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'Movie Battles' has gone open Beta


RenegadeOfPhunk

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effects - jetpack - idle.efx, onground.efx, sidejet.efx, thrust.efx, vssver.scc

 

Models - players - boba fett, thrindel sev, and khyron jinn along with their model_packoff.skin and model_default.skin

 

music - Heroes Victory, HeroesVictory.mp3.sfk, HeroesVictory.mp3.SFL, Silence, Silence.mp3.sfk, ThemeMusic, ThemeMusic.mp3.sfk, ThemeMusic.mp3.SFL, VillansVictory, VillansVictory.mp3.sfk, VillansVictory.mp3.SFL

 

shaders - clonelight, ct_fisto, gl_dooku, hook, krishara, Mandalorian, shaderlist, vssver.scc

 

sound - jetpack - idle, ignite, jetpackoff, onground, thrust, vssver.scc

 

ui - assets - jkmp - and the .menu files, menudef.h, jk2hud, jk2mpingame, jk2mpmenus, menus, vssver.scc (a whole lotta stuff to type. sorry I'm short on time.)

 

vm - cgame.map, cgame.qvm, jk2mpgame.map, jk2mpgame.qvm, ui.map, ui.qvm

 

(In the Movie Battles folder itself) - games.log, jk2mpconfig.cfg, mc_blastech (.pk3 file)

 

All right... I think that is it.

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AWW MAN! It took me awhile to get through those... Well... here we go

 

Base Files (I'm not gonna type it as a .pk3 file. I'll give you the map, mod, etc. name)

 

Jedi Archives 2

Bushido Map Pack and Kengou skin

Cheshire - Arco Vader Model

City of Thaloska Beta

Covenant Elite

Kit Fisto

L - Station (CTF MAP)

Duel of the Fates Version 2

EP2 Sounds

EP2 weapons

EP2 Yoda (The photo realistic one)

Kit Fisto Sounds

Ganner Rhysode skin

Dash Rendar model

Episode 1 Obi

Darth Maul Model

IRG Coruscant Final (From IRG's Mappack)

Irimi-Ai's animation mod 106

Jango Fett

Jedi Academy Map

Jedi Council v.3

Jedijan Final

KC Old Ben Kenobi

Ki Adi Mundi

KOR Mines

Mace Windu VM

Mapextras

Mapextras2

Major Clod's Han Solo

Monketsu (Gallimar Skin Pack)

Nightelf

Omnimod 1_5 sound

Omnimod 2_1 sound

Yarael Poof Model

Jedimod Compatible Hiltpack

Replacement Skies (mapping purposes)

ROTJ Bowcaster

Royal Guard

SP Maul

Qui-gon-jinn

Thinsaberz

Universal

Vampire Hunter D

Wookiee

zbotfiles

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Well, actually I meant your Movie Battles 'folder' rather than the .pk3 file (I know what's in that!)

 

But what you've listed in your base folder is probably far more helpful actually.. :)

 

Hmm, well, I'm unsure about some of the mods your listing.

Maybe some others on the forum can spot something I'm missing...

 

Omnimod 1_5 sound

Omnimod 2_1 sound - these are just sounds?

 

Irimi-Ai's animation mod 106

Jedi Archives 2

Jedi Council v.3

...what are these?

 

Also, I've heard of a SAGA-enabled map which has code alterations packed in with the map itself. Is this rumour true?

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Shotokan,

 

Just realised something.

 

Have you actually extracted the files from within the .pk3 file itself?

 

i.e. do you literally have all those files sitting in your movie battles folder?!

 

If so, you don't need to do that, and that COULD be the source of the problem. You just need to have the .pk3 file placed in the Movie Battles folder - that it. You don't need to 'extract' the files out of the .pk3...

Just delete the whole Movie Battles directory and start again.

And then please follow the installation instructions on the site (and on the first page of this thread - 7th post) to the letter...

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Originally posted by RenegadeOfPhunk

Also, I've heard of a SAGA-enabled map which has code alterations packed in with the map itself. Is this rumour true?

