Moviebattles II V1.9 Released

iwCSA26.png

V1.9 Update
General
  • New / Change: Created supplemental setting save system for JAMP engine clients to work around engine issues with parsing large config files. This will allow more freedom to add settings in future development. JAMP users should take note of these changes:
    • Most MBII-specific cvars will now be saved to extra config files named jampconfig_ext_[module].cfg. The modules are ui, cgame, and game. Like jampconfig.cfg these are stored in the MBII folder.
    • Existing saved settings in jampconfig.cfg cannot be cleared due to engine limitations. This means the file may still exceed the maximum size (16KB) and reset depending on usage. This should only happen once, after which the new config will be much smaller. JAMP users should backup their config (or just the key bindings at the top of the file) so if a reset occurs, bindings can be restored.
  • Change: Some settings for the anti-teamkill system are now restricted in range to prevent it being effectively disabled. This restriction does not apply if the server is passworded or the map is loaded with cheats enabled. The new limits are:
    • TK_Spec: 750 or less
    • TK_Kick: 1000 or less
    • TK_RemovePerRound: 100 or less
    • TK_TempBanForRounds: 2 or more
  • Change: Score values have been updated.
    • Team Primary Objective Win score (including time win) granted to all players on a team has been increased from 8 points to 25
    • Team Secondary Objective score granted to all players based on number of secondary objectives completed (and present in a map) on a win has increased from 4 to 10 points
    • User primary objective completion score has been increased from 12 to 25. This value adds on top of team primary objective scores.
    • User secondary objective completion score has been increased from 6 to 20.
  • Fix: Physics for non-droideka vehicles will now behave more like base. This fixes long standing issues with swoops scraping the ground and fighters being unable to fly down after touching terrain.​

Capture the Flag
  • Feature: Capture The Flag
    • Capture The Flag has two variants. 2 flag and 1 flag.
      • 2 flag is like traditional CTF. Capture the enemy flag and take it back to your base.
      • 1 flag has a neutral flag placed in a central location, that you need to take to the enemy base to capture.
    • CTF Rounds last up to 12 minutes depending on the level settings with a default flag capture limit of 3 (controlled by cvar flaglimit). If time is up and the score is even, the game will enter a 1 minute "Overtime". The overtime will end once the minute is up or one of the teams scores.
    • Once the round is over, teams will swap sides of the map if g_CTFSpawnRotation is enabled.
    • A new server cvar g_classlimitsCTF dictates class limits for CTF maps. By default, Droidekas are limited to 2.
    • CTF has a new respawning system. Instead of having a limited number of lives in a round there are now "infinite" lives. However, respawns are no longer instant, and each class has a respawn timer. Reinforcement point count is also taken into consideration.
      • Baseline respawn times:
        • 1 Life Classes: 42 Seconds
        • 2 Life Classes: 24 Seconds
        • 3 Life Classes: 10 Seconds
        • Changing class: 50 seconds
      • On low population servers the respawn times above will be halved until there are more than 8 in-game players. Respawn time will then scale up until the maximum time is reached at 16 players.
      • In Full Authentic / Legends mode, the system works the same until a class has more than 2 extra lives. Every extra life beyond 2 reduces the respawn timer by 2 seconds until instant. FA authors may also use the new MBCH key respawnCustomTime to simply specify a maximum respawn time.
    • Anti-teamkill system:
      • Due to generally longer round times and respawns, teamkill points are reduced after enough time without teamkilling has passed instead of after a certain number of rounds. This interval is based on existing cvar TK_ForgiveAfterRounds, which here determines the interval in minutes when TK_RemovePerRound is applied (every 2 minutes / 50 removed by default).
      • If you surpass the "kill" TK threshold, you will be executed and given a much longer multiple-minute respawn timer.
    • Flag Carrying Restrictions: Certain abilities cannot be used while carrying the flag, and will drop the flag on use.
      • Force Speed
      • Force Mind Trick
      • Jetpack
      • Droideka Roll
      • Wookiee Rage.
    • Flag Carrying Debuffs: Certain abilities get debuffs when used while carrying the flag
      • Force Jump - Drains more while using jump. (2.5x)
      • Running - Movement speed is reduced by 10% while running.
    • When a flag is dropped, it cannot be instantly returned by its team and will have to be recaptured. To recapture it you must stand within the capture area around the flag for 5 seconds. The flag will automatically return to its base if untouched for 30 seconds.
    • Each flag and base has a 3D Objective icon and radar icon to indicate location. If a flag is stolen, the team it was stolen from will see the location icons flash on the screen periodically.
    • CTF Has some specific score values for doing tasks.
      • Scoring the flag will give you 50 points
      • Picking up the flag will grant you 4 points
      • Killing the enemy flag carrier will give you 20 points
      • Killing someone who damages your flag carrier within 8 seconds of them doing so, will grant you 8 points
      • Killing someone within a 1000 unit radius of your flags base point will grant you a defense point bonus of 8 points.
      • Killing someone within 1000 units of your flag carrier will grant you a defense point bonus of 6 points.

