WARNING: The steps below are ONLY intended for manual installation of the mod and are NOT generally recommended. Click here for the online installation guide.
Movie Battles II requires a physical copy of Jedi Academy, which can be purcashed online, or through Steam. If you already have Jedi Academy installed, make sure you have the 1.01 patch installed. Steam users will be automatically patched to the latest version of the game. Macintosh users will be required to have the 1.01e patch.
Assuming you're reading this, you already have the .zip containing the Movie Battles II modification for Jedi Academy open
Select all of the files from the zip file, and extract them to your GameData folder
Computer > Local Disk > Program Files > LucasArts > Star Wars Jedi Knight Jedi Academy > GameData
Computer > Local Disk > Program Files (x86) > LucasArts > Star Wars Jedi Knight Jedi Academy > GameData
Drag and drop all of the files into GameData, pressing OK when prompted
To play, double click on the file "Play_MBII.bat"
Enjoy!
Select all of the files from the zip file, and extract them to your GameData folder
Computer > Local Disk > Program Files > Steam > steamapps > common > Jedi Academy > GameData
Computer > Local Disk > Program Files (x86) > Steam > steamapps > common > Jedi Academy > GameData
Drag and drop all of the files into GameData, pressing OK when prompted
To play, you can either start up in base and select MBII through the mod menu in setup, or you can right click on Star Wars Jedi Knight Jedi Academy in your Steam Library, select "Set Launch Options" and add +set fs_game "MBII", which will run MBII whenever you double click on the game in Steam.
Enjoy!
Select all of the files from the zip file, and extract them to your Jedi Academy folder
Navigate to
Finder > Applications > Jedi Academy
Drag and drop all of the files into Jedi Academy
To play you need to start up in base and select MBII through the mod menu in setup
Enjoy!
Steam users: Cannot run the game using the .bat file provided with the mod. Please follow the instructions properly.
Mac users: It is suggested that you turn of EAX in the sound options as it can cause unexplained crashes.
ATI users: Update to the latest drivers.
Movie Battles is a team and objective based online multiplayer Total Conversion for Star Wars: Jedi Academy. It is a complete re-work of the 'Siege' gametype of Base JKA. The extent of the gameplay alterations from the base game are enough that - in most cases - it's worth thinking of Movie Battles II as an entirely new game built upon the JKA engine.
Movie Battles II uses its own custom maps. Base JKA maps WILL NOT load into Movie Battles II and Movie Battles II maps WILL NOT load into base JKA.
Movie Battles II uses a Last Man Standing gameplay system. This means that when you die in-game, you cannot rejoin the game until the next gaming round starts. However, some classes have the ability to come back more than once. This is always a limited amount, and individual lives for that class are relatively weak to compensate. While waiting for the next round to begin, you can observe the action being played out by the remaining players.
A round ends in one of 3 ways:
This gamemode has the least restrictions, but is also the least 'movie-realistic'. There is no limit to how many players can play a certain class, and usually all supported classes and models should be available (dependent upon individual server settings).
Open mode has an optional point progression system which allows you to upgrade your abilities as you play. (See below). This can be disabled in favor of always having maximum points available.
This mode is similar to open mode, but certain standard classes and models will be disabled to try and recreate the 'feel' of the current map.
This mode is very much different to both open and semi-authentic modes. Not only are classes and models limited to match the current map, but also certain classes only allow a max number of players at any one time. If you want to play the class, but there are no spare slots, you will be put in a queue, and forced to play a different class until a slot is available to play the limited class.
Also, class set-ups are fixed from the start of play. There is no point progression system available in Authentic mode. A benefit of Authentic mode, is to allow for very powerful characters and abilities that otherwise would unbalance the gameplay of Open mode.
Each different class available in the game has differing abilities. These abilities are split up into levels that you must buy. You also must spend points upgrading your weapons and abilities to better match your situation.
When you first join an MBII server, you are allocated a minimum amount of points. (This amount is dependent upon the settings of the server you have joined).
You gain points to buy new abilities and upgrade existing ones by playing the game itself. You are awarded bonus points for:
However, you can also lose gained points through the following actions:
If loss of points means you can no longer afford certain levels or abilities, those levels and / or abilities will be automatically removed.
Soldiers are weak individually, but their strength is in numbers.
[Class special 1 - TAP]: Using class special 1 after death will prevent you from respawning on allied Commanders with Rally.
