ufooo
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Everything posted by ufooo
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That server has only a few admins and almost no rules, so admin abusing there isn't even a thing. I agree that clients are horrible, but that's just because people who want to play without rules like "no laming" gather there.
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Draw/View Distance command?
ufooo replied to ShenLong Kazama's topic in Jedi Knight General Discussions
As far as I remember that setting affects only entity rendering distance, not the terrain. -
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No, I'm speaking strictly about clan servers, and yes, it's KR which most consistently topped GT for the recent years, while other servers usually had just briefs periods thereof. I can't back it up for the past period as I haven't been doing screenshots or anything, but as a player who frequently checks GT rank, I can say that KR was 1st most of the time at least since 2014. I find GT more reliable than JKA server list for 2 reasons: 1. Exclusion of bots. 2. Average online of whole 24 hours of the day rather than just the hours when you see the list. Servers are in different timezones, so their peaks happen in different hours.
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I'd say that this statement suits more another JA+ clan that has a U.S. server (every1 knows which one I guess)
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@@Doby Found it somewhere in my old files, uploaded to the repo.
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Lugormod #U(any version) for Linux
ufooo replied to GeneralJelly's topic in Jedi Knight General Discussions
I'm aware, I've been using gcc for some stuff on Windows. The code is now portable, it literally took to do minor modifications in 6 .c files (out of total ~170), which has taken around half an hour or so. It's kinda astonishing that all these years Phred didn't bother, perhaps he considered Linux as an underdog system or had other priorities, idk. -
Lugormod #U(any version) for Linux
ufooo replied to GeneralJelly's topic in Jedi Knight General Discussions
The files are .c, but I guess it's kinda C++, mostly due to some stuff that is non-standard for C - gcc spammed me with "initializer element is not constant" error. I'm kinda newbie to linux coding, ironically LMD is the 1st thing I ever built using it, and one of my 1st encounters with Linux terminal at all. -
Version 2.5.2
1,674 downloads
This is the last version of Lugormod U# produced by RoboPhred, dated April 11th 2015. Files included: - Windows version - Linux version Repository with older versions (Windows only), example server.cfg, and a step by step linux installation guide can be found here: http://lugormod.tk/lmd Note to lugormod map builders: There's many entity related guides around the internet, most of them are pretty old though and don't include entities added after ~2012. I made sure that all the entities newer than that display their info with the /entityinfo <classname> command (requires an admin). -
Lugormod #U(any version) for Linux
ufooo replied to GeneralJelly's topic in Jedi Knight General Discussions
I managed to get a working build, I'll submit it to jkhub soon (probably tomorrow, my head's in pain) Briefly tested on a server, seems to be fully functional. I guess lugormod finally says hi to linux lol Edit: submitted the file, pending approval -
Lugormod #U(any version) for Linux
ufooo replied to GeneralJelly's topic in Jedi Knight General Discussions
I managed to get the code building with gcc, g++ builds were failing to load (unsure should it even make any difference). Let me know if any1 wants to test because my buddy won't be available for the next couple of hours, so I wouldn't mind knowing faster is it still unoperational. To be honest, I've no idea. For some reason Phred wasn't able to get it working over all these years, not sure did he even compile the builds or not. I suspect he had it built, but it didn't work in the same manner. It's likely that it would require heavy debugging, which I won't be able to do - I'm not a professional coder, and I barely even figured how to compile it in Linux. Windows is pretty much the only one I'm familiar with. I did adjust the code to be compillable under Linux, the only Windows-specific stuff was in crash reporting, engine patcher, and hostban system. If this build doesn't work then I guess I'll give it up for now (I can't even consult Phred atm because he's pretty occupied with life), and the ETA will become impossible to estimate. -
Lugormod #U(any version) for Linux
ufooo replied to GeneralJelly's topic in Jedi Knight General Discussions
Apparently that build was corrupted, I'll update this post once it's working (got a tester already so np, appreciating the offer). -
Lugormod #U(any version) for Linux
ufooo replied to GeneralJelly's topic in Jedi Knight General Discussions
So I managed to get a build, using g++ (C was too much of a mess). It's untested because I honestly cba to setup jk3 on the VM, if anyone's interested in testing let me know and I'll provide the .so. If it proves working I might polish it abit and apply the bugfixes I made meanwhile, for now I just used the original code that Phred sent me, aside from couple of hours of work on getting windows dependant stuff compillable under linux. -
don't mean to start offtopic but since you mentioned it: eu lugor: - no farming for level, special skills system as replacement - farming for special skills takes weeks because they cost milions of cr, after almost half year since the implementation there's noone with maximum skillset - the gap between people with special skills and without them is pretty low, they won't help much a medium player to win a good player jenova: - farming for level - after 1 week of server online there's already a player with maximum level and 3 more close to it, speaks for itself - the gap between minimum and maximum level is HUGE, forces AND (!) force regen for jedi/sith, hp/armor and stuff like fuel/flameburst for merc one of the reasons lugormod died off over the last years were dull servers with short longevity that allowed smarter people to get max level ridicoulously fast, while newbies would often ragequit because of getting extremely overwhelmed by people with level advantage
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Sorry, I was explicitly asked not to share it.
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I didn't know where to post it so I went ahead here, if staff thinks it should be moved please go ahead, thanks. Recently, RoboPhred sent me Lugormod source code and therefore passed the "developer" status to me. He told me that he's certain he'd never do anything further with it, and that he'd love to see it still being worked on. I realize the mod hasn't been doing well lately, as far as I know currently there's only a single active server that uses it. I believe one of the reasons that caused its demise is the fact that since 2007 it has been developed exclusively for Windows. It's a known fact that Linux proves better for multiple reasons, prices and iptables mostly. Therefore, except for ordinary bugfixing, I'm planning to release a working linux version as soon as possible. Whenever I release any new build, I'll upload it here to files section. Cheers, if you want to contact me use PM here and I'll provide contact info.
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http://lugormod.tk/lmd
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Didn't mention it in my 1st post but yes, Ravensoft MS was vulnerable on the old machine as well to the same kind of attack done with the same frequency. Thank you for their contact info.
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I only pointed out an error that you made with the quoted IP part, which supposedly led you to your conspiracy theory. I don't care about the rest of your posts' content
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188 I lol'd at that part, glad that you admit that it may sound ridicoulous. Because it does, rofl.