UI
  • New: Added option to reduce opacity of siege objective help icons (cg_helpIconOpacity / Settings > UI > UI Options 2).
  • Change: Team Overlay now indicates if an ally is carrying a flag and dead allies will be shown with their respawn timer (if there are not enough living players to display).
  • Change: Updated flag status indicator icons and position. Flags also contain the team's faction symbol (based on map's .siege).
  • Change: Round timer and other nearby HUD elements are now hidden when Join menus are open.
  • Change / Fix: Scoreboard - Part 1
    • Updated style to match the current UI.
    • Adjusted layout of teams summary section at the top and added total alive and total lives counts (based on reinforcements).
    • Added assists to the main scoreboard and some column headers now use icons to save horizontal space.
    • Added score, rounds, kills, and deaths to the personal player stats at the bottom.
    • Team player counts will update immediately if a dead player swaps teams, instead of only when the next round begins.
    • Dead players will now be grayed out in the scoreboard, rather than showing "DEAD" in the lives section.
    • The ready symbol during intermission is now a checkmark instead of an "R"
    • Ping now colors its value based on your ping to make it more clear if you have a good or bad ping.
    • Raised chat height when in scoreboard to match new UI.
    • Your spectator player name will no longer show things like score, KDA and will now only show ping and your name to save space.
    • Alternating player rows will now have a darker background to make it slightly easier to read.
    • Teams now have total score values at the bottom of the scoreboard for score, kills, deaths, and assists.
    • More changes will be coming later, including a better breakdown of your own individual point score in the lower section.
  • Change: Added and updated several tips for the loading screen.
  • Fix: The directional arrows in the bar indicating capture zone capture progress should display properly now.
  • Fix: Map delay timers without a message will display with the correct position and reduced background size.
  • Fix: A join bug that could be triggered by switching to spectator then opening the class config menu directly via bind, without selecting a team again, should be resolved.

Models
  • New: Added Female TIE Pilot to Imperial Soldiers.
  • New: Added Azanti Zhug to Bounty Hunters. (KOTOR II / Nar Shadda FA)
  • Change: Added a few new voicelines for Grievous. Updated action sounds.
  • Change: Added a few new voicelines for Exar Kun.
  • Change: Upgraded quality of some Gamorrean lines.
  • Change: Spiced up B1 Battledroid soundsets from Battlefront (2004), RotS video game and more. (Special thanks to Cooling)
  • Fix: Final UV tweaks on the recent alien squad skins.
  • Fix: Cleaned up all stormie related sounds from clonetrooper soundsets, thus made them more consistent.

Maps
  • New: 2 Flag CTF Backstreets
  • New: 1 & 2 Flag CTF Deathstar
  • New: 2 Flag CTF Eravana
  • New: 2 Flag CTF Imperial Garrison
  • New: 1 Flag CTF Jedi Temple
  • New: 1 & 2 Flag CTF Scarif
  • New: 1 Flag CTF Star Destroyer
  • New: 2 Flag CTF Theed Assault
  • New: 2 Flag CTF Tusken Campsite
  • New: 2 Flag CTF Yavin Temple
  • New / Change / Fix: mb2_snowfacility
    • Migrated from the CMP.
    • Added minimap and 3D objective icons.
    • Many visual fixes, clipping improvements, and some optimization.
    • Defender spawns move back to the objective when attackers enter the generator room or command center.
    • Attacker spawns move up to the outdoor area when the secondary objective is completed.
    • Increased size of secondary objective so it is easier to shoot.
  • Change: mb2_theed
    • Central service route no longer on timer and exit door is one-way.
  • Fix: mb2_echobase
    • Corrected a lighting issue introduced in the map's previous update.
  • Fix: mb2_duel_tusken
    • Fix missing model textures
    • Added target_locations.
  • Fix: mb2_sdestroyer
    • Minimap, Obj screen updates.
    • Fix lighting on tie bomber.
    • Fix some texture alignments.
    • Fix some duplicate brushes in imp spawn.
    • AI Upscaled the skybox images.
CMP
  • New / Change: 2 Flag CTF Ascension
    • Several fixes to FA character and weapon visuals.
  • Change / Fix: mb2_cmp_duel_calodan
    • Increased the height of the ceiling
    • Adjusted the terrain so it is easier to get out of the water
    • Increased map FPS by making it so the water no longer reflects everything
  • Change / Fix: mb2_cmp_hotel
    • Mon Mothma now has team affinity so teamkilling generates TK points.
    • Fixed Leia FA model skin.
  • Change / Fix: mb2_cmp_narshaddaa
    • Main and Swoop area open 10 seconds after a console has been hacked but Garage door opens instantly.
    • Added a turret under the Ebon Hawk to protect the final objective.
    • Added 4 second delay to open Promenade doors (to prevent defenders being rocketed at spawn).
    • Pit ventilation/jump pads now starts 15 seconds after attackers enter the main area.
  • Change: mb2_cmp_raxus
    • Added minimap and 3D objective icons.
  • Remove: mb2_cmp_snowfacility
uMad
  • New: 2 Flag CTF Rift
  • New / Change: 2 Flag CTF Ocean Temple
  • New / Change: 2 Flag CTF Medievil
  • New / Change: 2 Flag CTF Bespin
    • Added spawn rooms to both sides.
  • New / Change: 2 Flag CTF Coruscant
    • Added spawn rooms to both sides.
    • Clipped sections of the map that are not accessible by all classes.
  • New / Change: 2 Flag CTF Nar Shaddaa
    • Added spawn rooms to both sides.
  • Change / Fix: uM Bespin / Bespin Night / Bespin Tournament
    • Fixed skybox seams
    • Removed various entities to help with map stability for when the player count exceeds 20
    • Simplified the brush work of the new building and flower pots to increase map FPS
    • The Yavin secret area has been expanded and renamed to, "The Grove"
  • Remove: um_gib_imperial
MGMP
  • New: 2 Flag CTF Halo Beaver Creek
Cumulative Map Name Changes
Note: Single flag CTF maps use the prefix PTF (plant the flag).
Code:
--Added
mb2_ctf_backstreets
mb2_ctf_deathstar
mb2_ctf_eravana
mb2_ctf_imperial
mb2_ctf_scarif
mb2_ctf_theed
mb2_ctf_tusken
mb2_ctf_yavin
mb2_ptf_deathstar
mb2_ptf_jeditemple
mb2_ptf_scarif
mb2_ptf_sdestroyer
mb2_snowfacility
mb2_cmp_ctf_ascension
um_ctf_medievil
um_ctf_rift
halo_ctf_bc
--Removed
mb2_cmp_ascension
mb2_cmp_snowfacility
um_gib_imperial
um_medievil

