erfg12 Posted June 22, 2015 Share Posted June 22, 2015 Wiki - http://jkhub.org/wiki/index.php/ClanMod Download - http://jkhub.org/files/file/2034-clan-mod/ Official Site - https://newagesoldier.com/clanmod/ Source Repo - https://github.com/erfg12/clanmod-jka Link to comment
erfg12 Posted June 23, 2015 Author Share Posted June 23, 2015 Version 1.2.2 ============= - Fixed AddModel server load Z axis off - Removed timestamp for possible memory leak fix - Changed clientbegin code, possibly fixing saber collision update code Version 1.2.1 ============= - Added good linux build jampgamei386.so - Fixed music resetting on spawn Version 1.2.0 ============= - Changed version numbering system - Fixed 3rd person camera falling behined - Fixed linux build files to make required files static - Fixed several typos - Fixed OpenJKDed crash - Removed d_saberSPStyleDamage from doInterpolate check DOWNLOAD AT http://jkhub.org/files/file/2034-clan-mod/ Link likes this Link to comment
erfg12 Posted July 4, 2015 Author Share Posted July 4, 2015 Please note that I do not have any of these version's source code. I just googled and found these older versions laying around the internet. Every version before 1.2.0 was a beta since there was always bugs and some sort of issue. Version 1.2.0-1.2.2 are fixed versions of 1.19RC5 as that was the only source code I had laying around. Version 1.04Version 1.08Version 1.10Version 1.19RC5 (stable, but glitchy saber physics) Link to comment
eezstreet Posted July 11, 2015 Share Posted July 11, 2015 This thread has been moved from Coding and Scripts to the Clan Mod forum. Link to comment
Than Posted October 5, 2015 Share Posted October 5, 2015 Hi,I'm trying to run clanmod jedi academy server. I've installed v 1.2.2 on both server and client (both linux machines using openJK - build: openjk-2015-09-28-6b8bc01e-linux-64). Everything seems to work, but commands. Any clanmod command I try to use returns unknown command. Does anyone have any idea how to solve this? Thanks for help Edit:Compiling jampgame library yourself works. At current state you have to rename the output file from i386 to x86_64. If you need further info feel free to PM me. Link to comment
Raz0r Posted October 5, 2015 Share Posted October 5, 2015 Check the server console log for errors when loading the .so, and the paths it tries to load it from (jampgamei386.so) Link to comment
Than Posted October 6, 2015 Share Posted October 6, 2015 Thank you. I can see the problem now. It wants file jampgamex86_64.so but the mod provides only jampgamei386.so (its 32bit counterpart). I'm gonna try to compile the mod myself and we'll see. Link to comment
Than Posted October 6, 2015 Share Posted October 6, 2015 Ok, that didn't solve it :/. It would seem that this mod don't fully support 64bit distributions o.O. Trying to confirm with mod author. Link to comment
Xycaleth Posted October 6, 2015 Share Posted October 6, 2015 You generally want to run the 32 bit version of the OpenJK server to be compatible with existing mods. 64-bit mods weren't possible before OpenJK was released, so no mods will have support for it. Link to comment
Than Posted October 7, 2015 Share Posted October 7, 2015 Good to know. Thanks. Anyway, tried to compile the jampgame library again and for some reason this time it helped . I probably missed something before. Link to comment
Paradox Posted January 17, 2016 Share Posted January 17, 2016 Why is this not in the mod-list on the upper panel of JKhub? Link to comment
erfg12 Posted March 25, 2016 Author Share Posted March 25, 2016 atm I'm working on 1.3.0 which will bring SQLite to the mod. I will need to test this quite a bit before I'm able to release, but in the mean time I was thinking of some other things to enhance the mod. 1) Replace cm_silence_insult_1, cm_silence_insult_2, cm_silence_insult_3, cm_silence_insult_4 with cm_insults string array.2) Replace cm_badword1, cm_badword2, cm_badword3, cm_badword4, cm_badword5 with cm_badwords string array.3) Replace cm_news1_time, cm_news2_time, cm_news3_time and cm_news1_content, cm_news2_content, cm_news3_content with cm_newsTicker string array with special formatting like "TIME:STRING,TIME:STRING"Example: cm_newsTicker "15:Thanks for visiting my server!,50:Dont forget to visit our site!"4) Restructure long cvars to be smaller.Example: cm_allow_report_command --> cm_reportCmd If you guys can think of anything else, reply to this thread. So far the new in-game commands are: /cmregister <password> - register your player name/cmlogin <password> - login with your player name/cmstats - show player stats in database/cmleaderboard - show the current game type leaderboard and the new server commands are: /cmregister <playername> <password> - register a player name/cmfinduser <playername> - see if a player name exists in the database and what their ID is/cmleaderboard - see the gametype leaderboard Smoo and Merek like this Link to comment
