Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

ForceMod II - Final beta feedback

Page: 3 of 5
 Azymn
05-27-2003, 3:12 PM
#101
I tried to fix the saber blades so they would be saved differently, because they should load at startup. Check in your jk2mpconfig.cfg to see if tck_red1, tck_green1... are being saved in there.

Littleman206 - While you are correct on many of your points, it's important for me to know how other people who aren't familiar with this mod will perceive it. It's fine to point the stuff out, but try a more diplomatic approach next time. :)

Padawan_7 - I attempted to address the bugs you listed in your posts. Lemme know which ones are still occuring.

mariners2001 - I have removed extended sabers from the menu b/c it is unlikely i will get them implemented in the final release, and they're easily had by editing the tckmodel.cfg file for the character that would have them. And the % chance to break-a-blade on any hit is a bit too strong, and will be reserved for those who like experimenting with cvars, as it was never intended to be that easy a the base ForceMod game. That way there will be fewer servers who have people losing their special blades after one hit. :)
 Padawan_7
05-27-2003, 3:53 PM
#102
Originally posted by Littleman206
Padawan, would you stop winging, heres a bunch of the bugs you reported, and they're all bull****.

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


I wouldn't know what the other people were saying ... I just joined the beta testing team. ;)



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


It is a bug, of sorts... none of the other icons have a box surrounding them. To me, a person who HAS done some graphic designs before, the icon appears as if the surrounding area was filled with a color that was close in appearance to the transparent color but was simple NOT the transparent color.



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


That's a mistake, none the less.



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.


Actually, it says in BOTH the in-game menu and the ForceMod website that Bounty Hunters have dual pistols as their default special ability... and Heavy Soldiers do NOT. And in the ForceMod menu there is no "Bounty Hunters only" option. The closest thing was the option "Special Mercs Only". So, I would assume that it means Bounty Hunters.



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!!!


Actually, some people do care. I know on professionally made fps with class systems (not meaning that Azymn is not professional ;) ... just referring to a game that you pay money for) like the Elite Force Expansion Pack, all players that spawn with rocket launchers and grenade launchers always start with the standard phaser in hand. I know it's not a earth shattering bug. But, then again, it's a bug, none the less.



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


I know that. If you had read my post carefully enough, you would have seen that I had tested the Scout and Heavy Trooper classes and they would NOT use ammo regeneration. I was just merely stating that I thought that maybe the Trooper was indeed working correctly, although I wasn't totally sure since they ended up killing themselves. ;)



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.


As I had stated above "Even though the menu saves my rgb saber settings, every time I start the game fresh the saber starts out white." That IS a bug.



Double tap for front on wall run.


Yes, I know that. I've played JKII EXTENSIVELY since the first week it came out. For some reason or another it just was not working... no matter what force settings I applied.



Sorry if I insulted you as I'm sure I have, but complain about something important and actually check the stuff your complaining about.

Well, you have a right to your opinion about me. I'm not going to hate you for it. I do think you shouldn't be so quick to judge. I have done beta testing for this community before and I am somewhat of a perfectionist... I was only trying to call them how I seen them. :)

Padawan_7
 Classic Luke
05-27-2003, 5:57 PM
#103
Hmmm, I looked into the jk2mpconfig and i see that the tck_rgb values are all at 50 :(
Also, just as you said, when i set the tck rgb colors up and go back in game, then i return to the tck menu, the rgb values are reset at 50 again:(
However, I must thank-you for increasing the bot emotional attachments to 8 :)) Almost there Azymn!! :)

edit: I found out how to SET SABER COLORS for now guys!!!
After thinking about what you said about saber colors loading at startup, I decided to put my desired tck_rgb into my autoexec file and IT WORKED!!! Now if only i knew the command for the saber skins :)))
 Littleman206
05-27-2003, 10:59 PM
#104
Padawan, although I dont expect you to believe me or accept it, I'm sorry. I'm an ******* naturally, 'd had a ****ty day, I triedx to kill my brother was pissed off about being a piece of **** and took it out on you, sorry.
 Padawan_7
05-27-2003, 11:52 PM
#105
Originally posted by Littleman206
Padawan, although I dont expect you to believe me or accept it, I'm sorry.

