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'Movie Battles' has gone open Beta

Page: 4 of 5
 BloodRiot
04-12-2003, 12:23 AM
#151
Any updates?

How's things going?

BTW... i havent exactly seen many servers running this mod... you suppose you could set one up? Im tired of playing vs bots ,p
 UDM
04-12-2003, 7:02 AM
#152
This mod is just awesome. Every detail of it is a close resemblance to having a place in the movies. Only problem was that the saber did occasionally pass thru the character and did not cause any damage. But I'm sure you'll fix that won't you :)

By the way, have you considered removing Red and Blue? I found out that Red will 0wn all, whether you want to block or not, and it's more of a jumping-type stance. Blue is way too lousy and you need inhuman reflexes to block while attacking. Yellow is by far still the best stance. If you don't mind my humble suggestion, it'd be awesome to have just one stance (Yellow), with a few changes here and there on the moves.

I also noticed that he who blocks the most wins. Another humble suggestion of mine: when you're on defense and successfully block an attack, you lose some force (the higher your defense, the less force you lose. How much force you use depends on how the enemy attacks (eg. DFA cuts off all force or something). When you're out of force, your blocks become less accurate, so you will be forced to strike back instead of hiding behind the saber.
 UDM
04-12-2003, 7:03 AM
#153
By the way I guess I could host a server for this, though it'd be a little too laggy. If you guys have no objections, I'll set up one right now
 RenegadeOfPhunk
04-12-2003, 8:49 AM
#154
Any updates?

How's things going?

BTW... i havent exactly seen many servers running this mod... you suppose you could set one up? Im tired of playing vs bots ,p

I've nearly finished with my changes to the Hero class. It is now much more balanced against other classes imo.
The changes will be in for the next build...

Also, there is now a farily big list of things which I've been thinking about which I think I should get into the next build. I wanna make sure their all gonna work how I think they shoudl and then I'll let you guys check 'em out...

I can't host a server myself - sorry guys.
If someone else would be willing to, that would be awesome...

UDM,

Glad you like dude :)
There is still more to come...

I don't what you mean by the saber passing through without causing damage thing. I've never seen this, and no-one else has mentioned it yet either...! Can you explain more what happens?

About the red and blue stances, I have no plans to remove them. Maybe tweak them somewhat eventually, but I don't think removing them is nessesary really. But I do know where your coming from...

I would like to try and implement the kind of system which has been talked about various times in this thread and elsewhere - namely, making the different stances do equal damage, but have different chances or defending and attacking etc.
However, I think this will take substantial effort. Not to get something basic working, but it's one of those changes that has to be treated very carefully and given a lot of effort to make sure it turns out right...
So I wanna get some other stuff out fo the way first before I embark on that epic voyage!

ABout the blocking taking up force mana, BloodRiot has already suggested this kind of thing too. I have tried it out this feature to see what it was like to play, and I do think it works out well.
So expect this feature to be in the next build...

I am hoping the next build will be ready by - at least - early next week...
 Shotokan
04-12-2003, 2:32 PM
#155
hey um... could u put the download thing on a different site because i have a stupid filter on my computer an i cant get to your site!
 UDM
04-12-2003, 11:53 PM
#156
By the way can you recommend some good maps for the mod?
 RenegadeOfPhunk
04-13-2003, 4:16 AM
#157
Personally, I find CTF maps work the best, since that emphasises the teamwork involved when the different classes are used together.
Warring Factions is my fav...

Also, there is a custom one called L-Station I've been playing recently which is pretty cool....
(Although I haven't been able to properly try out TOO many custom ones because of lack of bot waypoints...)

TFFA is also good, although the fact that the teams don't spawn in different parts of the map is a bit of a downside. I usually play Bespin Streets, Star Destroyer and Nar Shaddaa...
 Shotokan
04-13-2003, 4:26 AM
#158
hehe cant wait for this to come out officially! keep it up an maybe you'll have it out soon!
 UDM
04-13-2003, 8:48 AM
#159
Yeah it's really good, hope to see JK2files announce "Movie Battles v1 is out!"

