Azymn Posted August 26, 2002 Author Share Posted August 26, 2002 Thanks keo. I'm sure Dest could help, but i'm afraid that he has the same problem i do - we're both going back to school soon. We'll see. Link to comment Share on other sites More sharing options...
Azymn Posted August 27, 2002 Author Share Posted August 27, 2002 I have new qvms that should fix the following bugs - "Info String Length Exceeded" when setting cvars - Random MP crashes when loading maps - Hilt selection screen shaking I'll email them to each of you, with instructions on how to update your forceMod.pk3 file. Edit: I just emailed the fixed versions to each of you, without instructions - it's a complete replacement, since the update was about the same size as the whole mod, i just sent the whole thing. All you really have to replace is the forceMod_beta.pk3 file, and it should start working smoothly. BTW - Sorry if i overflowed anyone's mailbox Link to comment Share on other sites More sharing options...
keo718 Posted August 27, 2002 Share Posted August 27, 2002 Its working now, beautiful. I tried the lightdark mod but I do not know how to apply it to bot 7-1-0000...., or how to apply it to my player in the force power configure. Also can you elaborate on the powerbot feature? Link to comment Share on other sites More sharing options...
Azymn Posted August 27, 2002 Author Share Posted August 27, 2002 f_powerbots "1" Bot force powers will be upgraded when appropriate if forceMod is on - every force power above level 0 will get another level added on to it "2" Bots will be given unlimited force points on any force rank (Not all powers, just the ability to be a Jedi Master on a Padawan server) - This means it strip a bot of his level 3 force grip if you're only playing on padawan force rank. "3" Bots given all Force Powers of highest level on their force side (Light or Dark) "4" Bots given all Force Powers of highest level on both Light and Dark sides if f_lightdarkmod is on f_lightdarkmod on "1" is easy with bots, just give them forcepowers on both sides in their jkb files and they get to keep em On "2", you have to set your force powers using a cvar while in game. I'll work on getting both of those cvars to work properly. Link to comment Share on other sites More sharing options...
Blues Posted August 27, 2002 Share Posted August 27, 2002 Thanks alot, man! This mod is great! Link to comment Share on other sites More sharing options...
mariners2001 Posted August 27, 2002 Share Posted August 27, 2002 hey could you send it here, please? robinhawk@yahoo.com Link to comment Share on other sites More sharing options...
Dark_One Posted August 28, 2002 Share Posted August 28, 2002 After carefully testing it I came to this conclusion ... *drinks a glass of water* ... It's great. I love the force powers. I always use 2 chevron seeying but now I'm using the 4 chevron one. It really really great. Link to comment Share on other sites More sharing options...
The Count Posted August 28, 2002 Share Posted August 28, 2002 Send it to me please Arashxt2@Hotmail.Com Link to comment Share on other sites More sharing options...
jimclare1 Posted August 29, 2002 Share Posted August 29, 2002 oh i really like the sound of that, could you send it to jimclare1@hotmil.com, also yknow in the game the "force speed" reduces the level speed. i was wondering cooudl it be possible to increase this power to stop time completly Link to comment Share on other sites More sharing options...
Azymn Posted August 29, 2002 Author Share Posted August 29, 2002 also yknow in the game the "force speed" reduces the level speed. i was wondering cooudl it be possible to increase this power to stop time completly Probably. Some people were kicking around a great idea of slowing down everything within a certain radius of them. Link to comment Share on other sites More sharing options...
Azymn Posted September 3, 2002 Author Share Posted September 3, 2002 Just submitted the first ForceMod release beta to jediknightii.net and jk2files.com about an hour ago. Don't know when it'll be up. It's got the new jetpack, with options on who can use it (Fetts only, Mercs only, ....) and whether you want to use the forcemeter as a fuel tank. You can combine dark and light powers too. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted September 4, 2002 Share Posted September 4, 2002 I must request this. My request? Level 4 Force Drain makes you immune to it. I would 'KILL' for this. Link to comment Share on other sites More sharing options...