Littleman206, I believe you and I totally accept your apology. No hard feelings. :)

Padawan_7
 Azymn
05-28-2003, 12:23 AM
#106
Those of you whose saber colors reset everytime:
Check to see if there are two pk3s in the ForceMod folder, and if so delete the one ending in "beta_f3.pk3".
Lemme know if this is/isn't the problem.
 Classic Luke
05-28-2003, 12:42 AM
#107
Nope, just checked now my forcemod folder. Seems the tck_menus reset whenever I go back to the tck menu:(
 Azymn
05-28-2003, 4:49 AM
#108
Just uploaded a newer version, same link.

Lots of little fixes i won't list, so it's okay to list things you've already listed before b/c i probably missed them.

The file "cvar_list.txt" is now in it's final version (including a list of clientside cvars), so if you see any typos/errors/questions lemme know.
 rut-wa jodar
05-28-2003, 6:12 AM
#109
TCK_colour menu blades still don`t display custom blade colours and twin/dual blade stances still locked in single blade blue stance for bots :confused:
 Azymn
05-28-2003, 7:44 AM
#110
I forgot to update the main menu setup...i just uploaded the beta again with that file fixed.

rut-wa: Even though it shows the blue saber icon, the bots are using the proper stances.

My rgb sabers work fine on this build, so if you're having problems, make sure everything's installed properly, and post exactly when/what happens.
 rut-wa jodar
05-28-2003, 10:15 AM
#111
Originally posted by Azymn
I forgot to update the main menu setup...i just uploaded the beta again with that file fixed.

rut-wa: Even though it shows the blue saber icon, the bots are using the proper stances.

My rgb sabers work fine on this build, so if you're having problems, make sure everything's installed properly, and post exactly when/what happens.

My mistake about bot stances, sorry:rolleyes:
but regarding the Tck saber menu the slider bars still do not alter the colour preview of the custom saber
 Achilles87
05-28-2003, 12:49 PM
#112
Even though I do not have the beta version... I just KNOW this mod is going to be awsome! I'm gonna get it the first day, and put it on our T1 server! Wow! Azynm you are one hell of a modder!

~Jedi Master Achilles
 Azymn
05-28-2003, 4:22 PM
#113
Originally posted by rut-wa jodar
...regarding the Tck saber menu the slider bars still do not alter the colour preview of the custom saber
So the preview saber in the menu doesn't change, but the sabers in-game work correctly?
 rut-wa jodar
05-28-2003, 5:22 PM
#114
Originally posted by Azymn
So the preview saber in the menu doesn't change, but the sabers in-game work correctly?

That`s correct
 Azymn
05-28-2003, 7:25 PM
#115
Everyone else having this problem too?
 Classic Luke
05-28-2003, 7:53 PM
#116
Just checked it now Azymn, yep the tck colors don't appear on the preview saber. I noticed that with bots, they use force grip sporadically if its on level 4. However, on level 3 they seem to grip opponents for a time as I think is proper :) (IMO)
Despite this, however, I sense a release to the public real soon :)
 Flamehart
05-28-2003, 10:21 PM
#117
Public release soon my foot. Wait till I get my hands on this version, I'm gonna tear it up inside out to find whats wrong with it :D
 mariners2001
05-28-2003, 11:02 PM
#118
yeah..the rgb preview isn't working here either..

also one other bug i noticed was that the watto bot's jets and sounds still aren't gone. this should probably be fixed before release. also, the mandalorians still aren't really using their jets that much and seem to need a boost ;)
 Classic Luke
05-28-2003, 11:28 PM
#119
1. When i changed my game to basic mercmode, I noticed that as a merc you spawn with a bowcaster, pistol, tazer, and blaster. However, in actuality all you can use when u spawn are the bowcaster and the tazer:(

2. Under basic merc mode, when choosing the class of merc it shows the right icon on the player setup menu, but to the right of this is a jumble of descriptions (of the classes and equipment) which overlap eachother.

3. When one plays as a merc, you can roll and shoot at the same time (meaning you can shoot while in mid-roll). Hmm, while this makes getting kills easier, I feel this may need to be corrected. Lord knows I was spamming this big time against fellow mercs:).

