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RenegadeOfPhunk

Latest Posts

Page: 9 of 21
Posted in: enhanced and basic?
 RenegadeOfPhunk
12-12-2003, 1:20 PM
#8
Yes - OK, your right. Basic would only include any nessesary gameplay 'fixes' as opposed to gameplay 'enhancements'. I, however, would suggest being very cautious with what are considered to be gamplay 'fixes'. Personally, I think it's safer to mak...  [Read More]
Posted in: enhanced and basic?
 RenegadeOfPhunk
12-12-2003, 11:21 AM
#6
There are code changes in the Basic distro. (e.g. allowing Duel taunts in all gametypes) The difference between Basic and Enhanced is that any code changes in Basic shouldn't affect anything directly to do with gameplay. Enhanced, however, can make...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-16-2003, 9:29 AM
#33
Yes the way I was going about it is not ideal. But then again I'm not really a coder. and its learn as I go. ...you seem to be doing pretty well :) Don't take what I was saying the wrong way. I was just making sure we agreed on how we should appro...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-14-2003, 6:19 PM
#31
Thx for sending me the Droideka file Duncan. Unfortunately, I can't check it out because just after I had turned my PC on, a large bang came out of it and then it powered down. ...the f**king power supply has gone and blown!! ...or at least I hope...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-14-2003, 9:43 AM
#29
Hmm. Well, ok, we'll see how it goes I guess. Anyway, I've coded in the new entries to the vehicle definition I mentioned above. i.e.: MaxJumpHeight JumpVelocity JumpAnim They seem to be working fine. There is only one small problem I have, whi...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-13-2003, 8:09 PM
#27
please post about it in the "what's new?" sticky. Done. btw Razor - this max vechicle DEFINE you've upped -do you know why it was set so low? I'm guessing Raven didn't set it low just to spite us! Maybe they had a good reason for it......  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-13-2003, 10:43 AM
#25
...of course :)...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-13-2003, 10:30 AM
#23
OK, While I'm waiting to look at the current Droideka vechicle imp. - here's an example of the kind of things I want to add to the .veh definition files to try and handle the stuff being talked about. e.g. To handle the jumping stuff... MaxJumpHei...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-13-2003, 10:19 AM
#22
Keshire, Just looked back up, and seen that you have created a new class specifically for the Droideka. ...I reakon it would be better to leave it as just a VH_WALKER class. That's essentially what it is after all, with a few extra fancy functions....  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-13-2003, 10:05 AM
#21
Duncan, I haven't recieved your current Driodeka work yet. I'm assuming your planning to send me your current vechicle implementation so I can see clearly what needs to be altered / fixed. ...also, have you got an AT-AT in the works? If so, it woul...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-12-2003, 1:24 PM
#19
btw, could it be possible to change the code that in the veh file are some of these options to enable? for ex. which animation sequences are used or what bones follow the crosshair horizontaly or verticaly. that would make it for everyone much easier...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-12-2003, 10:09 AM
#16
That's true but it might be easier to impliment as a seperate vehicle class that is only boardable thru code commands. Hmm - I think you have a point... I would want the droideka 'class' to be avaliable irrespective of whether the droideka vechicl...  [Read More]
Posted in: vehicle limit and new vehicle classes
 RenegadeOfPhunk
12-11-2003, 9:58 AM
#12
Duncan_10158, I am going to be starting work on implementing a Droideka class for my mod soon - and was planning to sumbit this to the OJP. The only trouble is I wasn't planning on using a vechicle implementation for the Droideka because - well - it...  [Read More]
Posted in: Source Code Handling
 RenegadeOfPhunk
12-12-2003, 7:25 AM
#8
Sorry Razor, wasn't around last night, or I would have taken a look at it. I don't know how this CVS system works, but the one I'm used to will allow you to branch a particular source directory, and create a new source directory from the branched co...  [Read More]
Posted in: Enhanced Ideas: New Force Powers
 RenegadeOfPhunk
12-02-2003, 12:09 PM
#11
From what i gather, levitate shoudl be a telekinetic power a la vader throwing objects at luke in esb. Sounds good to me. Force throw would be great to have. We'd need an appropiate amount of throwable debrie avaliable in maps though - which is inde...  [Read More]
Posted in: What's New?
 RenegadeOfPhunk
12-13-2003, 6:38 PM
#16
I'm ditching no-respawn (LMS) for the moment, and instead concentrating on vechicle code to allow for more varied vechicle implementations. (Droideka, AT-AT etc.) Details here (http://www.lucasforums.com/showthread.php?s=&threadid=119505)...  [Read More]
Posted in: Problems running JKA code in .NET and debug
 RenegadeOfPhunk
12-15-2003, 10:02 AM
#15
No probs mate :cool:...  [Read More]
Posted in: Problems running JKA code in .NET and debug
 RenegadeOfPhunk
12-14-2003, 10:45 PM
#13
Not tricky at all. Just set up dual monitors as normal (standard Windows display properties), and display the IDE on your secondary monitor ...the game will probably only run on your primary monitor. (At least this is how it is for me...) And then,...  [Read More]
Posted in: Problems running JKA code in .NET and debug
 RenegadeOfPhunk
12-14-2003, 7:22 PM
#11
does anyone here know if it's possible to run a dual-monitor setup and run the IDE on one monitor while running the game on another? ...yeap - that is possible. ...I know because that's exactly what I do :D...  [Read More]
Does it just bounce you out of the game into the IDE, at which point you can inspect your variables, etc.? Yeap, you can do exactly this... To put the breakpoint in any any line, just move your cursor to it and hit f9. (You'll see a red dot appear...  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 RenegadeOfPhunk
12-05-2003, 11:24 PM
#84
It's somewhat rude to everyone else to continue pursuing it, therefore, this is my last reply on this topic. Conceeded and agreed. I have a lot more to say, but I'll agree to end it here....  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 RenegadeOfPhunk
12-05-2003, 2:14 PM
#82
but you didn't find the tens of thousands of CS servers you do today until it went retail. It had at least a thousand players, maybe even a couple of thousand players before it went retail but it is literally in the tens of thousands range today. W...  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 RenegadeOfPhunk
12-04-2003, 6:34 PM
#79
Exactly, *started out*. CS didn't get as big as it is today until it went retail, which would be the exact same concept as implementing it into the base game. CS went 'retail' because it became big enough to justify it - off it's own steam. CS was...  [Read More]
Posted in: droideka model
 RenegadeOfPhunk
12-14-2003, 8:30 PM
#33
Hey guys. ...me and Keshire are on the job ;) I've been sent the current droideka work, and will let you know as we make progress on getting the nessesary code done to get the droideka working properly in-game......  [Read More]
Posted in: Creating new vehicles.
 RenegadeOfPhunk
12-14-2003, 6:12 PM
#23
I am currently working on updating and enhancing the current vehicle implementation in various areas. atm, I have given vehicles the ability to jump. I am also working on giving vechicles different operational 'modes' - to cater for things like the...  [Read More]
Page: 9 of 21