View Full Version : JJ2 game bug fixing
UNKNOWNFILE
Dec 24, 2005, 09:03 AM
Removed
Bobby aka Dizzy
Dec 24, 2005, 10:49 AM
What happens if you replace the div instruction with a null instruction?
I've also thought (and tried unsuccessfully) to patch the respawn problem in jj2 by hacking the exe file, but my knowledge of x86 is limited.
Grytolle
Dec 24, 2005, 11:49 AM
Dizzy, wouldn't that make so that player 2 in splitscreen-duels would be without ammo? ;P
Bobby aka Dizzy
Dec 24, 2005, 01:18 PM
Not necessarily. I believe that the respawn bug becase a problem with one of the patches. Previously it was possible to keep picking up ammo even when you had 50 pieces already. This was changed and when making that change the respawn bug was not caught. A hack of the exe itself wouldn't necessarily work like the respawn.exe program which just constantly resets a couple of memory locations.
There are a handful of aways to fix the problem:
1. Reset memory locations every so often like respawn.exe.
2. When dealing with loose ammo, there should be a check on whether or not the player in question has 50 pieces of ammo already. However, changing the constant which is used in this comparison might make it possible to pick up more than 50 pieces. I haven't played with this idea but I'd like to when I get a chance.
3. Decrement the number of pieces of ammo a player has when he shoots that piece of ammo.
Violet CLM
Dec 24, 2005, 01:51 PM
I would like to take this moment to thank Unknownfile for being one of the few people in the community who is actively working to get something done. I don't know enough (read: anything) about ASM to know how effective his efforts will be, but he seems determined and I have high hopes for this project.
ThunderPX
Dec 25, 2005, 03:35 AM
You'll want to google StealthPatch to use the patch (it's what I use.)
I just got an idea- if we don't have the original comments, we could just play with the code a bit, see what happens, and add our own comments to make modding less hard. It's kind of redundant for every single person to research the same piece of code.
EDIT: I hope that if this gets done, everyone upgrades. Make sure that nobody with an earlier version would be able to get into a new server at all, because then they could still use the Laser Shield.
Grytolle
Dec 25, 2005, 04:42 AM
*tries what UF has done so far*
Super_Jarno
Dec 25, 2005, 05:14 AM
well we are trying to make an 1.25 version of jj2 so the bug must be fixed in there!
Grytolle
Dec 25, 2005, 05:16 AM
...You suck
Super_Jarno
Dec 25, 2005, 05:19 AM
...You suck
...i know
Grytolle
Dec 25, 2005, 05:29 AM
I was referring to Super_jarno, what youa re doing rox, UF :)
I am wondering why you didn't fix listserver-support though... :p It was not hard work to edit list.jazzjackrabbit.com to jazz.nimrod-online.com in a hexedit prog
Grytolle
Dec 25, 2005, 04:15 PM
Good job! But dude, you will run out of letters if you keep releasing at this speed... :D
Odin
Dec 25, 2005, 05:42 PM
I did. It's built-in now.
Speaking of which, I've deglitchified the gem ring animation, but not entirely though. I also fixed the infamous laser shield crash bug.
Note: the laser shield is still obtainable, but use of it will not crash a server or so I have tested it so far. I tried it both with and without fastfire, but after 40 seconds of lasering, I'm proud to say the testing server (running in the newest version of the patch) did NOT crash.
I haven't figured out the spike ball errors yet, so sound is re-enabled in this new version. Avoid shooting the spike balls, this WILL crash the game.
Jazz Jackrabbit 2 - 1.25b "Rosetta JOL" IPS patch (http://unknown.halleyscometsoftware.com/jj2/jj2125b.zip)
Once more, you are awesome. While the "skilled" coders in the community are sitting on their butts, you're actually trying to do something. I commend you for that.
Cpp
Dec 25, 2005, 05:42 PM
Dude since this of your jj2 version has some side effects, you should make a dedicated server out of it - one that doesn't crash ;P
UNKNOWNFILE
Dec 25, 2005, 05:56 PM
Overlord: There are several known bugs with this, although the laser shield problem is out of the way for now.
-I can't seem to hack the game into ignoring long nicknames as the code isn't stored in the file -- in fact, it's stored in memory!
-Even though the gem ring problem is dealt with, there is still a bit of glitching in the game.
And a test server will be conducted as of this posting, and will be running on a fixed 1.25b with serverlists that are actually built in. Sorry for issues on earlier patches, they'll be corrected when 1.25c comes out. And in case you're wondering, 1.25c will be codenamed "Nebula". ;p
EDIT: The server went down with no laser problems whatsoever. The server was bombarded with laser requests from my good assistant Grytolle, and later I joined in on the laserfest. Needless to say, after its 10 minute* run, the server did not suffer anything but a couple of graphical glitches from the gemring animation processor. (I still need to fix that)
*This is a free guess. Do you actually think I keep track of uptime or something!?