4. Hmm, depending on which hilt one picks, some blade skins appear to be unattached to the hilt if one looks closely.

5. When using the tri-engine jetpack, the middle engine is not centered.

6. As Rut-Wa said, the preview blade is not registering.

7. I am curious as to what everyone thinks of increasing primary bryar pistol damage? I for one am for it:) To get a kill when using primary fire with the pistol is near impossbile even when exchanging fire with a fellow merc armed with a different weapon. It requires a LOT of shots to get a kill:(

8. Saber-throw has been improved somewhat I think. But I can forsee mercs having a hell of a time on servers where many others are saber throw enabled. It seems that being in range to illicit a saber throw from a bot will almost always end in death, and note, that this distance is far too great imo. What to do about this, I am unsure. Would decreasing saber-throw damage to say 50 to 70hps be too much? Maybe this damage can be directly to ones hps and not the shields. This i would like to see implemented.

9. Like I said, almost there!!! :) Keep up the great work Azymn!!

Edit:
10. Hmm, when I went back into basic mercmode, I could not designate myself as a merc at all. Even after respawning many times and checking the setup menu (under class I chose to be a merc), I still spawned with a light saber. I even went as far as to make sure I had absolutely no force powers availible and still no luck.
 Flamehart
05-29-2003, 1:11 AM
#120
Eh, told you there'd be some kind of bugs.

Ok, just tested, the ones in bold are the ones that bother me most.

1. Bots (in FFA, no Mercmod) run around with Bryar too much without shooting
2. As mentioned before, saber preview does not work.
3. This isnt a bug, the annoying Jedi Vs. Merc message is gone, THANK YOU AZYMN!
4. When set to block Lightning and Drain, it still does not block lightning and drain.
5. When you set the Saber type thing to Changeable (not locked), it doesn't change at all until you die. (Note: there IS a sperate option for locked until respawn, so they seem to be one in the same.)
6. Level 4 Force Jump still does not drain force energy.

That's all for now, still trying to find some more.
 rut-wa jodar
05-29-2003, 5:03 AM
#121
Can Saber throw be disabled serverside but still allow for other force powers ?
 Azymn
05-29-2003, 6:53 AM
#122
Same Link.

Fixes:
- Tck Saber Menu Preview updates correctly now
- Watto and Maw now fly w/out jetpack fx
- Basic JediVMerc now assigns jedi and merc properly, with menu fixes
- f_sthrowdmg now reduces saberthrow dmg by 1/2 in jedivmerc mode
- f_mercjump determines jump level for mercs (0 by default)
- f_jumpmod values rearranged, so costs by default
- Can change sabertype during match if f_forcesabertype settings allow it


rut-wa: I believe there's a base jk2 cvar that lets you disable certain forcepowers.
 Classic Luke
05-29-2003, 8:52 AM
#123
When in mid-air, turning off the jetpack results in your player being in an unatural position with arms straight out to the side with legs straight and spread out. (the position your model appears in when initially in Mod View)

Edit:
When spectating my bots, I noticed that my clonetrooper once out of ammo with the repeater, would use the ammo regen device only for a split second (enough to generate an attack). Then, the bot would attack and be out of ammo again lol. This cycle continues of course till the bot is killed. I am curious if you can make it so that when bots are out of ammo, they will regen ammo while at the same time using their second weapon of choice. Maybe they can regen ammo to a certain percentage (say 50% full) or until the ammo regen bars are gone. :)
 rut-wa jodar
05-29-2003, 8:57 AM
#124
That`s sorted it Azymn , nice one :D

You have really worked hard on this mod and all of your efforts have paid off. Raven software should knocking on your door with a job offer ;)








Re: saber throw disabling I have not found a cvar for it.
 robbie mcm
05-29-2003, 10:32 AM
#125
I',m not sure if this is a bug or just a nice touch but when using force mod 2 final beta if you fire a rocket at a bot on jedi master skill when they use force push and push it back at you, you see to use force push and push it back at them. This happens except I don't think u lose any force. This works when using the jetpack and when not.

If it's a bug you might just wanna have a look into it.

Thx for the great work!!!
 Padawan_7
05-29-2003, 3:42 PM
#126
Every time I come here to report bugs there's a new build. ;)

With this latest build I'm getting constant crashes. :(
I don't know why. I'm only using models and maps that came with the game.

