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 Introducing JK2MF [LOCKED]

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ouned



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PostSubject: Re: Introducing JK2MF [LOCKED]   Wed 02 Nov 2011, 14:47

rocky, do you also have FTP access?
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Rocky



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PostSubject: Re: Introducing JK2MF [LOCKED]   Wed 02 Nov 2011, 14:54

of course.

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ouned



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PostSubject: Re: Introducing JK2MF [LOCKED]   Wed 02 Nov 2011, 14:56

Could you please check if it's possible for you to override the jk2mf.so file?
replace it with anything like a renamed empty txt file or something.
But do NOT delete it first and then upload it again.
REPLACE it Razz
If you first delete it permissions will get lost that's the reason.
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Rocky



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PostSubject: Re: Introducing JK2MF [LOCKED]   Wed 02 Nov 2011, 15:53

for that it looked I didnt saw anything in it..xD

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ouned



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PostSubject: Re: Introducing JK2MF [LOCKED]   Wed 02 Nov 2011, 15:59

1.) put the jk2mf.so into the same directory which contains the jkiided of the [LOL]TESTSERVER.
2.) Restart (using for exmaple /amrcon killserver)

Wink
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Rocky



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PostSubject: Re: Introducing JK2MF [LOCKED]   Wed 02 Nov 2011, 16:11

I did it , but nothing changed I think, even if I changed a map after

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ouned



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PostSubject: Re: Introducing JK2MF [LOCKED]   Wed 02 Nov 2011, 16:12

okey i will build a special version of an old linux version and send it to you.
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Aura-Z



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PostSubject: Re: Introducing JK2MF [LOCKED]   Wed 02 Nov 2011, 18:45

Sry for the misunderstanding , i dont know if the readme told us it supposed to run the latest Lunix but thx for your work, i have faith it will work soon. KEep up the nice work.
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ouned



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PostSubject: Re: Introducing JK2MF [LOCKED]   Wed 02 Nov 2011, 19:27

okey i know why it doesn't work.
The support added a new line where there shouldn't be one.

tell them to replace the start line with this and it will work:
Code:
cd /home/gameserver/gs_1818/79.141.175.7/27015
LD_PRELOAD="/home/gameserver/gs_1818/79.141.175.7/27015/jk2mf.so" ./jkiided +set dedicated 2 +set net_ip 79.141.175.7 +set net_port 27015 +set fs_game academy +set sv_maxclients 32 +map ffa_bespin +exec server.cfg > /dev/null 2>&1 &

so only two lines and not more.
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PostSubject: Re: Introducing JK2MF [LOCKED]   Wed 02 Nov 2011, 19:38

okey, I wrote to the support,
now we can only wait Smile

thanks for your help

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PostSubject: Re: Introducing JK2MF [LOCKED]   Thu 03 Nov 2011, 12:30

It's running Very Happy
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Aura-Z



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PostSubject: Re: Introducing JK2MF [LOCKED]   Thu 03 Nov 2011, 12:58

It is working now ^^.

Today it will run on the [LOL])KAI(HOMEBASE too.



Bromod will be updated within a day too.
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PostSubject: Re: Introducing JK2MF [LOCKED]   Thu 03 Nov 2011, 13:09

Yea, its running. The support changed the line, so it does work.

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)KAI(Seth



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PostSubject: Re: Introducing JK2MF [LOCKED]   Thu 03 Nov 2011, 17:48

Well it's running yes, but you can kick with Mousewheel nevertheless wich is equal to a Kickscript. Ouned, you have to change that ^^

But for now im very impressed that LOL does this big step to a Cheat/Script Free jedi knight 2 Wink (To be honest, this should have been done a lot earlier, would have saved community from collapsing!)
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Stulle

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PostSubject: Re: Introducing JK2MF [LOCKED]   Thu 03 Nov 2011, 20:06

wasnt the problem of the clan, just a problem of the support.
and this awesome feature wasnt available in the past Wink so ty ouned x3
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Dis

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PostSubject: Re: Introducing JK2MF [LOCKED]   Sun 20 Nov 2011, 19:48

I have a question. When are you going to be bringing HTTP downloads for custom maps like Dotf/Country academy/Matrix Reloaded.

And does this mean the end of having to play on bespin for the next 10 years?
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Stulle

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PostSubject: Re: Introducing JK2MF [LOCKED]   Sun 20 Nov 2011, 19:50

2.) yes
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Dis

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PostSubject: Re: Introducing JK2MF [LOCKED]   Sun 20 Nov 2011, 21:00

Then i look forward to getting back in the game (been hammering bf3 recently)
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PayP0h

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PostSubject: Re: Introducing JK2MF [LOCKED]   Thu 31 May 2012, 23:04

lôl
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