Forcemod 2 Beta Feedback
This thread is designed specifically for those people who have been selected to be a part of the closed ForceMod 2.0 beta. Outside commentary is welcome, but please try to stay focused on the topic.
Priorities on what would help me most:
1) Bugs - Try to be as detailed as possible in your report, including:
- What exactly happened
- Which class were you/your enemy
- Which powers were in effect at the time
- What weapon you were using
- When it happened (during jump/at spawn time....)
- If any ERROR messages were showing at the upper left corner of the screen.
2) Imbalances -
- Jedi/Sith/Mercs are too powerful/weak because
- Merc 1 is lame, i would only play them if...
- Bots are using power "x" too often/not enough
- Remember to look for things that happen over and over
3) Likes/Dislikes -
- I like "x" because...this would make it better
- I dislike "x" because....this would solve the problem
- This menu would be better if....
- Initially, I couldn't figure out how to do "x"...
Thanks for the help - i've only had a little time to work on the mod, and have had almost no time to play. This will really help out.
Lets kick this party off.
Anyway when I turn on Jedi Vs Merc (merc mod) I can't select my force powers If I'm a Jedi. If I put on normal Jedi vs Merc same problem...and my merc goodies arnt on (I know thats spose' to happen.) This happens everytime every map.
I love this mod tho..I think the regen of the merc battery should be faster. My flame thrower leaves the thing spent, then you die. Also when using the sheild battery thing its to slow to make an impact in battle. Maybe I just need to get better.
Are we gonna run an offical server?
Thanks again Darth_Syrup
If anyone else has this same problem, please post. I don't have the problem here at home, so my only guesses are:
Make sure there aren't ANY other mods in the same folder. Very few mods are compatible, and ForceMod 2.0 should be all alone in the folder.
I won't be able to edit much until next week, because it's a very busy week in school right now. I'll try to post as much as possible.
And anyone is welcome to start up a server for it and publicize it. :)
BTW - the menus are incomplete, so take them with a grain of salt. Specifically, the "new force sides" cvar doesn't appear to be properly set in the menu (do it from the console at server time), and the "dual force user ratios" just plain isn't working (i forgot to remove it :S ).
I figured it out. I needed it on "Basic" then remove my fprce powers and switch to merc. Sorry about that. Anyway, I think I might have found a bug, I really don't want to crash my comp twice but what the hell. I'll go try it again.
Also to get my dual pistols working I had to turn on f_dualguns 2, but I was a merc with no force. 2 is spose' to be Jedi and merc can use. Any clue why it's like this?
- Under the ForceMod menu and the submenu "Force Powers" the new forceranks and light/dark power settings don't affect the proper Cvars.
-Grapple is missing the grapple model, it shots a XYZ coord instead
-cf_singlestances only takes away purple, to my understanding it should take away both purple and green.
-a frozen player can be unfrozen if another player grips them
-womprat doesn't do anything
-Have a more deverse force mixing system
level 4 light powers and level 3 dark powers for example
-Level 4 saber attack needs a Cvar that can turn off the speed/dmg increase. So only level 4 attack will get you the extra stances.
-Level 4 speed needs a Cvar that will allow admins to toggle the normal run speed increase
More to come *smiles*
Ok I uninstalled JK2 and then reinstalled everything w/o other mods and everything is working fine now. Sorry about before I'll retest my bugs and such.
(Beta testing is hard)
Great job! The absolute best mod so far. Soon, there won't be any need for an expansion.
Here are the bugs I found:
* couldn't add certain bots and crashed the game (custom ones)
* game crashed when second pistol was taken out (pistol worked fine at first)
* Level 4 Lightning and the flamethrower last about 1 second at most. The time should be lengthened IMO
* all of the models are shown now!!! great job! however, all the maps cannot be seen. is this fixable?
* dual jetpack thrusters are a bit too low
* grapple model is missing
* grapple cord comes out of foot. is there a possibility for it to come out of it's arm/hand or something?
