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Old 09-01-2002, 05:41 PM   #1
ArtifeX
 
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ProMod Beta 2 -- Released!

***UPDATE***
fileplanet.com now has Beta 2 available for download:
http://www.fileplanet.com/dl/dl.asp?...mod_beta_2.zip


fileshack.com now has ProMod beta 2 available for download:
http://www.fileshack.com/file.x?fid=837
***UPDATE***

ProMod Beta 2 is finished, and has been sent to both jkii.net and fileshack.com. The files should be available any time now. There's a HUGE list of changes, that you can check out at the official site, which I am now updating.

Check it out:

http://www.oculis.org/promod/

If you can't wait for the sluggish jkii.net files section to update, try logging into the official game server (ip in my sig below), which has autodownload enabled. There's quite a few people in there right now, actually.

So what's changed? Tons. Here's an abbreviated, generalized list:

- New Offensive/Defensive Bonus system and Bonus Meters in the HUD.
- All movement now has an effect on your Combat Bonuses--watch your Meters as you move around.
- Force Sight now has difficulty seeing higher levels of Mind Trick.
- Force Sight's ability to dodge sniper fire is now dependent upon the Combat Strength Crosshair (CSC).
- Saber Defense's ability to block sniper fire is now dependent on the CSC.
- New console variables allow you to customize the ProMod HUD elements, including the color of the CSC.
- All saber damages (including saber throw) have been increased by 50% versus anyone wielding a gun.
- All private FFA duels end with the winner receiving 100 health and 25 shields.
- All reported bugs from Beta 1 have been fixed.
- Many more...

There you have it. Enjoy, and as always, contact me with any comments or suggestions: arsartifex@msn.com


I'll be updating this post with links as soon as i have them.


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Last edited by ArtifeX; 09-02-2002 at 02:01 PM.
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Old 09-01-2002, 06:05 PM   #2
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DOWNLOAD IT NOW.

Right now.


Seriously, why havent you downloaded it yet?


why are you reading this and not downloading it?
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Old 09-01-2002, 08:22 PM   #3
Twins of Doom
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why am i not downloading it...because i'm in pain and can only type with one hand.....i don't want blood on my keyboard

here's what i said to my friend on msn because i'm too lazy to type it up again...

"Ow says:
andrew + i were returning a movie for mom + dad
Ow says:
down the hill where it's impossible to go slow
Ow says:
andrew slows down
Ow says:
i slow down because otherwise i'll hit andrew
Ow says:
i'm still going faster than andrew so i have to resort to the front break too.....owwwwwwwwwwwwwwwwwwwww
Ow says:
brake*"

owwwwww


Wizard's First Rule: People Are Stupid

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Old 09-01-2002, 09:04 PM   #4
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That's why you must wear biking gloves, and use seperate identies.



...Damn Twins...
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Old 09-01-2002, 10:50 PM   #5
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Ok guys, the file's available at fileshack.com now. Here's the link:

http://www.fileshack.com/file.x?fid=837


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Old 09-02-2002, 12:44 AM   #6
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I think your mod is great and am looking forward to future releases. I like the new defense/attack meters on the sides they add more dept to saber fighting.

Maybe some food for though on future releases: Increase damage against a saber thrower. If his saber is out of his hand and a person strikes them it should take significant damage or kill with one shot. I donít know if you implemented this in the newest version.

Hereís something more for looks of the game (a pet peeve of mine) when the character is running he always has his saber over to his side whether it is forward/back or side to side. It just looks to me as if he canít block anything holding a saber like this. Is there any way that the model can hold the stance of the swing while running, I think this would add a nice look/feel to the game (Just a thought).

Overall if you didnít release any more I would be totally happy. Random saber swing just doesnít work against a skilled/timed person with this mod, thank goodness for you. Bringing back the essence of JediKnight.


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Old 09-02-2002, 09:21 AM   #7
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nice!

Great work Artifex. You have saved JK2 Multiplayer.

But I don't understand how the 2 indicators on the screen work. In your site you don't explain a lot about them.

Looking for more servers. Especially European ones!
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Old 09-02-2002, 11:47 AM   #8
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Good thought on the saber throwers taking more damage. Expect that to be in Beta 3.

I'm updating the site to explain the new bonus meters in-depth. Check back sometime later today for a detailed discussion of some all the major features of promod.


