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Old 05-23-2003, 07:19 PM   #81
Classic Luke
 
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NP here Azymn :)

Yep, I just tried it again. I was able to access the setup menu np
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Old 05-23-2003, 07:21 PM   #82
Azymn
 
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Schweet.

Will everyone else please try the same thing Classic Luke just did?
Thanks.

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Old 05-23-2003, 08:32 PM   #83
mort!!!
 
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pllllllllleeeeeeeeeeeeeaaaaaaaaaassssssssssseeeeee eeee

could you make the animations in a separate d/l for anyone who cares?


FILES I'M WAITING FOR:
-Kamino MP(aotc:tc)
-Dex's Diner MP (aotc:tc)
-Zam Wesell's Sniper (Marz&Moooa)
-Forcemod 2.0 (Azymn)
-Trade Fed Control Ship (Breath)
-Coruscant MP (aotc:tc)
-Jango Fett Reskin (t3rr0r)
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Old 05-23-2003, 08:57 PM   #84
rut-wa jodar
 
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Thumbs up

Quote:
Originally posted by Azymn
Schweet.

Will everyone else please try the same thing Classic Luke just did?
Thanks.

No problems here Azymn
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Old 05-23-2003, 09:03 PM   #85
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yeah seems to work fine here too...

so to wrap it up...here are the only bugs/issues i've seen left:
1) the dual blasters (not pistols) are gone....i miss them
2) can't seem to have all 5 stances at once...i don't mind though
3) the grapple can't retract or detract...can't swing very well
4) the walking stances are blah (but that's raven/lucasart's fault)
5) there is a map limit display, bot list limit and still a model limit (though not as restricted)


also...here's one thing i've always wondered....can you make the bot addition menu a pull-down with a list of all the bots instead of having to browse one-by-one across them?


absolutely a great mod! i just got done playing this with a friend against some bots....some of the funnest JK2 playing ever! this is the best mod! once it's released...it will definitely help people get by until jedi academy....i hope you can continue forcemod into there too!!!


Skin Projects: (click on the links provided to download the files or view the current progress)
Emperor Palpatine: Completed
Jerec: Completed
Raas Avlow: Completed, but being redone
Mara Jade: Completed, but being redone which is nearly complete, New Mara WIP
Anakin Skywalker: Completed
Count Dooku: Done, not released
Ibtisam (Mon Calamari model) normal and rogue flight suit: Pending release
Talon Karrde: Completed
Rock Fisto (Kit Fisto model): Never released

E-mail me if you'd like to see or try one of these skins that I've not yet released.
Also, if you have an idea for a skin for me to make (Star Wars based preferably), please e-mail me with that idea and I'll take it under consideration for a future project.
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Old 05-23-2003, 09:21 PM   #86
Azymn
 
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mort!!!! - If Wudan makes those anims, we will release them as a separate download.

Well, i'm going to assume the ded serv bug is not a universal bug, and proceed with a few last minute changes.

1) the dual blasters (not pistols) are gone....i miss them
- I

2) can't seem to have all 5 stances at once...i don't mind though
- For reasons of stability, you can only have all 5 stances if you have a single-bladed saber. If there's a huge demand, i'll make it possible to re-enable.

3) the grapple can't retract or detract...can't swing very well
- I will tinker with the grapple a bit more, but it will likely end up much as it behaves now, for reasons i won't go into.

4) the walking stances are blah (but that's raven/lucasart's fault)
-

5) there is a map limit display, bot list limit and still a model limit (though not as restricted)
- Did you reach another cap with the models?

"also...here's one thing i've always wondered....can you make the bot addition menu a pull-down with a list of all the bots instead of having to browse one-by-one across them?"
- Hehe, actually if you look at the AddBot menu, you'll see that it's a little bigger than normal. I tried to make a listbox for the bots last September, but was wasting too much time on it and decided to try to make dualguns instead...

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Old 05-23-2003, 09:29 PM   #87
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Quote:
Originally posted by Azymn

5) there is a map limit display, bot list limit and still a model limit (though not as restricted)
- Did you reach another cap with the models?
Yeah...it's a lot higher but I noticed some of the default models were missing...

Quote:
Originally posted by Azymn
"also...here's one thing i've always wondered....can you make the bot addition menu a pull-down with a list of all the bots instead of having to browse one-by-one across them?"
- Hehe, actually if you look at the AddBot menu, you'll see that it's a little bigger than normal. I tried to make a listbox for the bots last September, but was wasting too much time on it and decided to try to make dualguns instead...
Good call!
Lol, so that's why the bot box is bigger....thanks for trying anyway...you are one hell of an editor!