Changed Files ( Manual / Server Downloads )
Code:
--MBII
01_MovieGameMappack.pk3
03_MovieGameMappack.pk3
cgamei386.so
FAMBModels.pk3
jampgamei386.nopp.so
jampgamei386.so
MB_Effects.pk3
mb2_cmp_assets.pk3
mb2_cmp_assets2.pk3
mb2_cmp_assets3.pk3
mb2_deathstar.pk3
mb2_echobase.pk3
mb2_eravana.pk3
mb2_jeditemple.pk3
mb2_republiccruiser.pk3
mb2_scarif.pk3
mb2_sdestroyer.pk3
mb2_tatooine.pk3
mb2_theed.pk3
mb2_um_assets.pk3
mb2_um_assets2.pk3
mb2_um_assets3.pk3
mb2_um_assets4.pk3
mb2_yavinassault.pk3
MBAssets.pk3
MBAssets2.pk3
MBAssets3.pk3
MBAssets4.pk3
MBII Maps-Models Credits.txt
mb2_cmp Map List.txt
03_MovieGameMappack Map List.txt
MBII.pk3
MBII_Mac.pk3
uii386.so
zz_MBModels.pk3
zz_MBModels2.pk3
zz_MBModels3.pk3
zz_MBModels4.pk3
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.
 
Posts
146
Likes
125
iwCSA26.png

V1.9 Update
General
  • New / Change: Created supplemental setting save system for JAMP engine clients to work around engine issues with parsing large config files. This will allow more freedom to add settings in future development. JAMP users should take note of these changes:
    • Most MBII-specific cvars will now be saved to extra config files named jampconfig_ext_[module].cfg. The modules are ui, cgame, and game. Like jampconfig.cfg these are stored in the MBII folder.
    • Existing saved settings in jampconfig.cfg cannot be cleared due to engine limitations. This means the file may still exceed the maximum size (16KB) and reset depending on usage. This should only happen once, after which the new config will be much smaller. JAMP users should backup their config (or just the key bindings at the top of the file) so if a reset occurs, bindings can be restored.
  • Change: Some settings for the anti-teamkill system are now restricted in range to prevent it being effectively disabled. This restriction does not apply if the server is passworded or the map is loaded with cheats enabled. The new limits are:
    • TK_Spec: 750 or less
    • TK_Kick: 1000 or less
    • TK_RemovePerRound: 100 or less
    • TK_TempBanForRounds: 2 or more
  • Change: Score values have been updated.
    • Team Primary Objective Win score (including time win) granted to all players on a team has been increased from 8 points to 25
    • Team Secondary Objective score granted to all players based on number of secondary objectives completed (and present in a map) on a win has increased from 4 to 10 points
    • User primary objective completion score has been increased from 12 to 25. This value adds on top of team primary objective scores.
    • User secondary objective completion score has been increased from 6 to 20.
  • Fix: Physics for non-droideka vehicles will now behave more like base. This fixes long standing issues with swoops scraping the ground and fighters being unable to fly down after touching terrain.​

