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Forcemod 2 Beta Feedback

Page: 2 of 5
 Azymn
03-05-2003, 5:11 PM
#51
oh by the way, i found out the map limit was around 55 - it's always been like that though. i do not think your fixing the model limit had any effect. you should definitely leave the model fix on. it's soo much better now. also, is it possible to block the lightning/drain without absorb on?

also, any chance of ledge grabbing? hehe...this feature would make the mod for me.

I'll leave the model limit cap off until i hear of further problems.
You should be able to block lightning right now (if i remember which code is in beta 1), but for sure in beta 2 - pure saber users block with their lightsaber.

that silly Force Grip hand... is that a shader or code?
Code using generic shaders. Copies the arm model, applies shaders to it. Even adds hilts/gun models in left hand to the graphic.

will any feature work in single player
Nay, no singleplayer modification available.

BTW, RenegadeOfPhunk is working on a mod for adding a "last man standing" mode to JK2 - could be awesome if it works with ForceMod! Maybe you two could collaborate?
Renegade and i have been discussing possibilities. :)

when can we expect another test run or a public beta?
I'm planning on releasing closed beta 2 this Saturday, if all goes well. The first public release will hopefully be bug-free, so no public betas.
The beta has helped immensely with bug-finding and such.
Thanks again everybody.
 KaiaSowapit
03-05-2003, 7:25 PM
#52
Okay, last suggestion for awhile... ;)

Implement an in-game function for servers/admins to designate which clients/bots/skins have access to Merc/Jedi features such as jetpack, dual guns, sabers, and force powers. Also hook it to a cfg file, either a new or existing one (like tckmodel.cfg), to allow off-line editing.

Thus, anal-retentive people like me can control who has access to what, online and offline. :)

Code using generic shaders. Copies the arm model, applies shaders to it.

Argh, it figures. I swear that's one of the silliest things Raven added to the game. Reason enough to use ForceMod alone! :)

Renegade and i have been discussing possibilities.

Woohoo!!!
 Mace_Windu21
03-05-2003, 9:07 PM
#53
I was wondering if I could be a beta tester? Before you answer
that, I will tell you how obsessed I am with Forcemod. I love Forcemod 1.0 so much I played only that mod since the day it came out! I haven't even d/l any other mods, because Forcemod is the Ultamate! I have prayed for the day 2.0 would come out, I even tried to make my own V2.0, though it ended in disaster, I would do pretty much anything to even beta test it! So please consider me for a beta tester! Thank you. :saberb: :lsduel: :dsaber:

My E-mail: Bit_Cloud21@yahoo.com
 boinga1
03-05-2003, 9:58 PM
#54
you're too late, man...way too late.
 Deathride
03-06-2003, 9:25 AM
#55
:fett: The only problems i had when beta testing were...

my comp crashes

and for some odd reason in nar sharrda streets yoda and boba fett had a everlasting battle on the the bottom of the map(where if u fall their you die)

good work otherwise but was wondering if it it possible if u could make it so u can zoom in on the sniper rifle when wearing the goggles.
 Mace_Windu21
03-06-2003, 9:55 AM
#56
I don't care if I am too late to be a beta tester, could you at least send me the beta version so I can try it out? Forcemod is awsome; I don't care if i'm not an official beta tester, I just want to try it.
:duel: :lsduel: :fire2: :fire3: :yoda3
 Bogus
03-06-2003, 10:33 AM
#57
Cool, You answered my questions

THUS, I have more,Only one though

when will the first public release come?

please be soon


and again my applause for doing such a great job
 Azmier
03-06-2003, 11:02 AM
#58
Alrighty I got one more suggestion.

