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razorace

Latest Posts

Page: 73 of 133
Posted in: Accessing the OJP Source (Pre-SVN Posts)
 razorace
12-26-2003, 9:54 AM
#14
Yeah, I just checked things and it looks like the "pure" source option of the download tarballs is busted. It only seems to get the stuff from the main directory only. I'm trying the raw type right now. Either way, I recommend that everyon...  [Read More]
Posted in: Accessing the OJP Source (Pre-SVN Posts)
 razorace
12-26-2003, 9:36 AM
#12
I'm guessing you downloaded the source tarballs instead of the actual files. I'm not sure how you're suppose to get the files from that.......  [Read More]
Posted in: Accessing the OJP Source (Pre-SVN Posts)
 razorace
12-26-2003, 3:48 AM
#10
hmmm, ok. Please email the freepository.com support email. It's probably something they did....  [Read More]
Posted in: Accessing the OJP Source (Pre-SVN Posts)
 razorace
12-25-2003, 9:50 PM
#8
Please describe what you did and what sort of error you're getting....  [Read More]
Posted in: Accessing the OJP Source (Pre-SVN Posts)
 razorace
12-24-2003, 10:11 AM
#4
Try "openjedisource" instead of "opensourcejedi" for the password. I can never remember what it is suppose to be. :)...  [Read More]
So how long would this Force Vampire ability last on the victim? And how would this balance vs. the light side? A female reborn sounds cool. We already have Droideka model WIP so you're probably going to have to compare notes with the other modelle...  [Read More]
Posted in: Basic Idea: Converting Duel Maps into FFA Maps
 razorace
12-26-2003, 7:04 PM
#4
Originally posted by gothicX That wouldn't work for custom maps, also, most duel maps would turn into pure chaos with 4+ players. I was only referring to the some of the duel maps in base JKA....  [Read More]
Posted in: Basic Idea: Converting Duel Maps into FFA Maps
 razorace
12-26-2003, 10:13 AM
#1
What are your opinion on "converting" the Duel maps into FFA maps so we can have some maps for smaller fighting areas. Unfortunately, all the defualt FFA maps are too big for a smaller number of players (< 5 - 8). To get the duel maps...  [Read More]
Posted in: Basic Improvement: Menu Items/Old JK2 Gametypes
 razorace
12-25-2003, 3:45 AM
#1
I fixed the problem of various server options not displaying correctly after I reactivated the old JK2 gametypes....  [Read More]
Posted in: Katarn Saber Different Stand Position?
 razorace
12-25-2003, 1:54 AM
#1
Does anyone know why the Katarn saber in MP forces the player into the stand9 idle animation instead of the normal stance ready position? I assume it has something to do with the .sab for that saber but I didn't find anything different when I did t...  [Read More]
Posted in: Map Borrowing or Stealing?
 razorace
12-25-2003, 2:01 AM
#9
Personally, I think if you honestly can't find these people after a good effort, you can ethically use their material if you're sure to give approprate credit....  [Read More]
Posted in: Wheeled vehicles
 razorace
12-25-2003, 1:01 AM
#4
Actually, the hard part would probably be trying to get car physics to feel real....  [Read More]
Posted in: Help w/alpha channels & shaders
 razorace
12-23-2003, 12:00 PM
#2
Just change the alpha. :) I don't see the problem in that....  [Read More]
Posted in: Enhanced WIP: Saber System
 razorace
12-26-2003, 10:23 AM
#17
Has anyone actually tried the system or am I just wasting time by having the saber system be a seperate branch on the Enhanced distro? If noone actually wants to check it out on the repository, things would be better served if I just merged everythi...  [Read More]
Posted in: Enhanced WIP: Saber System
 razorace
12-24-2003, 11:15 PM
#16
- Sabers now bounces off players (and other damageable objects) when the saber does non-lethal damage. Layman translation: NO MORE GROSS SABER PASSTHRU....  [Read More]
Posted in: Enhanced WIP: Saber System
 razorace
12-24-2003, 10:13 AM
#15
- Fixed the animation timer code so that saber animation speeds other than 1.0 work correctly. - Added Movement locking. It's shaping up nicely now. You can just feel the potential starting to show. :)...  [Read More]
Posted in: Enhanced WIP: Saber System
 razorace
12-24-2003, 1:06 AM
#13
Nah, not insulted. :) And if you look above, it's NOT a simple "hold for manual block" button. It's a directional block. You use the button to set and hold a blocking position instead of just activating a manual block....  [Read More]
Posted in: Enhanced WIP: Saber System
 razorace
12-23-2003, 8:24 PM
#11
Why add a button to autoblock if there's no advantage to selectively autoblock in the first place? All you would be doing is just holding the button down all the time. That's not exactly an increase in the dynamics of the gameplay. As for lag issues...  [Read More]
Posted in: vehicle limit and new vehicle classes
 razorace
12-24-2003, 1:20 AM
#59
Doh! Ok, I've asked Phunk to look into it.....  [Read More]
Posted in: vehicle limit and new vehicle classes
 razorace
12-23-2003, 8:12 PM
#57
So it still give you the error then you have too many vehicles?...  [Read More]
Posted in: fix vehicle limit
 razorace
12-23-2003, 12:28 PM
#4
Yeah, we're just working on more features before we release a version of that in there....  [Read More]
Posted in: What's New?
 razorace
12-25-2003, 10:01 PM
#29
Yeah, I recommend that you make the icons look like the ones already in MP. We have a templete of the background on the repository under the /OJP/tools directory....  [Read More]
Posted in: What's New?
 razorace
12-25-2003, 12:32 AM
#27
In an effort to now hog space on this thread, I'm going to only be making updates on the status of the saber system overhaul in the Saber WIP thread. (http://www.lucasforums.com/showthread.php?s=&threadid=120027) I'm updating on basically a daily...  [Read More]
It's automatically applying the alpha channel? How do you know that? Again, please post a screenshot. My guess is that you're probably just pressing the wrong buttons on the channel pallet....  [Read More]
Posted in: Shader Question
 razorace
12-23-2003, 11:58 AM
#5
Originally posted by KMan You can make an alpha channel for the texture that specifies where and how much that part will be affected by the shader. bingo....  [Read More]
Page: 73 of 133