[CoD2/CoD4] JumpersHeaven - CoDJumping Evolved

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IzNoGoD
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[CoD2/CoD4] JumpersHeaven - CoDJumping Evolved

Post by IzNoGoD » February 9th, 2014, 3:46 pm

JumpersHeaven - CoDJumper Evolved

This is a new CoDJumper mod that has been in development over a year now. It uses a custom CoD2 extension called libcod which is extremely powerful.

Some features include:
- Checkpoints, no more shortcuts
- MySQL backend to store everything, from checkpoint locations to player-generated records
- Custom account system, no login required and protected against the more rudimentary attacks
- Onscreen records, see how fast other players were in this map
- Antiblock, players are noncolliding with one another
- Ambientmusic on/off setting
- Best records list, also availabe online on JumpersHeaven leaderboards
- Cleaned and slimmed down stock scripts: no more damage from others, no more useless scripts present that might slow the game down
- Checkpoint system supports multiroute maps
- Every run you do is tracked separately and being saved into a database. Currently 68711 runs on file, of which 9999 have been completed.
- Distance a player has walked is being saved, currently the total distance travelled by all players is 32,475.8 km (almost the perimeter of the earth)
- Number of jumps a player does is being saved, currently the total jumpcount is at 3276228 (over 3 million jumps)
- FPS checking system: ensure a player that claims he's doing the map on 125 fps is actually using this fps
- Alternative to the default iPrintlnBold system, to not annoy players during their run
- Dynamic item showing, only see an item you need to pickup if you havent picked it up yet, while others can/cannot see it depending on their own progress
- Customizable hud position/enable/disable
- Modular design, easy to expand
- Mantling replacement, for the maps that are not quite finished but dont have a mapper anymore
- Measuring system, to easily measure a jump
- Medal system, get medals based on your performance
- Nadejump tracking
- Duplicate name prevention system
- See your own statistics onscreen while jumping (can be disabled)
- Ability to look up the statistics of another jumper (or yourself) while in the server
- Custom "friendly playernames" showing, so you can easily identify players
- Racing system, to challenge your friends or other jumpers
- Saving system that remembers up to 100 previous positions
- Keyboard hud showing: while spectating somebody you can see what keys he is pressing
- Custom time management system, dont let the timer run if only one person is jumping
- Completely replaced the voting system to allow custom votes like adding time or setting what map will be played after the current one

- B3-style administrative system, coded completely inside CoD2 and adjusted to the needs of jumpers

Some features of this administrative system:

- !saybold: do an iPrintlnBold to everybody
- !poll: start a poll using the custom voting system
- !servers: see what other servers are online and join them immediately
- !randomize: set another random map as nextmap
- !nades: allows an admin to enable/disable grenades on certain players or globally
- !medals: see what medals you have and what medals are available on this map
- !pstats: see a list of statistics of a certain player
- !bigjump: gives a boost to your jumping, but is registered as cheating
- !jetpack: gives you a jetpack, but is registered as cheating
- !nowaypoints: disable/enable the checkpoint indicators. Useful for making a walkthrough demo
- !enablesave: forcibly enables/disables save for you on a map, but is registered as cheating if you force it on
- !allowvote: gives an admin the power to enable/disable/delay the calling of votes
- !huds: customize your interface
- !battle: choose between your own records and all records to see during your run
- !country: see from what country a certain player is
- !noiprints: completely disable mod-generated iPrinln function. Useful for making a walkthrough demo
- !resetvotetimeout: after a vote, there is a cooldown period. This command resets this period
- !startmusic/!stopmusic: enable/disable the ambient music
- !drawdist: set a custom drawing distance
- !drawworld: enable/disable drawing of the world
- !autoreset: if you dont have a save, loading will automatically reset your run
- !findmap: find a map matching some parts of your query
- !telesave: copy a save from another player
- !teleport: teleport to another player
- !teleplayer: teleport another player to you
- !setprefname: set a prefered name for your records
- !alias: see what other naems a certain player has been using
- !vote: custom vote system. Allows the following vote methods: map, addtime, setnextmap, map_rotate, kick, map_restart, disablevote (disables voting for a certain time)
- !addtime: add or remove time from the map
- !getrank: see what admin level a player is
- !savesettings: save your current settings to the database
- !help: see what a certain command does and how to use it
- !endmap: forces the server to end the current map
- !shock: shock a certain player
- !getlist: get a list of all current players and their corresponding entitynumbers
- !setnextmap: set what map will be played next
- !fps: quick access to com_maxfps, only accepts 43, 76, 125, 250 and 333 fps
- !challenge: challenge another player to race against you
- !deny: deny another player from racing against you
- !accept: accept another player's challenge to race against you
- !endrace: stops the current race you're in
- !revoke: revoke a challenge to race against someone
- !rename: rename a player
- !forcespec: force a player to spectate
- !killplayer: kill a certain player
- !noclip: custom noclip command, but si registered as cheating (/noclip also links to this function)
- !kick: kick a player
- !promote: promote/demote a player to another admin rank
- !commands: see a list of all available commands
- !nextmap: see what map will be played next
- !reset: reset your current run
- !veto: veto an ongoing vote
- !mute: prevent a player from using the /say command
- !space: make a player space out
- !unmute: undo the effects of !mute
- !pistol: select what pistol you want to use
- !fov: set a custom field-of-view

The server also uses a system called "MANYMAPS", which allows for really small mappacks in CoD4-style, one iwd file per map. This means the server is running with over 200 iwd-files, and your average download per-map is about 2-4MB.
Currently the mapcount is at approximately 225.