This thread has been SIGGIFIED!
Grytolle
Dec 25, 2005, 06:37 PM
It sucked that I used 1.23 instead of 1.25b when we did it though, since my client crashed when UF began lasering. =P And the uptime was long enough. Now we can only hope all other filters are rendered useless, because right now I can't use them on my other computer, since WPE is a "trojan" ;(
n00b
Dec 25, 2005, 07:09 PM
Hey <s>guys</s> <s>proffesional coders</s> UF, 1.25 is nifty, but are there plans for making a TSF version of the patch?
(Sorry if there are and it has been mentioned, I lightly skimmed over the posts)
UNKNOWNFILE
Dec 25, 2005, 07:30 PM
JJ2 1.24 TSF is entirely different from 1.23, but I guess I could make one once this thing is finalised.
For now however, JJ2 v1.23 is needed to use this patch.
Monolith
Dec 25, 2005, 08:35 PM
From glancing over the problem it looks like you get a divide by zero error. Probably the simplest way of patching this without getting into the larger reasons of why ebx is 0 is to do this:
1. check if ebx is 0
2. if it is, set ebx to something safe like 1
Hopefully that doesn't have any more unintended side effects. If it does, you can try skipping over that code if ebx is 0.
Puffie40
Dec 25, 2005, 10:52 PM
I commend you, UF. You are amoung the group of people who are slowly refining JJ2. With infamous bugs like this being fixed, it will be a great boon to the entire community!
Grytolle
Dec 26, 2005, 12:19 AM
(-) is a boon?
Stijn
Dec 26, 2005, 01:34 AM
So, uhm, talking about disassembled JJ2 code is allowed now here? Or did I miss something?
Not that I care, I think the work you're doing rocks. Would it also be possible to add new features (getting an extra live for 100 gems) this way?
White Rabbit
Dec 26, 2005, 01:42 AM
I don't understand anything here. :p UF, you don't have to explain to me how or why this works, but what exactly does it do to your JJ2? Is it a permanent code edit, or can you 'uninstall' it?
Grytolle
Dec 26, 2005, 01:45 AM
Why wouldn't it be allowed?
Wr, it's permanent, so back up your .exe
Cpp
Dec 26, 2005, 02:06 AM
It sucked that I used 1.23 instead of 1.25b when we did it though, since my client crashed when UF began lasering. =P And the uptime was long enough. Now we can only hope all other filters are rendered useless, because right now I can't use them on my other computer, since WPE is a "trojan" ;(
There's your problem! It's still possible to laser! IMO Laser should be completely removed which would prevent its use on the server 100%.
Violet CLM
Dec 26, 2005, 02:31 AM
Would that kill the laser shield 'SCE'? Sorry if this is a stupid question, this isn't my field.
Stijn
Dec 26, 2005, 02:40 AM
Why wouldn't it be allowed?
No idea, but admins used to close/delete anything related to jj2 code disassembly.
Cpp
Dec 26, 2005, 02:42 AM
Would that kill the laser shield 'SCE'? Sorry if this is a stupid question, this isn't my field.If the code is set to block all incoming laser packets then it would not. The SCE laser is really useful and I don't think it should get removed. What should get removed is the ability for players to use the laser and I think that can be done by blocking the laser packets. Don't ask me how to do that in ASM...
Grytolle
Dec 26, 2005, 02:45 AM
However, lasercrashes seems to not be much of a problem anymore...
For those who can't wait for an UF-patch with fixed listservers:
1.25a and 1.25b-registry keys (http://www.freewebs.com/grytolle/jazz2stuff/1.25-list.reg)
Bug:
http://www.freewebs.com/grytolle/jazz2stuff/wtfbug.PNG
And when I used jjfly in WR's server I crashed. When I joined it was singleplayer, then he used PC4 to switch to Treasure, meaning I was still able to cheat. Is this some kind of cheta protection you added, UF?
Edit: The jjfly crash seems to be just on that single occasion. =)
I also have graphical errors in Santranigus V, not as disturbing as in the screenshot, but on the other hand seemingly impossible to screenshot. I guess it's the same bug though =p
ThunderPX
Dec 26, 2005, 03:53 AM
Would it be possible to have a wad-type system eventually? I'll explain;
In some games you can load .wad files that contain some information that changes the game for that one running only. It could be used to, say, add new characters or modes. Of course, new characters and things is a long shot, but it could be useful for custom game modes.
By the way, would it be possible to add some sort of substitute animations to 1.23 and allow play with 1.24, so the animations when someone plays as Lori aren't screwed up?
UNKNOWNFILE
Dec 26, 2005, 07:05 AM
Bug:
And when I used jjfly in WR's server I crashed. When I joined it was singleplayer, then he used PC4 to switch to Treasure, meaning I was still able to cheat. Is this some kind of cheta protection you added, UF?
I doubt it, I guess it's some type of bug.
