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Old 03-15-2003, 11:30 PM   #1
RenegadeOfPhunk
 
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'Movie Battles' has gone open Beta

Hi guys,

I believe my mod is now at the stage where it can go 'open Beta'.
It is avaliable for general download at:

Movie Battles

The aim of this mod is to more accurately create the look and feel of star wars battles from the movies.

I am currently in the process of writing up a proper manual for the game.

Quick description of the classes:

Jedi:
-----
Access to force powers and light saber.
Saber defense on right mouse button. (Instead of saber throw)

If your saber defense is at level 3, you can access a new style of saber fighting. This is achieved by holding down both left and right mouse buttons. The ready position will now be with the saber held above your head. (Except when standing still...)
To attack, let go of the right mouse button. Hold down the right mouse button again to stop.
Another way to attack is to TAP the right mouse button which, if timed correctly, can result in very fast, consecutive attacks.

Soldier
---------
Weak health, armour and weapons, but 2 extra 'lives' per round

Hero
------
Good weapon selection, and the ability to regenerate health.

Mandalorian
----------------
Excellent variety of weapons, good armour and jetpack. (Now in controls menu)


There are 3 new cvars for this mod:

g_RoundTime
-----------------
This alters the amount of time each game round lasts. Valid settings are between 2 and 4 (minutes).
An extra minute is automatically added for team games.
Default setting is 3

g_botclass
--------------
This specifies what class bots are assigned to:
0 = Random
1 = Soldier (default)
2 = Jedi
3 = Mandalorian

g_timePeriod
-----------------
This specifies what models are allowed in the game
1 = EU models
2 = Original Trilogy models
4 = Prequel models

To combine time periods, add together the values.
e.g. Default = 3. This combines EU and OT models.

NOTE: You will need the appropiate models downloaded to play in OT and Prequel modes. See details on the site.

More details
here.

Please see a few posts down for the list of models you will need, their creators and where you can download from...

I'll put more up as I remember it!!


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Old 03-16-2003, 12:20 AM   #2
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Please explain more about what the saber changes are.


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Old 03-16-2003, 12:37 AM   #3
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I downloaded it off the link and can't get it to work.
I tried putting the folders in the Movie Battles folder, but it didn't show up in the mods selection screen so I put them in a pk3 inside the folder and I get the music, but when it starts, I get an error message about a mixup in client/server or something like that.

ERROR
client/server game mixup:
jk-1/team assault .01b

I think that's what the error is.

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Old 03-16-2003, 12:45 AM   #4
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The main saber changes:

1. Saber throw has been removed. (Only one reference to it in any movie - and that's a stretch) and replaced with saber defense. When pressed, your ability to block both blaster fire and enemy saber attacks are increased.
The higher your saber defense level, the better the chance you will block without defense held. But even at level 3, your chance of blocking without defense held is less than 50%
While defense is held down, you are forced to a walking pace. This is not only a balancing tool to slot the Jedi into more of a protector / guardian role, but also to try and create more movie-realistic movement. (It is rare for a Jedi to be moving full-pace while blocking...)

2. The new saber-style described above, which is meant to simulate the kind of style which Anakin used at the end of AOTC with Dooko.
It is weak defensively, you can be easiely hit, but your attacks start mid-swing, so they make contact with your target quicker. Also, by tapping the mouse button, as described above, you can fire off very quick volleys of attacks which have the potential of killing off your opponent before they have a chance to do you any real damage.
This style is NOT meant for battling gun-wielding classes - only other Jedi's.
And also, I would suggest not constantly using the style. I, personally, have found it best to only switch to it when I know my opponent has been weakened, to quickly deliver the killing blow...
Although I'm sure people will find ways to use it I haven't thought of...

3. Sticky sabers. Short saber locks can occur during normal saber combat. This is mainly to make saber combat look more real, although it does end up changing the nature and tactics of saber combat itself...


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Old 03-16-2003, 12:52 AM   #5
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master_thomas:

what do you mean by 'putting the folders in the Movie Battles folder'..?

You just need to put the .pk3 file into the Movie Battles folder and that's it.

e.g.

