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'Movie Battles' has gone open Beta


RenegadeOfPhunk

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This mod is just awesome. Every detail of it is a close resemblance to having a place in the movies. Only problem was that the saber did occasionally pass thru the character and did not cause any damage. But I'm sure you'll fix that won't you :)

 

By the way, have you considered removing Red and Blue? I found out that Red will 0wn all, whether you want to block or not, and it's more of a jumping-type stance. Blue is way too lousy and you need inhuman reflexes to block while attacking. Yellow is by far still the best stance. If you don't mind my humble suggestion, it'd be awesome to have just one stance (Yellow), with a few changes here and there on the moves.

 

I also noticed that he who blocks the most wins. Another humble suggestion of mine: when you're on defense and successfully block an attack, you lose some force (the higher your defense, the less force you lose. How much force you use depends on how the enemy attacks (eg. DFA cuts off all force or something). When you're out of force, your blocks become less accurate, so you will be forced to strike back instead of hiding behind the saber.

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Any updates?

 

How's things going?

 

BTW... i havent exactly seen many servers running this mod... you suppose you could set one up? Im tired of playing vs bots ,p

 

I've nearly finished with my changes to the Hero class. It is now much more balanced against other classes imo.

The changes will be in for the next build...

 

Also, there is now a farily big list of things which I've been thinking about which I think I should get into the next build. I wanna make sure their all gonna work how I think they shoudl and then I'll let you guys check 'em out...

 

I can't host a server myself - sorry guys.

If someone else would be willing to, that would be awesome...

 

UDM,

 

Glad you like dude :)

There is still more to come...

 

I don't what you mean by the saber passing through without causing damage thing. I've never seen this, and no-one else has mentioned it yet either...! Can you explain more what happens?

 

About the red and blue stances, I have no plans to remove them. Maybe tweak them somewhat eventually, but I don't think removing them is nessesary really. But I do know where your coming from...

 

I would like to try and implement the kind of system which has been talked about various times in this thread and elsewhere - namely, making the different stances do equal damage, but have different chances or defending and attacking etc.

However, I think this will take substantial effort. Not to get something basic working, but it's one of those changes that has to be treated very carefully and given a lot of effort to make sure it turns out right...

So I wanna get some other stuff out fo the way first before I embark on that epic voyage!

 

ABout the blocking taking up force mana, BloodRiot has already suggested this kind of thing too. I have tried it out this feature to see what it was like to play, and I do think it works out well.

So expect this feature to be in the next build...

 

I am hoping the next build will be ready by - at least - early next week...

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Personally, I find CTF maps work the best, since that emphasises the teamwork involved when the different classes are used together.

Warring Factions is my fav...

 

Also, there is a custom one called L-Station I've been playing recently which is pretty cool....

(Although I haven't been able to properly try out TOO many custom ones because of lack of bot waypoints...)

 

TFFA is also good, although the fact that the teams don't spawn in different parts of the map is a bit of a downside. I usually play Bespin Streets, Star Destroyer and Nar Shaddaa...

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Yeah it's really good, hope to see JK2files announce "Movie Battles v1 is out!"

 

On the sidenote, here's a couple other things I found:

 

- When it's jedi vs jedi, it's mainly "fight, block, move away, fight, block, move away". Instead of having the saber just have the default slash down when you attack while stationary, how about making the saber do a side slash eg. in Singleplayer, when you're stationary and just attack once, your saber will move differently, according to where your opponent is

 

- How about a system like promod in defense, whereby your saber deflect/block varies depending on where you look. For example, if you're facing 90 degrees away from an opponent, you're more liable to being hit. If you're facing directly, you'll be more successful in blocking. This reduces the hit-and-run tactic more often

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Originally posted by RenegadeOfPhunk

TFFA is also good, although the fact that the teams don't spawn in different parts of the map is a bit of a downside. I usually play Bespin Streets, Star Destroyer and Nar Shaddaa...