EDIT:
I just tried the deticated again and I couldn't find my server in the list....might be my problem though...

EDIT#2:
The butterfly and aerial animations are very slow...could they possibly be sped up?


Skin Projects: (click on the links provided to download the files or view the current progress)
Emperor Palpatine: Completed
Jerec: Completed
Raas Avlow: Completed, but being redone
Mara Jade: Completed, but being redone which is nearly complete, New Mara WIP
Anakin Skywalker: Completed
Count Dooku: Done, not released
Ibtisam (Mon Calamari model) normal and rogue flight suit: Pending release
Talon Karrde: Completed
Rock Fisto (Kit Fisto model): Never released

E-mail me if you'd like to see or try one of these skins that I've not yet released.
Also, if you have an idea for a skin for me to make (Star Wars based preferably), please e-mail me with that idea and I'll take it under consideration for a future project.

Last edited by mariners2001; 05-23-2003 at 10:38 PM.
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Old 05-24-2003, 03:56 AM   #88
Classic Luke
 
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Bot emotional attachments

I was wonderin if it were possible to increase the total amount of emotional attachments a bot can have? Right now, the limit is only 4

Also, to mariners2001, i entered my ip address into the add favorites option when u pick to join a server. Then, i change the type (i think) to favorites, and then that is how i was able to log onto my dedicated server
To get your ip address, click on the Start button on windows bottom left corner, then under run option type in command. This should bring up an MS-DOS window. In the window type in ipconfig and boom, your ip address will be listed
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Old 05-24-2003, 03:53 PM   #89
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Azymn,

Let me start off by saying I think Forcemod II is going to fantastic! I love the merc abilities. And it is very impressive seeing and playing against bots that fly with the jetpack and shoot at me with two pistols. The class system is great and I think the mod itself has a solid foundation. However, the mod currently has many bugs. Here is what I could find. (Note: I have two versions of JKII installed, one with user-made models, maps, and skins, and one that is basic JKII. I ran Forcemod on both and there didn't seem to be any discrepancies in the following bugs).

Bugs:

Grapple does not extent or retract.

Grapple hook falls to the ground when it touches a wall or ceiling.

Once on the floor, the grapple hook occasionally will not disappear. (A rare occurrence.)

When the Grapple is set to "Mercs only", Jedi can still use it.

When the Grapple is set to "Jedi only", mercs can still use it.

When you use the Shield Recharger, the icon at the bottom left has a transparent green box around it.

On the Scout class descriptions on the "Player Configuration" menu, the line "Weapons:Sniper Rifle" is missing a space in it. (After the colon and before 'Sniper'.)

With "Dual Firearms" set to "Special Mercs only" I can play as a Heavy Soldier and still use two pistols (the same goes for Heavy Soldier bots).

Anytime I start a server and join as any of the 5 mercs, I start with the Stun Baton.

If you switch class Mid-game to a 1. Scout - you spawn holding a Thermal Detonator, 2. Bounty Hunter - you spawn holding a Blaster, 3. Heavy Soldier - you spawn holding a Rocket Launcher, 4. Hot Shot - you spawn holding a Blaster, 5. Trooper - you spawn holding a Detonation Pack. (I think all classes should start with pistols for safety and consistency.)

Level 4 force powers do not work, even thought they are enabled in the menu. (Whenever I allot force points to a level 4 power I respawn with NO force powers.)

Sometimes when spawning as a Jedi you can't switch lightsaber stances.

Sometimes when spawning as a Jedi I will have no force powers, or even rarer, spontaneously chosen force powers that are not reflected in the force powers menu.

Sometimes when dying as a Jedi with the above lightsaber and force power bugs occurring, the game will take me to the "Player Configuration" menu. Then when I select 'Join' it says that I "May not switch teams more than once per 5 seconds".

I followed a Scout bot in spectator view... they do not use cloak, even though it is enabled.

I played against a Scout bot in a dual map... it used the Disruptor until the ammo was gone, then used Thermal Detonators until they were gone, then used the Pistol until the ammo was gone, and then finally switched to the Stun Baton. (In short, the Scout bot will not use Ammo Regeneration, even through it was enabled).

I did the same as above with a Heavy Soldier bot... same result with the Heavy Soldier's respective weapons.

