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 Stealing Sabers from Spec (fix)

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uL-Tox



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PostSubject: Stealing Sabers from Spec (fix)   Sat 11 Sep 2010, 11:35 am

http://jedidog.freeforums.org/saberstealing-from-spectator-fix-t154.html
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NickdeClaw
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PostSubject: Re: Stealing Sabers from Spec (fix)   Sat 11 Sep 2010, 11:57 am

>implying coder presence
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Battledroidlover
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PostSubject: Re: Stealing Sabers from Spec (fix)   Sat 11 Sep 2010, 7:02 pm

LoL that is gonna be a hax.
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Ralen



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PostSubject: Re: Stealing Sabers from Spec (fix)   Sat 11 Sep 2010, 7:26 pm

its a forum not a hax

but I recommend that whoever has the ability to change things about the mod ect should probably check it out it works apparently xD
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Battledroidlover
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PostSubject: Re: Stealing Sabers from Spec (fix)   Sat 11 Sep 2010, 8:34 pm

NickdeClaw wrote:
>implying coder presence
What does that mean lol
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NickdeClaw
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PostSubject: Re: Stealing Sabers from Spec (fix)   Sat 11 Sep 2010, 9:29 pm

We'd need to make a new mod entirely; source code for DCMod is not available. I am legitimately interested in learning enough C to work on a JK2 mod, but I definitely do not have time to be doing that and so I'm forcing myself to abandon that idea.

Also, of any problems our mod has or does not address, saber stealing is way down on the list for me. I actually kinda like it.
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uL-merk



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PostSubject: Re: Stealing Sabers from Spec (fix)   Sat 11 Sep 2010, 9:31 pm

NickdeClaw wrote:
We'd need to make a new mod entirely; source code for DCMod is not available. I am legitimately interested in learning enough C to work on a JK2 mod, but I definitely do not have time to be doing that and so I'm forcing myself to abandon that idea.

Well if you do change your mind and you do want to try and make a mod for Sol I also recommend that you get help from other modders like Oram(I think he left Ca and gone inactive) NTxC(Dunno think hes inactive) or tox can help yous out making a mod for your server
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NickdeClaw
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PostSubject: Re: Stealing Sabers from Spec (fix)   Sat 11 Sep 2010, 9:33 pm

Perhaps when I'm done with school or something. I've got so many website projects, medical problems, homework, certifications, and job searching to do it's unreal. I just don't have time to be learning a programming language just for JK2.
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uL-Tox



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PostSubject: Re: Stealing Sabers from Spec (fix)   Sat 11 Sep 2010, 9:42 pm

I knew if I posted a fix directly you would all shed tears HAX!!!

Thats why I put the link from jedidogs forum, many modders converse there to fix stuff as you can see from the many other posts.

When you spec someone and press jump you jump out their body and thats when you can take sabers, my fix will stop you pressing jump, its an easy fix to implement.

Wonko made a better but more complicated fix, but I don't know if his is stable as I have never tried and tested it.

If you download jk2editingtools2, unpack and look inside g_active.c and search for SpectatorThink, you see this...

Code:
/*
=================
SpectatorThink
=================
*/
void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) {
    pmove_t    pm;
    gclient_t    *client;

    client = ent->client;

    if ( client->sess.spectatorState != SPECTATOR_FOLLOW ) {
        client->ps.pm_type = PM_SPECTATOR;
        client->ps.speed = 400;    // faster than normal
        client->ps.basespeed = 400;

        // set up for pmove
        memset (&pm, 0, sizeof(pm));
        pm.ps = &client->ps;
        pm.cmd = *ucmd;
        pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;    // spectators can fly through bodies
        pm.trace = trap_Trace;
        pm.pointcontents = trap_PointContents;

        pm.animations = NULL;

        // perform a pmove
        Pmove (&pm);
        // save results of pmove
        VectorCopy( client->ps.origin, ent->s.origin );

        G_TouchTriggers( ent );
        trap_UnlinkEntity( ent );
    }

    client->oldbuttons = client->buttons;
    client->buttons = ucmd->buttons;

    // attack button cycles through spectators
    if ( ( client->buttons & BUTTON_ATTACK ) && ! ( client->oldbuttons & BUTTON_ATTACK ) ) {
        Cmd_FollowCycle_f( ent, 1 );
    }

    if (client->sess.spectatorState == SPECTATOR_FOLLOW && (ucmd->upmove > 0))
    { //jump now removes you from follow mode
        StopFollowing(ent);
    }
}

Then is just a case of removeing these 4 lines near the bottom...

