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ForceMod II - Final beta feedback

Page: 1 of 5
 Azymn
05-16-2003, 3:23 PM
#1
Well, ladies and gentlemen, you know what i need. :)

Let the games begin.
 rut-wa jodar
05-16-2003, 4:04 PM
#2
My initial Reaction is.......



:drop2: OMG ! :drop2:




I`m testing it right now
 Azymn
05-16-2003, 4:24 PM
#3
cHoSeN-oNe has just informed me of a bug when running a dedicated server.....

EDIT: This bug was with the last version. Host dedicated servers to your heart's content. :)
 Classic Luke
05-16-2003, 5:21 PM
#4
Seems my email is messed as i dont see any forcemod final beta in it :( Anyways, if its not too much trouble can you email it to me at the following address please:) ?
bleroy@tampabay.rr.com
 rut-wa jodar
05-16-2003, 8:00 PM
#5
Azymn, I noticed in your cvarlist this

f_saberbreak
-"0" No changes
-"1" Only drains force when hit
-"2"
-"3"

does it mean that breakable sabers are not fully implemented ?
 Azymn
05-16-2003, 8:15 PM
#6
Oh, the cvar_list.txt isn't updated yet.

Saberbreaks are fully implemented.

You can set the cvar through the menu under forcemod->lightsabers.
 rut-wa jodar
05-16-2003, 8:20 PM
#7
Can u explain under what conditions will the saberbreaks occur .I have noticed bots seem to lose lightsabers more often too. but i think it`s something to do with 1.04 patch.
 Mace_Windu21
05-16-2003, 10:32 PM
#8
The saber blades for episodes 4, 5, and 6 seem to have the core above where the saber glow stops, so please fix that. But the rest is awsome! :fett:
 Classic Luke
05-16-2003, 11:08 PM
#9
I played forcemod for about 20 minutes with no problems, then i changed the f_saberdroptime to 0. Five minutes later my game crashes. Does this happen to anyone else? When i switched my f_saberdroptime to a non-zero value (in this case 1.5) i encountered no problems.
 Azymn
05-16-2003, 11:38 PM
#10
rut-wa: saberbreaks occur when the very first thing you hit on the opponent is the arm or hand holding the blade you want to destroy. So you must hit the right arm to destroy the dualblade, and the left arm to break the 2nd saber. This is actually quite difficult, because the lightsaber must be on, and it's very hard to hit the saber arm without hitting something else first (esp. the saberblade) with the current collision code.
So it's not a common event - but you'll receive a message if someone breaks your blade, and there will be a small explosion and the person will fall to the ground.
When you say they lose sabers, is it the special blades? or are they stuck with the throwing hand out?

Mace_Windu21: I'll tidy those blades up a bit.

Classic Luke: I found what was causing the problem with f_saberdroptime and it will be fixed.
 rut-wa jodar
05-17-2003, 6:36 AM
#11
It`s when they are stuck with their arm in the throw position. I don`t think it`s a problem with your mod though.
I found a random bug too, on bespin I was having a saber battle against a bot when all of a sudden i found myself stuck to a wall and noticed a green and blue line between my character and the wall. WIERD !!!!. It has only occured once I am trying to recreate it so i can send you a pic.

The Mod is stunning BTW ! :D
 bliv
05-17-2003, 6:48 AM
#12
lol, how many e-mails do you need to send?
 rut-wa jodar
05-17-2003, 7:09 AM
#13
Originally posted by Azymn
rut-wa: saberbreaks occur when the very first thing you hit on the opponent is the arm or hand holding the blade you want to destroy. So you must hit the right arm to destroy the dualblade, and the left arm to break the 2nd saber. This is actually quite difficult, because the lightsaber must be on, and it's very hard to hit the saber arm without hitting something else first (esp. the saberblade) with the current collision code.
So it's not a common event - but you'll receive a message if someone breaks your blade, and there will be a small explosion and the person will fall to the ground.
When you say they lose sabers, is it the special blades? or are they stuck with the throwing hand out?

Mace_Windu21: I'll tidy those blades up a bit.

Classic Luke: I found what was causing the problem with f_saberdroptime and it will be fixed.

