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Old 09-22-2002, 07:55 AM   #281
grey_fox_001
 
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The IP for the server is actualy 209.149.233.137:28050 - thats the main, normal one and I forget the other extension .


This is your captain speaking, we have just hit a brief patch of insanity and should be fine in a few moments. Untill then, everyone fasten your seatbelts and please remain calm.

"We can't stop here, this is Bat country!"

"Time to die everyone"
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Old 10-02-2002, 11:10 AM   #282
Gandel
 
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bump


I can talk my way out of any fight. but i always throw the first punch just incase

Bounce!

Admin on Jedi Fortress's Jedi Vs Merc vs Sith server
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Old 10-05-2002, 08:04 AM   #283
lionknight
 
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Gandel,great time on this server.

I finally logged on to this sever and I had a blast. I was ultimate Desann and I think I saw you on yesterday. I can't get this server to show up all the time and when I click on the adress above it just saids waiting to connect. Is the server only up sometimes? This is by far my favorite server I like to switch it up sometimes play sith, jedi, or merc. it never gets boring. I am mainly Ultimate Maul but I reinstalled the game and did not add the skins back yet. Well hope to see you online and at the same time we get a shameless bump for this server.
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Old 10-05-2002, 09:43 AM   #284
Gandel
 
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i suggest once you see the server on the list, click add favorites, and you wont need the IP to connect to it anymore


I can talk my way out of any fight. but i always throw the first punch just incase

Bounce!

Admin on Jedi Fortress's Jedi Vs Merc vs Sith server
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Old 10-05-2002, 06:17 PM   #285
wassup
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someone should make a mod...

Someone should really make a mod of this type of gameplay (don't ask me cause I don't show jack about modding)

Here are my ideas:

-Make starting screen for Merc so they can only choose like 2-3 weapons that they want or prefer

-make all weapons for Merc start with 999 ammo

-enable jet-pack mod for Merc

-allow Jedi to have dual lightsabers or double lightsabers

-Jedi/Merc ratio in game should be like 1/3 or something close to that

-team-based or ctf

-disable repeater secondary and that flak gun secondary for Merc

-disable pull and protect for Jedi

hopefully this gives somebody out there some ideas...
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Old 10-05-2002, 06:58 PM   #286
Toonces
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Have you ever actually played on this server wassup? Most of what you just mentioned are already in play on this server via ForceMod

I do like your idea about being able to select 2-3 weapons on the player menu to start the game with, but 999 ammo, and the proposed Jedi/Merc Ratio would throw the balance even further off then it already is

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Old 10-06-2002, 09:08 AM   #287
Gandel
 
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mercs are already a power house. if you a merc plus fett you get to use the jetpack. you start with 3 weapons , jedis already get dual/double saber pull is already disabled, and protect..rofl..whats wrong with it? not many use it....


though i'd like to state a few questions .


What do ya'll want to see on the JVMVS server atm? new maps? new models? we've noticed the server has been rather empty lately..please post suggestions.


I can talk my way out of any fight. but i always throw the first punch just incase

Bounce!

Admin on Jedi Fortress's Jedi Vs Merc vs Sith server
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Old 10-06-2002, 10:40 AM   #288
grey_fox_001
 
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Re: someone should make a mod...

Quote:
Originally posted by wassup
Someone should really make a mod of this type of gameplay (don't ask me cause I don't show jack about modding)

Here are my ideas:

-Make starting screen for Merc so they can only choose like 2-3 weapons that they want or prefer

-make all weapons for Merc start with 999 ammo

-enable jet-pack mod for Merc

-allow Jedi to have dual lightsabers or double lightsabers

-Jedi/Merc ratio in game should be like 1/3 or something close to that

-team-based or ctf

-disable repeater secondary and that flak gun secondary for Merc

-disable pull and protect for Jedi

hopefully this gives somebody out there some ideas...
Have you ever played on our server?


