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'Movie Battles' has gone open Beta


RenegadeOfPhunk

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Hmmm. I replied earlier, but the post seems to have gotten lost.

 

...wierd.

 

Oh well, anyway, I'll think about your suggestions.

But I just want to clarify what you mean here:

 

You should be able to pick your class and use more models but from the same time period

 

I'm planning to add a specific class selector to the menu, which will mean only the models of the chosen class will be avaliable for selection.

 

Also, you can currently change the time period by setting the g_timePeriod cvar:

 

1 = EU models

2 = Original Trilogy models

4 = Prequel models

 

You can also combine these values.

e.g. The default setting is EU + Original Trilogy (1 + 2 = 3!)

 

Do these two things cover it?

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Good thinking Jman :)

 

I don't know what's up with my site at the moment - the index.html file seems to be getting regularly wiped!

 

Anyway, if all your seeing is a list of files, download and open Movie Battles.doc and that will explain what to do next.

(Those without Word, open the .txt document Jman has avaliable in the above link. I'll also get a .txt only version up on my site when I get a chance...)

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Interesting concept, and the beta worked fine for me, with one exception - apparently, there is a bug with a music. Why a bug? Because after I loaded the mod, instead of any of John Williams's glorious themes, I only heard a grinding, screeching, atonal, metallic noise constantly playing in the background :p :p :p

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Ermmm ... yeah...

 

Well, I maybe wouldn't go as far as annoying, but I think it ends up taking away, let's say, the impact of the SW music when you've keep hearing the same section over and over again playing JKII MP, or any other SW-based LucasArts game. But, perhaps that's just me...

 

Tell ya what - I'll chuck in a cvar so you can have the default music back. No big deal to me :) I only knocked those tunes up in a couple of afternoons (as you can probably tell - lol) - while I was bored waiting for the JKII MP code to come out...!

 

...and some people seem to actually like it btw...! ;)

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Originally posted by RenegadeOfPhunk

Hmmm. I replied earlier, but the post seems to have gotten lost.

 

...wierd.

 

Oh well, anyway, I'll think about your suggestions.

But I just want to clarify what you mean here:

 

 

 

I'm planning to add a specific class selector to the menu, which will mean only the models of the chosen class will be avaliable for selection.

 

Also, you can currently change the time period by setting the g_timePeriod cvar:

 

1 = Original Trilogy (default)

2 = Prequels

3 = Both

 

Do these two things cover it?

 

What I mean is it would be good if you could pic a model then pic if you wanted him to be a jedi, hero and so on.

 

Also, the solder type person should eather have more health or more shealds.

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I like it too. It reminds me of the new version of "The Imperial March" (Darth Vader's theme) that Zeus put in "The Emperor's Courthouse"(please correct me if I'm wrong, or if the other ones had it)

 

Maybe replace some of the other music with similar songs (variations on the original songs) so it doesn't keep repeating.

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I say we mail bomb raven till they launch a patch that makes SP dueling available in MP ;P

 

Regarding the post about accelerations.. the SP system works a bit diferent regarding speed and acceleration... it's better in my opinion.. but still too fast.

 

One can think of countless blocking systems. I might as well throw another one... i wouldnt remove autodefense (with Movie Battles blocking button held down of course), but i would rather discourage Jedi/Sith from settling down on defense and force them to either take cover or get really agressive on the opponent.

 

First Renegade would have to re-assign the autoblocking chance points and connect them directly to engaged saber blocking skill...

 

In the curent system a jedi can forget assigning points to the defense and spend them somewhere else cuz they are not so good and if you engaged saber defense will be very efective. So the saber defense points now relate directly to engaged saber blocking chances and if not held, you'd block jack s#%t. So far so good...

 

Now comes the tricky part... which i do not know if it's possible or how hard it would be... basically it makes jedi access the force to predict incomming bolts... so blocking continuous bolts would drain force(if you want to take this even further... the more points you invest on force sight.. the less blocking costs)... saber blocking however would be based on simply engaging the saber blocking at the right times as is now... cuz i'm sure parrying or blocking a saber is pretty easier than blocking fast moving bolts. I do not know if thegame makes a distinction between saber hits and blaster hits... if not.. it would probably be tricky.

 

Anyway... here's the most practical blocking system that i could think of by simply removing the jedi player's confortable blocking feeling.

 

I also read about changing the stances. I agree somewhat to that but i dont consider it as important as some other aspects.

I say the fast but light, 50-50 or strong but slow attacks should be tweaked, making them ideal to diferent situations but being equally balanced between them. Meaning the changes between stances dont reflect on power vs speed but on attack vs defense types ideal to certain situations.

I'll just throw in an example:

 

*Blue stance: Focuses on Defense so the player gets a bonus on defense making almost all shots blockable but can do little to attack since he's focused on defense. Can only do a couple of horizontal slashes to dispose of blaster wielding enemies. Also good for blocking saber attacks, but attack is near useless vs another saber wielding opponent. Good for getting out of hotspots.

 

*Yellow Stance: Focuses on Attack without sacrificing too much defense. An all around style that is good for battling both saber wielding opponents and lone blaster wielding foes or in small groups (2 or 3 tops).