I was wondering if it is possible to add more emotes to the game. Kinda like the ones they have in Xmod, Adminmod, and JA mod. Anyways I just thaught it would be cool. Anyways keep up the great work. Mod is looking great.
 Deathride
03-06-2003, 11:34 AM
#59
:fett: One more thing I forgot to mention,

When creating a dedicated server Isearched for the server threw the forcemod filter it only picked up forcemod beta 1 not the current one. My server wasn t on the list, yet i found it because i knew the name of the server to make sure it was a forcemod v2.0 beta and it was. You should check on this Azymn.
 Mace_Windu21
03-06-2003, 3:08 PM
#60
I was wondering if in Forcemod 2.0, if you could be a bounty hunter and a jedi at the same time (use force powers and bounty hunter items at the same time)? If you can't you should be able to, for skins that apply to both (like my custom skin, not released to the public) I like being a person that is an ex-jedi, that is now a bounty hunter. If you can't be both please make it possible. Thnaks. Also can you e-mail me the most recient beta, just to see what it's like. Thanks!
My E-mail is: Bit_Cloud21@yahoo.com
:bounfire: :blaze6:
 bliv
03-06-2003, 5:44 PM
#61
It's possible that Azymn will include a cvar for this but it is rather unlikely. Merc equipment should be viewed as an alternative to Force powers.


When choosing your model/saber hilt you also choose your class. Jedi or Merc (if the cvar is enabled). So no you can't be both.
 Mace_Windu21
03-06-2003, 7:44 PM
#62
Isn't anyone going to send me the beta? (probobly not :-( ) Please someone, anyone send me the beta, and you will be the ULTIMATE HERO OF THE 21st CENTURY! Thank you! My E-mail is: Bit_Cloud21@yahoo.com
:bdroid2: :atat: :amidala: :biggs: :fett:
 Azymn
03-06-2003, 8:49 PM
#63
Deathride - The Yoda vs Boba battle at the bottom should be fixed, and hopefully your computer won't crash with this next release either. The goggles aren't suppose to work with the scope, that will stay the same. And beta will be able to find other forcemod 2 betas online (though there shouldn't be more than about 40 total).

Bogus - Umm...dunno yet. We'll see after beta 2 has been out for a while.

Azmier - adding more emotes is unlikely, sorry :)

Mace_Windu21 - bliv is right: the mercs are a separate class and will remain as such. Someone else was developing a jedi bounty hunter mod, you'll have more luck there. Oh...and i added you to the list to test beta 2 when you first posted, so keep your pants on. :)
 KaiaSowapit
03-06-2003, 9:18 PM
#64
(slips pants back on and does best Yoda laugh...)

Hoo hoo hee hee ha ha!

:)
 mariners2001
03-07-2003, 3:27 AM
#65
(slips pants back on and does best Yoda laugh...)

um....


oh and by the way, i found the code for f_saberlockmod and f_mercdismember ....what do these do? does saberlock do that sticky thing I talked about earlier? i put it on 2 and i saw a bit of a difference...
 bliv
03-07-2003, 11:54 AM
#66
I think mercdismember gives the merc a chance to shoot an arm off an opponent or something like that.
 Azymn
03-07-2003, 6:46 PM
#67
bliv's right about f_mercdismember: you have to be using the disruptor and do quite a bit of damage, but you'll shoot through limbs if it's on.

There are a number (probably a dozen or so) of cvars for features i had planned on adding, but have not due to time. f_saberlockmod is one of them.
 Mace_Windu21
03-07-2003, 8:10 PM
#68
(Slips pants back on and sighs)
Thank for putting me on the beta test list, Azymn! But when is the beta going to be released for me to test? And where and/or how do I get it? .....
Please post back soon...
 mariners2001
03-07-2003, 8:31 PM
#69
he said earlier it'd probably be tomorrow (saturday). the first beta was received through e-mail and with a link.
 Deathride
03-07-2003, 11:57 PM
#70
:fett: if anyone feals like playing online the beta if you have :fett: the beta i ll try to run a server for this version for a couple hours... also if you want check out this link to a band peace

http://www.crossbreedmusic.com/redirect.php?sn=gogozombie)
 Deathride
03-08-2003, 12:01 AM
#71
Its called Forcemod 2 beta
 Deathride
03-08-2003, 12:04 AM
#72
the name is Forcemod 2 testing
 Deathride
03-08-2003, 12:17 AM
#73
also....
Azymn in the next update can u set the amount of ammo per gun up to about 500 instead of 300.
 Azymn
03-08-2003, 1:49 AM
#74
Deathride, don't feel bad if noone joins. You shouldn't be able to make public servers until you have beta 2 - i added the ability to find other beta2 servers in it.

I'll boost the ammo limit, but lemme know if this skews the balance.

