About Lugormod

Lugormod (or LMD) is a mod for Jedi Academy that was first started by its namesake, Lugor. Its purpose was described as "To make the server a more fun place to be in" by its original creator, and went about this by adding new game types and methods of combat. Its most notable feature, however, came later with the addition of player professions and accounts, giving it a more competitive combat based roleplay feel.
To server hosts and admins, its most notable features include full control over the entity system of the game, allowing for highly detailed custom interactivity elements to be added over existing maps, and to modify the map itself in newer versions.

Updates

Change log
June 23, 2010 - 10:14pm

6-21-10
"/friends remove" now takes a partial name rather than an index.

6-22-10
Fixed players spawning at the jail spawn point when being unjailed.
Fixed lmd_interact having corrupt message string.

6-23-10
Increased 3.x merc jetpack fuel at lower levels.
Greatly increased 3.x merc jetpack speed on the horizantle. Need to base it off skill level.
Experimented with 3.x merc jetpack using vector movement rather than component. Still incomplete.
Fixed glitch in saber attack runspeed causing no speed penalty for using staff or strong styles.
Fixed force sense being able to use levels 4 and 5, as the clients revert back to level 1 distance in this case.
Lowered force push and pull level 5 power. Now twice as powerful, rather than three times.
Force push and pull forcepower cost set to 25 for all levels.
Force push and pull now can only be used every 3 seconds at base level, up to every second at level 5.
g_meditateExtraForce capped to 100.



Change log
June 23, 2010 - 10:13pm

Fall knockdown will now only occure on a magor fall (32 damage or more).
Falls doing between 8 and 31 damage will now cause a weapon delay and a sharp speed decrease for a short instant.
Fixed tavion and desann saber styles having no speed penalty while attacking.



News
June 21, 2010 - 8:52pm

Bug reports and feature requests are now editable by their author. In addition, there is a 10 word minimum for the site to accept a post in order to prevent creating blank posts and just filling in the content in a comment.

Also, posts will no longer strip out html characters, and will instead escape them properly. This also applies to all existing posts.



Version
June 20, 2010 - 9:49pm

This release is mostly for bug fixes, but it brings in a few new features and balance changes as well.

This version has compatibility issues with previous versions. Accounts saved with this version will be bugged in older versions.
Read the rest of the post for more information.

Highlights

  • Fall knockdown is much more sane now. Knockdown will only occur on a 200-delta (32 damage) fall, rather than on a 40-delta (8 damage) fall. This is around 15 times the player's height. It may be lowered in the future.
  • 50-delta falls now cause a slight weapons fire delay and lower your maximum speed for a fraction of a second. Enough for a slight penalty and slightly more realistic, but not nearly as annoying as knockdown.
  • Accounts can now be used in game types other than FFA. Not all game types have been tested, but the simpler, nonspecialised types such as capture the flag should work. The reborn game type has been specifically redesigned to handle accounts, and will enable or disable an individual player's profession based on the team they are on.
    The holocron game type is probably broken now, as it will let force users "cheat" by using their account skills.
  • The new skill system is now enabled. The skill command will give detailed information on what effects every level of every skill have. This information might be incomplete. Lugor never documented the skill effects, so the information reflects what I could find in the code.



News
June 19, 2010 - 6:19am

The feature requests and bug reports lists have been redesigned. Rather than showing all requests/reports and their status, they are now broken down on separate pages by status. Use the tabs near the top of the Requests or Bugs pages to switch between the lists.

I have removed the feature support and bug confirmation flags.
In the case of feature requests, there is now a five star voting widget along the bottom. The votes are tallied and shown on the requests page (where they can be sorted by), and you are allowed to cancel or change your vote after you have already voted.
As for bug reports, I am not replacing the confirmation flag.

Stay tuned for a polling method of some sort. I plan to set up polls on some varying ideas for balance and skills, and will add them once I find a good place to put them.



News
June 19, 2010 - 3:36am

I have re-enabled posting on the site. New registration will be disabled until I find some moderators.



Change log
June 19, 2010 - 3:33am

Fixed "/entityinfo" case sensitivity.
Started work on custom turrets.
Fixed levelup cost accepting insane "previous levelup" times. Cost discount for levelup time is now capped to 5 days max.
Added check to make sure accounts have a valid last levelup time. If the time is not set, the current time on load will be used.



News
June 10, 2010 - 8:42am

Fixed an oversight in the permission setup for the entity content type. The spawn flags and keys should now show up in the <a href="/reference/entities" target="_blank">entity reference.</a>



News
June 10, 2010 - 7:35am

Lugormod was originally aimed at combative game play, and filled this purpose long before accounts and entity placement were ever added to the mod. From my own visits to various servers (now undercover, as I no longer can use my name on a server without someone deciding to flame me, or just spew insults for the hell of it), it is obvious that this "fun" the multitude speaks of is based on player vs player combat, and this is where I should focus my effort. Of course, this is nothing new. The new is that now I have finally started putting long held plans into motion to improve Lugormod as a game for its players, rather than as quest building mod with a focus on administration. Slaughtering NPCs is dull, and while several interesting and unorthodox quests have been created, its still ultimately the same interaction every time, still the same slaughtering of NPCs and traversing the map in search of checkpoints.

In an event that hasn't happened for years, Lugormod will once again start focusing on its players.
The old game types are being revived, and accounts are being modified to properly work with pure combat based game play, so that it will be feasible to run a Lugormod server 24/7 on the various gems of game types that Lugor added long ago, which now only seem to be used by my own occasional tournament.

With this refocus will come great changes. The stale professions will be given life in new skills, new abilities, and new ways to play. But before these changes can be made, balance must be considered, so that the resulting game play is always fun and equally challenging for everyone (as much as is fair with a leveled account system, at any rate).

Click the title to read more. What follows are several paragraphs on a possible future for Lugormod.



News
June 10, 2010 - 2:40am

As the community is not mature enough to deal with testing new ideas, especially ideas that are not fully fleshed out, posting has been disabled to stifle the flame war that was erupting.

Feedback is stating what is right and wrong on a given idea, and what can be improved. Asking (or "demanding", as those here have done) that the idea be removed is not feedback, and attempting to start a flame war against the developer will certainly never get you anywhere. I have heard a lot of personal insults in response to the ideas I have been experimenting with, but very few actual suggestions on the ideas themselves. Those I have received, I have either acted upon already or have plans drawn out to correct the issues. However, due to the zero tolerance from the community over evolving ideas, I have decided to no longer allow public testing of works in progress. Instead, 3.0 will be released (when its done) with changes I and I alone have decided make for fun and balanced game play.

Posting will be enabled whenever the community has had time to calm down. Hopefully this will serve as a warning, and not a foreshadow of returning to the exclusive, no registration site that came before.

Until then, you're own your own with bugs or feature requests. Don't bother emailing me anything, they will just be ignored and lost. If you really have decent ideas as opposed to flames and demands of reversion, keep it in mind and post it later.