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Forcemod 2 Beta Feedback

Page: 4 of 5
 Littleman206
03-14-2003, 9:25 PM
#151
THIS MOD ROCKS! however....

1) bugs:

Okay, firstly, when ever I play as a merc I'm stuck as espionage
It says I'm bounty hunter, heavy soldier hat ever, but i get espionage equipment and abilities. This is annoying coz i really wanna try out the other classes.
And secondly i get the same problem as i think lionking said it, that when i try to join it says i can't change teams more then once every 5 seconds, then wont let me join until i boot every one.
Thirdly, espionage starts with no blaster ammo with me.

2)likes/dislikes:

I love basically everything you've done, merc and jedi classes are cool and the menu's are done excellently(that even a word?).
HOWEVER, I'm sure some other people have mentioned it, the saber cores are just to FAT. thin is larger then the original size, and if you ask me, it should be thinner(call me crazy).
I got that line flaoting next to the blade with a thin core aswell.
Are you able to give the grappling hook textures? Because I think it'd be nice if it looked like a steel cable(nothin fancy, basically just a grey cord), also I like someones idea(sorry cant remember who) to make it use the saber throw animation, because it would look great coming from the hand.
Also how about lightning being able to zap explosives outta the air, It'd be a nice secondary use for it.

Finally whats the tazer mentioned in the readme? i got no idea what it is. Could someone enlighten me?
 darthmaul_541
03-15-2003, 12:36 AM
#152
there are differnt equipment and abilities? Well...anyway i was just thinking that i saw a 2 gun pic on the website and it was 2 storm trooper blasters how i get those? Also i dont know how it happend but the game thought i had 2 pistols and it fired as if i had 2 pistols too (just normal shots nothing like rockets) BUT (i swear i even have a pic of it but cant post it) i had 1 pistol and 1 rocket launcher! IT WAS SO MESSED UP! Has this ever happend to anyone else? Well anyway like i said i cant attach files on here so i cant post them but i swear i have pics of it! If anyone has any idea's of how to post it tell me cuz this was really funny.
 Azymn
03-15-2003, 3:36 AM
#153
Crap...my connection just lost my reply to each of you individually. :S

Just know that i'm workin on almost everything you guys mentioned....i'll reply again later.
 Darth Pablix
03-15-2003, 10:00 AM
#154
i got the problem to join the game too, when i tried to join from the player configuration menu. I got to join from the "join" menu to start the match.

c-u
 darthmaul_541
03-15-2003, 3:29 PM
#155
hey isnt the only way to post a pic on here is a web address? Well...i dont have a website so...can someone please take my pic and post it on thier site just to show the proplem?
 Mace_Windu21
03-15-2003, 8:09 PM
#156
I have put together all of my suggestions and things-that-need-to-be-fixed into one picture, so please Azymn take a look and fix them. Thanks!
Crap I can't attach a picture, because it isn't a internet picture. So please go the JK2files forums and go to JK2 general. I will have a new thread named: To Azymn. Please take a look. Thanks! :bdroid2:
 darthmaul_541
03-16-2003, 12:05 AM
#157
Ok sorry bout this mace but i posted a pic on your thred To Azymn (the same reason you did cuz lucas forums wont let you) and i just needed to post it so take a look. Here is the address > http://forums.filesnetwork.com/showthread.php?s=&postid=476021#post476021) < Thanx
 KaiaSowapit
03-16-2003, 2:55 AM
#158
Update: Interesting Bot discoveries


Bots using a setting of Merc 4 won't use sabers (or most of the Merc goodies), however they start with 0 ammo, thus usually only use the stun stick.

Non-Merc bots, with a tck_doublesaber setting of 1 or higher are considered "pure" Jedi/Sith - they won't use any weapons besides sabers and aren't allowed most item pickups such as health or sentries.

Non-Merc bots, without a tck_doublesaber setting or with a setting of 0 will use weapons besides sabers and are allowed to pick up all items.


Personally, I'd like more control to specifically limit bots' access to certain weapons, as well as what weapons they spawn with and with how much ammo. In certain situations, I wouldn't be opposed to allowing bots unlimited ammo.

Also, this has been on my wish list for some time; I'd still like player-friendly or at least neutral bots. The Emotional Attachments setting is useful but quite limited. Perhaps bot hostility could be expanded to use the light/dark side force flag (including human players)?

