Version 1.4 Open Beta

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Version 1.4 Open Beta Changelog

Supa said:
Since I came back to run the internal beta team, there have been concerns of attendance, and how we intend to stress test release ready builds of the game with only a handful of players. The answer wasn't direct, but more so an opportunity to try something different. Open Beta is an idea that I had come up with before I retired in 2010, because of the decreasing number of testers that were attending the internal testing sessions. It was an idea to help me stress test builds, but it also served to provide the community with some much needed insight into changes that were being made before they were released to the public. Some developers post their changelogs as they go, this is our answer.

I know having an Open Beta in a game that is more or less already released sounds awfully silly, if it were to be taken out of context. Not every release we make will require this sort of large scale testing, but in this case we need a little reinforcement to bolster our internal testing efforts for this build, especially to the lightsaber system which has received extensive changes this build. There are a fair number of quality of life changes to classes that will also hopefully bring us closer to better overall balance.

Version 1.4 is our answer to a growing community, and was intended to help satisfy the appetite of that new community after the release of The Force Awakens that came out in December.

General Gameplay
We’ve made some small gameplay changes with the intention of moderating the power of a couple of some classes, while providing various quality of life changes to other classes’ abilities to promote diversity and dynamicity.

Wookiee
We’ve noticed that wookiees have been almost unstoppable while in Rage Mode, and a large part of this was because of their endless supply of fury, so we’ve toned that down a little bit.
  • Change: Reduced fury gain from damaging enemies while in rage mode by 30%. Reduced fury bonus from killing enemies in rage mode by 35%.

Super Battle Droid
Super Battle Droids have always been a pretty strong class in comparison to their pure simplicity. Rather than toning down some of their upfront damage we decided to instead highlight their weakness at close range. Oh, and apparently one ability did not match up with it’s information tooltip; we’ve fixed that too.
  • Change: Slap damage reduced from 30 to 10.
  • Fix: Blast Armor now reduces melee damage by 20% in addition to 40% explosive damage reduction. Previously did not reduce melee damage despite its class configuration description.

Mandalorian
Mandalorian has always lacked a degree of diversity. A contributing factor to this problem has been their lack of complimenting tools. The Flamethrower was always a tool we wanted to be diverse and work in a multitude of situations, while The Wristblaster sort of fell to the wayside. We’ve implemented a quality of life fix and tinkered with the values of Wristblaster to give Manda some of the diversity it’s lacking.
  • Change: Wrist Blaster no longer has an initial cooldown on firing. Reduced ammo before overload from 5 to 2 and decreased its regeneration rate from 1 ammo per 3 seconds to 1 ammo per 5 seconds.

Player Movement
For the most part player movement is in a pretty good spot, however there are a few areas that we’ve looked to improve the quality of life of.
  • Change: Crouch now reduces force push/pull displacement by half.
  • Change: Crouch/Dive can now be performed into walls and slopes.
  • Fix: Wallgrab release inducing falling damage even when releasing from a close distance to the ground, when the wallgrab had been initiated from falling off a ledge rather than jumping off of it.