I did the same as above with both a Hot Shot bot and a Trooper bot... they didn't seem to run out of ammo after a good amount of firing (although they ended up getting killed because my saber would eventually reflect their blaster shots back to them - so I'm not totally sure).

The model icon limit is 100 (no more).

Even though the menu saves my rgb saber settings, every time I start the game fresh the saber starts out white.

Wall jumps made by running face front into the wall does not work, even though I have level 3 force jump.

Dualphase lightsabers do not work, even though they are enabled in the menu. (I inspected Force Mod's config. file and the cvar "g_enableextended" is nowhere to be seen.)

Padawan_7

P.S. I've got some suggestions about a few things that I'll type up later when I get the chance.


"For God so loved the world, that He gave His only begotten Son, that whosoever believeth in Him should not perish, but have everlasting life."
- John 3:16
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Old 05-24-2003, 04:13 PM   #90
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yeah.......what he said......


Skin Projects: (click on the links provided to download the files or view the current progress)
Emperor Palpatine: Completed
Jerec: Completed
Raas Avlow: Completed, but being redone
Mara Jade: Completed, but being redone which is nearly complete, New Mara WIP
Anakin Skywalker: Completed
Count Dooku: Done, not released
Ibtisam (Mon Calamari model) normal and rogue flight suit: Pending release
Talon Karrde: Completed
Rock Fisto (Kit Fisto model): Never released

E-mail me if you'd like to see or try one of these skins that I've not yet released.
Also, if you have an idea for a skin for me to make (Star Wars based preferably), please e-mail me with that idea and I'll take it under consideration for a future project.
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Old 05-25-2003, 02:05 AM   #91
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My computer doesn't freeze when going into the setup menu after creating a dedicated server and then joining it. So, no problems there.


More Bugs:

After spawning into a game where "Jedi vs. Merc" is set to "Basic", the first time you access the "Player Configuration" menu, the class descriptions will be messed up.

Dual Pistols do not have a 'ready' position and the single pistol does, but not like basic JKII. In basic JKII you can walk around with your pistol in a 'ready' position until you walk up or down stairs or jump. Currently, in ForceMod the single pistol's 'ready' position drops as soon as you move.

When the grapple hits a person it prints on the screen "hook hit person?". This, I suppose, was used for testing the grapple, but that message should be removed.

Any time I start a game it prints on the screen in a strait line "Welcome to our ForceMod II serverMay not switch teams more than once per 5 seconds."


Suggestions:

In the "Configure ForceMod" menu the settings under "Lightsaber Integrity" read "Saber-Only Jedi", "Saber-Only Jedi (Locked)", "Changeable", "Locked until Respawn". But to be more descriptive "Changeable" should read "Changeable with Guns".

In the "Configure ForceMod" menu the settings under "SaberType" are "Breakable", "Splittable (Dualblade)", etc. But to be more descriptive "Splittable (Dualblade)" should read "Breakable and Splittable". (However, I'm not sure there is room for it).

When held in the double bladed lightsaber Green stance (standing still), the tips of the default, ep. I and ep. II blades definitely look flat. Then for the ep. III blade, although the blade really narrows, it still looks a little flat. And then for the ep. IV blade, although the blade is fat the tip still looks a little flat. Episode V and VI look fine. I don't really do skinning, but I'm thinking that if all the blade tips look fine in the other stances, but flat in this one position (resting position of the green stance), it might be because those sabers (default, I, II, III, and IV) are a little longer than V and VI and appear flat at that particular perspective.

In the cvar list is says that for "f_unspambots" the higher the number the less the bots spam force powers. Stupid question: does a 0 cause this feature to be turned off? (It doesn't specify that in the cvar list description).

I like the cvar "f_mortalwounds" but it seems that the players get knocked down way too much with it on. So maybe instead of causing a fall due to being shot in the leg, make it so that 1/4 of the shots in the leg causes a fall.

In the ForceMod Model Class Config. it says that a 2 = Dual Thrust and a 4 = Dual Thrust (No Model). What's the difference between the two? (The description doesn't really specify).

The Optic Radar's range seems a little too short to me.

The Jet Pack's ascend rate seem a little slow, but it is okay.

The Shield Regeneration rate is too slow. It causes the Shield Regenerator to be less effective than it should, in my opinion. Maybe you could add a cvar for this?

The grapple moves a bit too fast. After it connects to a wall or ceiling you don't really have a whole lot of time to stop the grapple from reeling you in (making it difficult to perform swings).