* grapple cord is yellow
* i am not able to move when sniping even when cvar is turned on
* when second blade color is disabled and you turn on dual blades the colors overlap...very strange
* Ledge grabbing
* blocking lightning and drain without absorb
* sticky sabers
Again, very nice job! First time I've played JK2 in a while. I think this got me hooked again! Thanks!
Changing to dual pistols only effects me if it's the very first thing I do when the map loads. If I don't hit the hotkey it seems to work fine except on the odd occassion it crashes.
Every game I've played has been dominated by Merc bots. Jedi bots never rank highly. This seems to be because they don't block shots from dual pistol often enough and end up getting hit as they take swings.
Just a thought but it would be a nice touch to use the followinging classes for Merc. Scout, Soldier, Bounty Hunter. I can't remember if the 2nd one is or not but they were used in Mysteries of the Sith.
Force Grip - Mercs seem to be able to shoot you when you are gripping them. Perhaps a cvar to stop attacks when someone is gripped.
I like the cloaking feature. Really confused me when I first saw a bot using it.
first and foremost... i'm either blind or the game doesn't want to change to jedi vs merc... it always changes the cvar back to 0.
relating to the grapple... to improve upon it, i suggest having it so that by pressing jump have it reel in, and by pressing crouch have it unwind...
You, sir, are a king among men and it is my honor and privilege to be a beta tester. Sincerely, thank you!
The menu system is wonderfully elegant (even if it's not complete) and great for those fearful of editing cfg files or using the console.
One feature I was greatly anticipating was jetpack support for bots. After installing ForceMod, I eagerly fired up the Kamino duel map (set to FFA) and spawned a bot of Jango from the Mandalorian model pack. Strangely, he first appeared with a saber, but after fiddling a bit with the Jedi vs. Merc settings, I got him to spawn properly with ranged weapons only. Unfortunately, I still never got him to use his jetpack. (Perhaps the bot routes have to be re-written?)
Undiscouraged, I decided to fight him anyway. The bot was vicious - I could barely get within ten feet of him before getting fragged. I pressed on through the falling rain and eventually brought some Jedi smack down on him (I was playing as Kit Fisto, with dual sabers). Jango respawned - still quite aggressive, killing me several more times before I get a chance to return the favor.
Then I noticed killing Jango became less and less challenging. As the matched progressed, our scores started to balance and beating him became easier and easier. And then he respawned completely passive.
He would run through his bot routes, picking up weapons, but completely ignored me - never once firing. I wacked him anyway, and that's when things really got weird. Jango respawned again, still passive, but could not be killed - in fact it was everything I could do just to get near him - he would run and turn to avoid me at all costs. But even when I hit him, he never died - never. And it didn't matter what I hit him with, sabers, blasters, grenades and rockets, even force pushing him over the edge... he was indestructible. Very very weird.
I figured something had gone screwy, so I rebooted my computer and started over. The exact same thing happened all over again.
I also experienced the same weirdness others have mentioned in trying to get dual pistols. Even with all force powers disabled, and my player character set to "Merc" the program didn't want to give me dual pistols. Eventually I did get it to work, but it's a mystery how I did it.
Please consider removing the bot files from the scripts folder in the mod - it screwed up my bots big time (listing models I don't have & associating the wrong model with the wrong bot).
Release cg_thirdpersonrange from cheat protection. (Try playing with it set to a higher number than the default "80" - say around "350" - it's like a whole new game!)
Modify Tchouky's mod so that model scaling could be stored in custom model pk3s, just like saber color/scaling for bots. Keeping track of a lengthly cfg can be a little cumbersome and difficult for novice players.
Another mod, recently released, includes a great addition to the cvar mod_skillMode - players struck or shot in the leg(s) stumble and fall for a brief period. It's very immersive and lends even more realism to the game.
