V1.4.5 Update Released!

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V1.4.5 Update

Prologue:

About a month ago the MBII Team leadership was informed by external parties that MBII's code includes pieces of GPL code without their author's permission. Since MBII itself is a closed source project and not under the GPL license, this constituted a license violation and needed to be rectified. This forced us to quickly get to a new release after removing the code in question, and also to stop distributing older release files.

The implications:

The removal of the GPL code from MBII has the consequence that demos taken in MBII will no longer be compatible with or editable by the jaMME engine. This is unfortunate but necessary in order for MBII to comply with the license.

The need to stop distributing older MBII binaries also means we will be updating the full installation for 1.4.5: This removes the need to apply several patches manually if you do a direct download.


The changelog:

Given the time constraints for this GPL code removal, which needed to happen as soon as possible, we could only include work that was in a near-releasable state. The MBII Team worked around the clock over the past few weeks to get things across the line and include as many useful changes as possible in this release. Unfortunately, some things could not be verified and corrected in time. Nevertheless, we believe we have managed to get a useful changelog to complement the GPL code removal and turn this into a useful release: V1.4.5.

The models:

This release includes a number of new and improved models, for both characters and hilts. Many thanks to our member @Penekowski and his team for a large part of this contribution. Also thanks to our modelers @Scerendo and @Lervish for several of our brand new awesome models!

Penekowski said:
Hi guys! This is the first batch of new models/hilts that we've added for vanilla MBII due to popular demand, I hope you all enjoy them and keep giving feedback about any new upcoming additions that you may like to see. Keep in mind that if you're using any replacement packs, such as Penekepack, HB pack or any other 3rd party mods, please uninstall them as this update will possibly break many of them, causing many bugs, even crashes. Please wait until the authors of every 3rd party mod update their packs accordingly.


Sabering:

A lot of you were expecting major saber changes that have been work in progress by @Tempest ever since the last Open Beta. Most of these changes could not be included in this release for two reasons:

  1. Due to the extent of the code changes, it was not be possible to get all that code in a releasable state within the timeframe required for this release.
  2. Tempest's saber changes need to be included in a second Open Beta for your feedback, before they become part of an official release.

We have however included some small saber changes that we believe will significantly improve the dueling experience, as a preview of the saber changes to come:

Tempest said:
It doesn't take being a duelist to see that a lot of aspects of MB2's sabering are stale/boring in the current state of things. The swing drains on every attack instead of the old tap/holding method were more intuitive but the numbers were too high (it was mostly a bandaid fix to the super high parry drains from 1.4.3 so apologies for that) and removed a lot of the differentiation between those who polished their mechanics and those who just started out. Polishing out the old method so that lots of extra BP isn't drained/better isolating when the drains occur is the best middleground, in my opinion. I may try a variation of the flat drains as they are in public during open beta but with lowered values. I want to see feedback and such before 100% finalizing how this will be (anything finalized post-open beta will basically be 100% how the sabering system will be for the future, essentially).

I believe the overbearing aspects of PB counter and nudge are pretty obvious to most by now. The changes for these as well as the removal of repeated consecutives and semi-PB should get sabering back to a better baseline for both attacking/defending. I still foresee some possible issues but there's only so much to take care of at once, all things considered.

Many thanks to @Tempest for all the hard work getting this across the line and all the fixes and minor improvements he has managed to include in this release. Also thanks to our coder @DCM for a few fixes, including the most annoying wookiee barge TK!


Finally thanks to our Internal Beta Team and some of our retired Developers for their support during this stressful period and their help in getting this release through in a very short amount of time and while under a lot of pressure.