Currently there are 4 servers running the mod:
Vanessa (85.25.118.8:28960)
Katie (85.25.118.8:28961)
Laura (85.25.118.8:28962)
Juliet (85.25.118.8:28963)

And due to the nature of the centralized database, they all share the same statistics

Edit: almost forgot, it supports defrag maps, stock maps and jump maps
Last edited by IzNoGoD on February 14th, 2015, 2:38 am, edited 1 time in total.
LMGTFY!

Its not a glitch... Its the future!

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Drofder2004
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Re: [CoD2] JumpersHeaven - CoDJumping Evolved

Post by Drofder2004 » February 10th, 2014, 12:32 am

I figured this was on the cards sooner or later. If only it we were using libcod stuff earlier for the official mod during the "good old days". Well done.
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Re: [CoD2] JumpersHeaven - CoDJumping Evolved

Post by Vartazian » February 10th, 2014, 1:24 am

Is this only cod2? Could you get this working for cod4? would it be a huge change in the mod?

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Re: [CoD2] JumpersHeaven - CoDJumping Evolved

Post by IzNoGoD » February 10th, 2014, 2:41 pm

I have no experience whatsoever regarding CoD4 modding, but a lot of features should be easily portable:

Easy-ish:
- Checkpoints, no more shortcuts
- MySQL backend to store everything, from checkpoint locations to player-generated records
- Antiblock, players are noncolliding with one another
- Checkpoint system supports multiroute maps
- Every run you do is tracked separately and being saved into a database. Currently 68711 runs on file, of which 9999 have been completed.
- Distance a player has walked is being saved, currently the total distance travelled by all players is 32,475.8 km (almost the perimeter of the earth)
- Number of jumps a player does is being saved, currently the total jumpcount is at 3276228 (over 3 million jumps)
- Modular design, easy to expand
- Mantling replacement, for the maps that are not quite finished but dont have a mapper anymore
- Measuring system, to easily measure a jump
- Medal system, get medals based on your performance
- Nadejump tracking
- Duplicate name prevention system
- See your own statistics onscreen while jumping (can be disabled)
- Ability to look up the statistics of another jumper (or yourself) while in the server
- Custom "friendly playernames" showing, so you can easily identify players
- Racing system, to challenge your friends or other jumpers
- Saving system that remembers up to 100 previous positions
- Keyboard hud showing: while spectating somebody you can see what keys he is pressing
- Custom time management system, dont let the timer run if only one person is jumping

Medium:
- Custom account system, no login required and protected against the more rudimentary attacks
- Onscreen records, see how fast other players were in this map
- Best records list, also availabe online on JumpersHeaven leaderboards
- FPS checking system: ensure a player that claims he's doing the map on 125 fps is actually using this fps
- Alternative to the default iPrintlnBold system, to not annoy players during their run
- Customizable hud position/enable/disable

Requires a lot of work:
- Ambientmusic on/off setting
- Cleaned and slimmed down stock scripts: no more damage from others, no more useless scripts present that might slow the game down
- Dynamic item showing, only see an item you need to pickup if you havent picked it up yet, while others can/cannot see it depending on their own progress
- Completely replaced the voting system to allow custom votes like adding time or setting what map will be played after the current one

Impossible at the moment:
- B3-style administrative system, coded completely inside CoD2 and adjusted to the needs of jumpers
LMGTFY!

Its not a glitch... Its the future!

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Re: [CoD2] JumpersHeaven - CoDJumping Evolved

Post by Vartazian » February 10th, 2014, 5:04 pm

I just think if there could be a mod with checkpoints + timer with reset on load like in cod2 + backend database..that would be like way better than what we have now..

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Re: [CoD2] JumpersHeaven - CoDJumping Evolved

Post by IzNoGoD » February 10th, 2014, 9:50 pm

Im willing to share sources with a developer of that part of the mod.

It will require a local mysql server and putty-access to the (linux) server.
LMGTFY!

