| :JK: Duel Mod - Serverside | |
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+9KingYodah TheReferee/// Angelis Shotty Battledroidlover mantA Lelouch Lucifer Miso 13 posters |
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Miso
Posts : 77
| Subject: :JK: Duel Mod - Serverside Fri 31 Jan 2014, 1:38 pm | |
| Hey guys, I decided to release my :JK: Duel Mod to those who are interested in using it. (Gameversion is still basejk) Original post: [You must be registered and logged in to see this link.] Even though it is 2014, I am releasing a mod to those who still play this game and are interested in trying it out. This serverside mod is simply just basejk with fixes for dueling on FFA. - Duel begins with 100/100; winner gets 100/100 - No 10 second wait after a duel - Allows multiple duels - Allows black names MOD INCLUDES: - JK2MF (If you choose you do not want to use it, delete the jk2mf folder and get rid of the j2kmf settings in the server.cfg) - twi_client.pk3. This clientside makes others invisible while in duel, allows you to increase cg_fov up to 200, and added cg_drawspeed. - ffa_bespin with no health & shield pickups - JK2Ded You can download the mod by clicking here. ( [You must be registered and logged in to see this link.] ) //////////////////// Comments /////////////////// :JK: Duel Mod was originally developed for use of NON-CLAN servers, and competitions/tournaments while including JK2MF. I released this mod to the public for those who want a server with traditional base feel and style, but want some "fixed" features that basejk should've kept/added. ///// Bugs ///// There are no known bugs in :JK: Duel Mod as of 1/30/2014. /////////// Credits /////////// Ouned - For allowing the use of JK2MF Ensorcio - Helping me out with suggestions/troubles I've encountered Enjoy ! | |
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Lucifer Legend
Posts : 2344
| Subject: Re: :JK: Duel Mod - Serverside Fri 31 Jan 2014, 1:46 pm | |
| wish it could help our lag issues :< (and blocking scripts would be nice too lol) | |
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Lelouch
Posts : 585
| Subject: Re: :JK: Duel Mod - Serverside Fri 31 Jan 2014, 2:51 pm | |
| - Lucifer wrote:
- wish it could help our lag issues :< (and blocking scripts would be nice too lol)
... I already told everyone like 99999x jk2mf will solve your cheap crappy lag script problems (and a lot of other problems) including my pretty rename script. | |
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mantA
Posts : 2087
| Subject: Re: :JK: Duel Mod - Serverside Fri 31 Jan 2014, 5:34 pm | |
| - Lelouch wrote:
- Lucifer wrote:
- wish it could help our lag issues :< (and blocking scripts would be nice too lol)
... I already told everyone like 99999x jk2mf will solve your cheap crappy lag script problems (and a lot of other problems) including my pretty rename script. DITO! | |
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Battledroidlover Sith Lord
Posts : 5188
| Subject: Re: :JK: Duel Mod - Serverside Fri 31 Jan 2014, 10:28 pm | |
| This actually sounds pretty good, can it work alongside DC mod ? | |
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mantA
Posts : 2087
| Subject: Re: :JK: Duel Mod - Serverside Fri 31 Jan 2014, 10:51 pm | |
| - Battledroidlover wrote:
- This actually sounds pretty good, can it work alongside DC mod ?
any.mod u like. | |
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Battledroidlover Sith Lord
Posts : 5188
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 1:06 am | |
| Should we maybe give it a trial run on the server and decide if we should use it ? It sounds pretty good, I'm always getting annoyed when I'm in a duel and I knock into people so it would be really helpful! | |
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mantA
Posts : 2087
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 1:14 am | |
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Shotty Sith Adept
Posts : 844
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 3:32 am | |
| JK2mf is a really good mod, and I think it will work good on SoL's servers. Anyone with the clientside cannot use cheats or any type of script. And the serverside can easily detect cheaters. | |
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mantA
Posts : 2087
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 3:33 am | |
| Shotty, maybe we can have a trial usage on your server if possible?
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Angelis
Posts : 1119
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 3:51 am | |
| - Shotty wrote:
- JK2mf is a really good mod, and I think it will work good on SoL's servers. Anyone with the clientside cannot use cheats or any type of script. And the serverside can easily detect cheaters.
not to be the spoil sport here, cuz i fully support this... but the redneck is thinking for a moment.... Wouldn't this get rid of (at least) half our server population??? | |
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mantA
Posts : 2087
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 4:00 am | |
| - Angelis wrote:
- Shotty wrote:
- JK2mf is a really good mod, and I think it will work good on SoL's servers. Anyone with the clientside cannot use cheats or any type of script. And the serverside can easily detect cheaters.
not to be the spoil sport here, cuz i fully support this... but the redneck is thinking for a moment....