Extend FFA and Team FFA with a "last-man-standing" option of game play. Players get one life per-round and attempt to be the sole survivor(s).
Team games could be even more interesting if multiple teams could be implemented - imagine mercs vs jedi vs sith (would be great for clans too).
"Friendly" bots would be another welcome addition, or at least the option of "locking" bots to teams (currently bots are randomly reassigned to teams after a match completion).
Lastly, this probably won't make the short list, but I would greatly appreciate the option to be able to strip color from in-game text (such as chat and bot taunts). Unfortunately, using hardware anti-aliasing on my GeForce card causes color encoded text to tint the entire screen (same applies to color crosshairs) - green text tints my whole screen green, red tints the whole screen red, and so on. This is really a pain for black type (my whole screen goes black). I realize there probably isn't a lot of call for this, but if it's not too much trouble I'd be forever in your debt if you could implement it.
Thanks again Syrup for making a great game even better!
- You mean when you turned dual guns off?
- Exactly how many maps can you see? Will you count them?
- Foot? It should come out just below the chest.
- lol - that's my fault. I made it yellow so i could see it better :)
- I'll check it out...i think that problem was in the original Jedimod, b/c it happened to me too.
It crashes when you try to put dualguns away?
What caused the crash? Turning dualguns off?
The grapple will have functional reel and unwind later on....the code is in there but the grapple line length isn't saving all the time, so it doesn't work well.
Jetpacks & Bots = setting f_botpack to 6 will give every bot a jetpack...Also, they don't turn them on unless you knock them off a ledge or push them up in the air, so as to save themselves.
makes an Artillery Merc, etc...
Turn f_supermerc to "0" to try out the different classes.
I hope this clears up some questions & concerns.
Know that i've recorded all of your bugs, imbalances and suggestions for consideration.
Thank You for the test opp.
Darth_syrup, thanks for allowing me to test your excellent mod. At first glance, It is a great mod which I anticipate will fill all expectations. I haven't had that much time to test because I am in the middle of buying a house and moving. One problem I found is that I can not get the merc unique specialties working. It works as if they all have all the the new abilities (flamethrower, optic, ammo recharge, jetpack, and ects, are these attributes to be unique to different classes, espionage, artillery, and gunner? I do have f_supermerc 0 set. I can't use the f_snipemove 1, I can't move and mantain sniper zoom on, it clicks of when I move, even when set on espionage merc. The main setting is merc mod for these new merc features, is this correct? Thank You and I will continue to test.
On another note It would be a nice addition in the future if a merc could use a force pull effect with the grapple to grab and knock down an opponent. I don't know if this is possible, but is sure would look good. Maybe some graphic addition to force pull?
Well I double, even triple checked and no there weren't any other mods in my base directory.
I figured I'd have another go at it just in case it was a fluke, but it happened again.
After killing Jango a few times, he became passive and indestructable. So for the heck of it, I thought I'd try spawning an additional bot (Darth Maul).
Suddenly regained his love for fragging... the other bot that is. He fired away at Maul, killing him several times, yet still completely ignored me. Maul ignored us both.
BTW, I took the liberty of removing the jedi & merc bot scripts out of the mod and added the merc flag to Jango's bot file. He still spawns as a non "true merc" - very strange. Is there a console method to spawn a merc bot?
P.S. Being able to damage/destroy opponents weapons is very cool!
KaiaSowapit - set f_gunbreak to "0" and tell me if that invincibug still pops up. If you tagged the botfile right, I don't know why Jango wouldn't be a merc unless jediVmerc is only on 1 - it must be on 2 "MercMod" in order for the mercs to have their toys.
2. it was after numerous presses of the dualguns hotkey.
Azymn, you were right, I was playing with JedivMerc set to 1 - changing it to 2 made the game recognize Jango as a "true" merc and yes, he indeed started playing with all the toys. (And I thought blocking a single blaster was tricky!) He even used the jetpack, least I think he did. It was hard to tell because there was no animation (smoke, exhaust flame), but he did seem to jump higher than normal and stay airborne longer than he should have.