Lightsaber System
Jedi versus Sith, Jedi versus Jedi, Sith versus Sith

While many of the core mechanics and basics in Version 1.4 will be the same, or similar to how they’ve always been, there have been changes made to halfswinging, countering, perfect blocking, swing chaining and ACC gains, the return of the formerly defunct nudge mechanic, and the return of the saber clash GFX and SFX for the sake of fluidity. These changes are mostly meant to promote more dynamic, reactive and varying styles of saber on saber combat, increase the overall skillcap of the saber system and address the lack of appealing visuals which previous versions suffered from.
  • New: Yellow style now has a saber vs saber perk. Perfect blocks with yellow drain 1 ACC from attacks.
  • New: Saberists can now continue the swing chain with a halfswing after performing a swing feint (interrupting a swing by pressing reload).
  • New: Can now shut off saber when in nudge by pressing use + reload.
  • New: Nudge has been reintroduced upon saber/saber or saber/body collisions, when not attacking.
  • New: Saber/saber clash SFX and GFX have been reintroduced.
  • New: Perfect block is now called full perfect block. Being full perfect blocked now prevents the continuation of swing chains.
  • New: Semi-perfect block: Similar to full perfect block, but can be performed when attacking, running, walking and rolling (not knocked down or in a getup animation), and only negates BP drain and ACC gain. Does not stop combos nor benefits from any perk such as purple ACC gain on PB or yellow ACC drain on PB. Semi-perfect block triggers yellow flashes on the crosshair and BP bar.
  • New: Being hit by a non-parried saber swing now always triggers a blocking animation from which a half-swing (called "counter") can be performed.
  • New: Half-swings performed from nudges, chain pauses and blocking animations are now of similar speed in all directions and spinning moves no longer occur in these cases. Swings chained in the air are unchanged.
  • New: Counters performed off of a full perfect block are instantaneous and deal 1.2 times BP drain regardless of swing blocking, walking or running.
  • New: Parrying now drains BP depending on which stance is being used with respect to the opponent's. For this feature, Blue/Cyan/Duals count as light styles, Yellow/Staff count as medium styles and Red/Purple count as heavy styles. Parrying against the same weight class or lighter results in 1 BP loss, a weight class one level above 2 BP loss, and a weight class 2 levels above 3 BP loss.
  • New: When reaching/having 0 BP after a parry/cancel-out or after being semi-PBed, it is no longer possible to continue on with the combo.
  • Change: Force lightning now stuns Jedi/Sith equipped with a lightsaber if force focused or too low on FP (relative to FB level).
  • Change: ACC gain is removed from all saber special moves except DFAs (Forward+Jump+Attack).
  • Change: When pausing after a chain during a combo, the saberist now regains the ability to gain ACC for the next chain; a chain being a set of consecutive swings, as opposed to pausing then doing a half-swing; being hit and performing a counter also resets the chain, as does performing a consecutive swing in the air (while not hitting another opponent).
  • Change: Consecutive body hits within a single chain now only drain 0.5x as much BP. Only the first hit of a swing chain drains the normal 1.0x amount.
  • Change: Dual style slapping BP drain reduced from 16 to 8, dual now has the same increase in blocking arc as staff.
  • Change: Slightly reduced purple, staff and dual styles' attacking power. Significantly reduced red style's attacking power. Increased cyan's defensive power.
  • Change: Red BP drain on PB perk removed and given to cyan; cyan BP drain on parry removed. Red stagger on 3rd hit is now a shorter stagger (i.e. the player still cannot block blasterfire or PB swings during the stagger, unlike the flinch feature versus gunners).
  • Change: Saber stagger speeds are now the same in every direction.
  • Change: Walking non-swing blocked saber swings now only deal 1.1 times more BP drain (down from 1.2 times), and running swings only deal 1.0 times more BP drain (down from 1.2 times).
  • Change: Perfect block (full and semi) zones have been made smaller overall.
  • Change: Overall BP drains have been increased by 1.2 times.
  • Change: ACM offsets are now the same for all styles. ACM = ACC - 1 for all styles. One exception has been added regarding ACC loss behavior: Blue/Cyan styles lose 2 ACC instead of 1 when bodyhit by styles other than Blue/Cyan, and when perfect blocked by Yellow. Blue/Cyan still lose only 1 ACC when bodyhit by Blue/Cyan.
  • Change: Slightly reduced the minimum delay between two saber strikes on a single opponent for blue style (other styles are unchanged).
  • Change: Blue style's swing chaining capacity is now 2 swings instead of 8.
  • Fix: Blue style's diagonal bouncing animations now work correctly.
  • Removed: Direction restrictions for chaining swing combos have been lifted for all styles.

Jedi/Sith versus Gunners
There are also a good number of changes to the way saberists and gunners interact, with a few value changes and the addition of a new ‘Flinch’ mechanic. We wanted Jedi and Sith to really commit to a close quarters fight and to punish them for misplaying, and to reward gunners more for consistently hitting shots and dealing damage.
  • New: Jedi/Sith now have a universal 20% damage reduction in addition to the 0.75x when blocking. Does not apply when swing-blocking.
  • New: Saber-out melee moves like slap and jump kick are now stopped and cause a stagger when shot by a projectile from very close range.
  • New: Flinch: Flinches are short directional staggers during which it is possible to use saber melee moves or block blaster fire if not pressing attack. Flinches now occur when a player who is not swing blocking gets shot by an opponent at very close range.
  • New: When a projectile hits a lightsaber, it will trigger a block from the saberist if the shot was going to hit his body or pass very close to his body, both when not attacking or when swing blocking; otherwise it will pass through the lightsaber.
  • Change: Force sense level 3 no longer has a cost and does not impede FP regeneration while meditating.
  • Change: Base saber deflection arc increased to 180°.
  • Change: Medium style point costs changed from 6/8/6 to 8/2/4.
  • Change: Purple style swing damage reduced from 440 to 320, red style swing damage reduced from 600 to 450.
  • Change: Automatic blocking saber animations upon incoming projectiles now occur at all ranges, only when actually deflecting projectiles and not when projectiles pass close by, and they lead to half-swings similar to the nudging ones (no more instantaneous swings).
  • Removed: All saber vs gun stance perks have been removed, with the exception of duals and staff which now both have an increased deflection arc. (Red style damage reduction, purple style FP damage reduction, cyan style acrobatics not requiring FP, blue style blocking blaster shots while performing jump kick with saber out, duals reduced FP cost of force powers and staff increased FP regeneration out of combat).

