1.4.5 Sabering Open Beta!

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Version 1.4.5 Open Beta Changelog
Spaghetti said:
This open beta is focused on testing the saber system. Servers will be kept available until the end of the 22nd. See next post for installation instructions and where to post gameplay feedback (Hint: Not in this thread).

  • Change: Sense now has a short buffer after being deactivated so that it doesn't get activated again by accident as easily once it's turned off.
  • Change: Nudge removed from all styles
  • Change: Global BP damage modifier raised from 1.2x to 1.4x
  • Change: Semi-PB removed pending further changes.
  • Change: ACM threshhold doubled. Multipliers adjusted accordingly (so the ratio of ACM:multiplier is still the same).
  • Change: Slap now causes small knockback even when hitting someone that's blocking
  • Fix: Attacks that cause special effects (i.e. staggers, knockbacks, etc) can now trigger the effects on multiple targets instead of just applying to the first one hit
  • Change: Parrying with no BP will cause you to drop your saber
  • Change: Force Repulse is now disabled in Duel mode
  • Fix: Using Force Repulse from the ground no longer causes you to get stuck in weird leg animation loops.
  • Fix/Change: Can no longer start taunt/gloat/flourish/etc animations while holding block/reload with a saber.
  • Fix: Doing specific input combinations with weapon swapping no longer allows for instant attacks
  • Fix: Spectator camera should no longer go partially into terrain
  • Fix: Several (hopefully most) recurring sources of class/join bugs should now be fixed.
  • Updated: Small tweaks to the BP counter in Duel mode aimed at providing a more accurate measurement of the killer's BP
  • Updated: Swing damage adjustments
    • First/full swings: 1.0x, +3 ACM on body hit (if not a counter)
    • Consecutive swings: 0.90x, +1 ACM on body hit
    • Half swings: 0.75x, +2 ACM on body hit
  • Change: BP Regen increased
    • Level 1: Increased from 3 to 4 per tick
    • Level 2: Increased from 5 to 6 per tick
  • Updated: BP drain for attacks moved from being based on button inputs (holding vs tapping) to being flat drains based on style:
    • Blue drains 5 BP per swing.
    • Cyan drains 5 BP per swing.
    • Yellow drains 6 BP per swing.
    • Staff drains 6 BP per swing.
    • Duals drain 7 BP per swing.
    • Purple drains 7 BP per swing
    • Red drains 8 BP per swing.
    • Not swingblocking during the attack will drain an additional 2 BP
  • New: Special moves now cost BP to activate. If you have less than the cost for activating, then you won't be able to use them.
    • Blue Lunge: 10
    • Blue Backstab: 10
    • Staff Backstab: 10
    • Backslash: 10
    • Crouched Backslash: 20
    • Cyan DFA: 10
    • Yellow DFA: 15
    • Red DFA: 15
    • Rollstab: 10
    • Dual Butterfly: 10
    • Staff Forward Butterfly: 15
    • Staff Backflip: 5
    • Staff Left Butterfly: 10
    • Staff Right Butterfly: 10
    • Dual Crouch Kata: 15
    • Staff Crouch Kata: 15
    • Downstab (Single): 5
    • Downstab (Duals): 5
    • Downstab (Staff): 5
    • Duals Front/Back Stabs: 12
    • Duals Side Stabs: 12
    • Purple Crouch Kata: 15
  • Change: FP drains for special moves have been adjusted:
    • Blue Lunge: Reduced from 35 to 20
    • Purple Crouch Kata: Reduced from 45 to 30
  • New: BP related staggers.
    • Reaching a low threshhold of BP (currently 10) will cause you to do a short stagger when body hit.
