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  1. #1
    The Greatest Ever Rambo's Avatar
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    Default New Developer Diaries of V1



    Developer Diaries!

    Droideka & Smod

    Spoiler
    Quote Originally Posted by Sxx View Post

    Droideka & Smod

    So, with V1 getting closer and closer, we're going to keep annoying you guys with previews of new things. If everything goes to plan, we'll all be playing V1 this very summer! Unfortunately we can't give you an accurate release date yet.

    Droideka

    In a previous diary we've already mentioned some changes to droideka. Well anyway, we've got something else to show you! One of our coders, Serath, has implemented a new HUD for droidekas. Shield and ammo values can now be properly read out from the HUD. Here is a short video that shows it to you ingame:


    As you can see the shield values properly update and are way easier to read now. The blue bar on the left of the ammo bar on Droideka's HUD shows the availability of the Discharge ability and disappears when it is unavailable. Additionally, when hit by pulse grenades, the ammo displayed in the HUD will turn negative in order to show the player for how long his ammo will be disabled.

    On the subject of Droidekas, they are now able to open the throne and fed room doors on Mb2_Dotf.

    ShowPlayerID

    Another coder, ZwM, added a new command, /showplayerID. This is a command all players can use to view the players on the server. Unlike the serverstatus command, showplayerID actually shows the correct client slots for the players. Here's how it looks in your console:



    Smod

    ZwM also implemented some other changes that server admins may like. First of all, you can create your own smod accounts now. There are up to 16 configurable smod IDs in the server config file, that you can alter. Each of these 16 accounts can have different settings. Here's an example as to how it would look in your server.cfg:
    Code:
    seta g_smodAdminPassword_1 "welovedotf"
    seta g_smodConfig_1 "4095" // Access to all Smod Commands
    
    seta g_smodAdminPassword_2 "iamagreatjedi"
    seta g_smodConfig_2 "197" // Access to Kick, Tempban, Ban, and Map
    Logging into smod now works slightly different: /smod login <account ID> <password>
    So for instance to log into the second account, do /smod login 2 iamagreatjedi

    One of the useful things about this is, you could also add an smod account with no admin commands enabled at all (smodconfig set to 0). This account would be able to log into smod and be able to speak to the admins privately. I suppose clans and such might find this useful.

    We've also enabled auto-renaming by default. This means that two players with the same name will now get renamed by the server. This used to be configurable before. Smod commands being logged is also enabled by default now.

    Inactivity

    There are also some minor changes to inactivity settings. The current g_inactivity cvar has been removed and replaced with two cvars:
    • g_InactivitySpec "30" - time in seconds until (inactive) player is moved to spectator.
    • g_InactivityKick "180" - time in seconds until (inactive) player is kicked from the server.

    The values above are just examples of course, the server owner can set this to their own liking. This might come in handy for server admins who want AFK players to be moved to spectator, instead of having them get kicked. And of course, you'll still get a warning message from the server before you get kicked or moved to spectator.



    A new sample server.cfg will be provided with the release, so I highly recommend server admins use that. You'll be able to read the new smod bitvalues in the MBII_Readme file once the release is out.

    That's all for now guys!


    Soldiers, Wookies, Duels!

    Spoiler
    Quote Originally Posted by Sxx View Post

    Soldiers, Wookiees, Duels!

    Hey guys, here is another diary with a few new things. It's been a couple of weeks since the last diary, so we thought it was time to post another one.

    Soldier changes

    We've made some changes to the Soldier class. The rally ability lacked a useful mechanic in it and we think the following changes will make it more interesting to use:

    • Rally gives boosts to Soldiers who assemble at the commander now: a small amount of bonus HP and a slight speed increase, lasting for 20 seconds.
    • Soldier's close combat ability has been buffed (Level 2): Soldier now has the commander-like speed (for all weapons) & commander-like getup.


    This makes the rally a more interesting ability and should increase its usability. The speed increase, gained thanks to the close combat ability, stacks with the rally boost. This means that for a short moment (20 seconds), soldiers can become very fast. The ability might come in handy with coordinated team attacks.

