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MilesTeg

Latest Posts

Page: 3 of 6
Posted in: A little yellow light...
 MilesTeg
12-03-2002, 9:43 PM
#3
The yellow light is an lightning error. I have no idea what it is. Itґs the last thing I desperatly tried to fix. It seems like it is coming from the z point (grid xyz <0 0 0>) and it has the same color as some of our shaders (there is no yel...  [Read More]
Posted in: mouse bots
 MilesTeg
12-03-2002, 9:28 PM
#4
Oh my god! They killed the mouse droid! You bastards! I think I we will make them much faster so you will never hit them :P...  [Read More]
Posted in: Hey guess what
 MilesTeg
12-03-2002, 9:36 PM
#6
The only thing they could do (if they would be that evil) is forcing us to change the name. "Dark Forces" is still a trademark. btw: All textures, models, maps, scripts and cutscenes are property of the DF Mod Team... At the end, itґs a...  [Read More]
Posted in: Detail in Exterior Areas (for final release)
 MilesTeg
12-03-2002, 9:19 PM
#3
We know about the rain and snow features... I wonґt start spoiling you :D Itґs nice to see ideas popping up the team had in internal discussions ;) @Katarn07 I donґt know if Iґve already mentioned it but there will be different types rocks for...  [Read More]
Posted in: My Dark Forces Mod for JO Demo Review
 MilesTeg
12-02-2002, 10:02 AM
#2
Originally posted by Hard Driver -Secret areas can't be accessed like in the original game. Not all secrets can be accessed like in the original game. But they all can be accessed :D...  [Read More]
Posted in: FEEDBACK: secbase - lack of detail etc.
 MilesTeg
12-02-2002, 10:37 AM
#32
Originally posted by Emon Proper use of caulk (caulk all non-seen surfaces), areaportals, cut down on overlapping brushes, and using Q3Map2's meta and patchmeta will help increase performance. caulk: the complete level (except some of the newest de...  [Read More]
Posted in: FEEDBACK: secbase - lack of detail etc.
 MilesTeg
11-30-2002, 10:03 AM
#1
1. To all Demo players: Should there be a certain limit in detail? Or should we try to make the levels as detailed as JO levels (or even more) ? There could be improvements in detail in the following places of secbase (without performance drop): -...  [Read More]
Posted in: Destroyable lights?
 MilesTeg
11-30-2002, 10:47 AM
#10
thx, I think itґs a nice feature to give you an idea whatґs the level Iґm working on :D nope, itґs not a reference to an easter egg (btw: Itґs more like a simple feature than a real easter egg... Iґm sure you already stumbled over it...) I m...  [Read More]
Posted in: Destroyable lights?
 MilesTeg
11-30-2002, 9:13 AM
#8
Originally posted by Emon Switchable lights are pretty easy in JO. I forget how, but they are pretty easy. You could try making the light a func_breakable, and have it trigger the light when destroyed. The problem wasnґt destroying the lamps... T...  [Read More]
Posted in: Destroyable lights?
 MilesTeg
11-29-2002, 7:56 AM
#3
somehow it didnґt worked. I had this feature, where you can shoot out the red lights but I always got an error message when I tried to compile it. (must have something to do with colored and dynamic lights)...  [Read More]
Posted in: Demo Review
 MilesTeg
11-27-2002, 7:19 PM
#9
the JO enemy AI improves with the difficulty setting. They are pretty dumb in easy and extreme clever in hard... I already agreed with the idea making the guards beyond the main door "numb" so that they canґt hear whatґs going on inside...  [Read More]
Posted in: Demo Review
 MilesTeg
11-27-2002, 3:37 PM
#2
thx for your feedback, Emon! The EAX panel must be a menu thing. Donґt know exactly why it disappears... Did you get EAX running in your maps? I tried it and failed :( I get it working in the Eagle editor in a small test map I made, but after I...  [Read More]
Posted in: Secret Areas...
 MilesTeg
11-28-2002, 7:48 AM
#10
;) itґs from the first original demo. You had to do this with most of the walls. I used it because it would have been too easy to find without it :D...  [Read More]
Posted in: Secret Areas...
 MilesTeg
11-27-2002, 12:12 PM
#2
lol, then I misunderstood your posting in the other thread :rolleyes: a tip: ledge is at the same place......  [Read More]
Posted in: The DEMO is out!!!!
 MilesTeg
11-27-2002, 4:14 PM
#32
the idea was that we include the jk2config.cfg and with that it wouldnґt have mattered if there are all force powers (because the force keybinding are just switched off then). But we had serious problems with that file and so we had to leave it out....  [Read More]
Posted in: The DEMO is out!!!!
 MilesTeg
11-27-2002, 3:49 PM
#29
Hi, Iґm this strange "I have to respond on every post" guy... :D We needed a Force power to give you the mission briefing in the datapad. And we had to make a decision for the demo: giving you strict key bindings to solve this problem o...  [Read More]
Posted in: The DEMO is out!!!!
 MilesTeg
11-27-2002, 3:20 PM
#27
Originally posted by KMan This was only talking about the scripting for the levels, but that isn't going to be enough. You mentioned changing coruscant to make it more true to the movies, but wouldn't that apply to the rest of the maps? It's not li...  [Read More]
Posted in: The DEMO is out!!!!
 MilesTeg
11-27-2002, 12:06 PM
#21
Originally posted by Katarn07 Just can't find one secret area... Other than that... WOW! I really liked that spot light in the court yard as well as your Crow model. I was cheering outloud as that baby landed! thx and lol, I knew you were the firs...  [Read More]
Posted in: The DEMO is out!!!!
 MilesTeg
11-27-2002, 11:50 AM
#19
Originally posted by Squater The only thing I can complain on would be that I miss a stormtrooper that should stand with his back against you they are there. They just notice the fighting inside the base. I think I will make them dumb and numb unti...  [Read More]
Posted in: The DEMO is out!!!!
 MilesTeg
11-27-2002, 8:17 AM
#12
Originally posted by TIMMAY Out of curiosity, now that you've got the basic structure down for the Mod, will the rest of the mod be easier to make? Yes it will. But we have thought of that before we have given you the release date "summer 200...  [Read More]
Posted in: The DEMO is out!!!!
 MilesTeg
11-27-2002, 8:08 AM
#10
Originally posted by Jeff 42 Great job, guys! I downloaded and played through Secret Base, and despite a few minor problems it really did feel like Dark Forces. The one major difference (besides the improved graphics ;) ) was that this was much much...  [Read More]
Posted in: Compatability
 MilesTeg
11-27-2002, 5:07 PM
#9
Originally posted by Katarn07 I didn't put it into the base directory. And thanks for that tip. I'll be sure to that to play it with the crow. That also changes the weapons too, right? ...and the sounds, and the datapad, and the HUD.... :D...  [Read More]
Posted in: Unofficial: Countdown to Demo!!!
 MilesTeg
11-26-2002, 8:30 PM
#21
ok, first thing: Iґm out of the demo thing... or letґs say it the other way: I wonґt do anything more for the demo itself ;) that means you can start waiting for the demo... now! :D...  [Read More]
Posted in: Dark Forces Mod
 MilesTeg
11-27-2002, 7:51 AM
#6
DF MOD Demo (=this level) is now available for download! Check it out: http://darkforces.jediknightii.net/...  [Read More]
Posted in: jan
 MilesTeg
12-02-2002, 6:35 PM
#43
Originally posted by Katarn07 Do you know if you can script things properly yet? hm... do the guards in secbase walk even if they donґt notice you?...  [Read More]
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