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Old 01-04-2003, 05:47 AM   #1
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Multi-Duel Mod

The #1 reason why people do not play duel mode is the waiting & I think I may have a gameplan to resolve that problem.

As most of you know, I have been getting tutored by the Vulcanus coder to learn how to code in C so I can do my own JK2 mods. After taking a step back & really looking this whole thing over I have realized that this is going to take quite some time to do. Even if I already knew how to code in C it would still take at least a month or two to really get familiar with the JK2 code. Now I don't have all the time in the world to do this (don't ask please), I am still going to try & conitinue to learn C, but the bottom line is, it's just going to take to long for me to do this on my own.

I may have found a coder that would be willing to code this multi-duel mode for us. He made the duel_se mod, but the original designer gave up on the thing for his own reasons, however, he says the coder himself may still be interested in coding this but I have yet to speak with him. I will keep you posted on that as well, but either way, if there are any coders out there willing to help out please let me know via Staff@Cool-Mods.com & I will get you help with other coders, I was also planning on doing an installer for it to make it look more professional like I did with Cool Mods for MoHAA (www.Cool-Mods.com), however, this is not a Cool Mods project unless whichever coder would like it to be. Since I'm not the one actually coding it, I was not planning on making it apart of Cool Mods, but I can go either way with that.

Here's the multi-duel mod gameplan...
This game type will be for a max of 8 players at one time. You have duels A, B, C, & D. Everyone starts in a duel. If you lose, you go 1 duel closer to duel D, if you win, you go 1 duel closer to duel A. You still have to wait of course, but it should usually only be 1 duel you have to wait on.
While you are in a duel you can only see & hear your opponent & you noclip (go right through) through other players. Another cool thing about this mod is servers should allow voting & whatnot again as everyone in the room votes as opposed to just the 2 players that are playing.

Some of this is already implemented in the duel_se mod, but it still needs tons of work. I would like to know everyones thoughts on this subject, as well as any ideas thay may have on improving it, or any problems they see with it. Thanks for your time either way guys & gals.


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Old 01-04-2003, 07:43 AM   #2
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It sounds like a good idea; but would there need to be special maps made for the modified duel gametype? Or will everyone duel in the same map; but invisible to everyone else. If there's a server with 12 people dueling at once; I doubt they could all hit on a duel map..

Maybe you can also impliment the idea of team duels / handicap duels as an added gametype modifier...

I look foward to news on a beta
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Old 01-05-2003, 10:21 PM   #3
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Sounds good.

I'll answer the above question. Yes, he should be able to make it work for all the current and future duel maps.


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Old 01-07-2003, 10:13 AM   #4
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Duel games are just about all I run although sometimes I do others but online never do as its too jerky. Its not really long to wait kind of plus I like watching the fights but with that Masters of the Force MOD on yes it takes ALOT longer for them to decide the argument. But yes this would be good
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Old 01-07-2003, 12:43 PM   #5
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Errr, this mod is not MotF related. I'm just adding to the conversation.


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Old 01-07-2003, 01:32 PM   #6
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So, it would be a "King's Court" style play? Sounds like a very good idea! I assume if there are more players, losers will rotate out of duel 'D' and a new person will rotate in?
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Old 01-09-2003, 08:57 AM   #7
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I hate to say it guys but the coder backed out on me. He said he was interested in doing the mod, but he is apart of that AotC TC mod & doesn't have the time for this. As for me, I am planning on finishing Cool Mods for MoHAA, it should only take about a week to finish the project.
I want to code this myself, but like I said, it's not something I can even get started on for at least a couple of months because I don't know how to code. I've tried looking over a few different tutorials, but I just can't seem to get the info to soak in. It's something you really need to attend a class for, I just have to many questions & no answers. The Vulcanus coder is helping, but without actually being here there is only so much he can do.