CHANGELOG (09 July 2017)

General:
  • Fix: Using Force Repulse from the ground no longer causes you to get stuck in weird leg animation loops.
  • Fix: Doing specific input combinations with weapon swapping no longer allows for instant attacks.
  • Fix: Spectator camera should no longer go partially into terrain.
  • Fix: Spectator camera should no longer be rotated/pitched after death.
  • Fix: Pistol 3 rapid firing multiple charged shots.
  • Fix: Torso animation getting stuck when starting during idling animations.
  • Fix: Saber hilts will now stop bouncing after a short time (or almost immediately) when they are pulled and deactivated inside of terrain.
  • Change: Saber on/off sounds no longer (re)play when doing taunts/gloats/etc. The "on" sound will only play if the saber's blade is completely withdrawn. The "off" sound will only play if the saber's blade is fully extended.
  • Fix: Can no longer spin during Duals' stab animations by crouching beforehand.
  • Fix: ARCs/Mandos will use proper scopes when spectating each other.
  • Fix: Most instances of attempting to change from Single to Staff/Duals and vice versa not giving the correct stance/hilt should now be gone.
  • Fix: Stance swapping after spawning now functions properly.
  • Fix: Wookiee barge throwing someone down a pit now counts as a team kill.
  • Fix: An SBD knocked down in low power mode is no longer stuck in that mode.
  • Change: Death counter for respawn classes now counts the same way as kills do (i.e. 3 deaths for a sold count as 1 death, even if on different rounds).
  • Change: Invulnerability bubbles (new spawns) now negate force powers and knockdowns.
  • New: Added admin command "newround". Allows for restarting a round without every player rejoining (ala' map_restart).
  • Removed: MBII demos are no longer compatible with jaMME.

Character Models: (verbose change list)
  • New: Added Jedi: Bastila, Kanan Jarrus, Jedi Temple Guard, Adi Gallia, Depa Billaba, TCW Plo Koon, Tiplar, Tiplee, SWTOR Jedi Knight, Eeth Koth.
  • Change: Updated Jedi: Mace Windu, episode 1 Obi-Wan, Kit Fisto, Quinlan Vos, Aayla Secura, Qui-Gon Jinn, and episode 2 Obi-Wan. Changed Jabba's Palace Luke to hooded version. Improved textures on Jerec and Serra Keto.
  • New: Added Sith: Hoodless masked Kylo Ren, default Outcast Reborn, KotOR Sith Apprentice.
  • New: Added Heroes: Bail Organa, Cassian Andor, Jyn Erso.
  • Change: Improved New Hope hero Luke.
  • New: Added Bounty Hunters: HK-47, Tusken Raider.
  • New: Added Elite Troopers: Keldor Hoth rebel, Quarren Hoth commando.
  • New: Added Soldiers (evil): Imperial Worker.
  • New: Added Wookiees: Bespin Chewbacca, Albino Wookiee, and Krrsantan.
  • New: Added Clonetroopers: Poncho Clonetrooper, Senate Commando.
  • New: Added ARC Troopers: VM's Phase I, Commander Fox, Helmetless Fives.
  • Removed: ARC Troopers: Clone Classic Phase I, generic helmetless.
  • Change: Updated several sound sets with additional lines or new sounds.
  • Change: Updated several icons.
  • Change: Rearranged character display order by chronology and canonicity.
  • Fix: Decap bugs on Kylo Ren and dismemberment whole model duplication on KotOR Mandalorian and Imperial Commando.

Hilt Models:

  • New: Added single hilts: The Veteran, Kanan Jarrus w/thin effect, Depa Billaba, Galen Marek, Rooxon's 'Skywalker', Darth Malgus, Darth Revan's Reborn, and Mara Jade.
  • New: Added staff hilts: Bastila, Jedi Temple Guard, Centurion, and Satele Shan.

UI:

  • Change: Menu icons for Jedi/Sith are now smaller (2/3 size) to make selection faster with the high character count for the classes.
  • Change: Expanded duel mode character select to occupy entire screen.

Maps:
  • Change: Updated music on mb2_commtower, mb2_corellia, mb2_duel_detention, mb2_duel_kamino, mb2_enclave, mb2_kamino, and mb2_rc_hangarc.
  • Change: Several full authentic characters updated to synchronize with model changes.

