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RenegadeOfPhunk

Latest Posts

Page: 7 of 21
Posted in: Vehicle+ Vehicle Weapon cap
 RenegadeOfPhunk
12-30-2003, 8:22 PM
#2
It's not in the current plan as far as I'm aware. ...is there a pressing need for this? 16 seems like a high enough number for weapons......  [Read More]
Posted in: when can we expect the next release
 RenegadeOfPhunk
12-30-2003, 11:56 AM
#8
Also, I'd suggest we have a defined beta-testing period -even a short 2-day'er one. I know some guys who can help test......  [Read More]
Posted in: when can we expect the next release
 RenegadeOfPhunk
12-30-2003, 11:40 AM
#7
Yeah, that'd be a nice extra skin to have - especially for something like the Battle of Geonosis say. But I think it's also worth keeping the 'clean' version too. Check out the droidekas at the beginning of Ep.I - their immaculate......  [Read More]
Posted in: when can we expect the next release
 RenegadeOfPhunk
12-30-2003, 11:23 AM
#5
Would also be worth waiting for the new droideka skin that's in the works. Looks like good progress is being made though, so shouldn't be too long... Droideka skin (http://www.lucasforums.com/showthread.php?s=&postid=1416988#post1416988)...  [Read More]
Posted in: New vehicle implementation
 RenegadeOfPhunk
12-30-2003, 8:16 PM
#4
Na - just a man with some code and a bit of free time ;) I'm going to be moving on to other vehicle types shortly. If you know of any pressing features or issues which you would like the OJP to try and handle - for any vehicle class - just post it h...  [Read More]
Posted in: New vehicle implementation
 RenegadeOfPhunk
12-29-2003, 2:53 AM
#2
With Razor's help, I've now not only solved the anim problem, but also gotten rid of the need for about half the new .veh parameters -which is nice :) I've updated my previous post with the new info....  [Read More]
Posted in: New vehicle implementation
 RenegadeOfPhunk
12-28-2003, 9:44 PM
#1
Here is a detailed description of the new vehicle features which will be shortly avaliable .via the OJP. I will be submitting all the code very shortly. This stuff was added to allow the droideka vehicle to work properly in-game, but can be potentia...  [Read More]
Posted in: Basing a stand-alone mod off OJP?
 RenegadeOfPhunk
12-29-2003, 11:31 AM
#7
As far as the concept of basing a mod off of OJP code, you do have two options. One is to start basing the code off it now, and keep getting updates from the repository. This is not as bad as it sounds! Once you've got the hang of using the CVS syst...  [Read More]
Posted in: Enhanced WIP: Saber System
 RenegadeOfPhunk
12-30-2003, 4:07 PM
#34
Yeap - I think I agree... I'm leaning more and more towards not including the sprint button into MB II...  [Read More]
Posted in: Enhanced WIP: Saber System
 RenegadeOfPhunk
12-30-2003, 11:38 AM
#32
Well, before I talk about sprint, it's worth saying that I'm not sure whether I will be including the sprint button into MB II anymore. I'm thinking about it at the moment. But anyway, yes - the sprint button allows you to defend and run (slower tha...  [Read More]
Posted in: Enhanced WIP: Saber System
 RenegadeOfPhunk
12-30-2003, 11:12 AM
#30
If the attacker is allowed to run and the defender isn't.. then you got an almost stationary target with a hammering oppoenent straf running around in and out of it. If you've played Movie Battles recently, you'd know this isn't the case. With bloc...  [Read More]
Posted in: Enhanced WIP: Saber System
 RenegadeOfPhunk
12-29-2003, 9:49 PM
#25
And how so? If the defender even moves slightly slower than the attacker, the attacker will be able to have a clear advantage at footwork manveoring and the attacks will still come at the exact same speed. Are you sure you don't mean making the attac...  [Read More]
Posted in: Enhanced WIP: Saber System
 RenegadeOfPhunk
12-26-2003, 10:25 PM
#21
I don't think that's a good idea. Slowing down defender while he is blocking is only going to cause him to get overrun/trapped by an attacker. I don't know where you are coming from with this at all. I think you are creating a problem where there i...  [Read More]
Posted in: Enhanced WIP: Saber System
 RenegadeOfPhunk
12-26-2003, 12:49 PM
#19
I've tried the new saber system. It's definetly worth keeping it in a seperate branch - for now... It's looking good so far. The first thing I'm gonna do though is slow down movement while holding down block. Not only does it look a bit silly imo at...  [Read More]
Posted in: Enhanced WIP: Saber System
 RenegadeOfPhunk
12-23-2003, 5:39 PM
#9
Ahh - k. Sorry, I did misunderstand you - I apologise. But I don't think the anim slowdowns were meant to combat lag, I think it was simply because - for example - blue attacks would simply be too quick to manually defend - unless you had literally...  [Read More]
Posted in: Enhanced WIP: Saber System
 RenegadeOfPhunk
12-23-2003, 3:31 PM
#7
I don't take offense, and thanks for your input. I understand your viewpoint, but I disagree. Concerning the lag issue, I'll quote what I posted in the brainstorming thread: The other main arguments I hear against a block button are: "It wil...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-29-2003, 2:53 AM
#73
Yeap - it did go into the Vehicles pack...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-28-2003, 10:51 PM
#71
OK - extra coding for the Droideka is done. I will be updating this stuff to the repository shortly. Here is a full description of the new features: New vehicle implmentation (http://www.lucasforums.com/showthread.php?s=&threadid=120582) Ther...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-27-2003, 12:51 PM
#67
but i think we have a minor problem with the turning when standing, the rpoblem is every time you move the cursor the shield starts to pop down and pop up, this make the hole movement kind of lagy. I've changed that already. From what I saw in the...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-27-2003, 11:28 AM
#65
Sounds like there was a screw up in OMNI's compile, I guess. I think the mystery was solved with this comment: The latest releases include a client side DLL, surely to address this problem. ...but anyway, good - this seems to work then......  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-26-2003, 10:30 PM
#62
Ahh -I think I know what the problem is... ...isn't OmniMod a server-side only mod? THe MAX_VEHICLES define is in bg_vehicles.h, which means I don't think it will work for just server-side mods. I think you need a client download to fix this......  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-26-2003, 2:07 PM
#60
Well, I've looked into this vehicle limit thing, and upping the MAX_VEHICLES define definetly does something! I used devmap and started spawning vehicles all over the place, and I managed to spawn more than 16 different types of vehicles. When I low...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-23-2003, 1:00 PM
#55
i make a second walking animation without shields, change the fold in/out animation so there isnt a shield visible at all, a second satnding but with out shiled, add new shield up/down animations and overwork the fold in/out animations. Yeap - tha...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-23-2003, 12:27 PM
#53
Duncan - could you make two walk animations? One with shield and one without? ..and also have shield on and shield off animations in a standing position (i.e. without going into a roll...) Once we have those, then we can set it up as we like. But I'...  [Read More]
Posted in: droideka model
 RenegadeOfPhunk
12-31-2003, 12:43 AM
#46
I didn't code a different skin for the energy shield - I just changed the last line in the model_default.skin file: i.e. energy_shield,gfx/effects/shield.jpg ..if however, your talking about the effect which is played when the vehicle actually get'...  [Read More]
Page: 7 of 21