SilMod 1.3

An update to the JK2 server side mod SilMod.

- Major revamp to the SilTracker system - Fixed several bugs in the name checking sy...

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An update to the JK2 server side mod SilMod.

- Major revamp to the SilTracker system - Fixed several bugs in the name checking system that could cause server to crash - Changed so that the FFA scoreboard (Tab key) shows scores and rank according to SilTracker kill scores. - FFA scoreboard shows SilTracker duel scores when player is in a duel - MOTD works fully now. This time I mean it, I swear. - Anti-Laming has been added. See details in Features section. - More minor tweaks and revisions than I care to recall. Enough, actually, to skip over version 1.2 entirely.

I don't have much to say on this one, some interesting ideas have been placed in this mod, (like a kill tracker built into the server).

Grab the update or download it for your server.

-Rink

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Download 'silmod1.3.zip' (279KB)

Readme
SilMod version 1.3

Designed by John Fink, aka -{DEA}-Silence

Questions, comments, concerns, or bugs, 
please go to the project page at 
http://sourceforge.net/projects/silmod



Description
--------------------
SilMod is your basic Vulcanus/Academy inspired server-side 
admin mod for JK2.  It was created to address some of the 
specific needs of the -{DEA}- clan, but has evolved to become
a mod that would fit well on any FFA server.  It is, and will 
be for quite some time, an ongoing project, so be prepared 
to see some changes in the way things work from time to time.

Updates in version 1.3
-----------------------
- Major revamp to the SilTracker system
- Fixed several bugs in the name checking system that
could cause server to crash
- Changed so that the FFA scoreboard (Tab key) shows
scores and rank according to SilTracker kill scores.
- FFA scoreboard shows SilTracker duel scores when player
is in a duel
- MOTD works fully now.  This time I mean it, I swear.
- Anti-Laming has been added.  See details in Features
section.
- More minor tweaks and revisions than I care to recall.
Enough, actually, to skip over version 1.2 entirely.

Updates in version 1.1
-----------------------
- Fixed a bug where a player would be kicked if a person
spectating them was kicked for clan violation.
- Fixed some problems with the MOTD.  MOTD is fully
functional now.  If you don't know what this means, then
you didn't miss it, so it's no big deal.
- Fixed a major SilTracker bug where all players on the 
server at the time of a reset would have their trackers
reset.  Sorry about that, folks.  Should be fine now.
- /logout command didn't work in 1.0.  It does now.

Thanks to [MoD]Noricle for pointing out the clan 
violation bug, and the -{DEA}- clan for finding the rest.  


Major Features
--------------------
Admin commands:  All the old favorite commands for server 
control.  Please see SilModManual.htm for a full list.

Clan Protection:  Protects against clan "impostors" by
requiring all players with clan "tag" in their name to
/clanlogin using the correct clan password.

SilTracker:  Server automatically keeps track of all
players (by name) and their kills, deaths, and duels. The
server will also maintain a rank ladder for all stored
players, and display those ranks at certain times.  Please
see SilModManual.htm for more details.

Anti-Laming:  When a player has his/her saber off in FFA
gametype, they cannot be harmed.  There is a time delay to
this, so that a person can't turn off their saber in the 
middle of a fight to avoid taking damage.  When a person's
saber has been off for the required amount of time (default
is 5 seconds), the following goes into effect:
1.  Player is invulnerable to all attacks; saber, force, 
kicks, guns, etc.
2.  Player cannot be moved by anything another player does;
i.e. kicking, force push
3.  Player cannot damage anyone else with kicks, mines,
etc.
4.  Player's force power will drain instead of regenerate,
so that they can't use their invulnerability to their
advantage


Installation
--------------------
Extract "SilMod1.3.zip" to your gamedata/ directory.  You
must use a dedicated server program to use SilMod.  I 
haven't tried it myself, but people have told me they cannot
use SilMod with an in-game server.  So, if you want to use 
this mod, download "jk2ded.exe" from your favorite JK2 file
source.

Starting a SilMod server is like starting any other modded
server:  the command line entry is
"jk2ded.exe +set fs_game silmod +exec silmod.cfg +exec ..."
Be sure to add your own .cfg file in there to set up your
server's name, max players, and other base game settings.

Be sure to look over and modify "silmod.cfg" in the 
gamedata\silmod directory before you start your server 
so that you can set up your passwords and other settings.







THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ANY
MAJOR CORPORATION, COMPANY, FIRM, OR ASSOCIATION.  THIS WORK IS
COMPLETELY WITHOUT ANY WARRANTY, IMPLIED OR OTHERWISE.  
BASICALLY: YOU BREAK IT, YOU BOUGHT IT.

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-{DEA}-Silence


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Registered 23rd June 2004

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