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razorace

Latest Posts

Page: 26 of 133
Posted in: misc_turret & misc_G2turret
 razorace
11-20-2004, 1:46 AM
#2
misc_turret: models/map_objects/hoth/turret_bottom.md3 - bottom of turret models/map_objects/hoth/turret_base.md3 - top of turret misc_turretG2: models/map_objects/imp_mine/turret_canon.glm - standard turret model models/map_objects/imp_mine/turret_...  [Read More]
Posted in: Wanting to write a particular script-need help!!!
 razorace
11-20-2004, 8:31 AM
#5
It has to be an ICARUS script. It's not possible any other way according to the source code. My guess is that the file is just in compiled form in the map's .pk3. Secondly, it should be "player" instead of "kyle". Finally, you g...  [Read More]
Posted in: Wanting to write a particular script-need help!!!
 razorace
11-20-2004, 1:37 AM
#2
The default setting for maps is to have the player spawn with the lightsaber. All you have to do to revert to that is to remove the icarus stripting that changes a weapon settings on the player. Refer to the icarus documentation found in the SDK....  [Read More]
Posted in: Cloaked Saboteur skin.
 razorace
11-19-2004, 9:00 AM
#5
The cloaked saboteur effect isn't a skin, its a shader/code effect. I suppose it might be possible to impliment the cloak shader another skin (by altering the shader settings for those textures), but I don't think the results would be very good. The...  [Read More]
Posted in: Cloaked Saboteur skin.
 razorace
11-19-2004, 7:08 AM
#3
The cloaking effect is a shader/code effect. It's not really something you can just type in a cheat code for, at least not without a cheat code....  [Read More]
Posted in: Parsing a file ...
 razorace
11-20-2004, 8:42 AM
#2
Check out one of the many parsing functions used by the game to load in data. I typically use the siege parsing code for my stuff....  [Read More]
Posted in: Even better idea
 razorace
11-18-2004, 3:39 PM
#2
Well, personally, I think we should focus on getting the original game cloned before adding extras....  [Read More]
Posted in: Text Output in HUD
 razorace
11-20-2004, 7:35 AM
#8
Yeah, but you're using two constant values for inputs onto the va. I beleive the easiest way to check this is to see what's in creditStr before the UI_DrawScaledProportionalString is called....  [Read More]
Posted in: Text Output in HUD
 razorace
11-19-2004, 10:45 AM
#6
Err, I've never seen va used with static varibles for input like that....  [Read More]
Posted in: Text Output in HUD
 razorace
11-18-2004, 10:13 AM
#4
hmmm. Well, my guess is that va doesn't like it when you use unnessisary alases for testing like that. You got a debugger?...  [Read More]
Posted in: Text Output in HUD
 razorace
11-18-2004, 8:50 AM
#2
The problem is definately with how you implimented persistant[PERS_CREDITS]);. You're going to have to detail what you did....  [Read More]
Posted in: Jedi Academy on Gentoo Linux 2004.3
 razorace
11-18-2004, 8:48 AM
#3
You mean run the actual game or the dedicated server?...  [Read More]
Posted in: coding question
 razorace
11-17-2004, 8:28 AM
#4
I thought you could use it if you use cheat codes and become boba fett?...  [Read More]
Posted in: coding question
 razorace
11-16-2004, 4:28 PM
#2
Well, you might be able to do it by creating a special autoexec.cfg for the game....  [Read More]
Posted in: Compile tool
 razorace
11-16-2004, 3:30 PM
#5
GCC is for Linux. You want a windows compiler as far as I know....  [Read More]
Posted in: Time to move on for me.
 razorace
11-17-2004, 4:42 PM
#6
Good luck on your future projects....  [Read More]
Posted in: Mandalorian NPC-player side
 razorace
11-13-2004, 7:06 PM
#6
Well, actually, I'm working on a CoOp mod so we can get the SP maps to act like the SP game while running the MP engine/code. As for the Boba NPC class, it's hardcoded to attack players as far as I know....  [Read More]
Posted in: Q3 Engine Game Bugs / JA bugs
 razorace
11-20-2004, 7:33 AM
#13
Ahh, I've actually noticed that bug. Thanks for the fix!...  [Read More]
Posted in: Q3 Engine Game Bugs / JA bugs
 razorace
11-16-2004, 3:29 PM
#9
My bad. Remove the "const" from the define. EDIT: The code in the above post has been fixed to remove that problem....  [Read More]
Posted in: Q3 Engine Game Bugs / JA bugs
 razorace
11-15-2004, 9:12 PM
#7
The error is due to C not liking you initizing your vec3_ts and similar data thingys when you define them. Do the following to fix this: cg_players.c, CG_Player() const unsigned char savRGBA[3] = ; => unsigned char savRGBA[3]; savRGBA[0] = legs....  [Read More]
Posted in: Q3 Engine Game Bugs / JA bugs
 razorace
11-13-2004, 6:08 PM
#2
Just compiling your code with the "Final" Compile configuration removes the issue with the debug commands being availible to players....  [Read More]
Posted in: Idea
 razorace
11-15-2004, 5:33 AM
#10
You don't just have to kill the NPCs, you have to let their bodies disappear. The problem is that there's a limit on the maximum possible number of entities (lights, door switches, NPCs, etc) on the map. Talay is literally very close to that limit...  [Read More]
Posted in: Increasing Health and Shields
 razorace
11-13-2004, 6:59 PM
#2
For what sort of project?...  [Read More]
Posted in: Stunpass.jpg image/shader help requested -.-
 razorace
11-13-2004, 7:12 PM
#4
You are welcome....  [Read More]
Posted in: Supporting OJP
 razorace
11-19-2004, 7:05 AM
#4
Uh, ok. I think Keshire has already created a new/improved animation set, it just hasn't been implimented yet. I suggest you coordinate with him....  [Read More]
Page: 26 of 133