Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

razorace

Latest Posts

Page: 39 of 133
Posted in: questions galore
 razorace
07-11-2004, 5:30 AM
#5
*shameless plug*...  [Read More]
Posted in: questions galore
 razorace
07-11-2004, 1:16 AM
#2
1. Nope, at least not without doing some coding. But you can use g_forceregentime to speed up the force regeneration to compensate. 2. Which wall flip are you referring too? And, yes, the MP roll code is a bit weird. 3. It's different code for SP a...  [Read More]
Posted in: RGB Saber Colors
 razorace
07-08-2004, 9:24 PM
#4
Yes, it can. I think that's in the documentation somewhere....  [Read More]
Posted in: RGB Saber Colors
 razorace
07-08-2004, 3:13 PM
#2
It's in there. I'm not sure why you haven't found it. It's just additional stuff in the saber selection menu....  [Read More]
Posted in: SinglePlayer (Custom models)
 razorace
07-11-2004, 1:13 AM
#2
Yep, it's not difficult to do. Heck, I did it with zero skinning experience. All you have to do is create the nessisary additional skin files and a playermodel.txt. You can find good examples on how to by just checking out the model directories for t...  [Read More]
Posted in: Hosting Problems
 razorace
07-07-2004, 8:54 PM
#6
Originally posted by Threepsnud I call upon you fine members of the Jedi Academy High Council's knowledge of the internet, as I have to open the ports for Jedi Academy to host games. But I have tried looking everywhere, and cannot work out how to op...  [Read More]
Posted in: Hosting Problems
 razorace
07-07-2004, 8:01 AM
#2
My guess is that you have a firewall or router thats blocking the nessisary ports. Lucasarts' tech support page lists the ports you need to unblock....  [Read More]
Posted in: Problem: Rebel Pilots and TrueView
 razorace
07-05-2004, 11:42 PM
#4
Sorry, but it looks like Raven screwed up and didn't include the standard tag surfaces that True View uses to set the camera position. It looks like I might be able to fix it by adding some additional code. I'll add it to my list but I consider it a...  [Read More]
Posted in: Problem: Rebel Pilots and TrueView
 razorace
07-05-2004, 9:55 PM
#2
Please post the exact error message....  [Read More]
Found them. They had gotten moved when I had reinstalled JKA. Thanks for the help. Anyway, the reason why there's 2 executables is because it's easier for them to do scripting stuff if they only have to code it for single player (where there's only...  [Read More]
Thank you, that looks like a good resource. However, it doesn't have the information for the particular entities I'm looking for....  [Read More]
In case you want an idea of what sort of information I'm looking for, here's an example: /*QUAKED func_breakable (0 .8 .5) ? INVINCIBLE IMPACT CRUSHER THIN SABERONLY HEAVY_WEAP USE_NOT_BREAK PLAYER_USE NO_EXPLOSION INVINCIBLE - can only be broken by...  [Read More]
Like the title states, I'm working on a true Co-Op gametype for OJP and I could use some help. Namely, I need some more data on how some of the map entities work so I can replicate their functions in MP. The ones I need info for so far are: Misc_Mo...  [Read More]
Posted in: TCK Model Scaling & OJP Enhanced
 razorace
07-09-2004, 9:10 PM
#14
Yeah, I know, I'm a bit iffy on that myself. However, I imagine that a lot of people that play the Basic package would still want scaling to be included. I'm guessing that we could make it a cvar and call that a compromise....  [Read More]
Posted in: TCK Model Scaling & OJP Enhanced
 razorace
07-08-2004, 9:42 PM
#11
Uh, as it states in the readme, everything that goes into Basic goes into Enhanced....  [Read More]
Posted in: TCK Model Scaling & OJP Enhanced
 razorace
07-08-2004, 3:11 PM
#9
I'm guessing Basic....  [Read More]
Posted in: TCK Model Scaling & OJP Enhanced
 razorace
07-04-2004, 10:51 PM
#6
Never said it would hurt the package at all. In fact, I think it would be a nice addition. However, I personally don't feel that it's high up on my things-to-add list....  [Read More]
Posted in: TCK Model Scaling & OJP Enhanced
 razorace
07-04-2004, 3:17 PM
#4
I could, but I gotta have priorties. If I coded everything that everyone asked for, I'd never have any time to work on good stuff....  [Read More]
Posted in: TCK Model Scaling & OJP Enhanced
 razorace
07-04-2004, 4:45 AM
#2
The only reason it hasn't been done is because noone has been interested in implimenting it....  [Read More]
Posted in: How to make a video/demo/avi of in-game mp footage
 razorace
07-05-2004, 12:18 AM
#2
with or without sound?...  [Read More]
Posted in: Xmod 2.7.0 :: Released today
 razorace
07-05-2004, 3:03 AM
#84
Maybe because she's fast enough for you, old man?...  [Read More]
Posted in: Can player models with animation be used in menu's?
 razorace
07-07-2004, 12:07 AM
#8
It wasn't really an insult. I was just pointing out that there really was no reason to plug your mod in this thread since seeing screenshots of your mod doesn't really help the askee....  [Read More]
*shameless plug*...  [Read More]
Posted in: "Ready" movie style sabers...
 razorace
07-11-2004, 12:28 PM
#13
No, the actual blade graphic. It's too grainy or something on the outer edge so it ends up looking very static ingame. Especially with dynamic glow off....  [Read More]
Posted in: "Ready" movie style sabers...
 razorace
07-10-2004, 12:25 PM
#11
Yeah, like I stated early, I think the outer glow graphic needs to be fixed. After that, I'd love to port it in. Especially with the Co-Op mode coming online....  [Read More]
Page: 39 of 133