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 a Ja++

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Chronos
Tench
Skittlez
Vedas
Copyleft
Dax
eth
Tommø
ant
Kapkin
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Kapkin
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Kapkin


Number of posts : 5121
Age : 35
Location : Québec, Canada
Registration date : 2008-09-22

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyMon Oct 11, 2010 11:59 pm

oh you mean
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Elm
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Elm


Number of posts : 5175
Age : 35
Location : Ontario, Canada
Registration date : 2008-09-22

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PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyTue Oct 12, 2010 12:37 am

You're sick.
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ant




Number of posts : 319
Age : 35
Location : usa
Registration date : 2010-05-20

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyTue Oct 12, 2010 3:12 am

i know kap is sick, talking about necrophilia and shit
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Kapkin
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Kapkin


Number of posts : 5121
Age : 35
Location : Québec, Canada
Registration date : 2008-09-22

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyTue Oct 12, 2010 11:58 am

lol ... w/e want me to ask him to add those new option ?
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ant




Number of posts : 319
Age : 35
Location : usa
Registration date : 2010-05-20

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyTue Oct 12, 2010 12:18 pm

Yes kap, ask him to add nude models and sex animations
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Kapkin
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Kapkin


Number of posts : 5121
Age : 35
Location : Québec, Canada
Registration date : 2008-09-22

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyTue Oct 12, 2010 12:18 pm

done

''i will get back to you with those''

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ant




Number of posts : 319
Age : 35
Location : usa
Registration date : 2010-05-20

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyTue Oct 12, 2010 12:22 pm

You better not be bullshitting me or I'll beat you upside the head with an English dictionary
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Copyleft
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Copyleft


Number of posts : 947
Age : 73
Location : Canada
Registration date : 2009-05-06

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyTue Oct 12, 2010 2:24 pm

ant wrote:
You better not be bullshitting me or I'll beat you upside the head with an English dictionary

I love you I love you I love you
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Chronos
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Chronos


Number of posts : 27
Age : 35
Location : U.S
Registration date : 2010-09-03

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PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyTue Oct 12, 2010 7:17 pm

lol
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Raz0r




Number of posts : 2
Age : 31
Location : Australia
Registration date : 2011-02-22

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyTue Feb 22, 2011 5:34 am

Dax wrote:
Even if he doesn't mess with the damages the damages won't be the same as base, any changes to the game will change damages, blocks etc....
What are you on about?

EDIT:
Skittlez wrote:
Granted this one will have the JAWA community backing it, if they run a server with it... but really, it's the jawa community which is kinda insular so =/
JA++ isn't a (JAWA) exclusive mod. My target audience are in both base and JA+ clans that want something suited to their needs. Something actively developed by someone who is easy to contact.
I've spoken to members from a few base and JA+ clans, involving nS, DE, Cosmos, and naturally JAWA. The outcome is good so far, after clearing up a few misconceptions about JA's mechanics and mods.
For the record, the default setting for the saber system will be a 'pure base' setting, nothing to worry about there.
If you're prone to misinterpreting or raging, don't bother with the spoiler.
Spoiler:
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Elm
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Elm


Number of posts : 5175
Age : 35
Location : Ontario, Canada
Registration date : 2008-09-22

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyTue Feb 22, 2011 3:16 pm

Raz0r wrote:
I've spoken to members from a few base and JA+ clans, involving nS, DE, Cosmos, and naturally JAWA. The outcome is good so far, after clearing up a few misconceptions about JA's mechanics and mods.

How is the outcome good if we have already been rejecting the idea of such a mod? Any takers.

You must understand this will never appeal to the true base community =p
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Raz0r




Number of posts : 2
Age : 31
Location : Australia
Registration date : 2011-02-22

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyTue Feb 22, 2011 4:21 pm

I didn't say nS as a whole, I said a few members =p

Any reason to 'reject' this mod? Am I taking away something precious you'd rather keep? Anything you'd want me to add?
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Elm
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Elm


Number of posts : 5175
Age : 35
Location : Ontario, Canada
Registration date : 2008-09-22

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyWed Feb 23, 2011 12:17 am

Nope. Just curious as to why you are making a mod for such an inactive game, but it's your choice.
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Ta2




Number of posts : 249
Age : 34
Location : USA
Registration date : 2009-05-26

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyWed Feb 23, 2011 12:50 am

The fucking text walls kinda made me lol
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Kapkin
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Kapkin


Number of posts : 5121
Age : 35
Location : Québec, Canada
Registration date : 2008-09-22

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyWed Feb 23, 2011 1:30 pm

tbh ... what i would do if i was you .. is ... Copying the EXACT same base folder ... then rename it Ja+Rebirth and everyone whould be happy.