Better trained and equipped than the average soldier, but less numerous.
OR
Most of the powers work similarly to the base JKA powers, but there are subtle differences. Check the site (top of this page) for more details.
Right mouse button (or your alt-fire button) is now used for defense. Press it to increase your defense to both saber attacks and incoming blaster fire. However, when increasing your defense, you also reduce your movement speed.
Defending against blaster fire drains your Force Points. Defending against saber attacks drains your Blocking Points (represented by the Red bar on the right side of your Heads Up Display).
You can also defend against blaster fire while attacking if you have Force Seeing, Saber Attack, Saber Defense and Force Block at level 3. This is known as 'Attack-Defense', and while it provides near-immunity to blaster fire, it also increases the amount of force manna required to block blaster shots.
[Class special 1 - TAP]: Throw/Retrieve saber
[Class special 2 - TAP]: Saber melee (Can be combined with aerial movement for a kick or Use key for special melee attacks)
Saber styles: A combination of up to three single styles or 1 multi-blade style and 1 single style may be selected.
Saber Defense has three levels. Each level increases your ability to defend against attacks and blaster shots.
Force Powers
As a Jedi or Sith you are given access to a large array of force powers. Jedi and Sith share several key force powers that make up their core abilities - Force jump, push, pull, and sense. Jedi and Sith also have their own unique set of force powers that they, and only they, can use. Jedi are given access to Mind Trick and Force Speed, and Sith are given access to Force Grip and Force Lightning. Each of these force powers is unique to the side you play on. Certain combinations of force powers gain bonuses when used without a lightsaber.
There are also force powers that can only be seen in Authentic mode, such as Deadly Sight, and Force Destruction.
Heroes rely on their skill and speed rather than brute strength.
[Class special 1 - TAP]: Quick Throw a frag grenade (if available).
[Class special 2 - TAP]: Dash in the direction you're moving.
Big, mean, furry killing machines.
[Class Special 1 - TAP]: Activate Rage mode.
[Class Special 2 - TAP]: Use Wookiee Barge.
Heavily armored and shielded, tempered by lack of mobility in certain situations.
The Crouch key is used to toggle movement mode between deployed and rolling. Deployed Droidekas can use their weapons and shields but have slow movement. Rolling Droidekas are very fast, however they takes double hull damage and cannot fire weapons. Beware of grenades! Frags will instantly detonate on shield impact, while pulses will temporarily disable shields, blasters, and movement.
An ancient race of warriors utilizing strong armor and various gadgets to aid them in battle.
[Class special 1 - TAP]: Fires your backpack mounted rocket.
[Class special 2 - TAP]: Fires your Flamethrower or Wrist Laser.
[Weapon Mode - TAP]: If both Flamethrower and Wrist Laser are purchased, they can be cycled between while in melee.
The backbone of the clone army.
[Class special 1 - TAP]: Activates stamina burst.
[Weapon Mode - TAP]: Cycles between Concussive and Ion blasts when both are available.
The elite commandos of the clone army - reserved for the most important and dangerous missions.
[Class special 1 - TAP]: Activates stamina burst.
[Class special 2 - TAP]: Activates a quick dive or roll (depending on movement direction).
The ogre-ish metallic minions of the Trade Federation.
The SBD uses its built-in wrist blaster as its main weapon. (Primary fire).
You can also swing your left arm to bash nearby opponents (Alt fire)
Super Battle Droids are given several special armor types to help them combat certain enemies.
Battery recharge mode. The SBD requires its internal battery to be fully charged to operate at peak efficiency. Damage taken is reduced, firing rate is increased and knockdowns can be resisted when the battery power is high. Going into battery recharge mode makes you temporarily vulnerable (your arm gun is de-activated, and you are restricted to walking speed). However, your battery recharges at a higher rate than normal. You will also be able to extinguish yourself if you've caught fire.
Class special 2 requires Advanced Targeting to function, and has 2 different functions, depending on which mode you are in.
In normal mode: TOGGLE - zoom view.
In low power mode: HOLD - ammo to battery. Allows you to transfer power from your arm blaster clip to your battery.
[Class Special 1 - TAP]: Switches you to Battery Recharge mode.
[Class Special 2 - TAP]: Zoom (with advanced targeting) or transfer ammo to battery power (recharge mode only).
Skilled and deadly mercenaries who know no loyalty other than credits.
[Class special 1 - TAP]: Fires a poison dart while in melee.