Quote:
Originally posted by Hkx Nx
It sounds like a good idea; but would there need to be special maps made for the modified duel gametype?
First of all this isn't a new gametype, its just a mod of FFA. Second of all, this mod would allow only 8 players online at a time as there can only be 4 duels at a time. Duels A, B, C, & D. If you win you go a duel closer to A & vice versa.

No this will not require new types of maps, when you are in a duel, everyone is fighting in the same area, but you walk right through other people that you are not fighting with. You only see your oppenent during the duel.

I like the idea of the team duels, it was something I had thought about before. It would basically be Team FFA with round based matches. That part of the mod should be eay enough to implement.

Quote:
Originally posted by Redwyng
I assume if there are more players, losers will rotate out of duel 'D' and a new person will rotate in?
No, there is a max of 8 people per game. Whoever loses duel D will wait for the loser of duel C.

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RazorAce, Spectrum/DeadlyBOFH, or any other coders
If any of you are interested in coding this, let me know. I have just about every coder on the JK2 scene willing to help out however they can except for actually coding this thing. it's just too time consuming & everyone has their own projects. I'm sure the situation is the same for you guys, but at this point, this mod is going nowhere, at least not without a coder. If you have read some of my other posts you will see I have tons of good ideas & I would be willing to make an installer for this thing, or do whatever else I can. Everyone is raving about this idea, but alas, it appears this may never happen.


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Old 01-09-2003, 11:07 AM   #8
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I have emailed every coder on the JK2 scene I could find about this project, I am hoping to get a coder thats serious about this because, again, the #1 reason why people do not play duel mode is because of the waiting, which got me thinking about a different approach to this mod....

Let's say we make it so that you have maps specifically built for this mod. You would probably take all the popular duel maps & put them in one map & the server would teleport the players for each individual duel into one of the designed duel areas. Now, instead of having the players waiting in spectator mode, why not have them all waiting in 1 big room where they can hack away at each other while they wait. The frags they get while they're not in a private duel doesn't count of course, but for some of us, it's a little more entertaining then watching others play.

I think the original idea is a better one & much more feasable one to code, but it's just an idea I had & thought I would share it with everyone else. Hopefully we can get a coder to do this guys. I may still pursue coding it myself, but I wouldn't hold your breathe on it. Coding takes time to learn.


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Old 01-09-2003, 01:06 PM   #9
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I can probably do it as part of MotF. It seems to me that this should probably just be made as a modification (cvarable) for Duel mode and use Duel's maps.

Expecting additional map support is iffy, at best. Saga (a part of the original code) has only one map for it so far and that's monthes after its discovery. The easist path would be to just make it work with the current maps and hold off on additional map features until there's public demand for it.

Also, there's no real reason to restrict the number of simultanuous duels going on at once. If we have to hack the code to run more than one at a time, we can make it work for 16 duels at once instead of 8. There'd still be an element of waiting anyway.

We could make a duel laddering "instant" mode (with a cvar). Basically, you'd never had to stop fighting since round/losing an round would instantously jump you to the next level of the match. Note that this would involve 2+ player duels, but it would prevent a person from just camping the highest round of the match.

Plus, this sort of system would probably work great with MotF's proposed experience system. It would give the gamemode a galdator style.


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Old 01-10-2003, 06:53 AM   #10
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Quote:
Originally posted by razorace
Also, there's no real reason to restrict the number of simultanuous duels going on at once. If we have to hack the code to run more than one at a time, we can make it work for 16 duels at once instead of 8. There'd still be an element of waiting anyway.
There was 2 reasons why I said cap it off at 8 players per room.
#1 I was just imagining the duel screen that shows all of the players when a duel is over. I imagined 4 sections being broken off for 4 different duels & each duel being labeled A, B, C, & D.
#2 I don't care what anyone says, you put 16 people in the same room, it's laggy. It's the main reason why I do not play JediPlus & I'm sure there are others that agree with me. Now it's not the worst lag in the world when you go into your own private room to duel in maps like jedicouncilgc2, but there is still lag spikes even then & when your in the main room with everyone else - (lol) forget about it. Total slideshow city & that's just no fun. There are some people who have their totally decked out super-pimp video cards, but allot of us do not have those & I would like to make this something that everyone can use.

