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Beta Testers! Beta Testers! Beta Testers!

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 razorace
04-05-2004, 8:23 PM
#101
Originally posted by Master_Keralys
Sounds good. Who's been working on the menus and whatnot? Cause I figure I'll pm 'em with info on the SP menus that are so weirded out. Maybe six'll do it, I haven't had a chance to try it yet b/c I was out for two weeks, but...

Post about it here. Teancum and I did most of them.

Do you know of anyone interested in a comprehensive bot rework? B/c as is they're horrid and, as much as I love it, OJPE is just not worth playing for fun b/c I can't really play it with anyone. I'll keep testing and whatnot, but... if you know of anyone, I'll post a thread on the topic.

Agreed, already on it. Progress is slow since I'm in the middle of my consulting job.
 Master_Keralys
04-07-2004, 3:55 PM
#102
Progress is slow since I'm in the middle of my consulting job. Not a problem, obviously. Post about it here. Teancum and I did most of them. As in, in this thread, or was that supposed to be a link? If it's here, I'll just quote my post earlier on it: There are also serious problems with the SP saber selection menu. The Skywalker, Retribution, and Stinger names do not show up, and the view simply locks on to the last saber selected before those reach that point.

Moreover, the menu does not show any additional hilts. As an example, I recently downloaded the <A> hilt pack, and it shows up just fine in the regular SP windows, but it does not show up at all in the OJP SP window. And in recent testing, I've also noticed that no other hilt pack functions, I'm not sure why. All the other menu stuff seems to be fine. Oh, actually: the saber-dismemberment stuff doesn't work either; it says that it's getting a write-protection error or something.

Everything else is looking good; I'll try beta 6 as soon as I get time from school again.
 razorace
04-07-2004, 6:20 PM
#103
That's a problem with conflicting menu files. It's a design flaw with Raven's SP code and there's nothing we can do about it other than manually add the addition sabers to the menus.
 Master_Keralys
04-09-2004, 3:13 PM
#104
All right. Is that something I could do without coding work, because I'd be more than happy to. I'll have a little time this weekend, so... If it just involves modifying one of the .sab files or something, I'll gladly do it.
 razorace
04-09-2004, 5:55 PM
#105
Yeah, I beleive there's a tutorial on the subject buried in the archives of this forum.
 Hekx
04-11-2004, 11:39 PM
#106
I have a question regarding the extra additional stances (Desann and Tavion).

Is there a cvar to disable both?

I went through the documentation only finding the version history indicating it had been added and nothing more.
 razorace
04-12-2004, 2:15 AM
#107
Nope, no cvar. I don't see a need for it.
 Master_Keralys
04-13-2004, 4:03 PM
#108
All right, I'll see if I can find that buried, archived thread and get to cracking on it; who knows when it'll be done (hopefully within a couple of weeks, but we'll see... depends on my school and work schedules).

As I haven't had a chance to play b6 yet: did you update the color thing for their stances? If not, my suggestion would be a purple and an orange, or something like that...
 Manu
04-13-2004, 4:13 PM
#109
Hi, i recognized some little Bugs with the german version of JA.

SP
-The Advanced Settings and the Controls -> Other/New Settings were not saved
-The Settings "Saber animation Speed" and "Corpsal Removal Time" are default nothing(no text)
-If i change Saber animation Speed to Normal and start or load a game its set back to Slow
-At the Screen where i can choose my lightsaber the new handholds havo no name

Why are several features not included in the sp mode?
(Dodge System, "bad" Katas removed, using the Lightsaber needs Force power, Force Power don't regenerate if i run or use the lightsaber)

MP
-If i loaded the Mod i saw in the Mod menu:
O
O
JO
instead of:
OJP: Basic...
OJP: Enhanced..
JA+ Mod v1.8

-I and the bots can't damage someone with the lightsaber.
Maybe my settings are wrong(left them default) or the dodge system works too good
-Don't know if it is, but the chance to met someone with the lightsaber should be the same if i walk and when i stay.

This Mod is going to be my favorite one....great work!
Sorry for my bad english, if you don't understand anything.....ask me

I forgott, if someone explains me how i could do the german translation

Manu
 razorace
04-14-2004, 4:13 PM
#110
Originally posted by Manu
SP
-The Advanced Settings and the Controls -> Other/New Settings were not saved
-If i change Saber animation Speed to Normal and start or load a game its set back to Slow
There's not much we can do that about. Unfortunately, these cvars don't have the archive flag.

