MovieBattles II V1.7 Released

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V1.7 Update


Gameplay:
  • Change: In Open and Duel mode lightsabers now use a standardised hilt for hit detection. Hilts with different emitter locations have shorter or longer blades displayed to match the standardised reach.
  • Change: Show a cooldown timer for Droideka deployment.
  • Fix: Speed lunge camera is unlocked.
  • Fix: Wookiees can no longer gain unintended access to wall climb.
  • Fix: Fixed Droidekas not being able to roll up whilst strafing with quick deploy.
  • Fix: Heroes can no longer melee kata during a dash.
  • Fix: Shield Projector 0 works correctly for Droidekas (mainly for Full Authentic).

Game Stats:
  • Feature: Game Stats adds the capacity for game servers to send back statistics for analysis by the development team.
    • No information is gathered from the clients.
    • No personal information about clients is gathered from the servers.
    • More information can be found in the Dev Diary about Game Stats.
  • Important: Servers now require libcurl for Game Stats to run. See Notes for Server Owners below or the Dev Diary for more details.

Friendly Player Indicators:
  • Feature: Reimplemented and extended friendly player indicators (Settings->UI->UI Options 2 or cg_drawFriend) from base. There's a wide range of options to choose, from a base-style icon over friendly players' heads to friendly players' names.

3D Objective Icons:
  • Feature: Added 3D objective help icons (Settings->UI->UI Options 2 or cg_drawSiegeHelp) to display helpful on-screen hints about where the current objectives can be found. These have been added to some of the most played maps and will continue to be added in future releases.
  • Special thanks to Duo for the serverside part of this.

General:
  • Fix: The radarteam key, often used with siege items and objectives, now works properly again. This ensures radar icons can be restricted to specific teams. The key is now also supported with info_siege_radaricon.
  • Fix: Fixed dismemberment not working correctly for NPCs and SBDs, and dismemberment location for players not always corresponding to hit location.
  • Fix: Fixed crash for vehicles with turrets, such as Millenium Falcon on um_xwing.
  • Fix: Don't show charging flash for second dual pistol when in alternate firing mode in first person.
  • Fix: Fixed rare name length buffer overflow.
  • Fix: Show targeting bracket when in fighter vehicles. Minimum range at which this is shown is now controlled by cg_minBracketRange.