Now I have no idea if everything is going to be slideshowie in these duels because everyone is fighting in the same area. In theory it shouldn't because it's not displaying anything, but it could be one of those things where even though you can't see them, they are there & it does make everything slideshowie anyways. I don't know, the whole thing needs to go through testing & if you decide to take it up that's your choice, I have tons of beta testers so if you need them just let me know.

Quote:
Originally posted by razorace
We could make a duel laddering "instant" mode (with a cvar). Basically, you'd never had to stop fighting since round/losing an round would instantously jump you to the next level of the match. Note that this would involve 2+ player duels, but it would prevent a person from just camping the highest round of the match.
This was not what I was thinking about, if that's what you want to do that's your choice, but that's not what i had in mind. If you are going to have 2+ people fighting what's the point of the duel ladder in the first place? I was thinking of 2 or 3 different things for this.
You make a mod specifically for this, each gametype would represent a different type of dueling...
DUEL MODE: Would represent 1v1 dueling on a 4 or 5 duel ladder (max of 8 - 10 pple per room).
TFFA MODE: Would represent team duels, basically TFFA with round based matches. If you die you have to wait till only 1 team is left standing.
FFA MODE: just like TFFA, but no teams. Again, basically FFA with round based matches.

Now the TFFA/FFA MODE mods would probably support campers, so I'm not all that keen on those ideas, my main goal is the 1v1 4 (or 5) duel ladder.

Quote:
In Retrospect
I recieved a couple of emails back from a couple of different coders. No one is taking on this project for sure yet, but one of the coders has been coding for 20 years & he would like to just finish his current project (FFAMod) before possibly taking on this one. I'm sure i speak for everyone when I say we would definitely welcome a coder of this caliber into any mod project. With as much experience as he has, I'm sure he could show all of us a thing or 2, & possibly vice versa. Again, nothing is for sure so I don't want everyone thinking that the ball is rolling here. I am still trying to get it on the hill, sort of speak.

Even though I am not a coder myself I am in constant contact with a variety coders on the JK2 scene. I am trying to get everyone to share their tips, tricks, & source codes with the rest of the other coders to improve the quality of gaming in every mod that we play. Just because another coder takes this on that doesn't mean another one shouldn't. I'm sure there will be ups & downs with everyones code & we can improve both by working together.

Of course there are some of us who refuse to share their source codes with the rest of the JK2 community coders, but certainly do not have any problem with taking others & also do other lame things like leaving in backdoors in their mod so they can get RCON for the servers of people using their mod (probably why they don't want to release the source code in the first place). I'm not going to mention any names, these people know who they are.
Now in no way shape or form am I implying that anyone should feel obligated in releasing their source code to other coders, but I just think that we should be working with one another & not acting as if this was some sort of competition.

In any event, razorace thanks for your feedback man, if you are willing to take on the project please let me know. You can do this however you like, after all you would be the one coding it (same goes for any other coder). I'm just trying to get the ball rolling with this thing & I would like to be included as I have tons of ideas for improving all mods. This is also one of the reasons why I would like coders to share each others codes because if another coder already has a certain feature going, other coders can just use that for reference or copy/paste it into their code.

If you are a coder & would like to be able to contact other coders in the community, I highly recommend using ICQ. There is always email of course, but it's not the same as instant messaging & everyone knows nothing is more flexible than ICQ. For other coders ICQ #'s you can contact me at my ICQ # which is 16442029. I make sure all the coders are ok with anyone I give their #'s out to before I release them.


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Old 01-10-2003, 10:24 AM   #11
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An idea for map support... In xMod, we have rcon commands to cordon off map bugs... this is done by reading two sets of 3-space coordinates from a file when each map loads. These two coordinates define a box that users are pushed back from if they try to enter.

