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Alesh

Latest Posts

Page: 2 of 2
Posted in: Current Status
 Alesh
02-04-2003, 7:39 AM
#21
Just a question, does this use the "improved" kyle model from 1st person lightsaber or is it the one from the skin? Since if it's the one from the skin i guess it should be possible to make it use the same model you are using....  [Read More]
Posted in: Current Status
 Alesh
02-03-2003, 10:06 AM
#18
Can we see some screenies of it? (Or realease 2 :rolleyes: ) Woops, now they are rolling :P (I'm just impatient I understand it's not easy... seeing the probelms I have with crappy nwn scripts)...  [Read More]
Posted in: Current Status
 Alesh
02-01-2003, 5:43 AM
#15
Well I only have one idea... and it's pretty lame if you ask me, but there it goes: If you have played some space sims, you'll have seen some of them have a representation of your ship on the hub, which (at least on some) moves like you do (ok i hav...  [Read More]
Posted in: Current Status
 Alesh
01-31-2003, 9:16 PM
#12
The big difference here is that in real life you don't need to see your saber to know where it is, since it's your hands that are holding it, and you don't need to see them to know where they are, plus you hve a wider FOV, in the PC (or a console for...  [Read More]
Posted in: Current Status
 Alesh
01-31-2003, 11:35 AM
#10
I hope this works better than the normal 1st person view, I hate seeing like I was looking through a camera... and it wouldn't work very well for saber combat, with all those jedi jumps & speed....  [Read More]
Posted in: Masters of the Force: Release 1
 Alesh
01-07-2003, 6:32 PM
#66
I meant VR (virtual reality). And that system looks really good, i just hope you can change defense/neutral/attack withowt having to cicle (in all 5 stances mod i end up taking less saber offence just to be able to switch faster :P). Just a questio...  [Read More]
Posted in: Masters of the Force: Release 1
 Alesh
01-07-2003, 1:26 PM
#64
Now you really got my interest (plus moving the sword however you want seems to be better for RV...). Any hints on what are the changes gonna be? (or how is the collision system different from raven's)...  [Read More]
Posted in: Masters of the Force: Release 1
 Alesh
01-07-2003, 12:55 PM
#62
That's what i thought... damn i want an improved die by the sword (even better with lightsabers :P)...  [Read More]
Posted in: Masters of the Force: Release 1
 Alesh
01-07-2003, 11:34 AM
#60
I've been thinking about something... a Die by the Sword like sword system is not very likely isn't it? :P (If you don't know what I mean there's a demo of the game at http://ftp.interplay.com/pub/demos/dbtsdemo.zip)...  [Read More]
Posted in: Masters of the Force: Release 1
 Alesh
01-06-2003, 4:51 PM
#58
I forgot another one: Force Speed, i think the 50 (i think) force points cost just to activate it is really weird, id make it just like a toggle, and when its on, it spends force depending on the move you do (ie: standing still costs 0 fp, running c...  [Read More]
Posted in: Masters of the Force: Release 1
 Alesh
01-06-2003, 7:18 AM
#56
A few more ideas: Make the "off" hilt stay in the belt, I'm tired of carrying it in the hand :P Maybe Force Sense (replacement for Force Seeing) could give some kind of Spiderman's danger sense, showing the force sight icon or something w...  [Read More]
Posted in: Masters of the Force: Release 1
 Alesh
01-03-2003, 1:34 PM
#51
I think i liked the mod too much :P...  [Read More]
Posted in: Masters of the Force: Release 1
 Alesh
01-03-2003, 7:20 AM
#49
So... any guess on when are we going to see release 2?...  [Read More]
Posted in: Masters of the Force: Release 1
 Alesh
01-02-2003, 2:05 AM
#47
Some more questions: What about kicks and punches (in case you add them, but since maul "punches" qui gon i thought you would), can you dodge them too? or even better... can you block a kick & cut the kickers (or punchers if it's a pun...  [Read More]
Posted in: Masters of the Force: Release 1
 Alesh
12-24-2002, 6:24 PM
#41
Well whatever it ends doing, judging by the name i'd say it should be a passive power (you dont need to activate it). More questions: What about heal? when 90% of the weapons kill you in 1 shot or don't hurt you at all it starts to be a little unu...  [Read More]
Posted in: Masters of the Force: Release 1
 Alesh
12-24-2002, 3:12 PM
#38
Just a little question i have... what's the plan for force sight? I mean, seeing mine beams and dodging sniper fire is a lot less useful with the dodging system. Is it gonna do something else? (maybe lessen the dodge cost because you "see"...  [Read More]
Posted in: Masters of the Force: Release 1
 Alesh
12-23-2002, 6:35 PM
#33
I wasn't speaking about turning around (which isn't that bad unless abused) but the movement (in the yellow special: jump up & a little forward while doing the move, in red: jump forward while doing the move), my idea was being able to control th...  [Read More]
Posted in: Masters of the Force: Release 1
 Alesh
12-23-2002, 6:18 AM
#30
Actually, saber blocking will take Fatigue Points (FP) in the near future. FP will replace Force Points. As for adjustable DP/FP costs, we've discussed this and we don't think it's a good idea. It makes things more complicated for the coders and th...  [Read More]
Posted in: Masters of the Force: Release 1
 Alesh
12-22-2002, 7:24 PM
#26
I tried the mod and I think it can be great (for now it doesn't have enough stuff to keep using it, but i'm sure i'm gonna end up using some later version) altough i found a little problem when shootting flechette's secondary fire: it seemed to impac...  [Read More]
Posted in: LOADING TIMES: if you have slow loads, read this
 Alesh
01-08-2003, 11:43 AM
#119
I have and Athlon XP 2000+ (1666 Mhz) Geforce 4 mx 440 sound blaster 5.1 and 256 Mb of ram (ddr 333 mhz), and it loads slowly, comparing this pc with the one i had the time i bought JO (Athlon 900, 256 Mb of ram (133 mhz), geforce 2 mx 400 and sound...  [Read More]
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