[Class special 2 - TAP]: Fires a tracking dart while in melee OR activates the gun kick if a weapon is in use.
Allows the server to determine which vote types are allowed. 0 = All votes disallowed, 127 = All votes allowed. To reach the appropriate value, choose the vote options you want to allow from the list below and add up their values:
Allows the server to specify whether "True" spectators are allowed to talk to the people currently playing. "True" spectators do not include players who already "Died" in a round. 0 = Disable spectators talking to "Alive" players.
Allows the server to hide the HUDs of players from spectators. 1 = Hide players' HUDs from specatators.
Allows players to spectate only their own team after death. 1 = Prevent spectating the enemy team.
Allows the server to determine what points a player starts on when they first join and also how low a player can drop from losing points. Settings over 80 for this value are invalid.
Allows the server to specify how many MB points clients gain per round no matter how they behave during the round.
Allows you to limit the classes available on the Hero team (Good Guys). 0 = All classes available. To reach the appropriate value, choose the classes from the list below and add up their values:
Allows you to limit the classes available on the Villain team (Bad Boys). 0 = All classes available. To reach the appropriate value, choose the classes from the list below and add up their values:
Allows you to choose what time period your server will play in. Models and classes will be limited appropiately (i.e. you won't see Qui-Gon Jinn in the Empire Strikes Back time period, or Lando in the AOTC time period...). 0 = All time periods are supported. Choose from one of the following values:
Set this value to 0 to disallow any models that weren't seen in any Star Wars movies.
This cvar controls which MB mode your server runs in. Due to technical reasons it cannot be modified directly ingame - use the "mbmode
Setting this cvar to 1 will place the server into Semi-Authentic Mode. This means that the allowed class settings, the time period and the EU model settings for the server are determined by the map currently loaded onto it. This is so that the gameplay can more accurately respresent the 'scene' this map is meant to portray.
Setting this cvar to 2 will place the server into Full-Authentic Mode. This means that class selections, class setups and the number of players per class will be limited according to the mapper's choice.
When in Semi-Authentic or Full-Authentic Mode, the g_AllowedHeroClasses, g_AllowedVillainClasses, g_timePeriod and g_EUAllowed cvars set by the server are ignored.
Setting this cvar to 3 will place the server into Open mode. This allows all classes to be played if they haven't already been restricted through other server commands.
These cvars allow you to control the inbuilt team balancing system.
If g_AutoTeamBalance is set to 1, the server will block players joining the team that is at a numerical advantage.
The threshold for g_AutoTeamBalance activation is determined by g_AllowUnbalance. If the difference in the teams' player count is greater than g_AllowUnbalance, team balancing goes into effect to prevent additional imbalancing. By default the allowed difference in player count is 1.
These cvars allow you to control the inbuilt Team Kill punishment system.
Each time a player kills someone on their team, they register a Penalty Point. The player also registers a Penalty Point if he or she has dealt a certain amount of damage to their team mates.
Penalty Points end up being 'forgiven'. The number of rounds it takes to forgive a PP is determined by the g_RoundsToForgivePP cvar.
If the number of registered PPs goes over the limit specified by the g_PPSpecCount cvar, the Team Killer will automatically commit suicide and go into Spectator Mode (Presumably from the pain of knowing they sent off their comrades to an early grave!)
If the number of registered PPs goes over the limit specified by the g_PPKickVoteCount cvar, a kick vote will be automatically triggered against that player.
The g_PPKickVoteRepeat cvar determines how many rounds have to pass between kick votes for a continuing offender.
If the number of registered PPs goes over the limit specified by the g_PPKickCount cvar, the offending player will immediately be removed from the server and temporarily banned for number of rounds specified in g_PPtempBanForRounds. (No vote required)
Setting g_PPSpecCount, g_PPKickVoteCount or g_PPKickCount disables the particular feature it controls.
Set time in miliseconds when client is disabled of posting chat messages. Disables chat spamming.
Time in seconds before an inactive (i.e. not moving etc) is kicked.
Time in seconds before an inactive (i.e. not moving etc) is moved to the spectator mode.
Time in seconds teams stay locked after an admin runs the shuffle command.
Enforces the use of the anti-cheat system when enabled. Clients actively using game hacks or not running the MBII Launcher will be automatically kicked from the server.
SMOD is an extended Admin mod written specifically for MB.
