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Multi-Duel Mod


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Originally from Lee Oattes, FFAMod & Multi-Duel Mod Coder

Folks,

 

If you have the time, I need some help beating up the 1.1 version of ffamod (soon to have a new name, I think). I have it up and running on my server (jk2.not4hire.net). You can download from http://members.rogers.com/lee.oattes/ffamod-1.1-beta.zip

 

I really want to test out the new non-interference code. It should be

*total* -- no sound, no interaction, no visual indications, etc. of *any* other players while in a duel. To stress test this, every other map in the server rotation is a duel map!

 

any bugs, let me know!

 

Here is a the README for a quick summary,

 

***************************

JEDI KNIGHT II MODIFICATION

***************************

 

Title : FFAMod 1.1 BETA

Author : Lee Oattes

E-Mail : oattes@not4hire.net

Website :

 

File Name : ffamod-1.1BETA.zip

File Size : 2MB

Date Released : Jan-24-2003

 

Description : Free For All Mod

 

Comments : source code is available

 

THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION,

RAVEN, OR

LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS

ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

 

Installation:

============

 

To use the mod, copy the ffamod directory into your GameData directory.

Connect to a server running ffamod! (There will be at least one, namely

aod.not4hire.net).

 

If you don't already have the JediMod hilts in your GameData/base directory,

you can find it on many public servers. Look for re_JediMod_hiltpack.pk3.

Install it in your base directtory to have many hilt models available. Of

course, the server must also have it installed for them to be accessible

when playing.

 

Info:

=====

 

So what the heck is FFAmod anyway? Well the short story is that it is mod

based on Jedimod that has many of the same additional features that

JediPlus has too. However, this mod is focused on the dueling experience in

the Free For All game format.

 

There are two major modes for Duels. The first mode is an unorganized mode

in an FFA type game. Folks just hang out and duel as they wish. The second

mode is the organized tournament mode where duellers battle each other

sequentially.

 

The unorganised mode has the feature that you can select your opponents as

you wish and when you wish. You do not have to wait for the completion of a

current duel to start another duel. You can also watch other folks duel

without the need to "spectate". A large disadvantage of this mode has been

that you could not have more than a saber duel -- no throwing and no force

powers. FFA-Duel mod solves this problem by allowing the combatants (rather

than the server admin) to decide what type of duel they wish to have.

FFA-Duel mod now enhances this with full interference free duel support. You

can now experience your duels as if you and your opponent were alone on the

current map.

 

The organised mode has the feature that it provides a tournament environment

where everyone has to duel and the best dueller plays the most. A large

disadvantage of this mode is that duellers have to wait for their turn in

the sequence. Although not implemented yet, FFA-Duel mod will solve this

problem by using the same non-interference code as developed for the

unorganized duelling mode to support multiple simultaneous and sequenced

duels. The next release of FFA-Duel mod will have the new Tournament logic.

 

 

If you would like to suggest a feature or better yet, to feed me some code

that implements your idea, feel free to contact me!

 

 

Features:

=========

 

New in version 1.1:

 

- admin system for managing unruly players: console commands and equivalent

"guns" available.

- new core and blade options for fancy colours including black.

- much cleanup and improvement of the UI

- two levels of fuel consumption rate for the jetpack

- duel stats are provided as messages

- additional force mastery rank for more force points

- full interference free dueling: you can't see, hear or interact with other

players while dueling.

- see full documentation package or CHANGES.txt file for more details.

 

From version 1.0x:

 

- new roll animations.

- new saber sounds.

- grapple code has been changed to not overload +use key. Also, using the

grapple will holster your saber (by default).

- jetpack has been added. The jetpack uses shield energy as fuel (by

default). Use of the jetpack will holster your saber (by default).

- access to bindings for grapple, jetpack and saber control have been added

to the user interface

- private duels have been enhanced to support three types of duel: standard,

standard with throw allowed, and full force duels that include kick damage

and all force powers.

- at the beginning of a duel, full health is restored, shields are set to

full power and force mana is topped up to the maximum. Sabers will not

auto-ignite at the start of the duel to allow you to make the appropriate

flourish ;-).

- message of the day capability. The message is shown to players when they

first join a game and after a new map is started. The duration of this

message can be set -- default is 10 sec.