-The Settings "Saber animation Speed" and "Corpsal Removal Time" are default nothing(no text)
That maybe something we can fix. Try talking to Teancum about it.

-At the Screen where i can choose my lightsaber the new handholds havo no name
I suspect that this is due to there not being a German translation for the mod.

Why are several features not included in the sp mode?
(Dodge System, "bad" Katas removed, using the Lightsaber needs Force power, Force Power don't regenerate if i run or use the lightsaber)
Can't. The SP source code hasn't been released.


MP
-If i loaded the Mod i saw in the Mod menu:
O
O
JO
instead of:
OJP: Basic...
OJP: Enhanced..
JA+ Mod v1.8
It's a known bug with the menu files. I haven't heard back from Teancum yet.

-I and the bots can't damage someone with the lightsaber.
Maybe my settings are wrong(left them default) or the dodge system works too good

you probably just need to change the settings like suggested.

-Don't know if it is, but the chance to met someone with the lightsaber should be the same if i walk and when i stay.

You mean the blocking chances? There's only a difference between running and walking/standing.

I forgott, if someone explains me how i could do the german translationWell that would be cool. I'd have to do some editing first to make it work thou. I'm a bit busy at the moment but hopefully in a week or so I'll have the time.
 Noxrepere
04-16-2004, 8:52 AM
#111
I was trying the Beta for Basic and came across this:

http://img5.imageshack.us/img5/4808/BlackSword.jpg)

(I didn't notice this earlier since I don't normally have anything other than sabers in the base folder. :) )


If the saber blade color is set to black when a sword hilt was selected the blade trail shows during swings. It doesn't show when they aren't being swung.

If I go to the saber menu and choose a different color, the sword shows as intended.

Maybe it's just a side effect of the way the black saber was implemented.

It does look interesting though.
 razorace
04-16-2004, 5:41 PM
#112
hmmm, sounds like the no trail .sab setting isn't working right. I suggest you talk to TCK about it.
 Lei Hng Wei
04-19-2004, 1:56 AM
#113
Speaking of saber colours the Alora and Cultist bots have blue sabers (http://thatharvguy.0catch.com/JA/WTF/OJP-BlueSabers.html). Shouldn't the Cultist have a single saber anyway?

And another thing, can ya tweak the bots so Desann uses the Retribution, Kyle the Katarn and Tavion the Stinger? It's odd not seeing them use their respective sabers like ya did with Luke.

I'll doublecheck and see if other pk3s are interfering with OJP Enhanced 002b6. Malak is the only model with the visual weapons tags right? I'll have to grab him and see how that looks.
 razorace
04-19-2004, 2:29 AM
#114
hmmm, it's not suppose to do that. Are you sure the code part of the mod is actually running?

And all that data is stored in the bot files. Feel free to make the changes and submit them, but I'm too busy to mess with it now. Sorry.
 Noxrepere
04-19-2004, 3:15 AM
#115
Originally posted by Lei Hng Wei
Speaking of saber colours the Alora and Cultist bots have blue sabers (http://thatharvguy.0catch.com/JA/WTF/OJP-BlueSabers.html). Shouldn't the Cultist have a single saber anyway?

That's odd though, because with me Alora is using the RGB sabers that constantly change color. That saber stuff can easily be changed though if you open the pk3 and change some settings. The color of the saber and hilts they use is in the .bot file in the scripts folder for add-on models, and in a bots.txt file in the botfiles folder for the models that come with the game.
 Lei Hng Wei
04-19-2004, 3:29 AM
#116
Yup, found bots.txt easy enough and see how the Cultist and above mentioned sabers can be fixed. A little confused with Alora's rgbscript (pimp code?) but I'm no coder. :confused:

The problem I have is if I tweak it, I can't turn it back into a pk3 to test it. As far as I know, there's no apps to make pk3s for Macs and yes, I Googled and badgered my friends to no avail.

Guess I'm not really helping am I. :(
 Noxrepere
04-19-2004, 5:18 AM
#117
Originally posted by Lei Hng Wei
Yup, found bots.txt easy enough and see how the Cultist and above mentioned sabers can be fixed. A little confused with Alora's rgbscript (pimp code?) but I'm no coder. :confused:

The problem I have is if I tweak it, I can't turn it back into a pk3 to test it. As far as I know, there's no apps to make pk3s for Macs and yes, I Googled and badgered my friends to no avail.

Guess I'm not really helping am I. :(


Well how do you open the pk3's? I'm sorry, I'm not all that familar with Macs so I wouldn't know. Does the rest of the mod work like normal on a Mac? (Meaning are the code changes universal?)

