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razorace

Latest Posts

Page: 29 of 133
Posted in: hey fewls
 razorace
10-26-2004, 1:46 PM
#2
The coding forum isn't for news about releases....  [Read More]
Posted in: S_FindName: empty name
 razorace
10-25-2004, 6:22 PM
#5
This sounds familar. Maybe it's the Stormtrooper bug that Phunk and Ayzmn were having problems with....  [Read More]
Posted in: Installing Files from inside .pk3
 razorace
10-24-2004, 2:08 PM
#1
As part of creating a CoOp gametype for OJP, I'm also doing the the JKO maps as well. However, to keep the powers at be happy about copyright issues, I'm going to require the JKO cd to install all the nessicary files. However, to do this, I'm going...  [Read More]
Posted in: the_academy.bsp
 razorace
10-23-2004, 10:00 AM
#2
download the what?...  [Read More]
Posted in: Cultist Destroyer?
 razorace
10-23-2004, 11:00 AM
#9
Ok dokie. Let me know how it turns out. Getting a dedicated effect for the destroyer would be great....  [Read More]
Posted in: Cultist Destroyer?
 razorace
10-22-2004, 2:46 PM
#7
According to the code it's "force/destruction_exp", and I don't immediately see it in the effects folder so I assume it was cut from the final product. However, I should note that the effect is supposed to precashe and be used so it shoul...  [Read More]
Posted in: Cultist Destroyer?
 razorace
10-22-2004, 8:27 AM
#5
It probably just means that the effects aren't be precashed for those particular NPC classes....  [Read More]
Posted in: Cultist Destroyer?
 razorace
10-21-2004, 11:40 AM
#3
Probably, the code uses BOTH_FORCE_RAGE but that animation could have been a more dedicated version of that....  [Read More]
Posted in: Cultist Destroyer?
 razorace
10-21-2004, 2:02 AM
#1
I've been digging thru the SP AI code while implimenting the code for OJP CoOp. Anyway, I've come across what appears to be a unused NPC "class" that seems to be functional. It's the Cultist Destroyer, a reborn cultist who blindly charge...  [Read More]
Posted in: JKA community is dying (oh! the nostalgia!)
 razorace
10-21-2004, 10:46 AM
#18
Originally posted by Nuke Sry to bring you this uncomfortable news, but JKA just died ^^ The point is there will be no improvements, bugs will not be removed. Since there where no good players in US anyway, there will be no quits of good players....  [Read More]
Posted in: JKA community is dying (oh! the nostalgia!)
 razorace
10-21-2004, 1:06 AM
#2
Man, we've gotten at least one "JKA is dieing" post a week since the month after the game came out. Games get old, so...yeah, JKA is going to be losing players over time. However, since JKA is still quite unique in the gaming universe, I d...  [Read More]
Posted in: Weather code in JA
 razorace
10-21-2004, 1:08 AM
#4
As far as I know, I think Aotc TC is the only mod that has done much with the weather code....  [Read More]
Posted in: Problems playing JO in JA
 razorace
10-25-2004, 12:48 PM
#16
Well, I haven't been able to run the first or second levels but thats probably because I'm trying to get them to work in MP....  [Read More]
Posted in: Problems playing JO in JA
 razorace
10-24-2004, 11:08 PM
#14
Well, it works now. Weird....  [Read More]
Posted in: Problems playing JO in JA
 razorace
10-24-2004, 10:19 PM
#13
Well, I tried that, but it causes an assload of problems including breaking the animation system. Maybe I did it wrong. I'll give it another shot....  [Read More]
Posted in: Problems playing JO in JA
 razorace
10-24-2004, 1:10 PM
#10
Actually, I'm working on the same project for OJP as part of the CoOp gametype. Exactly what have you done so far? Are you making sure to only grab the files needed for the maps so that they don't conflict with JKA's files?...  [Read More]
Posted in: Request: Linux port of current Basic
 razorace
10-18-2004, 7:05 PM
#20
Well, I've added CTF support to the Tabbots. They need more tweaking but they work for the moment. Anyway, as for the cl error, I have no idea. Unfortunately, I don't have two legal copies with which to test it....  [Read More]
Posted in: Co-Op Gametype Progress
 razorace
10-21-2004, 8:50 PM
#48
Well, I don't think that's much of an issue since by the nature of respawning the players are pretty much sure to win anything....  [Read More]
Posted in: Co-Op Gametype Progress
 razorace
10-21-2004, 6:58 PM
#46
uh, what do you mean?...  [Read More]
Posted in: Co-Op Gametype Progress
 razorace
10-21-2004, 3:13 PM
#44
Just making it possible to add addition spawn points is easy. The checkpoint system already does that. However, such points would only last as long as the game is on hat map. The only issue I see is that people might cause problems by trying to spa...  [Read More]
Posted in: Co-Op Gametype Progress
 razorace
10-21-2004, 2:52 PM
#42
hhmmm, an interesting point but I don't think it's much of an issue. Implimenting a full save system would be a huge pain in the ass to do and I don't see that many people caring about it. There's really no need for it when you just respawn and you...  [Read More]
Posted in: Co-Op Gametype Progress
 razorace
10-21-2004, 10:34 AM
#40
hmmm, it's an interesting idea. I like the idea of being able to manually create a spawn point, since sometimes the checkpoints aren't well placed. However, I don't think we can "save" the player's health, weapons, etc without totally un...  [Read More]
Posted in: Co-Op Gametype Progress
 razorace
10-20-2004, 9:59 PM
#38
That's my feelings as well. I should note that I've set up the autosave points to act as progressing spawn points and dead bots stay dead when you kill them, so when you die you just have to trot back from the lastest map checkpoint....  [Read More]
Posted in: Co-Op Gametype Progress
 razorace
10-20-2004, 5:33 PM
#36
No such luck, sorry. However, I think it makes the game quite a bit more difficult since you can't quicksave/load thru difficult sections....  [Read More]
All you have to do is compile your public releases in "final" configuration instead of "debug" mode....  [Read More]
Page: 29 of 133