The image glitch is caused by the gemrings. I think this whole divide-by-zero error can be solved like this:
mov ebp, 01h
IMO, the divide is just dividing something by itself, which always returns 1. I'm not sure about this, but at least it's a guess.
If the code is set to block all incoming laser packets then it would not.
The game is actually blocking the rendering of lasers, as that what causes the game to crash a server. The laser shield is still obtainable, but use of it won't crash a server.
And for the rest of you, this is being coded entirely in ASM. No source code is being used.
Bobby aka Dizzy
Dec 26, 2005, 08:48 AM
IMO, the divide is just dividing something by itself, which always returns 1. I'm not sure about this, but at least it's a guess.
That's true except for zero which is a special case. 0/0 is not defined and reasons are not worth getting into in this thread.
UNKNOWNFILE
Dec 26, 2005, 12:08 PM
Jazz Jackrabbit 2 1.25c Nebula - now with working server lists (http://unknown.halleyscometsoftware.com/jj2/jj2125c.zip)
Gem rings are no longer an issue, so I'll work on respawn for v1.25d, code named "Nimrod". ;D
This will use your 1.25b regkeys, as I forgot to update the version number.
Newspaz
Dec 26, 2005, 12:46 PM
This is looking nice. But can't you just let it use the 1.21 registry keys?
UNKNOWNFILE
Dec 26, 2005, 12:55 PM
If I change the version in the main menu, the thing will need to use a new registry key, but I guess when the thing is final and stuff that it'll be able to work OK.
Cpp
Dec 26, 2005, 02:37 PM
The game is actually blocking the rendering of lasers, as that what causes the game to crash a server. The laser shield is still obtainable, but use of it won't crash a server.Ah! I understand. So basically the SCE lasers still work, but they are invisible? I wonder how this works in survivor. Did you get to conclude what causes the game to crash when using lasers? I always thought its when somebody gets roasted by a laser which would explain why the game never crashes in treasure hunt mode... or does it?
UNKNOWNFILE
Dec 26, 2005, 02:41 PM
CORRECT! YOU WIN A MILLION DOLLERZ!!!!!!!!1111111
Anyways, it appears what handles the gem ring actually handles rotation of several objects like the CTF direction pointers (the red and blue arrows). Because of patches done to this, JJ2 renders the arrows a bit wrong, but at least the entire screen isn't glitching.
And you can still get hit by lasers although they are invisible. Watch out, you never know what can happen... })
PAGECLAIM IN THE NAME OF 1.25
Grytolle
Dec 26, 2005, 03:46 PM
They didn't appear invisible to me... just not dangerous, except for instantkill.
Black Ninja
Dec 26, 2005, 04:19 PM
Holy crap.
Nice work so far. You > me.
EDIT: Are there any plans for increased resolutions? I can send over the work I have on resoltuions so far if needed (I have the addresses that control it and can resize it to anything *under* 640x480. If I resize it to anything higher, it works for a split-second and then crashes.)
UNKNOWNFILE
Dec 26, 2005, 05:39 PM
BN: Do you mean ingame or during the opening titles?
Black Ninja
Dec 26, 2005, 05:49 PM
Both.
UNKNOWNFILE
Dec 26, 2005, 05:51 PM
Could you send me the offsets in PM, and I'll debug the thing and see what happens.
Violet CLM
Dec 26, 2005, 09:24 PM
Anyways, it appears what handles the gem ring actually handles rotation of several objects like the CTF direction pointers (the red and blue arrows). Because of patches done to this, JJ2 renders the arrows a bit wrong, but at least the entire screen isn't glitching.
...oh, that makes sense. I always assumed that the gem ring was just a sprite, I didn't realize it was actually rotating. Yeah, none of the other things (arrows, seekers, poles) can be frozen, can they?
UNKNOWNFILE
Dec 27, 2005, 06:19 AM
Well, sorry to disappoint you, but I can't fix the stupid respawn bug. I couldn't find any xrefs to the addresses that I got from respawn.exe. I shall instead work on something else.
BattleSpaz
Dec 27, 2005, 06:31 AM
Are Im an idiot and have understood wrong, or are you REALLY making fixes for 1.25?
UNKNOWNFILE
Dec 27, 2005, 07:27 AM
You're correct.
I am not however adding anything, I'm just fixing bugs.
UNKNOWNFILE
Dec 27, 2005, 08:14 AM
Now for the moment you've all (not) been waiting for...
Jazz Jackrabbit 2 1.25d - with a spiffier logo! (http://unknown.halleyscometsoftware.com/jj2/jj2125d.zip)
In addition to JJ2 having a nicer looking icon, I have fixed up some annoying errors in the main menus (the glow was missing). This was fixed to prevent an annoyance in the server select menus.
That concludes my ideas of what to fix. Any suggestions?