    New Duel Maps

    So far we have added 5 new duel maps. Most of the duel maps well made using the existing maps, from which we took the interesting parts, improved the layout and turned them into proper duel maps. Fortunately there isn't much effort involved with creating duel maps, which allowed us to create these new maps in quite a short amount of time. Yay, you can now practice your lightsaber skills on 5 new maps!


    Mb2_Duel_Boc: the main hangar of the current Battle Over Coruscant map.


    Mb2_Duel_Datacore: based on the datacore area of Republic Cruiser.


    Mb2_Duel_Detention: a fresh new map made by Mace.


    Mb2_Duel_Korriban: the "final" SP map scene. FA is set to the dark side ending (Kyle VS Jaden).


    Mb2_Duel_SDestroyer: main hangar area of the SDestroyer map.

    Wookiee Rage

    We have also made some changes to the Wookiee Fury ability. As we want to utilize Wookiee in a more aggressive style, instead of the defensive style as of currently, we have implemented a few changes as follows:

    • Getting hurt no longer gives you Fury Points.
    • Dealing damage to enemies is what gives you Fury Points now.
    • Fury level 2 gives you the shoulder barge attack, even when Fury isn't activated.
    • The barge move cooldown has been doubled outside of Fury.


    A reminder: we could still use a couple beta testers. See this thread if you haven't seen it already.


    Dxun map, new loading screens, team-kill menu

    Spoiler
    Quote Originally Posted by Sxx View Post

    Progress!

    Since it has been quite some time since our last release, we decided to start showing some progress. The idea is to show short developer diaries every few weeks to show you that MB2 development is not dead. As usual, the work you will get to see is most likely still a work in progress.

    Dxun

    You may remember Dxun from KOTOR or simply from Star Wars lore. Dxun is a moon orbiting the planet Onderon. It's known for it's jungle enviroment. Snodog has been working on this map, which originally was intended for the Conquest gametype. Unfortunatly the Conquest gamemode has been delayed for the time being.





    The teams EbonHawk (rebels) attack the Mercenaries (imperials) to destroy the weapon caches. There are several different routes leading to the objective. Areas differ from both wide open areas and closequarter and narrow areas (such as the caves). Hopefully this will keep gameplay interesting.





    The objective is destroying the two weapon crates. Imperials spawn in this area. The weapon crates are protected by a shield which has to be shut down before the rebel team can destroy them. You can do this by hacking the console that is right next to the two weapon crates, or by hacking the console from another corridor.

    Loading screens

    Starushka has been working on some new high quality loading screens to replace the old and dull ones that we have right now. Click on the image to view them in full size and higher quality.





    As you can see the layout is changed compared to the current design. The images have a way higher resolution compared to the older images. Space has been freed up to show a larger map image aswell.





    In a future diary we'll announce another neat little feature for the loading screens. Most of the loading screens are done, but these are all we're showing you for now!

    Teamkill Menu

    Our coder DCM has also made a neat little addition which the lazy players will certainly like. Currently to punish or forgive a teamkiller, you need to write !punish or !forgive in chat to (for)give TK points. He implemented a menu that shows up after you get teamkilled.



    As you can see it's pretty straightforward. Press F1 to punish and F2 to forgive. After doing so the menu closes again. Alternatively you can close the menu by pressing F3, which will result in the same thing as doing nothing with the current system (which will automatically deal 50% of the points from punishing). The current methods of simply writing !p or !f in chat will also stay functional.

    In case you're unable to view the images (they're uploaded on imgur) I've also uploaded them on tinypic.
    Dxun: 1 - 2 - 3 - 4
    Loading screens: 1 - 2 - 3 - 4
    TK Menu: 1

    That's it for now! We'll try and show you some more progress within a few weeks. Hopefully sooner, but no promises. If you have any feedback please let us know!


    Lunarbase, Tracking Darts

    Spoiler
    Quote Originally Posted by Sxx View Post

    Progress on V1!

    It's been (too) long since you've heard from the team so I decided to put a short diary together. Many of us have been inactive but we're trying to turn this around now. Fortunately we've had a few new developers and also a few old ones returning. We're however still looking for testers and developers, so if you think you have what it takes, feel free to apply.

    As always, keep in mind that whatever we show you is WIP and isn't guaranteed to be released.