I don't know if this is possible, but it would be cool to have the lightsaber surrounded with the electricity effect (the same that players have when they are shocked) as the saber blocks lightning and drain. But this probably would surround the saber's hilt as well, and thus the player's hand. So, maybe that's not a good idea after all.

Padawan_7


"For God so loved the world, that He gave His only begotten Son, that whosoever believeth in Him should not perish, but have everlasting life."
- John 3:16
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Old 05-25-2003, 06:43 AM   #92
rut-wa jodar
 
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Quote:
Originally posted by Azymn
I just uploaded final beta 3 (if there are 11 'final' fantasys, it's okay to have multiple 'final' betas, right? )
Check your emails for the link.

Updates:
- Saber stance problem
- Animations after coming out of roll with a gun tweaked (thanks for the tip Wudan)
- cvar_list.txt is updated and complete
- bogus bot scripts removed
- bots.txt edited to prevent forced classes for base models

rut-wa: There's not a command for that, and i'm afraid time is too short to add it now. I will consider adding the team color skins disabler, but I wanna make sure everything else is stable before i add any more new features.
Azymn !
I`m really grateful for all the fixes and updates you have done during the beta testing of this mod. I don`t want to sound pushy but can you give me updated info on the following questions.

1) Have you decided to add a Team colour disable Cvar
2) Have you been able to fix bots constantly switching their sabers on and off if Bot_honourableduelacceptance cvar is set to 1.

BTW ! Thank you for the the honour of being able to test this outstanding Mod
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Old 05-25-2003, 08:20 PM   #93
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Quote:
Originally posted by rut-wa jodar

1) Have you decided to add a Team colour disable Cvar
2) Have you been able to fix bots constantly switching their sabers on and off if Bot_honourableduelacceptance cvar is set to 1
Yeah...I was about to ask the same thing...those features would be great..


Skin Projects: (click on the links provided to download the files or view the current progress)
Emperor Palpatine: Completed
Jerec: Completed
Raas Avlow: Completed, but being redone
Mara Jade: Completed, but being redone which is nearly complete, New Mara WIP
Anakin Skywalker: Completed
Count Dooku: Done, not released
Ibtisam (Mon Calamari model) normal and rogue flight suit: Pending release
Talon Karrde: Completed
Rock Fisto (Kit Fisto model): Never released

E-mail me if you'd like to see or try one of these skins that I've not yet released.
Also, if you have an idea for a skin for me to make (Star Wars based preferably), please e-mail me with that idea and I'll take it under consideration for a future project.
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Old 05-25-2003, 08:22 PM   #94
Flamehart
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Azymn, please check your email regarding my bug report (emailed it cuz forums were down when I got the bugs)


Grapple does not extent or retract.
-It retracts, just not on your own will

Grapple hook falls to the ground when it touches a wall or ceiling.
- Haven't had that problem

Once on the floor, the grapple hook occasionally will not disappear. (A rare occurrence.)
-Haven't had that problem either

When the Grapple is set to "Mercs only", Jedi can still use it.
-I'll have to try that

When the Grapple is set to "Jedi only", mercs can still use it.
-That too

Level 4 force powers do not work, even thought they are enabled in the menu. (Whenever I allot force points to a level 4 power I respawn with NO force powers.)
-Works fine on my end

Sometimes when spawning as a Jedi you can't switch lightsaber stances
- Heh, yeah, had that happen myself.

That's all I got to comment on Padawan's post regarding my opinion (im not scrutinizing you or anything, just posting my opinions on the bugs ur reporting)
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Old 05-26-2003, 10:29 PM   #95
Classic Luke
 
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One thing i noticed

When i goto first person and have dual firearms, i noticed that the top half of the second gun (the one on my left) appears only. This is reallly no big deal though, just thought i'd let ya know.
Also, please, if possible can you increase the number of bots emotional attachments to like 8 (anything above the set-limit of 4 would be nice)
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Old 05-27-2003, 05:12 AM   #96
Azymn
 
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I attempted to address every bug you all reported, so if you see repeats just lemme know.
Just redownload it again from the same link as beta3.

