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Movie Battles II demo


RenegadeOfPhunk

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Hmm - ok - well, my only remaining thought is that it's because we are running a pure server (nessesary since it's a beta and we need to do all we can to ensure maximum stability) and it's having problems with those remaining non-install .pk3's you have in your base folder. (Stick_Man.pk3 and MYMUSIC.pk3).

 

...although I'm not sure that

 

recursive error after: MAX_CVARS

 

..is the error you should expect from that :/

 

I can only recommend removing those last two files. Otherwise you might need to wait for the alternate non-pure server I hope to be setting up over the next couple of days or so.

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Originally posted by RenegadeOfPhunk

Doh! just gave away my severe n00bish-ness with macs! heh :)

 

Heh heh. :D

 

Just so you know, some code tweaking might be in order to make MBII Mac compatible. If I can't run OJP's coolness in their latest beta, I might experience the same with yours. :(

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Originally posted by Lei Hng Wei

Heh heh. :D

 

Just so you know, some code tweaking might be in order to make MBII Mac compatible. If I can't run OJP's coolness in their latest beta, I might experience the same with yours. :(

 

Well, the problem is that I don't think any of us have the first clue on how to make code mods Mac compatible.

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Lei Hng Wei,

 

One of the guys with a Mac who has been trying to run Movei Battles - Cortosise - has written directly to the guys who made the Mac port for JA to see if they could help...

 

...their reply:

 

'We dont' support mods' :/

 

I think they'd need to provide us with some info if we were to try and get mods running on Macs - since they ported it...

 

 

SithOfDoom!,

 

Sorry man. It's hard to see why you shouldn't be able to connect now. I dont' know of anybody else with your particular problems. You might want to try posting on our Movie Battles forums to see if anybody else has had something like this.

..otherwise - your gonna have to wait for the non-pure server and try again. I'm gonna try and get it set up tonight...

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Been playing on both of the MBII servers lately, and I have to say the mod is insanely addicting.

 

Renegade, I already asked about a FFA mode, but is there any further news on what'll happen about that..or when it will happen ;)?

 

Thing is, if a FFA mode is released in either an update or an entirely new mod, i'd probably be able to persuade my clan to use MBII on the clan server (and that would be awesome.)

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The plan is that a seperate mod is going to be created under the supervision of [JEDI]Adam at http://www.jkmods.com.

 

He is going to use MB code - take the cool bits from MBII and move them into a more base jka-like game. So if you have any specific requests for that sub-game, I suggest you get hold of [JEDI]Adam - visiting the forums on his site is probably the easiest way.

 

As far as what it will be called, or when that will happen, I donno. it's not just a case of deciding to do it. There is more coding work involved in supporting FFA / TFFA modes.

 

 

But the main mod - Movie Battles II, will not be supporting an FFA mode. And there are a number of reasons why:

 

1. The fundemetnal principle of this game is LMS (last Man Standing) -and FFA doesn't really work that well with LMS gameplay. I mean, it 'kind of' works, but tbh I'm not interested in making a game mode which only 'kind-of' works...

 

2. Standardisation. I'm perhaps one of the only mod makers for JA which believes in keeping options and variations of gameplay to an absolute minumim. I know a lot of people disagree - but usually the people who disagree don't even realise the disadvantages to too many optiions / gametypes.

I'm not gonna go too far into my reasoning on this stance right now - it's a long discussion. I'm only gonna site one example for now. When you join a CS server, do you ever have to second-guess what kind of gametype your going to be playing when you join?

 

3. The extra coding work involved - while not overwhealming - will detract from all the other work we need to do.

 

Hopefully this answers why I'm going in this direction.

I'm not making this mod to be an enhancement of base JKA gameplay. I am essentially -in essense - trying to make a whole new game. (i.e. HL -> CS) And in doing this, I'm not nessesarily going to be supporting any base jka-specific gameplay types...

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A couple of requests, feel free to turn me down coldly :)

Droidekas for Rebels. I know, but it seems unbalanced, droideka vs wookiee. Maybe make up that they rebuilt droidekas after killing them, and painted them white for hoth (so you can tell them from enemy droidekas).

Siege gameplay, exactly like MB mode, except you respawn after like 10 seconds.

 

That's it I guess :)

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Thanks for the immediate response, Renegade.

 

Don't get me wrong, I still think the concept and formula for MBII is kick-ass, probably one of the best mods ever made for Jedi Outcast/Jedi Academy.

 

Just in the case of clan affairs, I need to hunt down a FFA version of this mod, otherwise we're screwed with JA plus.

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alright ... now that I've tested the Beta for a while I'm able to give some feedback:

 

Basically I love the Idea!

 

The Maps:

Things I did not like about the Beta were most of the levels.

 

I loved "Jabba2"... really a map up to LDJ's standards no doubt and that Rancor Goodie ... excellent.

Tantive Trouble wasn't bad either.

But "Coruscant Streets" and "Delivery at Bespin" are horrible ... I don't mean to insult the creators of these maps but I simply don't like them.

The architecture is acceptable but way too simple. The texturing of Bespin is awful: Way too simple and in the outside areas textures don't fit to each other.

If those maps are in a very early stage I hope they'll get better :D

 

The Classes

Alright first off I don't know why you included the Droideka and the Clonetrooper in the Beta... I guess it's just for balance tests.

If you keep them in the final - please use them in maps that take place in their timeline.

I suggest you make classes more individual.

Like a Heavy Assault Class for Imperials: The Model should be a Stormtrooper with Pauldron and a heavy assault rifle ... but he should walk slower than regular stormies.

