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razorace

Latest Posts

Page: 24 of 133
Posted in: Vader breath sound loop
 razorace
12-07-2004, 9:18 AM
#9
Yeah, I've already dumped thousands of lines of code on it already. But it's getting there. A lot of the maps are at least playable at this point. I've never heard of that problem before. Is it a problem whenever the object is script rotated, or jus...  [Read More]
Posted in: Vader breath sound loop
 razorace
12-06-2004, 9:30 PM
#7
Actually it's a code modification, not a map. It's just setting up the system to get things to run on the defualt SP maps and the maps of the Dark Forces mod. Basically, the players just battle thru the map(s) against the NPCs, just like in SP, obje...  [Read More]
Posted in: Vader breath sound loop
 razorace
12-06-2004, 1:55 PM
#5
Yeah, that's why I'm working on getting the SP maps to run like the SP game in MP. Made great progress so far....  [Read More]
Posted in: Vader breath sound loop
 razorace
12-05-2004, 9:19 PM
#3
OJP's animevent code lets you be able to do that for your MP NPCs. If you're asking for an SP solution, I can't help you....  [Read More]
Posted in: Episode 1 Project JA (need lots of people)
 razorace
11-29-2004, 1:31 PM
#4
I believe the jkmods.com are already doing a Episode 1 mod....  [Read More]
Posted in: Stop the Bad SW games! Bring back MOTS?
 razorace
12-03-2004, 11:46 PM
#19
I agree. I'm more looking forward to this game than I was for Battlefront....  [Read More]
Posted in: Stop the Bad SW games! Bring back MOTS?
 razorace
12-03-2004, 7:19 PM
#17
Originally posted by MikeGunther1969 From the looks of the game trailers, the Episode III game will probably have the improved saber system everyone is looking for. A lot of the saber fighting was done with motion capture featuring Nick Gillard and...  [Read More]
Posted in: Stop the Bad SW games! Bring back MOTS?
 razorace
11-29-2004, 4:56 PM
#13
Well, I has referring to the difference between the blaster damage between MP and SP. In SP, the stormtroopers seem to go down in about 2-4 shots....  [Read More]
Posted in: Stop the Bad SW games! Bring back MOTS?
 razorace
11-29-2004, 6:26 AM
#8
Exactly. Designing a better saber system isn't easy. It'd do more damage to poke someone with a stick than pound a dozen shots from an E-11 into them in this game. No kidding. You gotta shot a standard stormtrooper NPC like 4-6 times to kill them....  [Read More]
Posted in: New Force Speed
 razorace
11-28-2004, 6:24 PM
#2
I'm sure it's possible, you'd just have to do a lot of coding work to get it to work....  [Read More]
Posted in: Happy Turkey Day!!!
 razorace
11-26-2004, 1:15 PM
#2
Thanks Tinny. Happy Turkey Day to you as well....  [Read More]
Posted in: Bitrate
 razorace
11-30-2004, 11:36 AM
#13
This will only change the initial weapons for spawning players....  [Read More]
Posted in: Bitrate
 razorace
11-29-2004, 7:20 AM
#9
Ok, well, that's fairly easy. You'll need to have clientspawn set the client->ps.stats[STAT_WEAPONS] to the value of your cvar. something like "self->client->ps.stats[STAT_WEAPONS] = yourcvar.integer;" Note: There is other code i...  [Read More]
Posted in: Bitrate
 razorace
11-28-2004, 6:22 PM
#7
What do you mean by "allowed admins commands"? Exactly what are you trying to do?...  [Read More]
Posted in: Bitrate
 razorace
11-27-2004, 7:59 AM
#5
Uh, in bg_weapons.h, right at the top....  [Read More]
Posted in: Bitrate
 razorace
11-26-2004, 2:23 PM
#3
Yep, you got it. however, it's a bit easier if you just use the predefined macros for the weapon bits instead of doing it manually. IE use something like.. NPC->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SABER); NPC->client->ps.s...  [Read More]
Posted in: making a server error (VM Failure) - JA
 razorace
11-25-2004, 6:28 PM
#6
try patching to 1.01...  [Read More]
Posted in: making a server error (VM Failure) - JA
 razorace
11-24-2004, 7:27 PM
#4
it means it can't load the game's dlls. It probably means that your install is corrupted. Which system are you trying to run this on?...  [Read More]
Posted in: Two questions
 razorace
11-25-2004, 9:02 AM
#6
You'll need to add that somewhere to the clientspawn function in g_client.c...  [Read More]
Posted in: Republic Commando MOD in Jedi Academy
 razorace
11-27-2004, 3:06 PM
#13
Well, you can't go wrong with CoOp. :)...  [Read More]
Posted in: Republic Commando MOD in Jedi Academy
 razorace
11-27-2004, 6:54 AM
#11
That remains to be seen. I don't really know how well CoOp will be supported by the JKA mapping community....  [Read More]
Posted in: Republic Commando MOD in Jedi Academy
 razorace
11-26-2004, 8:31 AM
#8
CoOp = co-operative, as in you have multiple human players fighting together to complete the game/campaign....  [Read More]
Posted in: Republic Commando MOD in Jedi Academy
 razorace
11-25-2004, 8:08 AM
#6
So what are you making this as? A SP campaign? Would you be interesting in making it CoOp?...  [Read More]
Posted in: Q3 Engine Game Bugs / JA bugs
 razorace
12-05-2004, 12:07 PM
#28
You only have to do it once and after that updates are a two click process. OJP's SDK changes about daily....  [Read More]
Posted in: Q3 Engine Game Bugs / JA bugs
 razorace
11-27-2004, 9:51 PM
#26
Well, our repository server was down yesterday. I suggest you try again today....  [Read More]
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