Duelers/JA Mod 1.0

It's a bit difficult to really test a multiplayer mod when there aren't servers out there running the mod because it isn't on the site ye...

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It's a bit difficult to really test a multiplayer mod when there aren't servers out there running the mod because it isn't on the site yet, y'know? And since I test these mods alone, all I can judge these mods by is how the play is with bots. I do have a lot to say about Dueler's Mod for JA though! :)

Let's just start with the admin commands, since that is an important part of running a server. Of course, there's an admin password, but the great thing about the way this is set up is that you'll never have to worry about broadcasting the password in the server! I always encourage my admins to just modify their config files out of game instead of through the console because that reduces the risk of broadcasting the pass. In this mod's case, you just use a cvar to set the pass in your config file and you're always logged in when you join your server. There are some very useful commands including showmotd, which will show the player the "message of the day". There's "origin" and "teleport", which will give you your x, y and z coordinates and then you can teleport to any location on the map. "Freeze" and "thaw" are much like "sleep" and "wake" from the JAR mod, which will stop the subject and will not allow them to use their weapon or force and then thawing them will, of course undo that effect. "Bring" and "goto" are some helpful commands that will allow you to bring a subject to you, or help you find someone on a map and go to them. If someone comes on your server with an offensive name, you can easily rectify that with the "rename" command. Then, of course, there's the "boot" command which will kick someone off of your server. The only thing this mod is missing is the banning command that gives you a lot more room in the banned IP list, like the JAR mod. One of the coolest features that Dueler's has is the macro scanning feature. You can keep people off your server who use scripts to do special moves, which many of us find unfair and don't allow on our servers.

Now the most important thing about this mod is that it changes the gameplay to make JA a bit more like JK2. The roll is back! Plus the author has tweaked the lunge and other attacks to make them a bit more skill-based. I only played with one bot with these new "un-nerfed" features and found that the fight lasted a bit longer. It always seemed to me like the sabering in JA was somewhat based on luck. This seems to remove that and give us back a bit of what makes JK2 so much more interesting. One of the big things about Dueler's mod is that when people are dueling on an FFA server, your duel won't be interrupted by those running by - they'll run right through you and you won't even see them. So you can keep focused. :) One of the coolest things added is the Duel Overtime which allows duels to finish before the map changes.

There are a ton of new emotes added, most of which you'll recognize from JK2. Like the Superman pose, the beg, or grovel pose, kneel (or think), the dancing emotes, the surrender one, hug and there are a few new ones too. Check the list included with the mod to see all of the new ones. :) Also there's a clan chat feature which is very helpful, especially if you only have a few people who are admins, but want to chat privately with just your clan.

All in all, this is a great mod. It's not too complex, but adds some great features and leaves out the unnecessary ones like in other mods. If you'd like to learn more about the mod, download it here, or visit the site, which is hosted by JK2Files.com at http://duelers.jk2files.com/

~AmosMagee

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Download 'duelerspackage.zip' (3.38MB)

Readme
DUELERS/JA README
=================


Title			: Duelers/JA Mod 1.0
Author			: Lee Oattes
E-Mail			: oattes@not4hire.net
Website			: duelers.jk2files.com

File Name		: Duelers_1_0.zip
File Size		: 1.4 Mbytes
Date Released		: Feb 16 2004

Description		: Duelers/JA Mod

Comments		: THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED
                          BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC.
                          ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR
                          ITS LICENSORS.



Preliminary Rant ;-)
====================

Welcome to the second generation of Duelers. This time around we are building on
the base Jedi Academy game. Duelers/JA will develop many of the same features of
the original Duelers for Jedi Outcast. However, this will not happen all at once!
As dicussed on the Duelers Web Page (http://duelers.jk2files.com), Duelers/JA will
develop over time with a series of releases. Each release will have a set of new
features drawn from the ideas in Duelers/JO and also completely new ideas generated
by the players of Duelers/JA.

Raven did some great work to improve the base Jedi Academy game over Jedi Outcast.
The dual sabers and staff sabers with new custom animations are very well
done. The elimination of the all too powerful kick was, I think, appropriate -- but
I do really miss that dimension of combat! The best idea of all, I my opinion, was to
set up the system where special moves consume force power. This, again in my view, is
probably the best way to prevent the endless spamming of a single power move that we all
saw in Jedi Outcast.

That having been said, I also think that they nearly ruined the game by nerfing the
blazes out of every fricking move! The base game has been reduced to a slash and spin
saber fight with all of the cool multi-dimensional moves effectively removed by making
each of them useless in an attack! Many of the people I know who really liked the "art"
of JO simply did not play JA after a while as it was simple too boring. I agree with
them.

So, my first work in building Duelers/JA is aimed at restoring all of the special moves
and removing all the "nerfing". The consumption of force power for all specials as in
the base JA should prevent the abuse of same. Feedback from the players will be important
in achieving balanced fighting, but I think this approach is much better than the one
taken in JA where everyone is stripped of potential "skill" and forced to play at 
"novice" levels.


Installation
============

Unzip the zipfile provided into ../Gamedata. It should create a directory named duelers
with all the required elements. Note, when you run the mod, additional *.dll files will
be created in this directory by the game. This is normal. You don't need to remove these
before installing a new version.

While the game will run if you just launch JKA normally and then connect to a duelers
server, it is best to launch the game with the '+set fs_game duelers' command line
argument (or load the mod from the menus). This ensures that any duelers menus and
configuration options are available *before* you join a duelers server.


Feature Summary
===============

- Extensive support for dueling including multiple duel types.
- Complete (full weapons) non interference for duelers -- other players are not seen
  and cannot influence the duelers in any way.
- Un-nerfs -- play a much more challenging, wide open style of battle. You can enable or
  disable all nerfs, but try the game un-nerfed and see what you are missing.
- A bevy of emotes.
- Clan Chat for FFA clan servers.
- Macro Scanning. Get rid of those pesky macro fighters -- well, not the fighters themselves,
  only their fake skillz.


Documentation
=============

See the accompanying HTML docs for a full description of Duelers/JA.



Thanks!
=======

JK2Files for hosting the Duelers Web Page, providing a Forum for Duelers discussion, and
for providing a download service to distribute the mod.

Inskipp and his Shadows of the Sith clan colleagues for beta testing and lots of great
constructive criticism!

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Lee Oattes


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Registered 5th January 2003

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