Capture the Flag
  • Feature: Capture The Flag
    • Capture The Flag has two variants. 2 flag and 1 flag.
      • 2 flag is like traditional CTF. Capture the enemy flag and take it back to your base.
      • 1 flag has a neutral flag placed in a central location, that you need to take to the enemy base to capture.
    • CTF Rounds last up to 12 minutes depending on the level settings with a default flag capture limit of 3 (controlled by cvar flaglimit). If time is up and the score is even, the game will enter a 1 minute "Overtime". The overtime will end once the minute is up or one of the teams scores.
    • Once the round is over, teams will swap sides of the map if g_CTFSpawnRotation is enabled.
    • A new server cvar g_classlimitsCTF dictates class limits for CTF maps. By default, Droidekas are limited to 2.
    • CTF has a new respawning system. Instead of having a limited number of lives in a round there are now "infinite" lives. However, respawns are no longer instant, and each class has a respawn timer. Reinforcement point count is also taken into consideration.
      • Baseline respawn times:
        • 1 Life Classes: 42 Seconds
        • 2 Life Classes: 24 Seconds
        • 3 Life Classes: 10 Seconds
        • Changing class: 50 seconds
      • On low population servers the respawn times above will be halved until there are more than 8 in-game players. Respawn time will then scale up until the maximum time is reached at 16 players.
      • In Full Authentic / Legends mode, the system works the same until a class has more than 2 extra lives. Every extra life beyond 2 reduces the respawn timer by 2 seconds until instant. FA authors may also use the new MBCH key respawnCustomTime to simply specify a maximum respawn time.
    • Anti-teamkill system:
      • Due to generally longer round times and respawns, teamkill points are reduced after enough time without teamkilling has passed instead of after a certain number of rounds. This interval is based on existing cvar TK_ForgiveAfterRounds, which here determines the interval in minutes when TK_RemovePerRound is applied (every 2 minutes / 50 removed by default).
      • If you surpass the "kill" TK threshold, you will be executed and given a much longer multiple-minute respawn timer.
    • Flag Carrying Restrictions: Certain abilities cannot be used while carrying the flag, and will drop the flag on use.
      • Force Speed
      • Force Mind Trick
      • Jetpack
      • Droideka Roll
      • Wookiee Rage.
    • Flag Carrying Debuffs: Certain abilities get debuffs when used while carrying the flag
      • Force Jump - Drains more while using jump. (2.5x)
      • Running - Movement speed is reduced by 10% while running.
    • When a flag is dropped, it cannot be instantly returned by its team and will have to be recaptured. To recapture it you must stand within the capture area around the flag for 5 seconds. The flag will automatically return to its base if untouched for 30 seconds.
    • Each flag and base has a 3D Objective icon and radar icon to indicate location. If a flag is stolen, the team it was stolen from will see the location icons flash on the screen periodically.
    • CTF Has some specific score values for doing tasks.
      • Scoring the flag will give you 50 points
      • Picking up the flag will grant you 4 points
      • Killing the enemy flag carrier will give you 20 points
      • Killing someone who damages your flag carrier within 8 seconds of them doing so, will grant you 8 points
      • Killing someone within a 1000 unit radius of your flags base point will grant you a defense point bonus of 8 points.
      • Killing someone within 1000 units of your flag carrier will grant you a defense point bonus of 6 points.

UI
  • New: Added option to reduce opacity of siege objective help icons (cg_helpIconOpacity / Settings > UI > UI Options 2).
  • Change: Team Overlay now indicates if an ally is carrying a flag and dead allies will be shown with their respawn timer (if there are not enough living players to display).
  • Change: Updated flag status indicator icons and position. Flags also contain the team's faction symbol (based on map's .siege).
  • Change: Round timer and other nearby HUD elements are now hidden when Join menus are open.
  • Change / Fix: Scoreboard - Part 1
    • Updated style to match the current UI.
    • Adjusted layout of teams summary section at the top and added total alive and total lives counts (based on reinforcements).
    • Added assists to the main scoreboard and some column headers now use icons to save horizontal space.
    • Added score, rounds, kills, and deaths to the personal player stats at the bottom.
    • Team player counts will update immediately if a dead player swaps teams, instead of only when the next round begins.
    • Dead players will now be grayed out in the scoreboard, rather than showing "DEAD" in the lives section.
    • The ready symbol during intermission is now a checkmark instead of an "R"
    • Ping now colors its value based on your ping to make it more clear if you have a good or bad ping.
    • Raised chat height when in scoreboard to match new UI.
    • Your spectator player name will no longer show things like score, KDA and will now only show ping and your name to save space.
    • Alternating player rows will now have a darker background to make it slightly easier to read.
    • Teams now have total score values at the bottom of the scoreboard for score, kills, deaths, and assists.
    • More changes will be coming later, including a better breakdown of your own individual point score in the lower section.
  • Change: Added and updated several tips for the loading screen.
  • Fix: The directional arrows in the bar indicating capture zone capture progress should display properly now.
  • Fix: Map delay timers without a message will display with the correct position and reduced background size.
  • Fix: A join bug that could be triggered by switching to spectator then opening the class config menu directly via bind, without selecting a team again, should be resolved.

Models
  • New: Added Female TIE Pilot to Imperial Soldiers.
  • New: Added Azanti Zhug to Bounty Hunters. (KOTOR II / Nar Shadda FA)
  • Change: Added a few new voicelines for Grievous. Updated action sounds.
  • Change: Added a few new voicelines for Exar Kun.
  • Change: Upgraded quality of some Gamorrean lines.
  • Change: Spiced up B1 Battledroid soundsets from Battlefront (2004), RotS video game and more. (Special thanks to Cooling)
  • Fix: Final UV tweaks on the recent alien squad skins.
  • Fix: Cleaned up all stormie related sounds from clonetrooper soundsets, thus made them more consistent.

