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razorace

Latest Posts

Page: 52 of 133
Posted in: Animation list
 razorace
04-22-2004, 11:08 AM
#2
Well there's some descriptions when they're defined in anim.h of the SDK source code....  [Read More]
Posted in: Bot support in Siege
 razorace
04-19-2004, 5:31 PM
#3
Actually, I am working on it as part of my TAB bot system. I beleive Kurgan discovered a way to have bots in seige but pretty crap since they aren't designed very well, especially for siege....  [Read More]
Posted in: New Animations WIP
 razorace
04-22-2004, 3:51 AM
#11
I think that land recovery should only apply to hard lands. probably any situations where you'd get hurt by the impact. We could probably convert this into a Dodge move that prevents the damage....  [Read More]
Posted in: New Animations WIP
 razorace
04-19-2004, 7:37 PM
#8
Nope. We made our own....  [Read More]
Posted in: New Animations WIP
 razorace
04-19-2004, 5:41 PM
#6
Originally posted by N3G1@ Honestly, you should see what I'm doing, Razorace. I don't hate messing with fingers, so the work is getting really good. I'm still stuck with the stand and the shimmy animation, just because my CPU fried, but now it's ok....  [Read More]
Posted in: New Animations WIP
 razorace
04-19-2004, 2:26 AM
#3
The holster system already kind of does that....  [Read More]
Posted in: New Animations WIP
 razorace
04-18-2004, 6:51 PM
#1
I'm starting a new thread to deal with the technical aspects of what new animations we're doing and how we're going to package them. It looks like we're stuck with downloading the whole humanoid.gla file so I suggest that we have a OJP animations pa...  [Read More]
Posted in: Website is now working! FINALLY!
 razorace
04-19-2004, 5:29 PM
#6
I beleive the lastest versions are on the webspace. They're all linked from the beta tester thread....  [Read More]
Posted in: Website is now working! FINALLY!
 razorace
04-18-2004, 5:55 PM
#4
Well, there's more up-to-date stuff, but it's beta stuff. I suggest we have those on the website as well....  [Read More]
Posted in: JKA-Humanoid animation XSI availible?
 razorace
04-22-2004, 10:55 AM
#2
Nope. We're trying to talk Raven out of them thou....  [Read More]
As far as I can remember, you just need to turn the model in a customizable Player Class. There's a tutorial for that somewhere around here. Try using the search function....  [Read More]
Posted in: Ledge Grabbing
 razorace
04-22-2004, 11:25 AM
#9
http://ojp.jediknight.net/files/screenshots/ledgegrab1.jpg http://ojp.jediknight.net/files/screenshots/ledgegrab2.jpg http://ojp.jediknight.net/files/screenshots/ledgegrab3.jpg...  [Read More]
Posted in: Ledge Grabbing
 razorace
04-19-2004, 7:38 PM
#7
That's an interesting point. We might do that, but I'd like to just get the ledge grab stuff working first. :)...  [Read More]
Posted in: Ledge Grabbing
 razorace
04-18-2004, 6:31 PM
#5
Ok, the OJP website is now operational. I'll try to get some screenshots up of this when I learn how to do that. Secondly, it looks like the animations we got are going to need some tweaking. I'll post about that in the new anims (http://www.lucasfo...  [Read More]
Posted in: Important Issue with OJP/AotC Partnership
 razorace
04-22-2004, 9:44 PM
#33
Of course, that's a definite part of the current deal with the coders. Anyway, it's not really so much of a partnership as it's them just submitting their good stuff to the project when it's "ready". In terms of cooperation, we haven't do...  [Read More]
Posted in: New JKA Anims
 razorace
04-18-2004, 8:00 PM
#66
I suggest we move the technical discussion over to this thread (http://www.lucasforums.com/showthread.php?s=&threadid=127055) on the OJP forums. I've already posted some stuff over there....  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 razorace
04-19-2004, 8:09 AM
#122
oh, I bet I know the problem. All the gameplay code for JKA for the PC is stored in .dlls were are windows only. I'll ask Raven about it....  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 razorace
04-19-2004, 6:25 AM
#118
Way ahead of you. You just need to toggle ojp_saberinvert (or maybe it's ojp_invertsaber) Anyway, there's a cvar for that exact purpose....  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 razorace
04-19-2004, 2:29 AM
#114
hmmm, it's not suppose to do that. Are you sure the code part of the mod is actually running? And all that data is stored in the bot files. Feel free to make the changes and submit them, but I'm too busy to mess with it now. Sorry....  [Read More]
Posted in: OJP: New Animations Project
 razorace
04-19-2004, 2:26 AM
#126
with the holster system it already sort of does that....  [Read More]
Posted in: OJP: New Animations Project
 razorace
04-18-2004, 6:53 PM
#124
Ok, I'm starting a new thread since this thread is pretty bloated. The new thread is here (http://www.lucasforums.com/showthread.php?s=&threadid=127055)....  [Read More]
Posted in: Enhanced WIP: Saber System
 razorace
04-19-2004, 5:53 PM
#75
Uh, I meant the actual manual blocking, not the chances of it happening. Anyway, I agree for the most part, but I think it should be related to how often you're blocking instead of the particular weapon used, except for maybe bolt speed. Personally,...  [Read More]
Posted in: Enhanced WIP: Saber System
 razorace
04-18-2004, 8:14 PM
#72
I'm not exactly sure what is meant by that?...  [Read More]
Posted in: Enhanced WIP: Saber System
 razorace
04-18-2004, 6:23 PM
#70
It's hard enough to hit people with the bolt speeds as is. Slowing them down would make things impossible for gunners....  [Read More]
Posted in: Enhanced WIP: Saber System
 razorace
04-18-2004, 3:20 AM
#68
Sounds good, but how would we handle the manual blocking of saber bolts? I'm not sure people will be able to react fast enough to do it....  [Read More]
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