Azymn Posted September 4, 2002 Author Share Posted September 4, 2002 My request? Level 4 Force Drain makes you immune to it. I would 'KILL' for this. That's reasonable. I'll make it optional in the next version. And no lives lost for it either. Right now lvl4 Drain will heal you quickly, it's effective, and it also drains weapon ammo from the right type of guns. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted September 4, 2002 Share Posted September 4, 2002 Point is, even in ProMod i have SEEN Drain beat out Absorb always, simply because you cannot keep Absorb up forever. Therefore, when Force Pool runs out you're doomed, even if you could run away you can't possibly pull up Absorb fast enough if the opponent just taps the button, it comes out too fast. Link to comment Share on other sites More sharing options...
Azymn Posted September 4, 2002 Author Share Posted September 4, 2002 Understood. The drain cost in Promod is comparable to ForceMod - they both charge more per second to have it on. If you want to see how powerful Absorb can be, set f_absorbmod to "0" in forceMod, and it will use the default (v1.04) cost per second, which makes it much more formidable. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted September 4, 2002 Share Posted September 4, 2002 You are right, the thing is, you just can't keep it up eternally, if you don't kill the Drainer fast enough you will be slammed. Link to comment Share on other sites More sharing options...
Blues Posted September 5, 2002 Share Posted September 5, 2002 Isn't absorb supposed to absorb weapon damage? It doesn't seem to work... Link to comment Share on other sites More sharing options...
Azymn Posted September 5, 2002 Author Share Posted September 5, 2002 Isn't absorb supposed to absorb weapon damage? It doesn't seem to work... It's supposed to absorb 25% of weapon damage and convert it to force power on level 4 - if you watch your force meter, it should go up a little with each shot. Lemme know if it still doesn't work - try having someone shoot you with a rocket or something that does more damage, and tell me if you still can't get it to work. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted September 5, 2002 Share Posted September 5, 2002 *Hails the mod* On that note.. Could you possibly fix the no thrusting sound if saber out bug in the Jetpack.. i can actually see it being used for weird midair bladefights. Link to comment Share on other sites More sharing options...
Azymn Posted September 5, 2002 Author Share Posted September 5, 2002 Could you possibly fix the no thrusting sound if saber out bug in the Jetpack.. i can actually see it being used for weird midair bladefights. I'll see what i can do. Link to comment Share on other sites More sharing options...
Azymn Posted September 15, 2002 Author Share Posted September 15, 2002 Sorry guys, this is the first forum i've been apart of, and i didn't realize the dangers of posting your email (it can be scanned by spammers), so i'm sorry for not realizing this earlier, but if you posted your email, please remove it. If any of you want to test the next beta, just PM me your email or lemme know if i already have it. And again, sorry about the email requests. Link to comment Share on other sites More sharing options...
jimclare1 Posted September 16, 2002 Share Posted September 16, 2002 Inyour mod you increased the strenth of force grip, i would like to know how to lower its strength so that it doesnt kill the victim Link to comment Share on other sites More sharing options...
Azymn Posted September 16, 2002 Author Share Posted September 16, 2002 If you're changing the code, there are two ways in which damage is done, 2 points/second while gripping and "The squeeze" (search for that in the code) at the end. Changing the squeeze damage will make the biggest difference. Link to comment Share on other sites More sharing options...
jimclare1 Posted September 21, 2002 Share Posted September 21, 2002 ok s im really new to coding, i am assuming the VM folder is were the game coding is stored and that it canot be opened (otherwise we'ed have the SP source code) ---- Am i right or What?? anyway i downloaded the MP code, but there is loads of files, which is the one with all force power properties also would you consider sending me you uncompiled version of the lev4 patch, i would like to have a root around and see how you changed powers (ps i if i release a mod, i will give you full credit for your help) Thanks Link to comment Share on other sites More sharing options...
Azymn Posted September 21, 2002 Author Share Posted September 21, 2002 Well, you can open the VM folder, you have to in order to put your compiled *.qvm's in there. The files that have most of the force power stuff are bg_pmove.c and w_force.c There are parts scattered in several other files, but those are the two biggies. As for the lvl4 "patch" code, the original stuff is gone - it's overwritten with a number of new things added for the next release of forcemod. I can help you with the force powers though. Link to comment Share on other sites More sharing options...
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