TaZaR
Dec 28, 2005, 08:56 AM
Could it be possible to make the "stop enemy" (or how is it called) work again? (it worked in the 1.22 than it stopped worked in 1.23. That's a strange thing, that levels maded with 1.22's JCS, are still works with stop enemy in 1.23... )
Fixing the wall stuck would be great, that's one of the main bugs in jj2.
And maybe that would be harder, but if it's possible, it could be nice, to fix the episode menu not crashing when you have too much episodes.
n00b
Dec 28, 2005, 08:59 AM
Couldnt we just use 1.22's JCS?
cooba
Dec 28, 2005, 09:01 AM
Fixing the wall stuck would be great, that's one of the main bugs in jj2.That bug has been exploited too often to delete it now.
Birdie
Dec 28, 2005, 09:02 AM
My stop enemy works fine :)
ThunderPX
Dec 28, 2005, 09:24 AM
Hmm, the episode thing could probably be fixed (just theorizing here) but eventually space would just run out on the screen. Making some sort of scrolling thing might require a lot of programming.
Stijn
Dec 28, 2005, 09:32 AM
As long as it doesn't crash I'm happy :)
Violet CLM
Dec 28, 2005, 10:16 AM
Stop Enemy works fine. For the episodes, I would think the practical course of action would be to start with the one from 1.24.
n00b
Dec 28, 2005, 10:29 AM
Oddly, Crabs seem to ignore my stop enemy events on a test level I did
UNKNOWNFILE
Dec 28, 2005, 10:51 AM
May I also add that I don't have the source code and I can't add new features?
In the meantime, here will probably be the last patch - for now:
Jazz Jackrabbit 2 1.25e "Black Ninja" (http://unknown.halleyscometsoftware.com/jj2/jj2125e.zip)
This patch fixes the gemring bug - again - as my protection was removed in the previous version. Also, this patch removes JJ2's ability to join 1.23 servers, though that may be reinstated later.
I ran a quick check through the game and found these errors:
-Bolly's missiles don't work correctly.
-Rolling rocks occasionally get replaced with two steel bars.
-Trees look strange.
-The laser shield no longer appears when activated.
Oh yea, I was going to remove version protection for this version, but that's out of the question now, as the game must always be able to read the version byte(s) which are located in the program somewhere.
And since it would be too frustrating to duplicate the same code to a different version of the application, I'm not going to bother with 1.24. However, I managed to patch 1.24 so it can connect to 1.25 games. It also received a logo change.
hcs' FTP server is slow so I can't really upload it right now, so I am not going to bother with this patch until I can update it to meet the current 1.23 version of the patch.
R3ptile
Dec 28, 2005, 11:02 AM
Will you fix the flag bug and flood bug as well?
ThunderPX
Dec 28, 2005, 11:23 AM
I think it would be better if you didn't release this many versions, but fixed the things that screwed up, THEN released a new version.
UNKNOWNFILE
Dec 28, 2005, 11:44 AM
Will you fix the flag bug and flood bug as well?
I'd need to find the offsets for those first.
I think it would be better if you didn't release this many versions, but fixed the things that screwed up, THEN released a new version.
You just mind your manners, young man.
ThunderPX
Dec 28, 2005, 12:27 PM
You'll agree when you run out of letters.
n00b
Dec 28, 2005, 12:36 PM
Hey, he can use all of those letters Dr. Seuss made up. I think Dr.Seuss made around 40 in that one book "All the letters after Z"
ThunderPX
Dec 28, 2005, 12:37 PM
Yes, but does Jazz2 support those?
n00b
Dec 28, 2005, 12:38 PM
Well can't we Inject them into the game?
<Yes, I know we can't>
ThunderPX
Dec 28, 2005, 01:07 PM
No.
n00b
Dec 28, 2005, 01:08 PM
Please quote what I said Thunder. You dont have to post it, just click the quote button.
Torkell
Dec 28, 2005, 01:38 PM
You'll agree when you run out of letters.
He's got, oh, 254 possible characters to use before he runs out (\0 and \ have predefined meanings).
UNKNOWNFILE
Dec 28, 2005, 03:46 PM
Oh yea, BN has joined the team. Yay for him.
He also brought JJ2 ";p", "rux" and "sux", in case you don't know what he's famous for.
n00b
Dec 28, 2005, 03:47 PM
I could debate that but I'm in no mood for politics.
UNKNOWNFILE
Dec 28, 2005, 04:25 PM
;p
Anyways, off topic, but JJ2-related nonetheless, I've managed to find the song title address and the actual tracker data by tracing that song title. This is in uncompressed J2B format, however, and it won't give you the actual S3M/IT/MOD.
TaZaR
Dec 28, 2005, 04:50 PM
May I also add that I don't have the source code and I can't add new features?
I didn't ment to make a new episode select screen, just to fix it to stop crashing.
UNKNOWNFILE
Dec 28, 2005, 07:35 PM
OK, FOOS, I'VE FIXED AN ANNOYING BUG.
