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ForceMod II - Final beta feedback

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 mort!!!
05-20-2003, 11:41 AM
#51
did anyone even take notice of my pistol angle post on pg1?
 Azymn
05-20-2003, 3:06 PM
#52
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.
 mort!!!
05-20-2003, 11:13 PM
#53
could you make an on/off toggle for the destructibility of jetpacks?
 Azymn
05-20-2003, 11:39 PM
#54
set f_jetpackbreak to 0 and they can't break.
 Azymn
05-21-2003, 2:27 AM
#55
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.
 Classic Luke
05-21-2003, 5:44 AM
#56
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. :)
 rut-wa jodar
05-21-2003, 2:05 PM
#57
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 :D
 Azymn
05-21-2003, 3:47 PM
#58
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.
 rut-wa jodar
05-21-2003, 4:29 PM
#59
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.
 JerAir
05-21-2003, 4:30 PM
#60
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
 Azymn
05-21-2003, 5:04 PM
#61
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.
 rut-wa jodar
05-21-2003, 7:40 PM
#62
My Apologies Azymn

The crash WAS caused by a missing bot jkb file.
silly me :rolleyes:
 Azymn
05-21-2003, 7:47 PM
#63
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.
 Mace_Windu21
05-21-2003, 10:11 PM
#64
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)
:confused: :confused: :confused: :confused: :confused: :confused: :confused: :confused:
 Classic Luke
05-21-2003, 10:37 PM
#65
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 :)
 rut-wa jodar
05-22-2003, 6:19 AM
#66
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)
 Azymn
05-22-2003, 7:06 AM
#67
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.
 Classic Luke
05-22-2003, 6:53 PM
#68
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 :)
 Azymn
05-22-2003, 7:49 PM
#69
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? :)
 mariners2001
05-22-2003, 9:34 PM
#70
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?
 Azymn
05-22-2003, 9:57 PM
#71
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.
 mariners2001
05-23-2003, 3:38 AM
#72
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!
 Azymn
05-23-2003, 4:23 AM
#73
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.
 Littleman206
05-23-2003, 7:09 AM
#74
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!!!!
 mort!!!
05-23-2003, 11:22 AM
#75
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?
 Azymn
05-23-2003, 3:22 PM
#76
- 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.
 Classic Luke
05-23-2003, 6:18 PM
#77
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?
 Azymn
05-23-2003, 6:21 PM
#78
You are doing it correctly. Once it goes to the console, start up another jk2 game, and join the server on your own machine.
 Classic Luke
05-23-2003, 6:31 PM
#79
Hehe, after thinking about your request it finally registered in my head, hehe. Nope no crashes here, i was able to join it np:)
 Azymn
05-23-2003, 6:32 PM
#80
And could you go to the setup menu in game with no problems?
 Classic Luke
05-23-2003, 7:19 PM
#81
Yep, I just tried it again. I was able to access the setup menu np:)
 Azymn
05-23-2003, 7:21 PM
#82
Schweet. :)

Will everyone else please try the same thing Classic Luke just did?
Thanks.
 mort!!!
05-23-2003, 8:32 PM
#83
could you make the animations in a separate d/l for anyone who cares?
 rut-wa jodar
05-23-2003, 8:57 PM
#84
Originally posted by Azymn
Schweet. :)

Will everyone else please try the same thing Classic Luke just did?
Thanks.


No problems here Azymn :thumbsup:
 mariners2001
05-23-2003, 9:03 PM
#85
yeah seems to work fine here too...

so to wrap it up...here are the only bugs/issues i've seen left:
1) the dual blasters (not pistols) are gone....i miss them
2) can't seem to have all 5 stances at once...i don't mind though
3) the grapple can't retract or detract...can't swing very well
4) the walking stances are blah (but that's raven/lucasart's fault)
5) there is a map limit display, bot list limit and still a model limit (though not as restricted)

also...here's one thing i've always wondered....can you make the bot addition menu a pull-down with a list of all the bots instead of having to browse one-by-one across them?


absolutely a great mod! i just got done playing this with a friend against some bots....some of the funnest JK2 playing ever! this is the best mod! once it's released...it will definitely help people get by until jedi academy....i hope you can continue forcemod into there too!!!
 Azymn
05-23-2003, 9:21 PM
#86
mort!!!! - If Wudan makes those anims, we will release them as a separate download.

