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Darth_Linux

Latest Posts

Page: 14 of 14
Posted in: Darth_Linux...
 Darth_Linux
09-10-2002, 11:03 AM
#2
yeah , I'm all ears . . . . we don't use the MP code yet though so for now, we just write a map script that turns off the force powers. Give me a filename and line number to look for and I'll see if I can gather what you are doing to disable it if yo...  [Read More]
Posted in: Some thoughts...
 Darth_Linux
09-09-2002, 11:25 AM
#2
Originally posted by SotE_Xizor1 Are you going to make the sewage in the levels and the water in the levels walk in only like the original game, or will you be able to swim? it depends really on how we get things to work. those tubes could be tric...  [Read More]
Posted in: Imperial officer
 Darth_Linux
09-08-2002, 7:57 PM
#2
we're using the ones included with JO, so disk space isn't an issue - they are already on your drive!...  [Read More]
Posted in: Kyle Model!!!!!!!!!!
 Darth_Linux
09-09-2002, 11:14 AM
#6
no worries ;-)...  [Read More]
Posted in: Kyle Model!!!!!!!!!!
 Darth_Linux
09-08-2002, 7:58 PM
#4
Originally posted by Fanboy_Solo Actually, there is dismemberment in DF2. Many's the time I've sliced off the arms of troopers and Gran. Yeah, but he isn't asking about DF2 . . ....  [Read More]
Posted in: Just some basic BS
 Darth_Linux
09-10-2002, 5:12 PM
#5
hehe - cool story though. The name of the monster is "Dianoga" and it will be done, somehow . . ....  [Read More]
Posted in: demo level
 Darth_Linux
09-08-2002, 8:00 PM
#8
you can't spawn a model that isn't included in the distribution. . . ....  [Read More]
Posted in: demo level
 Darth_Linux
09-08-2002, 10:57 AM
#6
Originally posted by Steg yeh cheating for the light saber might b fun but i tell u it will b a whole lot more fun 2 spawn DTs into the level! :D (when it is released) Steg you won't be able to do that in the demo . . ....  [Read More]
Posted in: demo level
 Darth_Linux
09-06-2002, 8:51 PM
#3
its the secret base the stowaway level was begun early in the project before we had figured out exactly how to approach the demo...  [Read More]
Posted in: A fairly dumb question
 Darth_Linux
09-06-2002, 11:27 AM
#3
we are going to disallow the lightsaber through the map scripts except for one easter egg, which I won't go into any further lest it spoil the fun, but that doesn't prevent someone from cheating and spawing it into the game. I think it would be best...  [Read More]
Posted in: Foxy Lady
 Darth_Linux
09-06-2002, 1:21 AM
#2
not really . . . here's why all models, maps, textures and art work are "original works". We do not break any copyright infringements with our work because it is solely our creation. the only thing we are borrowing from DF is the sounds a...  [Read More]
Posted in: JKII Code Language
 Darth_Linux
09-08-2002, 11:01 AM
#4
VB is used mostly for programming Windows like spreadsheets, word processors, irc apps, ftp clients, and so on. It's a common tool set to quickly get an app off the ground. C++ is used for more advanced applications like 3d engines . . . . you could...  [Read More]
Posted in: JKII Code Language
 Darth_Linux
09-05-2002, 10:37 AM
#2
The client, server and ui code is all C++. YOu can compile it to a native gamesx86.dll, or into cross platform bytecode qvm (quake virtual machine) that work on any OS. But the code is strictly c++...  [Read More]
Posted in: Any Update on the Wired Lamp SDK?
 Darth_Linux
09-06-2002, 8:53 PM
#12
The mod will probably be released as a main game archive with two optional archives, one for cutscenes and one for music, since we calculate the cutscenes to be over 100 MB and the music will probably be that large as well, so to avoid having people...  [Read More]
Posted in: Any Update on the Wired Lamp SDK?
 Darth_Linux
09-06-2002, 1:14 AM
#9
yes I"ll make weapons and shield values correct. I doubt we'll do "lives" though since the whole reason there were lives in the first place is becase DF didn't have a save feature mid-level. Now that with JO you can save and restore wh...  [Read More]
Posted in: Any Update on the Wired Lamp SDK?
 Darth_Linux
09-05-2002, 4:25 PM
#7
the HUD will be a cross between Dark Forces and Jedi KNight 2 and I think the new artwork looks great so hopefully you will too ;-)...  [Read More]
Posted in: Any Update on the Wired Lamp SDK?
 Darth_Linux
09-05-2002, 10:39 AM
#4
me at first, and hopefully I'll recruit some help since I mainly know Quake C, which is a dumbed down version of C. I can modify existing things pretty good but if I had to write some new AI from scratch, I probably couldn't do it, so I'll be looking...  [Read More]
Posted in: Any Update on the Wired Lamp SDK?
 Darth_Linux
09-04-2002, 10:57 PM
#2
We got an email from WLS that said they'd be releasing the code theyve done so far so that mods like us can make new SP maps using the MP binary, so I think we are good to go. We just have to wait for the release . . . hopefully it includes full sour...  [Read More]
Posted in: Welcome everyone
 Darth_Linux
09-04-2002, 11:07 AM
#1
Welcome to the Dark Forces MOD's Public Forums. Post away!!...  [Read More]
Posted in: Is JK2 dead/dying? (merged)
 Darth_Linux
08-29-2002, 2:59 PM
#35
The Dark Forces MOD demo is due out in a little more than a month . . . don't give up on JK2 yet . . ....  [Read More]
Posted in: JK2 editing tools crash
 Darth_Linux
08-27-2002, 1:29 PM
#13
it's prolly looking in a non-existant quake3 directory. I'd try sof2map again, but this time close everysingle application but the dos window you launch the command from. close all systray apps, stop all non essential services - give sof2map as much...  [Read More]
Posted in: JK2 editing tools crash
 Darth_Linux
08-26-2002, 3:54 AM
#5
in my experience, unspecified error means there is a texture listed in one of the shaders or the map file itself that is invalid and it can't find the image . . . see if you can compile one of the JO map files that is included with the tools and see...  [Read More]
Posted in: Making a 8 bit bmp for gensurf?
 Darth_Linux
08-20-2002, 11:24 AM
#20
to do 8bit in Photoshop, you may want to look for a command along the lines of "palette > indexed". then it will prompt you for an 8 bit pallete. From that point load your games 8bit pallete, or if the game doesn't have one, choose "...  [Read More]
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