C:/Program Files/LucasArts/Star Wars JK II Jedi Outcast/GameData/Movie Battles/MovieBattlesvB4.pk3

Also, you do have 1.04 right?

Also, check you haven't put any game mod .pk3's into your base folder...


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Old 03-16-2003, 01:08 AM   #6
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I copied the folder from my unzip folder into gamedata and renamed to Movie Battles. I tried to run, but nothing happened so I looked inside. There were the folders and no pk3 so I put them into a pk3 in the Movie Battles folder. The theme music played and the disable force option disappeared, but I get that error when I try to start a game.

I do have 1.04.
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Old 03-16-2003, 01:19 AM   #7
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I'm not exactly sure what your doing, but just to make sure you understand:

* You don't have to unzip or otherwise open the .pk3 file. You just need to copy it to the right place.
* Did you just say that you re-named the GameData directory?! If so, don't! Put it back how it was!

Try and put your files and folders back to how they were before you attempted to install, and then follow these steps in order:

1. Create a new folder called 'Movie Battles' INSIDE your GameData directory. (You don't need to re-name ANY existing directories)
2. Download MovieBattlesvB4.pk3 from the site.
3. Put the file into the new Movie Battles folder.

Then just start-up, and it should be in the Mods list...

If it's not, don't do anything more. If you've followed those steps correctly, then there's no reason why it shouldn't be showing up. Post back here if it's not working at that point...


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Old 03-16-2003, 03:37 AM   #8
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I never had this problem. If it still not working try to delete all your mods in the base folder.


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Old 03-16-2003, 04:10 AM   #9
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those Wordpad docs wont open for me... could you please list the models needed?
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Old 03-16-2003, 08:36 AM   #10
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Apologies to those who can't open the word documents - I guess Word XP docs maybe aren't backwards-compatible anymore...

Anyway, here's a list of the Original Trilogy models, their creators, and where you can download:

Michael Frost, Adam Lee, Arco Fergerson
Darth Vader (Cheshire_arco_vader.pk3)
http://www.jk2files.com/file.info?ID=3951

Sniper Wolf, Kman, Toonces:
Dash Rendar (glm_dash_rendar.pk3)
http://www.jk2files.com/file.info?ID=7145

Major Clod:
Han Solo (mc_hansolo.pk3)
http://www.jk2files.com/file.info?ID=7779

BloodRiot & Absath:
Mandalorian models (Mandalorian.pk3)
http://www.jk2files.com/file.info?ID=2762

Kevin Coyle:
Old Ben Kenobi (KC_OldBenKenobibiv1.pk3)
http://www.jk2files.com/file.info?ID=10765

Major Clod:
Wookiee (wookiee.pk3)
http://www.jk2files.com/file.info?ID=3349

Kavis:
Rebel Elite
Download link

Eric Landreneau:
Royal Guard
Download link



=======================
And here's the PREQUEL models:
=======================

Chris Guererman:
The clones model pack (glm_clonepilot.pk3 & glm_clonetrooper.pk3)
http://www.jk2files.com/file.info?ID=4533

Vincent “Vahl” Joyah:
Anakin Skywalker (glm_anakin.pk3)
http://www.jk2files.com/file.info?ID=6278

Prophet & Major Clod:
Battle Droid (zbattledroid.pk3)
http://www.jk2files.com/file.info?ID=4786

Kman, Grafox, Toonces, Luuke, Garik Loran:
Count Dooko (glm_dooko.pk3)
http://www.jk2files.com/file.info?ID=4164

Adam “Cheshire” Lee, Kurtis “Kman” Smith & “Arco” Furgerson:
Darth Maul(glm_Maul_Model.pk3)
http://www.jk2files.com/file.info?ID=3287

Psyk0Sith:
Ki Adi Mundi (kiadi1.1.pk3)
http://www.jk2files.com/file.info?ID=5046

Toonces, Arco:
Kit Fisto (ct_fisto.pk3)
http://www.jk2files.com/file.info?ID=6028

Toonces, Arco, Deetox, Tex360:
Mace Windu (ct_windu.pk3)
http://www.jk2files.com/file.info?ID=8779