 

*Red Stance: The players will engange in a battle of agility and acrobatics. Saber attack and defense is equally matched and allows the more acrobatic and intricate moves such as the overhead jump slash, spinning moves and cartwheels. preferably both duellists should be using this stance when fighting eachother. This Stance should make Jedi an easy pray against blaster wielding opponents as bolts could be blocked but attacks are rather inefective cuz they leave them wide open for blaster fire.

 

Summary:

*Blue:

**Target Opponents: Soldiers and Heros

**Advantages: Great Defense vs All; Good for Large groups of Soldiers/Heros

**Disadvantages: Poor attack vs Saber;

 

*Yellow:

**Target Opponents: Jedi, Mandalorian or lone Soldiers/Heros

**Advantages: Better Attack vs All; Regular Defense vs All

**Disadvantages: Poor vs Large groups of Soldiers/Heros

 

*Red:

**Target Opponents: Jedi

**Advantages: Regular Attack vs Jedi; Regular Defense; Fancy Moves

**Disadvantages: Poor Attack vs Soldiers/Heros; Only effective vs 1 Jedi Enemy and out of sight of Soldiers/Heros.

 

Note: Speed and attack strength should be relatively the same on all stances.

 

Both the saber blocking idea and the saber stance idea could be implemented to work with eachother.

 

Ok.. that's enough writing for tonight. Plz comment on these ideas.. i'd like to get some feedback on these.

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What I mean is it would be good if you could pic a model then pic if you wanted him to be a jedi, hero and so on.

 

Also, the solder type person should eather have more health or more shealds.

 

For the first point, this would allow stormtroopers to be carrying lightsabers like the normal game - this is not what i want for my mod.

So, this is not going to be implemented...

 

For the second point, you may be right. I just don't want to up it too much, so that soldiers can't be killed with one saber swipe. I think this is - not only funny :D - but also important for the movie-realism feel...

Well see...

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BloodRiot,

 

That's kinda wierd - my original idea was to make blocking bolts take up force energy...!

 

However, I think, while it does achieve what you mention, it would also drive Jedi players mad! If they run out of Force power, they are simply stuck! If they can't block, they are dead! That is gonna get very fustrating very quickly...

The disadvantage to actively blocking is that you slow to a walking pace. That not may seem like a big deal, but I think it has a quite noticable effect - Jedi's are kind-of forced into the role of Guardian and Protector rather than, say, Hunter! Because the Jedi can't chase people down as readily as they could do before.

 

This is part of my effort to balance the Jedi against other classes, WITHOUT actually diminishing their power. What I hope I've done is create a situation where if the Jedi is protecting an area (or the Jedi is approaching an area your trying to protect..) and your NOT a Jedi, then your in trouble! The Jedi is THE most powerful class at close range - no question! They can saber you, trick you, grip you, fry you etc. etc.

BUT, at LONG range, their actually relatively weak. Not only do they have no long range attacks, but if your attacking them while their trying to get to you, they have to walk if they plan to stay alive! This means they either have to try and find a way to you that has cover (i.e. they have to think like any other class would), or you can easiely stay out of range of their deadly attacks...

 

As far as the stance-related ideas, yeah, their good ideas. I will have a think about them and make a desicion for the second release - we'll see what happens...

(The first release is going to be not much more than the current beta with all the bugs and other issues fixed...)

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The main problem was I was sending the client index stored in playerstate to ClientBegin at the beginning of new rounds to put players back in the game, which normally is fine - unless you've been following someone in spectate and then changed your details, cos then that index gets set to the person your following! gulp!

 

So now I use the 'proper' index, and - sorted! :)

One of those problems that - like so many - takes 2 seconds to fix, but AGES to find!

 

There were a couple of other minor things too - to do with the team setting of the menus and.. ermm .. something else I can't actually remember now!

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Ok guys,

 

Build 6 is now up on the site:

Movie Battles

 

If you have already downloaded Build 4 and the appropiate models, you need to download 3 new models for build 6 (unless you have them already of course...)

 

These are:

 

Tex360, Toonces, Arco, Mars:

Ep.I OB1 Kenobi

Download link

 

Kavis:

Rebel Elite

Download link

 

Eric Landreneau:

Royal Guard

Download link

 

I believe all the class changing problems are now sorted in this build.

Also, I've added a class selector control to the menu, so that things are a bit clearer!

 

I've also added a new time period section - the EU time period.

So now the g_timePeriod settings are:

 

1 - EU models

2 - Original Trilogy Models

4 - Prequel Models

 

These values can be combined by adding them together.

E.g. the default setting is 3 - which equals EU + Original Trilogy...

 

I've also beefed up the soldier class a bit to make it a bit more balanced against the other classes...

 

There are quite a few other tweaks and stuff which I won't bother listing...

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Just realised I left a small problem in Build 6. Selecting 'Auto Team' in the menu's wasn't quite working right...

 

I've fixed the problem and uploaded build 7 to the site.

 

Those of you who have downloaded build 6 (in the last hour or so...), you will need to delete that file and download build 7...

 

...sorry!

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OK.

 

I've been playing a few more games with my main man - Jman! - and while the class balance is certainly improved, I think I've decided that there is still more work to do...

 

Which means the final release isn't quite as near as I hoped :/

 

Oh well, you guys want it done properly anyway - right? :)

 

The hero class specifically needs some work. I won't say exactly what at the moment - I'm gonna work on it and make sure it's gonna work how I imagine it will, and then I'll let you know...

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