Force:
  • Change: Grip 1 now only prevents victims from shooting/blocking/using abilities while actively gripping them. The movement speed debuff still persists after letting go.
  • Change: Grip 2 and 3 will only prevent victims from shooting/blocking/using abilities while actively gripping them or after the victim has started choking. The movement speed debuff still persists after letting go.
  • Change: Lightning's stun now ends faster.
  • Change: Push and Pull now stops FP regeneration for the duration of the animation.
  • Change: Sense now has a short buffer after being deactivated so that it doesn't get activated again by accident once it's turned off.
  • Change: Deflect Level 3 now drains FP while active if the debuff from being shot is also active.

Duel Mode:

  • Change: Force Repulse is now disabled.
  • Change: Kill messages will now include the BP of the person who was killed next to their name instead of just the HP/BP of the one who killed them.

Sabering:

  • Change: Repeated consecutives (same direction multiple times in a row on a non-halfswing) can no longer be done. However, trying to do the same consecutive swings twice in a row will still allow you to do a halfswing from the same direction or start a consecutive swing from another direction (no self combo breaking when trying to do repeated consecutives).
  • Change: Speed lunge/roll stab damage now deal the same damage regardless of what style you're using when activated (normalized to yellow stance's damage, base 65).
  • Fix: Can no longer slap to cancel stagger animations.
  • Change: BP upkeep modifications (swing drains and tap/hold relevancies)
    • Having the attack input pressed will drain BP during the attack phase of swings.
    • BP regen stops when holding attack (stops during Mblock)
  • Change: PB counter is no longer an instant/fast attack by default. This behavior is moved to being only triggered by successful mblocks. Damage boost is retained in either case.
  • Change: Nudge removed.
  • Change: Semi-PB removed (pending integration of future changes).
  • Change: Reduced cyan max chain from 6 to 4 swings.


Changed Files
( Manual downloads ) ( Linux OpenJK server lib )
Code:
--MBII
cgamei386.so
FAMBModels.pk3
jampgamei386.so
mb2_cmp_assets2.pk3
mb2_cmp_assets3.pk3
MB2_Commtower.pk3
mb2_corellia.pk3
mb2_enclave.pk3
mb2_kamino.pk3
mb2_rc_hangarC.pk3
mb2_republiccruiser.pk3
mb2_um_assets3.pk3
MBAssets2.pk3
MBAssets3.pk3
MBHilts.pk3
MBII.pk3
MBII_Mac.pk3
MB_Effects.pk3
uii386.so
zz_MBModels.pk3
zz_MBModels2.pk3

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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Thanks to the Movie Battles team and especially @Tempest for his work on the saber system. I am downloading the update now and can't wait to play. I find it interesting that cyan chain was dropped to 4 from 6. The only time I could chain six was when I was destroying a panel in dotf, never realized I could chain 6 in a duel. Noticed the other day I did a speed lunge with cyan and it didn't kill, but see that has been fixed. Thanks everyone for your hard work.
 

DaloLorn

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Mostly solid sounding changes. I am worried about removing nudge tho. I fear wooks will be more overpowered than ever since rage was not nerfed. One of the best ways was to nudge wookiees with red but what now?

I typically performed quite well with a couple of yellow swings. Just be careful not to attack them while they're already raging, and you should be fine.

Guys, is there any hope that the authorship problem will be resolved and jaMME reincluded into MB2 in the future?

Not likely. Right now, it seems unlikely that MB2 will go open source, which would be required to conform to the license's requirements.
 

Gargos

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Just be careful not to attack them while they're already raging, and you should be fine.
Now that is a problem. I am supposed to just sit back and let the wookiee rape the whole team? Doesn't sound logical and emphasizes the point even further that rage is overpowered.
 

{Δ} Achilles

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Staff and Purple are overpowered.