    • Threshhold increases by 1 per ACM of attacker
    • Threshhold decreases by 1 per ACM of defender
    • Defending with Blue halves the attacker's ACM threshhold bonus
    • Attacking with Blue halves the attacker's ACM threshhold bonus
    • Stronger stances cause longer staggers
  • New: All combo breaks have visual indication in the form of staggers/flinches. Durations of the animations vary depending on the source.
  • Change: Animation/chaining adjustments.
    • No more instant/teleporting consecutive swings
    • Repeated consecutives can no longer be done. However, trying to do the same consecutive swings twice in a row will still allow you to do a halfswing from the same direction or start a consecutive swing from another direction (no self combo breaking when trying to do repeated consecutives).
    • PB counter is no longer instant by default (still retains bonus damage to body hits as well as doubling base parry drains).
    • Rate of swing chaining has been adjusted for each style.
Styles:
  • Blue
    • Swing count of 2
    • Offense Rating: Decreased by 50%
    • Defense Rating: Increased by 5%
    • Drains (9 base + 1 per 2 ACM) BP on PB - Can trigger BP related staggers
    • 20% ACM bonus on specials
    • Loses 3 ACM when body hit
    • Has fast PB counter swings
  • Cyan
    • Swing count of 4
    • Offense Rating: Decreased by 22%
    • Defense Rating: Decreased by 5%
    • All swings can combo break on Perfect Parry
    • Reduces 33% of ACM bonus to parries from opponents
    • 75% damage on consecutive swings
    • Loses 4 ACM when body hit
  • Yellow
    • Offense Rating: Decreased by 8%.
    • Defense Rating: Unchanged
    • Swing count of 4
    • No BP drain for failing Mblock
    • Increases 33% of the ACM bonus to parries to opponents
    • Drains 4 ACM on a PB counter body hit
  • White
    • Swing count of 4
    • Offense Rating: Decreased by 18%
    • Defense Rating: Decreased by 3%
    • Successful Mblock no longer automatically counts as a PB by default
    • Mblock related staggers are buffed compared to other styles
    • Mblock Vs Swingblock
      • Gain 3 ACM
      • Drain 3 ACM
    • Large block radius.
  • Green
    • Offense Rating: Decreased by 10%
    • Defense Rating: Unchanged
    • Swing count of 5
    • All swings 0.75x damage without ACM
    • Special moves have 50% of their ACM multiplier added into their damage
    • Loses 4 ACM on body hit
  • Red
    • Swing count of 3
    • Offense Rating: Decreased by 13%
    • Defense Rating: Decreased by 2%
    • All non-halfswings cause a stagger. Consecutive staggers have reduced durations.
    • Being PB counter body hit drains 2 ACM
    • Doesn't lose BP when Mblocked on swingblocks
  • Purple
    • Swing count of 3
    • Offense Rating: Decreased by 15%
    • Defense Rating: Unchanged
    • Deals (6 + 1 per ACM) BP through PB - Can trigger BP related staggers
    • Being PB counter body hit drains 3 ACM
Raw offense and defense values for the styles for those that care or that are interested:
1.4.4 (public/live):
Offense ratings from highest to lowest: Red (15), Purple (13), Yellow (12), Staff (11), Duals (10), Cyan (9), Blue (8)
Defense ratings from highest to lowest: Blue (60), Staff (59), Cyan (58), Yellow (56), Duals (54), Purple (52), Red (50)
1.4.5 open beta:
Offense ratings from highest to lowest: Red (13), Purple (11), Yellow (11), Staff (9), Duals (9), Cyan (7), Blue (4)
Defense ratings from highest to lowest: Blue (63), Staff (57), Yellow (56), Duals (55), Cyan (53), Purple (52), Red (49)

