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 Disc > Program Files > LucasArts > Star Wars Jedi Knight Jedi Academy > GameData
Computer > Local Disc > 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 Disc > Program Files > Steam > steamapps > common > Jedi Academy > GameData
Computer > Local Disc > 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: Tt 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]: With Assemble purchased, tapping class special 1 will stop you from spawning on a commander.
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 (Plus a movement direction while jumping, to kick)
Saber Attack has three levels:
Saber Defense has three levels. Each level increases your ability to defend against attacks and blaster shots. Saber Defense level 2 also grants you the ability to block disruptor 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.
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 - Primary grenades
[Class special 1 - TAP]: Quick Throw - Secondary grenades
Big, mean, furry killing machines.
If a Wookiee has Strength 3 and switches to Melee, the Wookiee also gains a higher movement speed, perfect for getting in range quick.
[Weapon mode - TAP]: Changes to and from charge shot. Bowcaster Level 3 required.
[Class Special 1 - TAP]: Rage mode.
[Class Special 2 - TAP]: Wookiee Barge.
Heavily armored and shielded, tempered by lack of mobility in certain situations.
When moving full speed forward, the droideka folds up and rolls, rather than walking upright. In this state, it cannot fire. While standing still, a powerful shield is created around you which can hold off substantial amounts of enemy fire... Beware, grenades that impact the activated shield will detonate!
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 gauntlet.
[Weapon Mode - TAP]: With Flamethrower and wrist gauntlet purchased, cycle between them whilst in melee.
The backbone of the clone army.
[Class special 1 - TAP]: Activates stamina burst.
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 dive to put distance between you and your enemy.
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.
Skilled and deadly mercenaries who know no loyalty other than credits.
[Class special 1 - TAP]: Fires a poison dart whilst in melee.
[Class special 2 - TAP]: Fires a tracking dart whilst in melee.
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 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 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.
SMOD is an extended Admin mod written specifically for MB.
Usage:
/smod <command> <needed args>
Add up the following values according to which features/commands you want to be available. For example, g_smodConfig 7 enables auto-renaming, vote limiting and SMOD command logging but disables all SMOD admin commands.
Team Leaders:
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Coding:
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Animations:
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Mapping:
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Modeling:
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Skinning:
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UI Mod:
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Visual Effects:
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Sound:
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Music:
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FA Setups:
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Lead Beta:
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Webmaster:
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The OJP (Open Jedi Project). Lead by Razor Ace. OJP code is directly used in the Movie Battles II project. OJP is a great project designed to benefit all in the JKA modding community.
Website: ojp.jediknight.net
Duncan_10158:
For permission to use existing models for his Droideka model.
Azymn:
For brainstorming, coding help and general friendly chit-chat during late night coding sessions!
(Be sure to check out the awesome ForceMod III modification, available at http://fm.mt-wudan.com/)
RoadKill:
For plenty of great ideas, especially concerning the saber system.
LivingDeadJedi:
For contributing the great Jabba and Tantive maps to be used in Movie Battles
[CLU]Nathan:
For providing the initial work on the Cloud City map.
Dacks Zero:
For leadership and mapping.
RenegadeOfPhunk:
For creating this superb mod (oh yeah!) and for great coding help.
CerberuS:
For writing huge amount of code, while he was retired (including SMOD) and for various coding advice.
[JEDI]Adam:
For providing the code for the previous MB sub-admin system, which is now replaced by our own system (SMOD).
TehJumpingJawa:
For doing great deal of coding job.
Shao:
For his voice chat pack.
Sith-j-cull:
For mapping.
Someone:
For modeling and FA work.
redsaurus:
For work on conversion to Mac, the RGB color system, and so much more.
Brad Oliver:
Assistance regarding Mac version.
=^_^=Kat Angel=^_^=
For leading the way to the removal of limits.
Khaza:
For his Kamino skybox used in mb2_duel_kamino.
TK-231:
For his fantastic effects.
Greenleon:
For use of his MasterServer Query Tool
Tokakeke's Cat:
Shredding furniture, throwing kitty litter around, eating rude people.
Joulupaska:
Support
Handix:
Support
Other Special Thanks go out to:
AJL, GoodOl'Ben, Hapslash (Modeling), Kenyon, Nanoo, Razorace (Open Jedi Project), RenegadeOfPhunk (Project Founder), zag, Mazoon, Master Hex (http://xmod2.cat5camp.com/), Sgt. Bob, Kaynehril, Eike Legien, BobaFett
For internally beta-testing:
Alesh, Andrew Past, Chewy, Comex, Cronus, Dark Insanity, DaveGrohl, eGL|Darth.Hunter, FORCESAKEN, FordPrefect, Gabriel, Holmstn, Jirec, Kurama, Loki, Mischief, and Sin Menion, Mcbober, MindHunter, Mithral, Nynja, Quagmire, SaberFang, TigerZeta, Walker, Yzmo, ... and the list goes on, and on, and on.