With the other builds, I was getting some crashes as well... but not this many.
 Classic Luke
05-29-2003, 3:53 PM
#127
No crashes yet to report on this build Azymn.
 rut-wa jodar
05-29-2003, 4:43 PM
#128
No crashes here either
 Azymn
05-29-2003, 6:48 PM
#129
Luke:
I forgot to change the jetpack anim...i'm going to get a different one in there, and i was experimenting.
My modview doesn't work too well, so i've had to do it the hard way. :)

I'll check that ammo thing....they're 'spose to regen if they have less than 50 of their regen-able ammo.

rut-wa jodar:
the cvar is g_forcePowerDisable.
You have to set it to "131072", and only saberthrowing will be disabled.

robbie mcm:
The missiles don't lose a lock when they're pushed, so what you're seeing is the missile re-aquiring the target after having been pushed away.

Padawan_7:
Can you get me a list of other mods you have installed? Also, delete your jk2mpconfig.cfg and games.log from your forcemod directory.
Do you have any other mods, even if they're mini-mods?
 Padawan_7
05-29-2003, 8:16 PM
#130
Azymn,

I found out what was causing the crashes. A ladder map 'snuck' its way into my base folder. :rolleyes:

Bug report coming shortly...
 mariners2001
05-29-2003, 8:46 PM
#131
Looks very good. I like the flying Watto bot...

The Mandalorian bots are doing the jetpack thing too. Here's a screenie.

Weird Jetpack Animation (http://www.geocities.com/robinhawk/faceoff.txt)

EDIT: An addition idea for the class.cfg is adding the Jedi/Sith Rank for the bots (ie. Noble Sith or True Jedi). This is because I've been noticing Darth Maul use a lot of light side powers recently and he never has before.

Also, the bot's saber type could be added to make it easier (ie. Double Blade, Two Sabers, Single Blade, Lightsaber and Guns)

And if you really wanted to take it a step farther, you could add the scaling in the same file as well....just a thought.

One question:

I really like the Maw/Watto bot thing. Is there a way for the player to do this if they're using those models?

EDIT #2: It does not work when I select for the Mandalorian models to only have the jetpacks. All models will use it. This wasn't the case last time.
 Classic Luke
05-29-2003, 10:17 PM
#132
Azymn I was wondering if you could make the reticle visible when one is using the optic radar? Also, if you could make the optic radar work in 3rd person would be great too. As always, great job friend!!!
 RJW_ca
05-30-2003, 3:02 AM
#133
I tested out the mod!!!! It's great

but yes --if we can see the reticle visible in the optic radar--and to show the optic radar in the 3rd person view that would be great!

what I found was I couldn't choose my saber colour when I chose my player model when creating a server--Choosing my saber colour could only be done in the setup menu at the begining where the Mod selecting is made---I wish that this mod gave us an option to change our players saber colour in the player menu because with different saberhilts to choose from we will want different saber colours for the blades

yes I think this is a great mod but can we add the rocket launching from jango or boba fett's back--I have another mod that does this--and it would be a great addition

thank you
RJW_ca
 Padawan_7
05-30-2003, 11:27 AM
#134
Things I noticed:

The Force powers menu does not save the dark side and light side powers within the menu system itself (you can still allot the powers for use). However, the standard force powers and the saber force powers save perfectly.

On two separate occasions, when playing in a ffa against one other Jedi bot, upon my death I would be thrown out to the Player Configuration menu. (Then, when I clicked on Join, I spawned without my dark side powers because the dark side powers do not save in the menu.)

The grapple hook, when it touches another player, causes them to die immediately.

The grapple hook still falls to the ground when it connects to a wall or ceiling. (This occurrence can most easily be seen if you fire at a wall in front of you, then when the grapple pulls you to that point, the grapple hook can be found under your feet.)

There is still a 100 model icon limit.

In ffa_deathstar Merc bots with jetpacks will sometimes use there jetpacks to bury half their body into the ceilings of hallways, and will stay there for quite some time (probably until their battery pack runs out). There's maybe nothing that can be done about that though.

Merc bots seem to use their Shield Regenerator more than they used to. However, there are times that they can be observed running around with 0 shields and they don't recharge even though they have plenty of battery power to do so.

I've never seen Merc bots use their Ammo Regeneration.

Scouts do not use cloak.

When double bladed bots die, they switch to hold a Stun Baton.

The default saber still looks a little flat in the pose I described before. However, the rest of sabers are great!
 rut-wa jodar
05-30-2003, 2:10 PM
#135
Originally posted by Azymn
rut-wa jodar:
the cvar is g_forcePowerDisable.
You have to set it to "131072", and only saberthrowing will be disabled.

