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RenegadeOfPhunk

Latest Posts

Page: 8 of 21
Posted in: /debug commands
 RenegadeOfPhunk
12-23-2003, 8:21 AM
#13
ahh - k :) sorry about that. ...it's just that sarcasm doesn't nessesarily = joking......  [Read More]
Posted in: /debug commands
 RenegadeOfPhunk
12-22-2003, 1:01 PM
#11
:) I don't think your quite getting what I mean. Of course I don't mean permament, massive text right in the middle of the screen which means you can't see what's going on!! lol ...tell ya what, I'll submit a 'solution' for this to the OJP later whi...  [Read More]
Posted in: /debug commands
 RenegadeOfPhunk
12-22-2003, 12:02 PM
#9
..heh, well it's 'obviously' not obvious enough, cos it looks like it's happenned for at least 2 mods. An example from my work - when we give out Beta's of our software, we have Beta plastered in big old letters all over the background - so no-one...  [Read More]
Posted in: /debug commands
 RenegadeOfPhunk
12-22-2003, 11:01 AM
#7
I think it's a good thing your noting this really. ...it looks like a lot of mod makers are forgetting to switch to their 'Final' projects when building their dll's. ...I think Raven should have included a big visible in-game sign that a debug buil...  [Read More]
Posted in: /debug commands
 RenegadeOfPhunk
12-21-2003, 6:49 PM
#5
SD, When you saw this stuff happenning, was a mod being run on the server? I reakon it's possible a mod maker has gone and released a debug build... ..at least that's what it sounds like from what your saying......  [Read More]
Posted in: Enhanced Idea: Custom Firearm Weapons
 RenegadeOfPhunk
12-20-2003, 9:31 AM
#4
Currently, there are 8 different weapon classes (I think) & each class is for 1 weapon only. I *HATE* this, I don't think you should be allowed to be walking around with 8 different weapons at one time *EVER*. I think all the weapons should be re...  [Read More]
Posted in: Enhanced WIP: Saber System
 RenegadeOfPhunk
12-22-2003, 9:30 AM
#3
...sounding great Razor :) ...I'm looking forward to checking this stuff out......  [Read More]
Posted in: SP modifications (HOW?!)
 RenegadeOfPhunk
12-18-2003, 4:18 PM
#3
Sorry, the SP code has not been released, so you can't make SP code changes... ...and since the SP code is almost certainly never gonna be released, the situation isn't gonna change in the future - unfortunately......  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-22-2003, 11:54 AM
#51
I thought the first time we saw them in E1 they were able to walk with their shields up. I thought so too, just from memory. ...but I watched it carefully the other night, and they switch off their shields when they walk. I couldn't see an instanc...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-22-2003, 10:58 AM
#49
Another thing to consider is that allowing players to spawn directly as a Droideka should really be an Enhanced feature - since that would substantially affect basic gameplay. The droideka as a normal vehicle could stay in Basic though I reakon - 'c...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-22-2003, 10:02 AM
#48
..that's not how it is in the films, but yeah, we may have to do that for gameplay balance - at least in the OJP... k - fair enough. So your current walking-with-shields animations are probably OK Duncan. At least for the moment......  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-22-2003, 9:05 AM
#46
1. use the shield effect seen in SP. The SP shielding effect prevented saber users from getting close enough to do damage without getting zapped. 2. Make the droidekas walk very slowly to make up for this obvious advantage. 3. Give the Droidekas a...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-22-2003, 7:38 AM
#44
i dont know if you mentioned it, but did you take a look on the turning when standing Doh - forgot about that! ...but I've taken a quick look now and I've got that working OK. There is actually an option for this in the .veh file - turnWhenStopp...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-21-2003, 10:48 PM
#41
OK - after watching Ep.I, I've realised that the droideka's shields are only on if it's standing still. When they start walking or rolling, they switch off... ...so I've set that in the droideka.veh file (Good job I made this stuff customisable :) )...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-21-2003, 7:20 PM
#40
Oh, and Razor. YOu reakon this stuff is Basic Or Enhanced? ..I'm thinking it's Basic......  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-21-2003, 7:12 PM
#39
OK - droideka implementation is pretty much finished. Attacking can be disabled in the appropiate modes. Shields can also be disabled in the appropiate modes. Transitions between walking and running (rolling) are working correctly. But before I sum...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-20-2003, 10:07 AM
#38
I really suggest that you use animevents for the fold in/out sounds. It's MUCH easier to set up and it frees up some brandwidthby doing it on everyone's client side. ...ok, I'll look into that Also if you haven't already set up the animations to...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-20-2003, 2:49 AM
#35
Now that my computer is now (finally) up and running again, I have managed to make good progress on the Droideka-specific vehicle implementation. I know have: * The fold in and out anims working correctly (i.e. no movement or firing happens during...  [Read More]
Posted in: What's New?
 RenegadeOfPhunk
12-21-2003, 6:42 PM
#25
Hmmm - ok. I see your point. Yeah, ok, it's a good plan :)...  [Read More]
Posted in: What's New?
 RenegadeOfPhunk
12-21-2003, 4:18 PM
#23
I think you should wait till it's in a releasable state before you upload stuff to the repository. And I don't think making a new branch just for saber stuff is nessesary - is it?...  [Read More]
Posted in: Problems running JKA code in .NET and debug
 RenegadeOfPhunk
12-22-2003, 12:40 AM
#18
:) Glad your liking your setup Recom. It's handy as hell isn't it. No more Com_Printf 's all over the place :D...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 RenegadeOfPhunk
12-20-2003, 10:33 AM
#208
Anyways, the point is I want to add OJP into the "Server Mods" installer pack, as well as JAR. If you want, I may add MB as well. Sounds like a good idea. I'll talk to you about this at some point in ICQ......  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 RenegadeOfPhunk
12-18-2003, 11:44 AM
#206
You see alot of things in the movies, I wouldn't make things that unrealistic. I understand the point you are trying to make, and you are correct, if Jedi's could block this well ALL THE TIME, it wouldn't be a good thing! Not only from a 'movie' re...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 RenegadeOfPhunk
12-17-2003, 4:17 PM
#203
If you check out the movies, no one runs & blocks incoming fire ever. This would be the same thing here. Well, you rarely see a Jedi run and block fire, this is true. But it does happen a few times. Look carefully at the Battle of Geonosis. Nea...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 RenegadeOfPhunk
12-17-2003, 10:15 AM
#201
The problem with that would be that you couldn't move while doing that. I don't think it's a good idea. Could you clarify at which points you can and can't move? I am also a bit confused by this statement......  [Read More]
Page: 8 of 21