- voting can be restricted (the default) to allow only map changes and to

kick players who are mis-behaving.

the range at which a duel is severed because players are too far apart can

be changed

- the selection of bots that can be added to the game can be restricted to

the standard game characters (this is the default)

- serial rotation through the taunts rather than random selection.

- support for independent core and glow saber colours. This also includes

some new shaders for the saber trails to produce two trails, one for the

core and one for the glow.

- one-click kicking

- adjusted height of yellow, orange and purple jump attacks to position the

attack more appropriately based on target height.

- free for all maps won't end if a duel is in progress

- default settings support balanced play between all saber styles.

 

FFAmod has many of the key features of Jedimod. These include:

 

- dual and dual bladed sabers.

- enhanced colour control over sabers

- access to additional stances and special attacks

- kick in the air and flip off walls

- make choices about nerfing lunge and back attacks (1.03 vs 1.04)

- emotes and support for multiple taunts

- saber throw blocking/knockdown

- grappling hook

 

Full Documentation:

==================

 

The docs are ffamod-doc/index.htm. This contains complete user and admin

documentation. The documentation for coders is a work in progress and

substantially incomplete at this time.

 

Acknowlegements:

===============

 

Many ideas, bug reports and lots of help testing were provided by my co-clan

members and other from the JK2 community. Thanks all!

 

A special thanks to Daelina, Inskipp and Yvonne, and Marker!

 

Credits:

=======

 

This mod has drawn on the work of a number of other people. In this section,

explicit credit is give to the authors of the following works:

 

Jedimod

-------

The starting base code is taken from JediMod v1.2 source release -- credits

to Dest (dest123@hotmail.com) and Tchouky.

 

Jetpack

-------

Jetpack code is based on the code from The Eternal (the_eternal@wanadoo.nl)

& RenegadeOfPhunk(renegadeofphunk@3dactionplanet.com)

 

Cool Saber Sounds

-----------------

With the exception of the "saber hit" sounds, the saber sounds in this mod

are based on the "Cool Saber Sounds Version 2" by Young Obi-Wan

(tiedott@hotmail.com).

 

Saberist Mod

------------

The sideways and backwards roll animations in this mod were found by

experimenting with the saberist mod by DoF_BlackWolf (bw3rdln@hotmal.com) &

DoF_Kelemvor (Kelemvor420@hotmail.com). They are stock animations for the

base game, but the mod helped me find them ;-).

 

JediPlus

--------

Although no part of this mod is based on Jediplus code, I must give credit

to BOFH (dysfunction@nyc.rr.com) for assembling the JediPlus mod. I have

played it extensively and several of it's features are important enough to

have re-created as part of this mod.

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This is actually a forward from a post I made on the DarkSide forums, but the same thing applies here...

 

Just so everyone knows, do not bother checking out the FFAMod/Multi-Duel mod unless you are a JediPlus or JediMoves fan because that's what it is, it's like both mods in one. It's cool & all but it's not what I was aiming for.

 

I now know what Karma meant when he said that DS doesn't use mods because it "clogs the pipes" but the fact is what he is considering clogging the pipes really isn't. These modders make the speed animation changes & whatnot on purpose, so it's not really clogging the pipes, but I do see what he is getting at & I have to agree. Don't get me wrong, I like JediPlus & all that, it's fun for change, but I think everyone will agree with me when I say when we duel, it should be like the original duel mode, no animation changes, no allowing the host to change damage settings, none of that. If you go into a multi-duel game I think it should be just as secure as the original duel mode.

 

I am trying to pursued Lee into coding a Multi-Duel ONLY mod. It's features would include...

01) Non-interferance code (making it so that you only see your opponent while in a duel)

02) Multi-duel code (duels A, B, C, & D; If you win you go 1 duel closer to duel A, lose, 1 duel closer to duel D)

03) HPs on death message (says the remaining HPs when the duel is over, but beneath the line that says "so&so was sabered by so&so")

04) Team duel (basically round based TFFA games)

05) FFA

06) Sabers do not ignite on spawn

07) CVar that makes it so that users can not change their name after they ignite their saber (to prevent stat wh0ring)

08) Ban list fix (add as many IPs as you like)

09) No glow around players while in multi-duel or private duel, since you only see each other there's no point in it

10) CVar for only having the glow around players on only when they have shields

 

Here's how I look at it, currently there are 603 JK2 servers online...