Thanx for that :D but unfortunately it also disables all of the bots remaining force powers as well but leaves players force intact. This is not a bug in your mod it`s a bug in JK2`s coding.
 zERoCooL2479
05-30-2003, 6:27 PM
#136
1 more thing...There is some code I wanted to put in Academy Mod but it wasn't possible because of the serverside limitations. Get in touch with me and I'll run it by ya!

Thanks!
-Mike
 Master_Payne
05-31-2003, 12:01 AM
#137
Im not in beta, but I have a question...
A lot of beta testers talk about a 100 icon model limit, but my unmoded JK2 shows up to 128 icons (that's about 1/4 of my total models/skins).
I would like to see the features from JA into ForceMod (multi duels, stats, and black coloring).
Good luck on whatever is left, I'm eager to play the public release.
 Classic Luke
05-31-2003, 1:28 AM
#138
When I first d'l the latest beta f4 my bots were functioning properly (f_powerbots at 1). However, now my bots are using force powers not allotted to them. In my autoexec.cfg file I typed in seta f_powerbots 1 to be safe and still this problem occurs. I also use my own personal cfg files for specific characters I wish to play, however in these I set my desired model type and bind keys.
This is the second time this has happend. The first time it happend I re-downloaded the beta (replacing all the files and folders as orderd) which brings me to now.

Edit:
After deleting a jk2mpconfig from both my base and forcemod folders, and also placing my personal cfg player files in my forcemod folder, the problem with f_powerbots 1 is now gone. :) I hope... :)

Edit:
On another note, optic rader doesn't seem too work against mind trickers at level 3 or higher. Edit: My mistake, it does work :)

Edit:
F_powerbots 1 problem has returned:( Seems that all the bots have the same force powers regardless of my botfiles.
 KaiaSowapit
06-01-2003, 3:18 AM
#139
Azymn, I think I may have stumbled onto the greatest bug of all time...

When playing ForceMod, suddenly hours go by and the sun comes up! :)

Thanks for an awesome mod! You're the bomb!
 BongoBob
06-01-2003, 8:10 AM
#140
Hey azmyn, I got two questions for you...
a)Could I PLZ beta test for you?:D
b)Have you decided a good solid release date for FORCEMOD II?
 KaiaSowapit
06-03-2003, 1:13 AM
#141
A few questions for ya Syrup (I'm totally diggin the mod!)...

What do these cvars do? (I'm nosey like that. :))

cf_side
cf_merc
cf_class
f_mercjump
f_spinjump
f_firearms
f_nts

Also, there seems to be a bit of redundancy redundancy... cf_hidegriphand/f_showgriphand... f_scaledamage/mod_scaledamage... etc. Are all these necessary, and should I set them all so as not to conflict with one another? (Yoda runs like a bat out of hell and I can't seem to fix it.)

Lastly, a couple game questions and one itty bitty buggy...

What happened to mod_timescale? I miss that. :(

If I want to limit jetpack flight time/distance to say... oh maybe twice that of using ForceJump lvl 4, is there a way to do that? (I'm mostly thinking of bots here... Jango has on occasion turned into a jetpack whore & the only way to rid myself of him is use that blasted saber throw.) I don't mind if jetpack users can land and almost immediately take off again... I just want the suckers to have to land sometime!

I can set sabers to be brutally lethal using g_saberDamageScale (hehee) but what about blasters? Is there a g_saberDamageScale equivalent for blasters? Basically I want two or three successful hits, be it by saber, blaster, whatever, to be lethal. After all, these guys aren't throwing kittens at one another. :p

Can we still play non-team skinned models in team games? I tried a team-based ffa the other day and half my models disappeared and the Jango bot appeared w/out textures.

Lil Bug report:

Bots using saberthrow are a lost cause. One toss and they're running around defenseless, hopelessly unable to recover their sabers. I'd be happy if there was a cvar just to disable bot saber throwing. (I know, I need to fix their personality files) IMHO it's a cheap and silly force power anyway.
 Classic Luke
06-03-2003, 2:15 AM
#142
I adjusted the botfiles which came with some of the main models out there. The only bot of mine with saber throw is of course Vader. Thanks to Azymn, the emotional attachments are upto 8 now, I've done my best to keep the bots properly aligned:) If you want em just email me at bleroy@tampabay.rr.com
Should anyone else like some bots, email me as well:)
 KaiaSowapit
06-03-2003, 4:39 AM
#143
I too am a botfile tinkerer. Recently I got smart enough to keep my botfiles in a separate pk3 from the models so they're easy to edit - so it's really no problem to fix the saber throw thinggie.

