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Restricting Multiplayer Duel Weapons/Force Powers


The Austrian

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ok...ive tryed just about everything to only get jump saber throw push and pull to work with eliminating all the gay force powers....and ive come to one conclusion......this part of the game is FAHQED!!!! please someone fix this before carnage happens at the ravensoft company!!!! love,

Jay and Silent Bob

 

:mob:

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Hey all!

 

I've been doing some looking into the "bitfield" for disabling certain force powers and this is what I have come up with...

 

First I want to refer to an earlier post where someone found the "Internal Names" of the force powers in one of the PK3 files.

 

Now - suppose we build a bit register from *that* data:

 

1 UI_FORCE_RANK_HEAL

2 UI_FORCE_RANK_LEVITATION

4 UI_FORCE_RANK_SPEED

8 UI_FORCE_RANK_PUSH

16 UI_FORCE_RANK_PULL

32 UI_FORCE_RANK_TELEPATHY

64 UI_FORCE_RANK_GRIP

128 UI_FORCE_RANK_LIGHTNING

256 UI_FORCE_RANK_RAGE

512 UI_FORCE_RANK_PROTECT

1024 UI_FORCE_RANK_ABSORB

2048 UI_FORCE_RANK_TEAM_HEAL

4096 UI_FORCE_RANK_TEAM_FORCE

8192 UI_FORCE_RANK_DRAIN

16384 UI_FORCE_RANK_SEE

32768 UI_FORCE_RANK_SABERATTACK

65536 UI_FORCE_RANK_SABERDEFEND

131072 UI_FORCE_RANK_SABERTHROW

 

Granted I am taking a liberty here in assigning a bit value to SaberAttack, SaberDefend, and SaberThrow. I am wondering if it stands to reason that Raven *may* have included these as "Force Abilities" and that is part of the confusion of what is wrong.

 

Here is my theory, if you will:

 

The largest number you can store in "2 bytes" is 65536 (Or 65535 if you count ZERO as a value.) That would include ALL the force abilities on the table above EXCEPT SaberThrow, as that would need a 3rd byte to store that information. This might explain why no matter what you do - throwing is disabled... there is simply NO room in the register for it's value.

 

Now - to address values above 32767.... That in binary is 11111111 11111111 which can represent all the force powers in the above list to Seeing.

 

The only 2 left are SaberAttack and SaberDefend - There is room in 2 bytes to store this data - BUT - What if there was something in the game that *automatically* ensured Jump, SaberAttack and SaberDefend were set to a predefined level when force powers are set to *off*. Which incidently JK2 thinks is the fact when any forcepower has been disallowed through g_ForceDisable. Just the simple fact that Jump gets set to the First Rank even with "Force Off" - If Force abilities were *truly* off, you would not even get Jump. (Like JK2 Single Player at the begining of the game.)

 

Now I can be completely wrong here - but unless Raven actually says something or someone digs through the PK3's some more we may not know the actual method of setting these values. IE Values inherantly overridden by a gametype flag or other setting.

 

One thing I can say for certain is if this is not addressed in a patch - someone needs to author a Mod when the SDK comes out.

 

When that happens I would suggest someone make each force power an individual variable like:

 

FORCE_HEAL = 0

FORCE_JUMP = 1

FORCE_SPEED = 1

FORCE_PUSH = 1

FORCE_PULL = 1

FORCE_MINDTRICK = 0

 

Etc... etc...

 

Also - an interesting point or two - In Holocron games I have YET to see a Holocron for SaberAttack and SaberDefense... In fact I don't recall seeing a SaberThrow Holocron either, but I've not played much of that game type. Gotta look into that one I guess...

 

CRCError

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Originally posted by CRCError

Also - an interesting point or two - In Holocron games I have YET to see a Holocron for SaberAttack and SaberDefense... In fact I don't recall seeing a SaberThrow Holocron either...CRCError

Just to confirm - I was running a Holocron game the other night, and I did find the holocron for SaberThrow, SaberJump and SaberDefense (not sure about Attack).

And as for the rest, it's still too early for me to digest and compute the data :)

Just hook me up to a "serial IV" ;)

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but it seems to me a good place to start looking would be where the "duel engagement" occurs in FFA. I'm not sure if there are any references in the .cfgs to this part of the gameplay, but essentially, if the disableforcepower var is broken, they DID get this gametype within a gametype to work somehow. All you have is sab throw, jump and nothing else. If you can figure out how the duel challenge system eliminates all force powers but jump and sab throw, then that will probably provide the key. Just a thought.

