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Old 05-19-2003, 11:15 AM   #41
RenegadeOfPhunk
 
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I was playing on Warring Factions (CTF) when mine's been crashing.

...but that's a good point. I haven't tried any other maps yet. I'll give that a go when I get home...


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Old 05-19-2003, 12:13 PM   #42
Classic Luke
 
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Hmmmm

Seems to crash when i start a game in a player made map. However, if i start a game in a one of the game's own maps then i call a vote and start a new map (a player-made map), there appears to be no problem.
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Old 05-19-2003, 01:21 PM   #43
bliv
 
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I've played on LivingDeadJedi's Sarlacc and the DotF v2.0 maps without any problems.
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Old 05-19-2003, 04:28 PM   #44
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These may prevent the crashes some of you are having:

- If you have two pk3's in your ForceMod_2_beta_f folder, delete the oldest one, 'forceMod_2_beta_f' , and you should be left with only one called forceMod_2.pk3 - then delete your jk2mpconfig from your ForceMod_2_beta_f folder and restart
- make sure f_jmodel is set to "0" - it will crash your machine for sure if it is any another value.
- make sure f_saberdroptime is "1" or greater.
- See if it still crashes if the grapple is never used.
- Try just adding one bot at a time, and playing for a few minutes with that bot before adding another one. Perhaps a specific model is causing the problem

If you have had crashes, please post:

- The character model you were using
- The lightsaber model
- The class (jedi saber type or merc class)
- The map you were playing on
- The bots you were playing with
- Other mods/files you may have in your base directory, or in your ForceMod_2_beta_f directory

And if all of you could please email me your jk2mpconfig.cfg files, especially those who crash alot, and those who haven't had a single crash. I need to compare cvar differences.


I've taken note of every bug you've all reported, and will release an update asap.


Last edited by Azymn; 05-19-2003 at 04:57 PM.
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Old 05-19-2003, 06:25 PM   #45
KiLLeR_SqUiRReL
 
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i dont know if this has beens said before, but the new dualblades for the dualbladed saber is quite a bit off... if i knew how to post my screenie, i would.


god, i wish i had some chilli.
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Old 05-19-2003, 08:24 PM   #46
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more testing....no crashes this time...hmmm....i was just playing the default maps though

anyway...here's more bug reports:
1) the optic radar no longer works (the illumination of the players doesn't work)
2) the other stances weren't working until I went into the lightsaber menu and checked the original stances...some of those options are misleading. might want to double check on that before final release
3) i was in the middle of a fight with luke and he suddenly used a jetpack. i checked afterwards the .cfg and he had "0" for jetpacks....so something isn't completely right there.

questions/suggestions:
1) what's "critical strike" mean? what's its purpose?
2) what is f_mortalwounds? i set it on "1" and in the middle of fights, the opponent and i would get knocked down.
3) could you somehow change the walking animation so that the saber is upright? this has always bugged me...lol

again...great work! best mod i've ever played!

EDIT: also want to add that

Quote:
Originally posted by rut-wa jodar
I wonder if this suggestion would be viable. Toggable team skins option so FFA skin models can be used in team games.
i COMPLETELY agree with that idea


Skin Projects: (click on the links provided to download the files or view the current progress)
Emperor Palpatine: Completed
Jerec: Completed
Raas Avlow: Completed, but being redone
Mara Jade: Completed, but being redone which is nearly complete, New Mara WIP
Anakin Skywalker: Completed
Count Dooku: Done, not released
Ibtisam (Mon Calamari model) normal and rogue flight suit: Pending release
Talon Karrde: Completed
Rock Fisto (Kit Fisto model): Never released

E-mail me if you'd like to see or try one of these skins that I've not yet released.
Also, if you have an idea for a skin for me to make (Star Wars based preferably), please e-mail me with that idea and I'll take it under consideration for a future project.

