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'Movie Battles' has gone open Beta


RenegadeOfPhunk

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I was the one who mentioned a crash when changing classes. It always happen when I switch between mandolorian and jedi (both ways). It happens when playing and spectating.

 

Speaking of which, sometimes I die as soon as I start, which probably has to do with trying to come out of spectating, but it happens when I first start a server and at the beginning of other rounds. It was just me and bots. Never played this with a human player.

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If your joining mid-game, and the game has progressed past the first warm-up round, I purposefully kill you as soon as you start, so that you can't join in the middle of the round. Just seemed cleaner that way...

 

You should also die when changing teams mid-game too, or when yuo change classes while not in spectate etc.

 

Although, this is not actually all working correctly. Still working through some glitches...

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Thanks for actually replyin, nice to know I helped out, and thanks for the great mod.

By the way my respawn idea was as an ALTERNATIVE,(as in an ingame selectable option) no way I'd make you replace somethin you'd been workin on for ages with my pipe-dream.

Is there anyway you can make the class choosing be kinda liek the forcemod one, you know where you go through the specialities, or maybe have a description somewhere for each, just so you know what you pickin.

 

Finally how about you give the villians team a Villlian class(as opposed to the hero CLASS the hero TEAM recieves), then heroes(TEAM) could get say a mercenary(just a bounty hunter for them) so that it evens out. UNLESS of course you did this to give some variation, Finally, anyway you can get the forth stance attached to 3 seperate styles, if not o well.

 

Lastly, anyway to make bounty hunters and heroes do rolls(there kinda acrobatic) Jedi's do cartwheels and the like(they're super acrobatic) and leave soliders out(they're unco balster-fodder) did you know soldier originally meant fodder? coz it did! anyways I'm ramblin, bye love the mod

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Yeah, would be nice to get details about the classes to come up in game. Although I am working on a proper manual...

 

Don't you think it would be wierd to see a hero player (rebel / republic) player flying around on a jetpack? There would be no reference in the movies for this...

That's my only problem I have with having a direct Mandalorian equivalent in the Heroes team. THat's why I kept Mandalorian's for the villans and the 'Heroes' for the Hero team. (Maybe I need to change the name - 'cos that gets a bit confusing!!)

 

I'll look into the acrobatic stuff, but their's no way I'm taking out the soldier class!!

Have you tried playing the soldier class out of interest? Only takes two soldiers to attack a Jedi from two different angles... Practically no waiting for the end of the round... Stormies all the way man!! I've got some of my best scores playing the soldier class...!

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It worked now (the pure server thing)

I tested with bots, changing clases inside a match and I didn't got any crash or error and the model is just great.

 

Is there any chance to include custom models into a specific class?

I have Jango Fett skin from Open seasons #3 (it rocks) and it would be cool if I can add it to the mandalorian class (maybe with a .cfg file or in a separeta .pk3)

If its possible please tell me how (begs).

Sorry for my "low quality" english :p

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You can - the changes will only show on your machine though. (I assume your not bothered by that...)

 

Step 1:

Extract the Mandalorian.pk3 to a temporary directory.

Step 2:

Delete all standard Jango Fett references.

Step 3:

Repack the .pk3.

Step 4:

Extract the new Jango Fett .pk3 to a temp directory

Step 5:

Rename whatever folder the model is in to 'Jango_Fett'

Step 6:

Repack the file

 

Put both these .pk3 files back in your base directory, and bobs your uncle! :)

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Back to soldiers, I already mentioned their power, but two soldiers(6-8 including reinforcements, but they come linearly and therefore are easier), especially stormies should not be able to kill a jedi or a mandolorian who is sniping (mandolorians or heroes) or standing there deflecting shots(jedi) with an e11 blaster rifle. They kill me like that as initiative and padawan bots from 200 yds.(estimate) away while I was relatively protected by a wall. That's pathetic. I'm not that bad and there is nothing wrong with my game's AI limiting systems. Jedi are supposed to be one of the most formidable groups of humanoids in the galaxy and mandolorians were "brutally effective". Heroes, well, what do you expect? You kill the stormies, workers, and imperials in the high hundreds in SP. Can you do something about that?

 

What about pickups? Perhaps limit certain ones to mandolorians, heroes and jedi or just mandolorians and heroes and give jedi some sort of bonus like better force powers. To give heroes more of a chance, limit some pickups to them alone. Mandolorians have all they need.

 

Hope this isn't too much of requests. Just trying to improve game balance.

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How about you split the soldier calss in to light/medium/heavy, or a just 2 of them, say scouts and assault.

I reckon it'd be cool if you had a quick scout/light class, with like a disruptor and rifle or something like that,

and an assault class, who's main advantage was they had one HUGE gun, like a clone gun(from SFX mod) or a reapeter, somethin like a starwars chaingun equivalent.

obvioulsy you could change there respawn amouns if need be for balance.