User Interface
We’re always looking to improve on the usability of the current UI, and while the idea of a new UI sounded fantastic the time was really against us. That didn’t stop us from improving on what we did have, though.
  • New: Enabled usability hint icon. This appears when something can be interacted with using the Use key. Previously disabled feature from single player.
  • Change: New automatic demo record icon.
  • Change: All UI menu elements are now forced to a 4:3 aspect ratio. This only affects jamp.exe and not mbii.x86 or OpenJK.
  • Fix: Open mode lightsaber hilts are listed in alphabetical order.
Effects
We have hit the engine limit for number of .efx files loaded on a few of the larger maps which means some things, like Droideka Blaster fire could disappear. We are combating that on several fronts. For this beta only part of it will be in, but look to seeing the rest of the updates in Beta 2. For those with custom FA's you can see the list of changed file paths below.
  • New: Added several FX files with additional color variants of existing. You will see these come into effect in Open Mode in Beta 2.
  • Change: Passthrough Deflect color is now orange instead of yellow to better differentiate it between a normal deflect.
  • Change: All FX have had their physics calculations reduced. You should see some performance gains, particularity if you are using Enhanced EFX.
  • Change: Updated dozens FA file paths to account for merging of files.
  • Fix: FX files have been merged and reorganized to reduce duplicates and to have a more clear structure. Even after additions mentioned above, 84 fx files have been removed and 37 folders have also been removed.
  • Fix: Freeing of many basejka FX for use again in things like Full Authentic as our FX no longer overwrite base files.
Effect File Changes
blaster/Deflect_Passthrough -> Removed Smoke and changed color to orange.
blaster/wall_impact -> blaster/Impact_Wall01
blaster/wall_impact_enhanced2 -> blaster/Impact_Wall01_E
blaster/droid_impact -> blaster/Impact_Droid
blaster/flesh_impact -> blaster/Impact_Flesh
blaster/muzzle_flash -> blaster/MuzzleFlash01R
blaster/shot -> blaster/Shot01R

bryar/muzzle_flash -> blaster/MuzzleFlash01R
bryar/shot -> blaster/Shot02R
bryar/deflect -> blaster/Deflect
bryar/flesh_impact -> blaster/Impact_Flesh
bryar/lvl3_shot -> blaster/Shot03R
bryar/crackleShot -> blaster/Shot04R
bryar/wall_impact -> Blaster/Impact_Wall01
bryar/wall_impact_Enhanced2 -> Blaster/Impact_Wall01_E
bryar/wall_impact2 -> Deleted
bryar/wall_impact2_enhanced2 -> Deleted
bryar/npcshot -> Deleted
bryar/altmuzzle_flash -> Deleted
bryar/wall_impact3 -> Blaster/Impact_Wall01R
bryar/wall_impact3_Enhanced2 -> Blaster/Impact_Wall01R_E

bowcaster/shot -> blaster/Shot05R
bowcaster/wall_impact -> blaster/Impact_Wall01
bowcaster/wall_impact_enhanced2 -> blaster/Impact_Wall01_E
bowcaster/deflect -> blaster/Deflect
bowcaster/flesh_impact -> blaster/Impact_Flesh

briar_pistol -> deleted folder
clone_westars - > deleted folder
darkconc -> deleted folder

darts/p_dart -> Darts/Trail_P
darts/t_dart -> Darts/Trail_T

dc-15s/shot -> Blaster/Shot02B
dc-15s/muzzle_flash -> Blaster/MuzzleFlash01B
dc-15s/altmuzzle_flash -> deleted
dc-15s/flesh_impact -> Blaster/Impact_Flesh
dc-15s/wall_impact -> Blaster/Impact_Wall01B

