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razorace

Latest Posts

Page: 59 of 133
Posted in: realistic saber combat mods
 razorace
03-09-2004, 9:04 AM
#3
Originally posted by ithrien Are there any in progress? I am absolutely dying to play a game with realistic saber combat. Define realistic saber combat....  [Read More]
Posted in: Basic Brainstorming: Bot AI
 razorace
03-13-2004, 8:24 AM
#8
Ok, there's the plan... I think the best way to do this will be to compartmentalize everything so it's easy to handle and add to/improve. Basically it will go something like this: Goal Level: This is current desire of the bot. This can be determine...  [Read More]
Posted in: Basic Brainstorming: Bot AI
 razorace
03-11-2004, 6:11 AM
#7
Ok well, I've spent some time with the bot AI and all I can say is they are pretty stupid. They use Force Powers 100% the time whenever they can and they don't seem to have much, if any higher level reasoning. This is probably why they always seem to...  [Read More]
Posted in: Moves in JAR 1.2 Multiplayer
 razorace
03-08-2004, 11:05 PM
#4
Again, it's suppose to be a debug function only. You shouldn't be able to use it in non-debug compiles....  [Read More]
Posted in: xMod 2.6.0 :: A day late but not a holocron short
 razorace
03-08-2004, 11:46 PM
#7
Uh, why not just figure out where the disconnected player models are deleted and delete the saber ent at the same time?...  [Read More]
Posted in: xMod 2.6.0 :: A day late but not a holocron short
 razorace
03-08-2004, 11:05 PM
#5
Interesting, isn't there a player disconnect function where you're suppose to delete all the entity information? Is that where you put the fix?...  [Read More]
Posted in: Loading .net on Linux
 razorace
03-09-2004, 8:22 PM
#6
Yep, that's the compiler that Raven was supposed to have used for the Linux compiles. Untarring can usually be done with zip file program. I think it was way easier to compile and debug in .dll form. They were in a hurry so they didn't spend the ti...  [Read More]
Posted in: Loading .net on Linux
 razorace
03-09-2004, 8:33 AM
#4
I don't think you can really. The .so are created using a linux compiler I beleive....  [Read More]
Posted in: I got the job!
 razorace
03-08-2004, 10:36 PM
#4
Thanks guys....  [Read More]
Posted in: OJP Enhanced Models
 razorace
03-13-2004, 7:01 AM
#25
Originally posted by keshire Send it to me to work on? No thank you, I've got enough on my plate as it is. exactly....  [Read More]
Posted in: OJP Enhanced Models
 razorace
03-12-2004, 6:13 PM
#23
Originally posted by LightNinja or send it to kesire? eh? What do you mean?...  [Read More]
Posted in: OJP Enhanced Models
 razorace
03-11-2004, 5:04 PM
#21
You're going to have to either compile the lastest version of the Basic Code or wait for us to release a beta of it for you....  [Read More]
Posted in: OJP Enhanced Models
 razorace
03-10-2004, 9:31 PM
#19
Originally posted by Azrael666 Will this make it so that if you use two sabers but select to use a single saber style, one remains at your side instead of being deactivated in your left hand? I see some have multiple weapons on, like saber or guns...  [Read More]
Posted in: OJP Visual Weapons Model Format *all please read*
 razorace
03-09-2004, 9:24 AM
#4
I thought the tag surfaces were named holster_(weapon)? Maybe they are named differently when you create them.... The ones that I implimented are: holster_saber (saber1 - not including two handed sabers) holster_saber2 (saber2) holster_staff (two h...  [Read More]
Posted in: Adding weapons without replacing stock weapons?
 razorace
03-08-2004, 11:50 PM
#6
No, because noone has done it before. :)...  [Read More]
Posted in: Holstered Weapons... (JA)
 razorace
03-11-2004, 6:20 AM
#37
Originally posted by |GG|Crow_Nest GooD! Very good! This must be the first holsterlered weapons mod since jk2! There was a holstered weapons mod in JK2?...  [Read More]
Posted in: how do you change weapon power
 razorace
03-09-2004, 8:31 AM
#4
for SP or MP?...  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 razorace
03-12-2004, 7:35 PM
#80
Originally posted by WhiteShdw Finally had a chance to test with a friend of mine last night. I'm starting to get used to the attacking a bit. Still don't like the way dodging works. My friend said it was like fighting pudding :). Yeah, it needs so...  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 razorace
03-12-2004, 2:41 AM
#78
Well, right now, i have to keep attack pressed for a certain amount of time for the swing to follow through. I'd prefer it if this time was lowered so that I wouldn't do as many unintentional interrupted moves, like i'm doing now. But I might need to...  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 razorace
03-11-2004, 6:16 PM
#76
Speed up the attack/interrupt system. Right now, coming out of basic JA, i'm doing more unintentional interrupts/feints than attacks. This is very annoying. No more auto dodging. I'm glad someone finally introduced a block button, but automatic dodg...  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 razorace
03-09-2004, 2:57 AM
#73
Originally posted by JediLiberator I wonder if maybe you should try a beta without dodge and have the animations speeds set to about .75-.8 then make it so blocking cost more energy when you run. That will make people slow down in dueling. Just a th...  [Read More]
Posted in: The 5th Release Wave
 razorace
03-10-2004, 6:00 PM
#9
Originally posted by Duncan_10158 razorace, its about the droideka mod code and model. i didnt know where or how else i could contact you about that, also cause i would like to have the droideka in the next OJP release wave. The droideka model is f...  [Read More]
Posted in: The 5th Release Wave
 razorace
03-09-2004, 7:18 PM
#7
Originally posted by SuperDindon for the linux build, try the SourceForge Compile Farm( you need a account). Ive seen the screenshots, its very very impressive, cannot wait for the release! Can't. We're not "open source" (EULA legal reas...  [Read More]
Posted in: Kyle boss moves for other npc's and player.
 razorace
03-12-2004, 8:39 PM
#14
When you create the pk3, you only want the file structure in relation to the base directory. In this case, the files should be stored in the directory "ext_data/sabers" inside your pk3 file....  [Read More]
Posted in: Help Wanted
 razorace
03-12-2004, 6:17 PM
#5
Just a reminder that I'm the only active moderator at the moment. I could really use some moderating help from someone that knows how to handle CVS and compile the SDK....  [Read More]
Page: 59 of 133