 

Just an idea, but i think its alright, Great Mod

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Okay, i got this idea okay, why not remove stun baton as mercs weapon and instead have some halfarsed punch animation in first person, and use the punch emote whenever you attack, therefore mercs could punch without holdin some stinky stun baton.

Also I figured If you played half of the cartwheel animation in reverse (if this is possible, as technically your stickin anythin new in) it could come out as a kick as a front kick, then if you combine this with saber defence idea you could give jedi a kick to(just attack while holding saber defence down, or while holding walk or crouch or soimethin). It could do a bit of knockback and say 5 or so damage, after all its just a kick, shields negate it to. This'd be nice i reckon, and would be much better then gay old stun baton, finally, how about using the head of the stun baton(the 'prongs') as a 'hook' on the end of the grappling cable? Also you could a\lways use the walk key to activate saber defence if you wanna keep throw in.

 

One last thing, can you make missile launcher completely blow poeple up, i.e all their pieces which can be dismemebered fly everywhere? Thatd be brilliat and make more sense, after all they just got hit by a large explosive.

 

One more thing, maybe push/pull should be unblockable, as they take heaps of force and it recharges real slow, and jump should have minimal cost, as Jedi are supposed to me quite manouverable.

Thanks for listening, bye!

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I'm not sure if anyone has said they could, but if you'd like I can make menus with dif music and images, but I don't know how to change all the buttons etc, but if you want, I could send you a menu that I've made.

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master_thomas,

 

when you were killed by the bots from across the level, were you facing them and actively blocking? Or were they shooting at you and you were caught unawares?

 

And if you think about it, unless you got through the game without dying once (which I doubt!), you actually did die PLENTY of times in the SP game. THe only reason you managed you get to the end is bacause you can load up the last auto-save and try again!

 

I know the Jedi is suppost to be uber-powerful. But you have to be able to die! Their's no game otherwise!

 

Littleman,

 

I'm guessing the stun baton thing is actually about ForceMod - not my mod. No-one has them in mine... ;)

 

I'll try and get some of this extra visual stuff in, but just to let you know, my main priority is gameplay. Not to say visual stuff isn't important, but it gets second priority to getting the gameplay right...

 

I'm tweaking the force power stuff for the next build, taking into account all the feedback I've gotten so far...

 

Neo,

If you could send me anything you have, that would be great...

 

E-mail: renegadeofphunk@3dactionplanet.com

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Littleman,

 

About your variety of soldier types idea, I like it.

 

I've been planning to get this in from the start, although it's gonna work slightly differently than you've described.

 

But it's going to end up being the same thing. You will end up not being just one, uniform soldier. (Or ANY class for that matter...)

 

Let me get this release out of the way before I start trying to figure out the details of that other stuff though. I'll let you know what I'm going to be adding soon ... :)

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Well after play in all clases I found a little annoyance(?)

 

As Jedi I think is a good change slow the force regen time but playing I jump to face my oponent and run out of force for the entire battle, any chance to make jump free or half the force???

Keep the regen time, but the jump (most used force power) nows make impossible to use another.

 

The rest is just great.

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yeap - I'm definetly going to be reducing the amount of force Force Jump uses in the next build. Also, I'm going to increase the amount of force power you start with.

But I'm going to keep regen the same (or maybe upp it slightly, but not by much...)

 

Well, that's the current plan anyway. It could be subject to change, but I think that's the way to go right now...

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Originally postes by RenegadeOfPhunk

 

And if you think about it, unless you got through the game without dying once (which I doubt!), you actually did die PLENTY of times in the SP game. THe only reason you managed you get to the end is bacause you can load up the last auto-save and try again!

 

True, but I went through some of the levels without dying and got kills in much higher numbers than 6,7, and 8 even with only a stun baton, blaster, and pistol.

 

I was facing him and watching from about 200yds.. He shot at me and suddenly, a soldier appeared behind me. I killed him and by then, the shots had come at alt fire speed and I couldn't escape. The inaccuracy of the gun made me get hit when I moved from the original spot, so I stopped moving and watched him and got shot three times straight and was basically trapped. I moved back for cover by the roof and started getting shot at by another in a similar position-

 

<------------>me:-

- _____________________-

- -

- -

_ _

_=enemies -=shots and me ____=roof of building

 

 

I quickly sniped him, but ran out of sniper shots so I tried shooting the first with the pistol(relying on accuracy), but didn't hit him so I tried the blaster rifle and got shot to death.

 

If it helps the description, I was on the roof of one of the buildings in the new ctf_massassi temple level, which is not available at jediknightii.net yet to my knowledge, but is available at massassi.net. They were on the ground in groups of plants.

 

Edit: Sorry, I forgot about the auto format. In the editing screen, the diagram looks right. Rely on my description please.

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Renegade you have something just wonderful here! Fantastic work. When I finally saw manual block and to my contentness, forced walk during this time, I was overjoyed. Even more so when I tried the mod.