YOU KNOW HOW ANNOYING IT IS WHEN DEVAN JUMPS OUTSIDE OF A LEVEL AND NEVER COMES BACK? I'VE FIXED THE PROBLEM.
IT'S AS SIMPLE AS ADDING A GENERATOR TO THE EVENT. WHEN DEVAN JUMPS OUT OF THE ARENA AND FALLS OUT OF LEVEL BOUNDARIES, HE WILL RESPAWN QUICKLY.
ANYWAYS PATCH 1.25F - CODENAMED :fm: - IS ON ITS WAY. IT'S A BIG ONE BECAUSE I GOT THIS CRAZY IDEA TO INCLUDE A NEW MENU SONG. IT IS A LOVELY SONG!
SO THAT CONCLUDES MY POST. AND DONT TALK IN CAPS TEIF!
Odin
Dec 28, 2005, 07:38 PM
Wait, can't just you change the menu song by changing menu.j2b?
UNKNOWNFILE
Dec 28, 2005, 07:42 PM
Wow, are you observant. Anyways, I also included a file called BackItUp.bat which backs up your JJ2 file and menu music in case you need to restore it for whatever reason.
Odin
Dec 28, 2005, 08:29 PM
Wow, are you observant.
Hey, no reason to be nasty. I just think that putting effort to achieve something that can already be done with little to no effort is redundant.
Also, could you fix amnesia errors caused by too many sprites loading?
n00b
Dec 28, 2005, 09:17 PM
YOU KNOW HOW ANNOYING IT IS WHEN DEVAN JUMPS OUTSIDE OF A LEVEL AND NEVER COMES BACK? I'VE FIXED THE PROBLEM.
LURVERLY! Can you do the same for bubba?
ThunderPX
Dec 29, 2005, 03:44 AM
Oh, and fix the thing where the boss's life counter disappears wehn you go too far, and it's full again when you return. It's annoying with my belt boss idea.
cooba
Dec 29, 2005, 03:46 AM
Oh, and fix the thing where the boss's life counter disappears wehn you go too far, and it's full again when you return. It's annoying with my belt boss idea.That's how JJ2's memory handling works in general, actually.
UNKNOWNFILE
Dec 29, 2005, 05:46 AM
PAGECLAIM
As I've said before, I can't make memory-related fixes. My suggestion is to have an invisible wall that increases as you go along the belt.
LURVERLY! Can you do the same for bubba?
Let me test that, I'll get back to you ASAP.
EDIT: It works.
And in case you have no time and wish to take an estimate to get the next version of the patch (1.25g) named after you, try and guess how many Devans are in this picture.
http://unknown.halleyscometsoftware.com/zomg/devanarmy.JPG
ThunderPX
Dec 29, 2005, 07:47 AM
4. They're just trailing.
Cpp
Dec 29, 2005, 07:59 AM
Every one of those is a real Devan I assume. They trail on the walls also and therefore it cannot be a background trail.
Birdie
Dec 29, 2005, 08:06 AM
Every one of those is a real Devan I assume. They trail on the walls also and therefore it cannot be a background trail.
the tiles could have dissipeared so it looks like he's trailing in the wall but thats unlikly
UNKNOWNFILE
Dec 29, 2005, 11:58 AM
I fixed up an annoying bug in the Medivo levels where a bonus level is reached and the player can't return to normal gameplay.
And since Overlord rux, he gets the next patch named after him.
For the curious, there are about 140 Devans in that picture.
In other news...
http://unknown.halleyscometsoftware.com/zomg/tsfOMG.JPG
This is a TSF level that has been hacked to play in 1.23. I switched a tileset to get this working, however, but I removed a divide by zero bug. Next comes removing the access violations!
...which isn't possible, as JJ2 can't use a TSF tileset. I did manage to get another level working, and the background was all black. Anyways, if there's anyone out there who wants to fix up TSF so it can play in 1.23, then I guess that I can give you the hacked JJ2 to betatest your levels with.
However, you'll need to patch the levels so that they become 1.23 levels. I might fix this up later.
WaterRabbit
Dec 30, 2005, 04:35 AM
...which isn't possible, as JJ2 can't use a TSF tileset.
The only TSF tileset that works in JJ2 is Easter.
UNKNOWNFILE
Dec 30, 2005, 05:56 AM
Not possible.
If JJ2 runs a TSF tileset it crashes in a matter of seconds after the patching I have done.
This patching blocks animations from working, which is what crashes the thing.
Cpp
Dec 30, 2005, 08:24 AM
This patching blocks animations from working, which is what crashes the thing.That would explain why all the animating tiles disappear when converting an 1.24 level to 1.23 by using my experimental patch. The way animations are handled in 1.24 seems to differ from 1.23.