Blue/Cyan are not.

Learn how to deal with fast styles without nudge.

Also, flinch is now obscenely difficult to deal without nudge.
 
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ent

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If it wasn't for GPL a lot of free software wouldn't exist. Including the code you stole
GPL does not make things free. It limits people. And removing mme support from MBII is an example of this.
MIT, WTFPL do make things free though.

Stole is a strong word. None has stolen anything - we did not have enough knowledge of what has been done and it was used without any mercenary meaning.
And we "have returned what has been stolen" without any resistance.
Watch your mouth, please.
 

DaloLorn

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Now that is a problem. I am supposed to just sit back and let the wookiee rape the whole team? Doesn't sound logical and emphasizes the point even further that rage is overpowered.

A Wookiee is a fairly fragile thing while he's trying to build up Fury. Stay in front of your team, intercept him, and he will be hard pressed to go into rage mode.
 

Gargos

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A Wookiee is a fairly fragile thing while he's trying to build up Fury. Stay in front of your team, intercept him, and he will be hard pressed to go into rage mode.
>random gunner runs ahead to the corner
>wookiee'd
>full rage activated
 

agentoo8

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I hope advice given re saber system half a year ago was taken on board (especially that pertaining to a red that doesn't have nudge).

Having played exclusively with red for over a decade, the removal of nudge can have severe ramifications for red and usually ends up borking it unless not done properly.

  • Fix: Wookiee barge throwing someone down a pit now counts as a team kill.

^ It was as if a thousand trolls cried out at once in pain. GG troll community :(

Why remove repulse btw?!
 

agentoo8

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Just played it a bit. Duelings alot better than before, closer to 1.3 than any other patch I would say. I am still having a problem with PB+Counter acting weirdly and interrupting me. Sometimes it looks like attacks hit me delayed, or mayhap its the sound. Also, I experienced 2 instances of missing sound fx. One on a red style swing and one on red style mblocking red style.

Also, red is incredibly underpowered.


Essentially this is what I feared, and I gave advice about this ages ago.

No offence but are there actually any competent red users on the team/giving advice? It always goes to shit when blanket changes are made.
 

SeV

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Essentially this is what I feared, and I gave advice about this ages ago.

No offence but are there actually any competent red users on the team/giving advice? It always goes to shit when blanket changes are made.

It's an uphill battle sometimes because
#1 Nudge is demonic.
#2 Red offense means super slow high damage staggering swings.
#3 Interrupt meta
#4 Halfswing changes

That was being pushed for a long time in the beta. Current build isn't 'saber changes' as much as it is a fix to the horrendous crappy mess of 1.4.4. The real and final changes should be coming later on. I made a number of suggestions for red, among them was to simply give it nudge as the only style or to speed it up somewhat.
 

Gargos

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@Gargos no more epic camera angle frag videos? :(
Well I have enough demos from the old build to make a frag vid and a moments video. Dont have much time to work on em so they wont be coming anytime soon. Tho it will be annoyin if I demo somethin awesome in new build and I cant edit it properly. Hopefully by then when I am done with those there has been a fix.
 
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Well I have enough demos from the old build to make a frag vid and a moments video. Dont have much time to work on em so they wont be coming anytime soon. Tho it will be annoyin if I demo somethin awesome in new build and I cant edit it properly. Hopefully by then when I am done with those there has been a fix.
I was talking about jamme
 

GoodOl'Ben

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Well I have enough demos from the old build to make a frag vid and a moments video. Dont have much time to work on em so they wont be coming anytime soon. Tho it will be annoyin if I demo somethin awesome in new build and I cant edit it properly. Hopefully by then when I am done with those there has been a fix.
I believe 1.4.4 JAMME build will work okay with 1.4.5, maybe some bugs here and there, but should be okay enough.

Ent is still working on JAMME, so I'm sure we'll see a full return eventually.

JAMME goodness is not going away.
 
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