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Old 09-02-2002, 01:15 PM   #9
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Great work ......tested it yesterday on your server and it s different from promod 1 .......i will not say it s good or bad since it s not necessarily a bad thing to adapt
Only thing i found maybe too much is Red stance footspeed being faster since u can chain it and it was good in promod 1 for people who knew actually HOW to use it ...but need to test it further

By the way your server was unavailable yesterday while we were playing with some ppl and it s still down ......hope it will back soon
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Old 09-02-2002, 01:28 PM   #10
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Yeah, the official game server's down right now because ILAN dropped the ball, apparently. I can't get any of the admin stuff to work right now, and nobody from ILAN has returned any of my emails. It'll hopefully come back online soon. I'll post when it does.

Quote:
Originally posted by Orangina_Rouge
Great work ......tested it yesterday on your server and it s different from promod 1 .......i will not say it s good or bad since it s not necessarily a bad thing to adapt
Only thing i found maybe too much is Red stance footspeed being faster since u can chain it and it was good in promod 1 for people who knew actually HOW to use it ...but need to test it further

By the way your server was unavailable yesterday while we were playing with some ppl and it s still down ......hope it will back soon


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Old 09-02-2002, 02:32 PM   #11
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I reallly like way that the attack bonus goes up as you fall on someone. However, it seems almost impossible to connect before you hit the ground. Maybe you should consider having the falling bonus stick around for a quarter of a second after you land. Or maybe I should quit whining and learn to time it better

also, is damage tied to the attack meter or just chance to penetrate defenses? I assume its not, but i could swear I had some one hit kills last night walking foreward in red stance.

All in all, love the mod. Thanks a ton artifex.
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Old 09-02-2002, 04:31 PM   #12
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While I do like the new attack/defensive bonuses, why do I feel I am in a Department of Defense designed fighter jet all of a sudden? Soon we will have a HUD for everything. ;p

I especially love the gunner balance. Sure, I just light up Dark Rage and fire away with the E11 or repeater while picking off everyone, but when I take a slash, that HURTS. Also, I noticed that the chances of pulling guns have increased according to distance.

If we get the chance, I would like to test the new sniper/FS relationship on the server Arti.
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Old 09-02-2002, 04:35 PM   #13
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Yeah about that dodgeing, i didnt know that it was always on, that is a much better inprovement from the old system of having to activate it, but from what i've read you never mentioned it in your readme.
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Old 09-02-2002, 06:49 PM   #14
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Er just came back from a session on your server (did horrible by the way, medium is no longer uber-leet ) and someone named Bizarre turned it into a 30 frag duel... Everyone got pissed and left.

Also is it just me or does a bunny hopper have the advantage in terms of bonus? It seems to pierce defenses alot more... I killed someone by hopping up, taking a lunge in the gut and swinging at their head with medium stance, and it killed them instantly. I was left still with alot of hp...

We need a documentation on the new bonus meters


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Old 09-02-2002, 07:48 PM   #15
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Quote:
Originally posted by Psionic Jedi
Er just came back from a session on your server (did horrible by the way, medium is no longer uber-leet ) and someone named Bizarre turned it into a 30 frag duel... Everyone got pissed and left.

I confirm this .....also there is still problems with server

And tell your buddies of ASC to calm down, i dunno what s the relationship between Bizzarre and Rad but it s not by being @$$ to ppl that the mod will get success ......It s a good mod and need more servers, not ppl ruining the fun out of it
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Old 09-02-2002, 07:54 PM   #16
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It sounds good. I'll be putting it up on my server soon to try it out. Can you have multiple private duels at the same time in the FFA gametype with Promod?
Quote:
All private FFA duels end with the winner receiving 100 health and 25 shields.
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Old 09-02-2002, 07:54 PM   #17
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Simple, there is no relationship between Bizarro and I. However, I don't appreciate you calling people n00bs, then also using certain moves over and over again (take the hint: lightning spamming as well as overusing pull/Saber Throw puts you on my ****list automatically).

The reason why the server was changed to a 30 frag duel was because people callvoted the gametype to ffa, which upon sucessful vote makes the fraglimit 20. Someone must have callvoted fraglimit 30. However, it seems they did not callvote map_restart. That was the main problem.