Lastly, the most frequently "spammed" Force powers by bots are: Force Lighting, Force Grip, and Mind Trick. ForceMod does seem to cut down on the amount of spamming, but these three are still the most common Force powers bots will use. My bots never seem to use "Force Heal" - no matter how I adjust their bot file. This was true to JK2 vanilla as well, so I don't think it's a ForceMod issue - maybe just a weakness in Raven's bot code?
 mariners2001
03-16-2003, 3:04 PM
#159
the ability to grab onto a ledge would help mercs reach higher places without utilities and would be an outstanding addition and counter against the push-whores.

imagine dueling with another jedi and then suddenly in the midst of the duel he throws you off the ledge - how great would it be to be able to grab the ledge on the way down and spring back up and kick his ass.

i've brought this up a lot but i really think it would a HUGE addition to the game. this would also solve some issues about jumping heigts. what are the prospects of this being added.
 lionknight
03-17-2003, 12:07 PM
#160
How many are getting the join error, It said cannot switch teams within 5 seconds? I have to kick all the bots and restart and ad new bots. Are some maps not supported for botjetpack? I tryed the counsel map and the jetpack works for the bots but they never run out of fuel, the meter runs out (I checked this by spectating the bot) but they continue to fly, this does not happen on other maps for example, the temple map. And I do have f_botpackfuel set to 1 (burn while in air). Thanks again Darth_syrup for such a great mod.

On another note. Is any one running a server for this beta 2 Force mod? If so, please leave your Ip address or name and what time you are running it and from were. Thank you
 Azmier
03-17-2003, 2:56 PM
#161
Looking through all these posts everyone has only really been talking about the jedivmerc part of the gameplay. Now I like it and everything, but I am sure there are going to be lots of normal FFA servers running this mod when it comes out, and the reason I am bringing this up is because alot of you are talking about giving saber throw the axe. Well I am really just wondering if that can stay seperate and only in merc mod while not compromising the normal FFA modes? Also, I relize that since this mod will most likely be on alot of norm FFA servers. Have you guys tried the dueling part yet to make sure there is no bugs there. Also one last thing. If you do make alot of changes because of mercmod can you keep them on that side without compromising normal FFA? Thanks for your time.

Azmier
 Deathride
03-17-2003, 5:12 PM
#162
:jango: Azymn u may want to check out the online play more when creating a ded... server the first person in the (jedi V merc) game picked the merc and after that it would let me switch to the jedi.
 Flamehart
03-17-2003, 5:38 PM
#163
Well, I found a small bug real quick when I tried to play without merc, I turned Merc off completely and in the Rules section set Dual Blasters to Enable for All, and it would say "Dual Blasters online" at the top but it wouldnt give me dual blasters, even if I wasnt using a lightsaber, more or less, it wouldnt let me switch to my gun after i went to my lightsaber either.
 Mace_Windu21
03-17-2003, 8:12 PM
#164
To Azymn: Please check my post on JK2files.com. Thanks! :D
 Azymn
03-19-2003, 11:48 PM
#165
AOTJ_Craig:
1. The newest menus should fix that unsaved cvar stuff.

2. Thanks, Drain blocking was messed up. It should be fixed now.

3. Desann does what?

And what about the 4slot bot problem?
Also...i'll take a look at the dualguns thing.

Littleman206:
1. You should be able to select from all merc classes now. I don't know what causes the join problem...i haven't experienced it. How would i reproduce it?

2. Yeah, the blades will have more options next round. And no little grey lines either, except for the grapple. :)
I'll look into that lightning improvement.
The tazer is the stunbaton, and the code for that is messed up too right now (i know b/c i just added an actual "stun" effect for it.)

darthmaul_541 - f_dualgunshow needs to be "1" to use dual blasters.
Also...i downloaded your picture of bugs from the other post.

Mace_Windu21 - got the other picture from the post.

KaiaSowapit - I made bots Pure Jedi/Gunners based on if they had custom hilts in the file, assuming a bot with a custom hilt was a ligthsaber pro. :)
I'll check out the bot attachment stuff once i get everything else up and running. The bots "spamming" problem will be adjustable in the next beta, and yeah....the code for where they use force powers is pretty arbitray. It's not very intelligent.

mariners2001 - ledge-grabbin is a possibility, i just put it on my v3 wishlist.

lionknight - Umm...i'll check out the botfuel thing. It's not map specific.