 

 

TDS

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Well, after a long (3 hour) discussion with Trog from AusGamers regarding his servers, and a teardown of the server configs, I have only one conclusion to draw.

 

Trog has not intentionally disabled any force powers - he said this several times. What's happening on the AusGamers servers appears to be an accident.

 

Even using their configs and cvars I cannot duplicate what is going on with his servers, so the only logical conclusion that I can draw here is that this is all a bug.

 

It'd be nice if more servers would be affected this way by the bug, tho.

 

Raven, can you at least acknowledge that there is a problem here? Please?

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I had my server running it accidentally as well the other day. I started running my TFFA and CTF servers with limited guns (blasters, crossbow, disruptor, and explosives). The first time I connected to it and selected one of the prefabs for force powers (defender I believe) I noticed I had only the neutral force powers in the game. I was kind of suprised since I thought I'd picked a prefab with mostly light side powers. However, as soon as I went to the Player screen and reconfigured my force powers they all came back, and I wasn't able to revert back to the neutral powers only setup again.

 

To me this reeks of a bug.

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in the meantime, for my server, I brought the jedi rank down to "4" so that those who decide to use lightning, grip, or drain will not have very much power in the saber areas and are quickly dispatched by capable saber fighters....

 

though in maps with pits and chasms, they can still cause harm... very frustrating...

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On my duel server (208.176.94.125:28070) I have all the force powers disabled. I'd like to enable jumping and saber abilities. But as we've seen the bug makes that prohibitive. I'd rather have no powers than any of the annoying ones I don't want just to be able to keep jump and throw. That's just my opinion, but it seems to be one all the people who play on my server agree with.

 

But, I do hope Raven releases a fix soon. By the way, on another thread someone mentions that Raven is aware of this problem and is working to solve it. They sent Raven an email and Raven replied to them :D, unlike LucasArts which has ignored many plaintive emails for a fix :(.

 

Cheers,

Brit

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If you open up the assets0.pk3 and look at one of the bot files there's a little info on the force powers assigned to each bot and it looks like this:

//don't exceed 20 force points total
forceinfo		7-2-033210232000021323
//			     hlspptglrpattdssss
//			     eepuueriarbeereaaa
//			     aveslliggosaaaebbb
//			     l ehlephetommi eee
//			       d    t erhfn rrr
//			            n cbeo  adt
//			            i t ar  teh
//			            n   lc  tfr
//			            g    e  aeo
//			                    cnw
//			                    kd
//rank-side-heal.lev.speed.push.pull.tele.grip.lightning.rage.protect.absorb.teamheal.teamforce.drain.see.saberattack.saberdefend.saberthrow
//1==light side 2==dark side

I don't know if this helps but it seems to show the bitfield and the powers that are assigned to each bit.

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im sure people are sick of this post still being around...but since there is no fix yet and i feel this is hella important to the community..im gonna bump it back to the top of the list........I hear they are working for a fix but supposedly its not an easy one for them.....whatever raven....this should of been thought of before it was released...its called testing guys...jezzz....

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Originally posted by DeathsHead

the fix for this better be in the patch they release this week or I am gonna raise hell

 

 

Damn, took me 30 minutes to read through this post, and still no fix, dissapointed :p

 

Anyhow, I agree with DeathsHead.

 

 

-r00t3d

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QUESTION:

 

If we do find a way to disable specific force powers, will the game loading screen say "No Force Powers", and the player menu say Force Disabled, BUT your forces still work, except for the ones disabled?

 

or will it load normally, allow cfging of forces, but the force powers we disable just won't work?

 

If we do fix this and the people can't change their force powers, and only their original ones will work... Isn't it kind of useless?

:confused:

 

(Personally I'm hoping they can still change their force powers.. But the ones we disable will say "DISABLED" on them or something.. I don't want newbies running around asking why their lightning won't work..)

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Ok,

 

So I have no clue about any of the binary programming stuff so I'm just gonna make a wishlist :D

 

ALL force powers OFF except:

 

Push = 3

Pull = 3

Attack = 3

Defend = 3

 

and get rid of that annoying saber throw so spamming saber throw n00bs can't use it....

 

Ok, thats my wishlist :)

 

feel free to e-mail me if you get something!!

 

thunorwulf@hotmail.com

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