My apologies Azymn
I was using wrong version of your mod I never checked my email after I got the 1st version of beta 3 you posted.

I have noticed bots turn sabers off and on alot if bot_honourableduelacceptance cvar is set to 1. Can the seeker droids be disabled for pure saber bots ?
 Flamehart
05-17-2003, 2:15 PM
#14
Yeah, those seeker droids get annoying. Desann lost his lightsaber again a few times when I played, and I set the lightsaber block for Lightning AND Drain, but neither worked. Is it because I'm using Twin Lightsabers? Just wondering.
 rut-wa jodar
05-17-2003, 2:20 PM
#15
Originally posted by AOTJ_Craig
Yeah, those seeker droids get annoying. Desann lost his lightsaber again a few times when I played, and I set the lightsaber block for Lightning AND Drain, but neither worked. Is it because I'm using Twin Lightsabers? Just wondering.

To block drain and lightning you have to keep the crosshair on your opponent.
 Flamehart
05-17-2003, 2:25 PM
#16
Did that, it didn't block. Also, with Jedi v. Merc mod off, the Bryar Pistol is unselectable, it wont let me switch to anything but the lightsaber, even if im "Lightsaber and Guns." Mind telling me whats wrong here too?
 Mace_Windu21
05-17-2003, 2:32 PM
#17
I think someone should set up a ForceMod II beta 3 server, to beta test on against real players. So, please someone do that and put the time and date of when it is so we know when. Thanks! :D
 Flamehart
05-17-2003, 3:28 PM
#18
Ok, found somethin weird. After some extended amount of time of playing on MercMod, JO seems to close out saying it performed an illegal operation. Also, when flying on jetpack and using the grapple it says illegal operation. The seeker drones are getting VERY annoying and making it hard to have a decent fight vs. Bots. In normal game mod (no Jedi Vs. Merc) the Bryar can still be selected, just not directly, its like I have to pick up another gun before it will let me switch to it.
 rut-wa jodar
05-17-2003, 5:06 PM
#19
OMG!! I just fought against darth maul Bot I managed to split his sith saber in two, he then begins to kick my butt me with 2 sabers. :drop2:
 KiLLeR_SqUiRReL
05-17-2003, 5:29 PM
#20
When i perform emotes or rolls, the final arm animations stick for a while, then return to normal. the jetpack fires kinda stops every once in a while, then turns back on. When you jump slighty forward shooting 2 pistols, certain models (maul) will have their torso turned completely around, like a creepy chucky doll. also, when i execute .cfg files, it will occasionally crash my game. and, though this has only happened once, i started bespin streets and spawned in an out-of-map point, then i had to devmap/restart it to fix it. but like i said, it's only happened once. and, lastly, i cant seem to select dual e11's, and i have typed in the console command. that's all i've found for now. AWESOME MOD, btw.
 Azymn
05-17-2003, 5:43 PM
#21
bliv: lol - you're right. I can't believe i posted the wrong version initially. Make sure everyone who has problems has downloaded the version with the main menu that reads:

ForceMod II
The Mercs Strike Back

,or else you have the old beta 2.

I will disable seeker drones for the pure saber users, they actually started buggin me too. :)

AOTJ_Craig - I'll fix the bryar when jedivmerc is off. You probably just don't spawn with any ammo. You can still block with Twin sabers - make sure f_saberblockall is set to "1", in addition to the lit/drain blocking.

For crashes, try and determine what events are happening right before the crash - i'll check out the jetpack/grapple combo. Is anyone else having the same crashes?
Make sure f_saberdroptime is at least "1" (this will be fixed in the next version). If anyone else can find specific cvars that cause the problem, that would be great.
 Azymn
05-17-2003, 5:52 PM
#22
KiLLeR_SqUiRReL - I'm trying to find ways of fixing those anims...i'll check out the other stuff you mentioned.
Dual e11's (i assume that's the blasters) can only be had if you're a heavy soldier, and f_dualgunshow is "1".
 Zathu Koon
05-17-2003, 6:42 PM
#23
Woo, great job on what I saw. :)