And I agree, the addition of 8 emotional attachments is great! Now most of the Jedi Council get along. :)
 Azymn
06-03-2003, 7:51 AM
#144
Same link, as before.

Q: I really like the Maw/Watto bot thing. Is there a way for the player to do this if they're using those models?
A: set cf_jet 5 . It might need cheat protection?

Q: a)Could I PLZ beta test for you?
A: Sorry BongoBob, we're almost done...
Q: b)Have you decided a good solid release date for FORCEMOD II?
A: Sooner than you think :D

Q: What happened to mod_timescale? I miss that.
A: It's still in there afaik...it's a server command.

Q: What do these cvars do? (I'm nosey like that. )

A:
cf_side (in menus)- new force side
cf_merc (in menus) - if merc or not
cf_class (in menus) - merc subclass #
f_mercjump - level of forcejump for mercs
f_spinjump - unused, was for spinning jump anim
f_firearms - was used for unfinished custom pistols (like custom hilts)
f_nts - obsolete

Q: Also, there seems to be a bit of redundancy redundancy... cf_hidegriphand/f_showgriphand... f_scaledamage/mod_scaledamage... etc. Are all these necessary, and should I set them all so as not to conflict with one another?
A: f_showgriphand and other clientside cvars starting with "f_" are gone, replaced by "cf_" counterparts; f_scaledamage allows for inverse scaling and adjusted proportions, mod_scaledamage does not.

---------------------------------------

New cvars:
cf_noteamskins
-"0" No changes
-"1" Default skins will be used during team games

f_botthrow
-"0" Bot saberthrow disabled
-"1" No changes

f_scaleFirearmDamage
-"0" No changes
-"#.#" Float value multiplied by all non-saber and non-falling damage

Changes/Bug fixes:
- Jetpack anim fixed
- Bots should use forcepowers a bit more
- Jetpack bots should be more conservative
- Shield regen rates tweaked
- Bot jetpack limits should work now
- f_powerbots should work properly now
- Reticle now visible with Optic Radar on
- 100 model limit will remain in effect. The fix had caused other problems.
- Using g_forcePowerDisable on specific powers will no longer prevent bots from using all forcepowers
 Classic Luke
06-03-2003, 2:55 PM
#145
My merc bots (which have no designated force powers) spawn with sabers only in basic mercmod.
Keep up the GREATwork Azymn, ALMOST THERE!!
 Mace_Windu21
06-03-2003, 7:07 PM
#146
I haven't posted for a while, so I don't know if this has been said:
When you use saberthrow, your model still goes into the defensive stance. Also sometimes when I am blocking laser fire, the player puts his saber into that defensive stance to block fire, I don't stay in the stance, but it gets annoying.
Thanks!
 Padawan_7
06-03-2003, 7:13 PM
#147
Azymn,

I haven't gotten a chance to test the new build...

but I wanted to let you know that, the other day, over at www.pcgamemods.com) they posted "Generation-X 1.4" (the successor to OmniMOD and JediPLUS). One of their fixes claim that the "Saber No Longer Disappears on Throw EVER!".

If this is true, they might share how they did it. :)
 KaiaSowapit
06-03-2003, 10:14 PM
#148
I know this is bad form, but every post I've read by that Omni guy leads me to believe he's somewhat of a turkey. (Did he ever release the source code for OmniMod as promised?)

Anywho, the builds just keep getting better and better. I don't know how you do it Azymn, but I'm sure glad you do! The bots use their jetpacks almost flawlessly now - it's a genuine thing of beauty to behold. (I just watched Mace Windu & Jango go at it in spectator mode for about twenty minutes - it was a real hoot!)

Thanks so much for the addition of a blaster damage modifier & for pointing out that mod_timescale is still there. I'm finding great fun in cranking up damage and putting the game in slo-mo - one small misstep and it's goodnight Irene - very tense and cinematic.