I don't use any special zipping utility, all I use is Window's built in compression tools. I open the pk3's by renaming the file extension to zip. (Example: ojpbeta.pk3 = ojpbeta.zip) I have to extract files and then change what I want. After that I send everything back to zip, and rename the file extension from zip to pk3.

If Macs have a similar zipping function, maybe the same thing could be done, but like I said I've only used them a little so I really don't know. Sorry I can't help more. :(



To quote the rgbsabers readme file, this explains the numbering used with Alora's sabers, and the simpilar single color version used for the cultist.

rgb_script1 & rgb_script2

//usage :
rgb_script1 :R1,G1,B1:T1:R2,G2,B2:t2:

with R1, G1, and B1 being the rgb params of the color number 1.
you have up to 10 color slots for each scripted sabers.
T1 is the transition time between color 1 and color 2 in milliseconds.

example:
rgb_script1 :255,0,0:500:255,0,255:500:0,0,255:500:

this script will make a saber that is red and then changes to purple
and then to blue with a transition time of half a second (500 millisecs) between each color changes.


EDIT: Razorace, I noticed that when playing the mod if i use any gun in first person mode and then pull out my saber(s) I automatically go to first person (which is rather disorienting.) Would it be possible to make it so that first person for sabers has to be entered manually. It just seems odd to jump to first person and then "search" for the perspective view button to go back to third person.
 razorace
04-19-2004, 6:25 AM
#118
Way ahead of you. You just need to toggle ojp_saberinvert (or maybe it's ojp_invertsaber) Anyway, there's a cvar for that exact purpose.
 Noxrepere
04-19-2004, 6:59 AM
#119
Cool! :cool:

Thanks for the info.
 Lei Hng Wei
04-19-2004, 7:16 AM
#120
Originally posted by 7th Jedi
I open the pk3's by renaming the file extension to zip. (Example: ojpbeta.pk3 = ojpbeta.zip) I have to extract files and then change what I want. After that I send everything back to zip, and rename the file extension from zip to pk3.

I can open them no problem with StuffIt Expander, renaming the zipped folder to .pk3 is where it gets messy. It just hides the .zip extension, so when I go and manually remove the .zip in the Info (folder.pk3.zip), it just unzips it. No PAK compressor or File/Creator app that can change the zip extension were found. :(

Most of the text files I can edit and save. It's the .glm and stuff I don't have the apps to read 'em yet. They look like gibberish.

A bunch of the mod doesn't seem to be working for me. RGB sabers, holstering, blocking. Any other Mac users having problems with the beta? :confused:
 Noxrepere
04-19-2004, 7:37 AM
#121
Originally posted by Lei Hng Wei
I can open them no problem with StuffIt Expander, renaming the zipped folder to .pk3 is where it gets messy. It just hides the .zip extension, so when I go and manually remove the .zip in the Info (folder.pk3.zip), it just unzips it. No PAK compressor or File/Creator app that can change the zip extension were found. :(

I don't know if it's the same on Macs, but on my computer I had to choose an option that told the computer NOT to hide known file extensions. Look and see if there is a system option anywhere that will show the known file extensions. (Example: readme.txt shows the file extension.) If there is such an option then renaming it from zip to pk3 might be possible.

Originally posted by Lei Hng Wei

Most of the text files I can edit and save. It's the .glm and stuff I don't have the apps to read 'em yet. They look like gibberish.

The .glm's are the actual models themselves. You would need a modeling program, such as 3ds Max, to import the model. That's only useful if you plan on editing the model itself in anyway.
 razorace
04-19-2004, 8:09 AM
#122
oh, I bet I know the problem. All the gameplay code for JKA for the PC is stored in .dlls were are windows only. I'll ask Raven about it.
 lazoras
04-25-2004, 8:32 PM
#123
alright ive tested the enhanced version of your mod and i must say i was kinda disapointed

first off i dont like the auto dodging. a hit should be a hit. plus it takes too long to kill someone especialy if its a CTF it would be impossible. and not to mention it leaves a big gap because guns become way more effective than a saber which goes against all of the JK series. not to mention how slow the sabers are. its impossible for me to be hit lol! and i dont like that it takes force to swing the saber...that shouldnt be there at all. and the two extra saber styles i dont like...when i need to use blue lunge i want to be able to switch to it in a heart beat. not cycle through two other styles. keep the traditional sabers but bump it up with fixes and extra emotes and wall grabbing and make it so the player holds his wound when he stands still...dont change the sabers pllllzzz. oh yeah and get rid of the cartwheel if you can :)
 razorace
04-25-2004, 8:57 PM
#124
Basically, you want to play OJP Basic or one of the zillion admin mods out there. Go to it.
 razorace
04-28-2004, 7:39 PM
#125
I've been getting some requests for a new beta release (perferably with the new TAB Bot). I'm going to be shooting for a beta release (either of Enhanced or Basic) by Friday.

