Summary of Features
Duelers Mod 1.4 has the following new features:
 | a rebuilt set of hilts |
 | a rebuilt sound mod |
 | all new graphics for the loading screen |
Duelers Mod 1.3.1 has the following new features:
 | support for two levels of admin (admin with m_aP, subadmin with
m_saP). The m_ac and m_sac variables control the admin commands
available to each type of admin. |
 | clan chat in the FFA game type. Set m_clP on the server and
c_clP on the client and the team chat key will now chat with clan
members only. |
 | name changes are now logged. |
 | IP addresses are logged when joining battle and at any name change |
 | private duels are allowed in team mode games (eg. team FFA). |
Duelers mod 1.3 has the following features:
 | 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 capabilities. See Admin Info Section for
more information. |
 | voting can be allowed or disallowed for individual vote types. m_rV is now a bit
field. The default setting (m_rV=546) allows only map changes, kicking players and the new
mod control voting. |
 | client customizable roll animation. UI setup available to select preferred
roll animations. Alternately, animations can be controlled by client side
cvars. See User Info section for more information. |
 | key bind scanning can be enabled to prevent clients from using macros
to execute special moves. (eg. kick, blue special, etc.) See Admin
Info section for more Information |
 | 10 new emotes added |
 | 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 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) |
 | general teleport to location admin command added |
 | becoming a spectator 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: the client cvariable for admin password has changed from admin_password to
c_aP. Update your configuration if you are an admin on a server! |
Duelers mod 1.2 has the following features:
 | 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 be disabled if desired. |
 | 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. 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 information.
 | 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. |
|
 | 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 by using the console commands
"hilt" and "hilt2". |
 | Selecting a reversed hilt in the UI will provide a reversed hilt
(and saber blade) for the left hand. |
|
 | New cvariable for realistic player scaling. Small players are
faster but hit more lightly. Large players are slow but hit hard. See below
for full 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_nCLis 1, name changes are only allowed when
you have maximum health points. |
 | if m_nCLis 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 tweaking of the single kick code was done to make it easier to
execute special attacks when "in close" instead of always
kicking your opponent when you wanted to saber him! If the attack key
is being pressed, kicks will not happen with a single click. |
 | jetpack can be restricted to Merc only just like grapple. See m_jp
cvariable info. |
 | 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". |
Duelers mod 1.1 has the following features:
 | enhanced User Interface to allow full control over user
configuration |
 | enhanced saber core and blade configuration options including black
saber core, and hollow blade features |
 | enhanced jetpack control allowing different fuel consumption rates
for idle and thrust. |
 | duel stats are provided (optionally) in an in-obtrusive fashion and
logged to the console for later review if desired |
 | a new maximum force rank. The additional force points will be used
for later development of new force powers levels |
 | a new administration support system for dealing with misbehaviour.
Both console commands and "guns" are provided. See
administration section for further details. |
 | a full implementation of non-interference for duels (optional). When
duelling, you will not see, hear, or interact in any way with other
players outside of the duel. |
Duelers mod 1.0 has the following features:
 | 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 changed |
 | 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 -- as with older versions of the base game.
Lets face it, anyone can write a macro for one
click kicking anyway. I have also reduced the kick range of forward
kicks considerably and side kick range a small bit. Single click kicks
only work against other players. This prevents potentially irritating
kick/flip behaviour when you are trying to simply jump up over a wall
or ledge. |
 | 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 |
There are a few things from Jedimod that
have been removed. These include all options in Jedimod that makes it
possible for administrators and other players to potentially cheat or
have advantage over players with less detailed knowledge of the mod.
These include: extended sabers, any kind of cheat access, and skillmode.
Also, the kick tag option has been removed as it was incompatible with
multiple duel types.
Notes:
-
Skillmode is an interesting case. Although the idea adding
skill based on your ability to aim is a good one, it fails because while
you can aim your saber blows, you can’t aim your defence! (Only promod
circumvents this problem by re-writing the entire saber attack and
defence system). Thus, a powerful, and very effective strategy to use
when playing on a server with skillmode enabled is to tip your player to
look up at the sky, use blue stance for high defensive ability and hack
only at other players heads (for 60 hit points every time you connect).
Skillmode also makes the yellow stance flip attack and the red stance
jump attack very dominant, but to really see how it can be completely
unfair, set nerf_lunge to zero so lunges can be performed in the air.
Now jump and lunge at attacker’s head. You will only need this one
move to be a thoroughly dominant player. But not in Duelers mod!
- This default settings for this mod separates the stances into two
groups, standard (blue, yellow, red) and special (orange, purple).
The standard group is used for single saber play and the special
group is used for multi-saber play. This creates, effectively, two
very different saber styles that are fairly well balanced against
each other. A more complete discussion of the default settings is
provided in the administration section of this documentation
package.
Realistic Scaling
Smaller people are generally faster the large people. Of course, the
relation between size and speed is not linear. Rather, it follows an
S-curve relationship. As people get much smaller or much larger than
normal, the speed advantage or disadvantage grows less rapidly. Similarly
there is an S-curve relationship between the power (or damage) of a small
person hitting a larger person (or visa versa).
Realistic damage is an experimental option to introduce this kind of
realistic scaling into a JK2 battle. Small players move faster than large
players. However, they also hit less hard. The figure below shows the
relationship between damage and character scale used when m_rs is enabled:

The figure below shows the relationship between speed and character
size used when m_rs is enabled:
These relations are somewhat arbitrary but have the following rationale.
Damage drops rapidly as you shrink from normal size. However, as you continue to
shrink the rate of drop off reduces -- however your damage still drops to zero
as your size drops to zero! As you grow larger than normal, damage increases
with your growth but quickly tails off to a maximum of 50% stronger no matter
how large you become. Speed increases as you get smaller but will flatten out
and give no more than 40% faster speed no matter how small you become. As you
get larger, a similar effect slows you down, but no more than about 20% slower
than normal.
Note the the advantage gained by speed is balanced by the disadvantage of
lost power. Clearly getting too small will make you very fast, but totally
unable to damage an opponent -- you are a mosquito! Also getting large will give
you limited additional power, but will also slow you down and make you a much
bigger target.
Your speed will have no influence on how fast you can run relative to other
players -- everyone goes the same speed on the ground (or in water). Your legs
move faster, but your steps are shorter! However you will swing faster and jump
farther/faster if your speed is faster. Of course, this change in speed has an
impact on all special moves and the timing required to execute specials so
beware!
|