dc17m -> deleted folder
dc-17ms -> deleted folder

demp2/muzzle_flash -> Blaster/MuzzleFlash01B
dempt/projectile -> Blaster/Shot06B
demp2/flesh_impact -> Blaster/Impact_Flesh
demp2/deflect -> Blaster/Deflect
demp2/wall_bounce -> Blaster/Bounce01B
demp2/wall_bounce_Enhanced2 -> Blaster/Bounce01B_E
demp2/wall_impact -> Blaster/Impact_Wall01B
demp2/wall_impact_enhanced2 -> Blaster/Impact_Wall01B_E

Disruptor/Deflect -> Blaster/Deflect

ee3/blaster_shot -> Blaster/Shot07R
ee3/flesh_impact -> Blaster/Impact_Flesh
ee3/sniper_shot -> Blaster/Shot08R
ee3/wall_impact -> Blaster/Impact_Wall01
ee3/wrist_shot -> Blaster/Shot09Y

electrostaff -> deleted folder
geocan_dc-17 -> deleted folder

golancr1/muzzle_flash -> Blaster/MuzzleFlash01R
golancr1/shot -> Blaster/Shot10R

greenblaster/crackleshot -> Blaster/Shot04G
greenblaster/flesh_impact -> Blaster/Impact_Flesh
greenblaster/muzzle_charge -> Blaster/MuzzleCharge01G
greenblaster/muzzle_flash -> Blaster/MuzzleFlash01G
greenblaster/pistol_shot -> Blaster/Shot11G
greenblaster/pistol3_shot -> Blaster/Shot03G
greenblaster/rifle_shot -> Blaster/Shot02G
greenblaster/shot -> Blaster/Shot02G
greenblaster/wall_impact -> Blaster/Impact_Wall01

kejjdh17 -> deleted folder

repeater/altmuzzle_flash -> Blaster/MuzzleFlash02B
repeater/deflect -> Blaster/Deflect
repeater/droid_impact -> Blaster/Impact_Droid
repeater/flesh_impact -> Blaster/Impact_Flesh
repeater/muzzle_flash -> Blaster/MuzzleFlash01B
repeater/projectile -> Blaster/Shot01B
repeater/wall_impact -> Blaster/Impact_Wall01
repeater/wall_impact_enhanced2 -> Blaster/Impact_Wall02_E

t21/flesh_impact -> Blaster/Impact_Flesh
t21/wall_impact -> Blaster/Impact_Wall01

T-21/flesh_impact -> Blaster/Impact_Flesh
T-21/shot -> Blaster/Shot12R
T-21/wall_impact -> Blaster/Impact_Wall03

vehicles/droideka/droideka_blasterhit -> Blaster/Impact_Wall03
vehicles/droideka/droideka_blasterhit_enhanced2 -> Blaster/Impact_Wall03_E

westarm5/altmuzzle_flash -> Blaster/MuzzleFlash01B
westarm5/muzzle_flash -> Blaster/MuzzleFlash01B

yellowblaster/altmuzzle_flash -> Blaster/MuzzleFlash01Y
yellowblaster/crackleshot -> Blaster/Shot04Y
yellowblaster/flesh_impact -> Blaster/Impact_Flesh
yellowblaster/muzzle_flash -> Blaster/MuzzleFlash01Y
yellowblaster/pistol_shot -> Blaster/Shot02Y
yellowblaster/pistol3_shot -> Blaster/Shot02Y
yellowblaster/wall_impact -> Blaster/Impact_Wall01Y

pulserocket/explosion -> Rockets/ExplosionPulse
pulserocket/explosion_enhanced2 -> Rockets/ExplosionPulse_E
pulserocket/muzzle_flash -> Rockets/MuzzleFlashPulse
pulserocket/shot -> Rockets/MissilePulse

rocket/shot -> Rockets/Missile

blood/spat_big -> Gore/spat_big
blood/spat_pool -> Gore/spat_pool

gore/spat/spat_big_oil -> Gore/spat_big_oil
gore/spat/spat_big_red -> Gore/spat_big_red
gore/spat/spat_big_yellowgreen -> Gore/spat_big_yellowgreen
gore/spat/spat_pool_oil -> Gore/spat_pool_oil
gore/spat/spat_pool_red -> Gore/spat_pool_red
gore/spat/spat_pool_yellowgreen -> Gore/spat_pool_yellowgreen

