty slick, with a new lev...  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 Emon
11-09-2003, 7:49 PM
#37
...Are you aware of the volume of people that hate RPG playing? We'd get no support from the community if we put it in. It's an FPS, we shouldn't be adding RPG aspects to the game. It's really going to mess everything up. People are going to abuse i...  [Read More]
Posted in: Submission: Real Blades
 Emon
11-10-2003, 2:09 PM
#13
The color of the blur is in the code, it isn't derived from the saber glow texture, so when you swing, the blur has a different color than that of the blade itself. Try any mod that alters the glow textures, and take a look at how it doesn't match up...  [Read More]
Posted in: Submission: Real Blades
 Emon
11-10-2003, 4:50 AM
#11
Yuck. Those are bad (Real Sabers). One thing these "saber arists" seem to fail to realize is that, although their blurring of the glows (a common technique) looks good while you're holding your saber, it doesn't match up to the hard coded...  [Read More]
Posted in: The Matrix Unplugged
 Emon
11-10-2003, 3:44 PM
#131
Does he go by Casper or Tusken something?...  [Read More]
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