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Old 11-28-2003, 02:30 AM   #41
FK | unnamed
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Quote:
Originally posted by Imperial_thug
Hey thx for the info , I've been waiting for a mod like this forever now. How do I get this? Do I dl it, or is it a server-side thing?

I agree, I liked the gameplay of JO better it was fast paced like Quake3 or something. This is a dream come true for me at least. Can't wait to play this. Thx

Oh btw, Does this mod do anything to make weapons strong again? Maybe it's just me but it seems like some weapons don't do as much damage as they used to, or it could just be the hit detection thing that you referred to.
Well in Outcast =X= mod was the same as the admin mods, you didn't have to download anything.

But this time around there may be a small client file due to the some of the changes.

and like before, setting cl_AllowDownload 1 in the console will get you the file when you connect to any server running it.


http://www.crossoveresports.com
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Old 11-28-2003, 02:32 AM   #42
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actually i believe you needed to download the xmod1 client to have script protection or whatever in xmod servers.
you could not play in a xmod server without xmod client: from what i remember. you couldnt play in div server w/o getting xmod from sourceforge or @ x server first

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Old 11-28-2003, 02:36 AM   #43
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Noide be right. Wonder if Hex is importing script detection..
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Old 11-28-2003, 02:40 AM   #44
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Quote:
Originally posted by noide
actually i believe you needed to download the xmod1 client to have script protection or whatever in xmod servers.
you could not play in a xmod server without xmod client: from what i remember. you couldnt play in div server w/o getting xmod from sourceforge or @ x server first
I played in div and I never had the client.

Then again I had auto-dl off all the time.

the client file was just for the script detection and I'm not sure if he's putting that in this time around.

now if the server has the script thingy running pure, then yeah, the clients have to have it, but I never had it and I played on div now and then.


http://www.crossoveresports.com
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Old 11-28-2003, 02:42 AM   #45
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cool now i can script kata and roll stab !!!~

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Old 11-28-2003, 02:45 AM   #46
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heh, to be honest the only script worth using/stopping was a team energize one.

But there is a small delay in base JA (the one good nerf they did) in how fast you can fire it off so it's not an issue this time.


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Old 11-28-2003, 02:47 AM   #47
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yeah i noticed about the te rate of fire. not a big deal though. my biggest annoyance though is that they nerfed absorb v grip

//actually lunge script was pretty useful

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Old 11-28-2003, 02:55 AM   #48
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hi you people who are happy with the gameplay as is, GOOD. now go post in the threads pertaining to it which we do not touch, and STAY there.

god damn people just stay the **** out of our topics you just derail them.

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Old 11-28-2003, 03:20 AM   #49
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Are you God? No. I am. Therefore, be quiet and bow to me. (Inside joke, Kurgan gets it.)


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Old 11-28-2003, 03:25 AM   #50
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Are you God? No. I am. Therefore, be quiet and bow to me. (Inside joke, Kurgan gets it.)
So do i.

No, you [R.I.P] God and im [R.I.P] Jesus and Kurgans, [R.I.P] Holy Ghost. XD
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Old 11-28-2003, 03:27 AM   #51
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Quote:
Originally posted by Tesla
So do i.

No, you [R.I.P] God and im [R.I.P] Jesus and Kurgans, [R.I.P] Holy Ghost. XD
Same thing. Now get my cheese.


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Old 11-28-2003, 04:20 AM   #52
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great news

This is great news thanks to the good old =X= guys..
I've stopped playing JA because its not fun and no good comp players are playing to learn and be challanged by...
And this is good news for us s/o CTF players.


As for the flame baiter (and you know who you are...)
I find its funny how players who don't play comp style always creep into the threads and ruin them.
Its also funny when they get challenged the always back off like children.
PLEASE IF YOU HAVE NOTHING TO CONTRIBUTE DON'T FLAP YOUR GUMS.....
Players looking for a deeper gameplay experince don't need to hear your garbage...
We all sound like a broken record but please repect others and just be quiet if you don't play s/o (ff) CTF...
I played every day (or at least tried to on the matrixcpa and FK and =X= JW servers with the likes of JW FK =X= div and others...
THEY ARE THE BETTER PLAYERS IN THIS GAME
period...
I have seen it over and over
So no big man talk please ,all they are trying to do is help.
They don't need noddleheads blabbering like fools.
The JA MP is busted and needs fixing.
So again if you don't play the game type butt out.....
AHHH.....
Sorry just getting a little fed up at the childish behavior.