Last edited by mariners2001; 05-19-2003 at 09:56 PM.
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Old 05-20-2003, 12:07 AM   #47
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OK..here's a crash for you:

MODEL: Boba Fett
LIGHTSABER: No lightsaber
CLASS: Merc-Bounty Hunter
MAP: High Dive of the NRG Map Pack
BOTS: Jango Fett (bounty hunter), Ogiko (jedi)
MODS: Han Solo's pistol.

It happened after about 5-10 minutes of playing and happened completely out of no where. No one died right as this happened or anything. Just blasting away at Ogiko in cover with my Stormtrooper Rifle while Jango was flying around blasting at everyone. Very strange...

EDIT- And another:

MODEL: Mace Windu
LIGHTSABER: Mace Windu's
CLASS: Jedi-True Light
MAP: Acid Storage Facility
BOTS: Jango Fett (bounty hunter), Boba Fett (bounty hunter)
MODS: Han Solo's pistol.


Skin Projects: (click on the links provided to download the files or view the current progress)
Emperor Palpatine: Completed
Jerec: Completed
Raas Avlow: Completed, but being redone
Mara Jade: Completed, but being redone which is nearly complete, New Mara WIP
Anakin Skywalker: Completed
Count Dooku: Done, not released
Ibtisam (Mon Calamari model) normal and rogue flight suit: Pending release
Talon Karrde: Completed
Rock Fisto (Kit Fisto model): Never released

E-mail me if you'd like to see or try one of these skins that I've not yet released.
Also, if you have an idea for a skin for me to make (Star Wars based preferably), please e-mail me with that idea and I'll take it under consideration for a future project.

Last edited by mariners2001; 05-20-2003 at 02:34 AM.
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Old 05-20-2003, 03:42 AM   #48
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mariners2001, excellent data on the crash, thank you.

I'll address the bug solutions in the next email i send out, which will also include a link to an updated final beta.

But, to answer questions:
Q: Is there a way to make other blades for the sabers?
A: Yes, anyone can skin any of the 8 blades by altering the files in
gfx\effects\sabers
So, you could change just a few to add some other favorites in. Even if other machines don't have the same files as you, it won't affect their appearance on your machine.

Q: Could you make it so that an invisible blade is possible? This would work great with Gaffi-Stick and Sword mods.
A: Perhaps i could make the Gaffi stick blade itself invisible, but i won't extend the option to players b/c abuse would inevitably ensue.

Q: I like what you did with the Watto/Maw bots and allow them to hover like they are supposed to. However, could there be a way (possibly another jetpack option?) to remove the jet sounds and the smoke?
A: Sorry, i forgot to update the fm_classes.cfg up top, but setting the jetpack to "5" will disable the FX and the sound, effectively giving you a flying creature.

Q: the flamethrower is awesome (i love that bots can use them) but can absorb block it?
A: Yes, i thought i'd fixed that but on 2nd inspection, it's a bug.

Q:i was in the middle of a fight with luke and he suddenly used a jetpack. i checked afterwards the .cfg and he had "0" for jetpacks....so something isn't completely right there.
A: Well, the cfg only specifies the type of jetpack, not whether or not they can use it. That must be set thru the menus, under jetpack.

Q: what's "critical strike" mean? what's its purpose?
A: "Critical Strike" is a special, double-damage attack the HotShot can do that occurs randomly while fighting, to simulate a lucky shot penetrating the armor or something. The print out is accidentally sent to the target right now, but it will only show up if you are playing as a HotShot and perform the critical strike.

Q: what is f_mortalwounds?
A: When set to 1, any successful attack to the legs will injure a standing opponent, knocking them down. Currently, that is all it does.

Q: I have noticed in beta3 that even pure jedis have a grapple hook if "G" is pressed during gameplay, has anyone else noticed ?
A: The grapple is available to characters as specified in the mercmod menu. When set to 1, anyone can use it, regardless of gametype.

Q: Is there a cvar controling saber throw damage btw?
A: Not right now. Perhaps i'll add one - do the mercs get rocked by that attack too often?

