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Wudan

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Page: 5 of 18
It would take a mod, but since it's all client-side, it's possible....  [Read More]
Posted in: Parsing .arena Files
 Wudan
01-18-2004, 12:22 PM
#4
Have it read the string containing the number and do a: number = atoi(string); It will work....  [Read More]
Posted in: couple of n00b coding questions.
 Wudan
01-18-2004, 12:20 PM
#8
It is sent as it is defined, to send 32 bits when you only need 19 is not net-friendly. In JK2 it was defined as 16 and sent as 16 ... but who knows? Only a Raven Dev would know for sure....  [Read More]
Posted in: couple of n00b coding questions.
 Wudan
01-15-2004, 9:30 PM
#6
The define is hard - because the server only sends 19 bits of info to the client pertaining to weapon information. There's a fix posted at Quake3World to double the ammount of weapons, and you also have a free int at the end of the playerstate struct...  [Read More]
Posted in: couple of n00b coding questions.
 Wudan
01-15-2004, 1:21 PM
#4
'as far as i know' - in q_shared.h:#define MAX_WEAPONS 19 Also, in bg_weapons.h we find:typedef enum { WP_NONE, WP_STUN_BATON, WP_MELEE, WP_SABER, WP_BRYAR_PISTOL, WP_BLASTER, WP_DISRUPTOR, WP_BOWCASTER, WP_REPEATER, WP_DEMP2, WP_FLECHETTE, WP_ROC...  [Read More]
Posted in: couple of n00b coding questions.
 Wudan
01-14-2004, 5:00 PM
#2
afaik, it's only for the Tusken NPCs - it's not in the player's weapon set, which is limited to '19' slots, with 19 being used....  [Read More]
Posted in: Help with character.menu
 Wudan
01-14-2004, 2:35 AM
#4
Hmmm - so why have the choice at all? I'm afraid I'm a bit lost - from what I can see from the MP SDK, the character models that are customizable look hard-coded, but other developers are able to get new ones, so I *know* I'm mistaken. I remember wh...  [Read More]
Posted in: Help with character.menu
 Wudan
01-14-2004, 12:24 AM
#2
Sounds awesome - I've heard of this kind of project in 3 separate places - are you all working together on this?...  [Read More]
Posted in: Next Release Date?
 Wudan
01-16-2004, 8:23 PM
#16
A lot of those are cheat protected - why would players want / need a menu for them?...  [Read More]
Posted in: Bone X ("Y') exists more then once in this file
 Wudan
01-06-2004, 3:08 PM
#16
Well, I'm glad *that's* all sorted :D...  [Read More]
Posted in: Bone X ("Y') exists more then once in this file
 Wudan
01-06-2004, 1:43 PM
#12
Oh no, don't get me wrong - I don't think english is better than any other language, it's just one of the few I know, and I would like to help out - I wrote an OpenGL program to display the models (.glm) and animations (.gla), but these are the only...  [Read More]
Posted in: Bone X ("Y') exists more then once in this file
 Wudan
01-05-2004, 9:56 PM
#8
Still getting the error? I know a thing or two about model formats and the animation file format, so ... uh - in english?...  [Read More]
Posted in: Basic Submission: True View
 Wudan
01-04-2004, 8:14 PM
#9
Cool deal :D...  [Read More]
Posted in: Basic Submission: True View
 Wudan
01-04-2004, 12:20 PM
#7
It's already going to be that way - it's Basic, and having it default to 'on' would be against razor's common-sense, if Ii have an understanding of his reasoning by now. TrueView is an accurate way of doing a 'first person light-saber mode' which ha...  [Read More]
Posted in: Basic Submission: True View
 Wudan
01-04-2004, 4:25 AM
#5
Is TrueView still going to be based on 'eye' tags or whatever it was?...  [Read More]
Posted in: Skins WIP: lots to talk about
 Wudan
01-01-2004, 5:38 AM
#15
Originally posted by Teancum 10k isn't really that high. Because only parts of the model that are on are being rendered. For comparison, the Human Male model is about 15k. Teancum is absolutely correct on this issue - the only polys that count are...  [Read More]
Posted in: OJP: New Animations Project
 Wudan
01-17-2004, 8:52 PM
#46
You are trying to make new animations without taking the advice or heedings of people who've already done what you're trying to do (http://www.mt-wudan.com/dragon24.jpg). Thanks, and good night....  [Read More]
Posted in: OJP: New Animations Project
 Wudan
01-01-2004, 2:05 PM
#23
Originally posted by Marker0077 Mike Gummelt said we need Softimage in order to make these new animations, so I got it. I'm waiting for him to get back from vacation, email me & go from there. No one knows exactly what they are doing with playe...  [Read More]
Posted in: OJP: New Animations Project
 Wudan
01-01-2004, 6:33 AM
#20
Take any .XSI skeleton you please, go ahead and try to get an animation from XSI or MAX in to JKA. It's not bloody possible unless you know what the hell you're doing. I know you're a clever guy, but tons of clever guys before you have ground their...  [Read More]
Posted in: OJP: New Animations Project
 Wudan
12-31-2003, 9:00 PM
#17
Please explain how common sense is going to help you put new animations in to a game when you have no skeleton for the models?...  [Read More]
Posted in: OJP: New Animations Project
 Wudan
12-30-2003, 1:15 PM
#15
You're making something simple be very complex. 1. To make new animations you have to be clever. 2. To get them in-game you have to be even more clever. 3. To utilize them in a mod to make them 'worth the download' you must be both creative and uber...  [Read More]
Posted in: jo style disruptor
 Wudan
12-31-2003, 5:40 PM
#11
There's another similar check further down in the code that you'll need to replace with a playerspeed check - unless you want to keep the 'don't move while charging' thing. A normal moving player goes about 250 units per second, 90 walking and 125 c...  [Read More]
Posted in: jo style disruptor
 Wudan
12-30-2003, 1:40 PM
#10
After putting that in, you'll need to re-compile both your game and cgame dlls....  [Read More]
Posted in: jo style disruptor
 Wudan
12-30-2003, 1:38 PM
#9
To make the disruptor cancel out if the player is moving, or moving above a specified velocity: about line 7201 in bg_pmove.c (http://www.mt-wudan.com/jkamp/bg__pmove_8c-source.html) Change this section in PM_Weapon(): if (pm->ps->weapon ==...  [Read More]
Posted in: Enhanced Ideas: "Z-Targeting"
 Wudan
12-29-2003, 8:09 PM
#7
Give it a distance limit, I'd say - if you're not close enough to a person or can't actually see them, cut the targetting system out. Heck if we're going to do that, why not make a cool isometric view of the player, too?...  [Read More]
Page: 5 of 18