Dueler's Mod 1.4

I can't believe I never saw this mod before, but Lee Oates brings us Dueler's Mod 1.4 for JK2 in all its (final?) glory! The most appeali...


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I can't believe I never saw this mod before, but Lee Oates brings us Dueler's Mod 1.4 for JK2 in all its (final?) glory! The most appealing aspect of this mod comes from the dueling itself. Now, duels are totally interference free (it is literally like no one else is there but the two people dueling) and what's more, there are several modes of play to choose from.

As a duelist, you can choose the rules with your opponent. I mean, if that's not great what is?! Also, there is a Tournament Mode which automatically picks players based on skill and score and pairs them up in a ladder-like formation. The latter of the two is not FFA-style, but still really innovative on its own.

The step up from 1.4 to 1.3 was minute in some changes (took out a few things at another author's request I believe) but this is an excellent mod for JK2.

Now if only someone was capable of making one for JA...I'd die a happy duelist.

* waits patiently for Raven to release the JA SDK *

- Chrono

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Download 'duelers1_4.zip' (5.07MB)


Title			: Duelers Mod 1.4
Author			: Lee Oattes
E-Mail			: [email protected]
Website			: 

File Name		: Duelers1_4.zip
File Size		: 5.2 MB
Date Released		: Sept 30 2003

Description		: Duelers Mod

Comments		: source code is available



To use the mod, uzip the archive into your GameData directory. Then, connect to a
server running duelers! WARNING: move any older version of the duelers folder aside
(or delete it). Leaving old files laying about, particularly animations.pk3 is not


See the Contents.txt file for detailed information about the contents of this
distribution and suggestions on how you might use it.


The Duelers mod started out life as FFAMod and had a similar set of features
as JediMod/JediPlus. The first key new feature of FFAMod was to support multiple
duel types in a FFA context. As things developed, it became clear that the real
focus of this mod was to enhance the saber only dueling experience of the JK2
free for all game type while also providing many of the cool features of other
mods. This focus on saber only dueling will remain and expand as the Duelers mod
is developed.

There are two major modes for Duels. The first mode is an unorganized mode in an
FFA type game. Folks just hang out and duel as they wish. The second mode is the
organized tournament mode where duelers battle each other sequentially.

The unorganised dueling mode allows you to select your opponents as you wish and
when you wish. You do not have to wait for the completion of a current duel to
start another duel. You can also watch other folks duel without the need to
"spectate". A large disadvantage of this mode has been that you could not have
more than a just a saber duel -- e.g. no throwing and no force powers. Duelers mod
solves this problem by allowing the combatants (rather than the server admin)
to decide what type of duel they wish to have. Duelers mod also enhances this
with full interference free duel support. You can experience your duels as if
you and your opponent were alone on the current map.

The organised dueling mode provides a tournament environment where everyone has
to duel against the best dueler. A large disadvantage of this mode is that
duelers have to wait for their turn in the sequence. Duelers mod solves this
problem by using the same non-interference code as developed for the unorganized
duelling mode to support multiple simultaneous duels in a tournament style. In
short, duelers implements new logic for the Tournament mode (gametype 3). This
new logic maintains a ladder of players based on their current score and
automatically sets up matches between players who are "close" to each other
on the ladder. This works just like a standard sports ladder where you must
challenge and defeat players close to you to earn the right to play (or become)
the best player. 


Full docs are avaiable in Duelers-Documenation/index.htm. Detailed Credits are
also provided in this documentation for contributors to the Duelers effort.


New in version 1.4

- there is a new hilt pack (similar to the old one, but with no sword-like hilts).
- there is a new sound mod (based on JK1 sounds).
- there is a re-worked background screen shot (from the same image base).
- other than these items... there are no other changes.
- the only reason for this release is to replace all work done by Marker (at his

New in version 1.3.1

- this version provides a few bug fixes and special request features
- a clanpass feature has been added to allow private clan chat in the FFA gametype.
  Use the "team" chat button to talk privately with your clanmates. You will need 
  to set the c_clP cvariable to match the server side clan password (m_clP)
  in order to use the private chat.
- two types of admin are now supported. A subadmin type has been added. The server admin
  controls the admin commands that are available to each type of admin. Use the same
  c_aP cvariable to provide your password. If you match the main admin password (m_aP) you
  are given full admin access. If you match the subadmin password (m_saP) you are given
  a subset of admin commands to use.
- allow duels in team mode games (if m_tgd is 1 -- the default)
- new admin command (setmap) for setting the map without votes or rcon access.
- more IP address logging: when players join a map and when players change name.
- see the CHANGES.TXT file for bugs fixed or minor feature changes.