Tex360, Toonces, Arco, Deetox, Wolf-Devil, Sithlord, quamosity:
Qui-Gon Jinn (tex_quigon.pk3)
http://www.jk2files.com/file.info?ID=8781

SkinMan, Nanodagiardino:
Sirne (sirne.pk3)
http://www.jk2files.com/file.info?ID=4862

Tex360, Toonces, Arco, Mars:
Ep.I OB1 Kenobi
Download link


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Old 03-16-2003, 09:03 AM   #11
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No Ep1. Obi-wan? oh well... anyway, great mod, I really enjoy playing with it.
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Old 03-16-2003, 09:09 AM   #12
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I looked for a prequel OB1 model, but I couldn't find one I could actually download sucsessfully

If anybody can provide me with a link, I'll happily get him into the next build.
And if anybody has any other specific requests for models they'd like to see included, feel free to ask. Although I do reserve the right to not include models I don't think are:

a. Of a good enough quality

OR

b. Don't fit in with the 'realism' concept...


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Old 03-16-2003, 09:22 AM   #13
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Another couple of quick points:

Holocron, Jedi Master and Duel game types now don't work correctly, and are not supported in this mod.
I actually meant to make them unavaliable in the menu's, but it's one of those things that slipped though

I may look at getting this gametypes supported, but I've gotta say, it's not a big priority for me at the moment.
We'll have to see...

Secondly, I've noticed that the model names are all showing up as (null)!
This is one of those annoying things that happen differently between running in debug, and then running the .qvm's!
I'll sort it for the next build...


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Old 03-16-2003, 10:38 AM   #14
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Quote:
Originally posted by RenegadeOfPhunk

* Did you just say that you re-named the GameData directory?! If so, don't! Put it back how it was!
No. I never changed the name of any existing directories.

I put the pk3 in the movie battles directory.
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Old 03-16-2003, 10:50 AM   #15
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I got it to work. I didn't do anything, but now it works.

Very nice job, but it causes my game to crash sometimes.
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Old 03-16-2003, 03:17 PM   #16
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Heres a nice Ep 1 Obi model.

Btw, great mod, dling right now!
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Old 03-16-2003, 04:24 PM   #17
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Thx man,

But - where is the Ob1 model...?


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Old 03-16-2003, 04:34 PM   #18
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I just played it and love it.

Now for test feedback:

Several suggestions for the final version: Faster force regeneration(the force is now unrealistically slow and bad for large fights)


Rechargeable jetpack fuel: I felt that it wasn't much good unless you could use it more. To reinforce this, I searched and found that Jango Fett's jetpack runs on rechargeable fuel cells.


The ability to make bots into heroes.


The soldiers are much to accurate. A tk-421 killed me with a blaster rifle several times from across the level. Bots are too good in most classes.


Maybe when the mindtrick is on in team, you won't shoot while enemies are in the crosshair(like you already have), but you will also constantly shoot while allies are in the crosshair.


Pickups: I tested this and found that you won't completely run out of all ammo, but one rocket and 15 shots from the disruptor per match? Big problem for heavy snipers. There also seems to be a small bug in the ammo counter for the disruptor: you can see the top of a digit in the tens place: sort of like this:

;2(not an actuall semi colon, but that is the closest thing I can get.)


The ability to change your class without it crashing.


Slightly increase the fire rate of the pistol.


The following won't affect this really and are just graphic pleasers:


Two pistols. I know this is possible because they are doing it in forcemod2.


A custom menu: just seems to need one.

_____________________________________________


I do like the new mindtrick. It is more accurate to the original movies.


Good music.


The AI makes the bots better with this new saber combat system than the previous. They know when to use block.

More accurate saber combat with the new stance and defense.


Nice new pistol model and sound.


I can see this as being great for large team ffa or ctf: send soldiers to get the flag with mandolorians and heroes sniping, rocketing, etc. while the jedi stand next to the flag. Great for warring factions.


