LordEradicator Posted June 8, 2002 Share Posted June 8, 2002 I have created a new mod. I basically went to the forums of some popular JK2 sites to see what people wanted and addressed some concerns. Here is a brief summary of the features in the mod: -a new move called evade has been implemented in which a player affectively knocks himself down to evade projectiles, it is held down until the player wishes to get back up and then when it is let go of the player automatically flips back up (it can be accessed using the evade command ex. /evade) -dual bladed sabers can be toggled by clients with the dualblade command, but the sever admin can disable that with the g_dualblade cvar -old damages before the 1.03 patch are back, but the new damages can still be re-enabled by the server admin with the g_olddamage cvar -teal saber color has been implemented and can be accessed with the color1 command set to 6 ex. /color1 6 -goofy red grip effect has been removed, but can be put back by the admin with cg_gripeffect cvar -saber non-attack damage has been upped from 1 to 5 for realism -armor (or shields) can be disabled using a new cvar, g_shield so that there is no stupid looking teal circle in duels when someone is hit -headexplodey command will launch your smoking head off your body (no onger required to be in debug mode and no longer a cheat) -g_saberghoul2collision default changed to 1 and g_saberTracesaberfirst default changed 0 for better saber fights defaultly -dismemberment cvars defaulty set on and to max (doesn't crash in new patch) Yes! Dismemberment is multi-player and working! I have sumitted the mod now and hopefully it will be up for download soon. Link to comment Share on other sites More sharing options...
Schmackity Posted June 8, 2002 Share Posted June 8, 2002 Sounds cool! But for the double-bladed lightsaber, is that just for the human players or the bots. I'd prefer to face off against some double bladed bots with my one bladed lightsaber Link to comment Share on other sites More sharing options...
LordEradicator Posted June 8, 2002 Author Share Posted June 8, 2002 Currently it is for players only, but that sounds like a good idea so I might be able to put into future releases. Link to comment Share on other sites More sharing options...
root Posted June 9, 2002 Share Posted June 9, 2002 Get the double-bladed saber to work in SP, and you'll be heralded as god! Link to comment Share on other sites More sharing options...
Subject452 Posted June 9, 2002 Share Posted June 9, 2002 the source = mp only so he cant Link to comment Share on other sites More sharing options...
LordEradicator Posted June 9, 2002 Author Share Posted June 9, 2002 I'm afraid Subject452 is correct. There's no way that I know of to get it to work in sp. However who can created sp enemies in multiplayer with the /g2animent command. You must be in debug mode though. What would be interesting is to get single player levels to load in multiplayer by simulating enemy spawning with the command's code. Rather than trying to get dual bladed light sabers to work in sp. We must try to get sp to work in mp Link to comment Share on other sites More sharing options...
LordEradicator Posted June 9, 2002 Author Share Posted June 9, 2002 My mod is now available at: http://www.xs4all.nl/~kampen52/jk2fanmod.zip Special thanks to stlgamer for hosting it! A new patch is on the way with bug fixes and new features like higher and farther wall flipping. Link to comment Share on other sites More sharing options...
gonk-raider Posted June 9, 2002 Share Posted June 9, 2002 RAGH! Link to comment Share on other sites More sharing options...
LordEradicator Posted June 9, 2002 Author Share Posted June 9, 2002 Aaaaah! What the hell was that? Anyways, the download is now also available at jk2files.com . Am I allowed to post links? I am also working on a new patch. So far you can change wall flip and wall run heights with a new cvar and the can flip and wall run from the air. I might laos make it so you can do moves with guns out. Any comments? Link to comment Share on other sites More sharing options...
BacMeth Posted June 9, 2002 Share Posted June 9, 2002 nice mod... was fun to play it and it has ..uhm...potential suggestions: make walljumping possible while in midair/jumping and make the evade a bit faster and erm.. plz tell me what g_saberghoul2collision g_saberTracesaberfirst exactly do... GL .. keep up the nice work Link to comment Share on other sites More sharing options...
LordEradicator Posted June 10, 2002 Author Share Posted June 10, 2002 Thanks for the feedback. For the new patch (1.1 not released yet)I have ALREADY coded flipping and wall running from the air. Way ahead of ya . g_saberghoul2collision is a command that is in the source code (version 1.03a) and it makes percise saber collisions. g_sabertracesaberfirst is the second way of tracing sabers from 1.03 I believe. I just changed the defaults for better saber collisions. Link to comment Share on other sites More sharing options...
striderx2048 Posted June 10, 2002 Share Posted June 10, 2002 how about also adding a grappling hook for jedivmerc and tck's saber color mod to the mix Link to comment Share on other sites More sharing options...
BIG BOSS Posted June 10, 2002 Share Posted June 10, 2002 i cant get the heads to fly or dismember the people or get dualblade, but everything else works. anything you guys know of that will not liet it work? Link to comment Share on other sites More sharing options...