I also tried your suggestion, setting f_gunbreak to 0, but I still got the same progression. Jango went from a) aggressive & mortal to b) passive & mortal to eventually c) passive and immortal.
Adding a second bot restored his aggressiveness, but only towards the other bot - he remained passive towards me (as did the second bot).
I decided to forgo playing with Jango for awhile and try fighting other jedi/sith. I reset the game with just Maul. He behaved normally.
I added Desann. He and Maul both behaved normally (kicked my butt alot).
So then I thought I'd try another bot, this time a Battledroid. I was pretty disheartened when he entered the scene brandishing a saber (I'd modified his bot file so that he should only use blasters).
I decided to try changing JedivMerc back to 1 - this seemed effective in keeping the Battledroid from using a saber, however then Desann started using a rocket launcher. Argh!
I gave up when Maul kept getting his saber stuck after every throw. It would just freeze mid-air for awhile, then randomly teleport to one of his last locations. Killing him seemed to be the only way to get his saber restored. Then two seconds after he respawned, he'd chuck it and the whole mess would start all over again.
On a different note, I didn't realize until I did a cvarlist that f_showgriphand and f_showshield changed to f_hidegriphand and f_hideshield. Regardless, I still can't get rid of that silly hand.
Also, in another match against Maul (after trying to get rid of griphand), he started spawning with a seeker drone. I understand this is supposed to be an option for saber-only bots/players, but I wasn't spawning with one and I'm set to saber-only myself. The weird thing is that it just started happening - it didn't seem to have a rhyme or reason to it and in previous matches Maul never spawned with a seeker.
Anyhow, good luck with school - I'll keep you posted on any new observations. :)
Did you make the droid a merc?
Desann shouldn't get a rocket launcher if jediVmerc is 1. :S
And i'm working on fixing that saberthrow bug....
I reset the cvars and started from ground zero. Yes! Success, success! That silly grip hand thinggie is gone!
Now for the match...
Back on Kamino, my brave Jedi faces down yet another Jengo challenge. Mode is set to Jedi Vs Merc #2 "True Merc."
Well Jengo lives up to that title... before I know it I'm being blasted by dual Webstar pistols, besieged by multiple turrets, fenced in by numerous force field barriers, and roasted by gauntlet flame throwing fu. Poor little Kit Fisto is having the snot beaten out of him. Very, very cool!
One chance encounter turns favorable though and with a well-timed force push Jengo is introduced to the Kamino sea... hehe... um wait, where'd that blaster shot come from?? Well I didn't see it, but I've got to assume that while I was running for cover, arrogantly waiting for Jengo to respawn, that sucker fired up his jetpack and avoided a multiple story fall into a watery grave. I don't know what had me more flustered - that I didn't kill that little snert or that I missed his miraculous recovery. Nevertheless I went back to dodging his shots.
When a second opportunity arose I force pushed the bejesus out of him - and waited just to make sure. Fortunately, he didn't bounce back this time... but he also didn't die. What became of Jengo remains a mystery. The best I can figure is he was somewhere beneath the platform, biding his time.
A sucker for punishment, I decided it was time to bring out Maul. He popped up, as always, dual-bladed saber ignited and ready to clobber me. He also had a handy dandy lil seeker for company. Argh, how come Darth Maul gets one and I don't? Waaaaaaaa! Kit shrugs it off and lays into him anyway. Seconds later he's hovering in a vice-like throat grip AND being blasted by that accursed little seeker. It's a tough life being a Jedi.
Once the seeker self destructs Kit puts up a valiant fight against Maul, but essentially it's a stand-off. Eager to retire, he taps out and I switch models to Master Yoda. Man oh man can that little green frog kick a**. It's not long before Maul is on the run (for the record however, Jengo is STILL #1 in victories at this point, even in his mysterious absence).