Heres the bugs:
- Force Template pages that you have to switch to don't show up until you save one.
- There are some darks in the pure jedi one, light syrup shows up dark, as does white knight. Might do this in other ones, didn't check.
- Level 4 Jump doesn't drain any force
- Can't roll multiple times (Not sure if this was intended, but I like to be able to hold down roll and go untill I let go
- Not really a bug, but is it possible that you could list the emotes in /aminfo?
 Azymn
05-17-2003, 7:48 PM
#24
- Force Template pages that you have to switch to don't show up until you save one.
- There are some darks in the pure jedi one, light syrup shows up dark, as does white knight. Might do this in other ones, didn't check.

The menus are certainly one of the trickiest things i've dealt with. I'll do my best to get them workin right for the final release.


- Level 4 Jump doesn't drain any force

You have to adjust the jumpmod settings in the forcemod->force powers menu on the main screen.


- Can't roll multiple times (Not sure if this was intended, but I like to be able to hold down roll and go untill I let go

Looking into it...


- Not really a bug, but is it possible that you could list the emotes in /aminfo?

You got it.
 Azymn
05-17-2003, 10:46 PM
#25
Squirrel - Can you email me the cfg files that were causing it to crash when you ran them?

Also - have any of you noticed that it crashes when a merc dies?
Or when you use the grapple and jetpack at the same time?

I'm trying to pinpoint the problem, so any thoughts would help.
Thanks.
 Classic Luke
05-18-2003, 12:24 AM
#26
Is cloaking identical to mind trick? What i mean is that after an aggressive action a bot will be able to see, even though i am still cloaked. Also, it seems that cloaking, just like mind trick, only works on enemies within my vision because sometimes i will activate cloaking and a bot will turn a corner and see me, hehe, then im dead!
I don't know if making the cloaking affect all players regardless of whether they are in my vision would unbalance the merc classes making the scout superior. In any case, i would wish that cloaking would have an effect on all players; also, i would wish that aggressive actions would not negate the cloaking effect on enemies. To balance these out, perhaps you can decrease the amount of time one may be cloaked, or you can increase the amount of time it takes for the merc bar to regenerate.
Anyways, thank-you for the great mod Azymn, GREAT JOB!!!!
 Azymn
05-18-2003, 1:56 AM
#27
Cloaking vs Mindtrick:

- You can attack without penalty while cloaked.
- Cloaking does affects all enemies, regardless of level.
- Cloaked units can be seen by bots at close range (~20 feet-ish), to simulate how human players could see a cloaked merc as well, but they have a reduced chance to hit you accurately.

So Luke, that's probably why they see you, because you're getting close to them. If you keep your distance, you stay cloaked to everyone. Even if they see you, if you move away they will lose track of you.

I'll double-check the distance they can see at to see if it's too far, but see if this new information helps any.
 Classic Luke
05-18-2003, 2:58 AM
#28
Ah-ha! That explains it Azymn, thank you friend:))
 mariners2001
05-18-2003, 5:03 AM
#29
Looks great Azymn! Big improvement over the previous version!

Like you said I have experienced a mass amount of crashes (the majority with Mercs as you said). The damage scale seems way high but it does make the fights more challenging. The grapple is extremely buggy. There is no grapple-line visible and no swinging, retracting, and detracting...

Everything else is INCREDIBLE!! I love the classes you implemented and the new .cfg's to customize bots. The saber's appearance is vastly improved. The ancient saber is great too. Is there a way to make other blades for the sabers?

A few suggestions:
1) Could you make it so that an invisible blade is possible? This would work great with Gaffi-Stick and Sword mods. However, there would have to be a way to prevent people from running around with invisible blades.
2) 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?
 rut-wa jodar
05-18-2003, 2:31 PM
#30
I wonder if this suggestion would be viable. Toggable team skins option so FFA skin models can be used in team games.