    Lunarbase

    There was an idea brought up in beta for an additional corridor connecting the middle of the tunnel to the imp side of the gen corridor. It's essentially a large corridor that goes under the outside area. It's unlocked by hacking the secondary objective (green dot on image below).

    Here's a (rough) image to show you what I'm talking about. The green route is the new one.


    Here are a few screenshots to show you the current state. Note that it is far from finished, and is still going to change, as it still needs some extra detail. Development on this started about a week ago, so I haven't exactly had much time yet.






    I've also made the vents slightly more accessible for wookiees, and fixed the other side door showing up as green (unlocked).As for the new route, we'll see how it works out in public.

    Gameplay

    There are some changes in the gameplay area too:

    - Pseudo-Q3 removed inside close IDR. Kept outside of it.
    Stassin implemented this. So what this comes down to, is that blocking while swinging in IDR doesn't work anymore. Outside of IDR, this should still work.

    - The projectile rifle now deals damage against the droideka's shield (instead of hull).

    - Rockets and grenade damage has been increased against breakables and NPCs (2x and 3x respectively).
    These numbers might still change, but this is what we've got them at in beta.

    - Updated westar m5: clip reload system and level 2 added.
    Level 2 adds walking accuracy. It costs 6 points.

    Tracker Darts

    This is a feature our coder Serath implemented a while ago. Tracker darts update their color based on the health of their target: [1,25] - red, [26,50] - orange, [51,75] - yellow, [76,100]. Here's a video demonstrating this:



    A few bugfixes

    Although we're good at creating bugs, we also try to fix them. Here are a few issues we've fixed in beta:

    - Changing class in Full Authentic mode while alive no longer (instantly) kills you.
    One of our new coders ZwM fixed this. You can select another class while alive and you'll get changed to that the next round.

    - Fixed a bug where scoping in/out with low-clip resulted in flickering.

    - Fixed an exploit that let the players write multiple-line messages into chat.

    Development

    Currently we're just trying to iron out some vital gameplay changes and fix remaining bugs.
    We've caught some new bugs in beta that we're trying to fix before we release to you guys. A few examples of current bugs: the /tell command shows the text to people other than the sender & recipient, when spec hud is hidden it will reveal itself after spectating droidekas, and up until recently selecting the clonetrooper class crashed the client. These are just a few examples, but there are just many things preventing us from releasing right now.

    If you have questions or comments, let us know!
    Alternative image urls:
    Lunar: #1 - #2 - #3 - #4


    Smuggler Map!

    Spoiler
    Quote Originally Posted by Hexodious View Post

    Introduction

    Hello there,
    I am Hexodious, the newest addition to the MovieBattles II development team. I have been a part of the beta for a while now and decided to help further by creating maps for this amazing mod. I would like to show you something I have been working on recently, a new map that you may have seen on the {BG}Events server as I've been testing it with a few people there.

    MB2_Smuggler

    This map is different than anything you can currently find in Movie Battles 2. It has been specifically designed for smaller amounts of players (10-12) and competitive match-play. The map features tight combat areas and varying degrees of cover with multiple routes. Unlike a traditional MB2 map, a single round here should last only for 2-3 minutes due to its smaller size. This is ideal for smaller servers with a lower population and instant action. A layout of the map can be seen in the images below.





    Objectives

    Imperials
    The map is set in one of Boba Fett's hideouts. Boba Fett has some sensitive information about the routes Smugglers are taking to transport weapons around for the Rebels, and he has been selling this information to the Empire. His objective is to defend this information and kill the intruders. Alternatively he can blow up their ship.

    Rebels
    The Smugglers have ties to the Rebels and have been transporting cargo across the galaxy. But Boba has been selling information about their flight paths to the Empire. The objective is simple, fly in get the information and fly out as quick as possible.

    Dual Objectives
    That's right, this map introduces dual objectives! Imperials can decide whether they want to defend the datapad and play the defensive role, or rather take the offensive approach and try to plant a bomb on the Rebel ship. After planting a bomb they need to hold the area for a few seconds, until the bomb explodes.

    In the case you decide to play as a Rebel, you once again take the offensive role, but can choose the preferred objective. One of the options is to steal the datapad and then quickly return it to your ship and escape the area. The other option is to defuse the bomb that has been planted by Imperials.