Wouldn't this get rid of (at least) half our server population??? i can say yes but on the other hand no. If you force evreryone using the jk2f clientside, it sure kills the population of jk2. But on the other hand, we need jk2mf to patch the server flaws. Edit: So i suggest we do not need to force everyone using the clientside. | |
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TheReferee///
Posts : 259
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 4:06 am | |
| Serverside will not stop cheaters jk2bot goes right through jk2mf even if the player has jk2mf clientside they can still use jk2bot
NTxC - creator of NT mod on 1.02 cant even stop cheaters and he practically made jk2mf | |
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mantA
Posts : 2087
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 4:09 am | |
| - TheReferee/// wrote:
- Serverside will not stop cheaters jk2bot goes right through jk2mf even if the player has jk2mf clientside they can still use jk2bot
Well, as long as the hoster does not force the clientside usage, the cheaters wont be able to join. Plus, our aim is to fix our old and crappy dcmod from its flaws. | |
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mantA
Posts : 2087
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 4:10 am | |
| Wait, i said it again, lol....
Edit: Ntxc knows whwt these kind of stuff is. | |
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TheReferee///
Posts : 259
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 4:18 am | |
| cheaters will be able to join regardless of jk2mf | |
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mantA
Posts : 2087
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 4:24 am | |
| Say, u have used jk2mf and still using it,, right? How about we should go for a test, if you force turning the anticheat on? | |
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Shotty Sith Adept
Posts : 844
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 4:37 am | |
| We can test it on my server, sure. But I did not say it REMOVES the cheaters, i said it's easier to DETECT them. So they can be banned or kicked. I'll install JK2mf onto my server. | |
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KingYodah Legend
Posts : 7342
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 4:39 am | |
| Remove cheaters is longer than infinite run imo, but if it helps detecting them would be worth of a try, yes, shotty. | |
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Shotty Sith Adept
Posts : 844
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 4:47 am | |
| I am currently installing Jk2mf to my server for a test run. | |
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Shotty Sith Adept
Posts : 844
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 5:04 am | |
| I have it installed and it says it fixes the saberstealing and such! - JK2MF fixes::
jk2mf_fixq3infoboom: If turned on this will fix q3infoboom and your server will not crash. jk2mf_fixforcecrash: If turned on each time the client modifys the forcestring jk2mf will check it and if it's corrupt a valid forcestring will be used. This can cause problems with mods that are changing the forcesystem. jk2mf_fixnamecrash: If activated the name will be checked by a whitelist of characters which jk2 can display without problems. All others are filtered out. jk2mf_fixq3filluic: If activated each connecting client will be checked if it sends some jk2 specific userinfo. If not it's a q3fill attempt and the connection will be refused. jk2mf_fixq3fillmcc: If higher than zero this is the max number of connecting clients per IP. So standard is that a maximum of two people using the same IP can connect at the same time. This does not mean that only two clients with the same IP can join the server. It affects only connecting clients. jk2mf_fixflooding: If higher then zero this is the minimum time in milliseconds a client has to wait till he can change his userinfo again. If the value is less then "10" it's still interpreted in seconds to be backward compatible. Turn this off if your mod already includes that. (DS-Online for example has that) jk2mf_fixq3msgboom: If turned on all useles vsay commands will be disabled and a maximum of characters for clientcommands will be set so that only the exploiting client will start to lagg. jk2mf_fixturretcrash: If turned on and some crashers are trying to crash the server with turretcrash the server will detect that and removes all the many tempEntitys so that the maximum will not be reached. jk2mf_fixq3cbufexec: If activated all votestrings will be checked for seperator chars and rejected if the string contains one. jk2mf_fixq3dirtrav: If activated all download request which don't request a file inside the gamedata directory or dont't target a pk3 file will be rejected. jk2mf_fixrconblocking: If activated the 500msec limit between different rcon requests will be disabled so that every request is accepted. Warning: If your rconpassword is very weak it will be easier to bruteforce your password! jk2mf_fixwpglowing: This will fix the glowing around the player when the server ran for a longer time and the player starts to charge a weapon. HUGE WARNING: This resets the level.time on each new map which may be used crosslevel by the mod you are using. If you want to use it, TEST it first. However, it works wonderful with basejk. jk2mf_fixnamediff: If a player renames himself to - for example - "^7" the name is filtered and set to Padawan (because it's empty). But only in the mod itself and not in the engine, so the name will still be empty in the serverinfo. If activated jk2mf will get the name out of the mod everytime it's changed and sets it in the engine. jk2mf_fixrocketbug: When turned on the rocketLockTime is reset everytime a client changes his weapon, uses the force or goes into an animation. jk2mf_fixteamcrash: There is a way to crash empty servers using the "team" cvar. If activated malformed team cmds are filtered out. jk2mf_fixsaberstealing: Spectators can steal the saber of a client by following it and then jumping out of the following mode. This fix will not allow a saberEntityNum for spectators.
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KingYodah Legend
Posts : 7342
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 5:20 am | |
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Xasomur
Posts : 13101
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 5:43 am | |
| one host needs to try it out xP | |
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Lelouch
Posts : 585
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 5:59 am | |
| It works fine.. just install it lol | |
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Shotty Sith Adept
Posts : 844
| Subject: Re: :JK: Duel Mod - Serverside Sat 01 Feb 2014, 6:14 am | |
| Xaso, it's on my server now, it works fine. We just have to wait for cheaters to come xD | |
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