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razorace

Latest Posts

Page: 9 of 133
Posted in: Accessing the OJP Source (Pre-SVN Posts)
 razorace
01-02-2006, 4:48 PM
#55
Yep, its in all the branches now. Just search for "VisualWeapons" in the files to find it....  [Read More]
Posted in: 2 Game Mod Questions
 razorace
01-17-2006, 1:38 AM
#8
your modified .pk3 is probably getting overrided by another .pk3. Rename it to something with a lower alphanumberical name, like z_species.pk3 or sometihng....  [Read More]
Posted in: 2 Game Mod Questions
 razorace
01-15-2006, 6:25 PM
#6
Unfortunately, you can only have one Base/Strings/English/MENUS.str or else they just override each other. However, you can fix the problem by simply manually merging the MENUS.str together, namely the references made to the specie names in each file...  [Read More]
Posted in: 2 Game Mod Questions
 razorace
01-13-2006, 10:15 PM
#4
Hold on. Try this... http://www.lucasforums.com/showthread.php?t=116943...  [Read More]
Posted in: 2 Game Mod Questions
 razorace
01-13-2006, 9:18 PM
#2
It's because your texture files don't have right alpha channel setup. I'm not exactly sure how it's done anymore since I haven't done it in a long time. However, it should be easy to look up one of my tutorials and find the answer....  [Read More]
Posted in: Need some help with this mod
 razorace
01-19-2006, 2:56 AM
#7
Is this for multiplayer or singleplayer? Anyway, the solution is just to set everything to *off....  [Read More]
Posted in: Loading mods
 razorace
01-09-2006, 9:07 PM
#3
Remember to read the readmes for the given mods. Some mods, like mine (OJP), automatically install to the correct directories if unzipped to your JKA directory....  [Read More]
When you got legit copies, did you uninstall and reinstall the game?...  [Read More]
In addition, some mods can cause that error but it's most likely your copy protection issues....  [Read More]
Posted in: Old School mod version 2
 razorace
12-23-2005, 5:21 PM
#12
Ah, gotcha. But what if the player just wants to turn off Force Speed?...  [Read More]
Posted in: JAE and JAR
 razorace
12-25-2005, 1:21 AM
#2
uh, try the normal download sites....jk3files.com and pcgamemods.com...  [Read More]
Posted in: Endor Siege
 razorace
01-05-2006, 3:42 PM
#291
Unfortunately, most of the maps, including the basejka ones, the games really care if the objective has been completed for both teams or not. As such, the objectives menu and the bots treat an objective as completed as soon as it's finished for one t...  [Read More]
Posted in: Endor Siege
 razorace
01-02-2006, 3:48 PM
#289
True, but I've only seen split objectives on this map. I supposed I should get around to fixing it eventually. :)...  [Read More]
Posted in: Endor Siege
 razorace
01-01-2006, 4:54 PM
#287
Well, I think there's a way to do it but I'm not sure it's worth the hassle since this appears to be the only siege map that has seperate objectives for each team. What do you think, Kurgan?...  [Read More]
Posted in: Editing Force Powers???
 razorace
12-23-2005, 2:54 AM
#21
As for Dodge, there's a level of "control" that we have to take away from players since players want saber combat at "normal" speed, but they also want to BE Jedi. However, we all know that players aren't REALLY Jedi and therefore...  [Read More]
Posted in: Editing Force Powers???
 razorace
12-23-2005, 2:40 AM
#20
Well, simply put, the super duper interpolation and RealTrace code was designed to specifically eliminate some of the design issues with the basejka system. ========== RealTraces ========== The RealTracing code is specifically set up to fix a lot...  [Read More]
Posted in: Editing Force Powers???
 razorace
12-22-2005, 6:01 PM
#18
Well, here's my fancy little changelog that I made especially for the saber system. I'm not sure if this is a complete listing or not. Most noteably, I also rewrote the saber throw code to have a more realistic behavior. ============================...  [Read More]
Posted in: Supporting OJP
 razorace
01-17-2006, 12:35 AM
#13
You get the config then?...  [Read More]
Posted in: Supporting OJP
 razorace
01-13-2006, 3:10 AM
#11
I'm willing to give OJP a test run on my siege server. Where might I find a .cfg set to be most like baseJKA siege? Your server doesn't appear to be running OJP yet. Did you need/want a sample server .cfg?...  [Read More]
Posted in: Supporting OJP
 razorace
01-09-2006, 8:57 PM
#9
You shouldn't have to change any settings. Just run it like you normally do....  [Read More]
Posted in: What's New?
 razorace
01-13-2006, 5:13 AM
#129
Also, remember that the latest version of OJP Enhanced will be running all day today (friday). Enjoy!...  [Read More]
Posted in: What's New?
 razorace
01-13-2006, 5:11 AM
#128
New Enhanced Version (v0.0.4). The file is currently available @ pcgamemods.com (http://www.pcgamemods.com/mod/18310.html) Version 0.0.4: New Features: Movement System (MoveSys): This is just a collection of the movements tweaks that we've added t...  [Read More]
Posted in: What's New?
 razorace
12-28-2005, 9:26 PM
#127
Escaped Turkey is changing the beta server's IP again as part of a ISP provider change. The new IP will be 65.99.207.41 as of the new year. Have a great New Year's Eve!...  [Read More]
Posted in: What's New?
 razorace
12-26-2005, 3:48 PM
#125
Unfortunately, programming the NPCs to drive vehicles is very tricky since the vehicles are so customizable and act so much differently than the normal players. Anyway, I think the only vehicles that the NPC were originally designed to drive were the...  [Read More]
What's the problem?...  [Read More]
Page: 9 of 133