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Old 11-30-2003, 03:35 AM   #121
Rad Blackrose
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Originally posted by eniaC
Ollie...truck to head...nuff said. gg.

When 'r ya changin yer name too Darth William, tis fit thee better.
Ditto.
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Old 11-30-2003, 04:55 AM   #122
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A couple of times I have tried to connect to the xMOD 2 test server at 64.81.143.34 and I have "waited to join". Is the server still up or full or something? Or might it be a problem at my end?

Just thought I'd give it a go...
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Old 11-30-2003, 04:55 AM   #123
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Originally posted by KaiaSowapit
Again, the mute/squelch/profanity filter really appeals to me, I'm just curious though... can this be run server-side only, or does it require clients to have the patch as well?

Lastly, as far as the previous discussion goes regarding this thread's title; soon as we have instagib and LMS (last man standing) gameplay options, I'll call it hardcore. Right now it just sounds like JA with flipkicks... whooptie doo.
Not only can you filter profanity, you can add any word to the "profanity" list such as "lamer", "lame", "chatkill", "honor", etc. All will be replaced with a string of your choosing, such as "@#$%!^" or "ima loser". That feature and the other adminmod features were in the JK2 version (1.2.0) but aren't in the current JA version. I think they wanted to get something out quickly (remember the SDK just came out) for the people who wanted flip kicks. Apparently the author Hex is very receptive to input, so now is the time to tell him what you want, Kaia:
http://x.fragism.com/forum/viewforum.php?f=12

It is server side right now. If he adds a scripter management feature like he had before, and if you choose to manage scripters, you can autodownload a small client file. You can read about the JK2 version to see what Hex is capable of:
http://xmod.cat5camp.com/help_index.html

Instagib for Jedi Academy is under developement. Read about it here (thanks to Supes of BF for the heads-up):
http://www.teamwarfare.com/forums/sh...threadid=98389


Last edited by Amidala from Chop Shop; 11-30-2003 at 05:34 AM.
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Old 11-30-2003, 05:14 AM   #124
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Originally posted by Amidala from Chop Shop
Not only can you filter profanity, you can add any word to the "profanity" list such as "lamer", "lame", "chatkill", "honor", etc. All will be replaced with a string of your choosing, such as "@#$%!^" or "ima loser". That feature and the other adminmod features were in the JK2 version (1.2.0) but aren't in the current JA version. I think they wanted to get something out quickly (remember the SDK just came out) for the people who wanted flip kicks. Apparently the author Hex is very receptive to input, so now is the time to tell him what you want, Kaia:
http://x.fragism.com/forum/viewforum.php?f=12

It is server side right now. If he adds scripter management feature like he had before, and you choose to manage scripters, you can autodownload a small client file. You can read about the JK2 version to see what Hex is capable of:
http://xmod.cat5camp.com/help_index.html

Instagib for Jedi Academy is under developement. Read about it here (thanks to Supes of BF for the heads-up):
http://www.teamwarfare.com/forums/sh...threadid=98389
i would replace lamer with "HELLO I"M A ****ING NEWB PLEASE KILL ME AND ALL MY DENDROPHILIAC FRIENDS"

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Old 11-30-2003, 06:16 AM   #125
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hahaha

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Old 11-30-2003, 06:47 AM   #126
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Okay, time for my take. I've played this mod for two days now.

The mod really doesn't do anything but add kick into the mix.

If you liked JO, then your in for a real treat.

However, since this mod makes katas the only real difference between JO and JA, I am curious as to why those who want competitive matches, don't choose to just continue playing JO. With this mod, it's the exact same game except katas. Oh, and now the pull throw doesn't work.

In the end, this mod is all about kicks. And if you have a modest knowledge of kicking from JO, plus a very low ping, then you'll do quite well.

If kick matches aren't your thing, then this is not your server.


