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
 

Puppytine

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If it wasn't for GPL a lot of free software wouldn't exist. Including the code you stole
"Stole", as already was said, is very strong word, and also it doesn't fit things those happened to MBII.
I wouldn't say @ent stole anything, he (or somebody who put that code in Movie Battles) just carelessly used some code without realizing that this is something that isn't allowed to do.
Mistake? Probably. Stealing? I don't think so.

It's easier to do than it looks like. Even Microsoft fell to that trap at least once.
GPL does not make things free.
Yes it does.
Read that Free Software Definition, it explained pretty clearly. While you don't have to agree with that point of view, you can't deny that there is some serious theoretical base about that definition.
And Movie Battles fails to conform freedom 1 and freedom 3.
It limits people. And removing mme support from MBII is an example of this.
Obviously, sometimes it's necessary to limit some people in order to prevent them from limiting some other people.
I'm not even going to provide any metaphors from RL, surely you can deduce them by yourself.
As for Movie Battles, not having source code accessible limits people in many ways... like not being able to make game RP-friendly -- and some devs are extremely passionate about limiting (or should I say "exterminating"?) role-players from this mod.
MIT, WTFPL do make things free though.
They also make things to be used by people who want to build their shareware/commercial products and give nothing in return.
Both Microsoft and Apple ripped off BSD code to make billions and billions dollars, but doesn't seem that it helped *BSD itself much.
On the other hand, full-time job programmers from RedHat have written a lot of code for Linux, and that code is available for the community. GPL is useful for many open projects.

And I don't even see any reasons to blame licenses themselves; after all, it's all about will of software contributors. Authors. Creators.
If someone does want to prevent his/her work from being used in a proprietary project, he has a right to do it, and GPL is only a tool, nothing more.
 
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Viserys

ex team lead
Movie Battles II Team Retired
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And Movie Battles fails to conform freedom 1 and freedom 3.

MBII is not 'failing to conform' to anything. MBII is a closed source project, that's all. There is no absolute law that MBII must conform to. Choose your words more carefully.

And in any case, this is off topic. We will not start yet another GPL discussion here. That matter is closed.
 
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See the system keeps getting reworked unfairly. Before gunners were complaining about saberists being too op and lightning so you reduce the lightning stun but then make p3's multi shot charged? This is one of the top reasons I stopped playing because this game will never be balanced, and people will always continue to complain yet they don't understand this game is mainly based around skill and that's what'll triumph most of the time but sometimes it's not enough if you have people spamming hero or someone spamming lightning Sith. Though nothing but the community could ever top my reasons for leaving.
 
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See the system keeps getting reworked unfairly. Before gunners were complaining about saberists being too op and lightning so you reduce the lightning stun but then make p3's multi shot charged? This is one of the top reasons I stopped playing because this game will never be balanced, and people will always continue to complain yet they don't understand this game is mainly based around skill and that's what'll triumph most of the time but sometimes it's not enough if you have people spamming hero or someone spamming lightning Sith. Though nothing but the community could ever top my reasons for leaving.
I'm not really one for big criticizing speeches, but this'll be my last appearance in MBII so here goes:

As of lately, I've been in MBII-detox mode. Not a single day went by in which I didn't encounter spiteful feuding over small things like teamwork, playstyle, etc. This is basically a primal, natural instinct integrated into the community and its playerbase. I'd grown used to it, however tired I was of it, but that wasn't really the kicker. It was the ongoing experience I've dealt with over the years: an occasional surplus of humble bundlers waltzing mindlessly into a game with mechanics that circulate based on what greater class-spamming majority of players beg to be catered to; stupid clan wars and unending player harassment; kiddy politics swarming within the forums (some of the worst I've seen in a while being the silly tR legal leeway dispute); being within the lesser and inevitably detracting majority of decent players.