Also, it is still noted that there is no map cycle. I thought that was fixed.
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Old 09-02-2002, 07:55 PM   #18
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Quote:
Originally posted by crazyplaya73
It sounds good. I'll be putting it up on my server soon to try it out. Can you have multiple private duels at the same time in the FFA gametype with Promod?
Well, I remember Vex "talking" to me for a bit while I was dueling someone, so I don't think so.
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Old 09-02-2002, 09:06 PM   #19
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Quote:
I don't appreciate you calling people n00bs
Then next time waste Bizzarre head plez or better TAKE IT easy ......using force is not a crime man especially when all others ppl are using it

I don t care for myself since i m grown up enough to not be bothered by such attitude but what bizzarre did is just what this mod don t need .........lamers pissing everyone ( and u can ask everyone there he was a master at it ) when they are in fact sore losers ( thus the name noob .....wich he loved to call other with when u were not online )

there is not much servers( and no others with beta 2 for now ), so if this server ( and worst : mod ) get a bad rep we all lose and Artifex will lose even more since he invested time into this

U answering to bizzarre calls was just approving his acts ( and i asked to other ppl after u left ...they just thinked the same way ) wich hurts this growing community

So next time plez calm down ....
to end this up : u don t know me, i ve never been on OEF or some server u ve been so no need to get mad at me ......my name is just a popular drink with some funny ads where i live : it would be not surprising if someone else would use it
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Old 09-03-2002, 01:12 AM   #20
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speaking of throw/pull:

is there a way to take this out? While it is counterable, it doesn't really make any sense. It certainly gets the award for cheapest move in JK right now.
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Old 09-03-2002, 07:41 AM   #21
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Quote:
Originally posted by mikus_aurelius
I reallly like way that the attack bonus goes up as you fall on someone. However, it seems almost impossible to connect before you hit the ground. Maybe you should consider having the falling bonus stick around for a quarter of a second after you land. Or maybe I should quit whining and learn to time it better

also, is damage tied to the attack meter or just chance to penetrate defenses? I assume its not, but i could swear I had some one hit kills last night walking foreward in red stance.

All in all, love the mod. Thanks a ton artifex.
I wouldn't want to turn saber fighting into a hopping match by emphasizing the jump offensive bonus too much. Sorry. You might try doing the DFA off of a cliff into a group of people though. hehehehe.

One hit kills are possible with red stance, but only with the downwards chop swing. It's just intrinsic to the way the animations work that that swing can hit twice if you keep the saber inside their body long enough. Still, that's pretty difficult to do.

The damage done varies only by where in your swing you connect, the bonuses only affect you ability to hit them. Connecting in the exact middle of the swing will do the most damage.

Glad you like the mod. Spread the word.


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Old 09-03-2002, 07:42 AM   #22
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Quote:
Originally posted by Rad Blackrose
If we get the chance, I would like to test the new sniper/FS relationship on the server Arti.
Sure, np. I've done quite a bit of testing on it, and it works great!


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Old 09-03-2002, 07:46 AM   #23
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Quote:
Originally posted by Psionic Jedi
Er just came back from a session on your server (did horrible by the way, medium is no longer uber-leet ) and someone named Bizarre turned it into a 30 frag duel... Everyone got pissed and left.

Also is it just me or does a bunny hopper have the advantage in terms of bonus? It seems to pierce defenses alot more... I killed someone by hopping up, taking a lunge in the gut and swinging at their head with medium stance, and it killed them instantly. I was left still with alot of hp...

We need a documentation on the new bonus meters
Don't worry, the advantage gained from a normal jump is very slight. Each one of the "ticks" you see in the meter is one point of bonus, which ends up being about 2 or 3 degrees of aiming arc. What was happening is that you were suprising your opponent with a jump, and he was still aiming below you when you hit him. That gave you enough of a combat advantage to break his defenses.

Remember, damage is unaffected by the bonus meters. I'll be putting up a complete guide to the CSC and the Bonus meters today. And fixing what seems to be a page formatting error in IE5.5 and IE6.0


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Old 09-03-2002, 07:48 AM   #24
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If anyone's being an ass on my server, they're going to get booted if I, or one of my admins sees it. Might get banned if they keep it up too.

Quote:
Originally posted by Orangina_Rouge


I confirm this .....also there is still problems with server

And tell your buddies of ASC to calm down, i dunno what s the relationship between Bizzarre and Rad but it s not by being @$$ to ppl that the mod will get success ......It s a good mod and need more servers, not ppl ruining the fun out of it


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Old 09-03-2002, 07:51 AM   #25
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Quote:
Originally posted by mikus_aurelius
speaking of throw/pull:

is there a way to take this out? While it is counterable, it doesn't really make any sense. It certainly gets the award for cheapest move in JK right now.
If someone's constantly Saber Throw/Pulling you, then just duck. You're completely immune to Pull while ducked--you won't even do the counter-pull animation.