Models (Players) (detailed diff):
  • New: Added Cassian Andor's Scarif outfit to Heroes, and restored his Parka outfit due to receiving an optimization pass, ensuring that the model no longer causes crashing.
  • New: Added Anakin Skywalker from TCW.
  • New: Added Obi-Wan Kenobi from Tartakovsky's Clone Wars.
  • New: Added Anakin Skywalker from Tartakovsky's Clone Wars.
  • New: Overhauled the majority of Clone Trooper and ARC Trooper models to have much higher quality versions thanks to AshuraDX, Scerendo, MaceMadunusus, Doughnuts, and swegmaster.
  • New: Additional skins for Clones include:
  • Clone Trooper (No Helmet)
  • Clone Trooper (Default Phase 2)
  • Senate Commando Captain & Commander, and Senate Guard
  • Jek
  • Rys
  • Lieutenant Thire (Phase 1)
  • Coruscant Guard (Phase 1)
  • Commander Stone
  • Riot Trooper
  • Orto Plutonia Security Force
  • Ordinance Disposal
  • Horn Company & Commander Lock
  • Commander Fil's Squad
  • Tango Company (Edge, Havoc, Ox, Pulsar, Scythe, Trap)
  • Green Company (Buzz, Draa, Commander Gree)
  • 104th Battalion (Comet, Sinker, Boost)
  • Mixer
  • Redeye
  • 13th Battalion
  • Commander Doom's Unit
  • Kamino Security
  • Mace's Unit
  • 332nd Battalion
  • Commander Vaughn
  • Utapau Shadow Trooper
  • New: Additional skins for ARCs include:
  • Phase 2 ARC (Default, RGB)
  • Captain Rex (Phase 1)
  • Commander Fil
  • Commander Fox (Phase 1)
  • Commander Wolffe (Phase 1 and Phase 2)
  • Commander Thorne
  • Commander Doom
  • Kamino Officer
  • ARC Shadow Trooper
  • Note: Some models in Clone and ARC's model selection have not been updated yet due to not being finished in time for release.
  • New: Replaced SBD with a new upgraded model by the same creator, along with an overhaul of SBD's animations.
    Animation comparison:
  • New: Additional skins for SBDs include:
  • Mandalorian (TV show depiction)
  • Jetpack (B2-RP)
  • Rocket (B2-RP variant)
  • Training (The Clone Wars)
  • Clone Wars (Tartakovsky's)
  • Blue Grapple (RotS game)
  • Red Grapple (RotS game)
  • Mortar (Galactic Battlegrounds)
  • Beta (Galactic Battlegrounds)
  • Imperial / First Order (original)
  • B1 (original)
  • New: Added Purge Trooper Commander from Jedi: Fallen Order to Commanders.
  • New: Added Galak Fyyar to Commanders.
  • New: Added Geonosian Battledroid to Villain Soldiers.
  • New: Added Dark Vision Rey to Sith.
  • New: Added Palpatine (TRoS) to Sith.
  • New: Added Maul (Cybernetic Legs) to Sith.
  • New: Added Second Sister to Sith.
  • New: Added Sith Assassin and Sith Master from KOTOR II to Sith.
  • New: Added Reborn Force User to Sith.
  • New / Change: Replaced Imperial Scout Trooper model and added three new skins: Captain, Nova Trooper, and Camouflaged.
  • Change: Replaced dark grey Clone Commando with higher quality version (now same model as other commandos).
  • Change: Added Battlefront II (2005) Clone soundpack to Poncho Clone Trooper.
  • Change: Moved RGB Clone Commando skin to ARC class to avoid confusion with Boss ARC skin.
  • Change: Upgraded Shaak Ti with a better model, including better textures, facial and hand movements, and more.
  • Change: Improved various models with optimizations and miscellaneous improvements:
  • Aayla Secura (Lighting adjustments)
  • Agen Kolar (Merged with Eeth Koth's model due to being the same model but with a head texture update)
  • Anakin Skywalker (LODs)
  • Bastila Shan (Improved appearance under lighting, fixed specular)
  • Baze Malbus (Improved LODs, less draw calls)
  • Cassian Andor (Improved LODs, fixed Parka crashing, less draw calls)
  • Chewbacca (Fixed lighting being incorrect on some areas caused by edits in Blender 2.78)
  • Chirruit (Improved LODs, less draw calls)
  • Cin Drallig (Decapitation fixes, updated hips cloth)
  • Coleman Trebor (Lighting adjustments)
  • Darth Sion (Armpit gap fix, decap visibility fixes)
  • Deathtrooper (Improved LODs, less draw calls)
  • Eeth Koth (Lighting adjustments, less draw calls)
  • Kit Fisto (Lighting adjustments)
  • Imperial Officer (Unintended lighting adjustments when porting to JKA skeleton)
  • Imperial Gunner (Decap fixes and lighting adjustments)
  • Jyn Erso (Improved LODs, less draw calls)
  • Mace Windu (Lighting adjustments)
  • Mara Jade (MOTS) (Ported to JKA skeleton)
  • Maul (TCW) (Lighting adjustments)
  • Mandalorian (Lighting adjustments, less shadowed appearance)
  • Nien Nunb (Improved LODs, less draw calls)
  • Obi-Wan Kenobi - TPM and AOTC (Lighting adjustments)
  • Plo Koon (TCW) (Lighting adjustments)
  • Qui-Gon Jinn (Lighting adjustments, better facial animations)
  • Revan (Lighting adjustments)
  • Saesee Tiin (Lighting adjustments, less draw calls)
  • Fix: Missing boot texture on Endor Leia.
  • Remove: Clone skin clonetrooper/visor_rgb is no longer available in Open mode.
Models (Weapons):
  • New: Added more Lightsaber hilts as wanted by the community, hilts added are:
  • Darth Bane (EU)
  • Kento Nion (TFU)
  • Maris Brood (TFU)
  • Rahm Kota (TFU)
  • Second Sister (JFO)
  • Brawn
  • Draconis
  • Justice
  • Nobushi
  • Pride
  • Resolution
  • Shadow
  • Change: Updated most Clone weapons with newer models, listed below:
  • DC-15 Sidearm Blaster: Upgraded model with higher accuracy to Republic Commando's model.
  • DC-15S Blaster Carbine: Upgraded with new model and also now used as Clone Rifle 1's model without blobs.
  • DC-15A Blaster Rifle: Upgraded model for regular version and blob-attachment version.
  • DC-17 Hand Blaster: Now uses canonical model as default, and a 2003 Clone Wars version for specific skins.
  • PLX-1 Portable Missile Launcher: Now uses two models, default is based on BF2 2005's version, second is based on 2003 Clone Wars and used for specific skins.
  • Change: SBD wrist blaster first person model updated to match new player model.
  • Change: SBD grapple blade (FA-only) updated with new models to match SBD grapple skins.
  • Change: Replaced T-21 with a higher quality model.
  • Change: Replaced EE-3 with a higher quality model, and added a dirty variant for ROTJ Boba Fett.
  • Change: Replaced DLT-20A with a higher quality model.
  • Change / Fix: E-5 blaster (cosmetic E-11 replacement for B1 droids) now properly appears in first person and added Grim skin version.