Fixes:
- client ip's logged on connect
- Fixed flat look of tips for Ep 1-4 sabers
- max ~# of bot emotional attachments increased from 4 to 8
- "Jedi vs Merc is not compatible with..." message display occasions fixed
- mod_grapple settings will properly limit grapple to correct classes
- Merc bots should now use ammo regen properly
- Jedi bots should use mindtrick against mercs with optic radar now
- Bot jetpack use improved
- menu texts updated
- cvar_list.txt updated

To answer just a few questions that aren't covered (sorry my answers are short...gotta run):

The butterfly and aerial animations are very slow...could they possibly be sped up?
- Afraid not

In the ForceMod Model Class Config. it says that a 2 = Dual Thrust and a 4 = Dual Thrust (No Model). What's the difference between the two? (The description doesn't really specify).
- Right now, no difference.

1) Have you decided to add a Team colour disable Cvar
- Added some code for it, there are complications that may prevent it's implementation.
2) Have you been able to fix bots constantly switching their sabers on and off if Bot_honourableduelacceptance cvar is set to 1.
- Tried to...haven't been able to test it yet.

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Old 05-27-2003, 08:28 AM   #97
Classic Luke
 
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Lightsaber problem

When i started up a game with the new update, i am having trouble with the tck_sabers. I can't seem to set any color to my saber Nor do the saber skins work either the bots i use though have their proper saber colors on
However, despite these problems, i'd say WOW GJ Azymn
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Old 05-27-2003, 08:53 AM   #98
rut-wa jodar
 
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Re: Lightsaber problem

Quote:
Originally posted by Classic Luke
When i started up a game with the new update, i am having trouble with the tck_sabers. I can't seem to set any color to my saber Nor do the saber skins work either the bots i use though have their proper saber colors on
However, despite these problems, i'd say WOW GJ Azymn



Same here !
In addition Bots stuck using singlesaber stances for dual + twin sabers bug has returned
At least the Bot_duel bug seems to be fixed.

Last edited by rut-wa jodar; 05-27-2003 at 09:13 AM.
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Old 05-27-2003, 09:37 AM   #99
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Padawan, stop crying

Padawan, would you stop winging, heres a bunch of the bugs you reported, and they're all bull****.

Quote:
Originally posted by Padawan_7

Grapple does not extent or retract.

When you use the Shield Recharger, the icon at the bottom left has a transparent green box around it.

On the Scout class descriptions on the "Player Configuration" menu, the line "Weapons:Sniper Rifle" is missing a space in it. (After the colon and before 'Sniper'.)

With "Dual Firearms" set to "Special Mercs only" I can play as a Heavy Soldier and still use two pistols (the same goes for Heavy Soldier bots).

Anytime I start a server and join as any of the 5 mercs, I start with the Stun Baton.

If you switch class Mid-game to a 1. Scout - you spawn holding a Thermal Detonator, 2. Bounty Hunter - you spawn holding a Blaster, 3. Heavy Soldier - you spawn holding a Rocket Launcher, 4. Hot Shot - you spawn holding a Blaster, 5. Trooper - you spawn holding a Detonation Pack. (I think all classes should start with pistols for safety and consistency.)


I did the same as above with both a Hot Shot bot and a Trooper bot... they didn't seem to run out of ammo after a good amount of firing (although they ended up getting killed because my saber would eventually reflect their blaster shots back to them - so I'm not totally sure).

Even though the menu saves my rgb saber settings, every time I start the game fresh the saber starts out white.

Wall jumps made by running face front into the wall does not work, even though I have level 3 force jump.

Padawan_7

[/B]
Grapple not extending or retracting, Azymn's said he's working on this a million times, stop repeating everyone else.

Shield recharge has a transparent green box. THATS NOT A BUG!!! It's just the icon you dumbass.

No space between "weapons:Sniper Rifle" Who cares, you can still see what weapons your getting, why does it matter AT ALL?

Dual firearms, special mercs only. Heavy soldiers are one of therse special mercs! It says in there weapons dual pistols!!! It's not a bug if its MEANt to be that way.

Start with a stun baton, who cares. Cycle to the next weapon(s) and your fine.

Switching mercs gets you starting with different weapons, its becasueit their highest powered weapon. Who cares, same solution as above, change guns!!!

Troopers have unlimited ammo, it says that in their description. Thats why he/she never ran out.

It does save our colours, default is just white. all you need to do is go into the TCK saber menu for literally a split second so it refreshes your saber to those settings. No dramas there.

Double tap for front on wall run.

