Wamprat013 Posted March 8, 2003 Share Posted March 8, 2003 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!" Link to comment Share on other sites More sharing options...
Deathride Posted March 8, 2003 Share Posted March 8, 2003 for the ammo limit you should boost the ammo for mainly the blasters Link to comment Share on other sites More sharing options...
Wamprat013 Posted March 8, 2003 Share Posted March 8, 2003 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 Link to comment Share on other sites More sharing options...
mariners2001 Posted March 8, 2003 Share Posted March 8, 2003 Originally posted by Azymn I'm planning on releasing closed beta 2 this Saturday, if all goes well. The first public release will hopefully be bug-free, so no public betas. The beta has helped immensely with bug-finding and such. Thanks again everybody. Link to comment Share on other sites More sharing options...
mariners2001 Posted March 9, 2003 Share Posted March 9, 2003 Two things I noticed about Beta 2: *Grapple is messed up with cord going in wrong directions and still no hook, retracting, detracting. *Scope stays on after changing weapons Looks great otherwise though! It looks greatly improved! Link to comment Share on other sites More sharing options...
Wamprat013 Posted March 9, 2003 Share Posted March 9, 2003 argh, damn geocities site, i need beta 2 and geocities is overflowing w/ poeple dling it, grumble... grumble P.S.: w00t, first on 3rd page! Link to comment Share on other sites More sharing options...
Wamprat013 Posted March 9, 2003 Share Posted March 9, 2003 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!!!!" Link to comment Share on other sites More sharing options...
Bogus Posted March 9, 2003 Share Posted March 9, 2003 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 Link to comment Share on other sites More sharing options...
bliv Posted March 9, 2003 Share Posted March 9, 2003 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. Link to comment Share on other sites More sharing options...
bliv Posted March 9, 2003 Share Posted March 9, 2003 The last comment about the hook isn't strictly true. You do see the model when it's fired but not after it's hooked onto a surface. Link to comment Share on other sites More sharing options...
Wamprat013 Posted March 9, 2003 Share Posted March 9, 2003 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. Link to comment Share on other sites More sharing options...
Flamehart Posted March 9, 2003 Share Posted March 9, 2003 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: 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: 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! Link to comment Share on other sites More sharing options...
Wamprat013 Posted March 9, 2003 Share Posted March 9, 2003 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 Link to comment Share on other sites More sharing options...
bliv Posted March 9, 2003 Share Posted March 9, 2003 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. Link to comment Share on other sites More sharing options...
Wamprat013 Posted March 9, 2003 Share Posted March 9, 2003 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. Link to comment Share on other sites More sharing options...
MasterKoon237 Posted March 9, 2003 Share Posted March 9, 2003 what with the realease of this thing i thought it was gonna be out yesterday! But i guess i can wait Link to comment Share on other sites More sharing options...
mariners2001 Posted March 9, 2003 Share Posted March 9, 2003 the insider's beta was released yesterday....it is not known when the public will be released. if you want to become a beta tester, i'd drop your e-mail here Link to comment Share on other sites More sharing options...
MasterKoon237 Posted March 9, 2003 Share Posted March 9, 2003 Okay mine is mayaglubpany@aol.com . But i thought he was'nt taking anymore BETA testers? Link to comment Share on other sites More sharing options...
KaiaSowapit Posted March 9, 2003 Share Posted March 9, 2003 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! 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! Link to comment Share on other sites More sharing options...
Wamprat013 Posted March 10, 2003 Share Posted March 10, 2003 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. <-------------- "This is red 5, I'm goin' in!" Link to comment Share on other sites More sharing options...
Wamprat013 Posted March 10, 2003 Share Posted March 10, 2003 Hell Ya!! I graduated to pit droid!! No more Bantha Fodder for me!! Link to comment Share on other sites More sharing options...
KaiaSowapit Posted March 10, 2003 Share Posted March 10, 2003 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! 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. 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. Link to comment Share on other sites More sharing options...
bliv Posted March 10, 2003 Share Posted March 10, 2003 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. Link to comment Share on other sites More sharing options...
KaiaSowapit Posted March 10, 2003 Share Posted March 10, 2003 Thanks bliv... um, but I got that. My problem is what if you want a Stormtrooper bot that neither uses a saber NOR a jetpack, cloak, flame thrower, etc.? Yes, I'd like some easy targets for my uber Jedi/Mercs! Link to comment Share on other sites More sharing options...
bliv Posted March 10, 2003 Share Posted March 10, 2003 But the bots on initiate difficulty and use the cvars to disable merc funtions and jetpacks etc for bots? I think there is a cvar for that. cvarlist f_ look in there. Link to comment Share on other sites More sharing options...
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