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: 6 of 133
Posted in: CO-OP??!??!?!
 razorace
04-29-2006, 8:54 PM
#4
The short answer is that the JKO MP engine had a smaller capacity for objects than SP. As such, booting up some of the SP maps in MP would result in the game crash....  [Read More]
Posted in: CO-OP??!??!?!
 razorace
04-29-2006, 6:20 PM
#2
No, but a CoOp mod for JKA (which will eventually run the JKO maps hopefully) is in development....  [Read More]
Posted in: New Patch???
 razorace
05-04-2006, 4:56 AM
#11
I've been on that game longer than you have lived. xenick Join Date: Apr 2006 Posts: 3 razorace Join Date: May 2002 Posts: 7,111 Your statement lacked creditibility....  [Read More]
Posted in: New Patch???
 razorace
04-29-2006, 6:35 PM
#8
Personally, I preferred 1.04....  [Read More]
Posted in: Saber hilt shader problem.
 razorace
04-21-2006, 7:06 AM
#2
How is your shader compared to the basejka saber shaders?...  [Read More]
Posted in: Animation Merging Utility
 razorace
04-11-2006, 8:04 PM
#9
That would be ideal, but I can think of 3 problems: 1. What determines the order of the merging? Remember that the "original" _humanoid.gla would have to be first. I suppose we could make it part of the interface to determine the merge ord...  [Read More]
Posted in: Animation Merging Utility
 razorace
04-11-2006, 2:01 AM
#7
http://ojp.jediknight.net/images/Animation%20Merging%20Utility%20Mockup.jpg Here's an initial mock up of what I'm thinking. I'm not including the per-animation merging because that might be too time consuming to do. Maybe Wudan would have a better i...  [Read More]
Posted in: Animation Merging Utility
 razorace
04-10-2006, 4:25 AM
#5
True enough. I could do the animation.cfg part of things. However, I don't know how to do the .gla part of things. We'll have to see what Wudan's able/willing to do....  [Read More]
Posted in: Animation Merging Utility
 razorace
04-10-2006, 2:46 AM
#3
That would be cool. But do people want to merge .glas per animation using the animation.cfg's frames?...  [Read More]
Posted in: Animation Merging Utility
 razorace
04-09-2006, 7:01 PM
#1
Recently I came up with a good idea on how to smooth out the animation creation and .gla merging process. It occurred to me that animators could create individual animation.cfgs for their .gla files and then we could create a utility that would mer...  [Read More]
The map will rotate if the bots aren't on the server. It's just that the default bots don't click in....  [Read More]
Slider, I think setting g_autoMapCycle 1 makes the game attempt to automatically select the next map based on the gametype. From my understanding, you gotta turn that off if you want to define your own map cycle. I could be wrong, but I use 0 on my s...  [Read More]
Bots never click in at the end of the round unless you're using OJP's TABBots....  [Read More]
Posted in: running jasp.exe with options
 razorace
03-28-2006, 5:41 PM
#2
You're running the game demo?...  [Read More]
Posted in: Sabers?
 razorace
03-28-2006, 4:42 PM
#5
1. Desann's style (purple) 2. Light Red 3. Single blade...  [Read More]
Posted in: [something missing] Manual Block
 razorace
03-15-2006, 2:51 AM
#2
Yes, about that. OJP and MotF before that spent a lot of time on the saber system problem. In fact, you'll see several tome-sized threads in both of those forums about the saber systems. Anyway, about manual blocking, my experience has been that i...  [Read More]
Posted in: New Jedi Knight Game Rumors
 razorace
03-15-2006, 4:49 PM
#135
There's plenty of people moding JKA, there's just not enough players playing said mods....  [Read More]
Posted in: making a server error (VM Failure) - JA
 razorace
03-26-2006, 5:22 PM
#11
mmm, I'm not sure why your server is trying to load .qvms instead of the .so files. .qvm files haven't been used since JKO....  [Read More]
Posted in: Q3 Engine Game Bugs / JA bugs
 razorace
03-21-2006, 10:29 AM
#81
I think OJP has all the fixes suggested so far except for the last siege fix that slider posted....  [Read More]
wow. zombie thread AND completely off topic. Repost as a new thread man!...  [Read More]
Posted in: What's New?
 razorace
03-14-2006, 11:10 PM
#162
Well, I didn't see much traffic on the Meat Grinder while running Enhanced and the Basic regulars were begging so I've switched the server back to Basic for the time being. If you're want me to switch the Meat Grinder back to Enhanced for a special...  [Read More]
Posted in: What's New?
 razorace
03-14-2006, 2:27 PM
#160
Nope. I always keep the CVS repository up to date with all the latest code that is in the releases....  [Read More]
Posted in: What's New?
 razorace
03-14-2006, 3:05 AM
#158
Sorry about the nasty crash bug in 0.0.9. That was my fault. I didn't betatest the new code enough before releasing. Anyway, I've created a patch that will fix the crash problem. Note, there also seems to be a power duel related bug as well, but I ha...  [Read More]
Posted in: What's New?
 razorace
03-14-2006, 1:32 AM
#157
Ah crap, there's a major crash bug in the 0.0.9 release related to the improved hit detection. It's very simple fix, but not one you can do without altering the .dlls. :( Anyway, I'll release a fix tomorrow ASAP. In the meanwhile, I've put Basic back...  [Read More]
Posted in: What's New?
 razorace
03-13-2006, 10:14 PM
#156
Here's Enhanced v0.0.9 (http://www.lucasfiles.com/index.php?s=&action=file&id=1311). Pcgamemods.com is still down so we're using Lucasfiles this time. A special thanks to everyone who played on the code server and helped us hammer out bugs a...  [Read More]
Page: 6 of 133