    Gameplay



    As the map still is not finished, all the textures are currently placeholder. The focus lies in the gameplay at the moment and adjusting the objectives. Obviously, the textures will be ultimately replaced with better ones. In the case you would like to watch how the map is being made live, you can tune into www.twitch.tv/hexodious_.



    We may see the V1 version this summer, but for now, I'll keep you guys up-to-date with new developer diaries.

  2. #2
    Let me pass, or put skill to final test. Wipe's Avatar
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    Cool

  3. #3
    Boycott shampoo! Demand the REAL poo! Tobi's Avatar
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    whoa, i had no idea the dev dairies even existed. Good to see the progress and new features. Also they are aiming for a summer release which is awesome! cant wait to get my hands on it. Thanks for the update Rambo!!

  4. #4
    If I'm not back in 5....wait longer! KnightFist's Avatar
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    Sweet!

  5. #5
    Founder of Killer Agents
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    looks good so far minus the deka proj relationship


    AOD_Insane "WHY DID YOU SHOOT ME IN THE BUTT HOLE"
    AOD_JamesHarden "If you don't fk with AOD you can't fk with me!"

  6. #6
    Talent is something you make bloom, Instinct is something you polish Emiyuu's Avatar
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    Soldier+ET combos are going to be ridiculously strong

  7. #7
    Plan C AOD Member AOD_Markyle's Avatar
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    The whole premise behind the punishment system was a big !PUNISH or !P. I hope it still works that way lol...

  8. #8
    King of The Meheecans Ben Dover's Avatar
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    Niice, i actually like most of this changes except maybe for the shoulder barge wookie thing outside of fury. And we'll have to test that rally bonus thing to see if its not too OP; but overall it looks pretty good.

  9. #9
    Every waking moment is agony Really Old Man's Avatar
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    There's plenty of more features (I'm a beta tester). You guys are gonna love this next build.

  10. #10
    Knee High to a Worms Ass CaptainUssop's Avatar
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    Nice!

  11. #11
    The Greatest Ever Rambo's Avatar
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    Quote Originally Posted by MaceCrusherMadunusus View Post

    Comm. Tower Update

    After some discussion found in both the community section of our forums, and the beta section, I was inspired to finally do some updates to Comm. Tower that I have been wanting to do for quite some time. These include things like removing the elevators that the community always complained about due to how easy they were to camp even with a forcefield on top. Perfectly timed grenades, Thermal Detonators, and even marioing were a problem.

    To start off with, lets look at the change in the overall layout.



    On the left we have the original layout that we have seen for years, with very few modifications since Comm. Towers original release back in Build 19. One of the first things you will notice is that the tower is no longer directly on top of the map as it was before as a result of the removing elevators. Instead of those elevators, there are some short hallways that lead to the tower instead. Just like before, this area is blocked off to prevent too early access resulting in camping. This time instead of the elevators being disabled, there is a forcefield blocking the path.





    In the previous version, the elevators were enabled based off of the positioning of Rebel forces. We found that with the current version that rebels were able to get too close too quickly, and decided to put it on a timer instead which you can see below.



    The second major change that you might notice is that rebel spawn is now further from the side route, and has the path towards the bridge flipped the opposite direction. This is because in general, side was too quick for rebels to get down and deactivate the security, making it far more favored than the bridge. This change balanced out the routes considerably. As a result of the length increase, a new area had to be created to fill the void. Check them out below.





    The tower in the side route also looks a little different, it doesn't quite end abruptly anymore!



    Another major change that isn't visible within the map is on the bridge itself. A lot of the issue gunners in particular had with the area was how easy it was to simply get blasted off by grenades, secondaries, concs, force push, rockets or just anything else. Overall it was just a very nightmareish place to go for gunners against any smart team. In order to help mitigate some of that, there are now rails on the bridge as well. While it certainly wont stop everything, and if you chose to stand on the rail and get knocked off, where you're out of luck. It still was a simple solution to help solve one issue to make the bridge area slightly more inviting for more average gunner classes.



    There are numerous other changes to the level as well, but lets have a look at the last one in screenshot form.