Maps
  • New: 2 Flag CTF Backstreets
  • New: 1 & 2 Flag CTF Deathstar
  • New: 2 Flag CTF Eravana
  • New: 2 Flag CTF Imperial Garrison
  • New: 1 Flag CTF Jedi Temple
  • New: 1 & 2 Flag CTF Scarif
  • New: 1 Flag CTF Star Destroyer
  • New: 2 Flag CTF Theed Assault
  • New: 2 Flag CTF Tusken Campsite
  • New: 2 Flag CTF Yavin Temple
  • New / Change / Fix: mb2_snowfacility
    • Migrated from the CMP.
    • Added minimap and 3D objective icons.
    • Many visual fixes, clipping improvements, and some optimization.
    • Defender spawns move back to the objective when attackers enter the generator room or command center.
    • Attacker spawns move up to the outdoor area when the secondary objective is completed.
    • Increased size of secondary objective so it is easier to shoot.
  • Change: mb2_theed
    • Central service route no longer on timer and exit door is one-way.
  • Fix: mb2_echobase
    • Corrected a lighting issue introduced in the map's previous update.
  • Fix: mb2_duel_tusken
    • Fix missing model textures
    • Added target_locations.
  • Fix: mb2_sdestroyer
    • Minimap, Obj screen updates.
    • Fix lighting on tie bomber.
    • Fix some texture alignments.
    • Fix some duplicate brushes in imp spawn.
    • AI Upscaled the skybox images.
CMP
  • New / Change: 2 Flag CTF Ascension
    • Several fixes to FA character and weapon visuals.
  • Change / Fix: mb2_cmp_duel_calodan
    • Increased the height of the ceiling
    • Adjusted the terrain so it is easier to get out of the water
    • Increased map FPS by making it so the water no longer reflects everything
  • Change / Fix: mb2_cmp_hotel
    • Mon Mothma now has team affinity so teamkilling generates TK points.
    • Fixed Leia FA model skin.
  • Change / Fix: mb2_cmp_narshaddaa
    • Main and Swoop area open 10 seconds after a console has been hacked but Garage door opens instantly.
    • Added a turret under the Ebon Hawk to protect the final objective.
    • Added 4 second delay to open Promenade doors (to prevent defenders being rocketed at spawn).
    • Pit ventilation/jump pads now starts 15 seconds after attackers enter the main area.
  • Change: mb2_cmp_raxus
    • Added minimap and 3D objective icons.
  • Remove: mb2_cmp_snowfacility
uMad
  • New: 2 Flag CTF Rift
  • New / Change: 2 Flag CTF Ocean Temple
  • New / Change: 2 Flag CTF Medievil
  • New / Change: 2 Flag CTF Bespin
    • Added spawn rooms to both sides.
  • New / Change: 2 Flag CTF Coruscant
    • Added spawn rooms to both sides.
    • Clipped sections of the map that are not accessible by all classes.
  • New / Change: 2 Flag CTF Nar Shaddaa
    • Added spawn rooms to both sides.
  • Change / Fix: uM Bespin / Bespin Night / Bespin Tournament
    • Fixed skybox seams
    • Removed various entities to help with map stability for when the player count exceeds 20
    • Simplified the brush work of the new building and flower pots to increase map FPS
    • The Yavin secret area has been expanded and renamed to, "The Grove"
  • Remove: um_gib_imperial
MGMP
  • New: 2 Flag CTF Halo Beaver Creek
Cumulative Map Name Changes
Note: Single flag CTF maps use the prefix PTF (plant the flag).
Code:
--Added
mb2_ctf_backstreets
mb2_ctf_deathstar
mb2_ctf_eravana
mb2_ctf_imperial
mb2_ctf_scarif
mb2_ctf_theed
mb2_ctf_tusken
mb2_ctf_yavin
mb2_ptf_deathstar
mb2_ptf_jeditemple
mb2_ptf_scarif
mb2_ptf_sdestroyer
mb2_snowfacility
mb2_cmp_ctf_ascension
um_ctf_medievil
um_ctf_rift
halo_ctf_bc
--Removed
mb2_cmp_ascension
mb2_cmp_snowfacility
um_gib_imperial
um_medievil

Changed Files ( Manual / Server Downloads )
Code:
--MBII
01_MovieGameMappack.pk3
03_MovieGameMappack.pk3
cgamei386.so
FAMBModels.pk3
jampgamei386.nopp.so
jampgamei386.so
MB_Effects.pk3
mb2_cmp_assets.pk3
mb2_cmp_assets2.pk3
mb2_cmp_assets3.pk3
mb2_deathstar.pk3
mb2_echobase.pk3
mb2_eravana.pk3
mb2_jeditemple.pk3
mb2_republiccruiser.pk3
mb2_scarif.pk3
mb2_sdestroyer.pk3
mb2_tatooine.pk3
mb2_theed.pk3
mb2_um_assets.pk3
mb2_um_assets2.pk3
mb2_um_assets3.pk3
mb2_um_assets4.pk3
mb2_yavinassault.pk3
MBAssets.pk3
MBAssets2.pk3
MBAssets3.pk3
MBAssets4.pk3
MBII Maps-Models Credits.txt
mb2_cmp Map List.txt
03_MovieGameMappack Map List.txt
MBII.pk3
MBII_Mac.pk3
uii386.so
zz_MBModels.pk3
zz_MBModels2.pk3
zz_MBModels3.pk3
zz_MBModels4.pk3
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.
pressing tab makes my game crash
 

Sandy

Community Manager
Moderator
Internal Beta Team
Posts
21
Likes
56
Nice, can't wait to try CTF out with higher pop!!
 