Yoda tires of slapping Maul around, so I decide it's time to spice things up again. I call out a Battledroid to join in on the fun.
Argh, then "it" happens. Roger spawns, not with blaster in hand, but rather a big red saber. He proceeds to switch between the saber and a Bowcaster depending on his mood. I figure it's prolly a good time to restart the match.
On restart, Jengo makes his return... but wait... oh no, that's not what I think it is? Now Jengo is sporting a big lightsaber of his own - a purple one even!
I'm suspicious that all of this may have something to do with Jedi Vs Merc being set to 2, so I plop down the console and switch it back to 1. Double argh, I have to restart the match again.
The good news is that after my restart, Jengo is back (though only sporting one Webstar) and the Battledroid is without anything resembling a saber. Maul is pretty much useless - stuck in the middle he's going down every other second like a sack of potatoes (Jengo & Roger are emotionally attached and teaming up on him). I pity the little sith apprentice and relieve him of duty... spawning up another Battledroid in his place.
Well now I'm getting hammered - even Yoda has his limitations - so I decide to go into Spectator mode and call out Master Bot Windu to fill my shoes. I figured he's gonna need a buddy, so I recall good 'ole Kit as his bot companion.
Hmm.. that's not Kit with a blaster, is it? Oh cr@p, yes it is. Where did he get that? Oh but wait, he's gone back to a saber... oh cr@p now Mace has a rocket launcher! Argggghh!
KaiaSowapit - was it a team game where they had the weapons they shouldn't of?
Strictly 100% FFA - no teams.
I just have some bots with emotional attachments, like Battledroids won't attack other Battledroids, Jengo won't attack Boba, etc..
I might just run a few more "bot only" matches to see if there's more consistency with their behavior.
On another note, any thoughts on why Maul kept spawning with a seeker?
BTW, where did you learn all this stuff? I've been looking around and haven't seen much reference or tutorials... did you just scour the source code to figure it all out? I'd love to take a crack at modding, but it all makes my head spin. :p
the only real bugs I found is that when you press the dual pistols button without having pistol as your weapon the game crashes everything else owns flamethrower could be a bit longer as well as cloaking and once you get the reel and unwind for the grappl and the actual graphics for it it will own too. So the only real bug is the dual pistols crashing one everything seemed real balanced to me I actually had a challenge as both a merc vs jedis and vice versa. Very promisbale mod cant wait for final release thx for letting me help beta! :D
The seeker comes free with Jedi 'Saber only' settings. Hit your hotkey to launch it as normal when you respawn.
Strange. Dual guns usually works fine for me as long as it's not the first operation I perform.
Could be something to do with other settings in ForceMod conflicting?
Bots are becoming invulnerable as well as players(sometimes)
The mods works great as far as i can tell, the only problem is, after a while the bots start becoming invulnerable, I think its jstones who use guns. It's happened in massassi temple, bespin streets and nar shaddaa maps and I've got no idea why, everything just hits them and makes the effect as if they were a wall. It's rather annoying as you have to kick every bot when they become invulnerable and also suicide when you do(or you can be gay and keep playin). Tried turing off cangod, command and not surprisingly didnt work. This was in the mercmod mode and maybe normal jediVmerc as well. No other mods installed. Also basically everybot uses sabers and guns or just guns(obviously these guys are mercs). I'd say this is becasue sabers&guns are the basic choices for favourite weapon. If possible could you change this on bots as you find desann carrying around a fletchette, I mean what kinda sith lord needs a gun.
Also force heal is kinda useless now as it takes about 15 seconds to heal up so you cant use it in battle anymore. Takin time i alright but i think it should be an advantage. That is, it takes about a a second to heal, but you only lose mana proportional to what you are healed(so if you heal 5 hp you dont lose half your mana). Lighting is still to good at level four. How about you get rid of invulnerability to other lightning(thats what absorbs for) and make it knock them dpwn or something (emperor got luke to the ground in seconds) lvl 4 push and pull should maybe hold them down longer, instead of just throwing them a few kilometres.