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Old 05-20-2003, 04:49 AM   #49
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Having trouble with saber stances

I am having trouble accessing Desaan's and tavions stances right now. Currently, I have f_skillstances = 1, mod_extraStances= 1, mod_allStances = 1. Perhaps I am missing a cvar i need to adjust ?
As for saber throw, it seems that as long as the merc is within range to cause a jedi to throw his saber, it usually means instant death for the merc, as once it is thrown, it is virtually unavoidable. With more than 3 or 4 bots with saber throw, it seemed hard for me to even register a kill for if i was not in saber-throwing range of one jedi, i would be in the range of another Hehe, maybe i suck at being a merc,

edit:
Also, i think drain seems to affect the mobile battery, as i couldn't jetpack when a bot was draining me
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Old 05-20-2003, 05:04 AM   #50
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make sure you have cf_single set to "0" - it's called "Single Stances: Original 3 stances" in the forcemod->player menu.

It does seem the mercs need some counter to saber throw:
I was thinking of reducing the damage by 1/5 if they roll while getting hit....any other ideas?

edit: Drain does affect the battery, but it's half as effective in depleting it. I'll make it even less effective for this next round.


Last edited by Azymn; 05-20-2003 at 05:38 AM.
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Old 05-20-2003, 11:41 AM   #51
mort!!!
 
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did anyone even take notice of my pistol angle post on pg1?


FILES I'M WAITING FOR:
-Kamino MP(aotc:tc)
-Dex's Diner MP (aotc:tc)
-Zam Wesell's Sniper (Marz&Moooa)
-Forcemod 2.0 (Azymn)
-Trade Fed Control Ship (Breath)
-Coruscant MP (aotc:tc)
-Jango Fett Reskin (t3rr0r)
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Old 05-20-2003, 03:06 PM   #52
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Yeah, i talked to Wudan about it - he may be able to tweak an animation for it (he said he'd try), but he does have other projects at hand that he needs to work on. So we'll see what happens.
Until then, everyone will point their guns slightly upward.

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Old 05-20-2003, 11:13 PM   #53
mort!!!
 
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another question

could you make an on/off toggle for the destructibility of jetpacks?


FILES I'M WAITING FOR:
-Kamino MP(aotc:tc)
-Dex's Diner MP (aotc:tc)
-Zam Wesell's Sniper (Marz&Moooa)
-Forcemod 2.0 (Azymn)
-Trade Fed Control Ship (Breath)
-Coruscant MP (aotc:tc)
-Jango Fett Reskin (t3rr0r)
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Old 05-20-2003, 11:39 PM   #54
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set f_jetpackbreak to 0 and they can't break.

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Old 05-21-2003, 02:27 AM   #55
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Beta Final - Release 2 Bug Fixes

These bugs should be fixed in this next release i just emailed all of you about:

- Random crashes caused by client/server miscommunication fixed.
- Bryar pistol now starts with ammo if jediVmerc is off
- Starting with jediVmerc off will no longer spawn you with twosabers bug
- mod_grapple settings will properly limit grapple to correct classes
- grapple now has a line drawn
- jetpack FX can now be selected midgame
- altered glow on blades 4-6
- Can no longer absorb flamethrower attack
- disabled seeker droids for pure saber bots
- fixed bug that prevented continuous rolling
- Drain's effectiveness against the merc battery lowered more
- added emote: crossarms
- added emote command list to /aminfo
- Saber Stance cycle should be fixed.


I hope i got all the bugs you mentioned...
Also, for those of you who are dying to see a saber break or split, i altered the f_saberbreak cvar: 3-100 is %chance to break saber on ANY hit.
So if you set f_saberbreak to 100, you will break their special saber 100% of the time if you hit them with your saber, even it you just hit their pinky toe.

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Old 05-21-2003, 05:44 AM   #56
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Great work Azymn!!