This is your captain speaking, we have just hit a brief patch of insanity and should be fine in a few moments. Untill then, everyone fasten your seatbelts and please remain calm.

"We can't stop here, this is Bat country!"

"Time to die everyone"
grey_fox_001 is offline   you may: quote & reply,
Old 10-09-2002, 01:16 PM   #289
Gandel
 
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Ok! its time to bring life back to the server

I've noticed alot of people arent willing to sign on long enough to download all the files to the server. so im going to post a link to EVERY single file we have on the server so you wont have to wait so long to play


Jawa Model, Yes You too can now play the little midgets of the desert! : http://www.jediknightii.net/files/in...nk=file&id=948


Emporer Palpatine, Nuff said : http://www.jediknightii.net/files/in...nk=file&id=946

battle droids , Roger Roger! : http://www.jediknightii.net/files/in...nk=file&id=854

Count Dooku : http://www.jediknightii.net/files/in...nk=file&id=684

Yoda , Yes! You can now play the midget masta of Disasta ! :
http://www.jediknightii.net/files/in...nk=file&id=679

Vader ,: http://www.jediknightii.net/files/in...nk=file&id=577

jar Jar binks , need I say more?: http://www.jediknightii.net/files/in...nk=file&id=461

Boushh/Leia : http://www.jediknightii.net/files/in...nk=file&id=320

Mandalorion armor : http://www.jediknightii.net/files/in...nk=file&id=145

Chewie : http://www.jediknightii.net/files/in...nk=file&id=123

Tyrion : http://www.jediknightii.net/files/in...nk=file&id=122

Clone Troopers : http://www.jediknightii.net/files/in...nk=file&id=101

Darth Maul : http://www.jediknightii.net/files/in...nk=file&id=125

Sand arena v 2.0 : http://www.jediknightii.net/files/in...nk=file&id=859

Ffaepisode1 : http://www.jk2files.com/file.info?ID=2734

ffa sarlacc : http://www.jk2files.com/file.info?ID=4129

Jabba's palace : http://www.jk2files.com/file.info?ID=4329

Impw aste facility : http://www.jk2files.com/file.info?ID=2906

and Padme amidala model : http://www.jk2files.com/file.info?ID=5338

and Tusken Raider : http://www.jediknightii.net/files/in...nk=file&id=932
Jedi Fortress's hoth beta map :

http://www.3dactionplanet.com/jedikn...u_echobase.zip
and last but not least .Promod 3.0 : http://www.jediknightii.net/files/in...k=file&id=1068

updating stuffs:

Jetpack : To use this new nifty (some what weaker then the original jetpacks, *sorry Artifex* you must bind it to a key by going to menu>>>controls>>>movement , it now has a real live fuel bar you can stay in the air for roughly 5 seconds before having to land and recharge (is this changable?) the requirements are this : Must have no force powers (jump 1 is the only exception, only cause its default and unremovable of course) and must have Level 4 Gadgets.
now let me explain some of the new changes aside from the jetpack. like the new upgrades for mercs.. you can now specialize in certain weapons....in all cases you must atleast have 1 point into a certain weapon to pick it up ..even shields... the skill ranks can go all the way up to 4.. here is what the skills do.

- Level 0 (no points in) weapon skills will disallow you from picking up that particular weapon.

- Level 1 weapons do -50% damage, have a -50% firing rate, and a -50% charge duration penalty. You are also UNABLE TO USE SECONDARY FIRE on a weapon that you only have a level 1 skill for.

- Level 2 weapons do -25% damage, have a -25% firing rate, and a -25% charge duration penalty. Secondary fire is available for this and higher levels.

- Level 3 weapons have normal damage/firing rate/charging rate. If you have level 3 Gadgets skill, then you receive a free Force Field Generator when you spawn into the level.