conc/shot -> Grenades/GlowConcS
conc/shot2 -> Grenades/GlowConcB
conc/conc -> Grenade/EXP_Conc
conc/conc_enhanced2 -> Grenade/EXP_Conc

firegrenade/shot -> Grenades/GlowFireS
firegrenade/shot2 -> Grenades/GlowFireB

sonicgrenade/shot -> Grenades/GlowSonicS
sonicgrenade/shot2 -> Grenades/GlowSonicB
sonicgrenade/sonic -> Grenades/EXP_Sonic

thermal/shot -> Grenades/GlowFragS
thermal/shot2 -> Grenades/GlowFragB
thermal/realshot -> Grenades/GlowThermalS
thermal/realshot2 -> Grenades/GlowThermalB
thermal/shockwave -> Grenades/EXP_Shockwave
thermal/realthermal -> Grenades/EXP_Thermal
thermal/realthermal_enhanced2 -> Grenades/EXP_Thermal_E

tripmine/shot -> Grenades/GlowEMPS
tripmine/shot2 -> Grenades/GlowEMPB

turret/wall_impact_enhanced2 -> Blaster/Impact_Wall01_E

repeater/concussion -> Blobs/Concussion
repeater/ionblast -> Blobs/IonBlast

forcepowers/inv_wave -> force/inv_wave

vehicles/droideka/death -> Droideka/Death
vehicles/droideka/droideka_blasterhit -> Blaster/Impact_Wall03
vehicles/droideka/droideka_blasterhit_enhanced2 -> Blaster/Impact_Wall03_E
vehicles/droideka/droideka_blastermuzzleflash -> Droideka/MuzzleFlash
vehicles/droideka/droideka_blastershot -> Droideka/Shot
vehicles/droideka/shockwave -> Droideka/Shockwave
vehicles/droideka/sprite -> Droideka/Sprite
deka_shield_impact -> Droideka/ShieldImpact

Models
There will be a few brand new models available for the player to choose from in open mode, as well as a variety of changes to already existing models. And some mode specific fixes that only a few people will actually care about. Props to The_Unguided for his work on the mass model merge.
  • New: Endor Leia, TFA Luke (robed and robeless variants), 41st Clone, Captain Rex ARC and Emperor Palpatine added to Open Mode.
  • New: F-11D weapon model replacement for TFA Stormtroopers in Open Mode.
  • Change: Updated TFA Stormtrooper, Vitez's combined clone model and Palpatine.
  • Change: Improved Open Mode performance by merging identical models (clonetrooper_ab/rgb > clonetrooper/airborn_rgb, cloneultcom/default > clonetrooper/commander, ailyn_vel/default > gwethenea/ailyn_vel).
  • Fix: Merged Circa's fix for base lightsaber hilt hand placement. (More information here: https://jkhub.org/files/file/2201-fixed-saber-hilts)
  • Fix: Old Ben's robes are no longer semi-transparent.
  • Fix: Improved Full Authentic performance and efficiency by fixing shaders, replacing clones with combined models and merging identical GLM's (Official/MGM/CMP/uM).