Well, i'm going to assume the ded serv bug is not a universal bug, and proceed with a few last minute changes.

1) the dual blasters (not pistols) are gone....i miss them
- I

2) can't seem to have all 5 stances at once...i don't mind though
- For reasons of stability, you can only have all 5 stances if you have a single-bladed saber. If there's a huge demand, i'll make it possible to re-enable.

3) the grapple can't retract or detract...can't swing very well
- I will tinker with the grapple a bit more, but it will likely end up much as it behaves now, for reasons i won't go into. :)

4) the walking stances are blah (but that's raven/lucasart's fault)
- :)

5) there is a map limit display, bot list limit and still a model limit (though not as restricted)
- Did you reach another cap with the models?

"also...here's one thing i've always wondered....can you make the bot addition menu a pull-down with a list of all the bots instead of having to browse one-by-one across them?"
- Hehe, actually if you look at the AddBot menu, you'll see that it's a little bigger than normal. I tried to make a listbox for the bots last September, but was wasting too much time on it and decided to try to make dualguns instead...
 mariners2001
05-23-2003, 9:29 PM
#87
Originally posted by Azymn

5) there is a map limit display, bot list limit and still a model limit (though not as restricted)
- Did you reach another cap with the models?

Yeah...it's a lot higher but I noticed some of the default models were missing...

Originally posted by Azymn
"also...here's one thing i've always wondered....can you make the bot addition menu a pull-down with a list of all the bots instead of having to browse one-by-one across them?"
- Hehe, actually if you look at the AddBot menu, you'll see that it's a little bigger than normal. I tried to make a listbox for the bots last September, but was wasting too much time on it and decided to try to make dualguns instead...

Good call! ;)
Lol, so that's why the bot box is bigger....thanks for trying anyway...you are one hell of an editor!

EDIT:
I just tried the deticated again and I couldn't find my server in the list....might be my problem though...

EDIT#2:
The butterfly and aerial animations are very slow...could they possibly be sped up?
 Classic Luke
05-24-2003, 3:56 AM
#88
I was wonderin if it were possible to increase the total amount of emotional attachments a bot can have? Right now, the limit is only 4:(

Also, to mariners2001, i entered my ip address into the add favorites option when u pick to join a server. Then, i change the type (i think) to favorites, and then that is how i was able to log onto my dedicated server:)
To get your ip address, click on the Start button on windows bottom left corner, then under run option type in command. This should bring up an MS-DOS window. In the window type in ipconfig and boom, your ip address will be listed:)
 Padawan_7
05-24-2003, 3:53 PM
#89
Azymn,

Let me start off by saying I think Forcemod II is going to fantastic! I love the merc abilities. And it is very impressive seeing and playing against bots that fly with the jetpack and shoot at me with two pistols. The class system is great and I think the mod itself has a solid foundation. However, the mod currently has many bugs. Here is what I could find. (Note: I have two versions of JKII installed, one with user-made models, maps, and skins, and one that is basic JKII. I ran Forcemod on both and there didn't seem to be any discrepancies in the following bugs).

Bugs:

Grapple does not extent or retract.

Grapple hook falls to the ground when it touches a wall or ceiling.

Once on the floor, the grapple hook occasionally will not disappear. (A rare occurrence.)

When the Grapple is set to "Mercs only", Jedi can still use it.

When the Grapple is set to "Jedi only", mercs can still use it.

When you use the Shield Recharger, the icon at the bottom left has a transparent green box around it.

On the Scout class descriptions on the "Player Configuration" menu, the line "Weapons:Sniper Rifle" is missing a space in it. (After the colon and before 'Sniper'.)

With "Dual Firearms" set to "Special Mercs only" I can play as a Heavy Soldier and still use two pistols (the same goes for Heavy Soldier bots).

Anytime I start a server and join as any of the 5 mercs, I start with the Stun Baton.

