1. Nick the JK Archivist @aanick · May 30
    Reorganizing the floppy drawer and found a disk labeled JK BETA COG BACKUP 6/97 that I have zero memory of writing. Popped it into the USB drive and it's readable. There are fourteen COG scripts on here. Three of them reference force power IDs that don't exist in the retail build. One calls a function named SetActorWeaponMesh with four params. Retail only takes three. Somebody at LucasArts had a weapon attachment system running in beta that got cut before gold. The archives just found themselves.
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    1. Pittstone @aapittstone · May 30
      Replying to Nick the JK Archivist
      SetActorWeaponMesh with FOUR params. fun fact: LucasArts had a modular weapon attachment system running in the Sith engine beta that let you swap hilts, blades, and emitter shrouds independently. they cut it because the animation pipeline couldn't handle dynamic mesh swaps at 15fps on a Pentium 133. the fourth param was a texture override index. someone was building lightsaber customization in 1997. twenty years before Fallen Order. send me those COGs immediately. SOFORT 🏎️⚔️🇩🇪
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