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General Discussion & Suggestions / Re: Suggestions!
« Last post by Marko on April 10, 2019, 06:57:13 PM »
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General Discussion & Suggestions / Re: Suggestions!
« Last post by Akreal on April 10, 2019, 06:31:46 PM »




One in the mod has a long and straight surface while in movies It's pretty short and curved. It needs to be a bit shortened and maybe curved if It's possible.
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General Discussion & Suggestions / Re: Suggestions!
« Last post by Marko on April 09, 2019, 10:49:25 PM »
Double post, I'm naughty.



As I said we're a bit short on 3D modellers to assign them to work on environment props, but I did some scouring on Sketchfab and I've found free to use, low-poly, decent looking and optimised models we'll add to the mod.

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General Discussion & Suggestions / Re: Suggestions!
« Last post by Marko on April 09, 2019, 09:27:22 PM »
You still haven't argumented why.
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General Discussion & Suggestions / Re: Suggestions!
« Last post by Akreal on April 09, 2019, 08:04:11 PM »
Commander helmet looks pretty bad tho. Is it possible to redo that?
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General Discussion & Suggestions / Re: Shadow Collective Faction Announcement
« Last post by Marko on April 09, 2019, 11:43:19 AM »
Just an update on the status of this faction:

It'll be something we'll work on gradually implementing on the post 1.0 updates. As you may have read in the Development News section we'll be switching to a new release model and adding things on a regular basis will be much easier. Most of the 3D work for the faction is done, but we're still short on their weapon models for the time being.
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General Discussion & Suggestions / Re: Bugs and glitches!
« Last post by Marko on April 09, 2019, 11:41:50 AM »
Summary of some important bugs fixed for 1.0, some were mentioned in this thread:

- You will no longer stay zoomed in on death
- Medpacks can no longer be abused to increase their amount
- Fixed Bounty Hunter white shoulderpads
- Fixed orange lightsaber damage
- Adjusted rigging for Jedi/Sith robes
- Adjusted rigging for Bounty Hunter armour
- Horses removed from admin panel
- Fixed stormtrooper desert camo bug
- Fixed Wookiee transparency issues
- Fixed magna staff seeing through the map
- Fixed flags seeing through the map
- Fixed melee mode only admin option
- Fixed dual pistol sound
- Fixed lightsabers losing visibility
- Fixed sheathed positions of TOR/Sith Empire guns

Hundreds of bugs were fixed during the development of 1.0 anyways, but most are related to various optimisation or visual inconsistency. Keep em coming if you find any.
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General Discussion & Suggestions / Re: Suggestions!
« Last post by Marko on April 09, 2019, 11:39:17 AM »
The warmup on snipers has now been removed by Mark as well as themovement lock when using the HMG. A lot of other balance changes that we'll test in the beta.

I'd just like to mention some of the stuff we implemented that was suggested on this thread:

- Torkell's suggestion on making unarmoured robes available for all force user classes. Weren provided this variation of the robe for padawans so we maintain visual distinction for event administrators:
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- New galactic marine armour by Mongol
- 101 new voice lines for the war cries
- Clone commander helm for the regular trooper class

I'll try to implement the purple two handed lightsaber as well but I am unsure when it'll be on the to-do list.

And a bunch of other balance changes Mark handled. This thread also inspired many QoL features and changes that'll be in 1.0, including the vastly expanded amount of customisation and combinations you can take.



Suggestion: Moar props

So the more the mod gets updated the more i notice that it's normally the same props used for most maps, and i don't mean things like boxes and barricades because it's quite difficult to spice up cover. However i thought i'd throw in a few suggestions that would help spice map making up a little more for when devs have more time.

Artillery - I'm pretty sure there are already some arty props in the mod but i barely pay attention to em anymore cus they're so old. Both of these came from the Clone wars cartoon show

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Ships- I haven't seen that many fighters in the mod apart from X-wings and Z-95s so i thought these would be a good addition, especially for decoration and muh immersion

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And a replacement for the outdated Beta jabba the hutt, i suggest the Chad Han in carbonite, for easter eggs :P

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In absence of active 3D modellers I've found quite a few props on Sketchfab that are free to use and well optimised for Warband that should be implemented soon.
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Development News / Bear Force II - Steam Exclusive Test
« Last post by Mark on March 23, 2019, 04:19:09 PM »
Welcome everyone, we would like to announce that starting from Friday 19th of April 2019, Bear Force II Multiplayer will be going through a test period. During this period, a new version of Bear Force II will be uploaded exclusively to the Steam Workshop. This is to test an environment where we can put out more regular content without forcing you to manually having to download and install every patch yourself.

Below you will find more information about this test period, the consequences of it and some news about the WIP Singleplayer side of Bear Force II.

What about ModDB?
ModDB has been the main platform for Bear Force II for a long time now, nothing has changed in our opinion of the website and we are not leaving. However, thanks to the Steam Workshop Multiplayer mods compatibility patch, we can use the Steam Workshop more reliably. This means that mods that are updated on the Steam Workshop will also automatically be updated on your PC if you are subscribed to them, no actions need to be taken by the user. This would allow us to more regularly bring out smaller patches, fixes and updates!