From version 1.3:

- extended voting capabilities to allow admins to define new voting options to
  change mod and/or server settings. UI for voting has been changed to support
  server/admin specified voting capablities.
- voting can be allowed or disallowed for individual vote types. m_rV is now a bit
  field. Default setting (m_rV=530) allows only map changes, kicking players and the new
  mod control voting.
- client customizable roll animation. UI setup available to select perferred roll
  animations. Alternately, animations can be controlled by client side cvars.
- key bind scanning can be enabled to prevent clients from using macros
  to execute special moves. (eg. kick, blue special, etc.)
- 10 new emotes added, thanks Mike! Note: "stand" has been removed.
- colour added to crosshair information in non-team based gametypes.
- cvars for eliminating grapple and jetpack from duels in FFA have been added
- IP addresses are logged on connect
- all admin command usage on other players is logged
- thunder sounds when admin commands are used (LOL). Thunder and screen shaking are
  heard/seen only when close to the client affected by the admin command.
- admin commands can be individually masked to allow/disallow their use
- partial client names (substrings) can be used in admin commands (if un-ambiguous)
- teleport to location admin command added
- spectating no longer sets your score to zero (but may cost you a score point in
  some gametypes).
- new cvar m_aa (allActivity) to make g_timeouttospec and g_inactivity timers consider
  any client activity rather than just motion and attack.
- NOTE: client cvariable for admin password has changed from admin_password to c_aP.
  Update your configuration if you are an admin on a server!
- many other fixes and small changes (see CHANGES.TXT)

From version 1.2.1:

- 1.2.1 is a bugfix and tuning release to 1.2.
- several basejk game bugs have been eliminated
- A "showmotd" admin command has been added.
- the g_timeouttospec cvar now works (default is 60 secs).
- restrict votes to map changes only (m_rv 2).
- switching to spectator no longer sets your score to zero.
- See the CHANGES.TXT file for further information on changes.

From version 1.2:

- all mod cvar names have been changed. Shorter names were required to overcome buffer
  limitations of the quake engine code. The cvars are cryptic but functional. See the
  full documentation for new cvar names.
- Totally new tournament game type. Players are assigned duels in a multi-duel,
  non-interference context. They duel as if alone on the map by using the
  non-interference code introduced in Duelers 1.1. Players are ranked on a ladder
  by score. Only players of adjacent ranks are assigned duels with each other
  just like a real sports ladder.
	- Multiple concurrent duels are assigned if possible so wait time for your
	  next duel is reduced. However, you will not be assigned a re-match with
	  a player that you just  finished dueling.
	- If you are waiting for an duel partner, you may compete with other
	  players also waiting or just watch other duels in progress. Any kills
	  while waiting are not counted in your score. FFA play can also be disabled.
	- Best of N matches are supported. 
	- You may switch to be a spectator at any time. However, if currently
	  in a duel match, you will forfeit the match. Becoming a spectator also
	  will set your current score to 0 and you must regain your rank when you
	  are ready to play again. You will not be included in any new duels while
	  a spectator.
	- You may also kill yourself at any time. This will forfeit any match in
	  progress but will not reset your score to 0. When you re-spawn, you will
	  be assigned the first available duel match.
	- The minimum player distance from each other on the ladder for assigning
	  duel matches can be configured.
- Enhanced scoreboard information and crosshair target data to show current dueling
	- The scoreboard also provides score, wins, and losses information in
	  Tournament mode.
	- Wins and losses accumulate through the map. Scoring is done by winning a
	  match. Your score will be reset if you become a spectator.
- Enhanced support for duel non-interference when full weapons are enabled.
	- For an FFA game that means much better isolation even if non saber
	  weapons are allowed in the game. However, duels are still saber only.
  	- For a tournament game, you can use full weapons in near total isolation.
          Since there are more players on the map than just two, you may notice
	  other players indirectly, say by seeing items disappear. You may still
	  collect weapons and ammo while dueling and players may start the duel
	  with different quantity and quality of weapons, so keep moving and
	  collecting weapons between duels!
	- Playing one on one with full weapons on an FFA map is a lot of fun. With the
	  new tournament game, you can all play at the same time, but be able to focus
	  on one-vs-one battles -- the removes the problem(?) with full weapons FFA where
	  some players just wait until your back is turned and then rocket you, snipe you
	  or otherwise back stab you!
- New hilt pack with carefully adapted hilts to ensure fair gameplay (with reach, etc.)
	- Selecting a hilt from the UI will now set both of your hilts. You may still have
	  two different hilts, if desired, by using the console commands "hilt" and "hilt2".
	- Selecting a reverse hilt in the UI will provide a reversed hilt (and saber blade)
	  for the left hand.
- New cvariable for realistic player scalling. Small players are faster but hit more
  lightly. Large players are slow but hit hard. See full documenation for more details.
- New cvariable for scaling damage when shields are exhausted.
- New cvariable to set the speed of the grapple as it is extended.
- New cvariable to set the speed of the player as the grapple is retracted
- Grapples make sound when flying.
- Name change cheat limits. Many servers, particularly tournament servers,
  compile long term statistics. Some players attempt to thwart these statistics
  by changing their name before they are killed so that the server logs will not
  contain any losses attributable to them. In order to combat this abuse a new
  cvar m_nCL has been created.
	- if m_nCL is 1, name changes are only allowed when you
	  have maximum health points.
	- if m_nCL is 2, name changes are not allowed at all once
	  you connect to the server.
- New BAN code has been implemented. Banned IP addresses are not stored in a file
  rather than a cvar. This eliminates server crashes (from bad code) and the limited
  number of banned IP addresses that can be contained in a cvar. The full set of 1024
  IP filters may now be used.
- A new graphics effect to show frozen players has been added.
- When m_dXT is 1, the free for all or tournament map will not exit
  until the duel (or duel match) is completed. However, no new duels may be started.
- Duel stats can be limited to the players in the duel only.
- Dual Blade and Dual Sabers commands now work without turning off the saber first.
- some mild tweaking of the single kick code to reduce the number of times you kick
  when intending to use a special attack (eg. flip attack).
- jetpack can be restricted to Mercs only just like grapple.
- jetpack and grapple no_weapon cvariables have been enhanced. See m_jpnw and m_gwnw
  cvariable info.
- if you hook on to another player or moving element of the map, the grapple will now
  track motion and continue to pull you towards the object as it moves. For fun, grapple
  the ship in Nar Shadda Streets!
- if you allow clients to set character scale and they want to return to the defaults
  at some point, use "size 0.0".