UNKNOWNFILE
Dec 30, 2005, 08:40 AM
OK, animation support's been restored, although I am considering making a "safe mode" program which blocks animations from being processed. Anyways, I'm going to see if I can convert the JJ2 TSF levels over to 1.23 for the next release of Mr. Patch.
R3ptile
Dec 30, 2005, 08:48 AM
Could you give me a list of everything that was done so far, please?
WaterRabbit
Dec 30, 2005, 08:49 AM
Not possible.
I once made a level in 1.23 JCS using the Easter tileset and it ran perfectly in JJ2.
UNKNOWNFILE
Dec 30, 2005, 09:17 AM
Could you give me a list of everything that was done so far, please?
1.25g (in progress):
-added new episode: The Secret Files
-removed the Gargoyle's Lair annoyance in single player
1.25f (not released because of web hosting issues):
-gemring bug restored for good. Have a nice day!
-slight patching done, no effects noticed.
-laser shield now appears on players, but bug is still (hopefully) fixed
-new menu music
-Tweedle and newer version events removed from JCS.ini (contained in ZIP)
-fixed Devil Devan boss in (-)2.j2l - just in case
-by far the biggest patch
1.25e:
-gemring bug was restored last version, fixed.
-can no longer join 1.23 servers (though this is editable with Project Controller 4)
1.25d:
-spiffy new logo
-glow restored to main menu items
1.25c:
-Gem ring freeze crash is no longer an issue. No known glitching is seen.
-Server lists actually added to the file. Sorry about the previous patch.
1.25b:
-Decided to name each prototype version after JJ2 players (current or past).
-Gem ring freeze crash fixed more, OK but not perfect. (The background still glitches.)
-Laser shields no longer crash servers.
-List servers updated to meet new list server addresses.
1.25a:
-Gem ring freeze crash semi-fixed; animation glitches to be fixed
-Sound disabled temporarily as the spike ball crash is figured out
Stupid filter, I swear to God if it does that again I'll rip off its head and throw it in a ditch and spit on it over and over until I die from dehydration!
*ahem*
So, I'm going to see if I can also convert the other TSF levels over to 1.23 so I can release them with the new version.
cooba
Dec 30, 2005, 09:40 AM
removed the Gargoyle's Lair annoyance in single playerThat bug can be exploited so minigames are doable in JCS D=.
UNKNOWNFILE
Dec 30, 2005, 10:21 AM
I'd be glad to kill the idiots who made lousy tileset conversions that don't even match the original tiles, as it's giving me a hard time with all the TSF levels.
UNKNOWNFILE
Dec 31, 2005, 08:58 PM
OK, I've fixed an annoying error message which occurs when the sound system catches an exception with the game. This also fixes the "unsupported format" error, although the music still does not play. I will also kill other exceptions that play the game down but aren't really required. Access violations and divide by zeros are absolute no's, so give me examples of exceptions that are annoying and that you want removed.
R3ptile
Dec 31, 2005, 10:43 PM
Hmm... (http://www.jazz2online.com/J2Ov2/wiki/index.php?List_of_known_Jazz_Jackrabbit_2_bugs)
UNKNOWNFILE
Dec 31, 2005, 10:56 PM
# If an SCE or MCE kills a player in a multiplayer game, the entire server will crash.
Hmm... sounds like a good one to fix.
Hmm... sounds like a good one to fix.Personally I do not know why this happens, but I believe the reason is because SCE's and MCE's carry no data of a player who was supposed to have fired them. All projectiles have to carry some sort of data eg. the player who originally fired them. This is to prevent doing damage to self - like seekers from seeking and hurting the very player who shot them. Since MCE's and SCE's were not "fired" from a player, they do not seem to carry this data (or at least the data is wrong) which would explain why the game crashes only after someone gets roasted for the game does not know whom to increase the roast count.
Just my thoughts...
R3ptile
Jan 1, 2006, 05:51 AM
What about disabling the annoying arrow in certain levels (TB)?
cooba
Jan 1, 2006, 05:56 AM
removed the Gargoyle's Lair annoyance in single playerThat bug can be exploited so minigames are doable in JCS D=.<!---->
ThunderPX
Jan 1, 2006, 06:14 AM
I suppose Teamchat can't be fixed?
blurredd
Jan 1, 2006, 06:15 AM
I'd be glad to kill the idiots who made lousy tileset conversions that don't even match the original tiles, as it's giving me a hard time with all the TSF levels.Rearranged tiles are bound to happen with the reduction of a tileset.
What about disabling the annoying arrow in certain levels (TB)?I don't see how that could be level specific. And if arrows were disabled for levels with more than two bases, it would in effect be disabling one of the features in e.g. Assassination levels. I do, however, think getting rid of the arrow for team levels which use no bases could be useful though not necessary.
Hmm... sounds like a good one to fix.It would be cool to see the "<player> ate it" message instead of crashing after an MCE/SCE hits someone.
R3ptile
Jan 1, 2006, 07:05 AM
Is it possible to fix the whole Coop mode (when played online)...?