If you switch class Mid-game to a 1. Scout - you spawn holding a Thermal Detonator, 2. Bounty Hunter - you spawn holding a Blaster, 3. Heavy Soldier - you spawn holding a Rocket Launcher, 4. Hot Shot - you spawn holding a Blaster, 5. Trooper - you spawn holding a Detonation Pack. (I think all classes should start with pistols for safety and consistency.)

Level 4 force powers do not work, even thought they are enabled in the menu. (Whenever I allot force points to a level 4 power I respawn with NO force powers.)

Sometimes when spawning as a Jedi you can't switch lightsaber stances.

Sometimes when spawning as a Jedi I will have no force powers, or even rarer, spontaneously chosen force powers that are not reflected in the force powers menu.

Sometimes when dying as a Jedi with the above lightsaber and force power bugs occurring, the game will take me to the "Player Configuration" menu. Then when I select 'Join' it says that I "May not switch teams more than once per 5 seconds".

I followed a Scout bot in spectator view... they do not use cloak, even though it is enabled.

I played against a Scout bot in a dual map... it used the Disruptor until the ammo was gone, then used Thermal Detonators until they were gone, then used the Pistol until the ammo was gone, and then finally switched to the Stun Baton. (In short, the Scout bot will not use Ammo Regeneration, even through it was enabled).

I did the same as above with a Heavy Soldier bot... same result with the Heavy Soldier's respective weapons.

I did the same as above with both a Hot Shot bot and a Trooper bot... they didn't seem to run out of ammo after a good amount of firing (although they ended up getting killed because my saber would eventually reflect their blaster shots back to them - so I'm not totally sure).

The model icon limit is 100 (no more).

Even though the menu saves my rgb saber settings, every time I start the game fresh the saber starts out white.

Wall jumps made by running face front into the wall does not work, even though I have level 3 force jump.

Dualphase lightsabers do not work, even though they are enabled in the menu. (I inspected Force Mod's config. file and the cvar "g_enableextended" is nowhere to be seen.)

Padawan_7

P.S. I've got some suggestions about a few things that I'll type up later when I get the chance.
 mariners2001
05-24-2003, 4:13 PM
#90
yeah.......what he said......
 Padawan_7
05-25-2003, 2:05 AM
#91
My computer doesn't freeze when going into the setup menu after creating a dedicated server and then joining it. So, no problems there.


More Bugs:

After spawning into a game where "Jedi vs. Merc" is set to "Basic", the first time you access the "Player Configuration" menu, the class descriptions will be messed up.

Dual Pistols do not have a 'ready' position and the single pistol does, but not like basic JKII. In basic JKII you can walk around with your pistol in a 'ready' position until you walk up or down stairs or jump. Currently, in ForceMod the single pistol's 'ready' position drops as soon as you move.

When the grapple hits a person it prints on the screen "hook hit person?". This, I suppose, was used for testing the grapple, but that message should be removed.

Any time I start a game it prints on the screen in a strait line "Welcome to our ForceMod II serverMay not switch teams more than once per 5 seconds."


Suggestions:

In the "Configure ForceMod" menu the settings under "Lightsaber Integrity" read "Saber-Only Jedi", "Saber-Only Jedi (Locked)", "Changeable", "Locked until Respawn". But to be more descriptive "Changeable" should read "Changeable with Guns".

In the "Configure ForceMod" menu the settings under "SaberType" are "Breakable", "Splittable (Dualblade)", etc. But to be more descriptive "Splittable (Dualblade)" should read "Breakable and Splittable". (However, I'm not sure there is room for it).

When held in the double bladed lightsaber Green stance (standing still), the tips of the default, ep. I and ep. II blades definitely look flat. Then for the ep. III blade, although the blade really narrows, it still looks a little flat. And then for the ep. IV blade, although the blade is fat the tip still looks a little flat. Episode V and VI look fine. I don't really do skinning, but I'm thinking that if all the blade tips look fine in the other stances, but flat in this one position (resting position of the green stance), it might be because those sabers (default, I, II, III, and IV) are a little longer than V and VI and appear flat at that particular perspective.

In the cvar list is says that for "f_unspambots" the higher the number the less the bots spam force powers. Stupid question: does a 0 cause this feature to be turned off? (It doesn't specify that in the cvar list description).