Maps:
  • New: mb2_duel_cargoheist
    • A small duel map originally created for the Jedi Knight Galaxies mod.
  • Change: Configured 3D objective icons for: mb2_boc, mb2_citadel, mb2_commtower, mb2_commtower_classic, mb2_corellia, mb2_deathstar, mb2_dotf, mb2_dotf_classic, mb2_dotf_classicb, mb2_echobase, mb2_enclave, mb2_jeditmple, mb2_jeditemple_classic, mb2_kamino, mb2_lunarbase, mb2_mustafar, mb2_ps_desert, mb2_republiccruiser, mb2_republiccruiser_fastload, mb2_scarif, mb2_smuggler, mb2_starkiller_base, and mb2_tatooine
  • Change: mb2_deathstar
    • Added new route from main hall to Falcon hangar that passes over t-junction and ends in new diagonal room overlooking hangar.
    • Added new side route (must be hacked once from either end) from diagonal overlook room to hangar control room hallway.
    • Added outside door panel for control room closet.
    • Added Conference room from original CMP map version to beginning of new route off of main hall. Doubles as second Rebel spawnpoint.
    • Changed Imperial spawn points to be more spread out across the back of the hangar.
    • Added ladder and gantry lift to Falcon. Added ladder to wall on far end of hangar.
    • Added new tube style elevator going from lower route to Falcon hangar.
    • Flipped Tie hangar direction.
    • Added second door panel to Rebel hack door leading to bridges to combat door hug trolling.
    • Added ceiling beams to garbage chute and other ramp ceilings to discourage force user jump skimming.
    • Removed detention block cells to reduce time wasting.
  • Change: mb2_echobase
    • Added another short pathway / exit from wampa cave to secondary storage.
    • Slightly expanded width of tunnel at the end of the command center route and added cover.
    • Shifted giant cargo outside infirmary exit to give more space and added cover.
    • Replaced minimap with higher quality version.
  • Change: mb2_mygeeto
    • Updated music with higher quality version.
  • Change: mb2_republiccruiser
    • Updated clone corpses to use new models.
  • Change: Tutorials
    • Tutorial 1: Updated models to match new Clone model and weapons.
    • Tutorial 2: Updated to match new open mode UI.
  • Change / Fix: Duel of the Fates
    • mb2_dotf
      • Texture size fix for large door panel.
    • mb2_dotf_classic
      • Main corridor floors and others with the same texture no longer deflect blasters (this restores original behavior).
      • Updated music to correct path.
    • mb2_dotf_classicB
      • Forcefields in forcefield corridor are now always enabled to indicate area is unavailable (cosmetic, no gameplay change).
    • mb2_duel_dotf
      • Updated music with longer remix.
  • Change / Fix: mb2_kamino
    • Updated clone helmets and weapons to use new models.
    • Some minor brush alignment fixes.
  • Change / Fix: mb2_tatooine
    • If a potential datapad location is checked by a player but it did not spawn there, the 3D and radar objective icon will be cleared for that team to indicate nothing important is there.
    • Updated datapad radar icons to match 3D ones (and are team specific now).
    • A few terrain seam fixes.
    • Added missing clipping for some models in the main outdoor area.
  • Fix: mb2_jeditemple
    • More than doubled the number of spawn points for both teams. Lack of spawns may have been the cause of some server crashes.
    • Fixed invisible trim brush in main hall.

Full Authentic:
  • New: Scoreboard now displays the FA character portrait rather than the class icon.
  • Change: Full Authentic menu has more detailed character stats.
  • Change: You can now reverse class selection with mouse 2 or mouse wheel.
  • Change: Flip kick works with any weapon except for rocket launcher.
  • Change: Chain Speed mechanic now operates on a divisor rather than multiplier.
  • Change: Force Power changes:
    • Force Protect now blocks 50% of all incoming damage while active lasts 5 seconds with each rank costing 50/25/10 force, does not stop force from regenerating.
    • Force Absorb now blocks all incoming force regardless of rank lasts 5 seconds with each rank costing 50/25/10 force, does not stop force from regenerating.
    • Force Heal now heals 25 hp instantly costing 50/40/30 force.
  • Change: Minor gameplay adjustments to a few characters in Kamino's FA and the clone captain on Jedi Temple.
  • Change: Updated player models across all FAs based upon open mode changes and additions.
  • Change: Updated clone weapons across all FAs to use new models, and made several override configuration fixes. Also removed many old weapon model variants of the same weapon to standardize on newer high quality versions.
  • Change: Adjusted SBD model scale in FAs to compensate for new model's standard size.
  • Change: Improved quality of voice lines for a few FA characters (Boc, Maw, Qu Rahn, Vrook) and added ones for Dorak and Zhar.
  • Fix: Improved reliability of client side FA weapon overrides.
  • Fix: Droidekas should now show ammo in the HUD properly (WP_BRYAR_PISTOL must be set as its weapon in the MBCH).
  • Fix: Flamethrower weapon shows flames in first person view again.
  • Fix: Disguise only picks models from classes on the opposing team.