Posts
4
Likes
3
iwCSA26.png

V1.9 Update
General
  • New / Change: Created supplemental setting save system for JAMP engine clients to work around engine issues with parsing large config files. This will allow more freedom to add settings in future development. JAMP users should take note of these changes:
    • Most MBII-specific cvars will now be saved to extra config files named jampconfig_ext_[module].cfg. The modules are ui, cgame, and game. Like jampconfig.cfg these are stored in the MBII folder.
    • Existing saved settings in jampconfig.cfg cannot be cleared due to engine limitations. This means the file may still exceed the maximum size (16KB) and reset depending on usage. This should only happen once, after which the new config will be much smaller. JAMP users should backup their config (or just the key bindings at the top of the file) so if a reset occurs, bindings can be restored.
  • Change: Some settings for the anti-teamkill system are now restricted in range to prevent it being effectively disabled. This restriction does not apply if the server is passworded or the map is loaded with cheats enabled. The new limits are:
    • TK_Spec: 750 or less
    • TK_Kick: 1000 or less
    • TK_RemovePerRound: 100 or less
    • TK_TempBanForRounds: 2 or more
  • Change: Score values have been updated.
    • Team Primary Objective Win score (including time win) granted to all players on a team has been increased from 8 points to 25
    • Team Secondary Objective score granted to all players based on number of secondary objectives completed (and present in a map) on a win has increased from 4 to 10 points
    • User primary objective completion score has been increased from 12 to 25. This value adds on top of team primary objective scores.
    • User secondary objective completion score has been increased from 6 to 20.
  • Fix: Physics for non-droideka vehicles will now behave more like base. This fixes long standing issues with swoops scraping the ground and fighters being unable to fly down after touching terrain.​

Capture the Flag
  • Feature: Capture The Flag
    • Capture The Flag has two variants. 2 flag and 1 flag.
      • 2 flag is like traditional CTF. Capture the enemy flag and take it back to your base.
      • 1 flag has a neutral flag placed in a central location, that you need to take to the enemy base to capture.
    • CTF Rounds last up to 12 minutes depending on the level settings with a default flag capture limit of 3 (controlled by cvar flaglimit). If time is up and the score is even, the game will enter a 1 minute "Overtime". The overtime will end once the minute is up or one of the teams scores.
    • Once the round is over, teams will swap sides of the map if g_CTFSpawnRotation is enabled.
    • A new server cvar g_classlimitsCTF dictates class limits for CTF maps. By default, Droidekas are limited to 2.
    • CTF has a new respawning system. Instead of having a limited number of lives in a round there are now "infinite" lives. However, respawns are no longer instant, and each class has a respawn timer. Reinforcement point count is also taken into consideration.
      • Baseline respawn times:
        • 1 Life Classes: 42 Seconds
        • 2 Life Classes: 24 Seconds
        • 3 Life Classes: 10 Seconds
        • Changing class: 50 seconds
      • On low population servers the respawn times above will be halved until there are more than 8 in-game players. Respawn time will then scale up until the maximum time is reached at 16 players.
      • In Full Authentic / Legends mode, the system works the same until a class has more than 2 extra lives. Every extra life beyond 2 reduces the respawn timer by 2 seconds until instant. FA authors may also use the new MBCH key respawnCustomTime to simply specify a maximum respawn time.
    • Anti-teamkill system:
      • Due to generally longer round times and respawns, teamkill points are reduced after enough time without teamkilling has passed instead of after a certain number of rounds. This interval is based on existing cvar TK_ForgiveAfterRounds, which here determines the interval in minutes when TK_RemovePerRound is applied (every 2 minutes / 50 removed by default).
      • If you surpass the "kill" TK threshold, you will be executed and given a much longer multiple-minute respawn timer.
    • Flag Carrying Restrictions: Certain abilities cannot be used while carrying the flag, and will drop the flag on use.
      • Force Speed
      • Force Mind Trick
      • Jetpack
      • Droideka Roll
      • Wookiee Rage.
    • Flag Carrying Debuffs: Certain abilities get debuffs when used while carrying the flag
      • Force Jump - Drains more while using jump. (2.5x)
      • Running - Movement speed is reduced by 10% while running.
    • When a flag is dropped, it cannot be instantly returned by its team and will have to be recaptured. To recapture it you must stand within the capture area around the flag for 5 seconds. The flag will automatically return to its base if untouched for 30 seconds.
    • Each flag and base has a 3D Objective icon and radar icon to indicate location. If a flag is stolen, the team it was stolen from will see the location icons flash on the screen periodically.
    • CTF Has some specific score values for doing tasks.
      • Scoring the flag will give you 50 points
      • Picking up the flag will grant you 4 points
      • Killing the enemy flag carrier will give you 20 points
      • Killing someone who damages your flag carrier within 8 seconds of them doing so, will grant you 8 points
      • Killing someone within a 1000 unit radius of your flags base point will grant you a defense point bonus of 8 points.
      • Killing someone within 1000 units of your flag carrier will grant you a defense point bonus of 6 points.