I like the cvar "f_mortalwounds" but it seems that the players get knocked down way too much with it on. So maybe instead of causing a fall due to being shot in the leg, make it so that 1/4 of the shots in the leg causes a fall.

In the ForceMod Model Class Config. it says that a 2 = Dual Thrust and a 4 = Dual Thrust (No Model). What's the difference between the two? (The description doesn't really specify).

The Optic Radar's range seems a little too short to me.

The Jet Pack's ascend rate seem a little slow, but it is okay.

The Shield Regeneration rate is too slow. It causes the Shield Regenerator to be less effective than it should, in my opinion. Maybe you could add a cvar for this?

The grapple moves a bit too fast. After it connects to a wall or ceiling you don't really have a whole lot of time to stop the grapple from reeling you in (making it difficult to perform swings).

I don't know if this is possible, but it would be cool to have the lightsaber surrounded with the electricity effect (the same that players have when they are shocked) as the saber blocks lightning and drain. But this probably would surround the saber's hilt as well, and thus the player's hand. So, maybe that's not a good idea after all. :p

Padawan_7
 rut-wa jodar
05-25-2003, 6:43 AM
#92
Originally posted by Azymn
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.

Azymn !
I`m really grateful for all the fixes and updates you have done during the beta testing of this mod. I don`t want to sound pushy but can you give me updated info on the following questions.

1) Have you decided to add a Team colour disable Cvar
2) Have you been able to fix bots constantly switching their sabers on and off if Bot_honourableduelacceptance cvar is set to 1.

BTW ! Thank you for the the honour of being able to test this outstanding Mod :rock:
 mariners2001
05-25-2003, 8:20 PM
#93
Originally posted by rut-wa jodar

1) Have you decided to add a Team colour disable Cvar
2) Have you been able to fix bots constantly switching their sabers on and off if Bot_honourableduelacceptance cvar is set to 1

Yeah...I was about to ask the same thing...those features would be great..
 Flamehart
05-25-2003, 8:22 PM
#94
Azymn, please check your email regarding my bug report (emailed it cuz forums were down when I got the bugs)


Grapple does not extent or retract.
-It retracts, just not on your own will ;)

Grapple hook falls to the ground when it touches a wall or ceiling.
- Haven't had that problem

Once on the floor, the grapple hook occasionally will not disappear. (A rare occurrence.)
-Haven't had that problem either :confused:

When the Grapple is set to "Mercs only", Jedi can still use it.
-I'll have to try that

When the Grapple is set to "Jedi only", mercs can still use it.
-That too

Level 4 force powers do not work, even thought they are enabled in the menu. (Whenever I allot force points to a level 4 power I respawn with NO force powers.)
-Works fine on my end

Sometimes when spawning as a Jedi you can't switch lightsaber stances
- Heh, yeah, had that happen myself.

That's all I got to comment on Padawan's post regarding my opinion (im not scrutinizing you or anything, just posting my opinions on the bugs ur reporting)
 Classic Luke
05-26-2003, 10:29 PM
#95
When i goto first person and have dual firearms, i noticed that the top half of the second gun (the one on my left) appears only. This is reallly no big deal though, just thought i'd let ya know. :)
Also, please, if possible can you increase the number of bots emotional attachments to like 8 (anything above the set-limit of 4 would be nice:))
 Azymn
05-27-2003, 5:12 AM
#96
I attempted to address every bug you all reported, so if you see repeats just lemme know.
Just redownload it again from the same link as beta3.

Fixes:
- client ip's logged on connect
- Fixed flat look of tips for Ep 1-4 sabers
- max ~# of bot emotional attachments increased from 4 to 8
- "Jedi vs Merc is not compatible with..." message display occasions fixed
- mod_grapple settings will properly limit grapple to correct classes
- Merc bots should now use ammo regen properly
- Jedi bots should use mindtrick against mercs with optic radar now
- Bot jetpack use improved
- menu texts updated
- cvar_list.txt updated

To answer just a few questions that aren't covered (sorry my answers are short...gotta run):

The butterfly and aerial animations are very slow...could they possibly be sped up?
- Afraid not

In the ForceMod Model Class Config. it says that a 2 = Dual Thrust and a 4 = Dual Thrust (No Model). What's the difference between the two? (The description doesn't really specify).
- Right now, no difference.