Legends:
  • Change: Several characters (mostly lightsaber users) have had their balance altered. Click below for details.
Dark Side Team
  • Vader
    • Max Health increased from 125 to 200
    • Attack Points increased from 110% to 120%
    • Attack Speed decreased from 120% to 100%
    • Block Points increased from 115% to 130%
    • Damage Taken decreased from 100% to 80%
    • Red and Yellow stances added
    • Now has Cortosis 1
    • Now has Shield Recharge
    • Shields reduced from 100 to 50
    • Force Pool increased from 100 to 125
  • Ventress
    • Attack Points decreased from 120% to 115%
    • Attack Speed decreased from 125% to 115%
    • Chain Speed decreased from 150% to 115%
    • Mind Trick increased from 2 to 3
  • Grievous
    • Absorb decreased from 3 to 0
    • Force Block decreased from 2 to 1
    • Pistol increased from 2 to 3
    • Damage Taken from 100% to 90%
    • Health increased from 125 to 150
    • Attack Power increased from 150% to 155%
    • Block Power decreased from 110% to 100%
    • Attack Speed decreased from 125% to 110%
    • Chain Speed decreased from 125% to 90%
    • Movement Speed increased 102% to 103%
    • Force Regen decreased from 170% to 140%
    • Force Pool decreased from 65 to 50
  • Dooku
    • Attack Points increased from 15% to 115% (Was Bugged)
    • Block Points increased from 105% to 110%
    • Attack Speed decreased from 150% to 105%
    • Reduced Chain Speed from 150% to 135%
    • Kowakian Monkey-Lizard
    • Max Health decreased from 100 to 40
    • Speed decreased from 111% to 99%
    • No longer has Tracking Dart
    • Poison Darts increased from 1 to 3
    • Model scale decreased from 60% to 55%
    • Damage Taken increased from 100% to 111%
  • Revan
    • Max Health decreased from 250 to 175
  • Kylo Ren
    • Max Health increased from 80 to 100
    • Force Pool incresed from 80 to 100
    • Auto healing decreased from 3 to 1
    • Damage Taken increased from 80% to 95%
  • Maul
    • Attack Points decreased from 115% to 110%
    • Block Points increased from 80% to 85%
    • Attack Speed increased from 125% to 130%
    • Chain Speed decreased from 150% to 120%
  • Traya
    • Max Health decreased from 100 to 85
    • Block Points increased from 30% to 75%
    • Attack Points increased from 30% to 60%
    • Force Pool increased from 125 to 175
    • Force Regen increased from 100% to 115%
    • Sense increased from 2 to 3
  • Nihilus
    • Max Health increased from 80 to 300
    • Attack Points decreased from 140% to 130%
    • Block Points increased from 100% to 150%
    • Attack Speed decreased from 100% to 80%
    • Chain Speed decreased from 100% to 80%
    • Force Pool increased from 150 to 200
    • Movement Speed decreased from 92% to 85%
    • Defense from 0 to 3
    • Damage Taken decreased from 70% to 60%
    • Removed Blue and Yellow stance
    • Deadly Sense increased from 1 to 3
  • Sidious
    • Health decreased from 100 to 85
    • Force Regen increased from 95% to 120%
    • Force Pool increased from 150 to 200
    • Attack Speed decreased from 125% to 110%
    • Chain Speed decreased from 150% to 110%
  • SBD
    • Class limit from 3 to 8
  • Thrawn
    • Removed Sonic Detonator
    • Removed Sense 1
    • Movement Speed increased from 103% to 108%
    • Damage Given increased from 100% to 108%
  • Tavion
    • Max Health Decreased from 150 to 120
    • Max Force Increased from 140 to 150
  • Kawakian Monkey-Lizard
    • Max Health Decreased from 100 to 40
    • Model Scale Reduced from 0.60 to 0.55
    • Speed Reduced from 1.11 to 0.99
    • Damage Taken increased from 1 to 1.11
Light Side Team
  • Anakin
    • Health increased from 100 to 125
    • Block Points increased from 105% to 110%
    • Attack Points increased from 110% to 115%
    • Attack Speed increased from 100% to 120%
    • Chain Speed decreased from 125% to 120%
    • Jump increased from 2 to 3
    • Deflect increased from 2 to 3
    • Damage Given increased from 100% to 110%
    • Damage Taken decreased from 100% to 90%
  • Obi-wan
    • Health increased from 100 to 125
    • Force pool increased from 100 to 125
    • Force regen increased from 100% to 110%
    • Attack Speed increased from 100% to 115%
    • Damage Given increased from 100% to 105%
    • Damage Taken decreased from 100% to 95%
    • Mindtrick increased from 2 to 3
  • Ahsoka
    • Model scale decreased from 100% to 90%
    • Max Health decreased from 150 to 120
    • Attack Speed increased from 100% to 107%
    • Chain Speed increased from 100% to 107%
    • Movement Speed increased from 105% to 107%
  • Chewbacca
    • Max Health increased from 350 to 425
    • Damage Given increased from 100% to 120%
    • Movement speed decreased from 100% to 95%
  • Ewok
    • Removed Cortosis
    • Model Scale decreased from 75% to 72%
    • Increased force pool from 7 to 40
    • Now has Purple stance
    • Made into class JEDI from HERO (Should allow special moves)
  • K2SO
    • Damage Taken decreased from 100% to 95%
    • Pistol increased from 2 to 3
    • Now has Cortosis rank 1
  • Lando
    • Max Health increased from 80 to 100
    • Max Armor decreased from 100 to 60
    • Made into class HERO from MANDALORIAN
    • Removed Rally
    • Dodge increased from 1 to 3
    • Pistol increased from 2 to 3
    • Damage Given increased from 100% to 120%
    • Movement speed decreased from 118% to 115%
    • Removed Blast Armor
    • Removed Mind Trick Immunity
  • Han
    • Frags increased from 1 to 3
    • Removed Mind Trick Immunity
    • Damage Given increased from 100% to 125%
    • Quick Throw increased from 1 to 2
  • Katarn
    • Now has Heal 2
    • Now has Speed 2
    • Pistol increased from 2 to 3
    • Movement Speed increased from 100% to 110%
  • Rey
    • Max Health decreased from 120 to 100
    • Damage Taken increased from 100% to 105%
    • Now has Auto healing rank 1
  • Visas Marr
    • Max Health increased from 120 to 125
    • Force Pool increased from 110 to 125
    • Force Regen increased from 80% to 105%
    • Defense increased from 2 to 3
    • Now has Drain 2
    • Now has Grip 1
    • Push increased from 2 to 3
    • Sense increased from 2 to 3
  • Quigon
    • Now has Red stance
    • Now has Speed 3
    • Max Health increased from 100 to 150
    • Mindtrick decreased from 2 to 1
    • Attack Speed decreased from 100% to 90%
    • Attack Power increased from 100% to 120%
  • Mace
    • Max Health increased from 100 to 200
    • Force pool increased from 100 to 120
    • Model Scale increased from 100% to 105%
    • Damage Taken decreased from 100% to 90%
  • Yoda
    • Saber length increased by about 7%
    • Max Health increased from 60 to 65
    • Block Points decreased from 90% to 85%