The idea - for any given map that's large enough, someone could create a file full of points and boxes. Each box would contain two points that the appropriate users teleport to on spawn (or just spawn there) and wouldn't let those users travel outside that box. When one wins or loses, all you have to do is change his box association (making him wait until the box he's going to has a free slot of course).

The major upshot to this is that while your team can create files for, say, all the jk2 standard maps that are big enough, any person can write this kind of file for a map of their choice.

hehe, I like the idea of this mod. I thought of something similar a while ago involving vertically stacked copies of duel_pit, but this is cooler.

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Old 01-11-2003, 09:59 AM   #12
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smcwhtdtmc:
Most of that is greek to me man, but I think I understand what it is you're saying though. I like the idea of making maps specifically for this mod just because I know if each of the 2 duelers are spawned in duel specific areas then there will be smooth gameplay. Another cool thing about that is we could allow a CVAR for the host to make it so that everyone goes into 1 big room while they wait & everyone can do a FFA-type thing while they wait (kills don't count here of course). I'm not sure how easy all that would be to impliment though.

Again, I am still seeking coders for this, if anyone is interested please let me know...

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Old 01-11-2003, 02:46 PM   #13
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If you can't see the other duelers, the FPS shouldn't be affected at all.


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Old 01-11-2003, 10:09 PM   #14
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Quote:
Originally posted by razorace
If you can't see the other duelers, the FPS shouldn't be affected at all.
Well I've played jedicouncilgc2 while playing JediPlus & have gotten all slideshowie while it wasn't showing all players but there were tons of players behind a certain wall, whenever I looked at the wall I got real slideshowie; But you are right though, in theory it should be fine, but until it's made & in testing nothing is for sure.


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Old 01-11-2003, 11:04 PM   #15
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What sort of fps do you normally get?


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Old 01-14-2003, 09:11 AM   #16
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Quote:
Originally posted by razorace
Errr, this mod is not MotF related. I'm just adding to the conversation.
I know I was adding too. I was basically just saying that the duels aren't too long to wait but with MotF it extends the waiting with a number of bots in but makes it good to watch and play.
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Old 01-14-2003, 02:10 PM   #17
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Oh, gotcha.


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Old 01-14-2003, 05:54 PM   #18
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Oh that sounds fun, its kinda annoying when your looking for a FFA game and keep joining FFA servers with nothing but duels.


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Old 01-14-2003, 06:00 PM   #19
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I agree. FFA means FFA. I think it's cool to have people suddenly bust thru a door open fire on your "private" duel.


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Old 01-16-2003, 06:17 AM   #20
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Quote:
Originally posted by razorace
What sort of fps do you normally get?
Crappy. I don't know the exact numbers off hand. I forgot the command to show the fps also.


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Old 01-16-2003, 09:37 AM   #21
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More Cool Ideas for Multi-Duel Mod & FFAMod
Lee (FFAMod coder) is in the beginning stages of looking to see how he can make this thing work. Jaii's Code for duel_se is good, but Lee wants to do his own thing. Lee is still not definitely taking on this project as of yet, but it does look like he will. That's just a heads up, now onto more ideas for this mod...

#1) Extended Force Sight CVar:
This would allow you to see (whomevers in your crosshairs) the remaining shields with force level 2 & the remaining health with force level 3; Again, this is only a variable & not a must. This variable would be a nice feature in FFAMod also.

#2) Name Change CVar:
When you spawn in-game your saber will not auto-ignite. What this variable does is it makes it so you can change your name before your saber ignites, but once you begin (ignite saber), you can't change your name until the duel is over.
The purpose of this is to eliminate people changing their name right before they lose so they do not have another loss count on their stats.

#3) Yellow Special CVar:
This variable makes it so you do not have to have an opponent in front of you to do a yellow special (yellow DFA).

