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Fracman

Latest Posts

Page: 12 of 14
Posted in: ETA Christmas 2003 realistic?
 Fracman
06-23-2003, 5:13 PM
#18
Hehe... I always knew Corto was... no... is a beast... :naughty: And now I know why exactly he's taking sooooo much time to finish the DT Phase 1 :giggle1:...  [Read More]
Posted in: ETA Christmas 2003 realistic?
 Fracman
06-21-2003, 2:09 PM
#11
The good thing with Q3MAP2 is it lights the models really great, improving much the ambience of the level :p...  [Read More]
Posted in: ETA Christmas 2003 realistic?
 Fracman
06-21-2003, 2:07 PM
#10
Heh i'm not the official coder, but i know all the AI and animation stuff is the most complex... so we have to wait for Jedistone to show up here again to clarify :)...  [Read More]
Posted in: ETA Christmas 2003 realistic?
 Fracman
06-21-2003, 1:19 PM
#8
Yes it is, me thinks, too... but is the AI needed for DF that much different from the one used in JO? All the ennemies have a primary goal: defend and attack Kyle... Even the ugly creatures... except they attack with their teeth or pranks. The Q3MA...  [Read More]
Posted in: ETA Christmas 2003 realistic?
 Fracman
06-21-2003, 1:05 PM
#6
We have started with examining the Raven code and the WLS code. Unfortunately it appeared WLS removed a lot of useable stuff jut to have a pure "cooperation" based code. JediStone has modified e.g. all the weapon related things, e.g. namin...  [Read More]
Posted in: One Mapper???
 Fracman
06-22-2003, 7:20 AM
#16
Darth_linux wrote: sounds like we are having a bit of a communication break down due to language barrier issues. Emon: Sorry if i hit the wrong tone, i'm not as musical as Darth_Linux, you know :sing9: Darth_linux wrote: Fracman speaks good english...  [Read More]
Posted in: One Mapper???
 Fracman
06-21-2003, 2:36 PM
#12
GlaNeo is just to make Matrix like animations... and there has been no other demo else than a movie where two robots run after Kyle... Until we really can see custom animations work in our mod, we have to suppose it doesn't work by now. We certainl...  [Read More]
Posted in: One Mapper???
 Fracman
06-21-2003, 1:09 PM
#10
Heh its certainly going somewhere, but not obviously where you want it to go :D We're trying to reuse as much as possible of the JO logic as long as it fits to DF behavior. The interesting points are indeed AI and custom animations, but we won't to...  [Read More]
Posted in: One Mapper???
 Fracman
06-21-2003, 12:56 PM
#8
??? pah... this really sounds like you don't want to help or you don't know what you could help :rolleyes: Jedistone has already done lot of coding, and it is not that complicated once you have found out how everything fits together. What would...  [Read More]
thanks for the info... that will help us to keep all the models in the level instead of seeing them dissapear in the net ;-)...  [Read More]
simply because MD3 and GLM are the native formats of Q3A/JO and the other formats can be converted to MD3. For the items the file format doesnt really matter, therfore we keep MD3....  [Read More]
Finally I also have found my way to this thread :) three words: jp-30, nice work!!! Although we don't use to count the number of hours we're working for the MOD, its a constant improvement process :p Perhaps just a note on the polygons... Look at...  [Read More]
Posted in: IMPORTANT: Website Status - ALL READ
 Fracman
06-14-2003, 9:10 AM
#8
Don't worry, we're all still there!!! :) The progress of the DFMOD is - if at all - slowed down for a short period, but in no way stopped. It is self-evidentially a bad time for The_One who has done extraordinary work on the website, and I'm con...  [Read More]
Posted in: Dark Trooper Phase 1 WIP
 Fracman
06-06-2003, 2:00 PM
#22
Pretty cool!!! Will you add some eyes (increasing a bit the polycount ;-) ?...  [Read More]
Posted in: Site down
 Fracman
06-09-2003, 7:44 PM
#15
i know... but this is absolutely not hilarious actually :rolleyes:...  [Read More]
Posted in: Site down
 Fracman
06-09-2003, 5:26 PM
#13
no kidding. because its not all in our hands......  [Read More]
Posted in: Site down
 Fracman
06-08-2003, 6:19 AM
#9
Yeah, and instead of propagating mad conspiracy theories, we should all work together to get better quality and dig out all feasible with the JO engine :D...  [Read More]
Posted in: Gamorrean Guard Model
 Fracman
06-24-2003, 2:33 PM
#48
So for Europeans......  [Read More]
Posted in: Gamorrean Guard Model
 Fracman
06-22-2003, 8:10 PM
#36
In first order, we obviously have to create and finish the models, remember, in DF they were just sprite animations, which does not make it easier to bring them to life in JO. There has not been any decision other than to first finish the mod. We h...  [Read More]
Posted in: Gamorrean Guard Model
 Fracman
06-21-2003, 6:34 PM
#30
I know... what each member does apart the mod regards only himself, but i think we won't release any major stuff until the mod is finished. Ask Darth_Linux......  [Read More]
Posted in: Gamorrean Guard Model
 Fracman
06-21-2003, 5:34 PM
#28
Mysteries of the Pimp see there... http://bobley5.tripod.com/projects/motp.html...  [Read More]
Posted in: Gamorrean Guard Model
 Fracman
06-21-2003, 1:11 PM
#26
Hehe.... it will be only in the MotP-Mod :D...  [Read More]
Posted in: Gamorrean Guard Model
 Fracman
06-08-2003, 6:21 AM
#22
No wonder, it's morphing to a Gammo-Rodian-bastard :D...  [Read More]
Posted in: foxing?
 Fracman
06-08-2003, 7:46 PM
#22
heh... at the time it came out, i even liked SotE, even if its graphics were too simplistic. but it was a nice arcade style game :p...  [Read More]
Posted in: foxing?
 Fracman
06-08-2003, 6:38 AM
#19
It's not just this. Companies pay a lot for coders, designers, modellers and texturers. Then they want to protect their inventions and intellectual properties. Sure, they can't do everything right for everyone. Therefore here and there, the communit...  [Read More]
Page: 12 of 14