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RenegadeOfPhunk

Latest Posts

Page: 6 of 21
Posted in: Movie Battles II demo
 RenegadeOfPhunk
02-09-2004, 9:17 AM
#5
Thx Azymn :) ..The demo's coming along nicely. Things are pretty much going according to plan - for the moment anyway... We still expect to release the demo at the end of the month... DarkLord, Yep, that is Duncan's destroyer droid. I have added c...  [Read More]
Posted in: Movie Battles II demo
 RenegadeOfPhunk
02-02-2004, 8:58 AM
#1
OK guys, Movie Battles II is coming to Jedi Knight Academy. The full version won't be ready till the summer (at least) - but we are currently working on a fully playable MP demo which we aim to have released by the end of Febuary. To give yo...  [Read More]
Posted in: "Professional" Gamers
 RenegadeOfPhunk
01-30-2004, 4:22 PM
#4
Some points I agree, some points I disagree... Point 6 - I don't know whether this is true overall, but unfortunately I can easiely believe it is true. However, taking what I see - for example - on these forums, I think I see a pretty even balance b...  [Read More]
Posted in: Taking care of business.
 RenegadeOfPhunk
01-27-2004, 10:24 PM
#6
neither of those are a touch on... ...Korihor!! :D lol...  [Read More]
Posted in: Leaning while strafing
 RenegadeOfPhunk
02-01-2004, 9:18 PM
#5
...for myself, it's only for looks :) I've never really liked the leaning thing, but there are some new anims I am calling in certain situations where the leaning looks even more wrong than normal... OK - thx for the tip - I did first of all try mes...  [Read More]
Posted in: Leaning while strafing
 RenegadeOfPhunk
01-29-2004, 2:44 AM
#3
Excellent :) Good to know someone else is on the case too... MB2's coming along nicely thx mate. Expect a playable demo end of Feb......  [Read More]
Posted in: Leaning while strafing
 RenegadeOfPhunk
01-24-2004, 10:26 PM
#1
Anybody know how to stop the upper body leaning when strafing? (Or from any movement in any directon...) I assume the function I need to be altering is BG_G2PlayerAngles() (or possibly BG_G2ClientSpineAngles() ). I can currenty stop the leaning, bu...  [Read More]
Posted in: Next Release Date?
 RenegadeOfPhunk
01-08-2004, 10:01 PM
#4
I agree about putting off the Enhanced release. I don' think we need to rush that out the door any time soon. Let's take our time and make sure the stuff we have in there is not only properly implemented and polished up, but also extensively BETA TES...  [Read More]
Posted in: I play JA and my age is....?!
 RenegadeOfPhunk
01-13-2004, 9:36 PM
#37
I'm 29... ...I lose no sleep about having the odd online gaming session now and again ...as long as it's balanced against other things of course... I do have to be kept interested with new, original gameplay though. I think if I stop playing games...  [Read More]
However, I'm not sure we should have it impact your score. That would change the game dynamic quite a bit. Na, I wouldn't have it replace the score, that can stay exactly as it is now. THe 'kills' and 'deaths' numbers would be extra information. TH...  [Read More]
I agree -this would be nice info to have during the game, and it won't be too much trouble to add at all. ...I'll put it right into the scoreboard as standard info. I'll put it on my TO-DO list. Expect to see this in the next OJP version - assuming...  [Read More]
Posted in: Vehicle+ Vehicle Weapon cap
 RenegadeOfPhunk
12-31-2003, 11:11 AM
#4
OK then, I'll try and look into this at some point......  [Read More]
Posted in: New vehicle implementation
 RenegadeOfPhunk
12-31-2003, 11:05 AM
#8
Well, I know Moonsoontide wanted to make a new class for his ROTJ speeder bike, it just needed the ability to have new anims I think Sounds fairly straight-forward. Just get moonstide to post here and describe exactly what it is he needs. VH_ANIM...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
01-29-2004, 12:05 PM
#99
For those of you who are asking for a standalone mod rather than just using OJP Basic, can you explain exactly what has been added (or is planned to be added) to OJP Basic which you don't want? ...this is assuming of course you've actually checked wh...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
01-03-2004, 2:05 AM
#87
the AT-AT has a movable head, i added two bones in the neck. is it possible to let them follow the crosshair in vertical and horizontal? I'm not really sure - to be honest, I don't know much about how the bone -> control stuff works - I'm gonna...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
01-03-2004, 1:09 AM
#84
I don't know. Do we really need a setable number of states? It would be much easier to just code in 4. It would be absolutely trivial to make the walk 'state' number selectable. (why do you think this would be so much harder?!) And then the feature...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
01-03-2004, 12:30 AM
#82
I am indeed interested in working on the walker. I'm right in the middle of some stuff for MBII at this minute that I want to finish off, but I don't think it will take long. I suggest we do it the same way as we did it last time Duncan. Get the AT...  [Read More]
Posted in: WIP: Hellfire Droid
 RenegadeOfPhunk
01-29-2004, 11:12 AM
#116
I could sort out your hellfire droid sounds for you, but I couldn't look at it till later on this month - at the earliest... So if you can't find alternate sources before then, you have that as a backup plan :)...  [Read More]
Posted in: droideka model
 RenegadeOfPhunk
02-09-2004, 6:28 PM
#117
OK - I've found and sorted the ramming problem. I've added a vehicle parameter called: SpeedMultiplierForRamDamage Whatever you set this to will be multiplied by the speed the vehicle is travelling at when ramming - and this will become the ram dam...  [Read More]
Posted in: droideka model
 RenegadeOfPhunk
02-04-2004, 3:27 PM
#112
its the shields are reflecting some laser shots, but i thought this is only a visual effect. the vehcile is taking the same damage as it the reflection would be off. i am not sure about this. No, actually blaster shots really do just bounce off the...  [Read More]
Posted in: droideka model
 RenegadeOfPhunk
01-30-2004, 4:04 PM
#94
hmmm - well it looks like the stuff that Raven stated in it's template.veh file isn't actually true / working - at least for the walker class. ..acutally, maybe they assumed the walker class wouldn't need to use the mass parameter -as they assumed w...  [Read More]
Posted in: droideka model
 RenegadeOfPhunk
01-30-2004, 1:41 PM
#92
seks03, Quote from your site: We will be putting support for the model in of own JediMoves JA+ mod since you need a mod to have this model work right. It would have been decent of you to at least mention the OJP in this news post, since - after...  [Read More]
Posted in: droideka model
 RenegadeOfPhunk
01-29-2004, 2:40 AM
#85
Yea speaking of sounds...they sound great. Did you get them from the Episode 1 game for the PC? ...nope - sampled directly from Ep I - with a bit of editing in SoundForge :)...  [Read More]
Posted in: droideka model
 RenegadeOfPhunk
01-28-2004, 10:24 PM
#80
All the stuff that you want to change from this feedback can be altered without any code changes. Most changes will be in the droideka.veh file. To reduce the damage done when ramming, reduce the 'mass' parameter. (Currently at 10) To reduce the ov...  [Read More]
Posted in: droideka model
 RenegadeOfPhunk
01-26-2004, 9:53 AM
#71
Azymn, I'm currently working on making the droideka (or any other vehicle) a selectable siege class. I'm doing this by spawning the vehicle at the same time as the player spawns, and then boarding them into it straight away. ...this means that - as...  [Read More]
Page: 6 of 21