Great update Azymn!!!
However, i have problems using the gaffi stick. I downloaded the dragon remix weapons pack with the gaffi, but when i started up my game, my bots had invisible sabers, until i was close enough to engage em in combat. When i picked the gaffi to use, i can see the blade on it
Also, i noticed as i was playing as a hotshot, i noticed that i was able to dodge lightning and drain at times. I am unsure if this is intended or not.
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Old 05-21-2003, 02:05 PM   #57
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To other Beta testers

Is anyone else experiencing game crashing with the latest beta when using custom model/bots ??

I have no crashes if I load the level then add the bots but adding bots before loading the level crashes the game sometimes.

I like the fixes you have made BTW ! Azymn
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Old 05-21-2003, 03:47 PM   #58
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Classic Luke:
The dragon remix weapons pack is not compatible with ForceMod II - Covax could update his files relatively easy, but as of now they will actually interfere with basic forcemod FX - such as the sabers. You could contact him and send him the ForceMod 2 beta with your request. He's a nice guy, he'd probably do it.
Dodging lightning, eh? I'll look into that.

rut-wa jodar:
It could be a specific bot file that's crashing - if it has a script but no botinfo, it will crash...You can see by adding each bot in your list until one crashes. It might take awhile, but it could save you headaches in the future.
Also, make sure the only pk3 in your ForceMod_2 directory is called ForceMod_2_beta_f2.pk3.

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Old 05-21-2003, 04:29 PM   #59
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Tried that Azymn

It does seem to be a bot problem but I had no problems with your previous beta. I will double check and let you know.
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Old 05-21-2003, 04:30 PM   #60
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my grapple doesn't work, it won't save changes, and when i play with the bot TK-421 it starts laying sentrys everywhere! it seems to have an unlimited amount! but everything else works out great so far
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Old 05-21-2003, 05:04 PM   #61
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rut-wa: Did you change your merc files for the original system on how we made mercs? That might cause complications (though it shouldn't)
Also, if you know how to edit pk3's, you can replace your botfiles\bots.txt with this one: http://forcemod.aotctc.com/files/bots.txt
and see it that helps. I just uploaded the beta with the fixed botfile too, if you'd rather just re-download the whole thing (same link).

JerAir: What doesn't work about the grapple? Are there any messages at the top left of the screen telling you what is wrong?
What changes doesn't it save?
There's a file in your current pk3 that makes Tk-421 a heavy soldier, who can lay down as many sentry guns as he wants. You can change this by setting f_multisentry to "0" to turn it off, or to whatever # you'd prefer his max to be.

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Old 05-21-2003, 07:40 PM   #62
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My Apologies Azymn

The crash WAS caused by a missing bot jkb file.
silly me
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Old 05-21-2003, 07:47 PM   #63
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Actually, i must apologize: unless you've downloaded the beta after this post, there is a scripts folder in your forcemod_2_beta_f2.pk3 with a "mercs.bot" script in it.
It WILL cause your system to crash if you add the bots referenced in it and don't have them on your computer: han solo and jango fett.

Just download it again from the same link i posted before in the email, for the beta 2 release.

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Old 05-21-2003, 10:11 PM   #64
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Angry Saber Styles

I d/l the final beta v2, and whatever I do, I can't use the blue, yellow, and red saber syles! I can use the green and purple stances with single, dual, and twin sabers, but cant get the other styles. (If you fix this, I want to know how to use the green and purple styles in addition to the blue, yellow, and red styles while using a sigle-bladed saber). Thanks!

(Waiting dumbfounded, waiting for Azymn to reply)
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Old 05-21-2003, 10:37 PM   #65
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Attention Mace

I went to the players menu and there i put down original 3 stances in one of the options, then i was able to use red, blue, and yellow stances. As for using all 5 stances at once, I myself am stumped as well. Anyways, hope this helps
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Old 05-22-2003, 06:19 AM   #66
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Question

just a quick question Azymn

Is their a respawn time command that could be used with your mod so bots/players have to wait for a set period of time until they can rejoin the game.

BTW! have you considered my suggestion about an option to disable team skin colours ?