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Old 09-03-2002, 07:55 AM   #26
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Quote:
Originally posted by crazyplaya73
It sounds good. I'll be putting it up on my server soon to try it out. Can you have multiple private duels at the same time in the FFA gametype with Promod?
Not at present. You can expect that to be in the next Beta version, though.


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Old 09-03-2002, 08:35 AM   #27
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Post Initial reactions

Ok,

I've only tested on bots so far, 20-30 fights, so bare that in mind with my comments. I noticed some weirdness that may or may not have been intentionally put into the mod, Is it me or are the backstabs spinnable 'sometimes' it seems that they can be turned, is this a bug? I ask because it happens intermittently. The same also applies for blue lunge, turnable a la 1.02 and again this is intermittent.

On a positive note, I do like the defense meters even if I am not quick enough thinking to watch them in-game. And also the startup screen is cool man, very nicely done.

I'll be back once I've got to play some real opponents.


Peace & Ting

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Old 09-03-2002, 08:46 AM   #28
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Re: Initial reactions

Quote:
Originally posted by Jah Warrior
Ok,

I've only tested on bots so far, 20-30 fights, so bare that in mind with my comments. I noticed some weirdness that may or may not have been intentionally put into the mod, Is it me or are the backstabs spinnable 'sometimes' it seems that they can be turned, is this a bug? I ask because it happens intermittently. The same also applies for blue lunge, turnable a la 1.02 and again this is intermittent.

On a positive note, I do like the defense meters even if I am not quick enough thinking to watch them in-game. And also the startup screen is cool man, very nicely done.

I'll be back once I've got to play some real opponents.
Think you could reproduce that at all? If you get to the point where you think you can, let me know. I had this happen only once, and I think it's related to having your defenses broken while in a special attack. It doesn't adversely affect the game in any way from what I saw, but I'd still like to nail that down.

Glad you liked the new startup screen art. I thought that'd help people realize that they weren't in Kansas anymore.


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Old 09-03-2002, 08:54 AM   #29
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Re: Re: Initial reactions

Quote:
Originally posted by ArtifeX


Think you could reproduce that at all? If you get to the point where you think you can, let me know. I had this happen only once, and I think it's related to having your defenses broken while in a special attack. It doesn't adversely affect the game in any way from what I saw, but I'd still like to nail that down.
Well the only way I can explain it is that occasionally it allows you to turn the backsweeps, as you say this could be a result of being attacked during the move which would sound like similar circumstances to when it happens to me. Would recording a demo of this be useful? so you can see how it happens, because it happens probably every 3 or 4 fights while I play. Knowing my luck the moment i start recording it will stop happening. hehe.

let me know...

ps. another question:-
is multi duel part of this beta? The documantation seems to suggest so but it is not abundantly clear.


Peace & Ting

Jah
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Old 09-03-2002, 09:48 AM   #30
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Quote:
Originally posted by Orangina_Rouge

Only thing i found maybe too much is Red stance footspeed being faster since u can chain it and it was good in promod 1 for people who knew actually HOW to use it ...but need to test it further

have fun testing Heavy stance I know that I did!

Anyway if I could add my 2 cents-

Heavy in ProMod 1 was a joke. Sure you could chain it, and so what? Medium user had to do nothing more then press down attack and a Heavy user was minced before his second attack was out. A good heavy user v a good medium user in ProMod 1 ended in a dead heavy user 90% of the time.

The way JKII was designed was that
Medium Countered Light Stance
Heavy Countered Medium
Light Countered Heavy

If you play ProMod 2 and Run into a Heavy only user stop being a Medium addiict and switch to Light. When swings horizontal, rush in swinging, and you will parry his sabre and land to good hits.

However if you are a Medium only user then yes Heavy will seem annoying to you, but to bad. Heavy users have to switch stances to win duels and know hopefully so do medium users.

LONG LIVE HEAVY STANCE!! RAVENS FIRST VICTIM.


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Old 09-03-2002, 09:49 AM   #31
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Re: Re: Re: Initial reactions

Nope, the multi-ffa-duels is the first thing going into beta 3. I just didn't have the time to put that in before release. But, Beta 3's "killer app" is going to be a new gametype that may make multiple duels passe, anyway.