- Level 4 weapons do +25% damage, have a +25% firing rate, and a +25 charge duration bonus. If you have level 4 Gadgets skill, then you are able to use the new Jetpack (Don't forget to bind a key in the Movement Controls menu!). In a Duel gametype, you also spawn with any weapon you have a level 4 skill for, plus 1 clip of ammunition.

ok now for the Jedi's.. i dont know how to explain this any better than what the readme says :

- A Jedi's ability to block consecutive blaster, bowcaster, repeater and flechette shots is now dependent on the Jedi's CSC strength. A strong CSC will allow very closely spaced shots to be reflected, while a weak CSC score will allow shots to start slipping through. Caveat: the first shot is always blocked if it is in the front-facing 180-degrees of the Jedi; only successive shots are capable of breaking their defenses.

- The damage rates for the backstab/sweeps have been altered to do between 35 and 135 damage against a saber-wielding opponent, depending on your accuracy.

- All special moves now have large offensive CSC bonuses for enhanced defense breaking capabilities. These are still blockable, but require much greater CSC defense ratings in order to do so.


and for the last thing ...

Dismember on . type /cg_dismember 2 to see limbs fly as Jedi



phew. have a good day!


I can talk my way out of any fight. but i always throw the first punch just incase

Bounce!

Admin on Jedi Fortress's Jedi Vs Merc vs Sith server

Last edited by Gandel; 12-06-2002 at 04:25 PM.
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Old 10-18-2002, 03:36 AM   #290
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I can't seem to connect to it

does anyone else have this problem?


muahahahaha
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Old 10-24-2002, 01:43 PM   #291
grey_fox_001
 
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Re: Ok! its time to bring life back to the server

Quote:
Originally posted by Gandel
I've noticed alot of people arent willing to sign on long enough to download all the files to the server. so im going to post a link to EVERY single file we have on the server so you wont have to wait so long to play


Jawa Model, Yes You too can now play the little midgets of the desert! : http://www.jediknightii.net/files/in...nk=file&id=948


Emporer Palpatine, Nuff said : http://www.jediknightii.net/files/in...nk=file&id=946

battle droids , Roger Roger! : http://www.jediknightii.net/files/in...nk=file&id=854

Count Dooku : http://www.jediknightii.net/files/in...nk=file&id=684

Yoda , Yes! You can now play the midget masta of Disasta ! :
http://www.jediknightii.net/files/in...nk=file&id=679

Vader ,: http://www.jediknightii.net/files/in...nk=file&id=577

jar Jar binks , need I say more?: http://www.jediknightii.net/files/in...nk=file&id=461

Boushh/Leia : http://www.jediknightii.net/files/in...nk=file&id=320

Mandalorion armor : http://www.jediknightii.net/files/in...nk=file&id=145

Chewie : http://www.jediknightii.net/files/in...nk=file&id=123

Tyrion : http://www.jediknightii.net/files/in...nk=file&id=122

Clone Troopers : http://www.jediknightii.net/files/in...nk=file&id=101

Darth Maul : http://www.jediknightii.net/files/in...nk=file&id=125

Sand arena v 2.0 : http://www.jediknightii.net/files/in...nk=file&id=859

Ffaepisode1 : http://www.jk2files.com/file.info?ID=2734

ffa sarlacc : http://www.jk2files.com/file.info?ID=4129

Jabba's palace : http://www.jk2files.com/file.info?ID=4329

Impw aste facility : http://www.jk2files.com/file.info?ID=2906

and Padme amidala model : http://www.jk2files.com/file.info?ID=5338

and Tusken Raider : http://www.jediknightii.net/files/in...nk=file&id=932
Jedi Fortress's hoth beta map :

http://www.3dactionplanet.com/jedikn...u_echobase.zip
and last but not least . Force mod beta 1.0 : http://www.jediknightii.net/files/in...nk=file&id=918

in order to get this to work you must type /g_forceranks 1


OK now for the rest of the stuff

Dismember on . type /cg_dismember 2 to see limbs fly as Jedi

we're now using team ffa. meaning no more rule breaking when it comes to force vs force..