User Interface:
  • Feature: Added an Authentic Saber Button to the hilt select menu. This selects the appropriate hilt(s) and blade color based on selected model and saber styles. Custom models can add their own authentic saber configurations through a saberauth.cfg.
  • Feature: Added a Delete Template button. Note: This currently only works on configurations that use JAMP's default folders for force configs, or MBII Openjk started via launcher. OpenJK configs without redirected homepath will not work.
  • New: Added ability to rotate model in point select screen and main menu by clicking and dragging.
  • New: UI Backend FA specific stats Cvars
    • ui_class_health - Health
    • ui_class_armor - Armor
    • ui_class_speed - Move Speed
    • ui_class_scale - Model Scale
    • ui_class_power - Force Points
    • ui_class_given - Damage Given Modifier
    • ui_class_taken - Damage Taken Modifier
    • ui_class_rof - Rate of Fire
    • ui_class_bp - Block Power
    • ui_class_ap - Attack Power
    • ui_class_cs - Chain Speed
    • ui_class_as - Attack Speed
  • New / Change: Open Mode Class Select Menu (Preview)
    • The Open Mode menu has been updated and now contains 5 main sections.
      • The first section at the top contains the team select buttons.
      • The second section in the middle left contains class select buttons, shows class limits if applicable, and the default/custom model list. This section will also show hilt lists and saber type selection after selecting the hilt button as a Jedi or Sith.
      • The middle section contains all of your points.
      • The right section is split up between various tabs. The first tab you will see when first opening is the model tab, which contains the 3D model viewer, your RGB customization sliders, and health/ammo statistics. The second tab that you can click on contains your build templates. This tab will open by default when clicking your class configuration hotkey. The third tab is only available to Jedi and Sith, and will activate the hilt related menus: Hilt Type Select, Hilt Lists, Saber Color, Authentic Saber Button.
    • Multiple class point menus have been adjusted to show sub abilities or weapon attachments.
    • Ability Info hover icons have been added to every class. When hovering over these icons you can see an info panel pop up on the right. These panels will have videos on that top showing roughly how something works. Below that you will see additional stats and information. However, this is in a barebones state currently. Many abilities do not have info panels, some do not have stats or additional info, and some have incomplete stats (as denoted by x's). We will be continuously filling these out more over upcoming releases but felt it wasn't right to hold even some additional info back from players.
    • Saber style indicator has been updated.
  • New / Change: Duel Mode Class Select Menu
    • Duel menu has been updated similarly to the open mode menu. However, you no longer have to select a class after selecting a team. Selecting a team will automatically select the Jedi or Sith class.
  • New / Change: Full Authentic Class Select Menu (Preview)
    • Full Authentic menu has been updated to house 3 larger panes below the team select.
      • The left pane selects classes and has updated visuals for the stacked class indicator as well as the limit indicator.
      • The middle pane now houses a much larger description area for the selected class information.
      • The right pane contains additional stats/buffs/debuffs for the selected character.
  • Change: Alpha UI has been updated to UI_Preset 2. If you already use Alpha UI it should automatically update you, but if you are updating any UI modifications based on the Alpha UI, you must also update your UI Preset value to 2. If you have any issues, reload the Alpha UI in the settings.
  • Change: Added UI_Class cvar for allowing dynamic menus based on class selected in the UI. Values correspond to order of server class limits configuration (Villain Soldier is 1, Jedi is 6, Droideka 11, etc.).
  • Change: Max loaded .menu files has been increased from 64 to 128.
  • Fix: Alpha UI Vertical Slider RGB Variant has had its shader fixed and should no longer be missing.