Overall, it is an excellent mod that is fun to play.
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Old 03-16-2003, 05:45 PM   #19
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GOD DAMN I am an idiot...forgot to give you the link...

http://www.jediknightii.net/files/in...k=file&id=1087

I'm so stupid...
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Old 03-16-2003, 05:49 PM   #20
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master_thomas:

Thx for the feedback man. Glad you like overall...

I purposefully reduced force regen for several reasons, to do with game balance, movie realism and to stop spamming powers. I personally think it adds to the game being lower. It forces you to be more conservative with your powers. Making you only use them when nessesary, and can make the end of the round more tense if you find yourself with low force power...

However, I've had other people ask me to make it a bit higher too. If it turns out most poeple aren't happy with the lower regen level, then I'll upp it a bit in the next build..

Interesting fact about the jetpack. Ok, I'll consider that for the next build too...

The soldier accuracy is dependent on the skill level you assign to the bots. (Padawan, Jedi etc.)
If you drop it to a low level, they can't shoot for s**t!

I don't like the idea of increasing the amount of ammo for the disruptor. I think it's a bad idea having overly powerful, one-shot weapons in an LMS game. (For evidence of this, ask most CS players what they think of the AWP!)
With reduced ammo, it's OK though, cos you can't over-use it...
Again, I want to wait and see what other people think before making a descision.

The rocket is actually suppost to represent the rocket on the Jetpack Eventually, I want to get it so that THAT fires rather than having a seperate rocket launcher weapon...

Hmm - the crashing's a pain. I've had a couple of other people mention it to, but I can't get it to happen on mine. I'll look into it...

I don't know about that extra mind-trick idea. Just because a Jedi convinces you he's one of your friends, doesn't mean you suddenly go mental and start attacking your other friends!

Yeah, I think the pistol rate is probably too low. I'll upp it a bit..

I may have good news about ForceMod related features soon...

Yeah - and good point about the custom menu. You know anybody good who can knock some up for me..?

Thanks for mentioning the stuff you like
Just to let you know, I want to eventually get proper objective-type play in - but that won't be for a while...


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Old 03-16-2003, 05:53 PM   #21
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wassup:

thx for the link man, but I've already tried it. The file server on this site is down for the moment. It has been for a while now...

Guess I have to wait until they sort stuff out...


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Old 03-16-2003, 06:05 PM   #22
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sorry thomas, didn't answer one of your questions.

Use the g_botclass cvar to change the class bots are assigned to:

0 = random
1 = soldier
2 = jedi
3 = mandalorian (villans) / heros (heroes)


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Old 03-16-2003, 09:14 PM   #23
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Anyone want to get together play this with reak players?

Bots are getting boring.


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Old 03-16-2003, 09:48 PM   #24
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reak players? Do they smell bad?


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Old 03-17-2003, 12:57 PM   #25
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Well, I don't reak or anything ( or at least I'm pretty sure I don't - I had a bath this morning... ) but I'm certainly up for getting some peeps together and getting a proper game going! I still haven't been able to get involved in a real, proper ruck yet, and I'm dying to see how it works out. Hopefully I've got these classes right...

I'm in the UK, so might be difficult to get a good time compatible with my Yankie brothers!
Weekends might be the best time to try and organise something I guess...

Who else is up for it?


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Old 03-17-2003, 02:08 PM   #26
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Three new things:

1. What does "dodgy trace..." mean? It comes up on the top left of my screen every once in a while while playing "Movie Battles".

2.I get the error "ERROR: event_param above MAX STATS" in the top left sometimes. Neither it nor number one seem to affect the game.

3. When I'm a mandolorian, sometimes in spectator mode it messes up the leader board with the wrong score. I had 8 and it said
"
Thomas
(Boba pic)
Leader:-1" lol


I'm in, but I live in the U.S. so we may have a timing problem like you said.

My question about heros; I meant, how do you decide the team (villans or heroes)(red or blue) bots are on? The jedi all use the darkside, lightning spamming all the time; thanks for the saber block. #3 are all mandolorians in red armor.
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Old 03-17-2003, 03:19 PM   #27
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thomas:

Those error messages are just some debug stuff I put in to help me sort out some problems. Just ignore them. I'll take them out of the next build.