Mace_Windu21 - Didn't you just put 'em back on?
 Mace_Windu21
03-08-2003, 11:24 AM
#75
No, Azymn, that was KaiaSowapit that put his pants back on.
And the beta should be released sometime today, according to
mariners2001, so that is sweet! Hope it's soon!
(Sitting, tapping fingers, waiting for it to come.)
:ninja1: :skul2: :dev11: :vamp1: :yodaball: :racer:
 Wamprat013
03-08-2003, 12:44 PM
#76
Great mod my friend, i feel honored to be chosen to test it.

the only bug i experienced is that bots were indestructable for some reason in some games even if they fell off a cliff
As for improvements
First off, i dont like the gappleing hook, i know its unfinished but it needs to be more practical.
Next, holding down jump to use jet pack isnt as good as origonal way. just pressing jump was better. also, the old takeoff and landing sound was cool too.
make flame thrower cost less, same with lightning, especially lev 4.
speed in its upper levels is almost worthless due to lack of control. so i suggest for speed to work like max payne bullett time. its makes everything look slow to you but to everyone else your moveing really fast.

otherwise this is the single best mod for jk2 so far, hands down. thank you for your wonderful contribution to the community!

"Be excellent to eachother, and Party on, Dudes!"
 Deathride
03-08-2003, 1:30 PM
#77
:fett: for the ammo limit you should boost the ammo for mainly the blasters :jango: :fett2: :monkey4:
 Wamprat013
03-08-2003, 3:02 PM
#78
i like the more ammo idea
another bug i found is sometime you spontansously become invunerable, often, actually, u dont even die if you fall into a pit, bots do it too, i think it happens moer often when ur a merc, thats y merc bots get more kills
 mariners2001
03-08-2003, 3:09 PM
#79
Originally posted by Azymn
I'm planning on releasing closed beta 2 this Saturday, if all goes well. The first public release will hopefully be bug-free, so no public betas.
The beta has helped immensely with bug-finding and such.
Thanks again everybody.
 mariners2001
03-08-2003, 9:27 PM
#80
Two things I noticed about Beta 2:
*Grapple is messed up with cord going in wrong directions and still no hook, retracting, detracting.
*Scope stays on after changing weapons

Looks great otherwise though! It looks greatly improved!
 Wamprat013
03-08-2003, 9:40 PM
#81
argh, damn geocities site, i need beta 2 and geocities is overflowing w/ poeple dling it, grumble... grumble

:atat: :snipe1:

P.S.: w00t, first on 3rd page!
 Wamprat013
03-08-2003, 10:40 PM
#82
other than the grappleing hook, i see only 2 things wrong with this mod
1) I cant seem to get tck sabers to work right, it just keeps reverting to the standard saber coloring (worked fine in beta 1)
2) crouching backslash dosnt work (didn't work in beta 1 either)
other than that this mod is unstopably kickass definitely the best mod for jk2 by far, puts everything else to shame
cant wait til final is out and there are 100s of servers playing ForceMod 2.0!
Also, might it be posible to change purple stance's idle animation to match green's? the fact that one saber goes into the ground all the time really annoys me, not to mention green's idle animation looks really badass, even if the stance sucks compared to purple (using two sabers).
-----------------------------------------------------------------------------
First words out of my mouth after playing force mod for the first time:
"Thank God for Darth_Syrup!!!!"
 Bogus
03-09-2003, 2:36 AM
#83
the Geocities site doesnt have the download

or did i miss it? (stupid Tunisian Internet)


OR is there some secret site with a dl link?


anywho look foreward to playing whenever i get a chance
 bliv
03-09-2003, 5:01 AM
#84
After 5 minutes playing


Problems

Still don't see the model for the grappling hook.


Likes

Being able to assign Merc tools to the same key as the similar Force powers. Makes them just as easy to use.




Will report back when I've had a little longer with it.
 bliv
03-09-2003, 8:13 AM
#85
The last comment about the hook isn't strictly true.

You do see the model when it's fired but not after it's hooked onto a surface.
 Wamprat013
03-09-2003, 10:48 AM
#86
another weird thing about the grapple is now, if you latch it on to somthing it pulls u across the ground til u jump or til u slide off a ledge.

also is it possible to make merc tool binds completely seperate from force so when ur a jedi u get the force and when ur a merc u get the tools? that way, u could say, bind force grip and cloak to the same key.
 Flamehart
03-09-2003, 2:48 PM
#87
Alright, just got back after a short testing period of ForceMod 2, and I found these two bugs, and I have pics as proof and will post them, if you don't want the pictures there, I'll edit and remove.

