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Marker0077

Latest Posts

Page: 9 of 11
Posted in: Something a lot of us are looking for.
 Marker0077
11-15-2003, 7:54 PM
#3
They probably have it capped off at 12 for a reason like it lags the game out too much like when you spawn 20 bots....  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 Marker0077
11-15-2003, 7:56 PM
#20
there are a ton of +button commands, why not just use one of those?...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 Marker0077
11-15-2003, 6:45 PM
#15
Originally posted by razorace In my saber system, secondary fire will be for setting your block direction so kick/saber throw would be useable that way. I suggest that saber throw be turned into a force power that can be used from the force power m...  [Read More]
Posted in: No more forcing downloads due to .jkb files
 Marker0077
11-13-2003, 11:32 AM
#1
I haven't tested this out in JK3 (I would think it is still there from JK2) but in JK2, servers force downloads of whatever .pk3 files that contain .jkb (bot personality) files *if* the server is using it at the time. Normally, the client doesn't sta...  [Read More]
Posted in: Modelling: jedi_tf and Color Selection
 Marker0077
11-09-2003, 2:17 PM
#2
I will be getting into the development of the CM skins pack within the next few days so I should no more then. I've just been real busy with miscellanous stuff every here & there, most of which is for my own personal usage, but I am trying to get...  [Read More]
Posted in: Staff to Dual Sabers?
 Marker0077
11-13-2003, 11:23 AM
#31
I still think having the staff have it's own HPs is the best way to go (i.e. if someone goes 1 to 14 HPs over the staffs HPs, it breaks into dual sabers & if they go 15 HPs (or more) over the staffs HPs, it goes to single saber). The reason I br...  [Read More]
Posted in: Staff to Dual Sabers?
 Marker0077
11-11-2003, 6:18 AM
#27
Originally posted by razorace Simply put, multi-bladed weapons take more skill to use and give you more saber blade space to work with (and that translates to more oppertunities for blocking and attacking in the game) multi-bladed weapons do not tak...  [Read More]
Posted in: Staff to Dual Sabers?
 Marker0077
11-10-2003, 8:22 AM
#18
Originally posted by razorace Agreed, I was planning on making any saber destroyable.Sorry, I meant with the standard saber retreval system. I was just meaning that it should take force points. But I do think that the retreval button should be rem...  [Read More]
Posted in: Staff to Dual Sabers?
 Marker0077
11-09-2003, 2:11 PM
#8
So what are you going to do? Leave people totally defenseless? it's going to create people running around & the opponent running after them & then it will never end = gh3y. One of the features in Jedi Action is when you kick a person it also...  [Read More]
Posted in: Staff to Dual Sabers?
 Marker0077
11-08-2003, 11:31 PM
#4
Actually, I think there should be a client side CVar for this. If it is set to 0, then the 2-handed saber can not be broken, if set to 1 then it goes to single saber when broken, & then when set to 2 it goes to dual sabers when broken. I do not...  [Read More]
Posted in: MP gametypes
 Marker0077
11-09-2003, 2:52 AM
#11
Well, I'd like to replace those gametype with ones that might actually get used, like the multi-duel gametype & the 2v2 gametype. Raven may have also made some other changes to it that we do not know about. Some of the gametypes, such as CTF, ha...  [Read More]
Posted in: MP gametypes
 Marker0077
11-08-2003, 11:48 PM
#8
I don't see the point in these gametypes, Siege I can see (now that I can see people actually play it) but no one played Jedi Master or CTY when it was just JK2. Don't get me wrong, I don't mean to rain on anyones parade, I would just hate to see yo...  [Read More]
Ya, it's nice to have developers in the community that are not selfish pricks & donate their work for everyone in the community. Now I'm not mentioning any names *cough*Lee Oattes*cough* because that would only be something someone who is bitter...  [Read More]
Posted in: mod program
 Marker0077
11-11-2003, 6:00 AM
#18
Originally posted by Emon It's not different on NTFS, I think you mean systems running NT, they have slightly different commands. It is the file system. I had batch files that worked fine in Win98 & then would only work on some XP OS's. The ones...  [Read More]
Posted in: mod program
 Marker0077
11-10-2003, 7:55 AM
#13
Emon, he's talking about a proggy to swap out his various client side weapon &/or sound mods. A batch file WILL work fine for that if it is setup correctly. It's a little more difficult on NTFS systems but still should be no problem....  [Read More]
Posted in: Non-Interferance & Multi-Duel (Enhanced Add)
 Marker0077
11-10-2003, 8:28 AM
#27
Half-Life was not based on Quake 1 or Quake 2, it was inbetween the 2 actually. Quake 2 was around the time of being released when they started on Half-Life, so I'm not exactly sure why they chose that version of Quake to base it on but that's what I...  [Read More]
Posted in: Basic Ideas: Admin Stuff
 Marker0077
11-17-2003, 2:42 PM
#29
Well in all reality it's always going to need work. Nothing is perfect, especially with games....  [Read More]
Posted in: Basic Ideas: Admin Stuff
 Marker0077
11-17-2003, 9:35 AM
#26
Originally posted by MarS_888 If the biggest part of the community consists of these kind of admins then perhaps the community was doomed to fail in the first place.I disagree. I think the community was falling rapidly because the immature people in...  [Read More]
Posted in: Basic Ideas: Admin Stuff
 Marker0077
11-15-2003, 8:27 PM
#24
Originally posted by WhiteShdw He wasn't using Dynamic IP. If that was all it wouldn't have been a problem. He used dramatically different IP's. Banning 12 different IP ranges would not have been very good for a public server I think. There's only 2...  [Read More]
Posted in: Basic Ideas: Admin Stuff
 Marker0077
11-15-2003, 6:31 PM
#18
Originally posted by WhiteShdw Most of the admin commands that were used in those admin mods were copied from the Vulcanus admin mod, which i believe was the first admin mod for JK2.We know. I know both of the coders, I talk to them on a regular bas...  [Read More]
Posted in: Basic Ideas: Admin Stuff
 Marker0077
11-10-2003, 7:52 AM
#13
Well actually, you would make it so that while they are frozen, they would take no damage but I know where you guys were going with this before you posted that info, thanks for trying to be thorough though. I suppose it does leave some room for admi...  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 Marker0077
11-11-2003, 6:31 AM
#50
Originally posted by razorace As such, you can't really catter to them since you can't learn what they really want by talking to them.That is sooo not true. Yes, most of the ideas are bad, however, the good ones are in there. Personally I think you...  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 Marker0077
11-11-2003, 5:54 AM
#48
Originally posted by razorace If someone codes it and submits it, that's fine with me. If it's a big deal for you, we could add a RPG emotes disable cvar and ask people to have some sort of [RPG] tag in the server name. Just make a server CVar for i...  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 Marker0077
11-09-2003, 2:45 AM
#30
Originally posted by Samuel Dravis There is a quick and easy way to get rid of annoying people using emotes too much ( they should be warned about it first): /kick <playername> If they have a problem with it, there is a lot of other servers...  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 Marker0077
11-08-2003, 11:43 PM
#28
Originally posted by Emon Because people abuse them. You get idiots who use sit in the middle of the battlefield and try to chat with their friends. Emotes geared towards "RPGing" need to be strictly prohibited. People do that in general,...  [Read More]
Page: 9 of 11