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:

MaceMadunusus

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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.

Almost all the textures and objects are from basejka or basejko imperial texture sets. The added textures were color matched almost exactly to the region they were added to corresponding to the textures present in the old lunarbase. They definitely all fit the same theme. But if something is a little off, its pretty much all on ravensofts side texture wise. There are some things I still want to tweak a little though.

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.

The ship isn't really a problem outside of lighting / texture quality but again its a basejka ship. I wanted to improve it before release but I think that would have required some additional effort than just modifying the shader so I decided to avoid it for now.

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.

Or I could just redo the outside and not put that forcefield back that makes no sense when you see other imperial hangars.

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.

Performance optimization and bug fix. Its physically drawing the other area, but waiting till you're closer to draw it helps out a bit. It also prevents this bug:
CameraPortals - Create, Discover and Share Awesome GIFs on Gfycat

theres too many boxes everywhere.

But I thought people liked boxes :(

I like Dxun a lot. I think Gumba is a wrong person who is wrong.

I concur, I think dxun is really fun, outside of the sniping spam but that is a problem with mb2 and not the map.
 
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Almost all the textures and objects are from basejka or basejko imperial texture sets. The added textures were color matched almost exactly to the region they were added to corresponding to the textures present in the old lunarbase. They definitely all fit the same theme. But if something is a little off, its pretty much all on ravensofts side texture wise. There are some things I still want to tweak a little though.



The ship isn't really a problem outside of lighting / texture quality but again its a basejka ship. I wanted to improve it before release but I think that would have required some additional effort than just modifying the shader so I decided to avoid it for now.



Or I could just redo the outside and not put that forcefield back that makes no sense when you see other imperial hangars.



Performance optimization and bug fix. Its physically drawing the other area, but waiting till you're closer to draw it helps out a bit. It also prevents this bug:
CameraPortals - Create, Discover and Share Awesome GIFs on Gfycat



But I thought people liked boxes :(



I concur, I think dxun is really fun, outside of the sniping spam but that is a problem with mb2 and not the map.

mace :( i do like boxes but theres too many of them!!! *VC off*
 
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Almost all the textures and objects are from basejka or basejko imperial texture sets. The added textures were color matched almost exactly to the region they were added to corresponding to the textures present in the old lunarbase. They definitely all fit the same theme. But if something is a little off, its pretty much all on ravensofts side texture wise. There are some things I still want to tweak a little though.
I feel like there is too much variety now, if there was too little before. For example, the generator area now looks out of place from the rest of the room.
 
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The new Death Trooper model is fantastic, the voice lines for it are amazing as well. Loving the update so far great work.
 
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mace :( i do like boxes but theres too many of them!!! *VC off*
I mean it's probably the most closed quarter map that we have( ignoring smuggler). This is good for ambushed and sneaky playstyle. The box could be simply reogranized and it would be fine, but this is an issue on the use of props/items. Do you go for realism or gameplay.

But in general I like the modifications done to lunarbase.
 
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I mean it's probably the most closed quarter map that we have( ignoring smuggler). This is good for ambushed and sneaky playstyle. The box could be simply reogranized and it would be fine, but this is an issue on the use of props/items. Do you go for realism or gameplay.

But in general I like the modifications done to lunarbase.

i do agree with you but maybe more organized and less boxes though other than that map is cool.
 
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too bad no one will play these because all the populated servers are 24/7 dotf or deathstar
(which are cancer and should be banned from mb2)
 
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too bad no one will play these because all the populated servers are 24/7 dotf or deathstar
(which are cancer and should be banned from mb2)
you must have cancer in the eyes then because every server had one of the changed/new maps on since the update came out
 
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\Rant

Oh dear, I'm a tad late to the party, aren't I? Anyway, time for an opinion ('cause EVERYONE loves those)
First of all: Removing pit access from star forge isn't something i'll be thanking ya for anytime soon, It was the perfect place to go when the topside of the map was too crowded for dueling in reliably. This honestly kills star forge as a duel map in my opinion unless it's a low population server.

Second:
"Fix: Death Star
Blocked off hanging pillars to remove timewasting places"
Hearing Mandalorians be like:

Third: "
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."
This was actually a very useful defensive spot for snipers for defending the final obj, it's going to be a lot harder to defend final objective with a sniper rifle now :c

Also, are the star fighters necessary to have in the duel variant of DOTF? I'm getting some FPS issues now that I didn't have in the past.

/Rant
 

2cwldys

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I believe on Dxun (whichever was the TOR / Kotor Map) , you can use sense in the large center area and see everyone on the map as it is the largest portion of the map.
 
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This was actually a very useful defensive spot for snipers for defending the final obj, it's going to be a lot harder to defend final objective with a sniper rifle now :c
No it wasn't. There is no cover there and no space to move around. Meaning that anybody with half a braincell can easily spray you down with an e11 while you sit there trying to do anything
 

{Δ} Achilles

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No it wasn't. There is no cover there and no space to move around. Meaning that anybody with half a braincell can easily spray you down with an e11 while you sit there trying to do anything

So what was the purpose then to making that section of the map entirely unplayable?
 
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