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razorace

Latest Posts

Page: 97 of 133
Posted in: Basic Brainstorming: Saber Hilts/Glow/Blades/Sounds
 razorace
11-06-2003, 10:00 AM
#1
To practice what I suggested earlier, I'm starting these types of threads to have a specific area where developers can discuss what we think is the best doable system for certain areas of the game. Anyone is allowed to contribute to the discussion b...  [Read More]
Posted in: mod program
 razorace
11-06-2003, 10:26 AM
#8
http://www.lucasforums.com/showthread.php?s=&threadid=117038...  [Read More]
Posted in: mod program
 razorace
11-06-2003, 7:02 AM
#6
True....  [Read More]
Posted in: mod program
 razorace
11-06-2003, 5:13 AM
#4
I don't really see how it would be any better than just moving pk3s around with Windows Explorer...  [Read More]
Posted in: mod program
 razorace
11-06-2003, 2:33 AM
#2
Well, I'm thinking that that would be unnessicary. The best solution would be to treat blade mods/saber sounds like model types that people can pick and choose from the menus. That way everyone could use what they want and see what other people are u...  [Read More]
Posted in: Submission procedure
 razorace
11-06-2003, 2:26 AM
#4
Well, you have a point. Not everyone will give informed votes. That's partially why I think the moderators should handle it. If someone wants to have a immediate yes/no vote on the submissions, they need to become a moderator. Anyway, the purpose o...  [Read More]
Posted in: Submission procedure
 razorace
11-05-2003, 10:48 PM
#2
I agree that we need to be public about the submissions and that the contributors need a way to overrule the moderators, but I don't think the contributors should have an inital say in the matter. It simply slows down and muttles the process If cert...  [Read More]
Posted in: Submission: Stap
 razorace
11-06-2003, 5:18 AM
#10
Originally posted by Samuel Dravis I guess you know what you are talking about, Razorace. :¬: http://home.ddc.net/btoups/razorace.png LOL! :D Great stuff, but unfortunately, I don't think LF allows sig banners. I'll save it anyway. It might come...  [Read More]
Posted in: Submission: Stap
 razorace
11-05-2003, 10:26 PM
#8
What do you mean? It runs fine on my install. Are you refering to the model pathname limit issue? That applies to a lot of stuff and is a issue with the game in general. Since it applies to so many things, I don't think we need to single out the Stap...  [Read More]
Posted in: Submission: Stap
 razorace
11-05-2003, 9:27 PM
#6
Uh, what?...  [Read More]
Posted in: Submission: Stap
 razorace
11-05-2003, 8:58 PM
#4
Yeah, Duncan mentioned that but stated that (and I agree with him) that there's not much we can do without the SDK and probably some new animations. But I think they did a great job with what they had. I'll add that I got the rights to use all of Mo...  [Read More]
Posted in: Submission: Stap
 razorace
11-05-2003, 7:46 PM
#1
Authors: Monsoontide, Duncan_10158 Package: Vehicles I've gotten Monsoontide and Duncan_10158 to submit their Stap model to OJP. I'm still getting final clearance for Duncan_10158's material but it should clear soon. You can find the vehicle here (h...  [Read More]
Posted in: Non-Interferance & Multi-Duel (Enhanced Add)
 razorace
11-06-2003, 9:43 AM
#15
Well, I've been trying to avoid talking about large coding projects (say, more than one week's worth of work) that have no current developers planned. This is due to the fact that there will always be more ideas than people to do them and it's not li...  [Read More]
Posted in: Non-Interferance & Multi-Duel (Enhanced Add)
 razorace
11-06-2003, 2:15 AM
#13
I never stated that it wasn't doable. It would just take a lot of coding. I did something very similar for Dodging in JKA. You just gotta be realistic with the additions, especially when you're not going to be doing them yourself. :)...  [Read More]
Posted in: Non-Interferance & Multi-Duel (Enhanced Add)
 razorace
11-05-2003, 9:51 PM
#10
Well, the engine is suppose to be in C++. It's just that the qvm code is in C. I suspect that's because it's easier to create a C compiler vs. a C++ compiler. :)...  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 razorace
11-06-2003, 10:09 AM
#13
That's not a fair test. The ingame browser is broken and you'll notice that the siege servers are always full....  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 razorace
11-06-2003, 2:20 AM
#10
Originally posted by Marker0077 Stuff I honestly don't see the point of reduxing JK2. If you want to play JK2, go play JK2. :D...  [Read More]
Posted in: Enhanced Idea: Player Model Scaling
 razorace
11-06-2003, 2:18 AM
#6
I agree. A player model scaling system will NOT be put in JKA without some sort of gameplay balance....  [Read More]
Posted in: Submission: Real Blades
 razorace
11-05-2003, 10:23 PM
#10
Well, I like the SBX sabers as well. Unfortunately, without the SDK we haven't more than one set of blades working at a time. As such, I'm going to suggest that we put this into the "save for later" pile and pick it up again once the SDK...  [Read More]
Posted in: Submission: Real Blades
 razorace
11-05-2003, 6:22 PM
#8
Ok, I'll check it out....  [Read More]
Posted in: SABER_SITH_SWORD keeps crashing the game
 razorace
11-05-2003, 5:41 PM
#3
My guess is that type SABER_SITH_SWORD wasn't set up for MP....  [Read More]
I've also discovered the a quick and easy system to make your your color selectable areas definite and with the correct color. I suppose I could write a tutorial for that too if you guys want....  [Read More]
Tutorial: Creating Icons for New Customizable Player Class Parts (http://www.lucasforums.com/showthread.php?s=&threadid=116943)...  [Read More]
Posted in: MODView and MD3 View NO Support!?
 razorace
11-05-2003, 6:37 PM
#6
Originally posted by XDelusion Wow, after reading through the other threads I got it all worked out, just can't open GLA's! You don't open up gla's directly. You open up a model that uses the said gla and then use the sequences tab to view them. (...  [Read More]
Posted in: Head Smashed in Bot Jump
 razorace
11-05-2003, 10:56 PM
#3
That's a good idea but it wouldn't work for the default maps or fix the obviously flawed behavior....  [Read More]
Page: 97 of 133