I know it's been a while, but please hang with us there. I've been pretty busy with my consulting job and all the new OJP features that are being worked on are pretty complex.
 El Sitherino
04-29-2004, 7:55 PM
#126
Originally posted by razorace
I've been getting some requests for a new beta release (perferably with the new TAB Bot). I'm going to be shooting for a beta release (either of Enhanced or Basic) by Friday.

I know it's been a while, but please hang with us there. I've been pretty busy with my consulting job and all the new OJP features that are being worked on are pretty complex. awesome. No problem with waiting. The OJP teams work is well worth waiting.
 razorace
05-01-2004, 8:41 AM
#127
Ok dokie. We're on track for release late today (I gotta go sleep and then go to work).

Anyway, this is what I've implimented so far in terms of the TAB Bot:

Advanced Waypoint Navigation System - Using computer science's best known real time pathfinding system, the A* Algorethm, TAB Bots take the shortest possible waypoint route to get to where they want to go.
Fix for the bots not clicking ready at game intermission.
Bots use Katas.
Three tiered AI structure
text based bot ordering system
system designed to be portable and modulated. You can even have the TAB Bots in the same game as the original JKA bots


I ran some 3 on 3, sabers only, no force, single sabers only, team FFA pitting the TAB Bots vs. the old bots and there's the scores:

With friendly fire: 50 TAB to 9 Old
Without friendly fire: 50 TAB - 16 Old

Note: The TAB Bots currently only use the medium stance so these numbers will only go up from here.

Keep in mind that this is still a prototype system. Only two commands have been implimented and the TAB Bots still do a lot of stupid stuff, heck, they don't even lead their targets yet.
 lonepadawan
05-01-2004, 12:25 PM
#128
We can give them orders? Niftyyyy.
 El Sitherino
05-01-2004, 12:49 PM
#129
hey, I got a question, Okay, This is the first time it's happend to me, but suddenly OJP is starting to do this when I start it up.
http://www.boomspeed.com/insanesith/ojp_error.jpg)
do you know what might be causing it?
I Look in the console and get no texture errors or anything, It just shows up that way. and In game it does too. I start the regular JA and it works fine, but once I load OJP it does this. :\

I've tested both basic and enhanced and they're both doing this to me now. For no reason. :\

I've deleted the directories. restarted my comp and reinstalled them and I still get that problem.
 Samuel Dravis
05-01-2004, 2:58 PM
#130
It sounds like another mod is interfering, because I don't have that problem... try removing the stuff in /base.
 razorace
05-02-2004, 1:01 AM
#131
Ok guys, still on track to doing a beta release tonight.

Based on the status of the ledgegrab (almost done, but the animations haven't been finalized), I'm going to hold a Enhanced beta until that's finished. We want to be sure that the additional download time is worth the wait. :)

Anyway, I'm in the middle of tweaking some stuff so everything is ready to go. Should be an hour or so.
 razorace
05-02-2004, 3:55 AM
#132
Ok, it's up. Check out the website (ojp.jediknight.net) for the links and lowdown.
 Hekx
05-02-2004, 7:27 AM
#133
The bots who use Duals seem to have a serious penchant for Katas, reminds me of Public servers. :p

All single-saber bots tend to stick with medium/yellow style, is this normal?
 razorace
05-02-2004, 2:53 PM
#134
Yeah, as I mentioned in the Bot Saber Combat thread, the bots currently only use the medium stance and only try to do the katas (none of the special moves yet). I'll be working on that once we figure out how the bots should change stances.
 El Sitherino
05-04-2004, 10:42 AM
#135
Originally posted by Samuel Dravis
It sounds like another mod is interfering, because I don't have that problem... try removing the stuff in /base. I don't have any other mods. It worked before, it just started messing up.
 Hekx
05-05-2004, 9:13 AM
#136
One problem with TrueView:

When you do a sideways aerial/cartwheel, the view stays stuck without flipping.

cg_trueaerial here we come. ;)
 razorace
05-05-2004, 3:49 PM
#137
With what roll setting?
 lazoras
05-05-2004, 10:59 PM
#138
this isnt really a bug, but can you guys add the wall hang thing and the new bots to the basic mod along with some admin commands? im looking for something that can fix JA, and enhance it a little...but i also want control of my server. if this is possible i, along with millions of other people that host would very very very much appreciate it.
 razorace
05-06-2004, 3:02 AM
#139
The new bots (at least a prototype of them) is already in the lastest Basic Beta.