On the sidenote, here's a couple other things I found:

- When it's jedi vs jedi, it's mainly "fight, block, move away, fight, block, move away". Instead of having the saber just have the default slash down when you attack while stationary, how about making the saber do a side slash eg. in Singleplayer, when you're stationary and just attack once, your saber will move differently, according to where your opponent is

- How about a system like promod in defense, whereby your saber deflect/block varies depending on where you look. For example, if you're facing 90 degrees away from an opponent, you're more liable to being hit. If you're facing directly, you'll be more successful in blocking. This reduces the hit-and-run tactic more often
 RenegadeOfPhunk
04-13-2003, 9:32 AM
#160
UDM,

Both good suggestions...

If only I had 4 hands and 2 brains...!

Their on the list of possibilities to investigate... :)
 Wudan
04-13-2003, 9:40 AM
#161
Originally posted by RenegadeOfPhunk
TFFA is also good, although the fact that the teams don't spawn in different parts of the map is a bit of a downside. I usually play Bespin Streets, Star Destroyer and Nar Shaddaa...

You can rig up TFFA to spawn per CTF Spawnpoints, if they are available, or to spawn closest to x side, all you'd have to do is make a file type to read the locations of x side (so you don't have to make new maps) and make a new select spawn point call to be closest to x side when the player needs to spawn.

I currently have the spawn points in ProMod rigged up to use CTF if available for TFFA.
 RenegadeOfPhunk
04-13-2003, 4:28 PM
#162
Wudan,

Thx for the tip dude - I'll look into it..

Using avaliable CTF points for TFFA flags sounds fairly straight-forward, but I'm not sure how I'd go about finding the edge co-ordinates of the map itself...

Hmmm - investigation time :)
 Wudan
04-13-2003, 4:52 PM
#163
Make some kind of a definition file and have it load based on the map name when the map loads. Then just load in a series of coords from that file as to prefered locations for spawning certain teams. Then do some cool stuff to the Select Spawn Point functions to bias a team members spawn to be close to those locations.

It might not be a good idea, I haven't implemented it, but I think I might try it if I have some time.
 razorace
04-13-2003, 5:48 PM
#164
Originally posted by RenegadeOfPhunk
UDM,

Both good suggestions...

If only I had 4 hands and 2 brains...!

Their on the list of possibilities to investigate... :)
Investigate getting 4 hands and 2 brains or UDM's suggestions? :D
 RenegadeOfPhunk
04-13-2003, 7:28 PM
#165
Well, I've looked into it - and ...

... the 4 hands 2 brains thing isn't going to work out! Apparently it's 'biologically unfeasible' or some such nonsense!
Damn it - another fine idea dashed! ;)

Wudan,

Couldn't I try and make a system which didn't rely on seperate files?

What I was thinking was - if I could somehow find out how big the area of the map is, I could try and come up with a dividing line right down the middle of the map, and then split the existing spawn points into these two halves - each team spawning in either half..

If the map is longer lengthwise, split it that way...
If the map is longer widthwise, split it that way...

I'm guessing you SHOULD get a relatively even number of spawn points either side. If not, you could possibly move over spawn points in the larger group closest to the dividing line until they were even..

Pretty convoluted I guess. But I think not having to create extra files for the maps would be a big plus...

Of course the players wouldn't start all in the same room or whatever - you'd definetly need a seperate file for that - but the team starting in the same half of the map is much better than the current TFFA that's for sure.

What do ya think? Feasible?
 razorace
04-13-2003, 8:26 PM
#166
You know technically, length is normally the longer demension anyway. :D
 RenegadeOfPhunk
04-13-2003, 8:45 PM
#167
You know what I mean dang nab it!
...their's always a wise guy. ;)

...although I'm not sure what a dEmension is.
...maybe a dimension with dementia...?! :D
 razorace
04-13-2003, 8:57 PM
#168
Well, at least I'm not resorting to misspelling comments, that's always the last straw in the insult barrel. :D
 RenegadeOfPhunk
04-13-2003, 9:29 PM
#169
These are suppost to be insults...?!!
lol - please, stop it Razor - man, your killing me...

...I might have to start on 'yo mamma' jokes or summin'! ;)


...anyway - to get the thread back on track, I'm nearly done with the next build. Couple of days - end of the week at the latest...
 Jman3ooo
04-14-2003, 7:39 AM
#170
Yes. we don't need hero's dodging rockets.
 Wudan
04-14-2003, 10:08 AM
#171
hmmmm.... maybe have the server check for clusters of spawn points and mark each of them red or blue at gamestart ... hmmm...