#4) Remaining Health Points on Death Message:
If Lee takes on this project chances are this is already implemented in the mod, but in any event, this tells you the remaining health points on death messages instead of that annoying message stopping you from seeing like in JediPlus/OmniMod. In other words, it would say "so&so was sabered by so&so with thismuch health remaining" instead of just "so&so was sabered by so&so". No more asking HP?.

#5) Kicking CVar:
You guessed it. This enables & disables kick. With this you can have a NF server with kicking or force jump server without kicking.

#6) Anti-Cheat CVar Specifically for the Reconnect Cheat:
I think I may have figured out how to prevent this cheat from happening, but it's not something I want to post publically because it will show everyone how to do it. If you are a coder that is working on a client & server side mod, email me at Staff@Cool-Mods.com for an answer on this. Server-Side only coders shouldn't bother as this Anti-Cheat idea would not apply to their mod.

#7) No Lightsaber Specific Hilts:
Have some sabers be invisable for certain hilts such as the lockerbie hilt. That way there won't be a glow to it when you use it (for those of you who have never seen the lockerbie hilt, it looks like a normal sword, but when you ignite the saber the blade glows). Also, have different sounds for different hilts/sabers. If you both are using the lockerbie hilt, you should hear swords clashing & not lightsabers clashing, but that may be harder to impliment. It's just an idea, but the invisable for specific hilts shouldn't be all that complex to code.

#8) New Stances CVar:
This variable would skip the 2 new stances. Now this variable is for clients, not for server. There is already a server variable for turning these stances off & on, but this variable should just be for each individual person.
I hate the 2 new stances & I would prefer not using them, they get in the way while trying switch stances, so a variable that each client can set to skip or not skip the 2 new stances would be wonderful.

#9) Additional Scaling Options:
Scaled opponents have 2 advantages.
A) They get to attack the lower region which doesn't have anywhere near as much defense as the upper region. It's like being able to crouch but still run around - totally unfair.
B) Non-scaled players don't have as much area to hit as the non-scaled player. The non-scaled player might make a high swing attack which would normally give him/her a hit, but now it doesn't because of the scaled player - also unfair.

Now you could always scale yourself, but I don't want to look like an Ugnaught or Yoda, I like my Reborn skins & I want to stick with them. Here are some additional options that should go along with scaled players.
A2) Scaled players should run slower. You would probably want to take off a percentage of speed. The smaller the scaled model, the slower the running speed.
B2) Scaled players should take more damage when being hit than a non-scaled player. If you're smaller, then to you the non-scaled players saber would be bigger & therefore should make you have to take in more damage when being hit. Again, you would probably do this by a percentage. The smaller the scaled model, the higher the percentage of damage intake.

This would even out fighting a scaled player. Since they have 2 advantages they should have 2 disadvantages also to make the duel even out.

#10) Additional AFK'er Options
You should have 2 AFK'er variables:
A) This variable should allow you to boot people from your room after being AFK for so long.
B) This variable should make people join spectate mode after being gone for so long.

#11) Blue & Yellow Specials CVar:
This variable should allow blue & yellow specials to be done in any stance.

#12) No Reconnect on Vote Kick CVar:
This variable should mainly make it so that whomever is vote kicked off of the server cannot just reconnect to it until the map is over. Perhaps add some other options to it like make it so that they are kicked/banned for a certain amount of time.

#13) Fix the Ban List:
Fix the ban list from crashing the server when it gets full. Perhaps the ban list should be a certain file extension type like .ban & once a list gets full, it automatically generates a new .ban file.

This is just an idea, I'm not a coder so I don't know if this would work, but I do know that I made some configs for Action Quake 2 that were so large I had to make 4 autoexec.cfg files for them because if they were all in 1, it would crash the game. Perhaps the same concept would apply here.

