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EpicJK2
Vader
KingYodah
Kameleon
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Kameleon




Posts : 260

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PostSubject: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeFri 29 May 2015, 6:56 pm

First topic message reminder :

Hello everyone Smile

I am currently re-writing my (1.02) mod for 1.04, which is already a big improvement over the old version ^_^ I'd also like to mention that once the mod have been released for all versions of JK2 (Whenever it might be released, no clue about when exactly, since I'd like to have it ported to the other versions first too), the mod will be OpenSource, for those interested in reading through how the mod works etc. Smile

While I kinda have an ideá about what I personally want in the mod, but I would very much like to hear what you, the players who would, maybe, end up using the mod in the future, which features would you like to see in a mod? Very Happy

This could be anything from new commands, new gamemodes (Such as e.g. InstaGib), other features, etc. Smile Maybe even just commands from e.g. DcMod which you would love to see/keep in a new mod too ^^ Could be anything Very Happy

I hope to see a few suggestions Smile

Best regards
Kameleon
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Kameleon




Posts : 260

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeWed 30 Sep 2015, 9:43 am

Not yet, but hopefully you will at some point Wink Right now it is still in what I'd call "closed alpha", where I constantly add new features, fixes, etc. Smile

Quite a few members of SoL have expressed interest in, maybe, beta testning the mod when it is close to being finished Smile

This thread is just a place for all of you to suggest features that you'd like to see in the mod ^_^

The list of features is already quite extensive, and I still have a few more things I'd like to add :3 And then I also have to finish a lot of stuff regarding the clientside Razz

Feel free to come with suggestions for stuff you'd like to see in the mod ^_^ The more ideas the better :3
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Battledroidlover
Sith Lord
Sith Lord
Battledroidlover


Posts : 5188

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeThu 01 Oct 2015, 10:04 am

Oh okay awesome, would an admin scale command be possible ? Where an admin could control a players model scale ( make them shorter/taller ) . I've seen it before in jk3 and always thought it was awesome !
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Kameleon




Posts : 260

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeThu 01 Oct 2015, 4:27 pm

It was on my to-do list at some point, but it would simply be too much work, so I am probably not going to add that Smile
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Kameleon




Posts : 260

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeTue 03 Nov 2015, 4:19 am

Thought I'd share the latest additions, as it have been over a month since last I posted some changes Smile Remember that I am always open for suggestions Very Happy

Quick overview of the latest additions:
- Duplicate name prevention. In the case of e.g. more Padawan's, they will be renamed to e.g. Padawan[2].
- A command to hide your admin status from others. If you have this command in your permission set, then you can also add the "hidden" parameter after your password when you log in, which will both hide your admin status, and not broadcast to anyone that you just logged in, unless they are affected by the commands counter part (See below).
- Fixed some serious issues.
- Added a command that allows you to prevent individual players from using emotes, rather than enforcing it onto all players.
- Fixed a bug that prevented players in private FFA to pull items.

Full current serverside changelog:
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Vader
Sith Warrior
Sith Warrior
Vader


Posts : 4359

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeTue 03 Nov 2015, 4:32 am

Kameleon wrote:
- Added a command that allows you to prevent individual players from using emotes, rather than enforcing it onto all players.

Yesssss. Thanks for making it a reality. Very Happy
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KingYodah
Legend
Legend
KingYodah


Posts : 7342

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeTue 03 Nov 2015, 4:40 am

Nice ^^

I thought on something, we thought of it a little in past but now I remembered it. If a player gets slept or hunted or muted for misbehaving, and tries to reconnect, is it possible that the player is kept the status? I.e. is still e.g. slept after recon. Because if there is a player who keeps harassing others in some way and is e.g. slept then reconnects and continues because recon removed the status. I dont know how big necessity this is but in past there were often cases like described. And if it is not so needed then at least out of curiosity, would it be possible?
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Kameleon




Posts : 260

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeTue 03 Nov 2015, 10:40 pm

KingYodah wrote:
Nice ^^

I thought on something, we thought of it a little in past but now I remembered it. If a player gets slept or hunted or muted for misbehaving, and tries to reconnect, is it possible that the player is kept the status? I.e. is still e.g. slept after recon. Because if there is a player who keeps harassing others in some way and is e.g. slept then reconnects and continues because recon removed the status. I dont know how big necessity this is but in past there were often cases like described. And if it is not so needed then at least out of curiosity, would it be possible?
I liked this idea so much, that I decided to add it right away Wink Very Happy