Notes for Server Owners

Game Stats for Server Owners

The new Game Stats functionality requires use of a third party library - in this case we are using libcurl to perform the network functionality. If you are a Windows server owner or a player self hosting on Windows then the required library will be provided by launcher in the flavor of libcurl.dll. For Linux server owners (and anyone self hosting on linux via OpenJK) you will need to install the i386 version of curl in order to start a game.

For Recent Ubuntu/Debian systems:
Code:
sudo apt-get install curl:i386

For Older Ubuntu (At least 16.04 and Prior)/Debian
Code:
sudo apt-get install libcurl3:i386

For CentOS systems:
Code:
sudo yum install libcurl.i686

If this library is not available the following errors will appear in the console output:
Code:
Sys_LoadDll(<homepath>/GameData/MBIITest/jampgamei386.so) failed: "libcurl.so.4: cannot open shared object file: No such file or directory"
Sys_LoadDll(<executable>/MBII/jampgamei386.so) failed: "<executable>/MBII/jampgamei386.so: cannot open shared object file: Not a directory"
Sys_Error: Sys_LoadDll (jampgame) failed dlopen() completely!

Cvar Changes for Server Owners:
Due to the MAX_GAMESTATE_CHARS error, we have had to rework several server info variables to stay under the limit.
Please update your server configs this patch and take particular note of the following variables:
  • Remove: Removed g_HideHUDFromSpecs, g_noSpecMove, g_FullSpecTalkToPlayers and g_spectateTeamOnly.
  • New: Implemented g_competitive with the following bitwise values, add the values together for the ones you want enabled:
    Code:
    1 "Hide HUD From Specs"
    2 "No Spec Move"
    4 "Disallow spectators to talk to Clients"
    8 "Spectate Friendly Team Only"
    16 "Hide Enemy Team Class Icons On Scoreboard"
    32 "No Friendly Player Indicators"
  • Change: Renamed several TK variables:
    Code:
    g_TKPointsSpecCount -> TK_Spec
    g_TKPointsKickCount -> TK_Kick
    g_TKPointsRemovedPerRound -> TK_RemovedPerRound
    g_TKPointsForgiveAfterRounds -> TK_ForgiveAfterRounds
    g_TKPointsMinorFriendly -> TK_MinorFriendly
    g_TKPointsTempBanForRounds -> TK_TempBanForRounds

Changed Files ( Manual / Server Downloads )
Code:
--GameData
libcurl.dll
--MBII
03_MovieGameMappack.pk3
FAMBModels.pk3
MBAssets.pk3
MBAssets2.pk3
MBAssets3.pk3
MBAssets4.pk3
MBHilts.pk3
MBVideos.pk3
mb2_cmp_assets2.pk3
mb2_cmp_assets3.pk3
mb2_deathstar.pk3
mb2_dotf.pk3
mb2_echobase.pk3
mb2_enclave.pk3
mb2_jeditemple.pk3
mb2_kamino.pk3
mb2_mygeeto.pk3
mb2_pb_assets2.pk3
mb2_republiccruiser.pk3
mb2_scarif.pk3
mb2_smuggler.pk3
mb2_tatooine.pk3
mb2_tutorial.pk3
mb2_um_assets2.pk3
mb2_um_assets3.pk3
mb2_um_assets4.pk3
z_MB_BaseAssets.pk3
zz_MBModels.pk3
zz_MBModels2.pk3
zz_MBModels3.pk3
zz_MBModels4.pk3
MBII.pk3
MBII_Mac.pk3
cgamei386.so
jampgamei386.so
jampgamei386.nopp.so
uii386.so
MBII Maps-Models Credits.txt
MBII Readme.zip
server_config_default.cfg


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
 
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ui just takes getting used to i used it in beta 10 times and felt ok already. i did notice the points not applying today dunno if thats related to the graphical changes

i like the deathstar changes but they could easily be better with small tweaks. e.g. conference room having 2 exits into main is just gonna force the chokepoint further down the corridor instead of breaking it up since imps can easily get there in time to cover both entrances to the flank route through conference room. if one of the exits was moved to tie fighter hangar it would be 100x more effective at forcing the imps to spread themselves thinner

echobase changes are gonna have 0 impact on gameplay, the main corridor chokepoint unflankable stalemate 10v10 shootout around corner mexican standoff fuckery is still gonna be the worst area in video gaming history
 

Defiant

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Just added a small note to the main post about Ubuntu systems of atleast 16.04 and earlier and the required package for libcurl.
 

MaceMadunusus

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My main feels about the UI. More unnecessary steps to view things that you could view before, thus taking more leaps through loops and more time to get into the game, when sometimes you have to hurry to select something fast to make it in before the round starts.

