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RenegadeOfPhunk

Latest Posts

Page: 10 of 21
Posted in: Making the code work (Q's & A's)
 RenegadeOfPhunk
11-28-2003, 4:13 PM
#5
Well found Mushroom. ...I stand corrected, you can covert them it seems... :)...  [Read More]
Posted in: Making the code work (Q's & A's)
 RenegadeOfPhunk
11-28-2003, 9:11 AM
#2
You cannot 'change' a .sln file into a .dsw file - they are two different types of files. The .sln file is opened by Visual C++ 7.0 (.NET). .dsw files were for Visual Studio 6.0. SO if you have 6.0, you won't be able to open the .sln file. If you...  [Read More]
Posted in: What's New?
 RenegadeOfPhunk
11-27-2003, 10:50 PM
#3
My first action item is adding the option of LMS play - first for Siege, and then for the rest of the game-types....  [Read More]
..heh -harsh but fair! ;) ..gotta stop playing JO!...  [Read More]
Don't worry -I've worked it out... ...I haden't downloaded the 1.01 patch yet - LOL!...  [Read More]
Hi, Anybody tried running the JKA code in debug in .NET yet? I can get the code to start running, and I can put in breakpoints etc, but it's crashing before it get's to displaying the main menu. The crash is in ui_shared.c line 7598. The function...  [Read More]
Posted in: So... do you want my Snow Speeder?
 RenegadeOfPhunk
11-21-2003, 10:24 AM
#3
It was almost certainly Razor who left the message for you. As keshire says, the OJP stands for the Open Jedi Project. It's basically trying to get all the best, quality stuff from the modding community and provide standard 'packs'. It's actually m...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 RenegadeOfPhunk
12-01-2003, 11:50 AM
#148
OK - so to continue from the post where I listed the features I had noticed in this thread: * Stamina system * Mouse Sabering (does this include directional block as well?) * Dodge * Pre-scrpited sequences (PT combat - my suggestion) * Dynamic combo...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 RenegadeOfPhunk
11-28-2003, 10:39 AM
#142
I see. So he's tieing mouse movement and speed to directional keys and saberanimspeed? Would that be a good comparison? I don't think directional keys would have any influence on the direction of the saber attack - that would be decided on which wa...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 RenegadeOfPhunk
11-28-2003, 10:23 AM
#140
Die by the Sword? No - it's not full-on Die By The Sword stylie. I wouldn't want to go that way either. That's a perfect example of 'realism' at the total expense of an enjoyable, fun game. Although it's worth pointing out (as I have done earlier)...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 RenegadeOfPhunk
11-28-2003, 10:13 AM
#137
btw - can I just clarify something about this dynamic combos idea. You can que up your attacking moves, I get that. But each move is still slowed down enough so that the defending Jedi can manually block them - right?...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 RenegadeOfPhunk
11-28-2003, 10:05 AM
#136
then you'd have subsets. basic --saber locking module 1 --saber parry module --saber thrown modification --gun tweaking --movement tweaking --etc etc etc. Yeap - I agree. These kind of catagorisations would be helpful. But as Razor mentioned, this...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 RenegadeOfPhunk
11-28-2003, 9:31 AM
#134
What EVENTUALLY get's into the released OJP mod - sure - shoudl be decided by majority (at least in my opinion). ...BUT, what I'm trying to say is, let's not harshly restrict what features get added to the code base at this stage just because we can...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 RenegadeOfPhunk
11-28-2003, 8:42 AM
#131
I'll enjoy watching the mass chaos when decision time rolls around. I got a nice stash of popcorn ready. heh :D...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 RenegadeOfPhunk
11-28-2003, 8:24 AM
#129
If everyone can be comfortable with a set idea and person doing it, there's no need for overlapping work. OK - that would be ideal. But I have a feeling that by the time we agreed on the 'set' idea, JK IV would already be on the shelves.. ;) I thi...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 RenegadeOfPhunk
11-27-2003, 9:42 PM
#127
Wehey - the SDK is here. Now we can start realising these ideas... :) So far, I've been stressing the importance of making sure you know what your aims are before you set out making the saber system... ...but actually, I've been thinking about it....  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 RenegadeOfPhunk
11-21-2003, 2:09 AM
#95
I've been operating off movie realism myself but I understand that there's some things that aren't doable...like expecting people to have Jedi like reflexes. Well, we need to make a descision about what this saber system aims to do before we can de...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 RenegadeOfPhunk
11-21-2003, 1:41 AM
#91
Lastly, my problem with the "spinny" moves in the normal game is no real swordsman would ever leave his back exposed like that.EVER. Again - this is an actual realism vs. movie realism argument. I'm sure in the real world it makes no sens...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 RenegadeOfPhunk
11-21-2003, 1:02 AM
#88
Right - again - this is a case of where were are talking about the specifics of the system before we've agreed on the aims of the system. Many times in your last post, you've used arguments similar to 'It may show that happenning in the movies, but...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 RenegadeOfPhunk
11-20-2003, 11:11 PM
#86
AHhh - ok - I see. So the individual clients get to choose what's most likely to get triggered (locks or PT combos) if they are on the attack. OK - yeah - that's cool - good idea... Hmmm - I'm still having trouble visualising how 1 Jedi is going to...  [Read More]
Posted in: Coding-Tutorials
 RenegadeOfPhunk
11-28-2003, 1:33 PM
#29
But hey, dev time was really just about a year - could've been worse. True :)...  [Read More]
Posted in: Coding-Tutorials
 RenegadeOfPhunk
11-28-2003, 8:39 AM
#27
Well - looks like the JKA code is a mixed bag, but maybe not as mixed as first impressions would give. There is a new project called botlib (which seems to handle the MP ICARUS implimentation), alongside the normal game, cgame and ui projects (which...  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 RenegadeOfPhunk
12-02-2003, 10:22 AM
#75
And it should have more than one weapons per class. For pistols you could have the standard pistol, the bryar gun, the Han Solo pistol(that one is different than the standard right?) and perhaps the dual Jango pistols, each with their own strengths a...  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 RenegadeOfPhunk
12-02-2003, 7:36 AM
#73
Actually, they would have to implement it into the base game. Most people don't play mods, Ermm - last time I checked, CS started out as JUST a mod. Personally, I think most JKII / JKA mods are too involved with just jazzing up existing gameplay,...  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 RenegadeOfPhunk
12-01-2003, 7:58 PM
#65
WhiteShdw, I think you will be interested in Movie Battles II - my OJP-based mod project for JKA. Amongst other things, I will be adjusting the Siege gametype to play in a more CS-esque type manner. Also, I'm going to be altering the classes avalia...  [Read More]
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