Bug:
I have noticed in beta3 that even pure jedis have a grapple hook if "G" is pressed during gameplay, has anyone else noticed ?
 RenegadeOfPhunk
05-18-2003, 3:03 PM
#31
I'm crashing every single time I start a game. Within about a minute or so.
And I don't seem to be doing anything specific - usually I'm just running along - just about to get into the action :/

Seems really wierd - I've tried messing around with settings to try and track it down, but nothing seemed to make a difference..!
 mariners2001
05-18-2003, 6:56 PM
#32
yeah i also wanted to add that I'm getting a mass amount of crashes which is basically making it unplayable... :(

they are random crashes and don't seem to happen at any particular moment.
 mort!!!
05-18-2003, 7:04 PM
#33
Wudan says you used a half-gunsit animation for the dual pistols. he also said this causes the pistols to be angled up in an exagerrated way. he has developed an new animation program called gla_neo. Maybe you could fix this problem w/ it.

Get it at: http://users.sisna.com/tokyopop/glatool.zip)
 Flamehart
05-18-2003, 7:39 PM
#34
Ok, my game crashes randomly too. The grapple works fine with the pull and swing, but there is no line showing where it really is, its very hard to see. I have tried what you told me to, and it still didnt block Lightning and Drain. If you launch Forcemod via the Mod menu, the Forcemod section is labeled "Rules" until you click on it. Bryar starts with 0 ammo (except in Jedi V. Merc mode). Choosing lightsaber and guns gives you no guns and twin sabers.
 Classic Luke
05-19-2003, 12:05 AM
#35
I noticed that i can shoot while at the same time rolling. And as stated earlier, choosing to wield both a saber and guns results in you wielding 2 sabers. For the moment, these are things observed:)
Is there a cvar controling saber throw damage btw?
 Flamehart
05-19-2003, 12:21 AM
#36
You think that's weird. While doing things like aerial flips or something with your lightsaber on, you can deflect bullets too =P
 mariners2001
05-19-2003, 3:50 AM
#37
a couple other notes:
1) two-sabered bots lose their saber 99.9% of the time and instead of just fighting with the other one they wait for the other to be called back (and it never does). this should definitely be fixed. just fight against tavion and you'll see.
2) jetpacked bots don't fly around as much as they did in the earlier beta's. the flamethrower is awesome (i love that bots can use them) but can absorb block it?
 bliv
05-19-2003, 5:39 AM
#38
I've not had one crash yet........
 rut-wa jodar
05-19-2003, 6:04 AM
#39
Originally posted by bliv
I've not had one crash yet........

Neither have I.


Originally posted by AOTJ_Craig
You think that's weird. While doing things like aerial flips or something with your lightsaber on, you can deflect bullets too =P


That`s a cool bug IMO !



Originally posted by mariners2001
two-sabered bots lose their saber 99.9% of the time and instead of just fighting with the other one they wait for the other to be called back (and it never does). this should definitely be fixed. just fight against tavion and you'll see.


I think the non returnable sabers bug is down to ravens patches but I have noticed it happening a little more often in forcemod 2 Beta3.
 Classic Luke
05-19-2003, 10:32 AM
#40
Hmmm, when i've been playin or tryin to play with player-made maps, bespin afl style in particular, my game tends to crash. Also, when i tried to play on the Kektik Verslassner map, the same thing happens. It seems to be a memory issue, for my computer will say something to the effect that forcemod2 has caused an error in unknown. However when playing on maps included with the game i rarely if ever crash. Anyways, playin on the maps included with the game still rocks :)
 RenegadeOfPhunk
05-19-2003, 11:15 AM
#41
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...
 Classic Luke
05-19-2003, 12:13 PM
#42
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.
 bliv
05-19-2003, 1:21 PM
#43
I've played on LivingDeadJedi's Sarlacc and the DotF v2.0 maps without any problems.
 Azymn
05-19-2003, 4:28 PM
#44
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.
 KiLLeR_SqUiRReL
05-19-2003, 6:25 PM
#45
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.
 mariners2001
05-19-2003, 8:24 PM
#46
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

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
 mariners2001
05-20-2003, 12:07 AM
#47
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.
 Azymn
05-20-2003, 3:42 AM
#48
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?
 Classic Luke
05-20-2003, 4:49 AM
#49
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:(
 Azymn
05-20-2003, 5:04 AM
#50
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.
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