UNKNOWNFILE
Jan 1, 2006, 07:56 AM
Function responsible for the SCE kill crash:
text:004BA580 cmp byte ptr [eax], 0
.text:004BA583 jz short loc_4BA58D
.text:004BA585 inc eax
.text:004BA586 mov edx, esi
.text:004BA588 dec esi
.text:004BA589 test edx, edx
.text:004BA58B jnz short loc_4BA580
R3ptile
Jan 1, 2006, 09:34 AM
There should be built-in seekhole, gamma, respawn and all other fixes, then there would be no need to run thousand of programs while playing.
Black Ninja
Jan 1, 2006, 11:30 AM
That probably won't happen, R3p. Adding new features is a lot harder than fixing small bugs.
UNKNOWNFILE
Jan 1, 2006, 12:07 PM
Plus people who whine about colored names in CTF can just poke their eyes out.
cooba
Jan 1, 2006, 12:44 PM
Alright, I'm repeating myself for the third time, but freaking keep "Secret Warp" event the way it is. The way that event works can be exploited if the Secret Warp event uses coins. That way you can make cool stuff in levels. Like minigames you warp to and come back rewarded.
UNKNOWNFILE
Jan 1, 2006, 01:30 PM
It has been kept the way it is, (apple). I just changed it in Medivo so that people wouldn't need to get annoyed at the game.
Anyways, BN and I have been talking about adding random kick messages. I have so far hacked the game to display "%s's rux < their sux (kicked by server)" instead of the normal "%s was kicked off", but BN thinks that people should be able to see random kick messages that could be entertaining.
Here are some others I managed to come up with:
%s is being an idiot (kicked by server)
%s wants fries with that suxshake (kicked by server)
And my patching I did earlier to fix the useless error messages has come back to haunt custom file support. I'll fix that up and there should be a new release never. Muhaha. }>
[Personal attack edit - FQuist]
n00b
Jan 1, 2006, 01:31 PM
You should have said so before then.
Black Ninja
Jan 1, 2006, 02:20 PM
Ok, the work-in-progress 1.25 patch website is up. Visit it at www.fooproducts.com/125patch.shtml and admire the ugliness of the page. Yes, we're going to make it look nice soon, and yes, we'll have 1.25f and 1.25g there soon. We should also (eventually) have every patch in 2 flavors: the .ips file and a precompiled .exe file.
UNKNOWNFILE
Jan 1, 2006, 02:26 PM
1.25g changelog thus far:
-removed the Gargoyle's Lair annoyance in single player
-added two new songs - atlantis.j2b and dreamland.j2b
I was thinking of including Captain Cook, but rumor has it that Violet is coding something spiffier. Thanks again to BN for his contributions.
And for those willing to mirror the patch, please do so!
blurredd
Jan 1, 2006, 03:07 PM
Plus people who whine about colored names in CTF can just poke their eyes out.<strike>The next time I see players with colored names, I'll be sure to poke out their eyes.</strike>
Isn't the seeker hole problem just an issue of how JJ2 handles players who leave a server? So a client's position will be stored wherever the player left the server. But after a player joins the game, the server temporarily stores the client's postion at the top left while that player is connecting. Would it be possible to change it so that the server stores client positions at the top left whenever players leaves?
UNKNOWNFILE
Jan 1, 2006, 03:15 PM
There are functions designed to handle more than one string print, but I will check this out. Something like....
mov word_whateveraddress,00h
...would set that to null. It would preferably be in the function that prints "blablabla left the game". Also, putting respawn into jj2 would be useless as it would just disable ammo storage.
And the game is coded in Visual C++.
R3ptile
Jan 2, 2006, 12:16 AM
Also, putting respawn into jj2 would be useless as it would just disable ammo storage.
Couldn't it be enabled only when you're the server?
Torkell
Jan 2, 2006, 04:02 AM
%s has offended the server
The server dislikes %s
*kick* *slam* (%s has been kicked)
R3ptile
Jan 2, 2006, 04:23 AM
nah not funny enough
n00b
Jan 2, 2006, 07:11 AM
I like Boggy's first one. It beats UF's suxshake line atleast.
R3ptile
Jan 2, 2006, 07:33 AM
I just think a text file should be added where you can edit all messages..
UNKNOWNFILE
Jan 2, 2006, 07:43 AM
Couldn't it be enabled only when you're the server?
If I could trace some stuff, then yea. Just provide me with the breakpoints, and I'll get around to doing it.
Meanwhile, 1.25g has been released or something. I still have a lack of webspace on hcs' server so I call apon Black Ninja to mirror it!
Here's a list of changes made. BE HAPPY!
-removed the Gargoyle's Lair annoyance in single player
-added two new songs - atlantis.j2b and dreamland.j2b
In addition to this, all the patches in 1.25f have been carried over. For those who don't know what those are:
-gemring bug restored for good. Have a nice day!
