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JKA Domination 1.1

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About This File

Description

A new gamemode for JKA from the classic Unreal Tournament. Capture bases and hold them to dominate and score points! This is more or less a core file with all the necessary things (scripts, shaders, textures, etc) to make it work and provide mappers with the needed things to build their own domination maps.

 

Installation

For players & servers
Put jka_domination.pk3 in GameData\base in your game directory. Start a TFFA game with one of the maps and 3000 fraglimit (X cap limit * 1000).

For mappers
You will find dom_source.map file in jka_domination_source.zip/maps. I recommend copying it and building your own map within there to make sure all targetnames etc. remain correct. If you have your map separately, it’s better to copy it into the dom_source.map than the other way around, unless you absolutely make sure all the entity values (targets, targetnames) stay correct. More detailed instructions are included in a pdf.

For modders
You will find the source files for the scripts and photoshop/illustrator files for some of the textures in jka_domination_source.zip. I hope they will be useful!

 

Known bugs

Previous bugs and incompatabilities have now been solved through switching from CTF to TFFA base game mode.

Regarding shader remaps and slight lag incued by them:

Spoiler

Due to the nature of shader remaps and their use in the map, there will be some lag anytime shader changes happen. It is negligible during gameplay all the way up to 6 bases, however during scoring and restarting there will be minor lag spikes up to 4 bases, and moderate ones up to 6 bases. However, as they happen outside of meaningful gameplay, they should not be a problem.

"Baseja shader remaps cause a resend of the remap configstring on each send. The configstring contains all shader remaps (including those that were mapped back to their original shader) so the string grows. And if your relays cause 5 different remaps when they’re triggered the server internally updates the first shader remap, generates the update command for the client (containing all remaps), then updated the next and generates the next command (containing all remaps, including the one it already generates a command for) and so on until all 5 remaps are updated internally and the 5 commands are generated. Those commands are part of the command section of the next snapshot sent to clients. So these duplicate commands increase the snapshot size of the messages sent to the client and potentially lead to fragmented messages and longer processing times on the client.” - Daggo

There are in total 8 remaps per base. From what I understand, the above problem can be fixed and optimised server-side, but I do not know how to do that.

 

Release notes

Spoiler

Version 1.1

  • Changed base gamemode from CTF to TFFA to ensure better compatability and reduce bug potential
  • Countdown for dom2/rooftops reduced from 8 to 5 seconds

Version 1.0

  • Initial release (CTF version)

 

Planned features

Spoiler

Version 1.0 ->

  • Alternative voices for the announcer
  • Pickups for dom2/descity and dom2/rooftops
  • Lighting improvements
  • More maps
  • Make the JKhub page nicer

Version 2.0

  • Remove dependency on flag teleportation
  • Requires script and entity support to manipulate CTF scores directly

Version 3.0

  • Remove dependency on icarus scripts
  • Custom g_gametype supported by clients
  • Dedicated entities with hardcoded functionality

 

External Content Used / Credits

UT2004, Epic Games from which the Announcer voice files are from
Tidal Lugormod, Clan Atlantis & Crazy, for inspiring me through their lugormod versions many years back
Jedi Knight Community discord for their insights and help
Tayst & his friends for beta testing and helping me polish the system
Everyone who has supported me during my on-off years of working on this project

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™


What's New in Version 1.1

Released

(Resubmission) of 1.1 with fixed contents. Changes:

- Switching from CTF to TFFA based solution

- dom2/rooftops countdown lowered to 5 seconds

Jeff, Merek, Willemoes and 8 others like this

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Recommended Comments

Gnost

Posted

This gametype is amazing, thanks for sharing!

Neffie likes this

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