UI
  • New: Added option to reduce opacity of siege objective help icons (cg_helpIconOpacity / Settings > UI > UI Options 2).
  • Change: Team Overlay now indicates if an ally is carrying a flag and dead allies will be shown with their respawn timer (if there are not enough living players to display).
  • Change: Updated flag status indicator icons and position. Flags also contain the team's faction symbol (based on map's .siege).
  • Change: Round timer and other nearby HUD elements are now hidden when Join menus are open.
  • Change / Fix: Scoreboard - Part 1
    • Updated style to match the current UI.
    • Adjusted layout of teams summary section at the top and added total alive and total lives counts (based on reinforcements).
    • Added assists to the main scoreboard and some column headers now use icons to save horizontal space.
    • Added score, rounds, kills, and deaths to the personal player stats at the bottom.
    • Team player counts will update immediately if a dead player swaps teams, instead of only when the next round begins.
    • Dead players will now be grayed out in the scoreboard, rather than showing "DEAD" in the lives section.
    • The ready symbol during intermission is now a checkmark instead of an "R"
    • Ping now colors its value based on your ping to make it more clear if you have a good or bad ping.
    • Raised chat height when in scoreboard to match new UI.
    • Your spectator player name will no longer show things like score, KDA and will now only show ping and your name to save space.
    • Alternating player rows will now have a darker background to make it slightly easier to read.
    • Teams now have total score values at the bottom of the scoreboard for score, kills, deaths, and assists.
    • More changes will be coming later, including a better breakdown of your own individual point score in the lower section.
  • Change: Added and updated several tips for the loading screen.
  • Fix: The directional arrows in the bar indicating capture zone capture progress should display properly now.
  • Fix: Map delay timers without a message will display with the correct position and reduced background size.
  • Fix: A join bug that could be triggered by switching to spectator then opening the class config menu directly via bind, without selecting a team again, should be resolved.

Models
  • New: Added Female TIE Pilot to Imperial Soldiers.
  • New: Added Azanti Zhug to Bounty Hunters. (KOTOR II / Nar Shadda FA)
  • Change: Added a few new voicelines for Grievous. Updated action sounds.
  • Change: Added a few new voicelines for Exar Kun.
  • Change: Upgraded quality of some Gamorrean lines.
  • Change: Spiced up B1 Battledroid soundsets from Battlefront (2004), RotS video game and more. (Special thanks to Cooling)
  • Fix: Final UV tweaks on the recent alien squad skins.
  • Fix: Cleaned up all stormie related sounds from clonetrooper soundsets, thus made them more consistent.

Maps
  • New: 2 Flag CTF Backstreets
  • New: 1 & 2 Flag CTF Deathstar
  • New: 2 Flag CTF Eravana
  • New: 2 Flag CTF Imperial Garrison
  • New: 1 Flag CTF Jedi Temple
  • New: 1 & 2 Flag CTF Scarif
  • New: 1 Flag CTF Star Destroyer
  • New: 2 Flag CTF Theed Assault
  • New: 2 Flag CTF Tusken Campsite
  • New: 2 Flag CTF Yavin Temple
  • New / Change / Fix: mb2_snowfacility
    • Migrated from the CMP.
    • Added minimap and 3D objective icons.
    • Many visual fixes, clipping improvements, and some optimization.
    • Defender spawns move back to the objective when attackers enter the generator room or command center.
    • Attacker spawns move up to the outdoor area when the secondary objective is completed.
    • Increased size of secondary objective so it is easier to shoot.
  • Change: mb2_theed
    • Central service route no longer on timer and exit door is one-way.
  • Fix: mb2_echobase
    • Corrected a lighting issue introduced in the map's previous update.
  • Fix: mb2_duel_tusken
    • Fix missing model textures
    • Added target_locations.
  • Fix: mb2_sdestroyer
    • Minimap, Obj screen updates.
    • Fix lighting on tie bomber.
    • Fix some texture alignments.
    • Fix some duplicate brushes in imp spawn.
    • AI Upscaled the skybox images.
CMP
  • New / Change: 2 Flag CTF Ascension
    • Several fixes to FA character and weapon visuals.
  • Change / Fix: mb2_cmp_duel_calodan
    • Increased the height of the ceiling
    • Adjusted the terrain so it is easier to get out of the water
    • Increased map FPS by making it so the water no longer reflects everything
  • Change / Fix: mb2_cmp_hotel
    • Mon Mothma now has team affinity so teamkilling generates TK points.
    • Fixed Leia FA model skin.
  • Change / Fix: mb2_cmp_narshaddaa
    • Main and Swoop area open 10 seconds after a console has been hacked but Garage door opens instantly.
    • Added a turret under the Ebon Hawk to protect the final objective.
    • Added 4 second delay to open Promenade doors (to prevent defenders being rocketed at spawn).
    • Pit ventilation/jump pads now starts 15 seconds after attackers enter the main area.
  • Change: mb2_cmp_raxus
    • Added minimap and 3D objective icons.
  • Remove: mb2_cmp_snowfacility
uMad
  • New: 2 Flag CTF Rift
  • New / Change: 2 Flag CTF Ocean Temple
  • New / Change: 2 Flag CTF Medievil
  • New / Change: 2 Flag CTF Bespin
    • Added spawn rooms to both sides.
  • New / Change: 2 Flag CTF Coruscant
    • Added spawn rooms to both sides.
    • Clipped sections of the map that are not accessible by all classes.
  • New / Change: 2 Flag CTF Nar Shaddaa
    • Added spawn rooms to both sides.
  • Change / Fix: uM Bespin / Bespin Night / Bespin Tournament
    • Fixed skybox seams
    • Removed various entities to help with map stability for when the player count exceeds 20
    • Simplified the brush work of the new building and flower pots to increase map FPS
    • The Yavin secret area has been expanded and renamed to, "The Grove"
  • Remove: um_gib_imperial
MGMP
  • New: 2 Flag CTF Halo Beaver Creek
Cumulative Map Name Changes
Note: Single flag CTF maps use the prefix PTF (plant the flag).
Code:
--Added
mb2_ctf_backstreets
mb2_ctf_deathstar
mb2_ctf_eravana
mb2_ctf_imperial
mb2_ctf_scarif
mb2_ctf_theed
mb2_ctf_tusken
mb2_ctf_yavin
mb2_ptf_deathstar
mb2_ptf_jeditemple
mb2_ptf_scarif
mb2_ptf_sdestroyer
mb2_snowfacility
mb2_cmp_ctf_ascension
um_ctf_medievil
um_ctf_rift
halo_ctf_bc
--Removed
mb2_cmp_ascension
mb2_cmp_snowfacility
um_gib_imperial
um_medievil

