V1.4.9 Update Released

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V1.4.9 Update


CHANGELOG (4 March 2018)

Maps

  • New: Dxun (mb2_dxun)
  • New: Scarif (mb2_scarif)
    • Note: K-2SO temporarily using HK-47 model as K-2SO model wasn't finished in time.
    • Note: Imperial team seeing bomb item location before placement is a known issue.
  • Change: Duel of the Fates (mb2_dotf)
    • Modified OBJ area to decrease central area, bring pillars inwards, and expand cap radius outside pillars.
    • Objective Capture Timer increased from 12 seconds to 14 seconds.
    • Added N1 Starfighters, Royal Starship, and access maintenance stairs.
    • Removed some clips across the map to allow people to access some more spots in main and left side route.
    • Minor visibility portal and brushwork optimizations in Throne Room.
  • Change: Duel Duel of the Fates (mb2_duel_dotf)
    • Added N1 Starfighters to match main DOTF.
  • Change: Lunarbase Revamp (mb2_lunarbase)
    • Major redesigns for Main Hangar, Storage Room, Control Room.
    • Minor redesigns for Generator, Tunnel, Vents, Imperial Main.
    • Cross map visual overhaul to update it.
    • Added many more ambient sounds across the map.
    • Fixed Objective notification sounds.
    • Increased imperial spawn point count to prevent crashes.
    • Adjusted the size and placement of a few boxes.
    • Updated Minimap, Objective, and Loadscreen images.
  • Change: Starkiller Base (mb2_starkiller_base)
    • Added a warning on the bridge to return to the objective, if the player ignores this warning and continues further down the bridge they will take damage.
    • Removed the timer to open the side door near the Resistance spawn.
    • Added another corridor that leads into main from the Resistance spawn. The door for this leading into main starts off locked and will open when somebody goes near the door from the Resistance spawn side.
    • Added another corridor into the main objective room.
    • Removed some extraneous files present in mbassets3.pk3
    • Replaced Full Authentic Hux model with new open mode model.
  • Change: Duel Starkiller Base
    • Merged into mb2_starkiller_base pk3.
  • Fix: Cloud City
    • Fixed a glitch in main where you could get into the map.
    • Fixed a glitch in the upper part of side route pillars.
    • Blocked off a spot that was inaccessible to most classes and used for timewasting.
    • Fixed accidental regression that caused rotunda glass to reflect blasters. They no longer reflect blasters.
  • Fix: Death Star
    • Blocked off hanging pillars to remove timewasting places.
    • Blocked off upper catwalks in TIE hangar.
    • Added poison flag to the poison trigger in Cells.
    • Modified triggers on elevator to control room to prevent spam keeping it in the up position.
  • Fix: Kamino
    • Blocked off area above main side route elevator that could be used to glitch through the map.
    • Blocked off pipes near objective to prevent people glitching inside.
  • Fix: Star Forge Duel
    • Fixed multiple instances of visible caulk.
    • Fixed multiple instances of Z-fighting.
    • Minor visibility portal optimization.
    • Minor lighting changes.
    • Minor brushwork optimization.
    • Minor brushwork change to make pit not visible outside windows.
    • Added falling trigger_hurt to mitigate out of map abuse. Pit is also now no longer accessible.
  • Removed: Removed winter event maps.
Models
  • New: General Hux.
  • New: Death Trooper
  • New: Female First Order Officer
  • New: Ben Solo Hilt.
  • Change: Poe Updates
  • Change: Rey Updates
  • Change: Finn Updates
  • Fix: LODs for Droideka models.

Misc
  • New: Added rcon command map_restart_mb for map_restarts via rcon, since map_restart is an engine command and I couldn't force the spec fix on it.
  • Fix: Forceteam bug with arc not being able to go mando due to missing model has been fixed
  • Fix: Autobalance exploit has been fixed: your team is now set when you click the team icon and doesn't wait for you to hit OKAY.
  • Fix: Changing teams will now close the class menu and not remember previous classes/models selected from the team you intend to join.
  • Fix: The 'red text' jedi/sith joinbug should now be fixed.
  • Fix: The way character sounds are loaded has been changed in order to reduce start of round lag and improve stability on Mac systems.

Changed Files ( Manual / Server Downloads ) ( Linux OpenJK server lib )
Code:
-MBII
cgamei386.so
jampgamei386.so
FAMBModels.pk3
mb2_cloudcity.pk3
mb2_duel_starforge.pk3
mb2_deathstar,pk3
mb2_dotf.pk3
mb2_dxun.pk3
mb2_kamino.pk3
mb2_lunarbase.pk3
mb2_scarif.pk3
mb2_starkiller_base.pk3
MBAssets2.pk3
MBAssets3.pk3
MBAssets4.pk3
MBHilts.pk3
MBII.pk3
MBII_Mac.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

Special thanks to @Viserys for coming out of retirement to help with the Join bug and Force Team fixes.
 
Last edited by a moderator:

Preston

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They are still present. Saw the imperial win one last night.



t3a9dvE.png


This ship you mean? The one actually in the hangar at some point in the movie unlike catwalk? :p
Yes I know its in the movie. But I mean come on, it just doesn't look right at all. Out of place not in a lore sense but as in map design.
 