I know exactly what that problem is with the score. Basically, the kills / deaths score is a totally new system, but the one in the top-right still uses the old score value. Easiely fixed - I'll sort it for the next build too.

I'm pretty flexible on the weekends (I'm as rigid as a board during the week! ). If we get the game going, say, late at night here, that should be early evening for you guys.

No - mandalorian bots should come in four flavours! Basically, the four jetpack-less models in the Mandalorian models pack. I think 2 are Red (1 with cape and one without cape), 1 yellow and one blue...

Unfortunately, you can't assign certain class bots to certain teams at this point. I may try and get that in for the next build, but to be honest, this is something I wanted to talk to you and the rest of the community about...

You see, bots have never been a high priority for me. I'd much rather spend time getting more cool features in to make playing with real players better. Bots are handy to even unbalanced teams (in which case exactly what class it is isn't really that important...), and for testing - but apart from that, I meant this mod to be primarily played online with other people...

Also consider that I'd say nearly half my time spent developing the mod so far has been trying to get bots working properly with all the changes I've been making (no joke!)...

Let me put it this way - If I say - 'If I don't spend any more time providing bot-specific features, I can get x-y- and z stuff added in the same time' - would you still want full bot support? Personally, I'd much rather concentrate on getting the game working REALLY well when played with other people, rather than diverting a lot of that time to making sure bots work flawlessly.

Do you see what I'm saying? I guess it depends on whether you REALLY need proper bot support in this mod. If you can live without it, I could get a lot more cool stuff in quicker.
The problem at the moment, of course, is that I've only just got this thing avaliable, so of course no-one's playing it online yet! But assuming it starts to get played more, you might be glad I didn't spend too much time on bot stuff.

Let me know what you think...


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Old 03-17-2003, 11:24 PM   #28
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From what i've seen (tested by my own.. couldnt find online server) It's great and shows awesome potential.

My Fetts never looked so cool before

The class system is great (I never did like to see a lightsaber in the hands of a stormtrooper anyway).

The removal of saber throw and it's current replacement seems a good choice.

The removal of certain force power also seems interesting so that fight is based upon sabering and not so much force as im used to see out there.

Well... basically it all adds up to a very high thumbs up and hopes that it gets better.

One request... if it's within your "know how" range... you MUST get some more of the SP combat maneuvers working .... but maybe only active during DUEL mode in FFA so that it doesnt end up looking like the jedi/sith acrobat circus is in town

Now im off to see if i can find any server running this thing

Good Work... and keep it up.

Cheers.

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Old 03-17-2003, 11:45 PM   #29
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Well, I have to say, a complement like that coming from you BloodRiot is a complement indeed.
Once I saw the simply awesome mandalorian models you were involved in making, I just knew I had to get those guys rockin' proper stylie!!

Your models were a central inspiration for this mod. Great work!

And I certainly plan to keep working on it. There's still lots more I want to do...

As far as I know, no servers are running this yet. To be honest, I haven't really publicised it too much. It's still officially a beta version. (There's still a few issues to sort before I call it an official release..)
A few of us are trying to organise a game though. (Possibly for this weekend... guys?). Watch this thread for more details...

As far as saber combat goes, I'm gonna try my best, but trying to get the MP combat EXACTLY like SP is quite a tall order. Lag for one thing could be a factor which could not only make this impossible, but also in a way unwise. i.e. it might be better to admit that because there is a lag factor, you actually need to take that into account and therefore make the MP combat slightly different - at a fundemental level.
Although this is just speculation to a certain extent. My main aim has been to get MP saber combat to look more movie-realistic, not nessesarily more SP-like, although both aims are very close...
We'll have to see. Incidently, I'd be interested in your opinion on the short saber locks I've implemented. Do you think their in the right direction, or no...?


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Old 03-18-2003, 03:53 AM   #30
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Well.. I'll answer your question about saber locks as soon as i can see them working ;p

I had to create a server to play this since i couldnt find a server online.