Sorry if I insulted you as I'm sure I have, but complain about something important and actually check the stuff your complaining about.
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Old 05-27-2003, 02:29 PM   #100
mariners2001
 
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he was just trying to help out....chill out....it's just a game


anyway, azmyn, the sabers are bugging out on me too and I noticed a few other things seemed to be missing from the menu(extended blades and breakable %)


Skin Projects: (click on the links provided to download the files or view the current progress)
Emperor Palpatine: Completed
Jerec: Completed
Raas Avlow: Completed, but being redone
Mara Jade: Completed, but being redone which is nearly complete, New Mara WIP
Anakin Skywalker: Completed
Count Dooku: Done, not released
Ibtisam (Mon Calamari model) normal and rogue flight suit: Pending release
Talon Karrde: Completed
Rock Fisto (Kit Fisto model): Never released

E-mail me if you'd like to see or try one of these skins that I've not yet released.
Also, if you have an idea for a skin for me to make (Star Wars based preferably), please e-mail me with that idea and I'll take it under consideration for a future project.
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Old 05-27-2003, 03:12 PM   #101
Azymn
 
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I tried to fix the saber blades so they would be saved differently, because they should load at startup. Check in your jk2mpconfig.cfg to see if tck_red1, tck_green1... are being saved in there.

Littleman206 - While you are correct on many of your points, it's important for me to know how other people who aren't familiar with this mod will perceive it. It's fine to point the stuff out, but try a more diplomatic approach next time.

Padawan_7 - I attempted to address the bugs you listed in your posts. Lemme know which ones are still occuring.

mariners2001 - I have removed extended sabers from the menu b/c it is unlikely i will get them implemented in the final release, and they're easily had by editing the tckmodel.cfg file for the character that would have them. And the % chance to break-a-blade on any hit is a bit too strong, and will be reserved for those who like experimenting with cvars, as it was never intended to be that easy a the base ForceMod game. That way there will be fewer servers who have people losing their special blades after one hit.

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Old 05-27-2003, 03:53 PM   #102
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Re: Padawan, stop crying

Quote:
Originally posted by Littleman206
Padawan, would you stop winging, heres a bunch of the bugs you reported, and they're all bull****.

Grapple not extending or retracting, Azymn's said he's working on this a million times, stop repeating everyone else.
I wouldn't know what the other people were saying ... I just joined the beta testing team.

Quote:

Shield recharge has a transparent green box. THATS NOT A BUG!!! It's just the icon you dumbass.
It is a bug, of sorts... none of the other icons have a box surrounding them. To me, a person who HAS done some graphic designs before, the icon appears as if the surrounding area was filled with a color that was close in appearance to the transparent color but was simple NOT the transparent color.

Quote:

No space between "weapons:Sniper Rifle" Who cares, you can still see what weapons your getting, why does it matter AT ALL?
That's a mistake, none the less.

Quote:

Dual firearms, special mercs only. Heavy soldiers are one of therse special mercs! It says in there weapons dual pistols!!! It's not a bug if its MEANt to be that way.
Actually, it says in BOTH the in-game menu and the ForceMod website that Bounty Hunters have dual pistols as their default special ability... and Heavy Soldiers do NOT. And in the ForceMod menu there is no "Bounty Hunters only" option. The closest thing was the option "Special Mercs Only". So, I would assume that it means Bounty Hunters.

Quote:

Start with a stun baton, who cares. Cycle to the next weapon(s) and your fine.

Switching mercs gets you starting with different weapons, its becasueit their highest powered weapon. Who cares, same solution as above, change guns!!!
Actually, some people do care. I know on professionally made fps with class systems (not meaning that Azymn is not professional ... just referring to a game that you pay money for) like the Elite Force Expansion Pack, all players that spawn with rocket launchers and grenade launchers always start with the standard phaser in hand. I know it's not a earth shattering bug. But, then again, it's a bug, none the less.

Quote:

Troopers have unlimited ammo, it says that in their description. Thats why he/she never ran out.
I know that. If you had read my post carefully enough, you would have seen that I had tested the Scout and Heavy Trooper classes and they would NOT use ammo regeneration. I was just merely stating that I thought that maybe the Trooper was indeed working correctly, although I wasn't totally sure since they ended up killing themselves.

Quote:

It does save our colours, default is just white. all you need to do is go into the TCK saber menu for literally a split second so it refreshes your saber to those settings. No dramas there.
As I had stated above "Even though the menu saves my rgb saber settings, every time I start the game fresh the saber starts out white." That IS a bug.