As far as Im concerned =X= mod was awsome it made the game so much better and HEX and the =X= guys are great giving so much to the s/o comp players of JK/ now JA.
So please show some brains and stop flame baiting....


hasso is red stance
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Old 11-28-2003, 06:00 AM   #53
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queer eye for the elite guyz

Quote:
Originally posted by Kurgan
Oh and let's knock off the flames & flame-baiting (you know who you are).


Now that the SDK is out, we finally have a chance to make peace and resolve this. Let the folks who said they could improve JA give it a shot and let's see what they come up with. Can't be any harm in that can there?

And if it ends up not being what you want, simply don't use the mod (or make yourself a better one). Simple! Everybody wins!
Well stated.

...Im not gtfo of anywhere, this thread is informative. frivolous and fun, with just the right amount of 'Juj'


MTFBWYA


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Last edited by Astrotoy7; 11-28-2003 at 07:35 AM.
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Old 11-28-2003, 06:17 AM   #54
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Well, I'm glad that now there can be peace between those with conflicting ideas of fun gameplay. I would like to point out to some people, that this is just a mod, and isn't something they have to use...I may not agree with the changes they're making, and you may not, but there's no reason why some people can't make a mod suiting their tastes and have fun with it.

I wish the mod and it's users the best of luck, and hope there will be no further conflicts.
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Old 11-28-2003, 07:43 AM   #55
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Nice post Bod.

P.S. Did Al die?
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Old 11-28-2003, 09:36 AM   #56
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just trying to help!

Quote:
bodstevens wrote:

(*snip*)
It doesn't matter your motivation (even perceived justification) for flaming or flame-baiting, it's not something you should do here, period.

I never said no debating, mind you.


Download JK2 maps for JA Server|BOOT CAMP!|Strategic Academy|
(JA Server: 108.178.55.189:29070)


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Old 11-28-2003, 12:11 PM   #57
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Reading this thread piqued my curiosity, so I downloaded the xMod v1.2.0 for JK2 to read the readme and look at the cvars.

Completely ignoring the gameplay enhancements, it is the best server-side admin mod I have seen.

Wow, how did I overlook this one? (See, not all admin mods are evil).

Not only does it have all the good stuff (moves ban list out of g_banips, IP address logging, multi-line MOTD, center-screen broadcasting, preventing /kill in certain situations), but it also has some cool unique features:

-- profanity filter for chat and names, replaces listed naughty words with *%#$ or whatever you want.

-- can mute all global chat but allow team and private chat. (no more killtracker spam!) Can also mute by IP address so I can silence instead of ban players who can't resist killtracker or chatbind spamming, or excessively naughty language, but are otherwise OK.

-- granular control of subadmin powers, so the rcon admin rather than the mod designer can determine exactly which powers subadmins have or don't have.

-- flexible handling of scripters, from allowing it to automatically kicking them

If anything, I think they suffered from a little "me too" -ism and put in some stuff that should be taken out (slapping, tripping, and either sleeping or freezing, don't need both, emotes if they make you semi-immortal).

If the JA version is this good I will probably use it on Chop Shop. Very impressive.


Last edited by Amidala from Chop Shop; 11-28-2003 at 02:34 PM.
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Old 11-28-2003, 01:49 PM   #58
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Amidala may I assume you will have this available at your servers in the near future?

Thanks FK_Unamed for bringing this to our attention. I could have guessed you would lead the charge back for some more serious gaming.




P.S. Don't feed the Trolls.

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Old 11-28-2003, 03:13 PM   #59
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Tip: Griff, it's suggested you try not to bring up day old commentary.

On a side note, I'm fairly disturbed that there's a large chance Spider AL would take my side on this one. So nightmarish.

For the lovely purpose of not returning this thread to quasi-flamewar, I'm not going to reply to the post of Bod, which i could so easily tear to shreds it wouldn't be worth my time. As i have painstakingly and with detail stated that I did not intend to start anything. Sheesh, how negative opinions are taken by you chaps...

Sheesh if I pity any intent based justice system.. Heh.

Remind me to download if only for the flipkicks... Yummy.


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Old 11-28-2003, 03:41 PM   #60
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much better

good its nice to see peeps being nice


hasso is red stance
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Old 11-28-2003, 03:56 PM   #61
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Quote:
Originally posted by Amidala from Chop Shop
Reading this thread piqued my curiosity, so I downloaded the xMod v1.2.0 for JK2 to read the readme and look at the cvars.
Completely ignoring the gameplay enhancements, it is the best server-side admin mod I have seen
No doubt. I am really looking forward to -X- mod being released for JA, I will be using it on my server as well.

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Old 11-28-2003, 04:00 PM   #62
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xMod 2.0.0 is out!

xMod 2.0.0 has been released this morning here:
https://sourceforge.net/project/show...group_id=87536

bin is for Windoze, nix is for Linux.

