Search found 407 matches

by fau
04 Jun 2017, 18:00
Forum: Clientside/Serverside mods
Topic: SaberMod 2.0
Replies: 15
Views: 75062

Re: SaberMod 2.0

Net is netto damage (dealt - received). earlier it was NetD but just Net looks cleaner on the scoreboard. It doesn't account for team or self damage (nothing accounts for self damage actually).

It was ridiculously to get these stats right. No jk2 mod I know does and I had to patch mine 3 times.
by fau
04 Jun 2017, 01:03
Forum: Clientside/Serverside mods
Topic: SaberMod 2.0
Replies: 15
Views: 75062

Re: SaberMod 2.0

Added some screenshots.
by fau
31 May 2017, 22:11
Forum: General & Help
Topic: Another bug in JK2MV?
Replies: 8
Views: 58842

Re: Another bug in JK2MV?

Or perhaps this map is blacklisted by server admin?
by fau
30 May 2017, 06:19
Forum: Movies and compilations
Topic: pJK2. (complete race demo compilation)
Replies: 2
Views: 25596

Re: pJK2. (complete race demo compilation)

When do you produce all these demos?!
I'll watch it soon and probably enjoy it as much as previous ones, but 46 minutes sounds a bit too long for a single clip (wouldn't even start if I had anything better to do atm).
by fau
26 May 2017, 13:13
Forum: Tutorials
Topic: Generating and modifying JK2 fonts
Replies: 8
Views: 54935

Re: Generating and modifying JK2 fonts

hahaha, that's a good one :D
Nobody said it would be easy to replace fonts but it's possible. If you have some special request (need a monospace outline font) let me know, I may make one for you.
by fau
25 May 2017, 20:55
Forum: Tutorials
Topic: Generating and modifying JK2 fonts
Replies: 8
Views: 54935

Re: Generating and modifying JK2 fonts

Console fonts are different. They do not use .fontdat format, but rather a grid of 256 extended ascii characters. I've added a "grid" layout to fontbuilder too later on and but it's not available in ouned's binaries. You'll need to ask someone or compile it on your own for you operating sy...
by fau
25 May 2017, 06:56
Forum: Clientside/Serverside mods
Topic: SaberMod 2.0
Replies: 15
Views: 75062

Re: SaberMod 2.0

Thanks, nice that you think so :D Ofc there are other types of mods that SaberMod doesn't compete with. By limiting it's scope to some competitive modes (although all basejk modes can be played with many bugs fixed) it's easier for me to set priorities right. FFA/Clan mods (with animations and pleth...
by fau
24 May 2017, 09:27
Forum: Clientside/Serverside mods
Topic: SaberMod 2.0
Replies: 15
Views: 75062

Re: SaberMod 2.0

It is allowed. it's just a dmflag, optional. For example in first person it shouldn't be an issue, but in NF TFFA higher fov makes you see far more behind you which makes it easier to avoid sneaky attack and can be considered unfair. Still for now all servers have unlimited fov, it's just an option....
by fau
24 May 2017, 06:07
Forum: Clientside/Serverside mods
Topic: SaberMod 2.0
Replies: 15
Views: 75062

Re: SaberMod 2.0

SaberMod clientside has unlimited fov, but if a server owner feels in the gametype he is hosting it would be unfair to have higher fov (I'd say this may be the case for NF tffa, need to think about it in future releases) then he can make clients use max fov 97 as original clientside, by adding 16 to...
by fau
23 May 2017, 23:06
Forum: Clientside/Serverside mods
Topic: SaberMod 2.0
Replies: 15
Views: 75062

SaberMod 2.0

sabermod-tffa.jpg SaberMod is a server and client side mod for JK2 1.04 being faithful to original mechanics of the game while trying to improve and promote its competitive aspect. After extensive testing (11 release candidates) I decided to release SaberMod 2.0. Thanks to miso and JKII - PUG disco...
by fau
16 May 2017, 11:46
Forum: Bugs & Suggestions
Topic: Network cvars (Clientside/Serverside/Source code)
Replies: 4
Views: 36085

Re: Network cvars (Clientside/Serverside/Source code)

lagometer-rate.png Lower line depicts snapshots that client received from server. Each point on X axis represents one snapshot. When snapshot was rate limited (not all entities were updated), it's drawn as yellow. Let me know if this happens to you on a real server with rate 90000. Better, record a...
by fau
16 May 2017, 07:59
Forum: Bugs & Suggestions
Topic: Network cvars (Clientside/Serverside/Source code)
Replies: 4
Views: 36085

Re: Network cvars (Clientside/Serverside/Source code)