1. i accidently ended up grappling to Desann, (grapple model did not show in air, but showed the multicolored object instead, before and after attachment) and he killed me as soon as I got to him, then, when I went over to my dead body, the multicolored object was on top of it.

Proof:

http://www.navas.net/mercs/xyzbug.jpg)

2. This isnt much of a bug, its about the lightsaber issues, the saber seems to have this faint white line on the edge of the blade. Also, no offense, I like the mod completely, but the way the lightsabers look visually arent pleasing, i mean, the big core an' all, even on thin.

Proof of White Line:

http://www.navas.net/mercs/sabertex.jpg)

That's all I have for now, I'm going to see what else I can find. Oh yeah, and Jango is frickin hard to kill without being a Jedi! :)
 Wamprat013
03-09-2003, 3:03 PM
#88
i think that force jump is unbalanced becuase of all the fall damage a merc takes, i think there should be some alliveation of fall damage for mercs, also i think mercs should be able to jump a little higher, like 3-4x the height they can now,just so they dont have to use jetpack so much, they already got it tough from being whailed on w/ lightsaber, i think mercs should be a little more resistant to injury too, becuase they dont have saber block, so a few blaster shots souldn't phase them , and one saber throw wont set a merc back 100 health
 bliv
03-09-2003, 3:16 PM
#89
But doesn't the Jetpack compensate for Force Jump? You only save on damage if you jump first. Jump reduces the force pool, while jetpack thrusting reduces the battery pool. Therefore it seems rather balanced. If anything I'd ask the Mercs shouldn't be able to wall run as it's rather unrealistic that they can reach a perpendicular platform by running up a wall. Health is similar. A merc can strike from a long range with all their weapons. They should use this to their advantage to keep a Jedi away.
 Wamprat013
03-09-2003, 4:22 PM
#90
ya, but the problem is that regular, un force enhanced jump is unrealistically short even for ust a regular guy. And, who's to say what kind of technology mercs could use to jump a little higher than normal? i mean boba fett had most of his nerves removed so he'd feel less pain. and the distance thing it is good, but the only problem is what is a merc's counterpart for lightsaber defence? or what if the jedi is a "lightsaber & guns" sort? by the way i dont think there should be a lightsaber and guns jedi. in jedi v merc mode u should have to chose one or the other.
 MasterKoon237
03-09-2003, 5:27 PM
#91
what with the realease of this thing i thought it was gonna be out yesterday! But i guess i can wait
 mariners2001
03-09-2003, 6:02 PM
#92
the insider's beta was released yesterday....it is not known when the public will be released. if you want to become a beta tester, i'd drop your e-mail here
 MasterKoon237
03-09-2003, 6:07 PM
#93
Okay mine is mayaglubpany@aol.com . But i thought he was'nt taking anymore BETA testers?
 KaiaSowapit
03-09-2003, 6:51 PM
#94
un force enhanced jump is unrealistically short even for ust a regular guy
Who are you, Micheal Jordan? :)
what is a merc's counterpart for lightsaber defence?
Umm... shields?
i dont think there should be a lightsaber and guns jedi. in jedi v merc mode u should have to chose one or the other
Amen brother... I couldn't agree more. Technically, I think there should be three classes; Jedi, Mercs, and regular Joes (no saber, force, or merc goodies).

Which brings me to my only beef so far with beta 2 (phenominal mod)...

My Battledroids spawn with sabers. Argh.

Jango's been a good boy so far (well good if you mean bad ass!). He sticks to guns and merc goodies. I'd still like to see more bot use of the jetpack... but I don't know how you'd code that. BTW, that new flame thrower fx ROCKS! Awesome, awesome work!

I've got to do a little more testing, but so far Desann sticks to force powers and his trusty saber. Looking good there.