Force speed is much abetter with 2 second timer, mayeb you could multiply the speed factor by 1.5 or so.
Destroying second saber doesnt actually get rid of it, same with guns it just damages the holder. Jetpack worked though and that was good.
Also, with me couldnt move while zoomed in using anyone(including espionage), and everyone gt duel pistopls and blasters(every merc that is),which was kinda annoying.
As far as i can tell, every merc got all the merc powers ( cloaking, flamethrower etc.)
Also, seeing is too good and makes espionage merc basically useless, as their main advantage s sniper movement however lvl 4 seeing means u automatically didge all their attacks.
Just an idea and I dont expect you to do it in this version as its probably difficult, make speed and seeing give u a 10% chance to doge per lvl, i.e lvl 1 on each is 20 %, lvl 2 and 1 is 30% etc.
Or maybe its a 50% chance to dodge 100% if your targeting the attacker(like blocking lightning). Turned on however he'll always dodge(as is the norm).
Also, getting rid of saber throw on dual wielders, and instead making secondary attack swing second saber, could make some cool comboes that way. Plus it's annoying the way if you throw one you cant block with the other. OR you could just make him throw both sabers.
The green special attack is a bit useless unless you have a roof a foot above you as you jump to high to hit with the first spin and it it takes along time so they can get away easily. Mayeb speeding up its animation and drasticaly lowering the height(so he basically spins on hi toes). Same with the purple one(or did you chaneg that, I know with 2 sabers it was ike yellows) lower the jump height so you can make alot more hits.
Finally, could you enable the greens single saber attack( the spinning one) with the twin sabres, its just so much better then yellows special when using two sabers, just look at omnimod.
ALMOST FORGOT, you start with no blaster ammo, meaning your stuck with a disruptor and a stun batton only for a while. Speaking of stun batton, its gay, mercs should use fists, feet and maybe their head. Just to show that melee really is a last resort.
All in all, theres not many bugs I found, just weapons being destroyed not going away and people becoming invulnerable, plus all bots use saber and gun style, if you could chaneg that I reckon it'd be much better, only kyle and luke should use guns AND sabers, everyone else should be one way or the other.
Sorry about rambling so much i just do that, great job by the way, aside form the bugs this is AWESOME! can wait for ti to be fixed up! dont take that offensively
Do you have problems with the bots, try this?
I only had time to test this for 1 hour on the first map but if you put in command prompt f_powerbots 0, rather then 1, 2, or ects. The bots react much more like they are supposed to. They do not become too weak or too strong and merc act like merc and jedi like jedi. I had some excellent fights against jango fett and desann and jango even used his jetpack to rise up on building and shoot at me. Jango used his appropriate merc weapons and desann his sith weapons. At no point did jango use a saber when he respawned. If the setting is set to f_powerbots 1 then he respawns with a saber and does not use jetpack. Please take in mind you must have the game set to merc mod. Good luck to all of you. Any idea when the grapple will be complete, I am really looking foward to test? When will the specialties be finished? (example: espionage's snipemove). Once again thank you for the opportunity to test, and I apologize for not being able to test more, I am in the middle of moving. Great Job Darth_syrup.
am i the only one whose flame gauntlets and level 4 lightning last less than 1 second?
Thanks for all the feedback, it's really been a great help.