Azmier - The main thrust of this version is the expanded Jedi VS Merc mode, but you have an excellent point about regular FFA. It shouldn't be affected adversely, but needs to be tested as well.

when creating a ded... server the first person in the (jedi V merc) game picked the merc and after that it would let me switch to the jedi.

What?

To All:
I'm working on it as i type this, and have gotten a number of the bugs you've mentioned above fixed.

I don't know when the next beta will be out, but it will be the final one before public release.
 Littleman206
03-20-2003, 6:40 AM
#166
Nice to know I'm bein noticed, and I'm pretty sure i've said it before, but just incase: Your MOD rules! Awesome Job, Your the best!
Firstly, Anyway you can put descriptions in the big blank blue space when your schoosing your merc specialty?
Secondly, can you put saber defence mode in instead of throw?(sorry, just its REALLY cool) adn then you could try blood riots idea of using defence and roll together to do cartwheels, so mercs could jedi while could do rolls OR cartwheels as the situation dictates.
Could you take a look at the SFX2 mod, because the sabers in that look really cool and I reckon you should have a look at em, if possible get them in this mod and it's got cool gun effects, and I really like the lightning in that, If you could check it out.
I'll go now before I start rambling to much but great job so far, can't wait to see what extra powers you put in, and you ridea for a force dodge would be cool, sorry rambling, Great work, BYE!
 Azymn
03-20-2003, 4:22 PM
#167
Good suggestions,

I'll see if i can add the descriptions int there, that seems like a good place for now (they certainly need to be on there somewhere).

The cartwheel and roll idea is already on my to do list for later, though slightly different than what you've suggested.

I'll add the SFX sabers, if it's okay with them. (Where are they? i couldn't find the mod on jk2files or jediknightii.net)
 bliv
03-20-2003, 5:49 PM
#168
http://alienjl.homestead.com/files/SFX2Installer.zip)

That's the file. There is a thread in the general showcase forum.
 Pnut_Man
03-20-2003, 10:15 PM
#169
The thermal denator effect of the SFx2 mod is a definate must for Force mod 2 :)
 mariners2001
03-20-2003, 10:33 PM
#170
good lord! yes! i just tried the sfx mod! best mod I've ever seen next to forcemod!

Azymn,

do you think there is anyway you guys could combine your efforts. the sfx mod is unbelievable and the sabers look INCREDIBLE. like pnut_master said, the thermal detonator effect is a must. oh my goodness. please oh please add this to the final forcemod!
 Azymn
03-20-2003, 11:20 PM
#171
It certainly is a pretty slick mod.

It would be more of a permanent change, unlike many things about ForceMod.

How does everyone else like the effects?
 mariners2001
03-20-2003, 11:55 PM
#172
It would be more of a permanent change, unlike many things about ForceMod.

Does that mean you're considering implementing it? That'd be awesome. I have to say the three things I like most about SFX mod is:
1) Sabers: The graphics of the new sabers are incredible and with TCK it really would be mind-blowing, IMO. I also like the idle saber position too and how it doesn't change. Very nice. The combat seems improved too as the saber swings are a bit slower as is the combat in general.
2) Thermal Detonator: Ok. This is definitely how I pictured them to be in the first place. This is very reminiscent of TPM game. Would you consider adding this if nothing else? It is really a great sight as well.
3) Lightning effect: I love how it knocks you over and sends you flying (aka AOTC). Also, I like how if (and only if) you have the other player in the crosshair that you can block the lightning.
 Littleman206
03-21-2003, 2:43 AM
#173
working?
 Littleman206
03-21-2003, 3:14 AM
#174
okay, sorry about that, just its been deleting my posts all night.
Okay, i got this idea okay, why not remove stun baton as mercs weapon and instead have some halfarsed punch animation in first person, and use the punch emote whenever you attack, therefore mercs could punch without holdin some stinky stun baton.
Also I figured If you played half of the cartwheel animation in reverse (if this is possible, as technically your stickin anythin new in) it could come out as a kick as a front kick, then if you combine this with saber defence idea you could give jedi a kick to(just attack while holding saber defence down, or while holding walk or crouch or soimethin). It could do a bit of knockback and say 5 or so damage, after all its just a kick, shields negate it to. This'd be nice i reckon, and would be much better then gay old stun baton, finally, how about using the head of the stun baton(the 'prongs') as a 'hook' on the end of the grappling cable? Also you could a\lways use the walk key to activate saber defence if you wanna keep throw in.