Ledge grab will not be going into Basic because it's a gameplay change and I think it will screw up the purpose of Basic to force people to download 12+ mgs of animation data just to play it.

And what sort of admin commands are you talking about? Base JKA already has a fully implimented admin system.
 lazoras
05-07-2004, 2:44 AM
#140
well...to tell you the truth...i think this mod has massive potential to dominate all of JA if it would team up with the JA+ team.
think of it this way...i fully functional admin system like JA (along with all its extra features like saber altering and kick flip altering and blah blah blah) plus the wall hang (this is something alot of JA players are dieing to have) and the new bot system.
oh yeah i dont know how your bot system works but this is an idea that someone else had for AI.
ah i cant find the link :( but anyway i can explain it.

bots run off a list of possible options and randomly choose one. this guys idea was to take the bots and give them all the possible options to start off with. everytime the bot dies or loses something the bot permanently eliminates that option until only the good options are left in the long run. this makes dumb bots at first but would create very life like bots later on. he said something about having all the bots work off of the same pool or something to keep down the file size. but i think this is a good idea because i know as an experienced saberist that the ability to adapt to a persons saber style is critical to being a good saberist. not to mention you can give the bot tactics instead of random swings and the choice to run or fight. for example there are special combinations of swings that are more affective than others...same goes for dodging tactics...i use a very traditional tactic whenever i face a red style saberist for example...my tactic is to run around to the left and cut in to the right side so my aponent misses me and doesnt have time to swing the second time before ive hit him atleast twice..then i back off and do it again until he figures it out and i have to randomly come up with another tactic to fit my aponents style of fighting...maybe you can make a bot something like that ;) sry for rambling...you probubly already had that idea :(

but back to the over all mod. i really beleive if you could team up with ja+ mod and add your wall hang and maybe a couple other nice touches...for example you could soup up the wall jump so you can do a wall run and jump off the wall run onto another wall and do a wall jump without touching the ground...kinda like ninja gaden.....or eliminating the static on the roll...you could make it so you can go imidiatly from a roll to a jump like you could do in real life. but anyway...that would be the perfect mod in my eyes...and im sure in many others...the problem with ja+ is it doesnt fix the bugs and doesnt have anything really exiting and cool like wall hang and the capabilities to soup up wall run and other things like i previously mentioned.

do you think it would be worth a try to make such a mod?
 keshire
05-07-2004, 6:21 AM
#141
team up with the JA+ team

I have personal issues against seeing that happen as well as I'm sure a few others do. Its been well documented that Admin mods destroyed the JO community.

That is why Slider only made his mod server side. Because no regular player would download something like that. So it was made for those who want to control everybody who comes to their server no matter base game or modded.
 razorace
05-08-2004, 1:33 AM
#142
As for evolutionary AI, the problem with it is that it requires a lot of evolve time especially when the situation it's dealling with is fluid. Unfortunately, that's not really doable since JKA runs in real time. You'd have to have the computer continuously play for years to get a good system out of it.

Plus, those types of system are hard on the system resources. JKA has to have a light enough so that multiple bots can play at the same time.
 razorace
05-08-2004, 8:10 AM
#143
Ok, beta 3 for Basic v0.0.5 is out. (personal.palouse.net/razorace/ojp_basic_005b3.zip) The only changes since beta 2 have been making the Tab Bots work in siege. It's pretty early stage stuff, but, they can get all the way to the coffin without help (barely) on Korriban.

I've only tried things on Korriban but the code we have now should cover most of the objectives on the other maps. The game will spam you with an error message if the bot are trying to do an objective that they don't know how to complete.

