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Wudan

Latest Posts

Page: 6 of 18
Posted in: Prjconveter
 Wudan
12-29-2003, 5:52 PM
#2
If I recall I just dragged the project on to the converter and it popped out a new project file. Somebody else can fill in the file extensions, I forget what they are ......  [Read More]
Posted in: Reminder - Share Your Work With Others Please
 Wudan
12-29-2003, 4:45 PM
#10
.... o .... k .... back to the subject matter .... I think the bottom line is, if you use OJP, you should at least be kind enough to share something that might be useful to the rest of the group....  [Read More]
Posted in: Reminder - Share Your Work With Others Please
 Wudan
12-29-2003, 11:58 AM
#8
To All: Please, don't go pissing and moaning about 'copyright' this and 'intellectual property' that. This is the Internet - if you think you've got rights here, you're mistaken - you're going to have to fend for yourself, and there are plenty of u...  [Read More]
Posted in: Reminder - Share Your Work With Others Please
 Wudan
12-28-2003, 7:57 PM
#4
To me, the best part of OJP is communication - I haven't downloaded the source or uploaded anything, and I'm probably not going to. However, it's good to read over the ideas discussed here (because they are presented in a much more Open and forward-...  [Read More]
Posted in: Basing a stand-alone mod off OJP?
 Wudan
12-28-2003, 11:27 AM
#3
Originally posted by razorace Well, that's what CVS (www.cvshome.org) is for. You could get direct access to our CVS repository and then get regular updates that should automatically merge with your copies as long as you haven't changed something th...  [Read More]
Posted in: Wheeled vehicles
 Wudan
12-29-2003, 12:43 PM
#6
Well, to me, the curious part about Q3Rally would have been the rotations - I asked the Q3Rally guy if he used quaternions, and they did. You can just use a vec4_t for a quaternion, I can hook you up with some conversion functions if anybody wants t...  [Read More]
Posted in: Wheeled vehicles
 Wudan
12-24-2003, 3:19 PM
#2
It's possible, just not done yet....  [Read More]
Posted in: jo style disruptor
 Wudan
12-28-2003, 12:39 PM
#6
Does it work now? You can try browsing through the JK2 MP Source linked from my site in my sig, and try to find out where the disruptor's zoom gets interupted by player movement....  [Read More]
Posted in: jo style disruptor
 Wudan
12-27-2003, 6:24 PM
#4
If you change anything PM / BG wise, you must recompile both of the DLLs or you may not get the expected results. The jittering is because the client movement prediction is different from what the server is predicting. You can probably hack somethin...  [Read More]
Posted in: Basic Idea: Cycle to the Next Map
 Wudan
12-20-2003, 12:47 PM
#4
But it does happen, and it would be good to fix....  [Read More]
Posted in: Enhanced Idea: Custom Firearm Weapons
 Wudan
12-20-2003, 6:49 PM
#7
Oh - more like Soldier of Fortune 2, then. Should be do-able. I'm putting everything in to 2 classes for my mod....  [Read More]
Posted in: Enhanced Idea: Custom Firearm Weapons
 Wudan
12-20-2003, 11:38 AM
#5
I'm sure there's a way to do what you're suggesting, but I'm not clear as to what it is that's being suggested. Weapon classes? There's 19 weapons (technically), with a define of MAX_WEAPONS 19 in q_shared.h. There's ways around it, but I'm hung up...  [Read More]
Posted in: Enchanced idea -- the hidden weapons/other stuff
 Wudan
12-21-2003, 7:17 PM
#13
Put it in skins, it'd make more sense....  [Read More]
Posted in: Enchanced idea -- the hidden weapons/other stuff
 Wudan
12-18-2003, 5:34 PM
#4
It actually doesn't matter what the mappers want in there - if necessary, you can code in support for entity placements independently of the BSP....  [Read More]
Posted in: SP modifications (HOW?!)
 Wudan
12-19-2003, 2:48 PM
#4
MP has a ton of support for SP things. Make an 'SP' mod based on the MP code....  [Read More]
Posted in: Basic Suggestion: "Do Warmups"
 Wudan
12-17-2003, 12:27 PM
#6
I should point out the obvious advantage to a warmup - it gives everybody time to load the map and prepare for battle! Users with high end systems may tweak their texture settings LOW to gain a fast load time, which enables them to get in the map an...  [Read More]
Posted in: Basic Suggestion: "Do Warmups"
 Wudan
12-16-2003, 12:21 PM
#3
A) It's broken because it doesn't work - you don't get a time to 'warm-up'. B) To work 'normally' it should act as Kurgan said....  [Read More]
Posted in: Black blending?
 Wudan
12-16-2003, 12:39 PM
#3
Good job. I'm working on a similar problem at the moment - got any pics of your black saber?...  [Read More]
Posted in: Add: Make server settings viewable out of game
 Wudan
12-17-2003, 12:23 PM
#16
Ok, no problem, I think we've burnt this fire out....  [Read More]
Posted in: Add: Make server settings viewable out of game
 Wudan
12-16-2003, 12:30 PM
#14
Originally posted by Marker0077 If you are referring to the g_saberdamagescale CVar, Raven implimented that into the base game. That's the *only* CVar that's been talked about in here so I can't imagine you talking about any other. This CVar existed...  [Read More]
Posted in: Add: Make server settings viewable out of game
 Wudan
12-15-2003, 10:36 PM
#11
The change I was implying was to remove a great deal of server configurability. This hasn't been implemented in OJP....  [Read More]
Posted in: Add: Make server settings viewable out of game
 Wudan
12-15-2003, 8:51 PM
#9
I understand that you're talking about server configuration and viewing it from the server browser. The change I was hinting at won't be allowed by OJP - it would piss too many people off....  [Read More]
Posted in: dll/qvm problemo
 Wudan
12-28-2003, 12:36 PM
#12
Use gcc, get .so (Shared Object) files, these work on Linux....  [Read More]
Posted in: Problems running JKA code in .NET and debug
 Wudan
12-22-2003, 4:41 AM
#20
Good, good - now let's churn out some uber-Leet goodness....  [Read More]
Posted in: HapSlash's Website - UPDATED
 Wudan
12-16-2003, 12:50 PM
#144
Well, the old storm-trooper runs a little lean on polys, so don't worry much about having more than the old one....  [Read More]
Page: 6 of 18