#14) Dark & Light Side CVar:
This variable would allow users to use Dark & Light force powers. 3 options in this variable:
A) Disabled
B) Pick & Choose (meaning you go through the dark & light force powers & choose whichever powers you like most until your force points run out)
C) Access to all force powers

#15) Additional Duel Options CVar:
Allow the FFAMods engage_duel to be used in Multi-Duel Mod so players can change the duel from the default type of play, to a duel with/without kicking, with/without force powers, &/or with/without saber throw. FFAMod already currently supports most or all of this already.

#16) Cheap Kill CVar:
This is actually a mix of 2 of the previous ideas in a way. When you spawn in a duel, your saber does not auto-ignite. You should have 30 seconds to ignite your saber, if you do not ignite your saber you are moved to spectater mode. If anyone attacks a player who hasn't ignited their saber since they spawned, they should be warned, but if they persist, lose the duel.

This feature could apply to dueling in FFAMod also, except if they do not ingite their saber, the duel is severed.

Ideas for FFAMod
While these options are actually for FFAMod & not the Multi-Duel Mod, it appears that the 2 may become the same mod, just different types of play. Again, this is nothing for sure yet, everything is still in preliminary stages.

#1) Grapple CVar:
Make a variable that allows the grapple be able to tie people up like Jengo Fett does to Obi-Wan Kenobi in Episode 2. This would be nice for Jedi vs. Merc Mode.

#2) Away CVar:
Make an away button. The primary function of this feature is for getting rid of those jerks that hit you when your saber is down. At first it should warn them (because they may have hit them on accident), but if they persist to hit the same player, they get kicked from the server.
I think this button should undraw the saber & possibly go into the meditate emote (you shouldn't be allowed to move around while in this feature because you may be in a fight & go into this mode to get the player kicked from the server). This button should probably give some sort of warning to the players around him that hes going into away mode, then a second or 2 later, he goes in the mode.

You could always go into spectate mode, but I like to sit & watch people duel sometimes, then when it's over, challenge the winner. This should get rid of those people looking for a cheap kill.
Perhaps this option shouldn't even kick them, maybe it could just make it so that you do not take any damage while in this mode, either way, this feature shouldn't be allowed during a private duel.

#3) Disengaging Duels:
Make it so that if you press the duel button while in a duel it breaks the duel, but I think there should be a confirmation button as well because they may hit it on accident.

Final Thoughts & Comments
This stuff isn't just for these 2 mods, I want all the coders out there to feel welcome to any of my ideas, or anyone elses who posts here for that matter (if you don't agree with me, then don't post your ideas publically).

I would like to know what everyone thinks of these ideas, if you guys & gals have any ideas of your own, any problems you see with the current ideas, etc; etc.

Lastly, checkout FFAMod sometime. Lee did a hell of a job on the thing & it's definitely worth your time ESPECIALLY if you're a JediPlus/OmniMod fan & if you're not, then you can disable whichever features you do not like on your server, but Lee has been coding for 20 years or so & allot of my ideas in the past he has had also & put them in FFAMod. It's a shame that there aren't that many servers that use FFAMod, but publicity is sometimes difficult. In any event, thanks for your time people & hopefully we can make this thing work.


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Old 01-16-2003, 03:50 PM   #22
razorace
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Quote:
A2) Scaled players should run slower. You would probably want to take off a percentage of speed. The smaller the scaled model, the slower the running speed.
That's doable but you'd probably have to also scale back the run animation speed to make sure the feet don't slide on the ground.


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Old 01-19-2003, 07:25 PM   #23
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if anyone is interested in helping out with the beta testing, make sure you download FFAMod & let me know. It's not ready to be beta tested yet, but hopefully it soon will be. This is just the beginning stuff so don't expect for this thing to be anywhere near being done, but there are certain things that we would need to test out. If you are interested in beta testing, here are some ways you can get in contact with me...

ICQ UIN #: 16442029
MSN IM & E-Mail: Marker0077@Hotmail.com (Make sure you include a *** in subject if you email me).
AOL IM: Marker0077 (Don't use much)
Yahoo IM: Marker0077 (Don't use much)
mIRC: #Cool-Mods on QuakeNet
& you can always PM here or at JK2Files.com


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Old 01-21-2003, 06:29 PM   #24
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This is in reference to #9), the scaling options.