There's what I know doesn't work:

- Rebels can't attack the coffin.
- No jump ability checking (meaning that the bots will attempt the jump wheither they have the nessicary force points or skill level.
- Bots will often jump into Lava after a dropped siege item (crystals)
- Bots suck at getting the blue crystal and staff.
- Defender bots hump the doors that haven't been broken yet and don't defend very well either.
- Attackers are single minded when attacking walls/breakables.
- Bots don't defend themselves when waiting for elevators or Pulling/Pushing buttons/platforms.
- There's no bot orders for siege yet.
- Bot's only do objectives in order.
 Hekx
05-08-2004, 12:03 PM
#144
Dead link... :(
 razorace
05-08-2004, 3:26 PM
#145
fixed. Sorry about that, I could have sworen that I had fixed it earlier.
 lazoras
05-08-2004, 9:51 PM
#146
i dont want to control everyone that comes in my server...but i do want to be able to get rid of lamers and people who are out right rude. i plan on establishing a nice duel server with fully custom maps (im a mapper :) ) every month ill put a new map on or replace an old map. blah blah blah. but at the same time i also plan on having a nice FFA server and would like to see the wall hang...but i would need some admin control because i cant watch the server all the time. maybe if you dont go over board with the admin powers like slider did. slider has admin powers that are souly for abusing which i constantly complain on servers about. can you make it so there are only a few admin powers and two admin logins...council and knight logins...council has kick ban abilities, slap (make it so there is a long timelimit..kinda like a time out that admins dont have to wake the person up afterward), and kick. knight would have everything council has accept kickban. im sure players wont mind downloading a mod with the bug fixes, the wall hang, plus if you guys decide to soup up wall run and wall jump just as long as thats all the admin powers there are. oh yeah...a grappling hook would be a nice touch if you made it toggleable...along with a jet pack... and add a function for jedi vs merc...mercs get the jetpack and jedi get the grapple kinda thing. that would be awsome, and im sure everyone wouldnt mind downloading it.
 razorace
05-08-2004, 11:03 PM
#147
Kick, ip ban abilities, and remote adminning are all in base JKA. If you believe otherwise, you've been told wrong.

Secondly, exactly what are you looking for and would you be able to guarentee dedicated server time for the mod if I was to add those functions?
 lazoras
05-10-2004, 7:22 PM
#148
i know about the base JA admin powers. the problem with using the base JA admin powers is you have to use rcon and i dont want to give my rcon password out. thats why i mentioned the two logins council and knight like in JA+.
about the garentee... i know that if a mod is made something like i described with a balance of admin powers and advancements like i have described...the mod is definetly going to be a hit. my server will definetly use it..and im sure most others will as well because of it fixing all the bugs and souping up things that can be made better...and the wall grab would definetly put it over the top. the mod would be what JA was supposed to be like, and had the potential to be. with the admin powers so limited clients wont mind downloading the mod because of all the benefits (not to mention its almost impossible to abuse admin powers) and servers will love to download it because it fixes all the bugs which makes the game funner = more clients and still gives them some control over their server (giving admin powers and what not without giving away rcon password). which keeps down the laming and keeps jerks from causing unjustified caos.
i cant garentee this mod will be used by everyone...but i can say that it will definetly give JA+ a run for its money.
 razorace
05-10-2004, 11:27 PM
#149
First off, mentioning JA+ in any sort of positive light around here is only going to make people not listen to you. We don't like admin mods and OJP will never be like them, period.

However, we are open to reasonable admin upgrades, like what Kurgan has been suggesting for a cvar that forces team balance.

So, please explain why you're afraid to hand out the rcon password when you're willing to do that "subadmin" stuff.
 lazoras
05-11-2004, 12:02 AM
#150
i mention JA+ because its the best admin mod around...but its also the greatest joke as far as admin abuse is concerned... i myself am strictly against admin abuse to where i have limited all admin powers to kick kickban and sleep because i am so much against it. i care for both parties of the game because i like to go to other servers without BS admins but also like to keep lamers and what not out of my own server. i dont like giving rcon away because i dont want my admins to have access to advanced server settings. for example...some of my admins may not know what certain cvars do or the exact command for that cvar...so by making the choice easy and limited (kickbacn kick and slap (with a long wait time) this makes it easier for them and less chance for them to mess up the server. my aim...the reason i am posting on this forum so much...is because i want to get rid of JA+ because it gives too much power to admins but at the same time your mod provides bug fixes and alot of other really nice things. but doesnt have any sub-admins to keep my server safe from being messed up or hacked or whatever else anyone might be able to do to it. i beleive admin powers are good...but should be limited so that abuse is almost impossible....or abuse is not fun at all for the admin. (i personaly like to just hunt the lamer down myself and out play the lamer) however not everyone of my admins has enough skill to take on some lamers. thus...some admin powers are required.

dont get me wrong...when i say admin powers i mean extreemly strict and small admin powers. for example, kick kickban and slap (with a long time limit on it) are my idea of perfect admin settings.
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