Quote:

Double tap for front on wall run.
Yes, I know that. I've played JKII EXTENSIVELY since the first week it came out. For some reason or another it just was not working... no matter what force settings I applied.

Quote:

Sorry if I insulted you as I'm sure I have, but complain about something important and actually check the stuff your complaining about.
Well, you have a right to your opinion about me. I'm not going to hate you for it. I do think you shouldn't be so quick to judge. I have done beta testing for this community before and I am somewhat of a perfectionist... I was only trying to call them how I seen them.

Padawan_7


"For God so loved the world, that He gave His only begotten Son, that whosoever believeth in Him should not perish, but have everlasting life."
- John 3:16
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Old 05-27-2003, 05:57 PM   #103
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About the sabers

Hmmm, I looked into the jk2mpconfig and i see that the tck_rgb values are all at 50
Also, just as you said, when i set the tck rgb colors up and go back in game, then i return to the tck menu, the rgb values are reset at 50 again
However, I must thank-you for increasing the bot emotional attachments to 8 ) Almost there Azymn!!

edit: I found out how to SET SABER COLORS for now guys!!!
After thinking about what you said about saber colors loading at startup, I decided to put my desired tck_rgb into my autoexec file and IT WORKED!!! Now if only i knew the command for the saber skins ))
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Old 05-27-2003, 10:59 PM   #104
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Padawan, although I dont expect you to believe me or accept it, I'm sorry. I'm an ******* naturally, 'd had a ****ty day, I triedx to kill my brother was pissed off about being a piece of **** and took it out on you, sorry.
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Old 05-27-2003, 11:52 PM   #105
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Quote:
Originally posted by Littleman206
Padawan, although I dont expect you to believe me or accept it, I'm sorry.
Littleman206, I believe you and I totally accept your apology. No hard feelings.

Padawan_7


"For God so loved the world, that He gave His only begotten Son, that whosoever believeth in Him should not perish, but have everlasting life."
- John 3:16
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Old 05-28-2003, 12:23 AM   #106
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Those of you whose saber colors reset everytime:
Check to see if there are two pk3s in the ForceMod folder, and if so delete the one ending in "beta_f3.pk3".
Lemme know if this is/isn't the problem.

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Old 05-28-2003, 12:42 AM   #107
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No beta p3 here Azymn

Nope, just checked now my forcemod folder. Seems the tck_menus reset whenever I go back to the tck menu
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Old 05-28-2003, 04:49 AM   #108
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New Beta Online

Just uploaded a newer version, same link.

Lots of little fixes i won't list, so it's okay to list things you've already listed before b/c i probably missed them.

The file "cvar_list.txt" is now in it's final version (including a list of clientside cvars), so if you see any typos/errors/questions lemme know.

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Old 05-28-2003, 06:12 AM   #109
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TCK_colour menu blades still don`t display custom blade colours and twin/dual blade stances still locked in single blade blue stance for bots
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Old 05-28-2003, 07:44 AM   #110
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New Uploaded Beta Available

I forgot to update the main menu setup...i just uploaded the beta again with that file fixed.

rut-wa: Even though it shows the blue saber icon, the bots are using the proper stances.

My rgb sabers work fine on this build, so if you're having problems, make sure everything's installed properly, and post exactly when/what happens.

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Old 05-28-2003, 10:15 AM   #111
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Re: New Uploaded Beta Available

Quote:
Originally posted by Azymn
I forgot to update the main menu setup...i just uploaded the beta again with that file fixed.

rut-wa: Even though it shows the blue saber icon, the bots are using the proper stances.

My rgb sabers work fine on this build, so if you're having problems, make sure everything's installed properly, and post exactly when/what happens.
My mistake about bot stances, sorry
but regarding the Tck saber menu the slider bars still do not alter the colour preview of the custom saber
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Old 05-28-2003, 12:49 PM   #112
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Even though I do not have the beta version... I just KNOW this mod is going to be awsome! I'm gonna get it the first day, and put it on our T1 server! Wow! Azynm you are one hell of a modder!

~Jedi Master Achilles


If you are going to get mad everytime I do stupid things, then I guess I'll have to stop doing stupid things!!
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Old 05-28-2003, 04:22 PM   #113
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Quote:
Originally posted by rut-wa jodar
...regarding the Tck saber menu the slider bars still do not alter the colour preview of the custom saber
So the preview saber in the menu doesn't change, but the sabers in-game work correctly?