I noticed bot_honourableduelacceptance bug is still present (bots still turn on/off sabers alot with cvar enabled)

Last edited by rut-wa jodar; 05-22-2003 at 06:49 AM.
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Old 05-22-2003, 07:06 AM   #67
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I just uploaded final beta 3 (if there are 11 'final' fantasys, it's okay to have multiple 'final' betas, right? )
Check your emails for the link.

Updates:
- Saber stance problem
- Animations after coming out of roll with a gun tweaked (thanks for the tip Wudan)
- cvar_list.txt is updated and complete
- bogus bot scripts removed
- bots.txt edited to prevent forced classes for base models

rut-wa: There's not a command for that, and i'm afraid time is too short to add it now. I will consider adding the team color skins disabler, but I wanna make sure everything else is stable before i add any more new features.

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Old 05-22-2003, 06:53 PM   #68
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Almost there Azymn :)

With the new update, i noticed that sometimes players with sabers would be stuck hunched forward in a defensive postion. I've also, seen a bot use lightning while in this postion, his hands never extending to shoot the lightning. Also, there seems to be less animations for blocking lightning, drain, and blaster fire in this version than the last. The player remains in this one pose, hunched over with saber held defensively to the front while blocking blater fire. Also, for the bounty hunter class, when remaining still, the animations for the flame gauntlet are present, but when they move and use the flame gauntlet there are no animations present. It looks as if the flames are coming from their guns. Other than these problems, the update is near-perfect
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Old 05-22-2003, 07:49 PM   #69
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Classic Luke:
I know exactly what's causing the animation problems...they'll be fixed soon.
There's one other significant bug that's been brought to my attention, and a few exploits i'm going to fix.

rut-wa: Are the bugs you posted still not working? Or why did you delete the post?

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Old 05-22-2003, 09:34 PM   #70
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yeah the animations in the newest update are very buggy....they are very slow and get locked in defensive positions...

btw, while we're talking animations...is there a way to change the default walking with sabers animations so the sabers are upright?


Skin Projects: (click on the links provided to download the files or view the current progress)
Emperor Palpatine: Completed
Jerec: Completed
Raas Avlow: Completed, but being redone
Mara Jade: Completed, but being redone which is nearly complete, New Mara WIP
Anakin Skywalker: Completed
Count Dooku: Done, not released
Ibtisam (Mon Calamari model) normal and rogue flight suit: Pending release
Talon Karrde: Completed
Rock Fisto (Kit Fisto model): Never released

E-mail me if you'd like to see or try one of these skins that I've not yet released.
Also, if you have an idea for a skin for me to make (Star Wars based preferably), please e-mail me with that idea and I'll take it under consideration for a future project.
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Old 05-22-2003, 09:57 PM   #71
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i believe the animation you're looking for is possible, b/c the torso animations and leg animations are conveniently separated.

I doubt i'll have the time to make that change properly, but i'll look at it anyway.

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Old 05-23-2003, 03:38 AM   #72
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i just downloaded the fixed version you recently uploaded....it looks near perfect...the main bug i see is the grapple which doesn't do much...it has no retraction or detraction...and swinging is limited...this is the only problem i see.. (which is a good thing)

great job! i think it may be about ready for the public!


PS. That'd be great if you could fix that walking animation! Thanks for all the support!


Skin Projects: (click on the links provided to download the files or view the current progress)
Emperor Palpatine: Completed
Jerec: Completed
Raas Avlow: Completed, but being redone
Mara Jade: Completed, but being redone which is nearly complete, New Mara WIP
Anakin Skywalker: Completed
Count Dooku: Done, not released
Ibtisam (Mon Calamari model) normal and rogue flight suit: Pending release
Talon Karrde: Completed
Rock Fisto (Kit Fisto model): Never released

E-mail me if you'd like to see or try one of these skins that I've not yet released.
Also, if you have an idea for a skin for me to make (Star Wars based preferably), please e-mail me with that idea and I'll take it under consideration for a future project.
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Old 05-23-2003, 04:23 AM   #73
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Hehe, mariners2001 is pretty quick - i hadn't even posted that it was up.