erfg12 Posted March 28, 2016 Author Share Posted March 28, 2016 If you are using the newest 1.3.0 beta from GitHub please be aware that the server cvars have changed. Please use the Installer/files/clanmod/server.cfg file. But, if you would like to manually change the cvars, here is a list. - Replaced cm_badword1, cm_badword2, cm_badword3, cm_badword4, cm_badword5, cm_precoded_badwords with cm_badwords- Replaced cm_silence_insult_1, cm_silence_insult_2, cm_silence_insult_3, cm_silence_insult_4, cm_silence_insult_5 with cm_insults- Replaced cm_allow_chatColors with cm_chatColors- Replaced cm_allow_jetpack_command with cm_jetpack- Replaced cm_allow_report_command with cm_report- Replaced cm_allow_drop_command with cm_drop- Replaced cm_chat_protection with cm_chatProtection- Replaced cm_enable_ForceDuel with cm_forceDuel- Replaced cm_enable_MeleeDuel with cm_MeleeDuel- Replaced cm_enable_NormalDuel with cm_duels- Replaced cm_AutoProtect_timer with cm_AutoProtectTimer- Replaced cm_allow_KnockMeDown_command with cm_KnockMeDown- Replaced cm_starting_weapons with cm_startWeapons- Replaced cm_allow_samePlayerNames with cm_samePlayerNames- Replaced m_enable_grapple with cm_grapple Added these new cvars - cm_noServerNamesDisallows the word server in a player's name. Next release will also have better compatibility with an x64 Linux server. Merek likes this Link to comment
erfg12 Posted September 13, 2016 Author Share Posted September 13, 2016 The GitHub repo has had lots of changes. Just pushed more code changes this morning. - Removed BobaFett's download fix so it can fully work on OpenJKDed programs. (Fixed crashing)- Finished integration with SQLite- Added a clanmod.php file to upload to your web server to communicate with server via cURL.exe external program. (MySQL)- Added cm_database cvar. 0 = disabled 1 = sqlite 2 = mysql.- Added new saying commands !stats, !leaders- Added a name check to see if a name is registered in the database upon joining game. If so, the server will send a 30 second warning to either login or change name. After 30 seconds your name will be forcefully changed.- Added 5 second debounce time on MySQL client commands to not overwhelm the server.- Added c_cmlogin client cvar for automatic login upon entering the server. Most of this code has been untested, so if anyone wants to test it out that would help me quite a bit. - GitHub Repo : https://github.com/erfg12/clanmod-jka- Beta Download : https://github.com/erfg12/clanmod-jka/releases (both Windows and Linux x86_64 builds) Smoo likes this Link to comment
erfg12 Posted September 23, 2016 Author Share Posted September 23, 2016 New commit to GitHub! MySQL commands now act on a separate thread. (CreateThread for Windows and PThread for Linux) This keeps the main thread open to not show a "Server Disconnect" message on the center screen. As I said before Windows will require that curl.exe file to be next to openjkded.exe but on Linux it will use the native curl command. I assume all distros using this mod will have curl. (at least people who want to use MySQL). Also did some other minor fixes including adding a debug openjkded to the package to help debug Linux issues. Link to comment
sirjadden92 Posted February 9, 2017 Share Posted February 9, 2017 As the topic title says.I'm running into an issue running a clanmod server (windows). It says its running clanmod but lacks all of the commands & features.Any ideas what I might be doing wrong? Link to comment
erfg12 Posted May 4, 2017 Author Share Posted May 4, 2017 Can you show me a screenshot of your server window please? Link to comment
erfg12 Posted March 20, 2018 Author Share Posted March 20, 2018 Over the past few days I have been working on something I call "Server Extensions" which are essentially named pipes with their own threads that communicate with another application. For developers, this means you can attach things to your server like Discord chat, IRC, database connections, PHP forms, and really anything in any programming language can use named pipes to communicate. For server hosts this means more functionality can be added to servers and connecting many services that you currently use to manage your clan. BENEFITS: Named Pipes can be programmed in to almost any syntax. PHP, C/C++, C#, Java, etc. Connects many other services your clan already