Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

RenegadeOfPhunk

Latest Posts

Page: 3 of 21
Posted in: Centripidal and centrifugal forces
 RenegadeOfPhunk
09-21-2004, 8:32 AM
#3
To cover some other points you made in the other thread: That website was wrong about centrifugal force being the third law counter to centripetal force, No - actually the website (http://www.infoplease.com/ce6/sci/A0811114.html) got it spot on....  [Read More]
Posted in: Centripidal and centrifugal forces
 RenegadeOfPhunk
09-21-2004, 7:22 AM
#2
iamtrip makes a better point than he realises ;) If you want to find 'imaginary' forces, you'll have to look to the Star Wars films, cos you'll find none in reality :D...  [Read More]
Posted in: Centripidal and centrifugal forces
 RenegadeOfPhunk
09-21-2004, 6:34 AM
#1
The following is a discussion of this statement: Alright, why centrifugal force isn't actually real. Centrifugal force is the notion that when you are on a spinning object there is some force that is trying to throw you outwards off of it. Like w...  [Read More]
Posted in: OJP Class system
 RenegadeOfPhunk
09-12-2004, 6:33 AM
#1
OK - this is an open-ended brain-storming session about what people might like to see in a class system for OJP. The kinds of things we are looking for is: * WHat gametypes woudl be covered? (All gametypes? ALl gametpyes except Siege - currently ha...  [Read More]
Posted in: Custom anim problems
 RenegadeOfPhunk
08-15-2004, 6:39 PM
#2
The forum screwed up :/ ..it was a nice, long post too! :mad: ..anyway... My post was basically about problems I've had getting custom anims in-game, and wanted to ask you a couple of things about where you were at with implementing custom anims a...  [Read More]
i think the difference of sizze is due to the fact the instrution in linux OS is totally differenct from the windows one Heh -whatever you say... So you obviously think it's sheer co-incidence it's only certain mods that have (ever) had this probl...  [Read More]
Ahh -I think I see your problem slider. I've just downloaded v2.0_fixed of your mod, and the windows .dll looks to be the right size (Debug builds are a LOT bigger than Final builds - about twice the size)... ....but your linux .so file is way too...  [Read More]
and all my version are relaeased in FINAL_BUILD OK - good. ...but you also removed the _DEBUG pre-processor define right?! If you didn't do that, your builds are still chock-full of debug code... No-one has ever triggered a debug command in my mod...  [Read More]
Slider, This was my point though. If you just make Final builds, you wouldn't have to try and find all these debug commands. They get taken out automatically Try doing a quick search for: #ifdef _DEBUG See all that stuff coming up? THat's all th...  [Read More]
Are you sure slider? I thought I had heard that you could activate them on certain early versions of admin mods (And I was quite sure JA+ was specifically mentioned). And if I'm reading what people are saying - it sounds like it's still going on, ap...  [Read More]
The debug moves problem is caused by the mod maker in question not building his .dll's properly. If you forget to make Final builds and instead make Debug builds, then all kinds of debug commands get left in - commands which are only meant to be aval...  [Read More]
Kurgan, I'm positive the screen shaking issue is NOT linux dependant. I have also seen this on my windows server too. ..oh and btw the AT-ST issue with OJP is fixed, I just need to submit the fix to the repository :)...  [Read More]
Posted in: Moviebattles II Mod
 RenegadeOfPhunk
07-15-2004, 5:15 PM
#50
After talking some sense into midphase, our site is now back up......  [Read More]
Posted in: Moviebattles II Mod
 RenegadeOfPhunk
06-27-2004, 6:11 PM
#46
There is a wireplay mirror here: http://ftp.wireplay.co.uk/pub/jediacademy/mods/moviebattles/ We are working on getting the webiste back up - but we are limited by how quickly our webiste server providers can sort things for us......  [Read More]
Posted in: Moviebattles II Mod
 RenegadeOfPhunk
06-26-2004, 8:44 AM
#42
Actually - taking into account the number of downloads we've had from the site, it's probably bandwidth......  [Read More]
Posted in: Moviebattles II Mod
 RenegadeOfPhunk
06-26-2004, 7:00 AM
#41
I know of no reason why our account should have been 'suspended'... :/ I will be calling these people as soon as USA business hours roll around......  [Read More]
Posted in: Moviebattles II Mod
 RenegadeOfPhunk
06-19-2004, 2:47 PM
#38
One of the reasons there aren't so many servers yet is that we have actively been encouraging people NOT to set up servers at this point. ...you've gotta remember that we are still in beta. Servers can sometimes crash. So only admins who have direct...  [Read More]
Posted in: Brainstorming: Combat animations
 RenegadeOfPhunk
05-22-2004, 2:51 PM
#31
If you're going to have any sort of fancy locking stuff, it's going to result in some level of suiciding. To use Keshire's example at the top of this thread - as long as you did basic level ground checks to the appropaite distance behind each playe...  [Read More]
Posted in: Community Cooperation
 RenegadeOfPhunk
09-12-2004, 1:10 PM
#34
I wouldn't take that comment too seriously. Hell, I'm probably just as difficult to talk to... I didn't actually want that bit included. Keshire's just trying to cause trouble ;) Anyway - I've started the OJP class thread -let's see what people wan...  [Read More]
Posted in: Community Cooperation
 RenegadeOfPhunk
09-12-2004, 1:35 AM
#32
Well - my only (small) complaint was that your not the easiest man to talk to sometimes ;) ...the rest of it was just explaining to Keshire why OJP doesn't contain half my code right now. It's not because I dont' want to give it out to OJP, it's just...  [Read More]
Posted in: Enhanced WIP: Saber System
 RenegadeOfPhunk
06-05-2004, 6:03 PM
#160
just please have it so that running backwards gives you a better chance to block. (not better then walking, just better then any other directional running) That's actually a quite astute suggestion Got. Thx :) I'll definelty give it some thought......  [Read More]
Posted in: Enhanced WIP: Saber System
 RenegadeOfPhunk
06-04-2004, 5:08 AM
#157
Gotaiken, The idea in MBII is not to just stand there with block held all the time - the idea is for it to be attack -> block -> counter-attack. The only time your walking is in the block phase. So MBII is not just walking (as opposed to base...  [Read More]
Posted in: Enhanced WIP: Saber System
 RenegadeOfPhunk
06-03-2004, 9:30 PM
#155
JediLiberator, No offense taken - and I don't agree. I certainly dont' think you can have watched any OT duel and say that they constantly run around the whole fight like you do in base jka... And even in the realtively fast-paced duels of - say -...  [Read More]
Posted in: Enhanced WIP: Saber System
 RenegadeOfPhunk
06-03-2004, 11:00 AM
#152
Assuming you're using the standard wasd set up for your keyboard, walking is as easy as holding the shift key or tapping caps lock. 'Tapping' as in toggle I think is out of the question. Well, I mean people can try it this way if they like, but I d...  [Read More]
Posted in: Enhanced WIP: Saber System
 RenegadeOfPhunk
06-03-2004, 5:40 AM
#150
However, even with the autoblock = walking concept, there doesn't seem to be a need to have autoblock be a seperate button. You could just have it be whenever you're walking. The main consideration here is button placement. The control system needs...  [Read More]
Page: 3 of 21