I felt i should update you guys on what i've been able to do the past few hours:
The following bugs/missing features should be fixed in Beta 2:
- bot invulnerability/loss of ai bug fixed
- f_supermerc can now be properly disabled
- dualguns can now be limited to correct classes
- improved stability of dualgun functions
- cf_singlestances correctly limits to original 3 stances
- a frozen player can't be unfrozen if another player grips them
- womprat does something :)
- Level 4 Lightning and the flamethrower last longer
- jetpack fx now match model position more accurately
- Grapple has the grapple model again
- grapple cord fx improved
- Espionage merc can now move while sniping (f_snipemove cvar has been removed - it was the culprit)
- Second blade color for Tck RGB sabers can now truly be disabled
- couldn't add certain bots and crashed the game (custom ones)
(removing the new *.bot files in the current pk3 will fix this now)
- and a few minor menu fixes
There are a few more things i'm going to try to get working before i send beta 2 out. If you find any other bugs/imbalances, lemme know.
great job, look foward to beta 2
Unfortunately after further testing, even when set to f_powerbots 0, the bots become passive and invunerable after about 3 to 6 kills. But they still appear with there appropriate weapons. Tested on merc mod and 1st map. Even with these annoying bugs the mod is a great pleasure to play.
Are there any more beta testing positions left? I REALLY want to beta test your mod...:rolleyes:
if you really want it, i'd drop your e-mail down here
Alright, here is my first impression/bugs:
Looks great, new grapple is interesting.. Clients being able to enable green/purple themselves is neat.. didn't have the chance to test out much of the other toys.
You may know these, but here are some bugs I found in the first 5 mins:
Players can still throw saber when frozen
Couldn't slap myself
Rename doesn't work right
If you want a more descript bug report on any of those, lmk and I'll get that to you.
Something that would be great for my clan/server would be a sub-admin system, one that doesnt use rcon. Being able to toggle what commands the sub-admins would have would be great.
About Saber Throw...
This may be a sweet adition, it's from the LMS thread
Saber throw is out. In it's place, the right mouse button is now used for Saber Defense. When held down, the Jedi takes on a defensive stance which increases his chances of defending both saber attacks and enemy fire. Also, if held down in the middle of a saber swing, the swing can be brought back to the ready position mid-swing. (i.e. if you spot an attack coming just after you've swung).
That's because saber throw isn't very effective and throw your only weapon/defense is not a very "smart" move.
BTW this mod is looking great, hope the beta is coming well.
sorry if I type something wrong (this is not my primary language :P)
***Just realize I post on the wrong ForceMod thread, please forgive my mistake***
My e-mail is deXtoRious@inbox.lv. PLEASE LET ME BETA TEST IT!!!
The bug fixes sound like the cover every known error so far. I'll keep looking for more though.
SEND IT HERE SEND IT HERE SEND IT HERE SEND IT HERE
Lol jk but I really would like to beta test this mod.
lionknight - that is the single most annoying bug, and i believe it is now fixed.
Master_Payne - i do like the saber defense idea, but saberthrow is quite effective against mercs (maybe too effective). I am open to ideas on improving saber combat, but the changes would not come until a later release (after v 2.0, if there will be such a thing :) ).
I should be getting beta 2 out to everyone at the end of the week.
As far as bugs and things I think everyone else has named off everything I have noticed, but I am having a little trouble with the model limit. For some reason it does not wanna take the cap off. Also I have one seggestion. On lvl4 speed, since it does not last that long. Maybe you could make it cost a little less forcepoint wise. Anyways that all I can see that no one else has pointed out. Keep up the good work. The mod is turning out great so far.
1. Make saber style (stances) bind-able, instead of forcing us to cycle through them
2. Make Force Jump's initial accent really, really fast like the movies (perhaps with the same motion-blur fx as Force Speed)
3. Un-cheat protect cg_thirdpersonrange (okay I know that's my own personal pet project, but it's really really cool - trust me! :))
4. Alter the included tckmodel.cfg so that Yoda's height is more accurate to the movies ("yoda" 0.40 0.34)
On another note... Good news! I found a solution to my anti-aliasing problem - not the most elegant, but a solution nevertheless.
I added two commands of toggleconsole to all my move binds.
Ta da! Low-tech scripting saves the day! :)
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