 

You can rig up TFFA to spawn per CTF Spawnpoints, if they are available, or to spawn closest to x side, all you'd have to do is make a file type to read the locations of x side (so you don't have to make new maps) and make a new select spawn point call to be closest to x side when the player needs to spawn.

 

I currently have the spawn points in ProMod rigged up to use CTF if available for TFFA.

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Make some kind of a definition file and have it load based on the map name when the map loads. Then just load in a series of coords from that file as to prefered locations for spawning certain teams. Then do some cool stuff to the Select Spawn Point functions to bias a team members spawn to be close to those locations.

 

It might not be a good idea, I haven't implemented it, but I think I might try it if I have some time.

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Well, I've looked into it - and ...

 

... the 4 hands 2 brains thing isn't going to work out! Apparently it's 'biologically unfeasible' or some such nonsense!

Damn it - another fine idea dashed! ;)

 

Wudan,

 

Couldn't I try and make a system which didn't rely on seperate files?

 

What I was thinking was - if I could somehow find out how big the area of the map is, I could try and come up with a dividing line right down the middle of the map, and then split the existing spawn points into these two halves - each team spawning in either half..

 

If the map is longer lengthwise, split it that way...

If the map is longer widthwise, split it that way...

 

I'm guessing you SHOULD get a relatively even number of spawn points either side. If not, you could possibly move over spawn points in the larger group closest to the dividing line until they were even..

 

Pretty convoluted I guess. But I think not having to create extra files for the maps would be a big plus...

 

Of course the players wouldn't start all in the same room or whatever - you'd definetly need a seperate file for that - but the team starting in the same half of the map is much better than the current TFFA that's for sure.

 

What do ya think? Feasible?

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These are suppost to be insults...?!!

lol - please, stop it Razor - man, your killing me...

 

...I might have to start on 'yo mamma' jokes or summin'! ;)

 

 

...anyway - to get the thread back on track, I'm nearly done with the next build. Couple of days - end of the week at the latest...

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hmmmm.... maybe have the server check for clusters of spawn points and mark each of them red or blue at gamestart ... hmmm...

 

Sounds like an interesting algorythm you'd be cooking up. It'd all be server side, and the effect would be nice ... hmm...

 

<edit>Oooooh! When the info_player_start spawns in a TFFA game, have the game check the gametype and have it act as one or the other by calling the cool spawn point cluster-checker-izer!

 

There's also a good chance the server would hardly ever pick the same clusters twice, and it'd be dynamic, adding depth to the gameplay and re-playability!</edit>

 

If you succeed, I'd like a peak at how you did it :p

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Build 8 - which I hope will end up becoming the first official 'proper' release - is now avaliable for download from my site

 

 

Extra features added since Build 7:

 

  • Limited dodge ability added to the Hero class (your dodge potential is shown by the 'force' bar)
  • Dedicated 'fire rocket' button for the Mandalorian - which means you don't need to switch weapons - very handy! :)
  • Upped the Jedi manna recharge, but offset this with the fact that blocking blaster fire now reduces force manna. Exactly how much depends on whether your defense button is held (you can now run at opponents and block effectively, but it reduces manna quicker...) and what you saber defense level is. (Higher means less manna used)
  • Other tweaks and bug fixes...

 

 

If there are features you have requested which haven't made it into this build, I haven't nessesarily forgotten or ignored them. However, if I do plan to try and implement them at some stage, it won't be till version 2.

In short, I'm drawing the line for version 1 functionality at this point...

 

The site now contains more extensive installation and play instructions.

 

 

Cmdr CrowTRobot:

Some models will not show up without changing the g_timePeriod cvar (see the site - near the bottom - for more details.)

 

Also, remember that you only see the models of the currently selected class at any one time. If you haven't already, click on the 'Class' selector above the model selector in the menu. (On the left) to choose a different class and hence a new selection of models...

 

btw - if anybody would be able to set up a dedicated server, I would be VERY grateful. We really do need to get LOTS of peeps online to really appreciate the teamwork possibilities of the mod.

 

Enjoy everybody :)

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