But I'll try to extrapolate some scenarios using my vulcan logical computing... (yeah right)

Saber locks should indeed be as frequent as an average 1 to 2 saber locks per fight... less than 1 is practically like the orginal game.. and more than 2 or 3 saber locks per fight/duel tends to get boring (and might lead to mouse replacements due to overused left mouse button) so be careful there.

In my defense... didnt meant saber dueling exactly like SP... i know that's a tough cookie... i just meant adding some moves from SP like the famous cartwheels and butterflies without replacing the regular roll moves

I had thought about using the saber defense button to toggle between those actions... like...when not defending the character performs normal rols and flips etc... when defending if you roll left or right fer instance.. you'd see a cartwheel.
Seems logical since those moves are dodging moves.
You can always go for the double tap left/right/back/forward a la Unreal Tournament ;p
Just a few examples.

Well.. that's it for now... like i said before keep up the good work...and hope to see something soon (this weekend... guys?) ;p

Cheers

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Old 03-18-2003, 04:03 AM   #31
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...I like your examples!! I think I was mis-reading your points earlier. The stuff you've just mentioned is definetly worth looking into...! To do the kind of special moves your describing while in defence mode would be awesome!

You can play against Jedi bots if you want. Set the g_botclass cvar to 2. Here's a list of the possible values again...

0 = Random <- (Give this a go...)
1 =Soldier (default)
2 = Jedi
3 = Hero / Mandalorian


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Old 03-18-2003, 07:23 AM   #32
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Woohoo!

Looks like the jkii.net file server is back up and online...

Now I can get some cool new models into the next build - including prequel OB1


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Old 03-18-2003, 11:30 AM   #33
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A suggestion on saber lock: Can you make it work differently than who can click the mouse button more? That, I found, was really annoying and totally arbitrary. I would say just hold the button down, but then the lock would be senseless. Here's my idea: some combination of the attack button (pushing really hard, but it tips you off-balance a little), lightsaber defense button (right mouse - stable stance, but not pushing AGIANST your opponent), moving relative to your opponent (if you're moving toward them, you push harder, if you move away, then they push a little less and they end up off-balance a little, but you wouldn't actually move since the lightsabers are locked, this only represents a push), and force power (more aggressive moves would drain force a bit [NOT TOO MUCH!], otherwise force is drained at a miniscule rate). If your opponent is "off-balance," they are more vulnerable to your pushes against them, but if you just sit there holding the defense and backpedal buttons, then they would overcome you eventually, which give you some incentive to try a little strategy. Also, the outcome, or maybe the different options you have available in a lock, should depend on saber stance. (IMO, the special stance of yours should have the option to whip the saber out of the lock and make a quick strike against the opponent. This would not deal enough damamge to kill, and would drain lots of force power, and leave you open to a caounterattack.)


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Old 03-18-2003, 11:46 AM   #34
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Wedge:

All good ideas!

I must admit, I'm happy enough at this point to have got the short saber locks in at all to start with - I think their definetly a step in the right direction. They do achieve one thing quite well for me - and that is make the combat look closer to the movies.

But your certainly right - their's a lot more potential for better play and tactics which isn't being exploited with the saber locks at present.

However, these ideas are easy to say, but the details of the implementation can get quite tricky...

I'll keep working on it...


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Old 03-18-2003, 03:27 PM   #35
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Hehe, if you don't mind a non-modder making complex suggestions, I can always fill in details on that idea for you! I kow enough about programming to have the rough idea that it wouldn't take TOO much more than a couple extra variables and some manipulations of them depending on inputs, but I don't know anything about JKII coding.

Good luck with the rest of the mod!


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Old 03-18-2003, 04:46 PM   #36
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It's one thing to set up the variables which keep track of the various conditions to determine each players 'locking' strength...
It's another thing to get the saber locks to reflect these conditions in a nice, asthetically pleasing manner...!

Don't get me wrong, it's not super complex or anything, but it's certainly not as simple as setting up a few variables!!

But as I say, I'll look into it. Most probably I'll be able to get something like you've described in without too much of a problem...


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Old 03-19-2003, 06:11 AM   #37
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Great mod, but.....