Since there are 2 advantages there should be 2 disadvantages. There is already a shorter saber in the mod (because it was in JediPlus), so that can take the place of increased damage, however, I still think there should be a slower running speed for smaller scaled models. Again, the smaller the scaled model, the slower the running speed.


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Old 01-23-2003, 08:36 PM   #25
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Hello there

Hi Folks,

Marker0077 I am one of the big help Lee got to make is FFAmod. He use and he will use some of my Ideas.

This is a great guy ( Lee ). I didnt know he have more then 20 years of coding before read that here hehe.

Anyway. Try to found me on my MSN daelina@hotmail.com im sure we can mix us idea for Lee he actualy asked me to do it with you hehe.

For other, GET THAT mod ... FFAmod ... actualy isnt realy a FFA mod but with more Duel option then ANY other mod arround.

Its still in development but its will blow !!! Awesome mod

here a direct link to get it. its Version 1.02.

http://www.jk2files.com/file.info?ID=9220

Happy duel all

Daelina
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Old 01-24-2003, 09:25 PM   #26
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FFAMod/Multi-Duel Mod Beta 1.1 Ready for Testing

Quote:
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...d-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.


Cool Links
Star Wars Funnies
Cool Mods for Medal of Honor
Cool Mods for the Jedi Knight Series
Don't want to wait for Star Wars 3? Well here ya go!

In-Game Names
Marker0077 (normal name)
Obi-wannabe (practice name)
Bar Upstairs from AA Building (drinking name)

Contact Info
ICQ: 16442029
AOL, Yahoo, Jabber, & IRC (QuakeNet): Marker0077
Cool Mods E-Mail: MoH @ Cool-Mods.com or JK @ Cool-Mods.com
E-Mail & MSN IM: Marker0077 @ Hotmail.com (*** anywhere in subject or won't get email)

Last edited by Marker0077; 01-24-2003 at 10:34 PM.
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Old 01-25-2003, 08:17 PM   #27
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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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Cool Mods for the Jedi Knight Series
Don't want to wait for Star Wars 3? Well here ya go!

In-Game Names
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Bar Upstairs from AA Building (drinking name)

Contact Info
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AOL, Yahoo, Jabber, & IRC (QuakeNet): Marker0077
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Old 01-26-2003, 08:34 AM   #28
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Qui-Gon & Obi-Wan VS Maul duels here I come Marker.
Great stuff.


Filesnetwork FreaK!!!
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Old 01-27-2003, 10:17 AM   #29
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Beta 2 is out

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.
Quote:
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...-1.1-beta2.zip
Lee's planning to have 1.1 out the door & getting started on the multi-duel code in a week.


Cool Links
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Cool Mods for Medal of Honor
Cool Mods for the Jedi Knight Series
Don't want to wait for Star Wars 3? Well here ya go!

In-Game Names
Marker0077 (normal name)
Obi-wannabe (practice name)
Bar Upstairs from AA Building (drinking name)

Contact Info
ICQ: 16442029
AOL, Yahoo, Jabber, & IRC (QuakeNet): Marker0077
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Old 01-27-2003, 10:43 AM   #30
Hekx
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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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Old 09-08-2003, 12:59 PM   #31
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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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Old 09-08-2003, 07:11 PM   #32
razorace
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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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Old 09-08-2003, 07:18 PM   #33
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Quote:
Originally posted by NITEMARE
hum, well it seems this thing is dead. is there an update on this or did it just die like my dream?

It did not die, it is Duelers Mod, current version 1.3.1. There are 9 or 10 servers listed in the All Seeing Eye that are running versions of Duelers Mod.
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Old 09-08-2003, 08:19 PM   #34
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Join Date: Apr 2002
Posts: 413
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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