I also suggest to include some kind of XP system for classes. Like someone can turn Jedi/Hero when he reached a certain amount of Points.

And here comes my last suggestion for this category:

Put a limit on the Classes! I don't think that there should be more than 3 Jedis in a team of 6 Persons. According to the amount of players on the server you could setup an altering limit.

 

The Weapons

Fine so far ... maybe thermals are a little overpowered but that's just my opinion.

 

The Skills

Only thing I suggest here is including special Skills that can be achieved by performing certain actions. For instance you kill someone with a headshot and gain a Special skillpoint that can be invested in the Special skills or similar...

Oh and don't be so harsh on TK's ... most happen by accident anyway. So when someone walks into my line of fire I don't want to be punished. :/

 

Well that's all I can think of right now ... most of my ideas are junk anyway. :D

Sorry again for my simple english.

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Funny you should mention class limitations...this is something I think most class-based games need but lack. The reason I deleted Wolf:ET off my HD is because everyone wanted to be medics and XP-whore all the games, or they wanted to be covert ops because that sounds cool.

 

I suggest that you start everyone off in the same class, and as their scor increases, open up new classes to them. Perhaps have a branching system.

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But "Coruscant Streets" and "Delivery at Bespin" are horrible ... I don't mean to insult the creators of these maps but I simply don't like them.

 

Well, you certainly have the right to that opinion.

I myself would not describe them (certainly Delivery at Bespin) as 'horrible' -although I understand where you are coming from - they could certainly use a bit more work.

 

Once we are out of beta, we will be giving out instructions on how to make MBII maps - so if you think you can do better, you are welcome to try :)

 

And one more thing - Sith-J-Cull and Dacks are currently working together on a new set of maps - so soon you'll have more variety to choose from.

 

Alright first off I don't know why you included the Droideka and the Clonetrooper in the Beta... I guess it's just for balance tests.

If you keep them in the final - please use them in maps that take place in their timeline.

I suggest you make classes more individual.

 

What you have been playing so far is known as 'open' mode. Unforunatly, it's the only mode we currently have implemented at the moment. But this mode will still be avalaible in later versions -I think especially on public servers, people would rather be able to choose their favourite class, rather than be told you can't because it doesn't quite fit into the time-period of the particular scene.

 

The plan from the start has always been to eventually include 'authentic' modes to the game.

This will work in two levels.

 

One level will be to restrict the models and classes avaliable so that they match the setting of the map - as you are requesting.

 

There will also be an extra level of authentic mode where not only are very specific classes and models avaliable, but specific numbers too.

For example - on Bespin, only one player can be Leia, only one player can be Chewwie, only one player can be Lando and the rest have to be Bespin guards. On the Imperials side, only one player can be Vader, one player can be Boba Fett, and the rest have to be Stormtroopers etc.etc.

 

This last mode is very restricting, so I dont' see it being very popular on public servers. But for clans - perhaps fighting another clan or perhaps just internally - who want to accurately recreate a movie scene in an organised, standard way, it's going to be great :)

 

Expect these game modes to be avalible in the full released game.

 

Put a limit on the Classes! I don't think that there should be more than 3 Jedis in a team of 6 Persons. According to the amount of players on the server you could setup an altering limit.

 

Nope - I don't agree with this. The intention is for all classes to balance out, no matter what the numbers involved. And for the most part, I'm very pleased with the balance, and I think we've achieved this objective well.

The main problem I currently see with this - which is going to be sorted in the next build - is current thermal implementation as you have mentioned. Yes, they are a little over-powered. Once I have made my adjustments, you should see non-thermal classes balance out more against thermal classes.

 

When it comes to gunners v jedi, a lot fo gunners simply haven't learned to play the game yet, and then complain cos they think jedi are too powerful.

Jedi are weak at long range, but powerful at close range. And yet what do I see gunners doing? Not only moving head first into Jedi's, but also RUNNING into Jedi's, which means they can get knocked on their back (and then moan about push whoring lol).

 

Before commenting more on classes, please learn to play the game first! You can't just play it like it's base jka and expect to live. You seriously need to re-think your tactics.

 

All I can say is that I've been watching games carefully, and I've seen PLENTY of Jedi's being blasted away. You just have to get your technique down - rather than blaming imbalance in the game itself.

 

I suggest that you start everyone off in the same class, and as their scor increases, open up new classes to them. Perhaps have a branching system.

 

Same as my answer above. There is no need for this because (as long as you know how to play your class properly) all classes balance out, no matter what the numbers.

 

Oh and don't be so harsh on TK's ... most happen by accident anyway. So when someone walks into my line of fire I don't want to be punished. :/

 

Heh - if FF is on, then of course you can't allow TK's to go unpunished. That would not be sensible!

Of course, it's not great when someone walks straight into your line of fire, but - well - there is nothing that can eb done about that.

...that's one of the complications of battle! It's down to your team working well together. If a particular player on your team is causing you particular, consistent problems, maybe you should make sure he's well out of the way before you start opening fire...

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I do have to agree on the comments concerning Cloud City.

 

I think LDJ should just go back to the root Carbon Freeze 2 and work from there again--it was dissapointing not being able to explore my way to the weather vane ;)

 

(but still, bland textures are the key weakness here. IMO, the Carbon Chambers have some crap-ass textures now, and I--along with some friends--would definitely prefer if they went back to the ordinary CarbonFreeze 2 Textures.)

 

Also wondering, concerning the Cloud City map...

 

The Han Solo Carbonite thing is a vehicle, yeah, so--can we get rid of the swoop sounds :p?

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