Quick overview of the latest additions:
- Added a "Disconnect time" system. More details about that in the full changelog.
- Duplicate name prevention. In the case of e.g. more Padawan's, they will be renamed to e.g. Padawan[2].
- A command to hide your admin status from others. If you have this command in your permission set, then you can also add the "hidden" parameter after your password when you log in, which will both hide your admin status, and not broadcast to anyone that you just logged in, unless they are affected by the commands counter part (See below).
- Fixed some serious issues.
- Added a command that allows you to prevent individual players from using emotes, rather than enforcing it onto all players.
- Fixed a bug that prevented players in private FFA to pull items.

Latest serverside changelog:
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Kameleon




Posts : 260

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeThu 05 Nov 2015, 10:52 am

Sorry for double posting; hope you don't mind about that too much on this topic Very Happy

I added another feature, and fixed a big security flaw in the disconnect time system Smile Figured that would be an important enough update to make a double post about Wink

Quick overview of the latest additions:
- Changed the "Disconnect time" system to only keep punishments, such as e.g. sleep, rather than also keeping powers, admin status, etc, in order to avoid a big security flaw.
- Added the ka_VoteControl cVar, which allows you to enable/disable specific types of votes, e.g. if you want people to be able to vote for a map change, but be unable to vote for kicking another player.
- Added the AMVOTECONTROL admin command, which allows you to allow/disallow voting, enable/disable specific types of votes/alter the ka_VoteControl cVar using the command, as well as to pass/fail votes.
- Added the AMBANCALLVOTE admin command, which allows you to prevent someone from casting a vote. This could be useful if someone keeps casting a vote to change the map after you have told him not to do so a couple of hundred times.

Current serverside changelog:
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Kameleon




Posts : 260

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeWed 11 Nov 2015, 3:19 am

Tripple posting... Sorry xD Very Happy Quite big updates though Wink

Quick overview of the latest changes:
- Improved bot AI.
- Added an "all" parameter to the removeip RCON command.
- Added a new way of checking names and colours.
- Added a cVar that will automatically adjust the height of certain entities spawned with the "easy-to-use" map modding commands compared to the height of the player (-24 for models and -19 for effects, for those who are wondering).
- Added a command which allows you to move entities.
- Fixed a few issues.

Some of the things the new AI includes:

Current serverside changelog:
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KingYodah
Legend
Legend
KingYodah


Posts : 7342

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeWed 11 Nov 2015, 4:10 am

Someone must stop you xD

The bots are cool ^_^, out of curiosity, since you nudged the bots neatly and because I think of Wonko's server bots (xD), are they able to abs if you grip them? Or maybe (this is probably different from Wonko's bots since I never saw them doing it, I think), is it possible the bots to use Protection (the higher skill level the bots are set to, the higher Protection level they will use) when their health drops, say, below 1/3 of full hp?
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Kameleon




Posts : 260

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeThu 12 Nov 2015, 2:50 am

KingYodah wrote:
Someone must stop you xD

The bots are cool ^_^, out of curiosity, since you nudged the bots neatly and because I think of Wonko's server bots (xD), are they able to abs if you grip them? Or maybe (this is probably different from Wonko's bots since I never saw them doing it, I think), is it possible the bots to use Protection (the higher skill level the bots are set to, the higher Protection level they will use) when their health drops, say, below 1/3 of full hp?
If the bot has absorb, and someone tries to use lightning on it, then it will usually use absorb Smile If the bot is being gripped, then it will try to push Smile

I tried adding protect into the mix, but it didn't work out so well Very Happy I'd say the bots are good enough as they are right now; no need to add so much they end up being confused instead xD
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KingYodah
Legend
Legend
KingYodah


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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeThu 12 Nov 2015, 4:18 am

Confused bots, the last thing we need! xD
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Kameleon




Posts : 260

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeMon 16 Nov 2015, 1:48 am

Added new things to both the serverside and clientside Smile

Quick overview of the latest clientside changes:
- You are now able to see more skins in the skin selector.
- Added a Hilt selector in the Player menu.