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Old 11-30-2003, 07:46 AM   #127
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its disabled by a cvar. =X= has always hated pull throw as a clan as have others, yet others just accepted and adapted. and you know what? those that accepted it were the top in jk2

as for why not stick with jk2? well no ladders and a community that went bye bye with the advent of 1.03 and 1.04, and you ask why?

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Old 11-30-2003, 07:50 AM   #128
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Originally posted by .:Silver:.
I am curious as to why those who want competitive matches, don't choose to just continue playing JO.
Well I wouldn't consider myself a competitive player,

/snip *edit*

That's like asking why you bought a new car to replace your old one...kinda...another horrible example, I'm going to bed. Ignore this post, I'm delirious.
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Old 11-30-2003, 07:52 AM   #129
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Originally posted by Rumor
as for why not stick with jk2? well no ladders and a community that went bye bye with the advent of 1.03 and 1.04, and you ask why?
sounds much better than my response.
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Old 11-30-2003, 12:07 PM   #130
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Didn't XMOD for JO also have a feature where the server would ignore scripts so they would not work and it was still all server side, or am I mistaken about that?

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Old 11-30-2003, 12:54 PM   #131
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Prime wrote:
"A couple of times I have tried to connect to the xMOD 2 test server at 64.81.143.34 and I have "waited to join". Is the server still up or full or something? Or might it be a problem at my end?"
I am having the same exact problem, dunno why.
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Old 11-30-2003, 01:44 PM   #132
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it gets full very fast


eds
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Old 11-30-2003, 02:06 PM   #133
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Originally posted by .:Silver:.
Okay, time for my take. I've played this mod for two days now.

The mod really doesn't do anything but add kick into the mix.

If you liked JO, then your in for a real treat.

However, since this mod makes katas the only real difference between JO and JA, I am curious as to why those who want competitive matches, don't choose to just continue playing JO. With this mod, it's the exact same game except katas. Oh, and now the pull throw doesn't work.

In the end, this mod is all about kicks. And if you have a modest knowledge of kicking from JO, plus a very low ping, then you'll do quite well.

If kick matches aren't your thing, then this is not your server.
Well, this is an early version of xmod2. Hex is planning to add a lot of other stuff into it.


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Old 11-30-2003, 03:54 PM   #134
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Yes there were multiple updates of xmod for jk2, more to come for xmod2.
The best thing about xmod is that hex believes people shouldn't be forced to play how he wants. He adds loads of cvars to turn things on and off, thatway, everyone is happy.

xmod needed a small client file for script detection, but I dont think there was a way of script detection without downloading the small file. If a script was detected, there were three options: ignore completely, kick or don't kick but upload ip/info to a log file.

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Old 11-30-2003, 04:58 PM   #135
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New in this version:
x_newmotd - New centerscreen MOTD cvar
x_newmotd_time - Time (in seconds to display this motd)
x_flipkick - Enable front flipkick
x_health_disable - Disable health items
x_shield_disable - Disable shield items
x_medpac_disable - Disable medpac items
x_powerup_disable - Disable powerups
x_black_enable - Enable the use of black in a name
x_pullthrow_disable - 1 doesn't allow push/pull while saber throwing, 2 makes the saber return
x_red_lock - Lock the red team
x_blue_lock - Lock the blue team
x_suicide_disable - 1 Disable The use of suicide, 2 smart kill award system
x_fallfadetime - Ammount of time it takes to fall to death
x_jawa_model - 0 disables the use of the jawa model
x_menu_model - 0 disables the use of the kyle & luke /menu models
-Fixed name color code back to the old xmod1 jk2 style
-Minor code adjustments to allow flipkick


as you can see, there is much more work to do.

side kicks are not in yet and quite a few tweaks that he put in JO, not to mention suggested tweaks he stated he wanted to put in for JA, have not made it in yet.

Keep in mind, he kind of snuck this one out the door real quick the day before Thanksgiving, so given the fact that he took time out of what ever personal/family things he had going on, to gave us a small teaser, was pretty cool.