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Old 05-28-2003, 05:22 PM   #114
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Quote:
Originally posted by Azymn
So the preview saber in the menu doesn't change, but the sabers in-game work correctly?
That`s correct
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Old 05-28-2003, 07:25 PM   #115
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Everyone else having this problem too?

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Old 05-28-2003, 07:53 PM   #116
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Yeppers here too Azymn

Just checked it now Azymn, yep the tck colors don't appear on the preview saber. I noticed that with bots, they use force grip sporadically if its on level 4. However, on level 3 they seem to grip opponents for a time as I think is proper (IMO)
Despite this, however, I sense a release to the public real soon
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Old 05-28-2003, 10:21 PM   #117
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Public release soon my foot. Wait till I get my hands on this version, I'm gonna tear it up inside out to find whats wrong with it
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Old 05-28-2003, 11:02 PM   #118
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yeah..the rgb preview isn't working here either..

also one other bug i noticed was that the watto bot's jets and sounds still aren't gone. this should probably be fixed before release. also, the mandalorians still aren't really using their jets that much and seem to need a boost


Skin Projects: (click on the links provided to download the files or view the current progress)
Emperor Palpatine: Completed
Jerec: Completed
Raas Avlow: Completed, but being redone
Mara Jade: Completed, but being redone which is nearly complete, New Mara WIP
Anakin Skywalker: Completed
Count Dooku: Done, not released
Ibtisam (Mon Calamari model) normal and rogue flight suit: Pending release
Talon Karrde: Completed
Rock Fisto (Kit Fisto model): Never released

E-mail me if you'd like to see or try one of these skins that I've not yet released.
Also, if you have an idea for a skin for me to make (Star Wars based preferably), please e-mail me with that idea and I'll take it under consideration for a future project.
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Old 05-28-2003, 11:28 PM   #119
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Problems with basic merc mode

1. When i changed my game to basic mercmode, I noticed that as a merc you spawn with a bowcaster, pistol, tazer, and blaster. However, in actuality all you can use when u spawn are the bowcaster and the tazer

2. Under basic merc mode, when choosing the class of merc it shows the right icon on the player setup menu, but to the right of this is a jumble of descriptions (of the classes and equipment) which overlap eachother.

3. When one plays as a merc, you can roll and shoot at the same time (meaning you can shoot while in mid-roll). Hmm, while this makes getting kills easier, I feel this may need to be corrected. Lord knows I was spamming this big time against fellow mercs.

4. Hmm, depending on which hilt one picks, some blade skins appear to be unattached to the hilt if one looks closely.

5. When using the tri-engine jetpack, the middle engine is not centered.

6. As Rut-Wa said, the preview blade is not registering.

7. I am curious as to what everyone thinks of increasing primary bryar pistol damage? I for one am for it To get a kill when using primary fire with the pistol is near impossbile even when exchanging fire with a fellow merc armed with a different weapon. It requires a LOT of shots to get a kill

8. Saber-throw has been improved somewhat I think. But I can forsee mercs having a hell of a time on servers where many others are saber throw enabled. It seems that being in range to illicit a saber throw from a bot will almost always end in death, and note, that this distance is far too great imo. What to do about this, I am unsure. Would decreasing saber-throw damage to say 50 to 70hps be too much? Maybe this damage can be directly to ones hps and not the shields. This i would like to see implemented.

9. Like I said, almost there!!! Keep up the great work Azymn!!

Edit:
10. Hmm, when I went back into basic mercmode, I could not designate myself as a merc at all. Even after respawning many times and checking the setup menu (under class I chose to be a merc), I still spawned with a light saber. I even went as far as to make sure I had absolutely no force powers availible and still no luck.

Last edited by Classic Luke; 05-29-2003 at 12:06 AM.
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Old 05-29-2003, 01:11 AM   #120
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Eh, told you there'd be some kind of bugs.

Ok, just tested, the ones in bold are the ones that bother me most.

1. Bots (in FFA, no Mercmod) run around with Bryar too much without shooting
2. As mentioned before, saber preview does not work.
3. This isnt a bug, the annoying Jedi Vs. Merc message is gone, THANK YOU AZYMN!
4. When set to block Lightning and Drain, it still does not block lightning and drain.
5. When you set the Saber type thing to Changeable (not locked), it doesn't change at all until you die. (Note: there IS a sperate option for locked until respawn, so they seem to be one in the same.)
6. Level 4 Force Jump still does not drain force energy.

That's all for now, still trying to find some more.
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