Like spaghetti said, its overall faster (less clicks) or the same (same amount of clicks) and it has to not switch to a secondary menu set that sometimes doesnt pop up and you manually have to hit class config. Overall should be faster, just need time to get used to the new layout a bit so your muscle memory becomes used to it like it was the old one.

- Not a fan of new class menu. Character model tab takes a while in Duel mode to scroll when I have 50+ models. Previously it was quicker. Menu looks more cluttered. I liked it more when there was a difference in size of model tab depending on a mode you were in. Previously in Duel mode model screen took half of the screen and now it takes 1/5. What is nice is that I can see 8 more skins in Open. Also, I dislike that icons are smaller now.

I might add the ability to change the icon size in the menu, but didn't have time before release. These icons are the same width as the old jedi/sith icons, but adjusted in size vertically to actually be square and not squished like intended (so actually slightly bigger compared to last release jedi/sith icons).

However, there not being 50+ models is just going to be something we have to live with. Scrolling a little bit is not that big of a deal, and the complaint about it is very lazy. However from a development/back end standpoint, doing it this way is much easier for everyone including those making modded menus. This makes sure things are standardized across modes, that the same modular file can be used, there isnt special versions or dependencies, etc. You don't need to change models that often.

- Please bring back number to hilt color slider. Kinda hard to know if I am on color I want or not. For example previously 0.16 was yellow and I used 0.13 frequently. Now I'm not sure if I'm using correct color. Also, without number I don't know how much I'm adjusting hilt color.

Can do.

- Hilt's blade extends onto builds/model/hilts buttons. It should end slightly before buttons.

Would result in a weird hard line cutoff that doesn't end at an obvious menu cut off like the top section. I wanted to fade the blade but that isnt currently possible, so this is the only solution right now.

UI class menu selection is a total mess. I have to put my points manually each time to be sure they take effect as clicking the pre-defined build don't work very often. Why change something that required no change at all? Unreal you finally got deka bug sorted though, good job there. I also feel as if my fps improved slighty.

Were working on the class selection bugs. I swear I fixed every issue I found, and I stopped having class selection bugs a long time ago. Even though we've found some client 0 related issues post patch, I was mostly client 0 and not really experiencing them anymore. Not sure what you guys are doing that is different from all the testing I did.

However, it definitely needed a change. Many new players, especially before the tutorial, were confused as to how to properly set their class information because sometimes the second menu did not like to pop up, or was delayed from popping up till the start of next round so that they wouldn't have time to look at things and would just be thrust into it. This solves that and many other issues, like allowing you to more easily change your model when hitting the class config key rather than having to go through escape menu.

ui just takes getting used to i used it in beta 10 times and felt ok already. i did notice the points not applying today dunno if thats related to the graphical changes

Initial versions of the UI had some errors into it, mostly being related to being started pre 1.6 menu and backend changes. I removed a lot of the extra bloat and stuff that solved most of the issues for me. So most if not all of the UI related issues should have been fixed unless I missed something which is possible. However, so far its seeming like an exacerbation of already existing issues that might partially be because of some additional back end changes this release. Still investigating though but I went over the UI itself with a fine tooth comb idk how many times.

Some bugs are due to people making bad mods that overwrite the official menus, rather than using their own layouts. Found a few mods while talking to people playing that were doing things like that and interfering, causing issues with the new menu.
 
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sometimes loadouts don't get applied for the round and this happens more frequently than before the patch, several glitches with loadouts such as not getting any weapons, losing random force powers even after reapplying points, some saved class configs are invisible in the selection list, sometimes saved class configs don't apply points properly (missing loadout during round), and my 3D model in the class selection screen is a broken texture and won't change when I choose a new model. Also quite a few microfreezes with several players freezing for a second at the same time in game? seems to happen more than before the patch too

Also is it just me or is there no 'apply' button on the class config point window (the transparent keybind one)? This makes it really awkward to change points quickly before a round, and it feels a lot harder to quickly change class and points in the pre-round but this might be because I'm not used to it yet. Let's say I want to change to a different jedi class config, I choose jedi and click my config and click OK, this is the majority of my pre-round time, and then the loadout sometimes doesn't work and I get nothing/missing force powers/what I chose last round.

new SBD models look amazing
 
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overall pretty neat new features, the nameplates and stuff are awesome. looking forward to some balance changes based on data collection.

seems a lot are having bugs with picking points, i've experienced this too and even gotten a load out with nothing at all, not even a pistol.
 

MaceMadunusus

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Also is it just me or is there no 'apply' button on the class config point window (the transparent keybind one)?

This tells me a lot of your issues are due to modded client. Whatever mod you have overwrote the main menu while possibly keeping point menus intact.

This results in the value of ui_preset not being updated. Mods based on new ui need to be based on a ui_preset value of 2 as noted in the changelog. You can reload the game without the mod, or enter /ui_preset 2 in console to fix.
 
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This tells me a lot of your issues are due to modded client. Whatever mod you have overwrote the main menu while possibly keeping point menus intact.