We are not leaving ModDB, the coming test run is not going to change everything. We want to test the viability of using Steam as our main platform. We will gather feedback from the community, see what technical issues might occur, if we are able to put out weekly or monthly updates and how this will affect the mod as a whole. So nothing final is decided yet with this announcement. Depending on the success of the test build, we shall decide what course to take. However, should we decide to move Bear Force II to Steam, this will not happen instantly and we won't completely leave ModDB. ModDB will serve as a platform where we post blogs, update news and patch logs, as well as a variety of other functions that we also use it for now. You will be able to find a link on the front page of the Bear Force II ModDB page that will lead to the Steam Workshop page.

How will this work?
During the test period, all the player has to do is be subscribed to the “Bear Force II PTR” and make sure their Warband is set to “always keep this game up to date”. During the 5 week test period there will be a ‘main’ update every Sunday at 10pm GMT and smaller patches/fixes during the week at irregular intervals.

Before every update there will be an amount of server downtime, of which the length is announced beforehand and varies depending on the size of said update. After a server update is done, all the player needs to do before starting the game is to make sure their Bear Force II is updated.

Why try this at all?
The reason we want to give this a try, is because this will allow us to more easily fix issues and release them to the public when done. This way, the public don’t have to wait for an entire new version to come out for their small fix.

Singleplayer
Currently the progress is stagnated due to a lack of time and team members. We've decided to stagnate it until we don't have to worry about Multiplayer anymore, which was planned to happen after 0.94 came out. However, we have found that the current updating system is not suitable if we want to work on a SinglePlayer mod at the same time.

If we can get a regular pace going for these weekly/monthly updates, we don’t have to worry about smaller bugs/glitches becoming a day-to-day problem for players until a new release, allowing us to delay plans for future big updates on Multiplayer until a viable release for Singleplayer is ready. Meaning we can focus our work on Singleplayer without abandoning Multiplayer.


Patch notes:

New features
- Added Weather systems
    + 24 different possible skyboxes for different hours of the day
    + Random chances of fog, rain or snow depending on the map type
    + Random wind strength and direction
    + Moving flora and trees depending on wind factors
    + Moving volumetric clouds depending on wind factors
- Completely reworked environment shaders, textures and visuals
- Binoculars
- Clone face will spawn when no helmet is chosen for clone troops
- New tooltip for mod controls in equipment menu
- Coloured Flare grenades
- Nautolan race added
- Chagrian race added

Optimisation and performance
- Loading time decreased from 3-5 minutes to 20-40 seconds
- Removed all Native items, textures, materials
- Removed all unused mod assets
- Resized all textures to powers of two

Class balance fixes
- Magna Head Armour increased to be the same as Clone ARC head armour
- BX head armour moved from invisible helmet to body armour
- Head armour for all republic/separatist classes moved to body armour to allow more customisation

General class changes
- Sniper = Low mobility, high damage, low health
- Jets = Extreme mobility, low health, flanking unit
- Heavy = Very low mobility, tank health, medium damage
- Commando = Fast movement, above average health, medium damage
- Trooper = Medium mobility, medium health, medium/high damage, all around class
- Officer = Medium mobility, medium health, medium damage, utility weapon options

Weapon changes
- Removed movement lock with HMG but make movement slow
- Decreased damage for LMG but buff spread control: spread: 2 > 1
- Decreased LMG ready-to-fire time: 7 > 6
- Det pack tweak: ammo: 3 > 2 packs. dmg radius: 5 > 3 meters. dmg: 175 > 215
- Moved detpacks from normal trooper to Commando/Heavy class
- Rebalanced stable rifle: Medium accuracy, high fire rate, low spread, medium travel speed, extra low damage
- Increased accuracy for cycler rifle: 5 > 4
- Miniscule decrease in accuracy for sniper to potentially fix accuracy bug: 1 > 2
- Removed warmup on sniper rifles
- Damage increased Sniper: 42 > 44
- Damage increased Cycler: 31 > 33
- Sniper weight increased: 13 > 65
- Magna now has Viber Blade & Sword
- Senate Pike fire damage buffed: 33 > 35
- Smoke nade ammo increased: 1 > 2
- Grenade ammo decreased: 3 > 2
- SMG spray factor nerf: 10 > 12 (aimed)
- SMG spray factor nerf: 19 > 23 (hip fire)

Sounds
- Added ambient sounds
- Rebalanced sounds for clearer warcries
- 101 new voice lines

Bugs fixed
- You will no longer stay zoomed in on death
- Medpacks can no longer be abused to increase their amount
- Fixed Bounty Hunter white shoulderpads
- Fixed orange lightsaber damage
- Adjusted rigging for Jedi/Sith robes
- Adjusted rigging for Bounty Hunter armour
- Horses removed from admin panel
- Fixed stormtrooper desert camo bug
- Fixed Wookiee transparency issues
- Fixed magna staff seeing through the map
- Fixed melee mode only admin option
- Fixed dual pistol sound
- Fixed lightsabers losing visibility
- Fixed sheathed positions of TOR/Sith Empire guns

And much more!


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The Lounge - General Discussion / Re: Christmas Giveaway 2018
« Last post by Marko on March 07, 2019, 01:07:04 PM »
Continuation of the giveaway will be on our Discord.
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