I did uncover one more small anomaly though... using g_forceBasedTeams in a Team FFA game leads to some pretty weird stuff. Basically, from what I could figure out, Jedi will only attack Mercs and Mercs only attack Jedi - regardless of team status. Yet damage is still team-based, so unless friendly fire is active, it's pretty harmless. Weirder still is when you factor in bot emotional attachments, which are still honored. I don't know if it merits fixing, but I thought I'd dutifully mention it anyway.

Personally, I'm dying for this to go live and servers adopt it - everyone is going to love it!
 Doctor Shaft
06-04-2003, 2:33 AM
#149
i'm not even one of the testers and i'm getting excited just reading about this stuff. I guess I really shoul'dnt be posting in this thread, but I got just a few questions myself.

Everything sounds exciting, but I know my heart will just be crushed if I found out that the lightsaber damage in this mod is set to "wiffle' bat status. I already read up on the stuff you posted on the main site about the lightsaber changes, and I don't think I need much clarifying in that area. However, when it comes down to it, there's only one thing a lightsaber needs to be a successful weapon, and that's DAMAGE. I guess just about anyone could answer these simple questions.

1.) Is the saber powerful? I.e., it's not abysmal ala 1.04. If so, let's say I made a guy stand there, how many swings would it take?

2.) Some people keep mentioning that they're killing jetpackers with saber throw. Granted, they were fighting BOTS, but from my experiences, any gunner worth his salt is not going to be killed by the measley saber throw. Is there something about it in Forcemod that i'm missing?

3.) You got the double and twin sabers in there. Granted, there's probably going to be all kinds of clipping and wierd looking stuff going on with them, but how did you do damage scaling with them also? are they just fancier wiffle bats, weaker than normal, etc?

I ask these questions because, well, I am a saberist as far as JO goes. I hate playing sabers only, I want to fight Jango and the rest, but there's simply no competing when your opponent's guns heavily outclass your sword, not only in explosive range but damage as well. The way I see it, you could give me 32 stances, 52 different saber blade designs, and another 90 version of force pull/push, and it all would mean diddly squat if I had to rush after and hit my gunner opponent more than twice. A mod can have all kinds of features and cool things, but I think you can just as quickly kill all of your mods accomplishments if the balance factor heavily favors the DOOM/QUAKE style of play, i.e. rockets, blasts, and more guns.

You really don't need level 4 force powers to be in your mod if the jedi class can all be easily wiped out by rocket/blaster spam. I know I'm sounding like a whiner, but I'm just curious. There's only been a total of TWO quality mods that acknowledged the need for 'lethal sabers', and other popular mods ignored this. They had the cool sitting animations, the rocket packs this, the jet guns that, but their sabers were still wiffle bats. It was RPG central, and when the guns came out there were no jedi left :). No sense in me getting excited over having the chance to run around like Yoda, if I learn that it won't be so fun when they hand me my standard issue wiffle bat. ;)
 KaiaSowapit
06-04-2003, 3:58 AM
#150
Doctor Shaft - I hope Azymn doesn't mind, but allow me to put some of your fears to rest.

First and foremost, you can have ridiculously lethal sabers right out of the box simply by using the server command g_saberDamageScale - I believe this cvar is stock jkII, not from a mod (though I could be mistaken). Personally, I have mine set to 5 and even the biggest, baddest, most heavily shielded wookie would be lucky to survive two or three swings from that whiffle bat. ;) In fact they're so lethal, I have to use ForceMod's f_saberIdleDamage cvar just to tone them down when they aren't being swung. (Otherwise, just brushing up against an opponent is enough to deliver a mortal wound.)

Don't worry, you most certainly can have devastating sabers.

For me, the real joy of ForceMod is it hasn't left blaster-toting foes out in the cold. They have plenty of gadgets and abilities, like jetpacks and ammo regeneration (and improved bot ai) that help balance them with Jedi/Sith. And with the addition of the f_scaleFirearmDamage cvar, they too can vanquish an opponent with as little as two or three well placed shots.

Really it's all there in the cvars - your mileage will vary depending on how you or your server set them up. Whiffle bats/lightning rods... fusion cannons/squirt guns - you can make it what YOU want. The beauty is how much more control, options and diversity has been added to gameplay.

Trust me, this mod is a heckofva lot more than just a bunch of silly emotes, saber hilts, and miscellaneous eye candy. Frankly, I think Azymn's put more thought into its substance than some of the original developers of jkII itself. Really, it's that good.
Page: 3 of 5