    Here we see that the thickness of the vent exit exterior has been increased. This is done because there was a lot of abuse going on using the saber through the wall exploit that isn't something that is easily fixed. It made the vents a death trap for anyone coming out with a sith using sense anywhere close to the area. To those that abused it, you are evil people.

    All that said, lets have a look at the full changelog for Comm. Tower:
    • Added some clips to some of the ramps to make them smoother
    • Added height to two upper vents
    • Added some hint brushes
    • Added forcefield towards comm tower vent area that deactivates when security is disabled so that players don't have to walk all the way there to figure out that it is disabled
    • Added clipping to vent corners to prevent players getting stuck.
    • Added clipping to tower boxes.
    • Added thickness to vent exits to make it harder to pierce through with sabers.
    • Added description to bomb timer.
    • Added sounds to all forcefields on the level.
    • Added disabling of forcefield when rebels get too far after disabling security before timer ends.
    • Added barriers to the bridge in main.
    • Added full 32 spawns to Rebels.
    • Added end screen cameras.
    • Added icons for security hack points.
    • Added additional detail to the tower in side route.
    • Added materials to some surfaces.
    • Changed some exterior textures to a slightly more grimy version to match the exterior environment.
    • Changed forcefield timer to 1.5 minute delay with countdown clock instead of being based off of rebels positioning.
    • Fixed missing clips on vents resulting in not being able to climb.
    • Fixed light model in side route not being centered.
    • Fixed bomb diffusing not working.
    • Fixed many surfaces where textures were not correctly aligned.
    • Fixed multiple instances of visible caulk.
    • Fixed the tree lighting in reb spawn.
    • Fixed some vent walls not having collision with weapons.
    • Fixed compile errors relating to incorrect material specification.
    • Increased door size into objective area
    • Increased length of side route with a new area, flipping the hall towards main.
    • Moved initial spectator camera further back to have a larger view of the ship.
    • Moved rebel spawns forward slightly.
    • Moved imperial spawns back slightly.
    • Moved some spawns around to prevent getting stuck in a wall, especially for dekas, or getting stuck to other players in larger player counts.
    • Moved vent shields up to prevent people getting trapped
    • Moved objective icons to be more accurate on minimap.
    • Moved multiple plants down so that they were not floating.
    • Multiple PNGs converted to TGA to decrease load time.
    • Optimized brushwork to use less brushes and reduce triangle draw
    • Optimized structural brushes across the map to use less and reduce portal creation.
    • Optimized brushes by adding caulk to many surfaces that weren't seen.
    • Reduced size of areaportals in side route to prevent pop-in/out.
    • Reduced shader impact from 46.7kb size to 26.7kb and one file instead of six.
    • Removed extra light entity in bridge area.
    • Replaced elevators with halls.
    • Slanted initial lower vent hall on a 45 to keep pathing the same with side length increase.
    • Slanted upper vent downwards to remove elevator connection.
    • Updated Minimap.


    Let me know what you guys think of the changes!
    Hopefully, it's going to be more playable now.

  12. #12
    I stick my dick in magick Duoshot's Avatar
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    I love cumtower. mmm yeeee

  13. #13
    Tryhard Prime's Avatar
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    Commtower 4 evaaa

  14. #14
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    Freakin' love commtower!

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    Quote Originally Posted by MaceCrusherMadunusus View Post

    Cloud City Returns!

    Everyone, it has been over 8 years since its removal with the world longing for its return ever since. Everyone believed it had been forgotten about. Very soon, that idea will proven false, and Cloud City will once again make its return to Movie Battles 2.

    Trailer


    Screenshots










    http://i.imgur.com/fFLo7J0.jpg
    http://i.imgur.com/I6NUlu7.jpg
    http://i.imgur.com/O230YGf.jpg

    Background

    Cloud City has always been in a rough spot. After being removed 8 years ago from the official builds, Living Dead Jedi, Immenor, and a couple others worked hard to attempt to create something to fill the void. We saw the original Cloud City level in the trailers developed by Yoshi prior to Build 18. In the end, this level never saw the light of day because well, it didn't live up to the previous version in any way. In many places it was very cramped. Also, this map still does exist today, in a very deep dark part of the source files.