Official Maps
The changes to the maps this time around have been small, and aimed at preventing certain scenarios, or improving the flow of the map on either side, as well as the usual optimization changes that wouldn’t be noticeable to anyone else.
  • mb2_alderaan
    • Cleaned up the PK3. No changes.
  • mb2_deathstar
    • Change: Rebel spawns also move if the control room is reached (alternative to completing tractor beam objective).
    • Change: Saved a few entities around objective by using scripts.
    • Fix: Garbage compactor chute is harder to camp.
  • mb2_echobase
    • New: Added ambient sound to Infirmary.
    • Change: Rebels may no longer destroy the backway. This prevents defenders from camping Secondary Storage too early or weakening their own defense.
    • Change: Redesigned T-Junction to improve gameplay around main route. The area is now less of a chokepoint.
    • Change: Improved visuals around T-Junction and mixed in new box texture set throughout the map.
  • mb2_kamino
    • Change: Locked secondary route to objective until science lab doors are opened.
    • Fix: Full Authentic mode models.
  • mb2_lunarbase
    • New: Round limit ending cutscenes based on overall winner.
    • Change: Slightly reduced height of a few boxes near choke points to increase SBD vulnerability.
  • mb2_republiccruiser
    • Change: Brush Optimizations (19.2% reduction)
    • Change: Entity Optimizations (5.5% reduction)
    • Change: Siege file and in-game map event text converted to strings to allow for localization.
    • Change: Main side route now only requires side hack.
    • Change: Inaccessible doors now have a different texture.
    • Fix: Ship announcer audio moved into scripts and audio channel changed to prevent them getting cut off.
  • mb2_theed
    • Change: Minor visual improvement and optimization.
Unofficial Maps
Most FAs were slightly updated to maintain compatbility with this release. Unless otherwise noted there are no gameplay changes.
  • um_downfall
    • Fix: Fisticuffs class is no longer based on a Wookiee. This allows the use of force jump again. Class now has Heavy Melee instead of Strength to retain melee damage.
    • Fix: Force class no longer has force repulse.
  • um_prisonraid
    • Fix: Keldor class now cannot use overpowered dual pistol fire.
  • um_ragnosbattle
    • Fix: Lightsaber wielding classes have BP again.
  • um_sniperlabs
    • Change: Spawn camping Rebels is now even more difficult.
    • Fix: Removed emplaced guns to avoid effects glitching.

Server Administration
Here are a couple of requested tools that will hopefully better aid in general server administration, as well as a general fix that we know has been bugging server admins for a while.
  • New Mute/Unmute: Mutes a certain player for a set amount of minutes.
  • New: Settk: Sets TK points of a certain player.
  • New: Shuffle: Reshuffles all players according to their scores, and locks them in their team for an amount of time defined in a g_ cvar. Can be used by an admin by typing /smod shuffle.
  • New: Auto-balance: A new server side option that locks joining teams with too great of a numerical advantage.
  • New: Server setting g_spectateTeamOnly defines if players are able to spectate other players from the enemy team.
  • Fix: You can now force team to opposite team, or force team from spec into either team.

Engine
Version 1.4 will introduce an update to our MBII OpenJK compile across all platforms, which will hopefully provide better stability on newer and older machines, and a new cheat detection and prevention engine that will roll out with the launcher update.
  • New: Anti-cheat Engine: This build we will be introducing new anti-cheat detection and prevention measures to ensure players have a consistent experience against fellow players. MBII will now require the launcher be active in the background, even if you are running the game through other means. Mac OS X and Linux are the obvious exceptions.
  • Change: Updated MBII client across all platforms with latest OpenJK code.

Misc. Fixes
And these are the miscellaneous fixes that really don’t fit anywhere else, but are just as important...
  • NPCs now use correct idle animation while holding weapons.
  • NPCs now correctly behave when given orders through Icarus on Linux servers.
  • Mitigated client error MAX_GAMESTATE_CHARS. Server setting sv_pure will no longer work.
  • Multiple server crash fixes.

Modified MBII Assets:
Code:
01_MovieGameMappack.pk3
02_MovieGameMappack.pk3
03_MovieGameMappack.pk3
031_MovieGameMappack.pk3
FAMBModels.pk3
MB_Effects.pk3
mb2_cmp_assets.pk3
mb2_cmp_assets2.pk3
mb2_cmp_assets3.pk3
mb2_deathstar.pk3
mb2_echobase.pk3
mb2_kamino.pk3
mb2_lunarbase.pk3
mb2_republiccruiser.pk3
mb2_theed.pk3
mb2_um_assets.pk3
mb2_um_assets2.pk3
mb2_um_assets3.pk3
MBAssets.pk3
MBAssets2.pk3
MBAssets3.pk3
MBHilts.pk3
MBII.pk3
MBII_Mac.pk3
z_MB_BaseAssets.pk3
zz_MBModels.pk3
zz_MBModels2.pk3

Modified GameData:
Code:
mbii.i386
mbii.x86.exe
mbiided.x86.exe
rd-vanilla-mbii_i386.so
rd-vanilla-mbii_x86.dll
SDL2.dll
 
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Alright so I've played the beta. I liked the changes, only thing I have to complain about so far is the wrist laser. Only 2 shots? And a larger regen time? And it still blows up after using more than 2? No, this is wrong.

If you're only going to make the wrist laser have 2 shots, allow the mando to use it while knocked down, and give the wrist laser significant more knockback. That would be cool. I've always thought of the wrist laser as a backup/side weapon, and if it only gets 2 shots, it should be usable while knocked down.
 