Full clientside changelog:

Quick overview of the latest serverside changes:
- Implemented Daggolin's SPMapFix. This makes sure that you no longer crash on one of the convertable SP maps, if you do not have the converted version of it. It doesn't make most of them actually playable, as doors etc were handled differently in SP, but at least you don't crash anymore.
- Implemented Daggolin's openAreaPortals RCON command, which allows you to close open area portals, which are those blury things you see instead of doors if a door have been removed, e.g. on doom_shields or something like that.
- Added a "Duel Parachute" system, which you can enable/disable with the ka_DuelParachute cVar. If this is enabled, and you are e.g. dueling on the pad on Bespin, and suddenly one of you falls down, then that person will be teleported slightly infront of the person he is dueling. This only affects regular duels, and not ffa and ff. Added the cVar as it might be a feature not everyone would like, including myself, while others would probably love it.
- Added the entity fields "sitmodel", "sitorigin", and "sitangle", which allows you to make e.g. sitable chairs and such things. The value of sitmodel will determine if it should use amsit, amsit2, or amsit3 for the sit animation.
- Added the entityfield "drainpole". An entity with this field enabled will be drainable.
- Added the AMTOGGLE admin command, which allows you to toggle the saber of the target on/off.
- Added the AMEDITENTITY admin command, which allows you to edit the fields of an entity, or even add some, without having to remove the entity and re-add it again. As with AMADD, this command is only recommended to be used by people who know what they are doing, as you could screw up other entities if you assign invalid things to an entity. Should you screw it up, which you will know if you use AMENTITYINFO on an entity afterwards if it is totally flodded with random fields and info, then you can just do a map change and then it should be back to normal, unless you did /amsave. If you have saved, then simply remove the entity and save again.

Full serverside changelog:
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Kameleon




Posts : 260

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeTue 17 Nov 2015, 10:09 am

Quick overview of the latest clientside changes:
- Added a UI for the RGB saber colours.

Full clientside changelog:

Quick overview of the latest serverside changes:
- Added the entity field "command", which will allow you to have the entity execute an RCON command, just like the universal trigger system does. Currently only works with Models, but I might make it possible for other entities too.
- You can now use g2animent if you have cheat access.
- Changed SetTeam so that you can still force a player onto another team, even if they are affected by e.g. AMBANTEAM.
- Added the AMSPEED admin command, which allows you to change the speed of individual players.
- Added the AMGRAVITY admin command, which allows you to change the gravity of individual players.
- Added the AMFREEZE admin command, which will freeze the target.
- Added the AMKILL admin command, which will kill the target.
- Added the AMTHERMALTELE admin command, which will teleport you to wherever your thermal detonator explodes. Quite useful for thermal golf on e.g. FoU Hangout v2.

Full serverside changelog:
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Kameleon




Posts : 260

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeTue 17 Nov 2015, 9:46 pm

While the latest update isn't a big one, it is still worth mentioning Smile In short: I finished the UI, for now at least Very Happy Thought I'd post some images of it ^_^

Quick overview of the latest clientside changes:
- Added a UI that allows you to enable/disable/increase/decrease the new mod cVar's, as well as FOV.

Full clientside changelog:

Mod suggestions - Page 2 Jk2mvm10

Mod suggestions - Page 2 Jk2mvm11

Mod suggestions - Page 2 Jk2mvm12

Mod suggestions - Page 2 Jk2mvm13

Mod suggestions - Page 2 Jk2mvm14
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Raincerous
Jedi Adept
Jedi Adept
Raincerous


Posts : 39

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeTue 17 Nov 2015, 9:49 pm

Wow! That looks amazing, Kameleon.
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EpicJK2
Legend
Legend
EpicJK2


Posts : 3376

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeTue 17 Nov 2015, 10:05 pm

Nice Kam, looks really good!
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Vader
Sith Warrior
Sith Warrior
Vader


Posts : 4359

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeWed 18 Nov 2015, 1:02 am

Woo, looks good! Smile
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KingYodah
Legend
Legend
KingYodah


