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Forcemod 2 Beta Feedback


Azymn

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Great mod my friend, i feel honored to be chosen to test it.

 

the only bug i experienced is that bots were indestructable for some reason in some games even if they fell off a cliff

As for improvements

First off, i dont like the gappleing hook, i know its unfinished but it needs to be more practical.

Next, holding down jump to use jet pack isnt as good as origonal way. just pressing jump was better. also, the old takeoff and landing sound was cool too.

make flame thrower cost less, same with lightning, especially lev 4.

speed in its upper levels is almost worthless due to lack of control. so i suggest for speed to work like max payne bullett time. its makes everything look slow to you but to everyone else your moveing really fast.

 

otherwise this is the single best mod for jk2 so far, hands down. thank you for your wonderful contribution to the community!

 

"Be excellent to eachother, and Party on, Dudes!"

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i like the more ammo idea

another bug i found is sometime you spontansously become invunerable, often, actually, u dont even die if you fall into a pit, bots do it too, i think it happens moer often when ur a merc, thats y merc bots get more kills

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other than the grappleing hook, i see only 2 things wrong with this mod

1) I cant seem to get tck sabers to work right, it just keeps reverting to the standard saber coloring (worked fine in beta 1)

2) crouching backslash dosnt work (didn't work in beta 1 either)

other than that this mod is unstopably kickass definitely the best mod for jk2 by far, puts everything else to shame

cant wait til final is out and there are 100s of servers playing ForceMod 2.0!

Also, might it be posible to change purple stance's idle animation to match green's? the fact that one saber goes into the ground all the time really annoys me, not to mention green's idle animation looks really badass, even if the stance sucks compared to purple (using two sabers).

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

First words out of my mouth after playing force mod for the first time:

"Thank God for Darth_Syrup!!!!"

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the Geocities site doesnt have the download

 

or did i miss it? (stupid Tunisian Internet)

 

 

OR is there some secret site with a dl link?

 

 

anywho look foreward to playing whenever i get a chance

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After 5 minutes playing

 

 

Problems

 

Still don't see the model for the grappling hook.

 

 

Likes

 

Being able to assign Merc tools to the same key as the similar Force powers. Makes them just as easy to use.

 

 

 

 

Will report back when I've had a little longer with it.

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another weird thing about the grapple is now, if you latch it on to somthing it pulls u across the ground til u jump or til u slide off a ledge.

 

also is it possible to make merc tool binds completely seperate from force so when ur a jedi u get the force and when ur a merc u get the tools? that way, u could say, bind force grip and cloak to the same key.

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Alright, just got back after a short testing period of ForceMod 2, and I found these two bugs, and I have pics as proof and will post them, if you don't want the pictures there, I'll edit and remove.

 

1. i accidently ended up grappling to Desann, (grapple model did not show in air, but showed the multicolored object instead, before and after attachment) and he killed me as soon as I got to him, then, when I went over to my dead body, the multicolored object was on top of it.

 

Proof:

 

xyzbug.jpg

 

2. This isnt much of a bug, its about the lightsaber issues, the saber seems to have this faint white line on the edge of the blade. Also, no offense, I like the mod completely, but the way the lightsabers look visually arent pleasing, i mean, the big core an' all, even on thin.

 

Proof of White Line:

 

sabertex.jpg

 

That's all I have for now, I'm going to see what else I can find. Oh yeah, and Jango is frickin hard to kill without being a Jedi! :)

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i think that force jump is unbalanced becuase of all the fall damage a merc takes, i think there should be some alliveation of fall damage for mercs, also i think mercs should be able to jump a little higher, like 3-4x the height they can now,just so they dont have to use jetpack so much, they already got it tough from being whailed on w/ lightsaber, i think mercs should be a little more resistant to injury too, becuase they dont have saber block, so a few blaster shots souldn't phase them , and one saber throw wont set a merc back 100 health

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But doesn't the Jetpack compensate for Force Jump? You only save on damage if you jump first. Jump reduces the force pool, while jetpack thrusting reduces the battery pool. Therefore it seems rather balanced. If anything I'd ask the Mercs shouldn't be able to wall run as it's rather unrealistic that they can reach a perpendicular platform by running up a wall. Health is similar. A merc can strike from a long range with all their weapons. They should use this to their advantage to keep a Jedi away.

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ya, but the problem is that regular, un force enhanced jump is unrealistically short even for ust a regular guy. And, who's to say what kind of technology mercs could use to jump a little higher than normal? i mean boba fett had most of his nerves removed so he'd feel less pain. and the distance thing it is good, but the only problem is what is a merc's counterpart for lightsaber defence? or what if the jedi is a "lightsaber & guns" sort? by the way i dont think there should be a lightsaber and guns jedi. in jedi v merc mode u should have to chose one or the other.

