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Multiplayer mod for Jedi Academy.

Home Page: https://erfg12.github.io/clanmod-jka

Shell 0.01% C++ 6.54% C 93.11% CSS 0.02% XSLT 0.07% Batchfile 0.01% HTML 0.17% Makefile 0.01% C# 0.04% PHP 0.02%
jedi-academy c starwars jedi-knight jedi-knight-academy cpp

clanmod-jka's Introduction

Description

Mod for Jedi Knight: Jedi Academy multiplayer, for better clan and server management. Massive collaboration with many other developers.

Features

  • Administrative in-game commands. Up to 5 levels of administration. Includes administration UI menus (client plugin required)
  • Map modification in-game commands. Add chairs, tables, glasses and other dodads from the game.
  • Client plugin to alter some in-game functions (not required).
  • Removed all 1 hit kill glitch/bugs and fixed any known server crashing exploits.
  • Character emotes. Server has ability to enable or disable.
  • 3 NEW game types that were built in to the game, but were removed before the game released!
  • NPC wars! Spawn a Desann army to fight the Kyle Katarn army! You can control them to follow you and become your body guards.
  • Create ride able vehicles such as rancors and speeder bikes.
  • Advanced server ban options.
  • Clan authentication system.
  • Built in kill/death account tracking system.
  • Custom damage system.
  • Customize player starting weapons.
  • New duel types! Training, melee and force duels.
  • Grappling hook (server can enable or disable)
  • Bad word filter system.
  • News ticker and Message Of The Day systems.
  • Customize voting controls.
  • Admin password share/leak protection system.
  • Flood protection systems.
  • Open source code.

How To Compile

Windows

Open the codemp/JKA_mp(SDK).sln file with Visual Studio. Click Build > Build Solution.

Linux

Ubuntu is recommended. Install GCC (sudo apt install build-essential). Open Terminal, navigate to the codemp/game directory, type in make.

MacOS

Use the app store to get the XCode app. Open the codemp/.xcodeproj files and press Build.

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clanmod-jka's Issues

Demigod rename

Demigod command could be amclip which is more intuitive for administrators since it resembles the noclip command

RPG Leveling System

I would like to do some kind of leveling system. Should probably tap into the kill track database system.

extensions

I may create the extensions in .NET 6 for cross platform compatibility. Send the commands via UDP see this project for sample code and use RCON to send to mod functions.

Then in the extensions do HTTP posts to webhooks, or rest APIs, etc.

Enhance admin messages

Current admin scheme is using brackets which don't fit too well with JKA's font rendering, changing for a (playername) renders better than []

/commands not printing message

This command is not being executed: no message is displayed but doesnt return an error either

	else if (Q_stricmp (cmd, "commands") == 0)
	{
		trap_SendServerCommand( ent-g_entities, "print \"^3===^1COMMANDS^3===\n\n/jetpack <--- put on a jetpack\n/knockmedown <--- knock yourself down\n/drop <--- drop your saber or current weapon\n/showmotd <--- see the MOTD\n/freezemotd <--- show MOTD for infinite time\n/HideMOTD <--- hide the MOTD\n/engage_forceduel <--- duel with force powers\n/engage_meleeduel <--- duel with only melee moves (requires plugin)\n/engage_trainingduel <--- engage in a private training session\n/endduel <--- end training duel session\n/who <--- show all clients + their status\n/chatcolor <--- SAY_ALL in a different color\n/togglechat <--- toggle teamchat mode\n+button12 <--- grappling hook\n/ignore (client) <--- ignore a clients chat text\n/clansay <--- speak to clan members\n/adminsay <--- speak to admins\n/report <--- report something to an admin\n/refuseduels <--- toggle refusing duels on/off\n/telemark <--- mark your origin and yaw for /teleport\n/servertime <--- view the server's time\n/saber <--- change your saber(s)\n/cmlogin <--- login to the local DB\n/cmregister <--- register your player name\n/cmstats <--- check your DB stats\n\n\"" );
}

https://github.com/erfg12/clanmod-jka/blob/master/codemp/game/g_cmds.c#L5462-L5465

/cmregister getting segfaulted

I was checking the /commands printf on the source and tried running /cmregister which caused a segfault on the server

Tried commands

/cmregister
/cmregister aaa
/cmregister aaa aaa

Sending heartbeat to masterjk3.ravensoft.com
Sending heartbeat to master.jkhub.org
ClientBegin: 0
Segmentation fault (core dumped)

I'm considering removing them from the commands printf since it would allow users to crash the server at will

Saber collisions

//rww - I'm saying || tr.startsolid here, because otherwise your saber tends to skip positions

NPC spawn/respawn

Add a command that lets you place NPCs in certain areas that can respawn when they die. Something similar to addeffect and addmodel commands. Maybe call the command addnpc?

Missing amstatus command

Amstatus command provides a list of the current players, nicknames and ip addresses , also client numbers.

seems to be missing in clanmod

64bit linux support

While running on 64bit linux machine (using openJK) it throws:

Sys_LoadGameDll(/home/than/.local/share/openjk/clanmod/jampgamex86_64.so) failed: "/home/than/.local/share/openjk/clanmod/jampgamex86_64.so: cannot open shared object file: No such file or directory"
Sys_LoadGameDll(./clanmod/jampgamex86_64.so) failed: "./clanmod/jampgamex86_64.so: cannot open shared object file: No such file or directory"
Sys_LoadGameDll(/home/than/.local/share/openjk/base/jampgamex86_64.so) failed: "/home/than/.local/share/openjk/base/jampgamex86_64.so: cannot open shared object file: No such file or directory"
VM_Create: jampgamex86_64.so succeeded

The mod provides only jampgamei386.so.
Most things seems to work nevertheless, but every clanmod command throws unknown command.

Restore Kyle NPC to its former self

Kyle NPC is used in JKA as a training dummy, so it's required for it to be non aggresive and have a huge deal of HP points.

Current status breaks half of the maps that can be found involving kyle as a training dummy.

named pipes

Hey, I've just found your post about named pipes. This is great news! Does current version (1.3.0) support named pipes? Could you provide some info where to start?

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