But the Battledroids... hmm. They run around almost exclusively with sabers - weird since I've modified their bot files so they aren't saber specialists and have zero preference for using sabers. They also have absolutely no force powers. Very strange they now obsess in using them. Stranger still, they've managed to beat me a couple times with them. That's not right! :p

Also, I've yet to do any digging in the .pk3 file, but suddenly "Han Solo" appears as one of my bot choices. Hehee... me thinks a little bot file still snuck it's way into beta 2. :)

Lastly, someone brought up altering stances... their idles, etc.. I've seen this before in little mini-mods (you might wanna take a peek at some of them like "Cool Moves" and "Jedi Moves" - though my favorite is "Mace Stances") - I'm curious how they do this. I can see they are altering the _humanoid/animation.cfg file... I just don't know what their reference is - how do they know what to change to what? Anyone have a clue? I'd love to fiddle with this myself.

Anyhow, thanks again Syrup for the opportunity to beta! You're the bomb!
 Wamprat013
03-09-2003, 10:37 PM
#95
I have an idea. Mercs need somthing to combat saber defence. I give you deflector screen. A new merc goodie that, when the key is pressed and held, an impenetreble shield (that deflects blaster fire) goes up in a small arc around your crosshairs, so you can aim it. Large enough to defend your torso but not large enough to defend the whole body, like a shield from roman times. it would of course drain your battery faster than any other thing though.

On another note, I am not Michael Jordan, it just these guys jump about 2 feet high!

I think that the mercs should have the skills of a Jet Li or Jackie Chan, I mean a Merc wouldn't live long if he couldn't do some jumping and dodging.

:deathstar <-------------- :x-wing:

:luke: "This is red 5, I'm goin' in!"
 Wamprat013
03-09-2003, 10:45 PM
#96
Hell Ya!! I graduated to pit droid!! No more Bantha Fodder for me!! :p :D :cool:
 KaiaSowapit
03-10-2003, 2:29 AM
#97
Update:

Seems that if there isn't a specific flag set in a bot's file (merc - as instructed in the readme) the bot takes on the role of Jedi/Merc or "Jerc" - heehee!

Me no likey Jercs! :p

Azymn, how bout adding a flag for bots that aren't Jedi or Mercs? Either that or add a seriously watered-down merc class... say blasters only?

Wamprat013, I hear what you're saying... but I somewhat disagree. I don't think Mercs need something to combat saber defense - first off saber defense isn't all that it's cracked up to be... second, Mercs already have personal and portable shields - and they can recharge them using the battery. I think giving Mercs more goodies would be unbalancing.

Ultimately, it's melee vs. ranged fighting. Jedi are the Jackie Chan, acrobatic, melee fighters - Mercs are the big gun toting ranged fighters. It's hard enough to get close to them - if they could jump like Jet Li, you'd never wack one with your happy glow stick of death. :p

Oh and by the way, Azymn, perhaps this is a dumb question, but do we still need/use the assets_forceMod.pk3? I've got it in there, but on quick lookey loo inside the pk3, it looks like it's the same stuff as in the mod itself... is this redundant or necessary?

Another suggestion...

Allow players to "spec out" their favorite setups, like model/skin, saber, saber colors, force powers, etc. and save them into a .cfg - sorta like how force powers theoretically lets you save custom settings (I've never gotten that feature to work, even in vanilla JK2). It would be cool to join a server and choose your favorite setups from a menu or something rather than having to scroll around and pick them manually every time. Just a thought. :)
 bliv
03-10-2003, 2:32 AM
#98
I still think the jumping is fine.


To get rid of the saber thing.

Go into the your battledroidmodel .pk3 file. Extract the sciprts folder with the .bot file in it.

Open it.

{
Name
Model
SaberColor
etc.
}

Add, inside the brackets, Merc. And the value 1, 2, 3.

Read the How to make a Merc file in your beta2 directory for more.
 KaiaSowapit
03-10-2003, 2:56 AM
#99
Thanks bliv... um, but I got that. :)

My problem is what if you want a Stormtrooper bot that neither uses a saber NOR a jetpack, cloak, flame thrower, etc.?

Yes, I'd like some easy targets for my uber Jedi/Mercs! :p
 bliv
03-10-2003, 6:23 AM
#100
But the bots on initiate difficulty and use the cvars to disable merc funtions and jetpacks etc for bots?

I think there is a cvar for that.

cvarlist f_

look in there.
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