I don't think higher max rate is necessary for jk2. When you're hiting rate limit your lagometer turns red iirc. Tell me if it happens to you. Increasing cl_maxpackets limit is a slightly controversial topic, some believe it gives unfair advantage (especially in jka). I personally don't see an issue...
by fau
13 May 2017, 05:55
Forum: Tutorials
Topic: Keybinds, gameplay, and more
Replies: 6
Views: 47156

Re: Keybinds, gameplay, and more

its not my kbd just a generic picture. obviously i use esdf for movement.
by fau
11 May 2017, 06:47
Forum: Tutorials
Topic: Keybinds, gameplay, and more
Replies: 6
Views: 47156

Re: Keybinds, gameplay, and more

Put some effort into it :P bindings.png This is a config I made for 1.04 CTF and other full force/guns modes, haven't played much with it but it seemed ok. Tell me if you see any problems with force power bindings, not much experience in this regard. mouse1 is attack, mouse2 moveup, mwheeldown is we...
by fau
23 Apr 2017, 10:51
Forum: Introduce yourself
Topic: Hi there folks
Replies: 11
Views: 57821

Re: Hi there folks

Hi, me and a friend (HaSTe and OverKiLl) used to be a part of eo)( eliteorder, but I think it was before 2004 (too long to remember). A few members were Dark, Disrepute, Kakarot, Jedi-J (I think). We played in a Jolt League, and also took park in the Clanbase matches that took eo)( to second place ...
by fau
14 Apr 2017, 17:45
Forum: News
Topic: #jk2 on QuakeNet
Replies: 3
Views: 31044

Re: #jk2 on QuakeNet

It is and there is a discord-irc bridge (unidirectional until ouned fixes it), but good luck making people go there. #jk2 @ quakenet.org.
by fau
06 Apr 2017, 19:06
Forum: Movies and compilations
Topic: pJK2 #1 (race demo montage)
Replies: 3
Views: 30989

Re: pJK2 (race demo montage)

Yeah, great to have such nice defrag compilation coming from JK2, keep it up!
by fau
02 Apr 2017, 08:14
Forum: Introduce yourself
Topic: Hi there folks
Replies: 11
Views: 57821

Re: Hi there folks

Hey, If you want to get in touch with some TFFA and iCTF people please show up on our discord more (JKII - PUG), I see you're added already. We play 2v2 games almost daily. No luck getting enough people excited about iCTF so far, but there are a few old players already (dark, hav0c, disrepute) and f...
by fau
21 Mar 2017, 11:55
Forum: Discussion
Topic: Make KAI playable
Replies: 12
Views: 67350

Re: Make KAI playable

Hint: If you use bot_minplayers, bots will be removed when actual players join.
by fau
19 Mar 2017, 09:52
Forum: General
Topic: a serious issue
Replies: 15
Views: 237496

Re: a serious issue

Sounds good (if you have enough beginners). Maybe make it invite-only with a password?
by fau
14 Mar 2017, 23:19
Forum: Discussion
Topic: Make KAI playable
Replies: 12
Views: 67350

Re: Make KAI playable

It does not alter the damage, so to speak, but it does have an effect on the gameplay which is noticable in duels - the difference between fps and "damage", so you speak, is especially noticable in 1.02 when playing CTF and NF, as their fps is 100 :) In 1.04 there are only a few moves tha...
by fau
14 Mar 2017, 20:45
Forum: General & Help
Topic: JK2MV 1.3 possible bug
Replies: 12
Views: 71508

Re: JK2MV 1.3 possible bug

Thanks for reporting Yodah. Daggolin debugged it and wrote a solution, it will be in next (probably 1.3.1) JK2MV release and in development builds linked above. Unfortunately jk2mv 1.3 isn't suitable for dcmod. Most mods and basejk should be fine though.
by fau
14 Mar 2017, 20:03
Forum: Discussion
Topic: Make KAI playable
Replies: 12
Views: 67350

Re: Make KAI playable

That would also affect saber damage in duels, which has always been a huge turnoff for people who enjoy to duel :)? No it doesn't. It reduces latency, probably affects saber blocks a bit but no more than eg different mods do. Also it's almost inconsequential for server load. NF TFFA servers have be...
by fau
13 Mar 2017, 12:35
Forum: Models / Skins
Topic: Mine Monster (fixed for MP)
Replies: 3
Views: 28969

Re: Mine Monster (fixed for MP)

Cool, I want to see it rolling :D

The taunt sound is om nom nom though.
by fau
12 Mar 2017, 11:34
Forum: Help / Suggestions
Topic: Jedi Outcast Translation
Replies: 6
Views: 43031

Re: Jedi Outcast Translation

Check out this ergoec font and tell me if you like Czech glyphs, letter spacing.

You must use ISO 8859-2 (Latin2) encoding when editing .sp files. Find a text editor that can do this, if you just edit them in notepad it won't work.
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