Mercs are now the nuetrals. meaning they can be both on the Jedi and the siths side. its up to them. we dont have the team colors on atm. so old saber rules will still kick in. ifyour SITH i better see a red saber. if your jedi i better not see a red saber =p

(note we're just testing the team ffa atm it may change) to use the jetpack you must be a merc and a fett. type /bind w jetpack in console to use it. there are L4 force powers now as well and you have 200 points to spend. along with this you also have the grapple (mercs only) to use it , just hit the USE button (default is E) we have custom sabers turned off. so go to setup TCK saber mod and turn off custom sabers. jedis and siths also get dual bladed sabers and two sabers. to use the two sabers type /twosaber in console. to use double saber type /thedestroyer in the console we also have force based teams. meaning Sith = Red and Jedi = Blue. as mentioned before mercs can be either one. their call . also tomorrow we WILL be releasing the HOTH Beta map I will post more details on this later Courtesy of Karnivore of the ERU , the Team developing Jedi fortress. to find more details on this go to http://www.3dap.com/jediknight/jedifortress/

phew. have a good day!
Gandel my friend I applaud you. I have been very busy with coursework and havnt been able to admin much at all recently but next week is half term so expect to see me on there demonstrating my supreme Sith Powers . Ok so thats not a Sith but its close enough .


This is your captain speaking, we have just hit a brief patch of insanity and should be fine in a few moments. Untill then, everyone fasten your seatbelts and please remain calm.

"We can't stop here, this is Bat country!"

"Time to die everyone"
grey_fox_001 is offline   you may: quote & reply,
Old 10-25-2002, 05:39 PM   #292
Elijah
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Is this server still running? I'd love to play sometime...




"If you want a better economy, fire a democrat."
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Old 10-27-2002, 08:50 AM   #293
Gandel
 
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its still running, I haven't been active much AGAIN ;p maybe cause this months been busy...but I'll talk to karn about getting it brought up once more


I can talk my way out of any fight. but i always throw the first punch just incase

Bounce!

Admin on Jedi Fortress's Jedi Vs Merc vs Sith server
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Old 12-06-2002, 04:08 PM   #294
Gandel
 
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its back up . however we've changed the mod and the game goals...it is now based on Promod , its simply Jedi vs Sith. since Mercs can choose weather or not they can be evil or not (eg they can use the force to an extent) they are now considered one of the two. please be sure to download promod 3.0 at Jediknightii.net. thanks and enjoy! i'l post how to use everything later


I can talk my way out of any fight. but i always throw the first punch just incase

Bounce!

Admin on Jedi Fortress's Jedi Vs Merc vs Sith server
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Old 12-06-2002, 04:31 PM   #295
Gandel
 
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Re: Ok! its time to bring life back to the server

just qouting the post that I edit'd. I'll add the new IP later if you go down the post you will see the changes that have been made. hope you enjoy. later
IP is : 209.149.233.136

Gand
Quote:
Originally posted by Gandel
I've noticed alot of people arent willing to sign on long enough to download all the files to the server. so im going to post a link to EVERY single file we have on the server so you wont have to wait so long to play


Jawa Model, Yes You too can now play the little midgets of the desert! : http://www.jediknightii.net/files/in...nk=file&id=948


Emporer Palpatine, Nuff said : http://www.jediknightii.net/files/in...nk=file&id=946

battle droids , Roger Roger! : http://www.jediknightii.net/files/in...nk=file&id=854

Count Dooku : http://www.jediknightii.net/files/in...nk=file&id=684

Yoda , Yes! You can now play the midget masta of Disasta ! :
http://www.jediknightii.net/files/in...nk=file&id=679

Vader ,: http://www.jediknightii.net/files/in...nk=file&id=577

jar Jar binks , need I say more?: http://www.jediknightii.net/files/in...nk=file&id=461

