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razorace

Latest Posts

Page: 54 of 133
Posted in: Art of the Saber film
 razorace
04-12-2004, 2:22 AM
#2
I've already seen it and I really don't see the point of posting a big thread pointing it out. I'll leave the thread open but I'm changing the title to reflect its purpose....  [Read More]
Posted in: dodging ability
 razorace
04-12-2004, 6:02 PM
#4
probably never....  [Read More]
Posted in: dodging ability
 razorace
04-12-2004, 6:42 AM
#2
Uh, I think having Force Seeing turned on might help. The NPC's ability to dodge like that is hardcoded just like your ability to dodge. However, since we don't have access to the JKA SP code, we can't alter that behavior....  [Read More]
Posted in: help with load up mod code
 razorace
04-11-2004, 2:35 AM
#4
No, it's just your phrasing that confused me. So, you're asking where in the menu files is the command to start the game?...  [Read More]
Posted in: help with load up mod code
 razorace
04-10-2004, 2:56 AM
#2
wha?...  [Read More]
Posted in: Various Things...
 razorace
04-12-2004, 7:46 AM
#4
You're overestimating the level of interaction between the client and the server. The only things that are sent from the client are commands, cvar data, and the input packet that's created by the client game engine. The server sends the client an up...  [Read More]
Posted in: The Official ICC Makefile for JKA's SDK
 razorace
04-10-2004, 6:44 PM
#6
Well, the push bug is a bug in the code that Raven didn't fix for the original SDK. Remember that that's just a logic bug associated with different rand max defines. However, that is the only problem that I'm aware of. Everything else should compile...  [Read More]
Posted in: The Official ICC Makefile for JKA's SDK
 razorace
04-10-2004, 3:37 AM
#4
Exactly. And the source of that rumor is straight from Raven. I tend to beleive them, especially when they did it for the Asteriods code as well....  [Read More]
Posted in: The Official ICC Makefile for JKA's SDK
 razorace
04-08-2004, 1:26 AM
#1
That's right ladies, I just got the ICC makefile directly from the dude that did the linux compiles for Raven. I hope this helps everyone. Attachced... Just replace the makefile in the codemp/unix directory, and run make release to build a final rel...  [Read More]
Posted in: Blaster,fire (READ)! plz
 razorace
04-08-2004, 2:52 AM
#4
It's one of the source files. And I don't know where exactly the define is. I thought you said you were going to make a code mod for this?...  [Read More]
Posted in: Blaster,fire (READ)! plz
 razorace
04-08-2004, 12:21 AM
#2
I beleive it's just one of the defines in g_weapon.c....  [Read More]
Posted in: Block Coverage Discussion
 razorace
04-08-2004, 5:26 AM
#10
Get back to work! :D...  [Read More]
Posted in: Crashes! Constant crashes on server!
 razorace
04-08-2004, 1:23 AM
#3
What happens when you run the game in debug mode with your compiler?...  [Read More]
Posted in: Double-Guns
 razorace
04-08-2004, 2:53 AM
#5
Nope. We can't make it for SP without the SP source code. And ask your question in the model editting forum....  [Read More]
Posted in: Double-Guns
 razorace
04-08-2004, 12:22 AM
#3
I beleive Movie Battles 2 will have it as well. Have you AotC TC boys already coded it?...  [Read More]
Posted in: Brain Storming new weapon type
 razorace
04-08-2004, 6:02 PM
#10
Almost anything is possible, it's just a matter of how much time you're willing to put into it. Unfortunately, I beleive to get any sort of whip/ball-chain weapon like you're suggesting would take a LOT of work to do. The amount of work is beyond w...  [Read More]
Posted in: Important Issue with OJP/AotC Partnership
 razorace
04-08-2004, 11:28 PM
#26
So this is how you define working together? We broke off the partnership like over a week ago and I don't think I've even spoken with you since then. We are kind of - sort of cooperating with the AotC TC coders but the contact is minimal and nothing...  [Read More]
Posted in: OJP Enhanced Models
 razorace
04-12-2004, 5:00 PM
#47
hmmm, well, we can probably fix that....  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 razorace
04-12-2004, 2:15 AM
#107
Nope, no cvar. I don't see a need for it....  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 razorace
04-09-2004, 5:55 PM
#105
Yeah, I beleive there's a tutorial on the subject buried in the archives of this forum....  [Read More]
Posted in: Enhanced WIP: Saber System
 razorace
04-08-2004, 8:16 PM
#59
Well, there's two problems with that idea. 1. It would require a lot of animation work. 2. the player positions are not set in stone. There's zillion different possible positions for both the defender and attacker(s). Assuming for just one position...  [Read More]
Posted in: Enhanced WIP: Saber System
 razorace
04-08-2004, 5:04 PM
#57
attack animations have the blade reaching out from the body. I don't think they would make very good block animations. However, if we make dedicated block transition animations, it would probably work....  [Read More]
Posted in: Enhanced WIP: Saber System
 razorace
04-08-2004, 8:52 AM
#55
Well, we're talking about it online right now. Aren't you on MSN messenger? As for the blindspots they are a problem. The only solution that I can think of is to continuely doing transitional block moves in the hope that something connects. However...  [Read More]
Posted in: Enhanced WIP: Saber System
 razorace
04-08-2004, 8:38 AM
#53
It sounds like we might be onto something when we get 3 votes of support within about an hour of me posting it in a month dead thread. :) 7th, yeah, it would include every block grid in whatever direction you press. Well, the best way to think of th...  [Read More]
Posted in: Enhanced WIP: Saber System
 razorace
04-08-2004, 6:41 AM
#49
Ok, well, I just came up with an idea that might make manual blocking more managable. What if we made the manual blocking based on simple up/down left right quadrants? Basically instead of having to handle the 8+ quadrants of the current system, you...  [Read More]
Page: 54 of 133