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I am doing that, it just doesnt work for me...Unless theres something I'm missing or not understanding...

Forget about the .bat file

- Go to your MBII folder
- Look for MB2_Commtower.pk3
- Right click on the file and select copy
- Go to your MBIIBeta folder
- Right click in the folder and paste
- Congrats, you have successfully added the file
 
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1,311
Ok....*sigh*

I can run the beta, but not - normally:)

It's the same problem I had when the launcer was first set up. I never really bothered to figure out what was wrong and hey, it worked just by switching clients or whatever.:) I'd like to at least have a theory to why this keeps happening though:(

Here's what happens:

When I go to run the MBII_Beta_Setup.bat in my GameData folder I get this:

2rsUIFp.jpg


Denied!!!!

I'm on a Vista...but I'm the only user and I have admin...I noticed when I r-clicked properties/compatibility for the bat - the admin thing was faded out and I couldnt check it:(

Moving on. Clicking Play_MBII_Beta.bat or Play_MBII_Beta_OpenJK.bat nets me this:

eN2Qlvo.jpg


I then manually copied all the files as per instructions to the appropriate folder. Still the same thing.

The workaround I discovered was using the launcher.exe that I downloaded in Step 1, highlighted below with orange,I can enter beta.
Unfortunately, the config I had moved and copied into the beta folder...wasn't being read. It was all default crap. The cfg file is in the beta folder, its just not catching it. So I just did it all manually, set it up and checked to see if it *saved*. And yeah, it does save so I can play but...

This leaves me wondering, wtf is going on and even after going through every file I have in my SWJA folders I can't find where this new config is being saved even though it exists!

Anyone want to hazard a guess to this mess:)

Nothing to strain yourselves over as I can play it easily enough. Just not the normal way. My pc is special.



Open Beta Installation Instructions
  1. PREPARE BETA LAUNCHER
    The beta launcher is required to join servers running anti-cheat.
    1. If you agree to the above, click here to download the beta launcher.<<<<<<<<<<<<<<<<<<<<<<<
    2. Run the beta launcher but DO NOT click play. Provide the location of your GameData if prompted. Leave the launcher running in the background when you want to join open beta servers.
  2. INSTALL ASSETS
    1. Click here to download the open beta assets.
    2. Extract the downloaded ZIP to your GameData folder.
    3. In GameData run MBII_Beta_Setup.bat to import additional files from your MBII folder.
      1. If you cannot run the batch file, manually copy these files from your MBII folder to MBIIBeta:
        Code:
        jampconfig.cfg and/or openjk.cfg
        mb2_cloudcity.pk3
        mb2_commtower.pk3
        mb2_dotf.pk3
        mb2_jeditemple.pk3
        mb2_sdestroyer.pk3
        mb2_tradefed.pk3
        mb2_duel_senate.pk3
        forcecfg (folder)
  3. START 1.4 OPEN BETA
    How you start will depend on the version of Jedi Academy you have installed.
    1. Retail/GOG JAMP: Double click on Play_MBII_Beta.bat in your GameData folder.
    2. MBII Client (OpenJK): Double click on Play_MBII_Beta_OpenJK.bat in your GameData folder.
    3. Steam JAMP: Open Jedi Academy's Properties in Steam, click on Set Launch Options, and set it to: +set fs_game "MBIIBeta"
    4. Non-Windows: Replace +set fs_game "MBII" with +set fs_game "MBIIBeta" in your current startup method.
 

Jorge

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you probably messed up your folder permissions or something of the sort. UAC or idk try to make a new bat file and copy contents, could be some security thing from a download file or who knows what.
 

Spaghetti

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This leaves me wondering, wtf is going on and even after going through every file I have in my SWJA folders I can't find where this new config is being saved even though it exists!
For your issue you need to make the GameData folder (and all subfolders/files) writeable by the Users group on your system. You will no longer have problems then.
 
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Forget about the .bat file

- Go to your MBII folder
- Look for MB2_Commtower.pk3
- Right click on the file and select copy
- Go to your MBIIBeta folder
- Right click in the folder and paste
- Congrats, you have successfully added the file
I know how to copy/paste a file folder, and I did what exactly you said, and I get the same message..
 