1) Have you decided to add a Team colour disable Cvar
- Added some code for it, there are complications that may prevent it's implementation.
2) Have you been able to fix bots constantly switching their sabers on and off if Bot_honourableduelacceptance cvar is set to 1.
- Tried to...haven't been able to test it yet.
 Classic Luke
05-27-2003, 8:28 AM
#97
When i started up a game with the new update, i am having trouble with the tck_sabers. I can't seem to set any color to my saber:( Nor do the saber skins work either:( the bots i use though have their proper saber colors on:)
However, despite these problems, i'd say WOW GJ Azymn:)
 rut-wa jodar
05-27-2003, 8:53 AM
#98
Originally posted by Classic Luke
When i started up a game with the new update, i am having trouble with the tck_sabers. I can't seem to set any color to my saber:( Nor do the saber skins work either:( the bots i use though have their proper saber colors on:)
However, despite these problems, i'd say WOW GJ Azymn:)




Same here !
In addition Bots stuck using singlesaber stances for dual + twin sabers bug has returned
At least the Bot_duel bug seems to be fixed.
 Littleman206
05-27-2003, 9:37 AM
#99
Padawan, would you stop winging, heres a bunch of the bugs you reported, and they're all bull****.

Originally posted by Padawan_7

Grapple does not extent or retract.

When you use the Shield Recharger, the icon at the bottom left has a transparent green box around it.

On the Scout class descriptions on the "Player Configuration" menu, the line "Weapons:Sniper Rifle" is missing a space in it. (After the colon and before 'Sniper'.)

With "Dual Firearms" set to "Special Mercs only" I can play as a Heavy Soldier and still use two pistols (the same goes for Heavy Soldier bots).

Anytime I start a server and join as any of the 5 mercs, I start with the Stun Baton.

If you switch class Mid-game to a 1. Scout - you spawn holding a Thermal Detonator, 2. Bounty Hunter - you spawn holding a Blaster, 3. Heavy Soldier - you spawn holding a Rocket Launcher, 4. Hot Shot - you spawn holding a Blaster, 5. Trooper - you spawn holding a Detonation Pack. (I think all classes should start with pistols for safety and consistency.)


I did the same as above with both a Hot Shot bot and a Trooper bot... they didn't seem to run out of ammo after a good amount of firing (although they ended up getting killed because my saber would eventually reflect their blaster shots back to them - so I'm not totally sure).

Even though the menu saves my rgb saber settings, every time I start the game fresh the saber starts out white.

Wall jumps made by running face front into the wall does not work, even though I have level 3 force jump.

Padawan_7

[/B]

Grapple not extending or retracting, Azymn's said he's working on this a million times, stop repeating everyone else.

Shield recharge has a transparent green box. THATS NOT A BUG!!! It's just the icon you dumbass.

No space between "weapons:Sniper Rifle" Who cares, you can still see what weapons your getting, why does it matter AT ALL?

Dual firearms, special mercs only. Heavy soldiers are one of therse special mercs! It says in there weapons dual pistols!!! It's not a bug if its MEANt to be that way.

Start with a stun baton, who cares. Cycle to the next weapon(s) and your fine.

Switching mercs gets you starting with different weapons, its becasueit their highest powered weapon. Who cares, same solution as above, change guns!!!

Troopers have unlimited ammo, it says that in their description. Thats why he/she never ran out.

It does save our colours, default is just white. all you need to do is go into the TCK saber menu for literally a split second so it refreshes your saber to those settings. No dramas there.

Double tap for front on wall run.

Sorry if I insulted you as I'm sure I have, but complain about something important and actually check the stuff your complaining about.
 mariners2001
05-27-2003, 2:29 PM
#100
he was just trying to help out....chill out....it's just a game ;)


anyway, azmyn, the sabers are bugging out on me too and I noticed a few other things seemed to be missing from the menu(extended blades and breakable %)
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