This game's method of "developmental progress" has left me absolutely stupefied so many times. I've noticed there's been an ongoing trend of people finding the game unsatisfactory until it suits their desires, no matter how unbalanced those might be. People keep taking this game and the developers' work for granted far too often. I have no issue with patching up bugs and balancing things out, but I wish the developers could crack down and find reasonable grounds to keep the overall ingame experience at and stop feeding people unbalanced additions with every update. I found my workaround with the even-more-OP-than-necessary P3 update after my less-than-enjoyable experience on Pandemonium tonight, just as I've done in the past with hero dash and inhumane ARC reflexes and so on, but of what necessity even was it? Are we catering to heroes/bounty hunters again and adding new skins like HK-47, Cassian and Jyn to sweeten the pot too?

The developers are working for a damaged community to stay alive―without pay, in fact. But all I and others have unfortunately witnessed are positive-force players inevitably fading away in the face of a big ball of pointless, insatiable and sometimes incoherent chaos. I haven't found something for anyone in this community to enjoy long-term, save for the people who sadly get a kick out of the constant extensive trolling nonsense (which, if it could ever normally be considered funny, has outlived its amusement.) I haven't been able to figure out what keeps the developers from being so demoralized to the point of giving up.

Before I wrote all this, I noticed MBII had an update a while ago. I thought to myself, against my better judgment, "Maybe this is the one. Maybe, after years of insufferable journeys on MBII, things are ripe for change." I was actually surprised to find a couple of old-timers reined back into the action. But I got a faceful of poopy Jedi/Sith team spam, each with their respective proj-whore trios and mindless teamkillers. Additionally―I'm not just saying this because I died a couple times or I'm too unaccustomed, I was actually doing pretty good overall anyway (and so were others)―whatever perks of saber combat there are just feel like they're getting more and more obsolete. I regret reinstalling, as the experience left a horrible taste in my mouth and I've had more fun playing on Battlefront in Drop Zone with hackers sniping me from across the map a nanosecond after I spawn in.

It's been a good run and I'm glad to have met a few decent people here and there, but I've just about had my fill here. Adios!
 
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Viserys

ex team lead
Movie Battles II Team Retired
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See the system keeps getting reworked unfairly. Before gunners were complaining about saberists being too op and lightning so you reduce the lightning stun but then make p3's multi shot charged? This is one of the top reasons I stopped playing because this game will never be balanced, and people will always continue to complain yet they don't understand this game is mainly based around skill and that's what'll triumph most of the time but sometimes it's not enough if you have people spamming hero or someone spamming lightning Sith. Though nothing but the community could ever top my reasons for leaving.

Uh maybe the changelog wasn't phrased well but p3 is not firing charged rapid shots. A fix was implemented to prevent it from doing that.
 

k4far

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Previously you could cross the hanger on DotF and possibly survive a sniper shot at the cost of a fair amount of FP. Now it seems there's no chance of that.

Going in to open space as a Jedi is not a good idea. Do not play Dotf, try to RTV to better maps (it will get you people that can play something besides sniper classes^). And no, crossing the hangar is not a problem. You might be playing recklessly. Everyone is crafty so you must too!
 

Noob

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kfart for once you say something i like good on you
 

StarWarsGeek

Internal Beta Team
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Deflect 3 seems to be nerfed. Defense against blasters when running is really poor.
Are these two statements supposed to be related? Because deflect 3 has nothing to do with defense against blasters while running. Also, FP drains did not change in this patch. The nerf to deflect 3 is stated in the changelog, and is only relevant when you are holding mblock to use the deflect skill.
 

{Δ} Achilles

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Are these two statements supposed to be related? Because deflect 3 has nothing to do with defense against blasters while running. Also, FP drains did not change in this patch. The nerf to deflect 3 is stated in the changelog, and is only relevant when you are holding mblock to use the deflect skill.

The FP drains did change, or something bugged out with them, because they are extremely inconsistent, both in gameplay and when testing. There are times when 3 Clone Rifle shots will put me down to 30 FP.
 
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