 

I have a couple of additions you might want to make if your interested...

 

The suggestions get more and more difficult to implement as you move down, but more rewarding preportionally.

 

1) Redice blocking ability to almost 0% when block is not engaged (increase in skill).

 

2) Restrict jumping ability (i.e. one full force jump every so often), more of a walking/running pace fighting, keeping dueling to the ground (movie like).

 

3) Somehow make it so the direction of movement of an individual cannot be changed mid-swing. Meaning if I take a swing at you, I wont be able to strafe left and right madly (bringing about a cheesy less skillful feel). This would be especially great in creating a new style/look to all dueling (also movie like, i.e. obi wan swings and maul and moves in one direction, he doesnt change direction [opposite direction, or wild erratic movement] in the middle of a saber swing)

 

4) Make the block animation change dynamically (therefore creating new animations) for each types of attacked being stopped depending on where the attack is. Low attack, drop saber low to block, high attack throw saber up horizontally to block above head etc.. (would simply be incredible, duels would look REAL if accomplished).

 

That's it for now, hope I've given you some ideas, or even inspired you (doubt it :) ). Keep up the wonderful work!

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Thx for the praise man :)

(I'm blushing as I type!)

 

Point 1.

I already try and do this, although I'm never sure exactly how 'severe' I should make this effect.

At the moment, these are the figures for chances of 'attempting' blocking with defense NOT held:

 

Defense Level 1: 0 / 10 (Not possible)

Defense Level 2: 2 / 10

Defense Level 3: 4 / 10

 

So as you can see, level 3 is still pretty damn low - less than 50%.

And even if the block is attempted, you still have to be facing your target with the appropiate accuracy, so the block can still fail.

 

I can try messing with these figures. Maybe bring level 2 down to 1 and level 3 down to 3...?

 

Try using defense level 1 for a bit, so you can get an appreciation of the difference...

 

And also having a certain cvar set (I beleive it's g_ghoul2collision) means that even if you don't block - if the bullet hits the saber directly, that will be blocked anyway - so that changes the dynamic too.

 

 

Points 2 and 3 would depend on a concept that I don't think will work. Having one type of defense for duels against other saber opponents, and another type of defense against gun-wielding opponents.

I've taken out duel challenge from my mod. I'm trying to be movie-realistic in this mod, so that means I can't have people start glowing and become invincible! :)

You could have different buttons for each type of defense, but that gets unwieldy and complicated...

Do you see what I mean?

 

 

Point 4 would be great. I'm guessing you might mean the sticky sabers. Maybe not using the standard 'lock' anims, but getting more variety for them.

If so, yeah. THat'd be great. It'd mean a LOT of messing around with different anims to find the right combnations, but it's certainly possible,

I'll see what I can do... :)

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Hey renegade,

 

Actually what I meant in point 2 and 3 are not different defences, just different 'movement'. To restrict the player from moving around crazily while battling (specifically in mid swing), instead to move with skill, more slowly yes (as you have done with walking saber block), but more skillfully. The key is to have saber movement with a pace, so it appears dueling is more like the movies instead of more like a 'game version of the movies'.

 

I definately understand why you cannot have different defences, but I think that is more related to point 4.

 

In point 4 I do not mean the sticky sabers, which are great btw. I mean when you block depending on where the attack is coming from, you should implement a different animation to visually demonstrate the block. So if I shoot a blaster bolt at you leg, and you blocked, you would spin or move the saber downwards, block the shot and bring it back up. There is already a degree of these varying blocking animations in jk2, but expanding them is what I was suggesting.

 

However, now that I think about it, I feel point 2 and 3 to be more significant. I think you might of misinterpreted what I meant. We'll see but I think once I explain it properly (maybe I have above) you will enjoy these implementations.

 

MORE...

 

I'm doing some thorough testing of movie battles with a friend and have noticed the blue lunge is still not blocked 100% of the time if block is engage, especially if the combatant gets in close. With this I'm wondering 2 things, firstly, do you plan to ensure lunge is completely blocked if block is engaged? Secondly, what do the different stances have in blocking advantages (i.e. is red block better the blue block for red strike, and blue better for blue strike?).

 

The final note I wish to add, is to be weary of any mergers. I have heard razorace wishes to merge Masters of the Force with movie battles. Just to comment, I think that although razorace is a talented person making a mod with great potential his 'DODGE' function will greatly interfere with what I'm guessing is your vision (and mine) of a movie battle.

 

I recently watched his improved saber demo, and was disgusted to see combatats choopily leaping out of the way of the saber. In my opinion this drastocally takes away from what saber combat is all about. The ghoul2 hitzones are great, true view has potential, but not really playable yet, but the dodges will ruin your mod and your vision (in my humble opinion).

 

SORRY for the long post, I hope I can help in anyway with production of this fantastic mod.

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