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razorace

Latest Threads

Page: 1 of 6
Posted in: Animation Merging Utility
 razorace
04-09-2006, 7:01 PM
#1
Recently I came up with a good idea on how to smooth out the animation creation and .gla merging process. It occurred to me that animators could create individual animation.cfgs for their .gla files and then we could create a utility that would mer...  [Read More]
Posted in: Nvidia Drivers v66.93 Causing Problems with JKA?
 razorace
02-18-2005, 10:30 PM
#1
I've discovered that JKA seems to crash when using the new v66.93 nvidia drivers with my GForce3. This doesn't happen with the older v61.77 drivers. Anyone else have this problem?...  [Read More]
Posted in: New OJP Basic Test Server
 razorace
01-16-2005, 8:11 PM
#1
As an experiment in testing the reliability and usefulness of OJP, I've set up my system to operate as a test server. The server is on a T1 line and is currently set to a max of 10 players. The TABBots will fill in for all the extra player slots so t...  [Read More]
Posted in: Sending Heartbeats with a Listen Server
 razorace
12-21-2004, 6:57 PM
#1
I'm interested in running a listen server that sends heartbeats to the master servers. The idea being that I can run the my server in listen mode and still be visible on the server browsers. How do I do that?...  [Read More]
Posted in: Installing Files from inside .pk3
 razorace
10-24-2004, 2:08 PM
#1
As part of creating a CoOp gametype for OJP, I'm also doing the the JKO maps as well. However, to keep the powers at be happy about copyright issues, I'm going to require the JKO cd to install all the nessicary files. However, to do this, I'm going...  [Read More]
Posted in: Cultist Destroyer?
 razorace
10-21-2004, 2:02 AM
#1
I've been digging thru the SP AI code while implimenting the code for OJP CoOp. Anyway, I've come across what appears to be a unused NPC "class" that seems to be functional. It's the Cultist Destroyer, a reborn cultist who blindly charge...  [Read More]
Posted in: Possible OJP/DF CoOp Colaberation
 razorace
10-07-2004, 5:21 PM
#1
It's come to my attention that the DF mod is planning on doing the mod for SP due to the crappy implimentation of the npcs, SP scripting, etc in MP. I have an alternate proposal. For some time now I've been working on a Co-Op gametype for OJP, that...  [Read More]
Posted in: CL_ParsePacketEntities error and code mods
 razorace
09-25-2004, 3:27 PM
#1
Has anyone ever had issues with their code mods causing CL_ParsePacketEntities errors when they try to run their mods server only? Right now, OJP Basic runs fine when the clients log in with the client component running but otherwise the game crashs...  [Read More]
Posted in: Compiling Linux Ports in Unix
 razorace
09-01-2004, 5:05 PM
#1
I've been trying to figure out how to compile a JKA Linux port on unix but my gcc compile keeps gives me a error that it doesn't recognize the "arch=i586" command. Any ideas?...  [Read More]
Posted in: Custom anim problems
 razorace
08-15-2004, 5:40 PM
#1
woah, is there suppose to be a post here or is the forum screwed up?...  [Read More]
Posted in: Co-Op Gametype Progress
 razorace
07-30-2004, 12:38 AM
#1
(all maps are listed in terms of the order they are normally played ingame) Playable: All of Intro Sequence Missions All of Tier 1 All of Hoth Mission - t3_rift Broken: - t2_dpred (Rax's navigation gets stuck in the mission start cutscene. I'm...  [Read More]
Posted in: Scripting Help Details
 razorace
07-15-2004, 11:12 PM
#1
Basically, what we're doing here is changing the format for the camera calls so that the MP ICARUS scripting can read it. Unfortunately, the ability to fix the issue without doing this would require the full engine code, which we are not going to get...  [Read More]
Like the title states, I'm working on a true Co-Op gametype for OJP and I could use some help. Namely, I need some more data on how some of the map entities work so I can replicate their functions in MP. The ones I need info for so far are: Misc_Mo...  [Read More]
Posted in: Important Mac SDK Issue
 razorace
07-01-2004, 9:35 PM
#1
According to my Mac guy, the client side of the Mac SDK is broken. Just an FYI to prevent insanity of fellow coders. :) He's trying to contact the man who created the SDK so we'll see what happens....  [Read More]
Posted in: Supporting OJP
 razorace
06-29-2004, 7:13 PM
#1
I know several people have mentioned that they want to help with OJP but can't mod. Here's a partial list of things that people that can't/won't mod can do to help the project: Documentation - We can always have someone go over the OJP documentation...  [Read More]
Posted in: Modder Abuse
 razorace
05-16-2004, 6:23 AM
#1
Mod fans need to know that hassling mod makers, who do this for free, really can't handle constant harassment from their fans. A list of things that drive modders crazy: Fans that think that their opinions are more important than others. In JKA's...  [Read More]
Posted in: AotC TC and Hypocrisy (no flamewars please)
 razorace
05-11-2004, 5:47 PM
#1
Ok, the admins at the AotC TC forums have locked another one of my threads instead of responding to my issues, so, I'm reposting here. Ok, I got a problem with this. AotCTC has been totally pushing the "don't edit our work" line but then yo...  [Read More]
Posted in: OJP_droideka_06.pk3?!
 razorace
05-10-2004, 11:57 PM
#1
What's this OJP file mentioned for this file (http://www.pcgamemods.com/5256/c/)....  [Read More]
Ok, beta 3 for Basic v0.0.5 is out. (personal.palouse.net/razorace/ojp_basic_005b3.zip) The only changes since beta 2 have been making the Tab Bots work in siege. It's pretty early stage stuff, but, they can get all the way to the coffin without help...  [Read More]
Posted in: Opening Existing Maps
 razorace
05-05-2004, 6:18 PM
#1
For my TAB Bots (part of OJP), I'm programming the bots to be able to play siege maps correctly and intellegently. Anyway, I need to be able to open up the compiled siege maps by Raven so I can check out how their siege objectives function. The pro...  [Read More]
Posted in: Mapper Assistance Needed
 razorace
05-03-2004, 6:02 AM
#1
Hi guys, I'm currently working on making the TAB Bots work for siege and I could really use some minor mapper help. What I need to know is what types of triggers normally trip the "info_siege_objective"s on Raven's seige maps. I can decryp...  [Read More]
Posted in: Basic Brainstorming: Bot Saber Combat
 razorace
04-30-2004, 11:59 PM
#1
Hi guys, I'm making good progress on the TAB Bot code but I haven't implimented much on what the bots should do for saber combat. Namely, in what situations should they use katas, switch stances, or use certain types of moves? For the saber stance,...  [Read More]
Posted in: New Animations WIP
 razorace
04-18-2004, 6:51 PM
#1
I'm starting a new thread to deal with the technical aspects of what new animations we're doing and how we're going to package them. It looks like we're stuck with downloading the whole humanoid.gla file so I suggest that we have a OJP animations pa...  [Read More]
Posted in: The Official ICC Makefile for JKA's SDK
 razorace
04-08-2004, 1:26 AM
#1
That's right ladies, I just got the ICC makefile directly from the dude that did the linux compiles for Raven. I hope this helps everyone. Attachced... Just replace the makefile in the codemp/unix directory, and run make release to build a final rel...  [Read More]
Posted in: Setting Cvars with .Cfg
 razorace
04-04-2004, 7:26 AM
#1
I'm trying to figure out how to set a non-archive cvar with the .cfg files without having to manually execute the .cfg ingame. I tried just adding seta g_gravity to both the autoexec.cfg and jampconfig.cfg without any luck. Thanks!...  [Read More]
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