One last thing, can you make missile launcher completely blow poeple up, i.e all their pieces which can be dismemebered fly everywhere? Thatd be brilliat and make more sense, after all they just got hit by a large explosive.

For the two (three if you ditch saber throw) new force powers you mentioned earlier, here my ideas:

1.LIGHTSIDE POWER:Force projection( you know the halucination grenades from team fortress? if not then just look at thre description) which basically means puttin all these extra explosions in the players screen and random projectiles flyin around, maybe a few fak eplayer models spawn and start atacking(obviously they cant hurt the person) and only the affected person can see them.
So as you get it to higher levels and more stuff is generated for the person effected (and them only) I know this would probably be laggy but it'd be good and confuse the enemy, especially if it created 'clones' of the person using the power.

2.DARKSIDE POWER: Wasnt really sure, but I thought a return of destruction would be brilliant! It'd use up all force and not have a huge explosion, but rather be a beam about a metre wide that engulfed everythin in a straight line for about 5m, Doin quite a bit of damage and mayeb drainin force but not givin any to the user.
Or it could slow the target for a while or knock them down.

3.NEUTRAL POWER(if saber throw is chucked) Your idea for a force dodge kinda power, ,maybe force forsight, which ups saber offence and defence(u can see whats about to happen and anticipate it) and give the jedi a basic dodge chance of i dunno, say 5-10 times their forsight level. How about that? I reckon their alright?

By the way the new dark and light powers would be the best of their sides, their fore they would cost more then anything else, and maybe have a prerequisite force level to use, just a thought.

These are some of the ideas i came up with and sorry for the long post, I just when i start ramblin i really cant stop! BYE!
 KaiaSowapit
03-21-2003, 6:41 AM
#175
How does everyone else like the effects?

Darn, wish I could say... the file I downloaded for SFX2 is an .exe - which doesn't do diddly doo for us mac users. :(

Anyone know where I could get the .pk3 version?

Thanks!
 KaiaSowapit
03-21-2003, 7:42 AM
#176
KaiaSowapit - I made bots Pure Jedi/Gunners based on if they had custom hilts in the file, assuming a bot with a custom hilt was a ligthsaber pro. :)

Sorry to contradict you, but that hasn't been my experience. For example...



{
name "Darth_Tyranus"
model gl_dooku
color1 0
tck_doublesaber 0
personality /botfiles/gl_dooku.jkb
hilt "dooku"
}

{
name "Maul"
model Maul
color1 0
tck_doublesaber 1
personality /botfiles/Maul.jkb
hilt "maul"
}


In this case Maul starts as a pure Jedi, however Dooku remains a hybrid.

Custom hilts don't seem to matter, only the tck_doublesaber setting. If I give Darth_Tyranus either a double edge saber or two sabers, the bot instantly becomes a pure Jedi.
 Mace_Windu21
03-21-2003, 11:39 AM
#177
I think you should add a Merc bot for the new Zam Wesell model that just came out at JK2files.com. And make it so she uses the sniper rifle a lot, so if you have the Zam Wesell rifle it will look just like the movies! Thanks! :fett:
 Master_Payne
03-21-2003, 12:16 PM
#178
About SFX2 I like the effects (hermal, sabers and lightning) but specially I like the absorbing animation (kinda yoda ep2) and the restriction to the power is good too.

KaiaSowapit: if you still need SFX2 on .pk3 just tell me how I can send it (I got only msn), the file is 1.14mb without zipping.

ForceMod, SFX and Movie Battles are (IMO) the best mods out there (if you mix'em that would be great) ForceMod toys, SFX effects and the defence sistem of MB (maybe togeable(?))
and I really don't care if its on ForceMod 999.9, just if comes out would be cool.
 Padawan_7
03-21-2003, 12:53 PM
#179
Originally posted by Azymn
It certainly is a pretty slick mod.

It would be more of a permanent change, unlike many things about ForceMod.

How does everyone else like the effects?

Well, I'm going to have to say...please don't mix SFX2 with ForceMod 2. (Uh, oh. I can see people with clubs coming after me ;) :D ).

For starters, the best mods, in my opinion, are the ones that are customizable (like JediMod and ForceMod). Everybody, I'm sure, knows what its like to have a good mod that you just can't play because it has one or two features that you find to be annoying.

Secondly, (and no offence intended to the maker of SFX2 - because SFX2, indeed, has some good features) there are many parts of SFX2 that I do not agree with.