    After the failure of the first iteration, Immenor begun work on a new version of Cloud City that was never finished. This was then passed on to me, where I was able to take everything he had created and molded it around the old Cloud City.

    After I had gotten the basic mold done, and testing had been underway for quite a while, things were going successfully. After that, I ran into personal issues that delayed the finalization for Cloud City years. Sxx took up some of the work with bug fixing, and some layout modifications while I was away. With all that said and done, work began again, we finally have Cloud City again. While it may not be finished in my mind, and there are some things I would like to adjust from a more visual standpoint, everything else was there and I feel it is ready enough for you guys to have a go at it.

    Also, please don't forget any of the others that made it possible. Of course every member of the development team and beta team contributed, here are the list of people who developed content specifically for Cloud City (other than myself) in order to help it along in no particular order: Immenor, GoodOlBen, Lervish, Teelos, Frost, Sxx, McBober, Pahricida, LivingDeadJedi. A really big thank you to all of them. It all certainly took some of the burden off of my shoulders.

    There will likely be some further changes to it in the future, the major change being in regard to the Objective which remains unchanged outside of the position of Han within the level. Specifics have not quite been detailed as to how we are going to change it, but it is something that will change in the future.

    I hope you guys enjoy this little showcase of Cloud City! It will be available for play to you all very very soon.

  16. #16
    If I'm not back in 5....wait longer! KnightFist's Avatar
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    Sweet!!! I loved cloud city. Oh and thanks Rambo for keeping this updated.

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    Model Overhaul


    Hello folks! Today we want to showcase a bit of the work that has gone into improving the quality of MBII's character model roster. V1 added some new models and expanded the RGB system, but left a lot to be desired when it came to optimization. Several recent models from the greater JKA community were also never considered. The upcoming update will address these shortcomings and more. Every single class (except for Dekas, SBDs, and Wookiees) will have some kind of visible change or addition.

    New Models


    Through an extensive search of community content and word of mouth, we've picked seven brand new models for inclusion in the next build. We've also had a close look at some of the previously FA-only models and will be adding a few of those to Open. To keep it a surprise we'll only be showing one of each here, so please don't whip out the pitchforks just yet if they're not what you were hoping to see.


    Pablo Jill by Psyk0Sith
    Part of the Ongree species, this character will be added to the list of Jedi in Open Mode.


    Grim Battledroid
    Previously exclusive to Republic Cruiser's FA.

    Model Updates

    We've also taken a look at improvements for existing models. This was somewhat tough as there's always a component of subjectivity to what looks better. So far we've come up with seven that will be replaced. Here's a few examples (left is old, right is new):


    Anakin (AotC)
    This is a somewhat embarrassing case as the new model already existed in the assets, unused by anything. More on that below.


    Darth Maul by DT85
    The new version has three skins which will completely replace the old Maul. Also comes with new sounds.

    More RGB


    But wait, there's more! Another ten models have been upgraded with RGB capable skins. This doesn't even include the three brand new models which start off with RGB support. Some of the existing RGB presets and textures have also been tweaked for better color variety.


    Female Mandalorian with RGB (gallery)
    That's right, female mandas are finally resisting the patriarchy's cruel oppression. They're now free to wear any color armor!


    Jedi with RGB (gallery)
    Our old friend from Jedi Outcast finally found some new shirts!

    Optimization

    And finally, a subject that everyone should be excited about. Between the age of the mod and the dozens of people who've worked on it, it's inevitable that a certain amount of kludge builds up. For that reason we've gone through and done spring cleaning of every component of the hundreds of models in Movie Battles II.. This involved some painstaking work tracking down and removing unused assets, merging duplicate assets, rewriting shaders for better performance, and even refactoring how some model settings are loaded.

    Roughly speaking, these efforts have resulted in a reduction in file count by 15% and file size by 20%. Shader optimization has reduced the total count by 50% and the size by 20%. This should result in faster loading and better in-game performance. And yes, those stats are from after adding the new content mentioned above.

    We'd also like to thank user The Unguided for some great feedback which helped give a solid place to start in the optimization process.

    That's all for now!
    Last edited by Rambo; 11-15-2014 at 10:48 AM.


 

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