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Re: [CoD2] JumpersHeaven - CoDJumping Evolved

Post by Drofder2004 » February 10th, 2014, 10:59 pm

Vartazian wrote:I just think if there could be a mod with checkpoints + timer with reset on load like in cod2 + backend database..that would be like way better than what we have now..
The current mod actually has the ability already to run checkpoints, but no mapper has ever used it.
But this is an entirely different form of mod, one which does thing internally and a lot better. If this were a few years ago, I would happily accept the offer of moving this over to CoD4, but way too late.
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Re: [CoD2] JumpersHeaven - CoDJumping Evolved

Post by IzNoGoD » February 13th, 2014, 10:36 pm

More (more or less random order) hidden features:


JumpersHeaven - The hidden features

- You can vote from spectate
- If you are afk for over 120 seconds, you will be noted as AFK and won't count in the voting
- If you are warned for cheating, the highlight in the top right will turn yellow. If you are cheating it will turn red
- If you finish a map without cheating, you will automatically receive admin rank 1, which will enable you to teleport/noclip/telesave/bigjump/jetpack
- /noclip works, as well as !noclip
- Binding load/save/melee/use can replace shift/f (bind shift save)
- There is an antispam feature that limits you to 3 messages per 2 seconds
- If you are muted, b3 commands still work
- If you can see an item but someone else cannot, that is normal. A lot of maps have player-dependent visibility for items
- Secrets are not deleted on reset
- If you use !battle private, your checkpoint times will be related to your own fastest time
- The timer wont start until you move after spawning
- While in quickmessage, your fps will be forced to its last known value to protect against cheating. If you want to make another run with a different fps, close quickmessage, set fps, jump once, then reset via quickmessage OR close quickmessage, set fps, reset using !reset
- Jetpack is faster than noclip in a lot of occasions - you can combine the two to get extra fast.
- Playernames on your screen will include colors, contrary to the stock cod2 behavior.
- If you are in bigjump/jetpack mode, falldamage is turned off completely
- Falldamage is turned off normally, unless you fall from too high and die instantly
- Your velocity is reset on loading a position
- After a failed nadejump, load to prevent the mod from counting that failed nadejump as a nadejump
- If you have under 100 visits on file, you will get an intro message explaining save/load
- Once in defrag mode, the server will select defrag maps only for nextmap. Same for jumpmode
- In bigjump mode, hold space a bit after you jumped to fully register the jump to the mod, especially on high pings
- Measuring only works while standing completely up and shooting with the sniper
- Measuring gives you a nice hud while on ladders in order to complete the speed ladders easily
- Win medals to gain XP
- Use "toggle loading secondary angles" to always load with horizontal angles
- Normally players you are close to are hidden. Unhide them using the "toggle hide colliding players"
- Get some real nice relaxing environment by hiding all players
- Your account is saved in cod2/JumpersHeaven/accounts folder. Backup this folder to ensure you have access to your account after a reinstall
- The nadetimer helps you with nadejumps
- Duplicate names are not allowed, just as "Unknown Soldier". You will be renamed.
- Use !pstats to see statistics of a certain player. You can see the result in the p_ cvars, like p_total_time_played
- Additional taunts are available in the secondary menu. Access it by pressing v1v, v2v or v3v.
- If you are racing, you will see your difference to your opponent every time you pass a checkpoint
- When using !bigjump or !jetpack, it's state is saved when you save a position, and will be set to that exact value when loading
- In spectate mode you can see the keys the person you are specating is pressing
- When not in spectating, you can enable the showing of said keys for yourself.
- Maptimer stops when there is only one player jumping
- Voting for a map does not require you to know the exact mapname. Just type a few parts of it in !findmap or in !vote map
- You can vote to change the next map to one of your choice using !vote setnextmap
- Vote for more time using !vote addtime
- Vote to disable voting if a lot of players are casting useless votes using !vote disablevote
- You spawn with a pistol by default
- You spawn with 3 grenades, but receive additional grenades if you use some of them
- After finishing a map (with or without cheating), you can call votes, even when voting is disabled
LMGTFY!

Its not a glitch... Its the future!

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Re: [CoD2] JumpersHeaven - CoDJumping Evolved

Post by IzNoGoD » February 27th, 2014, 6:52 pm

Added a few new features like:
- /pause can pause and unpause your game. Usage is limited to once per 5 minutes
- !fullscreennotification [on/off], instead of a message saying "position saved", it quickly flashes your entire screen green. Same for loading, but in white.
- Bugs with noncolliding players are fixed, thanks to phpcod.
LMGTFY!

Its not a glitch... Its the future!

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Re: [CoD2] JumpersHeaven - CoDJumping Evolved

Post by IzNoGoD » October 23rd, 2014, 5:44 am

Added tons of features/bugfixes since last post.
Moved servers to

#1 Vanessa – 5.9.90.148:29960
#2 Katie – 5.9.90.148:29961
#3 Laura – 5.9.90.148:29962
LMGTFY!

Its not a glitch... Its the future!

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Re: [CoD2/CoD4] JumpersHeaven - CoDJumping Evolved

Post by IzNoGoD » February 14th, 2015, 2:39 am

Great news.

JumpersHeaven has been ported to CoD4, mostly thanks to Spike, admin of the Australian codjumper server.

It's still in alpha-mode (probably contains bugs), most maps dont have checkpoints yet and all records will be wiped before release.

You can check it out at: 5.9.90.148:29964
LMGTFY!

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Re: [CoD2/CoD4] JumpersHeaven - CoDJumping Evolved

Post by Goro92 » February 15th, 2015, 2:03 pm

great mode, good job! :D
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