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Azymn

Latest Posts

Page: 8 of 9
Posted in: Forcemod 2 Beta Feedback
 Azymn
02-27-2003, 3:08 PM
#18
Jango went from a) aggressive & mortal to b) passive & mortal to eventually c) passive and immortal. K, so it's a truemerc problem. Good to know. Did you make the droid a merc? Desann shouldn't get a rocket launcher if jediVmerc is 1. :S...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
02-27-2003, 8:03 AM
#16
1. i was executing the cvar via the console and in the game types i tried (including team ffa) it said i would have to restart the game, which i did, then it changed back to default (0). Bloomin weird....try setting it from the server startup screen...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
02-27-2003, 6:20 AM
#14
The main setting is merc mod for these new merc features, is this correct? Correct. I'll check out the specialties, and the zoom code isn't working yet. KaiaSowapit - set f_gunbreak to "0" and tell me if that invincibug still pops up. If...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
02-26-2003, 11:41 PM
#11
* couldn't add certain bots and crashed the game (custom ones) * game crashed when second pistol was taken out (pistol worked fine at first) * all of the models are shown now!!! great job! however, all the maps cannot be seen. is this fixable? * grap...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
02-25-2003, 8:40 PM
#3
If anyone else has this same problem, please post. I don't have the problem here at home, so my only guesses are: Make sure there aren't ANY other mods in the same folder. Very few mods are compatible, and ForceMod 2.0 should be all alone in the fold...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
02-25-2003, 7:18 PM
#1
This thread is designed specifically for those people who have been selected to be a part of the closed ForceMod 2.0 beta. Outside commentary is welcome, but please try to stay focused on the topic. Priorities on what would help me most: 1) Bugs -...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
02-27-2003, 11:40 PM
#61
deXtoRious - It's on its way, but no public beta....i've got a lot of bugs to sort out first. :) mort!!! - One of the testers has posted some on a website....ihe's redoing it right now but i'm sure he'll have some screenies. OrbitŠ´l & Lord X -...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
02-25-2003, 5:55 PM
#53
Thanks for the flamethrower shader link, t3rr0r. We'll see what the verdict is after the beta on whether people would prefer different flamethrower fx. Bandwidth and processing is an issue: the new flamethrower i've just implemented looks different...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
02-24-2003, 2:56 PM
#46
I only have a few of the emails of people who have expressed an interest in beta testing, so if you'd like to test, please: 1 - Contact me thru the email posted on the ForceMod 2 website (in the bottom right corner) 2 - Make the subject of your emai...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
02-22-2003, 10:59 PM
#44
About 95% of the new features can be turned on/off. Lord Tnuc - still lobbying for a cajun card trick? :)...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
02-20-2003, 9:32 PM
#40
Originally posted by razorace What?! you stealing my gig?! lol - no Ace, if i did a forceDodge, it would pale in comparison to the system you've implemented. And that's "if". :)...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
02-20-2003, 4:41 PM
#38
If i release a 3.0, i plan on swapping out team heal and team force for two new powers, one light, one dark, or just one new neutral power, like a vamped up forceDodge. could you please make a dual BLASTERS toggle? If you mean to switch between dual...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
02-17-2003, 5:49 PM
#33
Any estimate on the release? maybe a percentage of how far you are and how much more or something I'm hesitant to put a date up on the release b/c i have very little time to work on it. But it's about 95% done. The mercs will be powerful, but the j...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
02-15-2003, 4:00 PM
#25
Are the dual jetpack emissions still in? And what about the improved grappling hook. I haven't heard you mention that in ages. Yeah, i haven't gotten the dual jetpack emissions to look right yet - i emailed Artifex to ask how he did it in promod3. O...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
02-15-2003, 2:39 AM
#17
1) Are the Merc improvements constant in way Jedi Force powers are, meaning you respawn with all the little gadgets? Yes. I'm tinkering with a 3 class system for the mercs...i'll likely post a poll on it in a few days. But you would always respawn w...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
02-14-2003, 4:25 PM
#12
What weapons can be held in dual fashion? I'm inclined to think that only dual pistols should be allowed for balance reasons. Right now, only pistols and blasters can be dual-wielded. I will likely make dual blasters less accurate if balance-testing...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
02-14-2003, 12:18 PM
#8
You said pure saber users can block anything in their crosshair. Is there anyway to increase this range where they can block anything? eg. Depending on force level the range of blocking increases. Well, they can block any attacks from a single attac...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
02-14-2003, 2:53 AM
#4
lol, thx boinga1. i've been debuggin this stuff for so long now - its nice to know it still seems like an improvement. :) AJL - yeah, it's the merc's battery, a sort of power supply for the jetpack/cloaking/goggles/etc... I thought it might be nice...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
02-13-2003, 6:41 PM
#1
Sorry it took so long to get these posted... I just threw together a minisite for the next version of Forcemod. It contains a partial list of features for the next release and a handful of screenshots: http://www.geocities.com/ibidetalitis/forcemod2...  [Read More]
Posted in: MotF: True View Screenies
 Azymn
02-26-2003, 12:40 AM
#34
Trueview is cool - it has a very immersive feel to it. I played with it for a few minutes, doing wall runs and such and the view actually rotates with the character. It can be disorienting at first until you get used to it, but it's WAY cool to figh...  [Read More]
Posted in: MotF: True View Screenies
 Azymn
02-04-2003, 4:57 PM
#8
Cool. :D Is that a 3rd-person perspective from in front of the head?...  [Read More]
Posted in: A tacky request...
 Azymn
09-20-2002, 6:35 PM
#2
Sure, it can be done. I think it would be a cool effect too. I'll see if i can add it to the disruptor when i get the other things worked out....  [Read More]
Posted in: forceMod beta - Level 4 force powers
 Azymn
09-27-2002, 4:39 PM
#15
There are two ways to do it: 1) When you're in the main menu, go to Setup->Forcemod and make sure level 4 powers are enabled. 2) When you are at the force selection screen, bring down the console by typing "~", and then type "set f_...  [Read More]
Posted in: forceMod beta - Level 4 force powers
 Azymn
09-15-2002, 5:15 AM
#13
Sorry guys, this is the first forum i've been apart of, and i didn't realize the dangers of posting your email (it can be scanned by spammers), so i'm sorry for not realizing this earlier, but if you posted your email, please remove it. :( If any of...  [Read More]
Posted in: OLD - WIP: Masters of the Force
 Azymn
09-15-2002, 5:29 AM
#88
Hey razorace, i just read your updated design doc - looks good :) FYI - i am doing a couple of the things in my mod that you mentioned in your design doc, and i've already coded them up. So lemme know when you get to that stage and i might be able t...  [Read More]
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