Documentation is sparse, but I assume the commands and cvars have been carried over from the JK2 1.2.0 version, documented here:
http://xmod.cat5camp.com

with the changes for 2.0.0 listed in the readme.


Last edited by Amidala from Chop Shop; 11-28-2003 at 06:57 PM.
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Old 11-28-2003, 04:08 PM   #63
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*Rubschin* Hmm.. Kaia might like this for now.


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Old 11-28-2003, 04:09 PM   #64
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Excellent news, gret job hex
I'm sure we'll be setting up a JA ff s/o ctf and JA s/o ff duel ladder soon that runs xmod as mandatory.

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Old 11-28-2003, 04:29 PM   #65
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I downloaded the x-mods2.0 files this morning, after about an hour fiddling around trying to get it to work, I finally got it lol. I can't join the server for some reason, but I was able to try it against bots. I loaded up ns_streets in JA, it was so fun to kick them off ledges again, I love it. You can kick someone down, then they can kick back at you from a knockdown, then you can kick back, it kind of reminded me of tennis or something lol.

There's still a lot to be done, like sideways kicks have to be implemented, but so far I am liking it a lot, a lot.

BTW- Is there a cvar in JA to stop saber-moves from drawing force power?
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Old 11-28-2003, 05:45 PM   #66
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Thumbs up

I'm glad that now people can have their fun their way with the release of the sdk and some of those features are really interesting... (assuming you're re-implemented them)
-The removal of double tap kicks -pff, I assume this is merely a jo 'leet' pleaser andm eans the flip kciks are back in.... Ah well, I didn't mind kicks but
-Force pool restrictions for basic special moves - Sounds good but could be potentially unbalanced
-The grip line of sight restriction - sounds good
-Ghoul2 2 hit detection in Multiplayer - EXCELLENT, NO MORE RANDOMNESS (assuming that's what makes the saber go through players with no damage)
-The restrictions on the player roll move- DITTO THE ABOVE MINUS THE RANDOMNESS


--Things i would like to see -

--Limit the kicks so you can only do 2 or 3 in a row so it forces them to do something original or different.
--Kicks someone straight on can cause damage to themselves because of the saber... it's unrealistic (in context ) to be able to kick someone consistently in the facewith a saber in your balls.
-- Ability to roll backwards
-- Ability stop and wall grip while wall walking

--------------- Stupid unimportant
-- Knock down by force speeding into someone
-- Blood?
-- Ability to kick while jumping (so you can jump into someone and uh... karate kick them) Should require a few force points
--More power in the whacking off walls with mp players with head hitting the wall meaning more damage

Anyway, I was planning on creating my own mod (after learning much more ) with a few of these ideas but if this mod adopted them, I'd hope it becomes amazing popular
GL
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Old 11-28-2003, 06:12 PM   #67
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One thing though... I don't think you should remove the restriction on back roll, if only for the fact that it was fairly annoying to do the two handed backstab without said restrict and not have it seen coming miles away.


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Old 11-28-2003, 06:22 PM   #68
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Even though I am not a competative player, I'm going to give it a try. Who knows, maybe I'll end up liking it more than base JA. It certainly sounds like it might be worth it for everyone, competative and non-competative to give it a try, just to see what it offers.

Certainly with more kicks there will be more opportunity to use the knockdown roll/kick stuff, which should make those who are kicked down less helpless. I find that pretty appealing...

At the very least, those who don't want to play it don't have to. There will be plenty of regular servers for those who don't find it fits their tastes. Personally, I can see myself playing regular JA and Xmod from time to time. A little variety in gameplay will keep the game fresh.
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Old 11-28-2003, 06:38 PM   #69
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Can one of the authors post a full list of changes for JA. Really this seems like it wouild only be useful in the SO/FF/CTF league. Not that this is a bad thing it would probably make those games alot more intense. However...I don't want the return of "teh 1337 kick" from JO. Or any other abused/overpowered moves. The saddest thing is seeing a SO server where no one needs or uses the saber. Its like playing on a no sabeer full force server.

Still I will give this a try probably. Maybe it will interest me in CTF again. Or bring back my no honor ways. Ironically I joined a clan based on FFA dueling for the most part. Honor code included. Also ironically I totally kick ass with the saber now. On basic FFA servers I can just kick everyones ass because they spam katas and twirls. Kinda off topic but hopefully this mod reduces the need for kata and butterfly spamming. One spammed move "kick" is better than 8. (twirl, butterfly, kata, stab, lunge, dual backstab, anything using uber sensitivity and or yaw, and butterfly again just because it IS spammed that much)
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Old 11-28-2003, 07:32 PM   #70
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Re: xMod 2.0.0 is out!

