V1.4.2 Update Released!

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V1.4.2 Update



As promised, here is the first content focused update tied to The Force Awakens. The last few major characters have been added and we have some new maps based on the movie. A special thanks to Plasma for all the hard work he has put into this update.

CHANGELOG (27-5-2016)

Gameplay
  • Fix: Sense 3 will now activate while meditating with less than 20 FP.
  • Change: Increased ARC M5 ammo clip to 90 (up to 15 extra normal shots or 3 sniper).
  • Change: Stamina will now regenerate while standing still even if sprint is active.

Effects
  • Fix: SBD arm cannon effects have been restored.

Models
  • New: Added Scerendo's Rey to open mode (Heroes, Jedi).
  • New: Added DT85's Captain Phasma to open mode (Commanders).
  • New: Added new weapon model overrides in open for TFA models (SE-44C, LPA NN-14, Glie-44, EL-16).
  • Change: Replaced Serra Keto's soundset with higher quality version (courtesy Swagmaster).

Maps
  • mb2_corellia
    • Fix: Adjusted main lobby area to mitigate camera bugging.
  • mb2_dotf
    • Fix: FA Naboo solider #1 is no longer Kyle.
  • mb2_duel_starkiller_base
    • New: Original duel map created by Plasma. Relive the battle between Kylo Ren and Rey at the end of The Force Awakens.
  • mb2_eravana
    • New: Original siege map created by Plasma. Escape the freighter Eravana before Kanjiklub and the Guavian Death Gang catch up to you! Note: FA is using placeholder models for the gangs as we did not want to delay release of the map for FA visuals. This will be addressed if the development team or community creates them later.
Servers
  • New: Server says are now logged. With a modified RTV script, RTV can now also be controlled via RCON or server side scripts. An updated RTV is now bundled with the release in RTVRTM.zip in GameData.

Changed Files ( Downloads page ) ( Linux OpenJK server lib ) ( ARM OpenJK build )
Code:
--MBII
MB_Effects.pk3
mb2_corellia.pk3
mb2_duel_starkiller_base.pk3
mb2_eravana.pk3
MBAssets.pk3
MBAssets2.pk3
MBAssets3.pk3
MBHilts.pk3
MBII.pk3
MBII_Mac.pk3
zz_MBModels2.pk3
cgamei386.so
jampgamei386.so
uii386.so
--GameData
RTVRTM.zip

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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That's really weird because everytime I press the reload key with my custom sounds it just plays the default saber sounds but other than that they work. Is there something else I need to do?

Well do you happen to have any replacements that might be responsible for changing the original saber sound effects?
 
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Well do you happen to have any replacements that might be responsible for changing the original saber sound effects?
No, I have no other saber sound replacements besides the one I mentioned and yet I still have the problem.
 

Plasma

Movie Battles II Team Retired
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That's really weird because everytime I press the reload key with my custom sounds it just plays the default saber sounds but other than that they work. Is there something else I need to do?
It works fine on Kylo Ren's and Rey's lightsaber check those.
 
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It works fine on Kylo Ren's and Rey's lightsaber check those.
I already checked those, I see no difference in the code so I have no clue. I made a thread about this about a month ago and everyone passed it off as a glitch, I believe Penekowski himself said this was a bug but I can't remember for sure.
 

Penekowski

Armchair Developer
Moderator
Movie Battles II Team
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Yup, that's an actual bug, I can confirm it.

However, I've been messing with the hilts lately and I just discovered that there's a slight difference in the .sab portion of default MBII Rey's Hilt

Here's a normal one
Prequel3
{
name "^4Aayla Secura ^7[Ep. II-III]"
saberType SABER_SINGLE
saberModel "models/weapons2/aayla_secura/aayla.glm"
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum4.wav"
soundOff "sound/weapons/saber/saberoff.wav"
saberLength 41
saberColor random
}

Rey's

Rey_Ep7
{
name "^4Rey ^7[Ep. VII]"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_anakinEp3/saber_w.glm"
saberLength 40
saberColor blue

soundOn "sound/weapons/TFA_saber/soundOn.wav"
soundOff "sound/weapons/TFA_saber/soundOff.wav"

soundLoop "sound/weapons/TFA_saber/soundLoop.wav"
}

Theres a slight difference in the soundon/soundoff portion, it's not that part itself, but the parts before and after, notice how there's some space in between?

