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Darth_Linux

Latest Posts

Page: 13 of 14
Posted in: Sounds...
 Darth_Linux
09-23-2002, 7:04 PM
#3
the reason why is because it takes quite a bit of time to go through 400 sound files and figure out what they need to be renamed to so that JO uses them automatically. of course that leaves a lot of unused sounds that have to be integrated in some ot...  [Read More]
Posted in: textures
 Darth_Linux
09-23-2002, 7:07 PM
#3
i don't think you'll find an online tutorial on how to be an artist - it seems to come naturally to them. I have the software tools necessary but still can't make anything good with them . . . ....  [Read More]
Posted in: I am really looking forward to the DF Mod
 Darth_Linux
09-23-2002, 3:05 PM
#4
you should share the converter with Primesghost and his team then . . ....  [Read More]
Posted in: I am really looking forward to the DF Mod
 Darth_Linux
09-23-2002, 11:22 AM
#2
thanks for the encouragement. We aren't planning on giving up anytime soon . . . here's a link to the Dark Forces 2 Enhanced project, which is exacty what you were looking for . . . http://www16.brinkster.com/primesghost/...  [Read More]
Posted in: Cinematics
 Darth_Linux
09-23-2002, 3:04 PM
#4
Chrustec, why don't you try putting one together as a sample and if it looks good enough, you can join the team . . ....  [Read More]
Posted in: Cinematics
 Darth_Linux
09-23-2002, 11:25 AM
#2
We are redoing them with the ingame scripting engine. You should get in touch with MilesTeg (info on the team page) and see what tools he uses to do this since I'm not sure about the process....  [Read More]
Posted in: stormtroopers and officers.
 Darth_Linux
09-23-2002, 7:05 PM
#10
I think the dudes with armor (stormies) ought to be tougher to kill than the unarmored guys, but stormies are slower and stupider. so maybe two shots to kill an officer but you need to be fast and have good aim. maybe 4 shots to kill a stormie since...  [Read More]
Posted in: stormtroopers and officers.
 Darth_Linux
09-23-2002, 11:33 AM
#7
I think we should start off having the same number using the exact positioning . . . I doubt it will be a problem unless we exceed the max_model limit, in that case we just spawn things into the map with triggers or use bmodels or something....  [Read More]
Posted in: stormtroopers and officers.
 Darth_Linux
09-22-2002, 2:45 PM
#4
we're using the existing stormies and officers just as they appear in JO....  [Read More]
Posted in: stormtroopers and officers.
 Darth_Linux
09-22-2002, 11:07 AM
#2
in what way??? certainly not in looks . . ....  [Read More]
Posted in: I'm new to this thread . . .
 Darth_Linux
09-22-2002, 2:46 PM
#6
I AM old hehehe ;-)...  [Read More]
Posted in: I'm new to this thread . . .
 Darth_Linux
09-22-2002, 11:09 AM
#4
that's because I already answered this question on the main site and I didn't want to type again ;-)...  [Read More]
Posted in: I'm new to this thread . . .
 Darth_Linux
09-21-2002, 11:51 PM
#2
From http://darkforces.jediknightii.net/about.shtml This project aims to recreate the levels and playing experience of the LucasArts game Dark Forces using the modern 3D engine found in the game Jedi Knight II - Jedi Outcast. We will be re-creating...  [Read More]
Posted in: What about physics and accuracy?
 Darth_Linux
09-23-2002, 11:31 AM
#4
or we could adjust the gravity or cl_speed or z_yaw values so he naturally goes a little higher or faster or farther . . . let's make the map to scale first, and then adjust the physics to make those types of issues workable, rather than try and use...  [Read More]
Posted in: What about physics and accuracy?
 Darth_Linux
09-21-2002, 11:54 PM
#2
I'm kind of in favor of leaving the physics and enemy AI as they appear in Jedi Outcast. You can edit some of the physics like amount of gravity, but you'll never get the "feel" correct so I don't think it's even worth trying - you'll mess...  [Read More]
Posted in: Ambience
 Darth_Linux
09-21-2002, 11:49 PM
#3
It comes down to how much resources we have - if we have an abundance of modelers and skinners than we can have lots of prefabs - if we don't, then we don't, so please send people our way to help out if you know of any mappers, modelers, or skinners!...  [Read More]
Posted in: Could this mod have coop???
 Darth_Linux
09-21-2002, 11:55 PM
#2
Since it will be based upon the Wired Lamp Source, which is inherently Co-op the MOD could be considered a co-op MOD although it will be marketed as a single player mod . . ....  [Read More]
Posted in: Hey hows things coming on
 Darth_Linux
09-21-2002, 11:48 PM
#5
been a slow couple of weeks with some team shrinkage. The WLS source is out so I'll look at that after the demo is released. We have an new internal version of the map that is finally getting polished up so hopefully a couple more weeks and we'll be...  [Read More]
Posted in: cheats.
 Darth_Linux
09-23-2002, 3:06 PM
#7
that doesn't mean you can cheat by summoning a game feature that doesn't exist . . ....  [Read More]
Posted in: cheats.
 Darth_Linux
09-23-2002, 11:26 AM
#5
we now have the source code, so it's very likely that force powers will not even exist, therefore, there is no way to cheat in this fashion...  [Read More]
Posted in: just a thought
 Darth_Linux
09-23-2002, 11:28 AM
#4
where there's ice, there's usually snow, just look at Antarctica!!...  [Read More]
Well, we aim to make it as close to the original as possible. I think it should be addressed though that this is not a total conversion by any stretch - it's simply a modification to Jedi Outcast . . . on enemy placement, we will start out with iden...  [Read More]
Posted in: Moldy Crow
 Darth_Linux
09-16-2002, 12:15 PM
#2
soon . . ....  [Read More]
Posted in: Just some nice words
 Darth_Linux
09-11-2002, 11:25 PM
#2
the gamma problems are actually improperly lit map problems. that map leaked I believe, so it didn't process the light stage - therefore everything is fullbright....  [Read More]
Posted in: About the Enemies..........
 Darth_Linux
09-11-2002, 1:18 AM
#2
it's gonna take some play testing to figure what sorts of balance issues there are in the mod. to start we're just leaving enemies at their default values and seeing how it goes . . ....  [Read More]
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