Sounds like an interesting algorythm you'd be cooking up. It'd all be server side, and the effect would be nice ... hmm...

<edit>Oooooh! When the info_player_start spawns in a TFFA game, have the game check the gametype and have it act as one or the other by calling the cool spawn point cluster-checker-izer!

There's also a good chance the server would hardly ever pick the same clusters twice, and it'd be dynamic, adding depth to the gameplay and re-playability!</edit>

If you succeed, I'd like a peak at how you did it :P
 RenegadeOfPhunk
04-14-2003, 11:26 AM
#172
Certainly man - no probs.
I'll let you know how I get on... :)
 Cmdr CrowTRobot
04-17-2003, 10:07 PM
#173
Could you upload both model packs?
I have most of the models on the list, yet only a small number of them show up.
 RenegadeOfPhunk
04-17-2003, 11:03 PM
#174
Build 8 - which I hope will end up becoming the first official 'proper' release - is now avaliable for download from my site (http://homepage.ntlworld.com/richard.hart4/)


Extra features added since Build 7:


Limited dodge ability added to the Hero class (your dodge potential is shown by the 'force' bar)
Dedicated 'fire rocket' button for the Mandalorian - which means you don't need to switch weapons - very handy! :)
Upped the Jedi manna recharge, but offset this with the fact that blocking blaster fire now reduces force manna. Exactly how much depends on whether your defense button is held (you can now run at opponents and block effectively, but it reduces manna quicker...) and what you saber defense level is. (Higher means less manna used)
Other tweaks and bug fixes...



If there are features you have requested which haven't made it into this build, I haven't nessesarily forgotten or ignored them. However, if I do plan to try and implement them at some stage, it won't be till version 2.
In short, I'm drawing the line for version 1 functionality at this point...

The site now contains more extensive installation and play instructions.


Cmdr CrowTRobot:
Some models will not show up without changing the g_timePeriod cvar (see the site - near the bottom - for more details.)

Also, remember that you only see the models of the currently selected class at any one time. If you haven't already, click on the 'Class' selector above the model selector in the menu. (On the left) to choose a different class and hence a new selection of models...

btw - if anybody would be able to set up a dedicated server, I would be VERY grateful. We really do need to get LOTS of peeps online to really appreciate the teamwork possibilities of the mod.

Enjoy everybody :)
 Jman3ooo
04-17-2003, 11:34 PM
#175
Allow me to add that this mod is golden.

It enhancnes JK2 MP better than any other mod I have played.
I can not wait to play this with a full server. This adds teamwork beyond measure.
 UDM
04-18-2003, 12:49 AM
#176
It just keeps getting better ;)

But red will 0wn all when in use with the new stance. How about unassociating red with the quick new stance?
 RenegadeOfPhunk
04-18-2003, 7:21 AM
#177
When you say the new stance, you mean with the saber held above the head - right?

Why are red gonna own using that...? Any more than blue potentially could? It's arguble whether using that stance at all is an advantage - although it certainly looks cool ;)

Of course, we do need to get some serious, proper online gameplay going to really know, but to me it's looking pretty even at the moment...


Just realised that when you say red, you probably mean the red stance, not the red team!
Right - I see what your saying now...
But still, even if the new red stance is indeed the most powerful (which I actually doubt), even if it was it's OK. I mean, to have that stance, you have to have full points in both offense and defense. Your basically the best saberist you can be! You deserve to be kicking arse!
 UDM
04-18-2003, 8:10 AM
#178
Dude then again, who ever puts 2 points for attack? :D
 RenegadeOfPhunk
04-18-2003, 8:53 AM
#179
...me :D
I'd rather have other powers at full strength...

And the new stance IS relatively weak defensively...

...but as I say, we REALLY need to get some proper online games going to settle this.