Ja+ whould never realized the mod changed ... and base whould have their saber target+ dmg

Just tell the ja+ that their is no amslap amsleep due to the over used of them in match .

Perfect plan from a perfect mind
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Elm
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Elm


Number of posts : 5175
Age : 35
Location : Ontario, Canada
Registration date : 2008-09-22

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyWed Feb 23, 2011 3:17 pm

Kapkin wrote:
tbh ... what i would do if i was you .. is ... Copying the EXACT same base folder ... then rename it Ja+Rebirth and everyone whould be happy.

Ja+ whould never realized the mod changed ... and base whould have their saber target+ dmg

Just tell the ja+ that their is no amslap amsleep due to the over used of them in match .

Perfect plan from a perfect mind

Most intelligent thing I have ever heard you say.
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Dax
no|Surrender Council



Number of posts : 1109
Age : 22
Location : USA
Registration date : 2008-11-24

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyWed Feb 23, 2011 11:38 pm

Kap has his moments.
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Copyleft
no|Surrender Council
Copyleft


Number of posts : 947
Age : 73
Location : Canada
Registration date : 2009-05-06

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyThu Feb 24, 2011 11:45 pm

@Raz0r

No matter what you think or say, sabering IS changed no matter what when a mod is made. It's unavoidable, hence why nobody in the (real) competitive community could ever use mods.

Proof that sabering changes no matter what...

- JA+ SP damage is nothing like basejka.

- ClanMod totally different from base despite not altering damage

- My Mod (JKE) has higher block rates and blocks a hell of a lot more than base. Naturally, I changed nothing.

- JAE Mod from the JA was intended to replace basejka in JKA. Last year, the JA switched to basejka after years running their own mod due to random ghosts, strange blocks, and one shot kills with yellow and staff commonly.

- Xmod had retardedly high damage when wiggling or aiming (I used to oneshot all the time on that by turning my mouse)

- LeagueMod was meant to provide the competitive TFFA community with a patched, fixed and regulated server mod to better the gameplay. nS ran it for a while, but the sabering was too weird at times and staff/dual users were incredibly overpowered.


The reason JA+ players (clans such as JAWA, especially) don't agree is because, simply, they don't play the game in the same way. Base TFFA players pay attention to things like damage, blocks, ghosting a LOT more and will notice changes quite quickly.

I've beaten mods to death over the years.

Edit:

Quote :
For the record, the default setting for the saber system will be a 'pure base' setting, nothing to worry about there.
If you're prone to misinterpreting or raging, don't bother with the spoiler.

It's only pure in the sense it's left default; it will not play like base.

By all means, if it ends up identical to base I will count myself proven wrong and I am more than willing to try it.

Quote :
Before you say utter bullshit like the quote at the top of my post, please get some programming experience, exercise your math and logic, study JA's source, and do your own research so you can back up your silly claims. It's honestly embarrassing how many people I have had to correct after all these years. But hey, any excuse to feel superior about your choice of mod (or lack thereof).

Don't read if you can't handle the truth:
Spoiler:

Edit2:

Also don't get me wrong, I'm not rejecting your mod. Just realize that it won't replace base and it won't play like base, and don't call bullshit when you don't understand the gameplay.
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Skittlez
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Skittlez


Number of posts : 456
Age : 34
Location : Baton Rouge
Registration date : 2010-09-13

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PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyFri Feb 25, 2011 2:12 am

easy there cowboy
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Grape
no|Surrender Jedi
Grape


Number of posts : 101
Age : 30
Location : Inotell
Registration date : 2009-08-03

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptySat Feb 26, 2011 10:19 pm

Dax wrote:
Kap has his moments.

But they're few with lots of space inbetween.
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Kapkin
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Kapkin


Number of posts : 5121
Age : 35
Location : Québec, Canada
Registration date : 2008-09-22

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptySat Feb 26, 2011 10:55 pm

.... fu
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Elm
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Elm


Number of posts : 5175
Age : 35
Location : Ontario, Canada
Registration date : 2008-09-22

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptySat Feb 26, 2011 11:58 pm

Copyleft wrote:
@Raz0r

No matter what you think or say, sabering IS changed no matter what when a mod is made. It's unavoidable, hence why nobody in the (real) competitive community could ever use mods.

Proof that sabering changes no matter what...

- JA+ SP damage is nothing like basejka.

- ClanMod totally different from base despite not altering damage

- My Mod (JKE) has higher block rates and blocks a hell of a lot more than base. Naturally, I changed nothing.

- JAE Mod from the JA was intended to replace basejka in JKA. Last year, the JA switched to basejka after years running their own mod due to random ghosts, strange blocks, and one shot kills with yellow and staff commonly.