Yep, it's true. I think you're thinking of the Anchorhead map. It includes ASk's bug fixes for the Saga code.

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oOo.... hehe... ok I'll try that. And those other things you were questioning about... The Irimi-Ai thing is an animation mod. It changes the roll, blue uppercut, and force get up thing. And those last two things are maps. Jedi Council Griffinclaw 3 and Jedi Archives 2.

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Thx Shotokan :)

 

btw - good news.

 

As well as fixing the rocket-sometimes-not-visible-on-certain-maps problem, I've also managed to get the rocket section of the new mandalorian models disappearing like a charm :)

 

For the coders...

 

the problem with the line I posted earlier what that I was adjusting the client model, when I should have been adjusting the centity model. DOH! :rolleyes:

 

so, the new revised, working line is:

 

trap_G2API_SetSurfaceOnOff( cg_entities[es->eventParm].ghoul2, "jetpack_rocket", 0x00000002);

 

Sorted mate ;)

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Wow, it's been a long time since I have looked here. Can someone please give me a summary of what has happened since my last post. I'm too lazy to read all that.:rolleyes:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

If noone wants to give me the summary, don't worry, I'll follow along from here.

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Well the most pesky bug that were just fixed were an invisible rocket.

 

Renegade just added a feature so when you fire the rocket (Calls the jump animation) the Mandalorian's rocket disappears. It calls the jump animation so that he is seeming to do a flip and fire the rocket.

 

I beleive the biggest feature still to be added before release is replacing the CTF flags with seeker droids.

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Not seeker droids... it's a hover drone similar to the flags in JK1.

 

I used a bit of criative liberty so they are not exactly the same... I worked with what i could remember... anyway.. they work and dont obscure the line of sight which was the main goal.

 

:)

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What modifications would there be? Will you focus more on jedis? How about the duel thing I suggested?

 

Btw I just thought of something. In Duel, players like having the jedis to move quickly. How about you set the movement speed to default as in JK2's, while FFA and other game modes have your intended speed

 

Just a thought

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Well, to just give a brief breakdown of the main new features (so far) which will be in for build 9:

 

* Fix for the 'invisible' rocket in certain maps.

 

* More realistic looking rocket-fire function - the rocket now get's removed from the Mandalorian model (you will need BloodRiot's new Mandalorian models for this to work...)

 

* New CTF 'flags' (droid models) which don't obscure third-person view. (Thx - again - to BloodRiot :) )

 

* Moving slowly now produces no footsteps - allowing for stealth play.

 

* Locational damage adjustment. At the moment it's:

 

Head shot - x3 damage

Chest - x2 damage

Everywhere else - normal damage

(This setup, however, may be subject to change after play-testing.)

 

I'm working on a couple of other things too, but I don't want to say more until I've done more on them...

 

I will try and get Duel back in (as I have already said I will), I'm just not sure when. My main focus at the moment (and the main focus overall of the mod) is teamplay between all the classes.

 

I may well have special settings for duel (when I get it back in), but I have no solid plans for that as yet...

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OK guys,

 

Build 9 is now ready for download from my site .

 

As well as the new features listed a couple of posts up, there are also a few more things:

 

* A quick-fire thermal button for both hero's and soldiers. This instantly fires a thermal a set range - detonation on impact. VERY handy to catch the Jedi off their guard! ;)

 

* A sprint button. This is a toggle action button which enables any class to increase their running speed for a certain amount of time. However, you must spend a relative amount of time 'recovering' after sprinting. (Full details on the site)

 

* A couple of Jedi roll moves have been replaced with cartwheels and flips. (Again - more details on the site.)

 

I know I've said this before, but I really do believe I am getting very close indeed to the first full release of Movie Battles. Any major issues I know of have (to my knowledge) been sorted, and I can say quite confidently that the class balance is pretty much spot on now.

 

I plan to release Movie Battles v1.0 (hopefully) by the end of the week :D

 

I can then start work on THE major feature planned for version 2....

... objective-based play!

 

Enjoy :)

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