Yeah, if you all re-download release3 with the same link given in the email, it should have the animation problems solved, and a few other optimizations cHoSeN-oNe pointed out.

And bot AI was improved for the jetpack, so they should use it in battle now more often.

BTW - If you could all try this out on your machines:

1) Create a Dedicated Server
2) Start up a client on the same machine and join the server.
3) Click "Setup" when in game.

This has caused a freeze-up on a certain tester's computer. Please let me know if it does the same on your own.

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Old 05-23-2003, 07:09 AM   #74
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Jetpacks and other stuff

Yeah It's fixed now but when I first started playing the bots would all use jet packs. Well all the merc ones atleast. I set it to mandalorian mercs only for bots and players and they still used them. I had to edit the .cfg to fix it up, which I didnt mind doin ut your askin for bugs so there ya go.
Also the grappling hook looks fine, I can see it all but it isnt working right. The retract and antonym of retract(cant remember the word) dont work and the swinging seems to have gotten a bit messed up.
My game never crashes by the way and I can hold down crouch and keep going. Couple requests, could you ban mercs from "force flipping" onto there feet after being pushed or pulled over, and could you tweak the flying animationa little, just so the characters arms arent out sideways. All the menu's work fine with me, theres the force saving problem but I don mind. If possible, could you make it when you fall on people from a reasonable height, under any circumstance (force jump, turning off your jet pack, just jumpingoff a cliff) the person is knocked odwn like in single player. Maybe if your a merc you can fall over to as there not as agile as a jedi.
BTW this mod rules! Love the acrobatics, and saber blade selection, they all look so much better then the original. GREAT WORK!!!!
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Old 05-23-2003, 11:22 AM   #75
mort!!!
 
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Last night, I got beta 3 for myself. my only questions are:

-how do you stop the idle hand waving animations when dual pistols are at rest? they make models look drunk

-how is the pistol angle thing coming w/ wudan?


FILES I'M WAITING FOR:
-Kamino MP(aotc:tc)
-Dex's Diner MP (aotc:tc)
-Zam Wesell's Sniper (Marz&Moooa)
-Forcemod 2.0 (Azymn)
-Trade Fed Control Ship (Breath)
-Coruscant MP (aotc:tc)
-Jango Fett Reskin (t3rr0r)
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Old 05-23-2003, 03:22 PM   #76
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- I'll double check the jetpack limitations...i think they're broken for human players too.
- The grappling hook is a bit glitchy; i've had a tough time getting that thing right, b/c it shares a variable that's also used by the disruptor, among other things.

Q: how do you stop the idle hand waving animations when dual pistols are at rest? they make models look drunk
A: I can freeze them in place, but the right hand points the gun down towards the center and the left gun points forward, so either way, it's not pretty. Perhaps it would be better to just freeze it though.

Q: how is the pistol angle thing coming w/ wudan?
A: I haven't spoken to him for a day or two, but one problem is that adding that single frame of animation would increase the size of the mod by 10 MB, b/c of a file we'd have to include. This, and other complications with getting the animation in-game leads me to believe it's not gonna happen.

Have any of you tried the dedicated server bug i've explained above? Please report back with your results.

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Old 05-23-2003, 06:18 PM   #77
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dedicated server

Hmm, i'm not sure if im doin this correctly. I put under dedicated server LAN or internet, then when i go to start the game, it stays in console and all i see are text as to what the bots do and also, what they say; no picture. Am i doin this correctly?
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Old 05-23-2003, 06:21 PM   #78
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You are doing it correctly. Once it goes to the console, start up another jk2 game, and join the server on your own machine.

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Old 05-23-2003, 06:31 PM   #79
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Lol!

Hehe, after thinking about your request it finally registered in my head, hehe. Nope no crashes here, i was able to join it np
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Old 05-23-2003, 06:32 PM   #80
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And could you go to the setup menu in game with no problems?

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