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Old 11-30-2003, 05:51 PM   #136
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I've had a post deleted on this page....


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Old 11-30-2003, 10:11 PM   #137
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How is that, it edits for you? Xmod Its hardcore? Do you have to double tap jump to kick then? I know for shizzy the answer will be yes. Its an FKs dream. Well, is it? You fks specialize in front kick, no are obsessed with it. Do you actually have a bind for it? I mean, holy **** you guys kick well. Absolute ****ing kick whores


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Old 11-30-2003, 10:15 PM   #138
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Not that anyone gives a ****. But I just realized something holy ****! I can just look the kick question up for myself. ROFFLMFAO! (<---- no)


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Old 11-30-2003, 10:58 PM   #139
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nah its all natural.

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Old 12-01-2003, 02:39 AM   #140
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I don't see the point in reinstalling the flip kick. The only reason why people liked it/used it was becuase it was unbalanced compared to the actual basic saber combat.


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Old 12-01-2003, 02:49 AM   #141
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Originally posted by razorace
I don't see the point in reinstalling the flip kick. The only reason why people liked it/used it was becuase it was unbalanced compared to the actual basic saber combat.
umm, no. Kick was put back in b/c its the most affective way to set your opponant up for a finishing move.


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Old 12-01-2003, 02:52 AM   #142
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yeah totally. kick was so powerful man. it had no counters or nothing.

it adds absolutely nothing to the game.

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Old 12-01-2003, 02:55 AM   #143
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Originally posted by fk | screed
umm, no. Kick was put back in b/c its the most affective way to set your opponant up for a finishing move.
Yeah, from a fresh respawn!


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Old 12-01-2003, 02:58 AM   #144
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Originally posted by Rumor
yeah totally. kick was so powerful man. it had no counters or nothing.

it adds absolutely nothing to the game.
Yeah I kno d00d it did liek 20 dmg and it was so hard to avoid/counter unless you knew how to move out of the way or use pull within that small time period when the guy who kicked you is still in the air and then kick him back (which ofcourse was impossible to do)

hahaha g1


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Old 12-01-2003, 03:24 AM   #145
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Originally posted by razorace
Yeah, from a fresh respawn!
dude you have no idea what you're talking about. Pipe down and learn.

Kick was essential to FF s/o CTF and made FF dueling a lot more challenging with the combos kick brought to the table.

Again, this mod is more targeted towards the competitive saber only full force community and the guys who simply liked kick and the kick-based combos in JO, while doubling as a very nice admin mod. You don't have to play it if it's not your thing and if you simply can't cope with kick and tactical play.


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Old 12-01-2003, 04:15 AM   #146
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Just because the game mechanics basically forced you to spam kick to stop flag carriers in s/o CTF doesn't make it a good move.

There are other ways to fix the issue without reintroducing kick, which was spammed constently like newbies and vets alike.


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Old 12-01-2003, 04:31 AM   #147
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exactly how would we do this? ramping up saber damage?

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Old 12-01-2003, 04:42 AM   #148
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That actually works surprisingly enough...


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Old 12-01-2003, 04:57 AM   #149
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surprisingly enough it doesn't. we want complexity, not another reason to hold w and mouse1.

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Old 12-01-2003, 05:13 AM   #150
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Actually, in my experience holding down mouse1 with ramped up saber doesn't work too well... Judging from the complete and total imbeciles who use it only to drop from a swipe with yellow as their chest is exposed or such.


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Old 12-01-2003, 05:32 AM   #151
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again. complexity. more damage doesn't make the game more complex.

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Old 12-01-2003, 05:51 AM   #152
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True enough, was only pointing out holding mouse1 on lethal saber servers does not work and will get you killed really fast unless the opposition are total idiots who don't have any sense of timing or aim.


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Old 12-01-2003, 07:12 AM   #153
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yeah i figured.