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un force enhanced jump is unrealistically short even for ust a regular guy

Who are you, Micheal Jordan? :)

what is a merc's counterpart for lightsaber defence?

Umm... shields?

i dont think there should be a lightsaber and guns jedi. in jedi v merc mode u should have to chose one or the other

Amen brother... I couldn't agree more. Technically, I think there should be three classes; Jedi, Mercs, and regular Joes (no saber, force, or merc goodies).

 

Which brings me to my only beef so far with beta 2 (phenominal mod)...

 

My Battledroids spawn with sabers. Argh.

 

Jango's been a good boy so far (well good if you mean bad ass!). He sticks to guns and merc goodies. I'd still like to see more bot use of the jetpack... but I don't know how you'd code that. BTW, that new flame thrower fx ROCKS! Awesome, awesome work!

 

I've got to do a little more testing, but so far Desann sticks to force powers and his trusty saber. Looking good there.

 

But the Battledroids... hmm. They run around almost exclusively with sabers - weird since I've modified their bot files so they aren't saber specialists and have zero preference for using sabers. They also have absolutely no force powers. Very strange they now obsess in using them. Stranger still, they've managed to beat me a couple times with them. That's not right! :p

 

Also, I've yet to do any digging in the .pk3 file, but suddenly "Han Solo" appears as one of my bot choices. Hehee... me thinks a little bot file still snuck it's way into beta 2. :)

 

Lastly, someone brought up altering stances... their idles, etc.. I've seen this before in little mini-mods (you might wanna take a peek at some of them like "Cool Moves" and "Jedi Moves" - though my favorite is "Mace Stances") - I'm curious how they do this. I can see they are altering the _humanoid/animation.cfg file... I just don't know what their reference is - how do they know what to change to what? Anyone have a clue? I'd love to fiddle with this myself.

 

Anyhow, thanks again Syrup for the opportunity to beta! You're the bomb!

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I have an idea. Mercs need somthing to combat saber defence. I give you deflector screen. A new merc goodie that, when the key is pressed and held, an impenetreble shield (that deflects blaster fire) goes up in a small arc around your crosshairs, so you can aim it. Large enough to defend your torso but not large enough to defend the whole body, like a shield from roman times. it would of course drain your battery faster than any other thing though.

 

On another note, I am not Michael Jordan, it just these guys jump about 2 feet high!

 

I think that the mercs should have the skills of a Jet Li or Jackie Chan, I mean a Merc wouldn't live long if he couldn't do some jumping and dodging.

 

:deathstar <-------------- :x-wing:

 

:luke: "This is red 5, I'm goin' in!"

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Update:

 

Seems that if there isn't a specific flag set in a bot's file (merc - as instructed in the readme) the bot takes on the role of Jedi/Merc or "Jerc" - heehee!

 

Me no likey Jercs! :p

 

Azymn, how bout adding a flag for bots that aren't Jedi or Mercs? Either that or add a seriously watered-down merc class... say blasters only?

 

Wamprat013, I hear what you're saying... but I somewhat disagree. I don't think Mercs need something to combat saber defense - first off saber defense isn't all that it's cracked up to be... second, Mercs already have personal and portable shields - and they can recharge them using the battery. I think giving Mercs more goodies would be unbalancing.

 

Ultimately, it's melee vs. ranged fighting. Jedi are the Jackie Chan, acrobatic, melee fighters - Mercs are the big gun toting ranged fighters. It's hard enough to get close to them - if they could jump like Jet Li, you'd never wack one with your happy glow stick of death. :p

 

Oh and by the way, Azymn, perhaps this is a dumb question, but do we still need/use the assets_forceMod.pk3? I've got it in there, but on quick lookey loo inside the pk3, it looks like it's the same stuff as in the mod itself... is this redundant or necessary?

 

Another suggestion...

 

Allow players to "spec out" their favorite setups, like model/skin, saber, saber colors, force powers, etc. and save them into a .cfg - sorta like how force powers theoretically lets you save custom settings (I've never gotten that feature to work, even in vanilla JK2). It would be cool to join a server and choose your favorite setups from a menu or something rather than having to scroll around and pick them manually every time. Just a thought. :)

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I still think the jumping is fine.

 

 

To get rid of the saber thing.

 

Go into the your battledroidmodel .pk3 file. Extract the sciprts folder with the .bot file in it.

 

Open it.

 

{

Name

Model

SaberColor

etc.

}

 

Add, inside the brackets, Merc. And the value 1, 2, 3.

 

Read the How to make a Merc file in your beta2 directory for more.

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