For example, the thermal detonators. They are, as mariners2001 pointed out, very much like the ones in TPM game (they have a large and powerful blast radius), although I think the ones in SFX2 are a bit more powerful. One thing that should be made clear is that TPM and JKII are two very different games. It's cool to wipe out a room full of npc battle droids that clearly out number you. But in a mp first person shooter against real people (or bots that try to imitate real people ;)), its not that cool of a thing. To illustrate how destructive the thermal detonators are I threw one on a timer in the ffa_deathstar map that came to rest by the wall in the hanger with the force field. I then positioned myself on the opposing wall having 100 health and 30 shields. When the blast reached me, I was killed instantly!!! With such a powerful blast, maps with thermal detonators would quickly become "let's race to the pack of thermal detonators and then run to a large room and kill everyone in it." These type of thermal detonators would be spammed constantly, which is probably the reason Lucasarts in JKI and Raven in JKII decided not give the thermal detonators this kind of radius.

My brother, who doesn't visit these boards, has tried SFX2 and is anticipating the release of ForceMod 2. He feels exactly the same way I do.

So, I guess this is the other side of the issue.

Of course, its all up to you Azymn. Its not a easy decision. :(

Padawan_7
 Pnut_Man
03-21-2003, 6:19 PM
#180
Very good points Padawan_7. While I do enjoy sfx2 for the realistic effects, I believe Forcemod 2.0 should just stick with what it has right now. Most importantly, AJL should be immediately contacted (if not already contacted) about the use of his ideas in Forcemod 2.0. Clear that up and i'll be content :)
 mariners2001
03-21-2003, 7:54 PM
#181
well actually...SFX could be made toggleable. That way those who don't want it can just type in a command or click something in the options screen. The various factors like thermals and rapid shooting fire could be toggled as well....
 robbie mcm
03-21-2003, 10:35 PM
#182
I just wanted to know is there an oficial site where we can check up on all the updates made and the bugs you've fixed, one where we will also be able to download it from after you are finished. I love this mod, it's great my friend came and played it and wanted to download it for his game straight away!

:bdroid2:
 Littleman206
03-22-2003, 5:41 AM
#183
Yeah just another idea, seeing as you got SFX, try it out in single player. See how the sabers stuck to his foot? well If you turn it off it actually looks okay down there, maybe you could change the way sabers work so when deactivated they attach themselves to somewhere else, so it looks holstered, just a thought, and as always: GREAT MOD!
 Flamehart
03-22-2003, 9:30 PM
#184
Originally posted by Azymn
AOTJ_Craig:
1. The newest menus should fix that unsaved cvar stuff.

2. Thanks, Drain blocking was messed up. It should be fixed now.

3. Desann does what?

And what about the 4slot bot problem?
Also...i'll take a look at the dualguns thing.


You know that click sound you get when you switch between weapons? when I was playing and I got near Desann, I could hear that sound repeatedly as if he was switching between two guns fast.
 Classic Luke
03-23-2003, 5:21 PM
#185
Just wondering if i could beta test this mod please?
If not, that is okay, thank you anyways for your time Azmn. :)

-EDIT-
OOPs, forgot my email! lol Here it is in case. :
bertleroy2000@yahoo.com
 rut-wa jodar
03-25-2003, 11:27 AM
#186
I would love to beta test ,could someone please email me the latest beta of Forcemod2 ? I would be very grateful.

wayne.rutter1@ntlworld.com

Thanx in advance :thmbup1:
 Flamehart
03-25-2003, 5:49 PM
#187
Speaking of latest beta, is there an insider's update that hasn't reached me yet or is it still the one you initially sent out to me? Just curious in case it fixes any of my earlier problems.
 Azymn
03-25-2003, 5:53 PM
#188
The most recently available beta is still release 2.

The final beta release will be coming in the next few weeks, pending a few bugfixes and the addition of admin commands.
 rut-wa jodar
03-25-2003, 6:46 PM
#189
Originally posted by Azymn
The most recently available beta is still release 2.

The final beta release will be coming in the next few weeks, pending a few bugfixes and the addition of admin commands.

