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razorace

Latest Posts

Page: 27 of 133
Posted in: Idea
 razorace
11-13-2004, 5:14 PM
#6
Yeah, we're stuck with the given max limit given for gentities. The only way to get the number down would be to more efficently pack in the map entities....  [Read More]
Posted in: Stunpass.jpg image/shader help requested -.-
 razorace
11-12-2004, 10:07 PM
#2
http://www.qeradiant.com/manual/Q3AShader_Manual/...  [Read More]
Posted in: Disable enemy AI?
 razorace
11-11-2004, 5:50 PM
#2
try "/notarget"....  [Read More]
Posted in: WIP: Guri for SOTE
 razorace
11-10-2004, 5:12 PM
#2
Check out the icarus scripts sources in the first SDK release. As for the actual problem, I think you'll have to alter the "kyle_boss" NPC to fit your needs....  [Read More]
Posted in: Terminator Mod
 razorace
11-10-2004, 8:31 AM
#2
The coding forum is not for recruiting. Please use the editting requests forum....  [Read More]
Posted in: ROF Files...
 razorace
11-12-2004, 4:37 PM
#2
They basically create a movement route for an entity, usually for cameras and map objects (like a space ship landing). I don't know how to create them. But they're a basic Quake 3 feature so I assume there's a tutorial out there somewhere....  [Read More]
Posted in: Siege question (map warps)
 razorace
11-08-2004, 6:32 PM
#2
mp/siege_hoth mp/siege_korriban mp/siege_desert ....I think......  [Read More]
Posted in: Star Wars and Half Life 2
 razorace
11-11-2004, 12:40 PM
#24
It runs fine on my system. At least when I'm running it outside of debugger mode. (Debugger mode slows the game down and it can get bad in DF's maps). Anyway, if people are complianing, we could set up the maps like the JKA maps where the NPCs only...  [Read More]
Posted in: Star Wars and Half Life 2
 razorace
11-10-2004, 3:21 PM
#22
Its not like a conventional shooter, the game worlds feel like they are living and breathing, anything can be recreated as if it was real with extreme precision, the actual physics engine supposedly holds the answer to the "grand unified" t...  [Read More]
Posted in: Star Wars and Half Life 2
 razorace
11-09-2004, 6:57 PM
#17
I don't think you understand the point. There's always a new engine just around the corner. There's always going to be people moving on to the next big ____ game. Plus, while the basis for the Q3 engine was developed 5 years ago, it's been updated r...  [Read More]
Posted in: Star Wars and Half Life 2
 razorace
11-07-2004, 9:44 PM
#8
Yeah, mods that are planned. Talk is cheap, especially when it comes to modding....  [Read More]
Posted in: Star Wars and Half Life 2
 razorace
11-07-2004, 12:15 PM
#5
Exactly, starting from scratch is much harder than jumping off a starting point....  [Read More]
Posted in: Star Wars and Half Life 2
 razorace
11-07-2004, 1:07 AM
#2
Well, the SOURCE engine is a totally unproven engine and the SDK isn't even out yet....  [Read More]
Posted in: Changing a preexisting Animation
 razorace
11-05-2004, 2:37 PM
#2
use modview to determine which one of the stance animations is the melee idle....  [Read More]
Posted in: The Announcer sound bugs
 razorace
11-05-2004, 7:10 PM
#6
Well, you're going to have to ask Hex then. I don't know the specifics on how to fix the issues....  [Read More]
Posted in: The Announcer sound bugs
 razorace
11-05-2004, 3:20 PM
#4
What does that have to do with the announcer voice?...  [Read More]
Posted in: The Announcer sound bugs
 razorace
11-03-2004, 7:04 PM
#2
Fix what?...  [Read More]
Posted in: Jedi Academy translation
 razorace
11-02-2004, 1:12 PM
#2
I honestly don't know if we can do that....  [Read More]
Posted in: Shader problems
 razorace
11-06-2004, 9:46 PM
#8
I imagine. http://www.qeradiant.com/manual/Q3AShader_Manual/...  [Read More]
Posted in: Shader problems
 razorace
11-06-2004, 1:00 PM
#5
Hmmm, interesting. My guess is that it does that even when the shader is normally in place. I just don't see any other references to that shader in the code....  [Read More]
Posted in: Shader problems
 razorace
11-02-2004, 11:09 AM
#2
what's the exact name of the shader you changed?...  [Read More]
Posted in: SP Model Scaling in JA
 razorace
11-08-2004, 7:30 PM
#3
NPC files only affect NPCs. But you could try adding that stuff to the autoexec.cfg and see if that works....  [Read More]
Posted in: Gift to the DF2E Team
 razorace
11-01-2004, 4:52 PM
#17
That all should be doable....  [Read More]
Posted in: Gift to the DF2E Team
 razorace
10-31-2004, 8:36 PM
#15
Well, it depends on what you're planning on doing. You could technically rewrite the whole game to operate just like JK1 but I don't really see why you'd want to do that. The JKA saber system is far suprior and the NPC code is probably better as we...  [Read More]
Posted in: Would the whip, work as a ball + chain?
 razorace
11-11-2004, 2:47 PM
#8
I suppose it could....  [Read More]
Page: 27 of 133