Didn't you say you were gonna try and set up a server UDM? Any luck with that...?
 UDM
04-18-2003, 8:59 AM
#180
Alright I shall set up a server on Saturday, 05:00:00 Sat Apr 19 2003 GMT Time

To convert the time, go to http://www.timezoneconverter.com/cgi-bin/tzc.tzc)
 UDM
04-18-2003, 9:00 AM
#181
Oh ya from there I can show you the problems I found with the mod (creators are normally too proud to find any problems :D j/k j/k)
 RenegadeOfPhunk
04-18-2003, 9:13 AM
#182
lol.

A problem ignored is a problem solved ... that's MY motto!! ;)

No, of course I'll be happy for you to demonstrate any issues you see :)

That time should be good for me. Where abouts are you btw?
I assume anybody is (potentially) invited along...?
 UDM
04-18-2003, 9:34 AM
#183
Yeah as long as it doesn't get too many
 Jman3ooo
04-18-2003, 1:24 PM
#184
Is this going to be a dedicated server or just one you host?

ANd if the latter what is your connection?
 Jman3ooo
04-18-2003, 1:26 PM
#185
One more thing make sure you set it to play CTF and post the map rotation you're going to use. This way peple can download the maps before playing rather than from your server.
 UDM
04-19-2003, 5:41 AM
#186
Originally posted by Jman3ooo
Is this going to be a dedicated server or just one you host?

ANd if the latter what is your connection?

Sorry my connection was down so I couldn't host the server. So how about tomorrow?
 UDM
04-19-2003, 5:44 AM
#187
Btw I hosted a server yesterday night, and invited some people into the game. When they heard that it was possible to block manually, they were like "COOL!". Then when they tried it out, they were complaining that it was real boring and lacked any action/skills. One guy said that it was too laggy (he was a local m8) even though his ping was only 70. Many people complained that the jedi was way too slow and they couldn't adapt to the blocking because it was hard to block, then strike and block again.
 RenegadeOfPhunk
04-19-2003, 7:49 AM
#188
I can't say why your game appeared to be laggy with the low ping - I very much doubt it's anything to do with the mod itself...

So far as the Jedi comments, I know where their coming from...

About the Jedi, I will admit that it does take a bit of practice to get used to after playing normal JKII MP. You have to plan your attacks and play in a more controlled and refined manner.
i.e. some people will now prefer other 'gunner' classes to the Jedi class now - which in itself is not a problem. THe Jedi class is balanced against other classes. It's not all-powerful. However, up close, the Jedi is the most powerful if played correctly - no doubt about it.

Now, I'm aware that this will not appeal to all. Unfortunately, that will always be the case.
But sometimes, people will end up liking it as long as they give it a chance and get used to it.

...my brother is a typical example. I first showed him the mod last weekend. The first few minutes he was playing as the Jedi, he wasn't getting very far. He wasn't getting close enough to his enemy before going for the strike. He wasn't watching for when the enemies charge clip had run out.
He also wasn't taking into account whether multiple enemies were firing at him. If they are, you need to play a bit more tactfully. Use a force power to push some down, take out one or two of the downed gunners, and then that evens the odds for example.

Basically I showed him little tricks and tips and within about - I'd say - 1/2 an hour, he was loving it and went as far as saying that the saber combat was 'greatly improved'. Sure, he has to work harder for a kill, but that's the whole point! It becomes a more rewarding experience to be a 'good' Jedi player.

I'm not trying to say that there aren't still existing issues and problems. But I make no apologies for making the saber combat a bit more involved and tactical - so when you do have a squadron of enemies pilling at you, you don't just go running in like John Wayne - you actually have to think 'Bloody Hell! How am I gonna deal with this?'

Tell ya what, let's get a game together of your friends as gunners, and some of us (I know 3 who would be up for it at least) as Jedi. So a Jedi v. Gunners game. And we'll prove that the Jedi are just as deadly as ever when played properly... :)
 UDM
04-19-2003, 9:47 AM
#189
Ok I'll host a server tomorrow (Sunday), same time

Btw I have an idea on how you can support Duel. Instead of having a LMS mode on it, just put in the saber blocking feature. Oh and I still feel jedis are too slow in movement :D

|edit| I checked, it was the mod, strangely enough. It didn't happen with other mods like Omnimod or even normal JK2. You might want to look into the matter
 RenegadeOfPhunk
04-19-2003, 9:59 AM
#190
Hmm -any chance the game could be earlier? Say around noon or something? 5:00pm isn't gonna be good for me... :(

Yeah - I'm gonna try and get duel back in, doing what you've just said, but probably not for 2nd release now. It's not gonna be that hard, but it's a bit of a pain in the arse at this stage...