If I die in the next few weeks I will have carved on my gravestone

"All he wanted to do was beta test forcemod2 and his life would have meaning"


you can`t blame a guy for trying ! ;)
 Azymn
03-25-2003, 7:08 PM
#190
Originally posted by rut-wa jodar

"All he wanted to do was beta test forcemod2 and his life would have meaning"
lol - well, you're on the list rut-wa. So are you you Luke.
If you guys can wait for the next beta, you won't have to deal with the current release's bugs.
 Classic Luke
03-25-2003, 10:14 PM
#191
Thank-you much friend :) for including me as one of your beta testers for the next run. I was wondering if it were possible to include some of the effects from sfx in this mod (like the way your character appears to be breathing when he stands still) and also the way sabers are held in a neutral position( regardless of stance). There is another mod out there which tools around with these effects, it is called mace's stance mod, it can be found on jk2files.com. Just thought i would mention it :) From what ive seen on your site, this mod is shaping up quite nicely. (Dual blasters!!!!! Holy smokes!!!) Also, i was wondering if for say, the blaster rifle, how would it look if the player held it the way the disruptor is held when your looking through the scope? (Boba-style)
One other thing, on forcemod 1.0 beta, i tried to turn off the ability to block saber throwing and still found saber throws blockable and therrefore bots would be running around without sabers after their was blocked.
Once again, thank you much friend, and i will wait with baited breath until the next beta run :))
 Darth Pablix
03-26-2003, 12:13 PM
#192
hi, I think the thermal is a bestial attack i dont like it, im talkin bout SFX mod. But the others features rocks!!
 Flamehart
03-26-2003, 8:50 PM
#193
I cannot wait for the next insiders beta before the final release. Also, Luke, the Forcemod 1 problem isnt a bug. If you block the saber when facing it directly, it should fall to the ground, but the bot can pull the saber back to his hand, as you can in SP. The only difference is bots do it faster than possible when playing other people (you practically have to wait 15 seconds before itll come back)
 rut-wa jodar
03-27-2003, 5:57 AM
#194
Am I correct to believe that sabers can be destroyed ?? It would be interesting to find out the beta testers feedback on this.
 Lord_Plo_Koon
03-27-2003, 6:35 AM
#195
I dont know how hard this would be but maybe in the force screen you could have 4 pages instead of two. 1 for light powers 1 for dark powers 1 for the powers dark and light can have and 1 for saber stuff. Then you could have alot more force powers. About the saber one: You could have saber offence and defence and each stance. So the more you put on a stance the better you can use it and if you didn't have any on the stance you couldn't use it. Just some thoughts :)
 Lord_Plo_Koon
03-27-2003, 12:23 PM
#196
Could I beta test the next one?

klaatu@protectandpreserve.com
 Dark Reaper
03-28-2003, 6:05 PM
#197
well I haven't been near my comp for awhile ( there where some reasons)
so today was the first time I could actually betatest forcemod 2.
and as I look trough the thread I see I haven't found any bugs you aren't aware of.
BUT this flamehiteffect really bugs me so I'm gonna do a new one, if its alright with you, Azymn
 Deathride
03-30-2003, 8:08 PM
#198
:jango: Mandalorian Revenge :fett: the name is good for some more merc ideas check this out repear
http://www.lucasarts.com/products/starwarsbountyhunter/weapons.html)
 KaiaSowapit
04-02-2003, 5:21 AM
#199
This may or may not be a ForceMod issue - in all likelihood it's inherent in Tchouky's code - but I felt it's still worth mentioning.

Whenever I play as Yoda (or any scaled player model) I've noticed something strange whenever I decapitate or sever an opponent's body parts. The other player's dismembered limb scales to the same ratio as Yoda. For example, say I hack Desann in half - his upper torso scales down to less than half size, yet the remaining body part retains its expected size.

It doesn't really affect gameplay and isn't that big a deal, but it is a little odd and if it wouldn't take much to do, a fix would be welcome. (I might also add that the Sentry Gun also gets resized when deployed by scaled characters.)

Lastly, I finally got a chance to try the SFX2 mod (the latest release version). I really liked the look of the sabers and the thermal detonators, but I have to agree with everyone concerned about game balance. The thermals' lethality is WAY too high. Heck, I musta killed myself as often as any opponent while using those silly things. Also, I liked the knock down effect of Force Lightning - that's a pretty nice addition. I didn't quite get the various "classes" or whatnot, hehe though I did notice a pretty obvious misspelling in one of them. ;)
 rut-wa jodar
04-02-2003, 8:47 AM
#200
Azymn.

Any news on the progress of your final beta ??
I`m really eager to test it.
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