uses. Forums, live chats, databases, etc. Can bring all new functionality to game play and clan management. Rank systems, accounts, reporting, gameplay tracking etc. Portable. Can be used in any game. DISADVANTAGES: Extension application would need to run on the same server. Would need to rely on the extension author for bug fixes. Some use case examples are: PHP Forms when submitted can send a notification in the server that a new member wants to join the clan. SQL Databases for account login and registration from in-game. Tracking kills, deaths and duels and reading forum posts in-game. C++ and C# applications for things like Discord or IRC server message relaying. Screenshot Example of Discord connected to Clan Mod server: Smoo likes this Link to comment
erfg12 Posted April 5, 2018 Author Share Posted April 5, 2018 Here is a wiki article for the rules of setting up an extension if interested: https://github.com/erfg12/clanmod-extensions/wiki/Rules-for-making-an-extension The Discord extension is working for both Clan Mod JKO and JKA! You're welcome to test it if you want. I plan on making a MySQL and SQLite extension soon. The current extensions are built in C++ with VS 2017. The new versions of Clan Mod and the extensions have only been tested on Windows, but there is code present to support both Linux and Windows. I will be removing SQLite and MySQL in-code functions and libraries from Clan Mod JKA in favor of the extensions. Smoo likes this Link to comment
erfg12 Posted April 6, 2018 Author Share Posted April 6, 2018 Here's a little beta image of the MySQL extension working: Smoo likes this Link to comment
ZanderNao Posted September 6, 2018 Share Posted September 6, 2018 I have a two fold question about updates to existing Clan Mod features.The first, is Clan Mod's compatibility.I have a number of mods that work in base JK and OpenJK multiplayer that do not work in Clan Mod. Some are sabers, like datapad and comlink that use custom animations. Others are unusual player models like the rocket trooper or hazard trooper. When they are selected in Clan Mod, Kyle Katarn takes their place. Are future versions going to have expanded compatibility?The other is one of the things Clan Mod is most famous for, emotes.Right now the only sit options are sitting on the floor, sitting in a chair but looking bored, or meditating. Is there any normal sitting animation in the game that could be adapted for an emote so someone could be placed in a chair and not look bored? Oh, and while we're here, I guess, any way to change how long it takes for the idle bubble to appear around a player? I'd love to turn that off or make it a very long duration. Thank you everyone for any and all answers! Smoo likes this Link to comment
erfg12 Posted October 1, 2018 Author Share Posted October 1, 2018 Here's the wiki if you need more information: https://jkhub.org/wiki/index.php?title=ClanMod You can find a list of emotes here. The emotes available are the ones available in the base game. No custom emotes were included. Clan Mod uses the original source codes from Ravensoft. I have made modifications recently to ensure it's compatible with OpenJK as there are lots of fixes already included with it. I plan on releasing an update soon so everyone has all the fixes available. Both JKA and JKO source codes are available on GitHub.https://github.com/erfg12/clanmod-jkahttps://github.com/erfg12/clanmod-jko Anyone is welcome to fork the code, make modifications and send me a PR if you think they should be included in the Clan Mod code base. Smoo likes this Link to comment
erfg12 Posted September 30, 2020 Author Share Posted September 30, 2020 Available at https://github.com/erfg12/clanmod-jka under the releases section. You'll have to check the commits section to see exactly what was changed as a different developer was working on stuff. But I noticed there was no new compile since 2016 at least on GitHub. For the most part, the code was fixed and can now compile on Visual Studio 2019. After this version I will try to keep track of what new features have been added. NEW FEATURES Kill Tracker: You can now have players registered accounts and track their kills, duels, and deaths! There are 2 options. You can either have it stored in an SQLite database locally, or post to a remote MySQL database via PHP serving as a rest api. WebHooks: This uses cURL to post data to a webhook. Great for communicating with rest APIs and services like Discord or Slack communities. This will send joins/disconnects, duel wins, and in-game chat messages. Smoo likes this Link to comment
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