This results in the value of ui_preset not being updated. Mods based on new ui need to be based on a ui_preset value of 2 as noted in the changelog. You can reload the game without the mod, or enter /ui_preset 2 in console to fix.
I only use the new Penekepack 2.0, might be the problem. /ui_preset is set to 2 in game, will test without penekepack cheers
 

Duckshark

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1598811729657.png

Fr tho great job devs, loving the new skins, as long as classbugs/joinbugs get fixed soon.

New deathstar is amazing, and i think the bit about having 2 doors in main is somewhat negated by the fact that a couple nades clears out the conference room pretty quickly, or if you have mobility you can arc roll, dash, dodge, or jedi speed from the foremost boxes in main into the 2nd door to break behind the campers or surprise them, so imps have to either give up the conference room or fight 2 fronts.

Tempest patch Soon™?
 

MaceMadunusus

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People keep getting lots of class bug issues, even deleting all our builds and the default ones isn't working. Happens randomly and the game is kinda unplayable right now for alot of people

Were working on them. I posted a speculative fix on discord that people can try, so long as they remove it when the hotfix goes live. Its only a fix for one of the bugs, but should help.

If people want to avoid it for now, just be sure to click a point menu button or a model after selecting a template because that forces a userinfo update.
 
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the new ui for class selection is so strange and alien compared to the old one that i didnt understand what i was looking at the first time i opened it up

this is my only complaint about this patch besides it still not being good enough to bring back all the people who used to play :c

besides that of course some of the new models are just weird in some ways, the most notable example i can think of rn is the kotor sith assassin having both ingame taunts, and sounds taken from the reborn and put under a muffle filter in audacity, not to mention the terribly done rigging on his waistskirt that causes it to stretch wider than the texture was meant to anytime he so much as moves his legs/waist.

otherwise ok

except for the deathstar changes they are seemingly arbitrary and god awful.
 
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So, after some extensive playing with the UI and deathstar map I am going to echo a lot of what is being said.

- The UI build configuration feels like it takes longer for the main reason that when you select your model, it shows you the model instead of taking you straight to your build upon class selection like the previous one did. I don't really care what the model looks like while I am trying to get into the game. During the build setup time, getting us to our points and presets should be priority over fashion. While the intention may have been to make everything more concise and faster, it seems like just setting up is unnecessarily longer. Personally, I am more of a "if it ain't broke, don't fix it." The UI was fine before and should have been left the same minus adding the delete button.
- On the UI, the medium saber stance looks flipped when choosing between yellow, duals, staff. Referring to the little icons that light up in comparison to fast and strong stances.
- Looks like a hotfix was pushed out this morning and i didnt experience any class bugs, so thanks for that.
- I've seen a lot of complaints regarding the reb conference room spawn on deathstar, but I feel like that has way more to do with sith camping it with lightning 3 than it does with the spawn itself. Rebs just dont really have anywhere to move if imperials are in there. People were camping tie fighter as well prior to the change, but it was far less accessible since its so far away from the objective. There's definitely more avenues to flank imperials leading to rebs winning more rounds. My only suggestion would be to remove the first door on the reb side of the conference room in main and create a path from tie to the conference room. Then, you could probably move the reb spawn back to tie and still give rebs an avenue to go a different path that isn't main and access to the comm room. Don't know, just throwing ideas out there.
 

Spaghetti

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- The UI build configuration feels like it takes longer for the main reason that when you select your model, it shows you the model instead of taking you straight to your build upon class selection like the previous one did. I don't really care what the model looks like while I am trying to get into the game.
It's the same number of clicks at worst (as discussed in this poorly named thread) and fewer for many common operations. Remember you no longer have to click okay to lock in team/class/model before even setting points. Also mentioned in that thread is it is possible it will be made an option to have build templates instead of model viewer as the default shown, so that would guarantee fewer clicks. But again, worst case you're breaking even right now (once you retrain muscle memory anyway).

- I've seen a lot of complaints regarding the reb conference room spawn on deathstar, but I feel like that has way more to do with sith camping it with lightning 3 than it does with the spawn itself. Rebs just dont really have anywhere to move if imperials are in there. People were camping tie fighter as well prior to the change, but it was far less accessible since its so far away from the objective. There's definitely more avenues to flank imperials leading to rebs winning more rounds. My only suggestion would be to remove the first door on the reb side of the conference room in main and create a path from tie to the conference room. Then, you could probably move the reb spawn back to tie and still give rebs an avenue to go a different path that isn't main and access to the comm room. Don't know, just throwing ideas out there.
I think the amount of complaints will go down now that the spawns do not move until later in the round (precisely, an attacker has to enter hangar / start of control room route from main junction, or reach the end of the lower route where you choose between the two lifts). A version of the idea to have a route from Tie hangar to conference room and leave spawns there was actually tested in one of the beta builds. I can't remember exactly why Lindsey nixed that, but it's possible that could return. Alternately a protected spawn that connects to the conference room area. Need to give it more time though to see if more change is really necessary. People are still getting used to the current changes.
 
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