Raptorz922 Posted June 10, 2002 Share Posted June 10, 2002 I believe you can load SP maps in multiplayer. Just open the console and type map and the the mapname. I don't have time to test it now so i might be wrong. Link to comment Share on other sites More sharing options...
ASk Posted June 10, 2002 Share Posted June 10, 2002 how about also adding a grappling hook for jedivmerc and tck's saber color mod to the mix MEH GRAPPLE!!! MEH GRAPPLE!!!!!!!! no, really, if you want to do it, download my source Link to comment Share on other sites More sharing options...
Tchouky Posted June 10, 2002 Share Posted June 10, 2002 Originally posted by striderx2048 how about also adding a grappling hook for jedivmerc and tck's saber color mod to the mix MEH SABER!!! MEH SABER!!!!!!!! no, really, if you want to do it, download my source :) just kidding but if you want you can donwload the source of my mod and add it to yours ... Link to comment Share on other sites More sharing options...
LordEradicator Posted June 10, 2002 Author Share Posted June 10, 2002 Tchouky I am currently trying to add your rbg saber source. I have then gui working and the it compiles with no errors and the cvar exist, but nothing changes the color. Nothing... I turned tck_saber 1 and messed with it. I think it has something to do with the fact that not all your code is commented with tck. I have found a few, but I have a feeling I'm missing something. Ask where is this supposed grapple source? Link to comment Share on other sites More sharing options...
Tchouky Posted June 10, 2002 Share Posted June 10, 2002 did you add the code of the game, cgame and ui ?? and the setup and ingame setup menu files ? (you don't really need the .menu but they are kinda cool) well if you want me to, give me your source code and i ll put everything in it .... and i think i commented with tck all the code i added ... btw to change the color you must use tck_saberred x tck_sabergreen x tck_saberblue x if you want to send me the source here is my mail : tchouky@noos.fr Link to comment Share on other sites More sharing options...
LordEradicator Posted June 11, 2002 Author Share Posted June 11, 2002 It's okay, I got it to work. I found one more uncommented bit. That tutorial would be really cool. So far the new version of JK2: The Fan's Version will have your rgb saber code, flipping off of walls and wall running from the air, dismemberment cvars removed and dismemberment forced on, and bots can use double sided light sabers. The patch may be released this week. I am making a website at http://www.ModsRus.com and I should be online tonight or tomorrow. Thanks again for releasing the source to your wicked mod! I will fully credit you and leave all cvars with tck_ name. Link to comment Share on other sites More sharing options...
SPY_jmr1 Posted June 11, 2002 Share Posted June 11, 2002 looks cool, will try it tormorow, and comment later... ver2 sounds even cooler, but I dont understand what you mean by, "flipping off of walls and wall running from the air"... does that mean, you can do this when no wall is present? or after a long jump you can latch onto a wall? an example would be really nice.... SPY Link to comment Share on other sites More sharing options...
Saber_Trails Posted June 11, 2002 Share Posted June 11, 2002 i downloaded your mod and i like it. I have been pairing it with flamesaber 2.0 and its alot of fun. Keep up the good work. Link to comment Share on other sites More sharing options...
ASk Posted June 11, 2002 Share Posted June 11, 2002 well if you would look at the coding forum, you would find it anyway: http://www.darklordofsith.net/ask/Grapplecode.zip i think all the grapplemod additions are commented with "grapplemod" it uses the USE key for grapple ('E') by default Link to comment Share on other sites More sharing options...
LordEradicator Posted June 11, 2002 Author Share Posted June 11, 2002 Cool, I will add your grapple code to version 1.1 Thanks for the code. What I meant by "flipping off walls and wall runing from the air" is that you can jump from the ground into the air infront off a wall then flip off of it. Real ninja style. Same goes for wall run. Making "use" the grapple will create a lot of conflict because what if they want to open a door or use an ammo/shield generator thingie. Did you make an if trigger thingie in the code? Link to comment Share on other sites More sharing options...
SPY_jmr1 Posted June 13, 2002 Share Posted June 13, 2002 Originally posted by LordEradicator Making "use" the grapple will create a lot of conflict because what if they want to open a door or use an ammo/shield generator thingie. Did you make an if trigger thingie in the code? I have played the grapple mod, and can say that doors and generators would be a non-problem with this... I dont quite know how to put what I mean into words, but if you try it(by now you have I am sure;) ) you will understand what I mean. SPY Link to comment Share on other sites More sharing options...
ASk Posted June 13, 2002 Share Posted June 13, 2002 i know this...it does not create problems, as the old use code is still in the source. And what does that matter anyway, you still have to be very close to use something, so the grapple pulling you towards there won't do it anyway The rule is: complain after you play Link to comment Share on other sites More sharing options...
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