Spaghetti

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I know how to copy/paste a file folder, and I did what exactly you said, and I get the same message..
It's looking for something the .bat generates. If you're not using the .bat for setting up the folder you're not supposed to use the Play_ .bats either. Follow the instructions to modify the launch argument with whatever you normally use to start the game.
 
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Umm guys I need help my MBII beta has finally finished installing but when I load the setup it says i don't have commtower.pk3 in MBII folder but when I checked I do please help!
 
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Alright so I've played the beta. I liked the changes, only thing I have to complain about so far is the wrist laser. Only 2 shots? And a larger regen time? And it still blows up after using more than 2? No, this is wrong.

If you're only going to make the wrist laser have 2 shots, allow the mando to use it while knocked down, and give the wrist laser significant more knockback. That would be cool. I've always thought of the wrist laser as a backup/side weapon, and if it only gets 2 shots, it should be usable while knocked down.
+1
 

Helix

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Umm guys I need help my MBII beta has finally finished installing but when I load the setup it says i don't have commtower.pk3 in MBII folder but when I checked I do please help!
Manually copy the files OR check if you have writing rights in GameData.
 
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For the people having problems with the beta setup.bat. I had the same problem since i unzipped the beta file into gamedata folder and it created the subfolder mb2open beta something. I then copied all the files out of that folder directly into gamedata folder and the setup.bat and playmb2beta.bat worked.
dont think you have to be careful not to overwrite something but keep that in mind.

The problem iam having is after like 2 mins my game crashed saying i have to play with beta launcher activated and not stop running it.
I started beta launcher, not clicked play and then started with playmb2beta.bat. I also copied my own cfg files (setup files for things like mouse sensitivity, grafic settings and network settings) into the beta folder and loaded one of them but that shouldnt be the problem right?

edit: maybe i messed it up too much, now i cant even start mb2 saying it cant open autoexec.cfg =)
maybe ill try a clean beta install later.
 
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Any mac users who could start the beta launcher? I get error when I try to mono it.

EDIT: I can play anyway, just without the launcher
 
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Hey guys, Skee here. I've played the Beta and I like where open mode is going. I'd like to give my 2 cents if that's alright.

- - - - -

Flinching

I love the new flinch mechanic. For what seems like the first time in over half a decade, gunners really stand a fair chance versus Jedi/Sith.

However, one thing about it that annoys me is how it's possible to cause flinching from any range. I'd like it if flinching only occurred at extreme close range (where it's useful 1v1), because when a Jedi/Sith is focus-fired by multiple targets while advancing on an enemy, or when stray shots from teammates are fired from far away, it makes going on the offensive (e.g.: finishing off a pushed enemy) extremely difficult.

- - - - -

Red

It might seem strange, but contrary to my own self interest, I'm really happy my favorite stance got hit with the nerf bat. Nudge coming back kinda helps ease the pain as well!

My only gripe with the changes is how the Luke NPC jump seems to have been removed. If you're unaware, the Luke NPC is where you perferm the RDFA timed right after a Red swing, and it allows you to jump long distances. Please bring it back -- it would really make up for losing the Damage reduction perk, Pblock BP drain perk, BP damage modifier, and HP damage boost.
 
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Is there any plan to add more characters (character slots) to the mod in v1.4, or what we see now in the beta is the final version? It'd be useful to know this, because I'd start working on my replacement pack while I have free time to do it.
 

Spaghetti

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However, one thing about it that annoys me is how it's possible to cause flinching from any range. I'd like it if flinching only occurred at extreme close range (where it's useful 1v1), because when a Jedi/Sith is focus-fired by multiple targets while advancing on an enemy, or when stray shots from teammates are fired from far away, it makes going on the offensive (e.g.: finishing off a pushed enemy) extremely difficult.
That is already how the mechanic is coded. Only shots that damage a saberist at melee range (or so) will trigger a flinch. Being shot in the back from a nearby gunner will not make you flinch.

Is there any plan to add more characters (character slots) to the mod in v1.4, or what we see now in the beta is the final version? It'd be useful to know this, because I'd start working on my replacement pack while I have free time to do it.
There might be a change or two but things are mostly final. I haven't put together the detailed changelist yet (just have some raw notes).
 
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I know how to copy/paste a file folder, and I did what exactly you said, and I get the same message..

I'm not sure where the confusion is...do you have commtower in your MBII folder? Did you copy it over to your mbII beta folder? The only time you would get your error is if you are using the .bat file. You should not be using the .bat file after copying the file over.
 
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