Posts : 7342

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeWed 18 Nov 2015, 3:55 am

Yummy! Very Happy
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Kameleon




Posts : 260

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeThu 19 Nov 2015, 8:19 am

I am glad you all seem to like the new UI! ^_^

The latest changes are nothing big either, but I still found it interesting enough that I'd want to make a post about it, and I think you will like it Very Happy

Quick overview of the latest changes:
- Implemented Nerevar's "Bacta on hip" feature. If it is enabled, and you currently have a bacta in your inventory, then you will have a bacta attatched to your hip. (Not really useful if you play as Reelo though, as the bacta gets lost inside all of his ... fluffyness xD)
- Implemented Nerevar's "Santa hat" feature. If enabled, all clients on the server will appear to have santa hats on their heads to you. There is a slight position issue when walking in certain angles, but that is due to how JK2 handles certain angles, sadly. Other than that it is a great addition for the christmas season!
- A few minor additions and adjustments to the UI.

Full clientside changelog:

Santa hat:
Mod suggestions - Page 2 Jk2mvm15

Mod suggestions - Page 2 Jk2mvm16

Bacta on hip:
Mod suggestions - Page 2 Jk2mvm17

Updated "Settings" UI:
Mod suggestions - Page 2 Jk2mvm18

Adjusted RGB saber UI:
Mod suggestions - Page 2 Jk2mvm19

I hope you like it Wink Remember that I am always open for mod suggestions, should you happen to have a great idéa Very Happy
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Kameleon




Posts : 260

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeSat 21 Nov 2015, 2:16 pm

Got a small handful of new updates I'd like to share Wink

Quick overview of the latest serverside changes:
- Added the "g2platoon" command, which you can use if you have cheat access. It will spawn 12 animents on a straight line in the direction you are currently pointing.
- Added the "killaniments" command, which you can use if you have cheat access, which will instantly kill all animents.
- IP, admin status, and a few other things, are now kept on gametype change.
- Added tag protection, which, if enabled, will allow you to protect multiple tags from being used if you are not logged in.

Full serverside changelog:

Quick overview of the latest clientside changes:
- Fixed the positioning issue with the santa hat and the bacta model!
- Added Fly3r's HQ chat icon.

Full clientside changelog:

Tag protection:
Mod suggestions - Page 2 Jk2mvm20

Fly3r's Animated HQ chat icon:
Mod suggestions - Page 2 Jk2mvm21
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KingYodah
Legend
Legend
KingYodah


Posts : 7342

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeSat 21 Nov 2015, 10:25 pm

The tag protection is something like banname? Or what it means? Not using corresponding clan tags? And the time renaming means time till set autorename
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Vader
Sith Warrior
Sith Warrior
Vader


Posts : 4359

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeSun 22 Nov 2015, 1:46 am

I remember on the uL server, if you had the uL tags on without being logged in the ALP (AntiLamerPatrol) would come after you. xD

But yea this seems like a good idea, won't have to worry about fake's or just people putting tag on. Smile
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Kameleon




Posts : 260

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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeSun 22 Nov 2015, 2:55 am

KingYodah wrote:
The tag protection is something like banname? Or what it means? Not using corresponding clan tags? And the time renaming means time till set autorename
Tag protection: If someone wears the tag specified by the server administrator, e.g. )>SoL<( in your case, and they are not logged in, then they will have 30 seconds to rename before getting kicked from the server Smile

That should give the fakers some pressure to rename quickly Wink
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KingYodah
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KingYodah


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PostSubject: Re: Mod suggestions   Mod suggestions - Page 2 Icon_minitimeSun 22 Nov 2015, 5:34 am

Kameleon wrote:
Tag protection: If someone wears the tag specified by the server administrator, e.g. )>SoL<( in your case, and they are not logged in, then they will have 30 seconds to rename before getting kicked from the server Smile

That should give the fakers some pressure to rename quickly Wink
Isn't better just to rename them into name without tag? Because if people will be being kicked for this, it can happen that they won't be coming again to the server because they could think of this as an abuse. I know you can disable tag protection but still, is kicking off server that necessary?
Plus there is also that problem that member is wearing tags and may not be logged in.

(I just remembered on devy like he sometimes uses SoL tag xD, but still lol)
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