Changed Files ( Manual / Server Downloads )
Code:
--MBII
01_MovieGameMappack.pk3
03_MovieGameMappack.pk3
cgamei386.so
FAMBModels.pk3
jampgamei386.nopp.so
jampgamei386.so
MB_Effects.pk3
mb2_cmp_assets.pk3
mb2_cmp_assets2.pk3
mb2_cmp_assets3.pk3
mb2_deathstar.pk3
mb2_echobase.pk3
mb2_eravana.pk3
mb2_jeditemple.pk3
mb2_republiccruiser.pk3
mb2_scarif.pk3
mb2_sdestroyer.pk3
mb2_tatooine.pk3
mb2_theed.pk3
mb2_um_assets.pk3
mb2_um_assets2.pk3
mb2_um_assets3.pk3
mb2_um_assets4.pk3
mb2_yavinassault.pk3
MBAssets.pk3
MBAssets2.pk3
MBAssets3.pk3
MBAssets4.pk3
MBII Maps-Models Credits.txt
mb2_cmp Map List.txt
03_MovieGameMappack Map List.txt
MBII.pk3
MBII_Mac.pk3
uii386.so
zz_MBModels.pk3
zz_MBModels2.pk3
zz_MBModels3.pk3
zz_MBModels4.pk3
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 nW
What about Calo Nord skin as BH? The best character and there isnt on the game wtf!!!
 
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That update IS welcome concerning some UI issues ( I think about pressing tab, it's well organize) but concerning CTF, as somebody Say in a server, it's more like a sort of Team Deatchmatch than playing Flag. I Don't know if its due to my game session where people didnt play flag but i think about theed or Dxun which is not very fun !

[greats work guys !]
 
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oh-its-beautiful.gif


the ui, the new ctf... it is the most beautiful thing i ve ever seen from mb2 since i started
 
Last edited:
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CTF is super fun although I think it kinda gives even more of an argument that sith should have speed and rebs need a jetpack class
 
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CTF mode is missing ammo packs. Even if you are good gunner, you are basically a sitting duck after a while or forced to play jedi/sith with "unlimited ammo" lightsaber and force powers
 

MaceMadunusus

Level Designer
Donator
Movie Battles II Team
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CTF mode is missing ammo packs.

Thus far, I think I have only ran out of ammo with ammo 2, and only after staying alive for several minutes. If its a consistent problem, its more that you need to pick up ammo 3 if you aren't currently. In many cases you can sacrifice a reinforcement to give you the extra points to put into things like ammo. Depends on the situation.
 
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you answered your own question. Jedi with speed = mando with jetpack. They balance eachother
No they really don't. They both work completely differently. Not to mention imps ALSO have deka.
^ MB2 be like: asymmetric balance > symmetric balance
Remove the balance part and your statement is true. Rebs and imps are not balanced equally and thats been the consensus for a long time.
 
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Enjoying CTF a lot. You can kill your character to reset your ammo and other resources but it's definitely be nice to be able to refill.

Balance arguments go beyond CTF mode pretty much. If it's about speed, imps have two ways to move fast with deka and mando while rebs have only one, but I think how fast you can get to the enemy base matters little if the defending team plays well. It matters even less if you have a lower number of attackers rushing into an enemy base with a larger number of defenders. Using a relay strategy with the flag to pass it through people en route to your flag also seems like a good way to deal with fast flag chasers.
 
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