Code:
    if (client->sess.spectatorState == SPECTATOR_FOLLOW && (ucmd->upmove > 0))
    { //jump now removes you from follow mode
        StopFollowing(ent);
    }

Then recompile your mod and its fixed...
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Battledroidlover
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PostSubject: Re: Stealing Sabers from Spec (fix)   Sat 11 Sep 2010, 10:24 pm

Nick why dont you try that mod out that you were telling me about a couple of months ago? Remember? that one where you can adjust your height.
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Xasomur
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PostSubject: Re: Stealing Sabers from Spec (fix)   Sat 11 Sep 2010, 10:26 pm

because it needs the client to download it before playing...

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Battledroidlover
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PostSubject: Re: Stealing Sabers from Spec (fix)   Sat 11 Sep 2010, 10:32 pm

Xasomur wrote:
because it needs the client to download it before playing...
Cant we just test it out? Sad I would love to be a proper heighted Desann. There is a mod on JKA where you can hvae diffrent heights.
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Kernow Pilgrim
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PostSubject: Re: Stealing Sabers from Spec (fix)   Sun 12 Sep 2010, 12:31 am

Thanks Tox for this.

BDL was the only one who cried Hax and talking of BDL, BDL - NO-ONE can do it!!!! Can you do it? Do you want to learn to do it? Then stop complaining about it.

I have neither the time or intrest to par-take in this kind of work.

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Axel
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PostSubject: Re: Stealing Sabers from Spec (fix)   Sun 12 Sep 2010, 12:38 am

BDL has a good point about different size in JKA it is pretty cool, but have it as a hack? No way.
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uL-Tox



Posts : 8

PostSubject: Re: Stealing Sabers from Spec (fix)   Sun 12 Sep 2010, 2:32 am

Hmmm, different size models, there might be a way without using a clientside+serverside setup as this would empty your server.

Our jetpack is clientside for the effects and sounds, but people without the clientside can still join the server and use it in a limited way.

So making the serverside so anyone can still join the server, but those with the clientside can see different sized models.

Any one remember what that mod with scalable models was called?
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uL-merk



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PostSubject: Re: Stealing Sabers from Spec (fix)   Sun 12 Sep 2010, 3:10 am

I think maybe it was Twimod, not sure though
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Battledroidlover
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PostSubject: Re: Stealing Sabers from Spec (fix)   Sun 12 Sep 2010, 8:03 am

Kernow Pilgrim wrote:
Thanks Tox for this.

BDL was the only one who cried Hax and talking of BDL, BDL - NO-ONE can do it!!!! Can you do it? Do you want to learn to do it? Then stop complaining about it.

I have neither the time or intrest to par-take in this kind of work.

Kernow I was joking........ -___-
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Xemnas
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PostSubject: Re: Stealing Sabers from Spec (fix)   Sun 12 Sep 2010, 8:44 am

ohhh yea i can talk about that...
I once learned a programm language and its realy hard .... I think its just okay as it is now...
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uL-merk



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PostSubject: Re: Stealing Sabers from Spec (fix)   Sun 12 Sep 2010, 9:06 am

Nice, which one?
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NickdeClaw
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PostSubject: Re: Stealing Sabers from Spec (fix)   Sun 12 Sep 2010, 6:04 pm

All I know are web coding languages. If someone can make a library that transforms JavaScript DOM references to quake3 references I'll mod for us. xD
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mantA



Posts : 2087

PostSubject: Re: Stealing Sabers from Spec (fix)   Sun 12 Sep 2010, 8:06 pm

well to be simple, the four lines which have to be removed is, that it prevens the spectator to press "JUMP" button in order to prevent saber stealing and also it is a suggestion how the server admin should fix it, so appreciate this!
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PostSubject: Re: Stealing Sabers from Spec (fix)   Today at 3:53 am

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