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Azymn

Latest Posts

Page: 7 of 9
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-20-2003, 4:22 PM
#167
Good suggestions, I'll see if i can add the descriptions int there, that seems like a good place for now (they certainly need to be on there somewhere). The cartwheel and roll idea is already on my to do list for later, though slightly different t...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-19-2003, 11:48 PM
#165
AOTJ_Craig: 1. The newest menus should fix that unsaved cvar stuff. 2. Thanks, Drain blocking was messed up. It should be fixed now. 3. Desann does what? And what about the 4slot bot problem? Also...i'll take a look at the dualguns thing. Littlem...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-15-2003, 3:36 AM
#153
Crap...my connection just lost my reply to each of you individually. :S Just know that i'm workin on almost everything you guys mentioned....i'll reply again later....  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-13-2003, 3:52 PM
#146
The jetpack menu is under the forcemod menu on the main screen at startup...should be easy to find when you start the game....  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-13-2003, 3:44 PM
#144
lionknight - the only files that would conflict are the files in base from some other mod. Other files in gamedata are fine as long as they are in their own mod folder. And i sure hope i can fix the grapple. :) I'll check out the join server with bot...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-12-2003, 10:18 PM
#139
Also how the heck can i choose how many fire thrusts i want? Jetpack menu or cf_jetpacktype cvar. BTW - If any of you find ANY problems (misspellings/not working/looks funny) with the menus lemme know, because they're the final version now....  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-12-2003, 8:01 PM
#136
Syrup, too radical to code or too radical for the fans to accept? The fans man, the fans. :) AOTJ_Craig - Thanks for the pics...they help. I'll get workin on those. The bots seemed to use the jetpack in beta 1 but not in beta 2. Is this everyone...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-12-2003, 12:50 AM
#127
Could you make it so we could download different kinds of blades (flame, super, Jk1, etc.) and be able to select them like that? You wouldn't just be able to cycle thru new ones, but if you renamed the new ones you could easily swap a new one in for...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-11-2003, 1:46 PM
#117
darthmaul_541 - All those things are possible, but i'm not planning on adding any more new features so we can release this mod in the near future. :) Perhaps a later edition. -in some cases, when i used the ammo regen, its consumed batteries as norm...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-11-2003, 12:50 AM
#113
I also downloaded the cartwheel "The cartwheel"? Well, whoever made the cartwheel didn't expect anyone but jedi with lightsabers to use it (Raven didn't expect people with guns to do flips and the like), which could be the problem... yea...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-10-2003, 5:01 PM
#105
I'll try to hit as many replies as i can before i head up to take a test (i'm in school, that's where i've been) mariners2001 - I'll check out the scope code, but the grapple isn't finished (the little bugger, i've put it off to get other stuff up a...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-08-2003, 1:49 AM
#74
Deathride, don't feel bad if noone joins. You shouldn't be able to make public servers until you have beta 2 - i added the ability to find other beta2 servers in it. I'll boost the ammo limit, but lemme know if this skews the balance. Mace_Windu21...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-07-2003, 6:46 PM
#67
bliv's right about f_mercdismember: you have to be using the disruptor and do quite a bit of damage, but you'll shoot through limbs if it's on. There are a number (probably a dozen or so) of cvars for features i had planned on adding, but have not d...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-06-2003, 8:49 PM
#63
Deathride - The Yoda vs Boba battle at the bottom should be fixed, and hopefully your computer won't crash with this next release either. The goggles aren't suppose to work with the scope, that will stay the same. And beta will be able to find other...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-05-2003, 5:11 PM
#51
oh by the way, i found out the map limit was around 55 - it's always been like that though. i do not think your fixing the model limit had any effect. you should definitely leave the model fix on. it's soo much better now. also, is it possible to blo...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-04-2003, 1:38 AM
#41
Azmier - I'm not sure i'm going to be leaving the model cap fix in...it may be causing unseen problems elsewhere (like limiting the # of maps that can load). It will require more extensive testing before it can be decidedly released. I'll knock a few...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-03-2003, 4:04 AM
#38
lionknight - that is the single most annoying bug, and i believe it is now fixed. Master_Payne - i do like the saber defense idea, but saberthrow is quite effective against mercs (maybe too effective). I am open to ideas on improving saber combat, b...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-01-2003, 11:41 PM
#29
Thanks for all the feedback, it's really been a great help. I felt i should update you guys on what i've been able to do the past few hours: The following bugs/missing features should be fixed in Beta 2: ________________________________ - bot invul...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
02-28-2003, 1:09 AM
#20
KaiaSowapit - was it a team game where they had the weapons they shouldn't of?...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
03-18-2003, 4:50 AM
#112
DarkLord60 - ForceMod won't be compatible with any other mods that alter code. bliv - you will likely see some features from ForceMod in a few select mods in the future, but as of now it will not be publicly open source....  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
03-12-2003, 6:18 PM
#99
I believe it's an issue with an f_powerbots setting giving all forcepowers to bots, turning f_powerbots off should fix it. I will likely tweak it anyway so as to avoid confusion in the future....  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
03-10-2003, 5:05 PM
#97
AOTJ_Craig - There won't be RPG stuff in this mod - it's focused on combat. Vairtis - Umm, i think the files are forcetick0 - forcetick9, look for them in the menu folders (i can't check right now). Zappa_0 - the final release will have an admin s...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
03-06-2003, 9:24 PM
#87
mort!!! - probly leaving the flame fx as they are so i can focus on other things. Padawan_7 - bliv's right - not yet (if ever) to all of the above. MasterKoon237 - no, not yet. :) zERoCooL2479 - i'll be sure to let you know. :) For those of you w...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
03-03-2003, 9:15 PM
#81
Just tweakin the menus and adding a few more features for testing. I had less time than i thought, hopefully it'll all be ready for beta 2....  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
02-28-2003, 2:38 AM
#63
By all means, go ahead. :) Kartikay had some posted on a website, but i lost the think to it....  [Read More]
Page: 7 of 9