Normal one
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum4.wav"
soundOff "sound/weapons/saber/saberoff.wav"

MBII REY
soundOn "sound/weapons/TFA_saber/soundOn.wav"
soundOff "sound/weapons/TFA_saber/soundOff.wav"

soundLoop "sound/weapons/TFA_saber/soundLoop.wav"

Even though I'm not really sure, perhaps it's possible to fix it by trying to imitate that formula, give some space for those parts and test it out, I haven't tested it myself but who knows.
 
Posts
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Yup, that's an actual bug, I can confirm it.

However, I've been messing with the hilts lately and I just discovered that there's a slight difference in the .sab portion of default MBII Rey's Hilt

Here's a normal one
Prequel3
{
name "^4Aayla Secura ^7[Ep. II-III]"
saberType SABER_SINGLE
saberModel "models/weapons2/aayla_secura/aayla.glm"
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum4.wav"
soundOff "sound/weapons/saber/saberoff.wav"
saberLength 41
saberColor random
}

Rey's

Rey_Ep7
{
name "^4Rey ^7[Ep. VII]"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_anakinEp3/saber_w.glm"
saberLength 40
saberColor blue

soundOn "sound/weapons/TFA_saber/soundOn.wav"
soundOff "sound/weapons/TFA_saber/soundOff.wav"

soundLoop "sound/weapons/TFA_saber/soundLoop.wav"
}

Theres a slight difference in the soundon/soundoff portion, it's not that part itself, but the parts before and after, notice how there's some space in between?

Normal one
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum4.wav"
soundOff "sound/weapons/saber/saberoff.wav"

MBII REY
soundOn "sound/weapons/TFA_saber/soundOn.wav"
soundOff "sound/weapons/TFA_saber/soundOff.wav"

soundLoop "sound/weapons/TFA_saber/soundLoop.wav"

Even though I'm not really sure, perhaps it's possible to fix it by trying to imitate that formula, give some space for those parts and test it out, I haven't tested it myself but who knows.
Are you saying I should put in more space between soundOn and "
 

Plasma

Movie Battles II Team Retired
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I just tab once inbetween but it shouldn't make a difference as long as it's on the same line.

More likely that the sound files aren't encoded correctly or the paths are wrong.
 
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upload_2016-9-2_11-9-45.png


Dont work on JAMP engine and i dont know why. It works before update. With Mb2Client Engine works fine. I can't open JA sp and mp now. I reinstall JA and still the same problem. JA dont work and i dont know why. MB2 dont work on JA engine but work on MB2 client engine.. so weird

Sorry for my bad English im from PL
 
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Downloading now.

*sniffs*

One time I have to sacrifice all my free time and you people do a release.
Well, I'm back now! And I'll be extra critical!:(

And where's the chatbox!!!?
 
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Not sure if that's gonna fix it but yup.
Reordering it didn't seem to work. By the way the sounds work perfectly in SP and have been since day 1, it just seems to be multiplayer that has the reload key problem. I reinstalled JKA and MBII about 2 days ago and the only thing I added into the base folder was my JKO assets for missing textures and other stuff on JKO maps so I have no clue why these wouldn't be working other than the game having a bug itself unless someone can prove it's just me. Also I've tried doing this with Rey's lightsaber sounds ripped right from MBII and placing them on another hilt and same result. I tried to replace Kylo Ren's lightsaber on/off sounds with my own custom ones and again the reload key didn't play the sound.
 
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