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recombinant

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Page: 2 of 7
Originally posted by CortoCG I don't even know who Grevious is. Star Wars Databank: General Grievous (http://www.starwars.com/databank/character/generalgrievous/) Currently has only appeared in the Clone Wars cartoon series (worth checking out o...  [Read More]
Posted in: Wow
 recombinant
08-30-2004, 2:32 PM
#5
some of us could use some more motivation than others, too... :D...  [Read More]
Posted in: cmoncmoncmoncmon...
 recombinant
08-30-2004, 4:16 PM
#23
Originally posted by Fracman This makes teamwork a little bit difficult, but it works somehow... like this: :guitar2 <- the boss :band1 <- the team :rddance: :cowdance :yeldance: :sheepdanc :emodanc: <- the fans That's awsome, Fracma...  [Read More]
Posted in: Wheeled vehicles
 recombinant
12-25-2003, 1:30 AM
#5
Originally posted by razorace Actually, the hard part would probably be trying to get car physics to feel real. ...or you could just play Quake III Rally (http://www.quakerally.com/) (which, of course, requires that you have Quake III Arena (http:...  [Read More]
Posted in: Jedi academy MP SDK for linux
 recombinant
12-14-2003, 3:28 PM
#4
...also take a look at the following thread regarding the JKA Universal SDK (http://www.lucasforums.com/showthread.php?s=&threadid=119049) Trimbo used divoid's work as the basis for an SDK that will work for both platforms, which also includes M...  [Read More]
Posted in: dll/qvm problemo
 recombinant
12-29-2003, 12:40 AM
#13
Originally posted by Fracman Is there JA running on Linux (i mean the full game, not only the dedicated server? If yes, there must be a way to do QVM files. ...in answer to this particular question, the answer is no. Sure, you can use gcc to compi...  [Read More]
Posted in: dll/qvm problemo
 recombinant
12-28-2003, 5:10 AM
#10
I may have answered my own question... It looks like lcc (formerly distributed with the JK2 sdk) is specifically a C compiler, and since C++ has been introduced it can't be used for compiling JKA sdk code. Does this sound like a plausible reason?...  [Read More]
Posted in: dll/qvm problemo
 recombinant
12-28-2003, 4:53 AM
#9
Has it been confirmed that we cannot create QVMs at all? Or are we limited to DLLs on Windows and Shared Objects on Linux? (...and any clues about what component model the Mac version uses???) Thanks! :clone:...  [Read More]
Posted in: MP SDK (official one)
 recombinant
12-22-2003, 3:28 AM
#23
Originally posted by Algardex simply DON'T save and leave the quicksave option alone for those who want to. In the MP game, we cannot "leave the quicksave option alone" since there is no quicksave option to begin with. Obviously we're g...  [Read More]
Posted in: MP SDK (official one)
 recombinant
12-18-2003, 5:28 PM
#15
...looks like my work is simplified. (ok, not really.) ;) :holosid:...  [Read More]
Posted in: MP SDK (official one)
 recombinant
12-08-2003, 4:23 AM
#10
...on the bright side, at least the MP capabilities in JA far exceed JK2, or so I'm told. Just the scripting capabilities alone should be worthwhile. Let's hope that's the case......  [Read More]
Posted in: MP SDK (official one)
 recombinant
12-07-2003, 3:56 AM
#8
...the only glimmer of hope is that Raven ultimately released the SP SDK for Elite Force after releasing the Expansion Pack and the MP code, but as you said, I wouldn't bet on it either. :holosid:...  [Read More]
Posted in: MP SDK (official one)
 recombinant
12-06-2003, 2:41 PM
#6
unless by some miracle raven is able to release the SP code in the future, the MP SDK is all we've got to work with. i'm just glad we're back to a "standard" codebase instead of trying to use WLS' broken set of code. whew! :holosid:...  [Read More]
Posted in: Problems running JKA code in .NET and debug
 recombinant
12-22-2003, 2:18 AM
#19
Originally posted by Fracman Hehe... WELCOME BACK, Recombinant :D Thanks, Fracman! Nice to be back... :D...  [Read More]
Posted in: Problems running JKA code in .NET and debug
 recombinant
12-19-2003, 9:51 PM
#16
OK... I just tried this out today and it is awesome - I've got the main game running on my primary display of my laptop, and the IDE is maximized on my secondary display... I'm also quite impressed at the performance of the game in its windowed stat...  [Read More]
Posted in: Problems running JKA code in .NET and debug
 recombinant
12-14-2003, 10:57 PM
#14
Originally posted by RenegadeOfPhunk Not tricky at all. Oh good... Just set up dual monitors as normal (standard Windows display properties), and display the IDE on your secondary monitor ...the game will probably only run on your primary monitor....  [Read More]
Posted in: Problems running JKA code in .NET and debug
 recombinant
12-14-2003, 10:40 PM
#12
cool. how tricky is it to set up? I've got a dual-monitor setup that I can use with (1) my laptop display connected to (2) a crt monitor. I'd like to try out the multiple-display development/debugging at some point. Thanks! :D...  [Read More]
Posted in: Problems running JKA code in .NET and debug
 recombinant
12-14-2003, 3:48 PM
#10
As a follow-up question, does anyone here know if it's possible to run a dual-monitor setup and run the IDE on one monitor while running the game on another? Just musing over the possibilities here... :D...  [Read More]
Posted in: Problems running JKA code in .NET and debug
 recombinant
12-14-2003, 3:46 PM
#9
Wow... lots of nice detail there. I'm a seasoned VB/VS debugger user, but have never used it in the context of a game, though... so I didn't quite know what to expect when it hit a breakpoint. I see that it behaves pretty much like I was hoping it...  [Read More]
Posted in: Problems running JKA code in .NET and debug
 recombinant
12-14-2003, 1:33 AM
#6
Out of curiosity, Renegade, what happens when you run the game in debug mode and you hit a breakpoint? Does it just bounce you out of the game into the IDE, at which point you can inspect your variables, etc.? I've not tried any debugging yet... I...  [Read More]
Posted in: Setting up GTK for JA.
 recombinant
10-12-2003, 10:58 PM
#42
...has anyone tried 1.3.12, designed for JA and other Raven products yet? http://www.qeradiant.com/?data=files&files_id=68...  [Read More]
Posted in: Creatures in MP
 recombinant
10-12-2003, 11:05 PM
#14
Originally posted by gothicX Not at all. They spawn with default AI. ...but presumably at some point the tools will be released so that we can script them as NPCs....  [Read More]
Posted in: Cvars
 recombinant
09-29-2003, 9:28 PM
#5
Thanks for the clarification, Emon. I found it a little odd that razorace would be asking about what cvars are, but whatever. bygones. ;)...  [Read More]
Posted in: OJP (Open Jedi Project)
 recombinant
10-01-2003, 2:12 PM
#160
yeah... you'd better wipe your chin. it's a little unsightly with all that drool... :D...  [Read More]
Posted in: OJP (Open Jedi Project)
 recombinant
09-29-2003, 9:58 PM
#138
An IRC channel would be way cool......  [Read More]
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