Quote:
Originally posted by Jah Warrior


Well the only way I can explain it is that occasionally it allows you to turn the backsweeps, as you say this could be a result of being attacked during the move which would sound like similar circumstances to when it happens to me. Would recording a demo of this be useful? so you can see how it happens, because it happens probably every 3 or 4 fights while I play. Knowing my luck the moment i start recording it will stop happening. hehe.

let me know...

ps. another question:-
is multi duel part of this beta? The documantation seems to suggest so but it is not abundantly clear.


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Old 09-03-2002, 10:24 AM   #32
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30 fights on...

ok so now I've had like 30 plus bouts against a real and experienced player. so here's what i think so far...

loads more enjoyable than beta 1 totally!!!

Getting used to the defense and offense meters so thats all good.

Damage is well, how can I put it? DEVESTATING!!! jeez man i wont even tell you what saberdamagescale wer had to use to get matched that lasted more than 20 seconds. Fair enough saber vs guns is ridiculaous as tsandard so I see why you hiked it up but in a duel not quite as enjoyable, but hey we've already discussed that.

Kicking with out force jump well I dont think that me and Artifex will agree on this but for me the whole point of no jump is to get rid of that stupid kicking whether it does damage or not, I just loathe kicking. I think you will find NFSO duellists resistant to this mod, and I know that now you get big damage from level three jump I will certainly be missing having jump enabled. and as such it restricts the usabilty of maps, just to get rid of kick damage. personally the ability to kick and wall run with no force jump is a bit daft. I know that you want to make a standard of sorts for competitive play but that does leave those that do not want to do competitive play out in the cold a little. A little control over wheter or not kick is enabled would really make this mod cool for those that want the benefits of your CSC (is that it) system, but only want to play for 'fun'.

Further to my previous comment about being able to spin backstabs and backsweeps, it also works for the DFA albeit it only happened once in the games I have played so far.

Rants aside this mod is now very enjoyable to use and as such I think this will become our servers mod of choice, especially when you get those multi duels running

Good work Artifex keep it up, suffice to say I'm sure I will be back once I have some more opinions to air.


Peace & Ting

Jah
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Old 09-03-2002, 11:45 AM   #33
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What am I doing wrong?

I log on to Hermes Place as usual, I start DLing a new mod, fair enough, but after that and trying to get into the game I get this:

Error:
Client/Server game
mismatch:
basejk-1/Promod-beta-2

Ok, I go to LF and find this thread about the mod. I then figure maybe I didn't get the right files DLed, so I find Artifex' server as described in his sig, and I have no trouble entering his game, where I find the mod up and running with the meters and all.

So apparently I do have the files needed, so wondering why I can't log on to my favorite server and what this mismatch between me and the server is all about. It says it's running jedimod now...perhaps after having DLed the beta2 mod they interfere with eachother?

Any and all help would be appreciated, thanks.

EDIT: Another thing; so far as I can tell no new mod folder has been created alongside my other mod folders. Bear in mind despite of that I still logged onto and ran the mod fine on Artifex' server.


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Old 09-03-2002, 12:40 PM   #34
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Quote:
Originally posted by Jubatus
What am I doing wrong?

I log on to Hermes Place as usual, I start DLing a new mod, fair enough, but after that and trying to get into the game I get this:

Error:
Client/Server game
mismatch:
basejk-1/Promod-beta-2

Ok, I go to LF and find this thread about the mod. I then figure maybe I didn't get the right files DLed, so I find Artifex' server as described in his sig, and I have no trouble entering his game, where I find the mod up and running with the meters and all.

So apparently I do have the files needed, so wondering why I can't log on to my favorite server and what this mismatch between me and the server is all about. It says it's running jedimod now...perhaps after having DLed the beta2 mod they interfere with eachother?

Any and all help would be appreciated, thanks.

EDIT: Another thing; so far as I can tell no new mod folder has been created alongside my other mod folders. Bear in mind despite of that I still logged onto and ran the mod fine on Artifex' server.
What appears to be happening here is that the server you're going to hasn't been updated correctly, or hasn't updated at all. Can you contact the admin of that server and let them know there's a problem? Let him know he can contact me directly at arsartifex@msn.com if he's having trouble. Helping out server admins is always my top priority.


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Old 09-03-2002, 01:02 PM   #35
Toonces
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heh, I usually just stick to the modeling forums, but I had to post here and say you've out done yourself again Artifex Beta 2 is awesome

One minor suggestion. One of the things Jedi Mod did right (cool mod, not realalistic saber fighting) was the saber throw knockdown, you might want to consider putting that in, I just liked the fact that if you throw at somebody and they block it dead center they lost their saber for a few seconds, seemed more realalistic.

