Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

Wudan

Latest Posts

Page: 7 of 18
Posted in: Basic Idea: Stormtrooper Neck texture
 Wudan
12-13-2003, 7:23 PM
#7
Of course it would be in the skins pack .... geeez....  [Read More]
Posted in: Basic Idea: Stormtrooper Neck texture
 Wudan
12-13-2003, 11:49 AM
#3
LOL, that's a funny one. Don't get me wrong, he's a brilliant modeller - it just appears that he likes to make models, but not finish them....  [Read More]
Posted in: Add: Make server settings viewable out of game
 Wudan
12-14-2003, 12:25 PM
#7
Originally posted by Marker0077 Huh? You lost me here. I have no clue what you are referencing this comment to.Well Basic is client side only (last I heard) so there wouldn't be any server CVar settings for client only mods. Slow down and read care...  [Read More]
Posted in: Add: Make server settings viewable out of game
 Wudan
12-13-2003, 1:03 PM
#3
The real problem here is server configurability. You can't pick any server and play the same game twice, which isn't a problem (for most) because most everyone plays the same server over and over again. Why should you have to worry about server sett...  [Read More]
Posted in: Saber Throw
 Wudan
12-13-2003, 12:24 PM
#8
<vader>See that it does not happen again</vader>...  [Read More]
Posted in: model scaling?
 Wudan
12-10-2003, 12:35 PM
#3
Sure it's possible! I know I'll be doing it for my mod if it's not in OJP soon....  [Read More]
Posted in: We simply need mods!
 Wudan
12-13-2003, 12:22 PM
#9
I'd rather think it's the OJP thing - and that spells a better mod - it'll be nice to see how Open Source benefits a modding community!...  [Read More]
Posted in: We simply need mods!
 Wudan
12-10-2003, 12:38 PM
#6
Yeah, for the love of god don't call them emotes. I can live with taunts - but emotes got WAAAAAY out of hand....  [Read More]
Posted in: We simply need mods!
 Wudan
12-09-2003, 12:50 AM
#4
That's all? Dare to dream :D!...  [Read More]
Posted in: We simply need mods!
 Wudan
12-07-2003, 7:53 PM
#2
Yeah there's a lotta good people working on mods - what do you have in mind?...  [Read More]
Posted in: The Reason for late SDK (Humor)
 Wudan
12-08-2003, 12:44 PM
#5
The funniest part of Tchouky's suggestions is that they are based on truth :D...  [Read More]
Posted in: Need help, fast, please help!
 Wudan
12-06-2003, 12:25 PM
#3
Second, the mapping forum is where you'd want to go. Somebody here *might* know how to answer, but you'll find more people who know map-scripting in the map department....  [Read More]
Posted in: Sfl_stick_on_impact
 Wudan
12-09-2003, 1:27 PM
#8
What happens if you comment out the "G_Damage( ent, other, other, NULL, NULL, 99999, 0, MOD_CRUSH );" I don't see why you can't change the entity flags, so that it's not an ET_MISSILE....  [Read More]
Posted in: Basic Ideas: GUI Menu Additions
 Wudan
12-09-2003, 7:20 PM
#11
Originally posted by babywax Why not just make a menu where you can select which force powers to enable/disable? (if it's do-able) I thought that's what Razor was doing - ?...  [Read More]
I thought "/cg_fpls 1" wasn't cheat protected. To make it toggle do "/bind o cg_fpls !" and now every time you press o it should go back and forth from first person to third (with lightsaber)....  [Read More]
Posted in: RGB Saber Colors
 Wudan
12-13-2003, 8:25 PM
#30
Easy 'nuff to do, foo :)...  [Read More]
Posted in: dll/qvm problemo
 Wudan
11-30-2003, 8:45 PM
#7
You convert the .sln to a .dsw with it. When I get MSVC 6 I can write a tutorial on it....  [Read More]
Posted in: dll/qvm problemo
 Wudan
11-30-2003, 12:08 PM
#5
http://www.codeproject.com/tools/prjconverter.asp This is from another thread in this forum, it'll convert the .sln for you. Everybody else who has done this says that it'll work....  [Read More]
Posted in: dll/qvm problemo
 Wudan
11-29-2003, 12:19 PM
#2
How in the hell did you get a .qvm? It's supposed to be loading .dlls. I'll be using Dev-Cpp, which uses the MingW compiler system. If it works I'll post a tutorial and source/project files at mt-wudan (http://www.mt-wudan.com/). You can't blame Ra...  [Read More]
Posted in: Compile under Linux!?
 Wudan
11-28-2003, 1:00 PM
#3
You might be the only one in that boat. However, it should be noted that the Win-compiled DLLs will run on a Linux Dedicated Server. I'm not compiling with MSVC, I'm attempting to compile with MingW, which is Minimalist Gnu for Windows, so I'm sort...  [Read More]
Posted in: Enhanced Ideas: New Animations
 Wudan
12-13-2003, 12:57 PM
#44
I can't imagine it'd be very pretty ......  [Read More]
Posted in: Basic Brainstorming: MP Bots
 Wudan
11-26-2003, 1:47 PM
#14
I agree that we need to setup an internal bot objective - when he picks up a weapon we can tell the bot to do what comes next. However, if a bots objective is always the same, he is too predictable. Perhaps he needs to find the closest 'decent' weapo...  [Read More]
Posted in: Coding-Tutorials
 Wudan
12-05-2003, 12:53 PM
#33
The tutorials and links listed above should help out significantly - if you have specific questions, you could ask those, or if you just want to quiz some folks about C syntax, go to the jkacoding channel on IRC (listed in my sig)....  [Read More]
Posted in: Coding-Tutorials
 Wudan
11-28-2003, 12:53 PM
#28
It looks like I expected - a nasty bag of ... stuff. But hey, dev time was really just about a year - could've been worse....  [Read More]
Posted in: Enhanced Idea: Player Model Scaling
 Wudan
12-06-2003, 12:46 PM
#19
Well, I was just going to scale movement speed and health for my mod. Health should be less, because it should take less to kill a smaller scaled player. Rather than mess around with too much math and whatnot, I was going to 'categorize' players bas...  [Read More]
Page: 7 of 18