Quote:
Originally posted by Amidala from Chop Shop
xMod 2.0.0 has been released this morning here:
https://sourceforge.net/project/show...group_id=87536

bin is for Windoze, nix is for Linux.

Documentation is sparse, but I assume the commands and cvars have been carried over from the JK2 1.2.0 version, documented here:
http://xmod.cat5camp.com

with the changes for 2.0.0 listed in the readme.

excellent, time to own some 1337 n00bs,

*goes to download*


/edit/ I just need to turn on autodownload and find a server running it correct?
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Old 11-28-2003, 07:40 PM   #71
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I have heard a lot of ppl complain about how kicks were way too spammed in JO, I always thought that there were a few better ways of solving that problem other than removing it. For one thing they could have made it so it draws from force power so that way it could only be done 2 or 3 time before the person runs out of force power, or they could have simply toned the damage that it does down then it really would'nt matter how many times a person used it. To remove such a cool and useful move from the game is just IMO downright silly.

I like all the new moves like katas and saber twirls, but if someone does'nt want to get hit by them all they have to do is just back away from you. You could try to land any move in the game and all a person has to do to avoid it is simply run away while the whole time you are using up your force power. Imo this is'nt how the game was supposed to be, ppl are actually supposed to fight not play ping-pong running back and forth from eachother. If you had kick in there all you would have to do is pull that person in, kick em' down, and it kind of forces them to stop and actually fight you. It's easy to see how having kick back in the game would make for some fun fast-paced action.
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Old 11-28-2003, 08:09 PM   #72
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Re: Re: xMod 2.0.0 is out!

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Originally posted by eniaC
excellent, time to own some 1337 n00bs,

*goes to download*


/edit/ I just need to turn on autodownload and find a server running it correct?
its a server side mod, no need to download to play


eds
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Old 11-28-2003, 08:26 PM   #73
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Re: xMod 2.0.0 is out!

Quote:
Originally posted by Amidala from Chop Shop
xMod 2.0.0 has been released this morning here:
https://sourceforge.net/project/show...group_id=87536

bin is for Windoze, nix is for Linux.

Documentation is sparse, but I assume the commands and cvars have been carried over from the JK2 1.2.0 version, documented here:
http://xmod.cat5camp.com

with the changes for 2.0.0 listed in the readme.
Outstanding! Thanks for posting the link and info!

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Old 11-28-2003, 08:28 PM   #74
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Quote:
Originally posted by Prime
Even though I am not a competative player, I'm going to give it a try. Who knows, maybe I'll end up liking it more than base JA. It certainly sounds like it might be worth it for everyone, competative and non-competative to give it a try, just to see what it offers.

Certainly with more kicks there will be more opportunity to use the knockdown roll/kick stuff, which should make those who are kicked down less helpless. I find that pretty appealing...

At the very least, those who don't want to play it don't have to. There will be plenty of regular servers for those who don't find it fits their tastes. Personally, I can see myself playing regular JA and Xmod from time to time. A little variety in gameplay will keep the game fresh.
Exactly!

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Old 11-28-2003, 08:35 PM   #75
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Re: Re: Re: xMod 2.0.0 is out!

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Originally posted by fome
its a server side mod, no need to download to play
Yeah, figured it out, just played on the test server.

thanks though.
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Old 11-28-2003, 08:58 PM   #76
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Hi everyone. first post

I was just wondering...if it is a pure server and running the Xmod, would the clients need the file.
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Old 11-28-2003, 09:10 PM   #77
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Quote:
Originally posted by Leebs
Hi everyone. first post

I was just wondering...if it is a pure server and running the Xmod, would the clients need the file.
No. Good question though.

There is an optional client file if the server wants to manage clients using scripts (combinations of moves bound to a single key, which some consider "cheating"). If it is on, a pure server will have autodownload on (and clients must allow downloads) to send the file.

If the server is configured to ignore scripts, then it is a server-side only mod (clients need nothing).

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Old 11-28-2003, 10:05 PM   #78
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ahah VGG
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Old 11-28-2003, 10:21 PM   #79
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Looks nice, I might try this...

And what is Windoze, Amidala from Chop Shop?
And this mod doesn't have JK2 kicks... Right? *Trembles of fear that JA will become Kung-Fu Academy*


"It's Jango Fett! And he's brought his head!"
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Old 11-28-2003, 10:42 PM   #80
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Quote:
Originally posted by Imperial_thug
BTW- Is there a cvar in JA to stop saber-moves from drawing force power?

Xmod is still being tweaked. I think Hex said he would add that feature.
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