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Ok, I'm bringing back up the Bot AI brainstorming thread so we can gather up what we want for the bot AI. Please note this is only for the MP bot AI, not the NPC AI stuff. Bots really need to be able to effectively navigate the map by using higher le... [Read More]
Unless it's a hidden command. I'm betting that Chosen_One just forgot to compile the game in release mode vs debug mode. There's a debug command that lets you manually set an animation.... [Read More]
Uh, you can't really increase the vehicle limit (as in the number of different vehicle models) without bg components. Doing it server side only makes it so your server can hold more vehicles than your clients but that makes it so the clients can't us... [Read More]
Ok, guys. I just got a very important consulting job doing course material for a online modding class. This means that my time for the next month or so will be limited.... [Read More]
Uh, what does this have to do with OJP? Anyway, to answer your question. I beleive that any compiler that can do .dll files can compile the JKA code. However, doing so would require a bit of work since the projects wouldn't be set up (unless the pro... [Read More]
ok, got the saber staff and saber2 stuff coded. How should I handle the two blaster slots? Should it just store the two highest level guns you have?... [Read More]
I agree a new saber flag would be best. I'll see if I can add that when I'm doing the rest of the system. As for the blaster/saber holster bolts, I suggest that you seperate or only use one or the other. Having them both in the same area will resul... [Read More]
Only one weapon of each type would be displayed. Holster weapon display will be solely based on which weapon you're currently using and which weapons you already have.... [Read More]
Well, that's an easy one. The reason why the sabers have much better hit detection vs in JK2 is because the saber collisions were based solely on the saber entity's bbox. Basically, you were swinging around a huge ass box on a stick when it came to... [Read More]
Well, that's an easy one. The reason why the sabers have much better hit detection vs in JK2 is because the saber collisions were based solely on the saber entity's bbox. Basically, you were swinging around a huge ass box on a stick when it came to... [Read More]
Sounds like a good idea. The only problem I see is how did you determine the bbox size for the interplotion traces? As you probably know by now, the bboxs don't rotate so you can't simply do a pure trace between the two previous blade positions wit... [Read More]
Originally posted by Slider744 yes but only in MP style i didn't change the sp style (default in basejka) so that poeple who want the default settings in basejka could have them So what did you change? And, yes, you can give the technical answer... [Read More]
Originally posted by Shimaon ... Hmm, first, on the topic of the RGB sabers, if you can't do it for SP, then how could you do the RGB color tones for character creation in SP? The system and cvars for that ability was already in place... [Read More]
Yeah, the really weird part is that it does it sometimes even when I'm not running OJP. It did it to me back on JO as well at times; I think it's just something weird with my PC, thinking about it. But as far as I can recall, it's done it the most on... [Read More]
Originally posted by Master_Keralys [B]I'll be testing b5 later today; I had a thought on the saber system, though. What if you went back to how it was before (manual blocking, parry as part of Dodge) but modified it so: When the player isn't block... [Read More]
Maybe some way to reduce the autoblock probability is all I can think of. I personally think the parry working as an autoblock button requires considerably less skill than the manual blocking did. What if you made is so that the autoparry was only en... [Read More]
The problem with the automatic autoblock was that it screwed up your ability to attack effectively. Also, I'm trying to make blocking skill based, not just some random chance.... [Read More]