377 of them are FFA servers.

121 of them are duel servers.

63 of them are CTF servers.

37 of them are TFFA servers.

Out of these 603 servers 226 of them are using Vulcanus & 64 of them are using JediPlus.

With duel mode alone there are 73 using the original mode, 35 using Vulcanus, & 3 using JediPlus. Any remaining servers are using misc. mods with both of these figures. There are more users using the original duel mode ALONE than all the JediPlus servers combined.

 

I haven't recieved a response from Lee yet, but I know damn near everyone I mention the multi-duel mod too seems to love the idea & I think it would certainly make DS a better place to play as well, but a JediPlus alike mod is certainly not DS's cup of tea. I just wanted to give everyone the opportunity to express their opinion on the matter. If you like the idea here's your opportunity to tell the coder what you think, as well as everyone else in the DS commuity.

 

Lastly, we did a little bit of testing the 1.1 beta last night & as some of you know by my pissing & moaning whenever I am on the wls1 map, I have a crap vid card. The non-interferance code worked like a charm, I had no slideshow issues whatsoever while using it & since it was coming from my video card, it says allot. Lee has 20 yrs experience coding guys, he's probably one of the most 1337 coders out there & I think we're lucky to have a coder of his caliber code a mod for us.

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Right now the whole thing is really for JediPlus/OmniMod/JediMoves type users, I'm trying to talk the coder into doing one for the original duelers in the community.

 

Also, beta2 is out.

From Lee Oattes, FFAMod & Multi-Duel Coder

- added elimination code for dead hilts (ie. after you die and your hilt

flys away)

- added second saber consideration for non-interference

- created special targeting code for tzone objects

- fixed "info" it is now called "who"

- added new "info" to list available commands to an admin

- added checks for admin commands that just use client num

- no glow in duels with nox enabled

- enter level with saber off

- no grapple or jetpack when frozen

- track contents of sabers (that weird bug with dead bodies and sparks... i

hope).

 

new code is avialable at

http://members.rogers.com/lee.oattes/ffamod-1.1-beta2.zip

 

Lee's planning to have 1.1 out the door & getting started on the multi-duel code in a week.

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More name colors? Might be a good addition. :)

 

See if you can fix the black text too, since basejk makes it appear as white.

 

Would it be possible to add standing idle stances to the 3 lightsabre stances?

 

Most Jedi adapt a beginning stance position, some seem defensive, others seem basic.

The animation.cfg has more than enough animations for 'en-gaurde' stances.

 

http://www.synicon.com.au/sw/ls/sabres9.htm

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  • 7 months later...

hum, well it seems this thing is dead. is there an update on this or did it just die like my dream?

 

btw i am the original designer of duel_se and Jaii was the main coder, who went back to aotc sp modding. i just checked out the search funktion, since it was a luxury back then. i was absent of the JO community and now playing a little bit of JA.

 

i also had many plans with our duel_se mod. but i didn't want to flood other peoples minds with to many ideas. i was happy with the achievements so far in duel_se. but unfortunatly the basis for its use, slipped away: the acceptance of the german jk2 community. it was to late for it. and i had to cancel the server, so it died. ofcourse it had also something to do with the lack of interest by Jaii in the mp gaming community. if he stood with us to work the bugs out and add more features, it could have been something great on the long run...

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Maybe I'm wrong but I think Jaii retired from JK2 modding a long time ago. Wudan made it sound like Jaii had basically quit the aotc project months ago due to burnout and RL issues.

 

As for Duelers, I'm not really sure. Lee and Marker had a design disagreement and split. I think Marker was trying to continue the mod with another name/coder while Lee worked on the original mod, but I haven't heard anything about their current status.

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yes i know about Jaii, he is serving his duty in the german army(bundeswehr). it's going to take until next year. but this burnout could be because of the struggle with the code and trying things which are to difficult.

anyway, it's good to hear, that some of the old features keep beeing used. not that i coded them, and i sure wasn't the only one with these ideas, i am just happy to have had the opportunity to work with Jaii on Duel_SE. commonly felt, necessary features should always be done first first instead of going for some bigass TC or even sp mods, but i couldn't convice anybody early enough. if we had a mod like duelers mod as quick as the jedimod fun mods, i would still be playing jk2...

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