Nice mod i gotta say, one problem though.
Dont get me wrong the mods great EXCEPT, whever i go jedi, it keeps my previous force settings(i know this is supposed to happen) however, that means i lose the additional point I usually spend on throw and I still get to use protect/absorb/drain/rage in game. So if theres someway for you to wipe out previoulsy saved force settings that'd be nice and maybe remove there pre designed force "classes"(e.g baldemsater, swashbuckler etc.) as they give you proficiency in these powers and you can then use them in the game.

Also I'm npt sure if its intended, but it only takes a single zoomed disruptor shot to kill bad guys, i.e you dont have to charge it up so you can still get off about 10-15 shots(takes around 4 each shot). Again not sure if this is intended but thought i should mention it. Finally, is there any way to change it so instead of having LMS rules(not remove them altogether) you can have certain respawn times, for the feel of a contineous battle, kinda like team fortress. Could give Jedi and heroes around 15-30 seconds while soldiers only haev about 5 if any, so they still have there main advantage.

Fianlly, I hear you got some plans with force mod, how about you add in his merc classes? If not(as that would proably screw balance completely) atleast add duel PISTOLS(not blasters) also, the bounce emote( i think its bounce, basically its a quick push up) could be used for firing the rocket from the mandalorians back pack, or atleast look
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Old 03-19-2003, 07:08 AM   #38
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Littleman,

It's OK, no need to apologise for finding problems! Although this is avaliable for general release, it's still officially a beta - which means I'm still working on tying up all the loose ends etc.

I thank you for trying out the mod and finding these issues for me - so that I can sort them!

Wow - I missed those loopholes you've found with the force powers.
Won't be hard to stop that happenning though - it's now on the list for the next build...

As far as the disruptor, it depends what class of 'bad guys' your talking about.
Soldiers can be killed with one non-charged blast, but I don't think this is a problem. The soldiers are meant to die relatively easiely.
Other classes are harder to kill. Hero's and Jedi's probably don't need a full charge to kill since they have no armour, but Mandalorians - I believe - require at least nearly a full charge to kill them with full health and armour.
Although, these are just estimates. I haven't actually bothered to check exactly how much charge is required for each class...

If I do end up doing a code sharing deal with Azymnn (this looks very likely at this point...), I'm not going to be simply bolting his classes onto my game directly - mainly because they've been designed with quite different gamplay in mind. I'm going to be excracting a lot of the super kool Mandalorian toys and incorporating them into the existing Mandaloian class.
And yes, this will include dual pistols (and NOT dual blasters - I agree!)
Plus, I'm sure all the saber colour / hilts and model scaling stuff will keep people happy too...

I'll have to look into that bounce emote. (Haven't used emotes as yet... )


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Old 03-19-2003, 07:39 AM   #39
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Sorry, forgot to answer the re-spawning question...

I'm assuming you wanted your idea to be an option, so that you could have it as it is now, or how you described in your post -depending on the server.
If not - i.e. you wanted your idea 'instead' of the way it is now, I prefer the way it is now!

If you meant an option - this is certainly possible. But I have my reservations about having options which alter the basic gameplay rules too much.

You end up in the situation where before you join a server, you have to read a big checklist telling you what gameplay options are on or off...
Coupled with this is the fact that it's easier to get balance and gameplay right if you concentrate on one, specific, focused gametype. Every option you add to a game to make sure you keep as many people as possible happy, the harder it becomes to make sure the game is going to play well, no matter what combination of options you have set.

In short, I want to keep the gameplay in this mod focused on one type of play. And that means keeping down the options. Sure, some people aren't going to like this specific type of play, but I'd rather make a sub-set of people REALLY happy rather than try and keep everyone happy, but potentially end up with a milk-warm game which a lot of people think is OK, but no-one LOVES...


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Old 03-19-2003, 09:09 AM   #40
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I wouldn't go that far. Mechwarrior 4 is an excellent example of a game with enough options for extended game value but set up in a way where you can always find the type of game you want. (Except for Force First Person to stop the filthy jump snipers. They didn't put in a filter for that. doh!)

Anyway, I know we disagree on this but please don't knock all the great games with a huge variety of fun game that ARE easy to just hop into.


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