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Old 12-01-2003, 07:56 AM   #154
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Smile

First off, I'd like to thank everyone here for their opinion on my old JO mod and my new JA mod. I put a lot of work into the entire Xmod project and it's nice to see there are at least a few people who enjoy it.

Second I thought I'd give you a bit of a .plan here on what I'll be working on during the week:

Xmod 2.1.0 .plan

- Making changes to the default SDK to make a vanilla source that can be compiled in .net and with gcc.
I know lots of you can't wait for the next feature list for 2.1 but none of this can happen without a simple way to compile the code for linux and then windows. Since raven felt the need to go back to DLL, mods need a seperate SO file to be compiled for linux dedicated servers. Lame, but I can deal with it

- Adding in a few other features like #health chat replacement and /name private tells

- Putting level .fix files back in the game
To block off errors that map developers (learn from your mistakes please) leave in their maps. For example on top of buildings, etc... These files will block off areas players shouldn't be able to jump to.

- Admin commands
I really want to put admins back into control and I will be spends lots of time putting admin commands back into the game one at a time. This includes the ip bans in a file, mute by ip, etc.

- Profanity Filter
This needs a little rework but should be an issue

- Cvar Saber damage
For all sabers and styles... I know many people would like to change the damage system for specific moves.

After all of this I will then be going through our forums and adding things into the game that players request. Remember that I'm making this mod for the players (I include myself in this group) and I will put pretty much anything reasonable into the game. Everything will be cvar optional, of course.

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Old 12-01-2003, 10:14 AM   #155
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Looks interesting, I may try out the latest version tomorrow.

One thing though, why option to ban the Jawa model?

Didn't we establish the "Jawa model is bugged!" thing was just a myth?

So why encourage it?


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Old 12-01-2003, 10:27 AM   #156
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in team games it has no colours so you cant tell whos team there on, other than the crosshair colour

Quote:
Originally posted by fome
Banning jawa model is optional, so it doesn't have to be disabled, but if you're wondering why anyone would want to ban the cute jawa it's because in team games its harder (not impossible by looking at the crosshair colour)to see which team the jawa is on, as it has no team colours. Thats the only explaination i can think of


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Old 12-01-2003, 10:49 AM   #157
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Fine, but the same is true of many other "secret skins" and in fact you can play as Kyle without the team skin.

There is a mod that lets you use team colors for the Jawa, why not simply add that to Xmod and forget the banning of the skin?


Also you're wrong about "the only way to know what team they are on."

-Force Seeing (reveals their team color)
-Radar (they show up as a green icon at close range if on your team)
-Team Beacon (if they're on your team they'll have a beacon showing it)
-Saber color (always team color)
-Stationary Shield color (only in certain maps but you get the idea, same as the saber color thing)

I suppose the only time it would be a real problem is if the guy switches teams a lot, if they are lots of Jawas or friendly fire is on. But still...

I say remove the "ban jawa model" option and just add in the "team colors for Jawa" mod, which is really tiny. I believe it's available from a variety of sites including pcgamemods.com.

Something needs to be done. As it is now, the mod is perpetuating the myth that the Jawa model is "a cheat."


PS: Banning the kyle & luke "menu" models is also pointless since the patch already does that, but I figured xmod2 was either made before the patch or else they figured people who didn't use the patch in MP (for whatever oddball reason) would still get to ban those exploits.


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Old 12-01-2003, 10:52 AM   #158
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I love this mod......... <-----tears of joy.



the force on the server is abit Slooooow though.


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Old 12-01-2003, 12:26 PM   #159
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Hex, and XMod Rock!

Thanks again for doing this for us man.

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Old 12-01-2003, 01:04 PM   #160
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I played the Xmod, and I noticed no difference in gameplay... Except that JK2 kicks are back. As long as they are not spammed, I'm fine with them.

Also, when somebody does a kata/spin/whatever move, you can easily interrupt it all with a JK2 kick. This turning the game into JK2, where katas and the new spins become totally useless. Heck, I kicked away a guy doing a staff butterfly on me


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