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razorace

Latest Posts

Page: 68 of 133
Posted in: Basic & Enhanced Submission: Advanced Menus
 razorace
01-23-2004, 2:50 AM
#2
Ok dokie. I'll look it over when I have time....  [Read More]
Posted in: FYI: Cool Mods forums are up
 razorace
01-22-2004, 2:11 AM
#4
meh, we're only getting about 5 post a day. That's not worth the additional hassle (for admins and readers) of more forums....  [Read More]
Posted in: FYI: Cool Mods forums are up
 razorace
01-21-2004, 11:53 PM
#2
Constructive Critism: I think you have way too many subforums for starting. OJP already has more people on board and we're doing prefectly well with one forum. Too many forums and you're going to put people off....  [Read More]
Posted in: Interesting discovery
 razorace
01-21-2004, 7:54 PM
#4
Well, I've found that pure servers seem to allow some unpure data (like menu files and such) if you join the server right after you boot up the game. But, it only works for a while. :|...  [Read More]
Posted in: Interesting discovery
 razorace
01-21-2004, 10:43 AM
#2
Even on pure servers?...  [Read More]
Posted in: Dodging (SP)
 razorace
01-22-2004, 6:11 AM
#10
You can do the dodging animation without using Force Speed. Does it act differently when you're Force Speeding?...  [Read More]
Posted in: JA Linux server BUG (Raven's) and fix (Mine :))
 razorace
01-20-2004, 7:05 PM
#2
Are you sure that it isn't an issue with the divoid patch? I think that function dates back to Q3/Q2....  [Read More]
Posted in: Where is the code for guns?!?
 razorace
01-20-2004, 8:06 PM
#4
It's the .dll files that controls that behavior. You'll need the SDK to be able to change anything inside them....  [Read More]
Posted in: Parsing .arena Files
 razorace
01-18-2004, 10:21 AM
#2
I beleive the default fraglimit for a map is already listed in the .arena files but it's just not used for anything. Why would you want to anyway?...  [Read More]
Posted in: Getting All Skin/Models to Show
 razorace
01-18-2004, 11:27 AM
#2
It would take a code mod to do. I might add that to OJP eventually....  [Read More]
Posted in: Mod Problems....
 razorace
01-16-2004, 7:04 AM
#11
I'm guessing the problem is due to the way the SP menus handle sabers. You have to manually add new sabers to the menu files for them to show up in SP....  [Read More]
Posted in: couple of n00b coding questions.
 razorace
01-18-2004, 10:18 AM
#7
Well, I don't see anything in the playerstate or entitystate net bit transmission files that actually limits this. Assuming that Raven didn't set it to exactly 19 bit, it should default to 32 bit....  [Read More]
Posted in: Saber System Redux
 razorace
01-21-2004, 1:31 AM
#12
Ok dokie, I'm working on the saber mechanics as we speak. This is what I'm thinking here. On every collision, there will be several random rolls of 0-1000, that determine what happens based on the situational stats of the following : - Knockdown: T...  [Read More]
Posted in: Saber System Redux
 razorace
01-20-2004, 5:44 PM
#11
Originally posted by babywax I would like it if you couldn't move at all while you swing your saber, and at the end you have a sort of half second pause... so it would create a more "you attack, then I attack" setting. It would sort of mak...  [Read More]
Posted in: Saber System Redux
 razorace
01-18-2004, 9:03 AM
#8
Originally posted by babywax Is this for gameplay changes to the saber system (I.E. I want some system where I can move my eyes and I attack exactly where my eyes point, as well as having massively cool special effects and twirls) or things more rel...  [Read More]
Posted in: Saber System Redux
 razorace
01-18-2004, 6:38 AM
#6
More Stuff Completed: - sabers now use actual saber radiuses for saber collision checks. - Rewrote saber tracing system (I call it a Real Trace now) for better performance and accuracy. it's not 100% (there's some crazy situation where it isn't gua...  [Read More]
Posted in: Next Release Date?
 razorace
01-19-2004, 4:33 AM
#24
Originally posted by Darth Sun Maybe mailing or PMing Tchouky would be a good idea in case you haven't thought of it (although you most likely did); maybe he's busy with something else and forgot to post the code. I already have. He's just been bu...  [Read More]
Posted in: Next Release Date?
 razorace
01-18-2004, 3:59 AM
#21
I don't know. TCK still hasn't delivered the RGB saber code to the project yet....  [Read More]
Posted in: JA Bug: Species Rotation *fixing, need help*
 razorace
01-20-2004, 7:02 PM
#9
I thought the problem was only in MP?...  [Read More]
Posted in: Brainstorming: New Weapon Type: Reverse Grip
 razorace
01-22-2004, 5:52 AM
#17
Well, I checked the code and I don't see anything in the ghoul2 system to be able to do that sort of thing. Sorry....  [Read More]
Posted in: Brainstorming: New Weapon Type: Reverse Grip
 razorace
01-21-2004, 8:12 AM
#14
Well, the thing is that I don't remember if the bolting function lets you change the attachment angle or not....  [Read More]
Posted in: Brainstorming: New Weapon Type: Reverse Grip
 razorace
01-21-2004, 7:44 AM
#12
There might be, I just haven't thought of it yet....  [Read More]
Posted in: OJP: New Animations Project
 razorace
01-22-2004, 5:51 AM
#59
Get us the animations and we will do the code....  [Read More]
Posted in: OJP: New Animations Project
 razorace
01-20-2004, 6:40 PM
#52
Has anyone asked Raven for a usable animation skeleton for JK3, I'm sure they had to have one for some of the force powered animations....  [Read More]
Posted in: OJP: New Animations Project
 razorace
01-17-2004, 6:46 PM
#45
Since new animations would have to be in pair with some animation code changes, I suggest you just let it be a part of OJP....  [Read More]
Page: 68 of 133