Back to Max, then to Promod

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Old 09-03-2002, 02:32 PM   #36
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Don't worry, knocking sabers out of the air is on my list for Beta 3.

Quote:
Originally posted by Toonces
heh, I usually just stick to the modeling forums, but I had to post here and say you've out done yourself again Artifex Beta 2 is awesome

One minor suggestion. One of the things Jedi Mod did right (cool mod, not realalistic saber fighting) was the saber throw knockdown, you might want to consider putting that in, I just liked the fact that if you throw at somebody and they block it dead center they lost their saber for a few seconds, seemed more realalistic.

Back to Max, then to Promod

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Old 09-03-2002, 02:52 PM   #37
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Quote:
Originally posted by ArtifeX


What appears to be happening here is that the server you're going to hasn't been updated correctly, or hasn't updated at all. Can you contact the admin of that server and let them know there's a problem? Let him know he can contact me directly at arsartifex@msn.com if he's having trouble. Helping out server admins is always my top priority.
Got it figured out...seems the folder beta2 created was named the same as promod so upon DLing it directly from a server it must have replaced it and maybe that way caused some id problems...anyway made a seperate folder for it and DLed it again from a JK site and put it into said folder.

One thing about beta2: The special move blocking....not sure what else to call it; it's when your yellow finisher (and maybe blue lunge too...not sure) is blocked from the beginning. All you accomplish is making a small jump backwards as if you'd hit some invisible barrier. I hope you know of what I'm speaking. It's really annoying as it disrupts the flow of ones game.

This bug didn't come with beta2, it has been around since 1.03 I think.


-]H-P[-Jubatus - All bow down to TROGDOR the BURNINATOR!

Ode to a

Hey, you there! What we count in numbers we lack in wit.
Hey, you there! I take orders from an imperial git.
Hey, you there! I can't shot for sh*t.
Hey, you there!....Is there a bottom to this pit?
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Old 09-03-2002, 02:59 PM   #38
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A question or two,

1:- When you made this mod what gametype did you have in mind?

2:- Could you please perhaps clarify how to change the colours of the CSC crosshair as the readme is not clear on this - ie a bit technical for mere mortals.

3:- Have you been fiddling with the distance required to do a yellow finisher? as outlined in Jubatus' post the jumpy blocky thintg is happening an awful lot, It does seem that a yellow finisher is only really possible when right on top of opponent.


Peace & Ting

Jah
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Old 09-03-2002, 05:17 PM   #39
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Re: A question or two,

Quote:
Originally posted by Jah Warrior
1:- When you made this mod what gametype did you have in mind?
I wasn't specifically thinking of a gametype, but ProMod Beta 1 was pretty saber-centric. Beta 2 has a bunch more factors that effect other weapons (like the sniper fire changes). I'm looking forward to playing some CTF and TDM with the new settings.

Quote:

2:- Could you please perhaps clarify how to change the colours of the CSC crosshair as the readme is not clear on this - ie a bit technical for mere mortals.
Granted! Check the homepage for the in-progress strategies page. http://www.oculis.org/promod/

Quote:

3:- Have you been fiddling with the distance required to do a yellow finisher? as outlined in Jubatus' post the jumpy blocky thintg is happening an awful lot, It does seem that a yellow finisher is only really possible when right on top of opponent.
Nope, not a single change to the medium finisher range. Same as 1.04.


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Old 09-03-2002, 05:20 PM   #40
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You're right about that coming with 1.03. It's because the special moves are all uninterruptible animations. There's some wacky logic in there handling all that. I'll stick this on my bug list and have it fixed in Beta 3.

Quote:
Originally posted by Jubatus


Got it figured out...seems the folder beta2 created was named the same as promod so upon DLing it directly from a server it must have replaced it and maybe that way caused some id problems...anyway made a seperate folder for it and DLed it again from a JK site and put it into said folder.

One thing about beta2: The special move blocking....not sure what else to call it; it's when your yellow finisher (and maybe blue lunge too...not sure) is blocked from the beginning. All you accomplish is making a small jump backwards as if you'd hit some invisible barrier. I hope you know of what I'm speaking. It's really annoying as it disrupts the flow of ones game.

This bug didn't come with beta2, it has been around since 1.03 I think.


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