Usage:
/smod <command> <needed args>
Login:
/smod login <admin account number> <password>
For example:
/smod login <2> <yourpassword>
Use the SMOD calculator to automatically add up the values according to the features/commands you want to enable for a particular admin. For example, g_smodConfig_4 7 gives kick, nextmap and map to the fourth admin account.
This goes to the server's config:
seta g_smodConfig_4Tip: You can paste values from a current config to the text box to see what rights are currently enabled.
// Movie Battles II // Sample Server Config // Server Config: seta sv_hostname "MBII Server" // Name of your server seta g_motd "Welcome to my MB2 Server\nHave fun!" // Message of the Day // Additional master servers to report to seta sv_master1 "master.moviebattles.org" // Master servers - do not alter unless you know what you are doing. seta sv_master2 "master.jkhub.org" seta sv_master3 "" seta sv_master4 "" seta sv_master5 "" // Administration: seta rconpassword "" // Rcon admin password - CHANGE THIS // See MBII_Readme (GameData folder) for info on bitvalues! // If g_smodconfig_1 is set to 0, smod system is disabled. // Accounts without password are disabled aswell. seta g_smodAdminPassword_1 "" // Smod admin password - CHANGE THIS seta g_smodConfig_1 "65535" // All commands enabled seta g_smodAdminPassword_2 "" seta g_smodConfig_2 "7" // Kick, nextmap, map. seta g_smodAdminPassword_3 "" seta g_smodConfig_3 "0" seta g_smodAdminPassword_4 "" seta g_smodConfig_4 "0" seta g_smodAdminPassword_5 "" seta g_smodConfig_5 "0" seta g_smodAdminPassword_6 "" seta g_smodConfig_6 "0" seta g_smodAdminPassword_7 "" seta g_smodConfig_7 "0" seta g_smodAdminPassword_8 "" seta g_smodConfig_8 "0" seta g_smodAdminPassword_9 "" seta g_smodConfig_9 "0" seta g_smodAdminPassword_10 "" seta g_smodConfig_10 "0" seta g_smodAdminPassword_11 "" seta g_smodConfig_11 "0" seta g_smodAdminPassword_12 "" seta g_smodConfig_12 "0" seta g_smodAdminPassword_13 "" seta g_smodConfig_13 "0" seta g_smodAdminPassword_14 "" seta g_smodConfig_14 "0" seta g_smodAdminPassword_15 "" seta g_smodConfig_15 "0" seta g_smodAdminPassword_16 "" seta g_smodConfig_16 "0" // Shuffle and Auto-balance Settings set g_ShuffleTimer "300" // How long in seconds clients must wait before they can change teams again after shuffle is used. set g_autoteambalance "0" // Auto-balance setting - 0 = OFF, 1 = ON. Off by default. set g_allowunbalance "1" // How many players a team may be stacked before auto balance intervenes. Ex: If teams are 6 on 5 and g_allowunbalance is 1 players cannot join the team with more players. // Logging seta g_log "games.log" // Filename to record logging information to. ex: "serverlog.txt" If left blank, do not log. seta g_logClientInfo "0" // Logs client information changes if set to 1 (More detailed logging, useful in matching clients to IPs.) seta g_logSync "0" // Use synchronous appending in log writes. (May impact server performance if set to 1(Not generally recommended), but may provide more detailed logs if a crash occurs.) // Server Settings: seta sv_fps "40" // Server FPS setting. seta sv_maxclients "32" // Number of your server's player slots seta sv_privateClients "" // Number of private slots seta sv_privatePassword "" // Password for using the private slots seta sv_pure "0" // Pure setting - 0 = off, 1 = on. If enabled, clients can only use pk3s which match the ones on the server. seta sv_maxRate "25000" // Server-side cap for /rate. Settings higher than 25000 do not improve the client's ping. seta sv_maxPing "0" // Only players with a ping below this can connect to your server. "0" = disabled. seta sv_timeout "600" // Timeout - do not alter unless you know what you are doing. seta sv_minSnaps "20" // Sets minimum snaps client can have. seta sv_minRate "2000" // Sets minimum rate client can have. seta sv_maxConnections "3" // Maximum number of connections from one IP (prevents many crash scripts). seta sv_floodProtect "1" // Prevent flooding of chat and admin commands. // Movie Battles II Settings: seta g_gametype "7" // Gametype - 3 = Duel, 4 = Power Duel, 7 = MovieBattles Mode. seta fraglimit "15" // If a team reaches this amount of won rounds, it wins the map. seta roundlimit "20" // When the total rounds reaches this amount, the map ends. Ties may happen. seta timelimit "0" // Timelimit. No point using this, seeing as rounds end after 5 minutes. seta g_MinMBPoints "80" // Semi-Authentic: Amount of MB points players start out with. seta g_MBPointsPerRound "3" // Semi-Authentic: Amount of MB points players gain every round. seta g_Authenticity "0" // MB Mode setting - 0 = Open mode, 1 = Semi-Authentic, 2 = Full-Authentic. seta g_allowedHeroClasses "0" // Limit classes on Hero team in Open mode. See Readme for details. seta g_allowedVillainClasses "0" // Limit classes on Villain team in Open mode. See Readme for details. seta g_TimePeriod "0" // Set time period in Open mode. See Readme for details. seta g_EUAllowed "1" // Allow / disallow Expanded Universe models in Open Mode. 0 = disallowed, 1 = allowed. // Anti-Cheat System: seta g_AntiCheat "1" // Cheating or unverified clients will be automatically kicked. 0 = disabled, 1 = enabled. // Anti-Teamkill System: seta g_TKPointsMinorFriendly "1" // Ignore damage amounts below 5 for purposes of applying g_TKPointsSpecCount (Stray very minor splash damage is permissible.) seta g_TKPointsSpecCount "400" // Player will be forced to spectate if he/she has accrued this many TKPoints for team kills or hurting teammates. 0 = disabled. seta g_TKPointsKickCount "700" // Player will be kicked and temp-banned from the server if a player has gotten this many TKPoints for team kills or hurting teammates. 0 = disabled. seta g_TKPointsForgiveAfterRounds "2" // How many rounds must pass without any TKing by the player before g_TKPointsRemovedPerRound applies. 0 = always. seta g_TKPointsRemovedPerRound "50" // Each round that passes without the player having done any TKing, this many TKPoints will be removed from their total. 0 = disabled. seta g_TKPointsTempBanForRounds "10" // Number of rounds player gets banned for after exceeding g_TKPointsKickCount count. // Misc: seta g_FullSpecTalkToPlayers "1" // Allow / disallow spectators talk to 'living' players (ghosting). seta g_chatProtectTime "250" // Ammount of time that has to pass between two chat messages sent by player for them to be valid. seta g_password "" // Password players need in order to be able to join your server. seta g_allowVote "0" // Allow votes - 0 = all votes disabled, 127 = all votes allowed. See readme for details. seta g_automapcycle "0" // Use automapcycle instead of a custom one. 0 = disabled, 1 = enabled. seta g_dismember "100" // Dismemberment probability. This is a percentage, i.e. 100 is the maximun setting. Clients have to adjust the cg_dismember cvar accordingly in order to see dismemberment. seta g_allowNPC "1" // Do not alter. seta g_noSpecMove "0" // Allow / disallow spectator movement. 0 = spectators can move, 1 = they cannot move. seta g_spectateTeamOnly "0" // 0 = Spectators can spectate players from either team, 1 = Spectators can only spectate players from their own team. seta g_AllowEntity_target_level_change "0" // Whether or not to permit the target_level_change map entity to function. (Maps which utilize this feature can break map rotations.) 1 = enabled. 0 = disabled. seta g_HideHUDFromSpecs "1" // 0 = Spectators can view the HUD from 'living' players, 1 = disabled. seta g_InactivityKick "0" // Time in seconds until an inactive (i.e. not moving etc) client is kicked. seta g_InactivitySpec "120" // Time in seconds until an inactive (i.e. not moving etc) client is moved to the spectator mode. seta g_filterban "1" // If "0" - only players who are on the banlist may join. 1: people on the banlist may not join. // Map rotation: set d1 "map mb2_commtower;set nextmap vstr d2" set d2 "map mb2_tradefed;set nextmap vstr d3" set d3 "map mb2_lunarbase;set nextmap vstr d4" set d4 "map mb2_republiccruiser;set nextmap vstr d5" set d5 "map mb2_jabba;set nextmap vstr d6" set d6 "map mb2_jeditemple;set nextmap vstr d7" set d7 "map mb2_tatooine;set nextmap vstr d8" set d8 "map mb2_kamino;set nextmap vstr d1" vstr d1 // Start the first map in the rotation