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Azymn

Latest Posts

Page: 5 of 9
Posted in: ForceMod II - Final beta feedback
 Azymn
05-27-2003, 3:12 PM
#101
I tried to fix the saber blades so they would be saved differently, because they should load at startup. Check in your jk2mpconfig.cfg to see if tck_red1, tck_green1... are being saved in there. Littleman206 - While you are correct on many of your p...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-27-2003, 5:12 AM
#96
I attempted to address every bug you all reported, so if you see repeats just lemme know. Just redownload it again from the same link as beta3. Fixes: - client ip's logged on connect - Fixed flat look of tips for Ep 1-4 sabers - max ~# of bot emotio...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-23-2003, 9:21 PM
#86
mort!!!! - If Wudan makes those anims, we will release them as a separate download. Well, i'm going to assume the ded serv bug is not a universal bug, and proceed with a few last minute changes. 1) the dual blasters (not pistols) are gone....i miss...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-23-2003, 7:21 PM
#82
Schweet. :) Will everyone else please try the same thing Classic Luke just did? Thanks....  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-23-2003, 6:32 PM
#80
And could you go to the setup menu in game with no problems?...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-23-2003, 6:21 PM
#78
You are doing it correctly. Once it goes to the console, start up another jk2 game, and join the server on your own machine....  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-23-2003, 3:22 PM
#76
- I'll double check the jetpack limitations...i think they're broken for human players too. - The grappling hook is a bit glitchy; i've had a tough time getting that thing right, b/c it shares a variable that's also used by the disruptor, among other...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-23-2003, 4:23 AM
#73
Hehe, mariners2001 is pretty quick - i hadn't even posted that it was up. :) Yeah, if you all re-download release3 with the same link given in the email, it should have the animation problems solved, and a few other optimizations cHoSeN-oNe pointed...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-22-2003, 9:57 PM
#71
i believe the animation you're looking for is possible, b/c the torso animations and leg animations are conveniently separated. I doubt i'll have the time to make that change properly, but i'll look at it anyway....  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-22-2003, 7:49 PM
#69
Classic Luke: I know exactly what's causing the animation problems...they'll be fixed soon. There's one other significant bug that's been brought to my attention, and a few exploits i'm going to fix. rut-wa: Are the bugs you posted still not working...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-22-2003, 7:06 AM
#67
I just uploaded final beta 3 (if there are 11 'final' fantasys, it's okay to have multiple 'final' betas, right? :) ) Check your emails for the link. Updates: - Saber stance problem - Animations after coming out of roll with a gun tweaked (thanks f...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-21-2003, 7:47 PM
#63
Actually, i must apologize: unless you've downloaded the beta after this post, there is a scripts folder in your forcemod_2_beta_f2.pk3 with a "mercs.bot" script in it. It WILL cause your system to crash if you add the bots referenced in it...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-21-2003, 5:04 PM
#61
rut-wa: Did you change your merc files for the original system on how we made mercs? That might cause complications (though it shouldn't) Also, if you know how to edit pk3's, you can replace your botfiles\bots.txt with this one: http://forcemod.aotct...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-21-2003, 3:47 PM
#58
Classic Luke: The dragon remix weapons pack is not compatible with ForceMod II - Covax could update his files relatively easy, but as of now they will actually interfere with basic forcemod FX - such as the sabers. You could contact him and send him...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-21-2003, 2:27 AM
#55
These bugs should be fixed in this next release i just emailed all of you about: - Random crashes caused by client/server miscommunication fixed. - Bryar pistol now starts with ammo if jediVmerc is off - Starting with jediVmerc off will no longer sp...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-20-2003, 11:39 PM
#54
set f_jetpackbreak to 0 and they can't break....  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-20-2003, 3:06 PM
#52
Yeah, i talked to Wudan about it - he may be able to tweak an animation for it (he said he'd try), but he does have other projects at hand that he needs to work on. So we'll see what happens. Until then, everyone will point their guns slightly upward...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-20-2003, 5:04 AM
#50
make sure you have cf_single set to "0" - it's called "Single Stances: Original 3 stances" in the forcemod->player menu. It does seem the mercs need some counter to saber throw: I was thinking of reducing the damage by 1/5 if...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-20-2003, 3:42 AM
#48
mariners2001, excellent data on the crash, thank you. I'll address the bug solutions in the next email i send out, which will also include a link to an updated final beta. But, to answer questions: Q: Is there a way to make other blades for the sab...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-19-2003, 4:28 PM
#44
These may prevent the crashes some of you are having: - If you have two pk3's in your ForceMod_2_beta_f folder, delete the oldest one, 'forceMod_2_beta_f' , and you should be left with only one called forceMod_2.pk3 - then delete your jk2mpconfig fr...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-18-2003, 1:56 AM
#27
Cloaking vs Mindtrick: - You can attack without penalty while cloaked. - Cloaking does affects all enemies, regardless of level. - Cloaked units can be seen by bots at close range (~20 feet-ish), to simulate how human players could see a cloaked mer...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-17-2003, 10:46 PM
#25
Squirrel - Can you email me the cfg files that were causing it to crash when you ran them? Also - have any of you noticed that it crashes when a merc dies? Or when you use the grapple and jetpack at the same time? I'm trying to pinpoint the problem...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-17-2003, 7:48 PM
#24
- Force Template pages that you have to switch to don't show up until you save one. - There are some darks in the pure jedi one, light syrup shows up dark, as does white knight. Might do this in other ones, didn't check. The menus are certainly one...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
05-17-2003, 5:54 PM
#236
I'll take care of it. If you could remove the link to that site, i'd appreciate it. Thanks for the heads up....  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
05-17-2003, 8:11 PM
#214
I will release the most up-to-date version within 3 weeks to the general public. You've all waited long enough. :)...  [Read More]
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