Boushh/Leia : http://www.jediknightii.net/files/in...nk=file&id=320

Mandalorion armor : http://www.jediknightii.net/files/in...nk=file&id=145

Chewie : http://www.jediknightii.net/files/in...nk=file&id=123

Tyrion : http://www.jediknightii.net/files/in...nk=file&id=122

Clone Troopers : http://www.jediknightii.net/files/in...nk=file&id=101

Darth Maul : http://www.jediknightii.net/files/in...nk=file&id=125

Sand arena v 2.0 : http://www.jediknightii.net/files/in...nk=file&id=859

Ffaepisode1 : http://www.jk2files.com/file.info?ID=2734

ffa sarlacc : http://www.jk2files.com/file.info?ID=4129

Jabba's palace : http://www.jk2files.com/file.info?ID=4329

Impw aste facility : http://www.jk2files.com/file.info?ID=2906

and Padme amidala model : http://www.jk2files.com/file.info?ID=5338

and Tusken Raider : http://www.jediknightii.net/files/in...nk=file&id=932
Jedi Fortress's hoth beta map :

http://www.3dactionplanet.com/jedikn...u_echobase.zip
and last but not least .Promod 3.0 : http://www.jediknightii.net/files/in...k=file&id=1068

updating stuffs:

Jetpack : To use this new nifty (some what weaker then the original jetpacks, *sorry Artifex* you must bind it to a key by going to menu>>>controls>>>movement , it now has a real live fuel bar you can stay in the air for roughly 5 seconds before having to land and recharge (is this changable?) the requirements are this : Must have no force powers (jump 1 is the only exception, only cause its default and unremovable of course) and must have Level 4 Gadgets.
now let me explain some of the new changes aside from the jetpack. like the new upgrades for mercs.. you can now specialize in certain weapons....in all cases you must atleast have 1 point into a certain weapon to pick it up ..even shields... the skill ranks can go all the way up to 4.. here is what the skills do.

- Level 0 (no points in) weapon skills will disallow you from picking up that particular weapon.

- Level 1 weapons do -50% damage, have a -50% firing rate, and a -50% charge duration penalty. You are also UNABLE TO USE SECONDARY FIRE on a weapon that you only have a level 1 skill for.

- Level 2 weapons do -25% damage, have a -25% firing rate, and a -25% charge duration penalty. Secondary fire is available for this and higher levels.

- Level 3 weapons have normal damage/firing rate/charging rate. If you have level 3 Gadgets skill, then you receive a free Force Field Generator when you spawn into the level.

- Level 4 weapons do +25% damage, have a +25% firing rate, and a +25 charge duration bonus. If you have level 4 Gadgets skill, then you are able to use the new Jetpack (Don't forget to bind a key in the Movement Controls menu!). In a Duel gametype, you also spawn with any weapon you have a level 4 skill for, plus 1 clip of ammunition.

ok now for the Jedi's.. i dont know how to explain this any better than what the readme says :

- A Jedi's ability to block consecutive blaster, bowcaster, repeater and flechette shots is now dependent on the Jedi's CSC strength. A strong CSC will allow very closely spaced shots to be reflected, while a weak CSC score will allow shots to start slipping through. Caveat: the first shot is always blocked if it is in the front-facing 180-degrees of the Jedi; only successive shots are capable of breaking their defenses.

- The damage rates for the backstab/sweeps have been altered to do between 35 and 135 damage against a saber-wielding opponent, depending on your accuracy.

- All special moves now have large offensive CSC bonuses for enhanced defense breaking capabilities. These are still blockable, but require much greater CSC defense ratings in order to do so.


and for the last thing ...

Dismember on . type /cg_dismember 2 to see limbs fly as Jedi



phew. have a good day!


I can talk my way out of any fight. but i always throw the first punch just incase

Bounce!

Admin on Jedi Fortress's Jedi Vs Merc vs Sith server

Last edited by Gandel; 12-16-2002 at 12:16 PM.
Gandel is offline   you may: quote & reply,
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