Changelog Legend
New - New feature or addition to the game.
Change - Changes to the game.
Fix - Bug fix.
Remove - Removed feature.
Feature - New feature name
 
Last edited by a moderator:

Karus

Donator
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For some reason it's impossible to play on any server, I get crazy ping spikes but regular MB2 is fine, I don't understand what's going on :(((( I really wanna try dis new sabering :((( jesos chrest my sav10r pls help mi
nd yes i haz my network settings set up fine so i dunno wat is happenings
 
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but was there also a reason behind the animation removal when you switch from saber to melee then saber again ?
You could instaswing after it. Was kinda OPish with Red. PPL preferred to remove it, rather than fix
 
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I can't get it working! Whenever I try to launch it, it just gives me this error:
Capture.PNG


Here is the entire log from it if that helps:
JA: v1.0.1.0 win-x86 Oct 24 2003
Initialising zone memory .....
----- FS_Startup -----
Current search path:
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\zz_MBModels2.pk3 (4562 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\zz_MBModels.pk3 (1807 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\z_MB_BaseAssets.pk3 (14 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\MBHilts.pk3 (832 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\MBAssets2.pk3 (1841 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\MBAssets.pk3 (636 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\MB_Effects.pk3 (696 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_tradefed.pk3 (299 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_theed.pk3 (94 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_smuggler.pk3 (55 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_SDestroyer.pk3 (128 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_republiccruiser.pk3 (712 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_mustafar.pk3 (197 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_lunarbase.pk3 (57 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_korriban.pk3 (52 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_kamino.pk3 (364 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_jeditemple.pk3 (414 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_enclave.pk3 (265 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_duel_yavin4.pk3 (68 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_duel_votj.pk3 (47 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_duel_utapau.pk3 (63 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_duel_starkiller_base.pk3 (55 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_duel_starforge.pk3 (115 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_duel_senate.pk3 (71 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_duel_sabh.pk3 (62 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_duel_revan.pk3 (129 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_duel_ravager.pk3 (81 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_duel_office.pk3 (103 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_duel_malachor.pk3 (101 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_duel_emperor.pk3 (146 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_dotf.pk3 (267 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_deathstar.pk3 (347 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\MB2_Commtower.pk3 (255 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_cloudcity.pk3 (276 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\mb2_boc.pk3 (539 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta\FAMBModels.pk3 (1799 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData/MBIIBeta
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\base\assets3.pk3 (16 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\base\assets2.pk3 (62 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\base\assets1.pk3 (8320 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\base\assets0.pk3 (15346 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData/base
----------------------
41293 files in pk3 files
execing default.cfg
execing jaconfig.cfg
couldn't exec autoexec.cfg
...detecting CPU, found Intel Pentium IV
------- Input Initialization -------
Skipping check for DirectInput
Joystick is not active.
------------------------------------
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
--- Common Initialization Complete ---
Working directory: C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData
fs_game is write protected.
Initializing OpenGL subsystem
...initializing QGL
succeeded
...setting mode 4: 800 600 FS
...using desktop display depth of 32
...calling CDS: ok
...registered window class
...created window@0,0 (800x600)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 8 )
...215 PFDs found
...hardware acceleration found
...PIXELFORMAT 11 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...GL_S3_s3tc available
...GL_EXT_texture_compression_s3tc available
...no tc preference specified
.....using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_env_add
...GL_EXT_texture_filter_anisotropic available
...using GL_EXT_texture_filter_anisotropic
...Using GL_EXT_texture_edge_clamp
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...using GL_EXT_point_parameters
...using GL_NV_point_sprite
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 1060/PCIe/SSE2
GL_VERSION: 4.5.0 NVIDIA 376.33
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_ACTIVE_TEXTURES_ARB: 4
PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 4, 800 x 600 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium IV
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 1
texture bits: 0
lightmap texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
compressed lightmaps: disabled
texture compression method: GL_EXT_texture_compression_s3tc
anisotropic filtering: enabled (16.000000 of 16.000000)
Dynamic Glow: disabled
----- CL_Shutdown -----
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
-----------------------
Z_Free(): Corrupt zone header!​

I have tried:
  • Rebooting
    4749a502-fea3-4747-82df-351bb56515d0
  • Reinstalling Jedi Academy.
  • Reinstalling MBII.
  • Reinstalling MBII_Beta.
  • Reinstalling MBII and MBII_Beta.
  • Verifying Jedi Academy Game Info.
  • Starting it via the .bat and through Steam.
  • Running in Administrator Mode.
  • Double-checking that +set fs_game MBIIBeta is set as a launch option in steam.
  • Double-checking that I have downloaded the hotfix instead of the old download.
Any help?
 

DaloLorn

Movie Battles II Team Retired
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Nah sometimes steam bugs and you have to select singleplayer to launch the multiplayer. If you select multiplayer then it tries to launch the singleplayer.

Yet another reason to prefer OpenJK. (If only that weren't so unstable... mind you, it seems to have improved in the beta.)
 
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EDIT: Nevermind, I didn't. I started it though, and I got the moviebattles intro, but when the game started it was just normal jedi academy. I did not see any servers on either.
 

Puppytine

Slayed dreamer
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EDIT: Nevermind, I didn't. I started it though, and I got the moviebattles intro, but when the game started it was just normal jedi academy. I did not see any servers on either.
Double click on Play_MBII_Beta_OpenJK.bat in your GameData folder.
 
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It says I will not be able to join anti-cheat servers unless the "beta launcher is running in the background". What does it mean beta launcher?
 
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2
So is this gonna fix gunners being able to stop a jedi's saber swing up close by shooting them?
 

DaloLorn

Movie Battles II Team Retired
Posts
408
Likes
261
No, that has been intended functionality since 1.4.

Also, I think the beta servers may be offline now, so you won't be able to test?
 

Tempest

Gameplay Design
Movie Battles II Team
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740
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Which values did you have in mind? I believe that I marked the changes before/after for each thing appropriately (except for the swing damages in hindsight).
 
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3
Hi
Ive tried to play the beta but the servers dont show up for me i've tried reinstalling and other things.
I have installed it in a proper way but the servers still aint there, does anyone have idea whats the issue here?
 
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495
Hi
Ive tried to play the beta but the servers dont show up for me i've tried reinstalling and other things.
I have installed it in a proper way but the servers still aint there, does anyone have idea whats the issue here?
The beta ended on the 22nd of January.
See the first post:
Servers will be kept available until the end of the 22nd.
 
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12
If the devs removed the sound for activation/deactivation for lightsabers due to trolls or due to it being loud/obnoxious, couldn't they have simply made it to where you can turn the sounds on/off or increase/decrease volume in the Audio settings?
 
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