Version 1.4 Open Beta

Status
Not open for further replies.
mb2_logo_1.png

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
 
Last edited:

Plasma

Movie Battles II Team Retired
Posts
133
Likes
267
I don't mean to be That guy but don't take me wrong, it all looks shiny and chrome and can't wait to play, but who made the decision to add TFA Luke who we barely see for 10 seconds over Kylo Ren, or even Phasma let alone Rey or Finn. Almost everyone I have spoken to has agreed that the one thing that needs to happen in the next update is a Kylo Ren model, considering we already have his lightsaber. That guy out of the way, I look forward to having a crack at all this.
DT likes Luke so he made a Luke model we do this in our spare time and we generally gravitate to things we actually want to make. There is a Kylo Ren model coming you can see it on the facebook page and Scerendo is working on Poe and Finn if you want to see those you can look at his thread on jkhub. We're not ignoring this stuff because we're lazy or don't like TFA it just takes time and it might be awhile before it all comes together.
 
Posts
7
Likes
1
I'm having a problem playing the beta, whenever I open up the server browser my computer goes completely black and requires a restart. Anyone else had this problem?
 
Posts
19
Likes
15
DT likes Luke so he made a Luke model we do this in our spare time and we generally gravitate to things we actually want to make. There is a Kylo Ren model coming you can see it on the facebook page and Scerendo is working on Poe and Finn if you want to see those you can look at his thread on jkhub. We're not ignoring this stuff because we're lazy or don't like TFA it just takes time and it might be awhile before it all comes together.
Just checked out the model on the Facebook page it looks fantastic, can't wait.
 
Posts
6
Likes
0
did u check in the launcher is everything aight? For me, i enter the game like this : open the launcher, settings, uncheck steam integr. ( i had it checked it diddnt work for me ). Then from gamedata folder open play_mbii_beta_openjk. ( leave launcher running ). try that, I hope u will get it
I tried that, can't even get MB2 to open without it checked, it defaults to standard JKA regardless of options chosen.
 
Posts
2
Likes
0
Is there a way to upgrade private dedicated servers to this? I've been working on it quite abit but can't seem to get it work. In the startup file I tried directing launching the server from mbiibeta but it doesn't work, says that files are missing. I'd like to upgrade to the next version for testing but prefer to do with with my friends on a private server.
 
Posts
1,013
Likes
572
Is there a way to upgrade private dedicated servers to this? I've been working on it quite abit but can't seem to get it work. In the startup file I tried directing launching the server from mbiibeta but it doesn't work, says that files are missing. I'd like to upgrade to the next version for testing but prefer to do with with my friends on a private server.
They don't want private beta servers.
 

Puppytine

Slayed dreamer
Posts
2,237
Likes
1,493
I tried that, can't even get MB2 to open without it checked, it defaults to standard JKA regardless of options chosen.
To start mb2 beta using Steam:
Right click on Jedi Academy in your Steam Library and select Properties. You should see a button labeled Set Launch Options. Select that, and in the text field copy and paste +set fs_game "MBIIBeta". Whenever you start Jedi Academy Multiplayer through Steam it will automatically load to Movie Battles II. If you want to run base, or another modification, you will need to remove or modify the launch options.

Make sure you do have folder "Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta", and it contains all required files (beta + 1.3.1).

Make sure you do have these files in "Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\MBIIBeta":
MBII.pk3
uix86.dll
If there is no uix86.dll file in that directory, open MBIIBeta\MBII.pk3 with WinRAR or WinZIP and extract it manually.

Make sure you DON'T have uix86.dll in "Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData".
Is it going to be offical servers from this point? or when 1.4 comes out of beta will they still support privately hosted servers?
I'm not a developer, but I'm sure server side binaries will be released when 1.4 is released, and private servers won't go anywhere.
 
Last edited:
Posts
20
Likes
1
uhm, i think u got mistake in saber files. There is a (red) anakin skywalker saber and its of the luke, so its lukes for anakin and anakins for luke. I am not sure, but check it out tho
 
Posts
7
Likes
1
Don't know where the best place to ask this is, but would it be possible to have some admin rights to kick these lamers? Trying to test out features and getting lamed is not fun.
 
Posts
1,013
Likes
572
Is it going to be offical servers from this point? or when 1.4 comes out of beta will they still support privately hosted servers?
Yes, official servers only for now.
All the servers will be upgraded and private servers will be given stuff to upgrade to 1.4 when 1.4 is ready to be launched.
They just do not want private beta servers.

And that is probably because it was cause less drama and they just want raw testing done with constant observation and supervision.
 
Last edited:
Posts
27
Likes
6
The Mando is what I play the most, and I would love wrist laser to be better but it just seems like it still won't be worth taking over the flamethrower. Being able to finish off a Jedi who is low on health when they have full FP is pretty powerful. I've tested the wrist laser many times on Sith, and twice on a Jedi. The FP drain always seems to be barely more than a single pistol shot on the Mando yet it fires more slowly, costs 10 points, and now only can be shot twice instead of four times before blowing up.

I hear all the time that the FP drain on it is huge, so why isn't it when I use it? I've shot someone blocking within flamethrower range and they told me it drained 12 FP. Have the people who say it drains a lot of FP ever actually told someone to let them shoot them with it and checked what it took, or did you hear it is a lot so you say it is a lot?

I suppose I will do some more testing wrist laser vs pistols against run blocking since most of my testing was vs someone holding block.
 
Last edited:

Sylar

Donator
Posts
56
Likes
27
Btw, there are official answer for why we can't have private servers running the beta? I want to play and share my opinion about it but with 200+ ping it just not gonna happen, I mean how can you test some features with ping that high?

I think we could have more input/thoughts on the system if we allowed private servers to host beta.

At least here on South America, particularly Brazil, we would've like 50 ~~ 80 + players trying it out, imagine the ideas that could come up.
 
Last edited:
Posts
2
Likes
0
1.4 sucks ,i cant understand shit of this update.This actually destroyed my yellow technique.Also the nudge is shit,1.3 is better.You should just have nerfed cyan and duals/staff
 

MaceMadunusus

Level Designer
Donator
Movie Battles II Team
Posts
1,910
Likes
2,670
Btw, there are official answer for why we can't have private servers running the beta? I want to play and share my opinion about it but with 200+ ping it just not gonna happen, I mean how can you test some features with ping that high?

It allows us to control the testing environment. So we know exactly what is going on with the configuration/settings and to be sure the servers are correctly set up. It also allows us to directly get any crash log or other logging information that we need without having to wait for other people to even notify us there was a crash. I don't know any game that has public test servers that have community run betas, they are all run on official servers so we can keep the test environment a constant.
 
Posts
1,013
Likes
572
It allows us to control the testing environment. So we know exactly what is going on with the configuration/settings and to be sure the servers are correctly set up. It also allows us to directly get any crash log or other logging information that we need without having to wait for other people to even notify us there was a crash. I don't know any game that has public test servers that have community run betas, they are all run on official servers so we can keep the test environment a constant.
Just give him his hue hue servers.
The Brazilians are just as apart of the community as the rest of us.
 
Status
Not open for further replies.
Top