Hmmm - well, I must say I'm a bit surprised by the lag stuff. I certainly will try and get to the bottom of that...

ANd btw - about the Jedi movement speed, you do know you can now run at people and still block right? Or do you think the Jedi should just run faster in general? Say, the same speed as, say, the Hero now...?
 RenegadeOfPhunk
04-19-2003, 12:07 PM
#191
btw - Movie Battles is probably 'slightly' more power-hungry than normal JKII MP. So slower computers may notice a slight decrease in performance. If I get a chance, I'll try confirming whether this is actually true and coming up with an idea for a new minimum spec, although I don't think it's that different.

What I'm getting at is, when you say it's more laggy, do you actually mean it seems to perform slightly more sluggishly? These are two different things. I still don't really see how my mod could be introducing lag, except for maybe placing a slightly higher processor load on the server.
(And I mean 'slightly'. I see absolutely NO difference on my comp. between normal MP and Movie Battles for example, although it is a 1.6 GHz athlon...)
 Cmdr CrowTRobot
04-19-2003, 1:06 PM
#192
Couple of other model-related things.

First of all, only a number of the models supported show up when you are choosing. For instance the only usable Han Solo is the bespin one. The only usable Ben is the one with no cloak.

As for the Clonetrooper, by far THE best clonetrooper model has to be ALIEN_JL's clone pack. Shaders, all the ranks, the actual correct shape and everything. See if you could perhaps include this one as supported. I got it at
http://jedidown4.online.fr/skins/clonetr.zip)
 RenegadeOfPhunk
04-19-2003, 1:27 PM
#193
Ahh - right. Yes, this is because the only avaliable skin is the default one. Any others are effectively ignored.
I will look into getting skins other than the default avaliable in the next version...

Just downloaded ALIEN_JL's clonetrooper from your link, and yeah, it's cool. (Nice and shiny :) )

It'll make it in for the first version - although, again, you'll only be able to use the default skin until the second version...
 UDM
04-19-2003, 7:56 PM
#194
Originally posted by RenegadeOfPhunk
Hmm -any chance the game could be earlier? Say around noon or something? 5:00pm isn't gonna be good for me... :(

Yeah - I'm gonna try and get duel back in, doing what you've just said, but probably not for 2nd release now. It's not gonna be that hard, but it's a bit of a pain in the arse at this stage...

Hmmm - well, I must say I'm a bit surprised by the lag stuff. I certainly will try and get to the bottom of that...

ANd btw - about the Jedi movement speed, you do know you can now run at people and still block right? Or do you think the Jedi should just run faster in general? Say, the same speed as, say, the Hero now...?

Hmmm...k 4pm GMT time. Which means 4 hrs 11 mins from now

Regarding the jedi movement speed, I was referring to it in terms of the fact that it runs slower than in jk2. Maybe it's just me, but did you tweak their running speed?
 RenegadeOfPhunk
04-19-2003, 8:33 PM
#195
Oh right - so five in the morning?!
lol - nice time :) (I live in the UK)
Actually, I will probably be up at that time funnily enough, although I'm probably gonna be a little drunk! ;)

Are you on ICQ or MSN? If so, could you PM me your details please...
 UDM
04-19-2003, 11:33 PM
#196
K server will be up in 30 more minutes..
 UDM
04-19-2003, 11:37 PM
#197
Btw server name = Movie Battles Build 8
 RenegadeOfPhunk
04-19-2003, 11:49 PM
#198
UDM - check ya PM's...
 Shotokan
04-22-2003, 2:50 AM
#199
It is not working! I load up Movie Battles and try to start a map, but when it is still in the "starting up" screen an error pops up saying "Client/Server game mismatch: basejk-1/team/assault 0.1b" What the heck does that mean? Is it fixable?
 Shotokan
04-22-2003, 2:53 AM
#200
It is not working! I load up Movie Battles and try to start a map, but when it is still in the "starting up" screen an error pops up saying "Client/Server game mismatch: basejk-1/team/assault 0.1b" What the heck does that mean? Is it fixable?
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