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razorace

Latest Posts

Page: 62 of 133
Posted in: Holstered Weapons... (JA)
 razorace
02-29-2004, 5:09 AM
#16
Originally posted by [ASJN] Balboa two probs: one is that it will impead with jetpack, the tails of the twi'lek and other models with capes and the like. second it will give admins an excuse to admin lame you if you don't have one holstered. The s...  [Read More]
Posted in: JA+ Highlander FFA modification
 razorace
02-28-2004, 6:52 PM
#2
I don't think this sort of feedback request really belongs in the the coding forum. I suggest you take to general discussion....  [Read More]
Posted in: Xmod 2.6.0 :: Release this weekend
 razorace
02-28-2004, 5:55 PM
#4
Doesn't that basically spam the starting players with data unless they have the client component to do the messaging locally?...  [Read More]
Posted in: JK2 of JA engine for CTS MOD?
 razorace
02-28-2004, 7:19 PM
#5
Originally posted by Wudan It really depends on how much of what you have done would have to be scrapped if you moved it up to JA. Doing your mod on an optimized engine, such as JA, seems like a good idea, and without vehicles and such, your coder h...  [Read More]
Posted in: JA+ v1.8A released
 razorace
02-29-2004, 5:01 AM
#15
Originally posted by Slider744 yes i know i just realized it just after this beta release..... however it may be usefull make the server load more vehicle...so that it does not crash cause of too many vehicle pk3..... after each client can manage...  [Read More]
Posted in: JA+ v1.8A released
 razorace
02-28-2004, 6:02 PM
#12
Originally posted by Slider744 - increase the *.veh size and the *.vwp so that u can load more vehicle (max vehicle number always 32) You do realize that it's not possible to up the vehicle limit without a client component, right? Unfortunately,...  [Read More]
Posted in: Where is the value for Force Points used?
 razorace
02-28-2004, 6:18 PM
#3
All the force point costs except for force jump are stored in a huge array called "forcePowerNeeded" that's defined in bg_pmove.c...  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 razorace
02-29-2004, 4:23 AM
#20
While using a pistol it displays the message "charging up" for some reason... not a big issue really. That's a debug compile message. Just ignore it since it will not be in the final compiles. When using grapples, if another player swings...  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 razorace
02-29-2004, 4:19 AM
#19
- When destroying the pillars in the fortress map I got this message at the top of my screen: i: Client 183550 was an invalid self entity in G_DoDodge. Fixed. - When the mod is loaded, and you return to the mod list under setup, only the first lett...  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 razorace
02-29-2004, 4:07 AM
#18
Originally posted by Admiral Chemix no I realy like OJP enhanced, u don't have to be so rude about it, I just don't like slow saber speed by default which can be adjusted without ojp :p and I don't like having to stand there to regen my force pool....  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 razorace
02-28-2004, 5:30 PM
#13
So, basically, you want to be playing OJP Basic when you're playing with the OJP Enhanced beta. If you don't want to play with the additional features, that's fine, that's exactly why there's two seperate distros....  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 razorace
02-27-2004, 7:28 PM
#11
Most of the clipping during a spin are occuring because you don't have any of the camera movement while spinning activated. See the readme for details. As for the saber clipping in heavy stance, there's not much I can do since that's due to a variet...  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 razorace
02-25-2004, 10:08 AM
#8
I checked out the wall moves issue that you mentioned and I didn't see the problem. Could you please explain more in detail?...  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 razorace
02-24-2004, 10:08 PM
#6
Originally posted by Darth Sun First thing I noticed by checking the info given by the Console upon loading JA: WARNING: Unknown token ROOT in models/players/_humanoid/animation.cfg It appears something is mistyped in animation.cfg, but apparently...  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 razorace
02-24-2004, 6:09 PM
#4
Originally posted by Wudan Developers! Developers! Developers! Developers! Developers! Developers! Developers! Developers! ROFL ... Hey, you got the reference. :)...  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 razorace
02-24-2004, 5:35 AM
#2
Enhanced v0.0.2 beta 1 (ojp.jediknight.net/files/betas/ojp_enhanced_002b1.zip) EDIT: Ytmh just pointed out that I screwed up the install directory inside the zip file. Instead of going in the /GameData folder of your JKA install, it should go in a /...  [Read More]
Posted in: The 5th Release Wave
 razorace
02-29-2004, 6:33 AM
#4
Well, based on feedback from the beta, I'm going to hold the next release wave (well, at least the enhanced version) until we've hammered out the new features. I might go ahead and release the basic version when I have time....  [Read More]
Posted in: Kyle boss moves for other npc's and player.
 razorace
02-28-2004, 7:06 PM
#9
in MP? As far as I know, you don't....  [Read More]
Posted in: Lord Of The rings MOD recruiting
 razorace
02-28-2004, 7:16 PM
#2
Wrong forum. It belongs in the editting requests forum. Plus, you quad posted the same thread....  [Read More]
Posted in: Enhanced WIP: Saber System
 razorace
02-28-2004, 5:45 PM
#41
I basically agree but unfortunately, those are the only parry/block animations we have. If we ever get to the point of creating new animations, there's a LOT of stuff that could be done to enhance the saber system. There's already an autoblock syste...  [Read More]
Posted in: Enhanced WIP: Saber System
 razorace
02-27-2004, 4:36 AM
#38
Well, I originally set it to .25 because I figured that novices would need that sort of speed to be comfortable doing manual blocking. However, it turns out that it's pretty easy to manually block with .5 so I have changed the default to .5 for the n...  [Read More]
Posted in: Problem: Dismemberment NEVER WORKS except ON ME
 razorace
02-26-2004, 1:58 AM
#17
Yeah, that's due to the way the cvar is set up for SP. It simply doesn't save it....  [Read More]
Posted in: vehicle limit and new vehicle classes
 razorace
02-27-2004, 4:35 AM
#114
Originally posted by ChangKhan[RAVEN] FYI, not sure if you figured this out, yet, but... if you increase the number of different types of ships, you have to make your mod a client & server-mod. A server-side only mod cannot increase the number o...  [Read More]
Posted in: Basic Brainstorming: Saber Hilts/Glow/Blades/Sounds
 razorace
02-28-2004, 5:46 PM
#51
If we decide to have both the model tags and the offsetting systems, I suggest that we have the model tags take presidence....  [Read More]
Posted in: Basic Brainstorming: Saber Hilts/Glow/Blades/Sounds
 razorace
02-28-2004, 6:47 AM
#48
It just occurred to me that shared tags probably won't look right because the rocket launcher's model is bigger than the others. I suggest that we maybe just have a tag for each weapon and then let the modellers decide which ones to set up for the mo...  [Read More]
Page: 62 of 133