- Xmod had retardedly high damage when wiggling or aiming (I used to oneshot all the time on that by turning my mouse)

- LeagueMod was meant to provide the competitive TFFA community with a patched, fixed and regulated server mod to better the gameplay. nS ran it for a while, but the sabering was too weird at times and staff/dual users were incredibly overpowered.


The reason JA+ players (clans such as JAWA, especially) don't agree is because, simply, they don't play the game in the same way. Base TFFA players pay attention to things like damage, blocks, ghosting a LOT more and will notice changes quite quickly.

I've beaten mods to death over the years.

Edit:

Quote :
For the record, the default setting for the saber system will be a 'pure base' setting, nothing to worry about there.
If you're prone to misinterpreting or raging, don't bother with the spoiler.

It's only pure in the sense it's left default; it will not play like base.

By all means, if it ends up identical to base I will count myself proven wrong and I am more than willing to try it.

Quote :
Before you say utter bullshit like the quote at the top of my post, please get some programming experience, exercise your math and logic, study JA's source, and do your own research so you can back up your silly claims. It's honestly embarrassing how many people I have had to correct after all these years. But hey, any excuse to feel superior about your choice of mod (or lack thereof).

Don't read if you can't handle the truth:
Spoiler:

Edit2:

Also don't get me wrong, I'm not rejecting your mod. Just realize that it won't replace base and it won't play like base, and don't call bullshit when you don't understand the gameplay.

Elm approves this message. *applauds*
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Grape
no|Surrender Jedi
Grape


Number of posts : 101
Age : 30
Location : Inotell
Registration date : 2009-08-03

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptySun Feb 27, 2011 1:11 am

Kapkin wrote:
.... fu

Love you too babe
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Copyleft
no|Surrender Council
Copyleft


Number of posts : 947
Age : 73
Location : Canada
Registration date : 2009-05-06

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptySun Feb 27, 2011 5:06 pm

Elm wrote:
Copyleft wrote:
@Raz0r

No matter what you think or say, sabering IS changed no matter what when a mod is made. It's unavoidable, hence why nobody in the (real) competitive community could ever use mods.

Proof that sabering changes no matter what...

- JA+ SP damage is nothing like basejka.

- ClanMod totally different from base despite not altering damage

- My Mod (JKE) has higher block rates and blocks a hell of a lot more than base. Naturally, I changed nothing.

- JAE Mod from the JA was intended to replace basejka in JKA. Last year, the JA switched to basejka after years running their own mod due to random ghosts, strange blocks, and one shot kills with yellow and staff commonly.

- Xmod had retardedly high damage when wiggling or aiming (I used to oneshot all the time on that by turning my mouse)

- LeagueMod was meant to provide the competitive TFFA community with a patched, fixed and regulated server mod to better the gameplay. nS ran it for a while, but the sabering was too weird at times and staff/dual users were incredibly overpowered.


The reason JA+ players (clans such as JAWA, especially) don't agree is because, simply, they don't play the game in the same way. Base TFFA players pay attention to things like damage, blocks, ghosting a LOT more and will notice changes quite quickly.

I've beaten mods to death over the years.

Edit:

Quote :
For the record, the default setting for the saber system will be a 'pure base' setting, nothing to worry about there.
If you're prone to misinterpreting or raging, don't bother with the spoiler.

It's only pure in the sense it's left default; it will not play like base.

By all means, if it ends up identical to base I will count myself proven wrong and I am more than willing to try it.

Quote :
Before you say utter bullshit like the quote at the top of my post, please get some programming experience, exercise your math and logic, study JA's source, and do your own research so you can back up your silly claims. It's honestly embarrassing how many people I have had to correct after all these years. But hey, any excuse to feel superior about your choice of mod (or lack thereof).

Don't read if you can't handle the truth:
Spoiler:

Edit2:

Also don't get me wrong, I'm not rejecting your mod. Just realize that it won't replace base and it won't play like base, and don't call bullshit when you don't understand the gameplay.

Elm approves this message. *applauds*

Better write this in the nS history books as one of the few times Elm actually agrees with me.
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Ta2




Number of posts : 249
Age : 34
Location : USA
Registration date : 2009-05-26

a Ja++ - Page 2 Empty
PostSubject: Re: a Ja++   a Ja++ - Page 2 EmptyTue Mar 01, 2011 12:22 am

Mods seem to bring the little kids out. Look at the difference in JA+ clans and Base clans, and just what their focus is. I think that with ANY kind of mod, you're going to just start an endless cycle of mixing those two types, in which they split, move back to their comfort, and start over. And over. And over....

Although in a perfect world, you'd beautifully mix the two types of players and we'd all have sunshine blown up our asses and get along like fucking happy little kids...
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