MaceMadunusus

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Yes I know its in the movie. But I mean come on, it just doesn't look right at all. Out of place not in a lore sense but as in map design.

IMO it serves all the purposes of catwalk without the negatives of it. You get the verticality, additional attack and defend angles, more cover in a too open hangar, more than one access point so that it cant be camped, people on the ground can mostly shoot at people on top of the ship, etc.
 

Preston

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IMO it serves all the purposes of catwalk without the negatives of it. You get the verticality, additional attack and defend angles, more cover in a too open hangar, more than one access point so that it cant be camped, people on the ground can mostly shoot at people on top of the ship, etc.
I guess it's not worth fighting anyways. I'm not trying to crap on your work, just I think it looks quite bad tbh and found CW to look much much better. Atleast I like the throne changes.
 
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Added a warning on the bridge to return to the objective, if the player ignores this warning and continues further down the bridge they will take damage.
Really.. Have to take away our fun that catwalk had purpose before to imps

Fix: Death Star
  • Blocked off hanging pillars to remove timewasting places.
Put that thing back where it came from or so help me.
 
D

Deleted member 1872

Guest
Where are the saber combat updates?

Been taking awhile for those when the changes seem pretty established at this point... but then again maybe they're not quite concrete enough yet.
 

MaceMadunusus

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Wasn't this ship parked in a forest during the Battle of Naboo?

It was yes, but its more accurate than the non-existent catwalk that was never ever there at all. Thats all i'm saying.

but then again maybe they're not quite concrete enough yet.

Exactly, you answered it yourself. Not quite ready yet otherwise they would be out.
 
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I like new Lunarbase alot
Scarif is meh, can't really see myself playing alot here
Barely played Dxun to give an opinion but it's interesting
 
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The new Lunarbase looks somewhat strange and crowded. Certain objects look out of place. The revamped maps don't strike that kind of a "balance" of appearance as the old ones have. Certainly in some aspects they are aesthetically improved, but heavily disturbed in others. While there is a greater variety of textures, objects, etc. on the map they don't all fit together in the same theme. The greater amount of complex objects, like ships, isn't always so good, as they aren't properly optimised in MB2, have strange collision boxes and their textures are distorted and blurry. Certain objects also look way too bright for their environment and really stand out in a bad way, like that ship in main, while other objects and parts of the map look out of place, as they are just dropped in there into the old map and don't really fit, or are parts of the old map in the new environment. Also, those mountains outside of the main hangar look really ugly and blurry, you should place that old blue force wall on that hangar entrance to mask them. And that new screen or window at Imp spawn looks ugly when you are far away from it, as it is just black then, like there is a void of nothing behind it, and it suddenly appears when you move closer.
 
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Dying to try this out. Looks good. What are your guys opinion on Dxun? Look like the best map added in a VERY long time.
Worse than jakku.

Scarif on the other hand seems like a really good map. A few fixes like removing the bushes and the platforms above the doors would make it one of the best mb2 maps ever
 

Lessen

pew pew
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Dying to try this out. Looks good. What are your guys opinion on Dxun? Look like the best map added in a VERY long time.
I like Dxun a lot. I think Gumba is a wrong person who is wrong.

That being said, Dxun can feel a bit sprawling, although I think it becomes much less so once the defenders start just watching Main and paying attention to the alert flags rather than wandering anywhere, and once the attackers concentrate on the objective (especially secondary objective). I also found Dxun kind of confusing and oppressive at first, but then I got more familiar with it and now I like it a bunch.
 
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The new Lunarbase looks somewhat strange and crowded. Certain objects look out of place. The revamped maps don't strike that kind of a "balance" of appearance as the old ones have. Certainly in some aspects they are aesthetically improved, but heavily disturbed in others. While there is a greater variety of textures, objects, etc. on the map they don't all fit together in the same theme. The greater amount of complex objects, like ships, isn't always so good, as they aren't properly optimised in MB2, have strange collision boxes and their textures are distorted and blurry. Certain objects also look way too bright for their environment and really stand out in a bad way, like that ship in main, while other objects and parts of the map look out of place, as they are just dropped in there into the old map and don't really fit, or are parts of the old map in the new environment. Also, those mountains outside of the main hangar look really ugly and blurry, you should place that old blue force wall on that hangar entrance to mask them. And that new screen or window at Imp spawn looks ugly when you are far away from it, as it is just black then, like there is a void of nothing behind it, and it suddenly appears when you move closer.

i share the same opinion about lunarbase, theres too many boxes everywhere.
 
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I like Dxun a lot. I think Gumba is a wrong person who is wrong.

That being said, Dxun can feel a bit sprawling, although I think it becomes much less so once the defenders start just watching Main and paying attention to the alert flags rather than wandering anywhere, and once the attackers concentrate on the objective (especially secondary objective). I also found Dxun kind of confusing and oppressive at first, but then I got more familiar with it and now I like it a bunch.
dxun is awesome! both in open and FA version of it.
 
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