From version 1.1:

- admin system for managing unruly players: console commands and equivalent "guns"
- new core and blade options for fancy colours including black.
- much cleanup and improvement of the UI
- two levels of fuel consumption rate for the jetpack
- duel stats are provided as messages
- additional force mastery rank for more force points
- full interference free dueling: you can't see, hear or interact with other players
  while dueling.
- see full documentation package or CHANGES.txt file for more details.

From version 1.0:

- new roll animations. 
- new saber sounds.
- grapple code has been changed to not overload +use key. Also, using the grapple
  will holster your saber (by default).
- jetpack has been added. The jetpack uses shield energy as fuel (by default). Use
  of the jetpack will holster your saber (by default).
- access to bindings for grapple, jetpack and saber control have been added to the
  user interface
- private duels have been enhanced to support three types of duel: standard,
  standard with throw allowed, and full force duels that include kick damage and
  all force powers.
- at the beginning of a duel, full health is restored, shields are set to full 
  power and force mana is topped up to the maximum. Sabers will not auto-ignite
  at the start of the duel to allow you to make the appropriate flourish ;-).
- message of the day capability. The message is shown to players when they first
  join a game and after a new map is started. The duration of this message can be
  set -- default is 10 sec.
- voting can be restricted (the default) to allow only map changes and to kick
  players who are mis-behaving.
- the range at which a duel is severed because players are too far apart can be
- the selection of bots that can be added to the game can be restricted to the
  standard game characters (this is the default)
- serial rotation through the taunts rather than random selection.
- support for independent core and glow saber colours. This also includes some new
  shaders for the saber trails to produce two trails, one for the core and one for the glow.
- one-click kicking
- adjusted height of yellow, orange and purple jump attacks to position the attack
  more appropriately based on target height.
- free for all maps won't end if a duel is in progress
- default settings support balanced play between all saber styles.

Duelers mod has many of the key features of Jedimod. These include:

- dual and dual bladed sabers.
- enhanced colour control over sabers
- access to additional stances and special attacks
- kick in the air and flip off walls
- make choices about nerfing lunge and back attacks (1.03 vs 1.04)
- emotes and support for multiple taunts
- saber throw blocking/knockdown
- grappling hook

If you would like to suggest a feature or better yet, to feed me some code that implements your idea, feel free to contact me!

[email protected]

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Lee Oattes

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Registered 5th January 2003

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