-slight patching done, no effects noticed.
-laser shield now appears on players, but bug is still (hopefully) fixed
-new menu music
-Tweedle and newer version events removed from JCS.ini (contained in ZIP)
-fixed Devil Devan boss in ZOMGTHECENSORCANTCATCHTHISSOHAHAHA2.j2l - just in case
-by far the biggest patch
This time it will be in lovely .exe format, so I will be including a batch file designed to back the main program up in case you need it for some unholy reason.
Also, here's what we're dealing with for a gameloop:
http://unknown.halleyscometsoftware.com/jj2/gameloop.JPG
Oh yeas, and page claim
R3ptile
Jan 2, 2006, 08:23 AM
If you want people to actually start using this version online, you may want to start fixing the major CTF bugs. I heard they'd be very easy to fix.
UNKNOWNFILE
Jan 2, 2006, 08:26 AM
BN says that the flagbug can be fixed by increasing the X and Y sizes of the map by 10. He also says it isn't noticable but it works.
R3ptile
Jan 2, 2006, 08:43 AM
What about all the chat bugs (when you join a specific team)?
UNKNOWNFILE
Jan 2, 2006, 09:15 AM
That can easily be fixed by disabling the ability to join on a selected team.
Odin
Jan 2, 2006, 10:07 AM
That can easily be fixed by disabling the ability to join on a selected team.
But you need that for certain gametypes and CTF events (such as JDC officials vs. JDC members).
R3ptile
Jan 2, 2006, 10:11 AM
I mean fix, not delete.
UNKNOWNFILE
Jan 2, 2006, 02:12 PM
I heard a little rumor about a release code release from someone. IMO, the chances of a leaked source code being released is about as likely as Uberbob's chances of dating Araches. Anyways, 1.25g hasn't actually been released yet, but has been now, but with one minor change: Typing jjshield 4 times will not get you the laser shield though it is still obtainable with an external program. So, are you going to thank me or what?
Get it here. Sorry for Rapidshare. (http://rapidshare.de/files/10286044/jj2125g.zip.html)
n00b
Jan 2, 2006, 02:24 PM
IMO, the chances of a leaked source code being released is about as likely as Uberbob's chances of dating Araches.
And then Dev decided to screw up the Uberbob storyline...
blurredd
Jan 2, 2006, 03:04 PM
I'm wondering if it's possible to make a seperate version of the JJ2 exe just for dedicated servers.
CrimiClown
Jan 2, 2006, 03:09 PM
Wow... This is getting good. UNKNOWNFILE, you just earned all the respect this ol' clown can give ya.
I'll be looking forward to the last update. I'm too lazy to check every day if I have to download version 1.25u-17*5 again. :)
Nielsje
Jan 2, 2006, 03:20 PM
I have an idea for a, probably easy to fix, bug.
When you CTO, having an error while downloading a file, or in case the server denies you, you're advised to look at www.jazzjackrabbit.com. Since that has been down for a while now, it might be usfeul to delete it :p
Odin
Jan 2, 2006, 03:33 PM
Just replace it with www.jazz2online.com. Or something.
UNKNOWNFILE
Jan 2, 2006, 05:13 PM
I have an idea for a, probably easy to fux, big.
When you CTO, having an error while downloading a file, or in case the server denies you, you're advised to look at www.jazzjackrabbit.com. Since that has been down for a while now, it might be usfeul to delete it :p
Fixed.
Black Ninja
Jan 2, 2006, 08:17 PM
Good news! Thanks to Spoy, the 1.25 patch site is now 100% less crappy. You can still find it at www.fooproducts.com/125patch.shtml. Enjoy!
ThunderPX
Jan 3, 2006, 03:35 AM
An "easy to fux big?" I'm not sure whether that was intentional or not. =P
CrimiClown
Jan 3, 2006, 04:29 AM
Just replace it with www.jazz2online.com. Or something.
Well, you see, people who actually HAVE the patch must be aware that this site exists, as we are the last standing community I know of... =P
R3ptile
Jan 3, 2006, 04:29 AM
Fixed.
Did you delete it or replaced it with J2O's address?
CrimiClown
Jan 3, 2006, 04:53 AM
Also, could you change normal text? I found out a few spelling errors in the Dutch language settings... I'll spot them for you. :)
n00b
Jan 3, 2006, 05:16 AM
Did you delete it or replaced it with J2O's address?
I think he deleted it. To get the patch you'd have to know J2O exists.
UNKNOWNFILE
Jan 3, 2006, 05:18 AM
I replaced it.
R3ptile
Jan 3, 2006, 05:20 AM
Sometimes when you type something and press enter it doesn't send..... is there a way to fix it?
CrimiClown
Jan 3, 2006, 05:51 AM
If I try to install the 1.25g patch using the jj2125g_updater.exe file, I get this message:
This program cannot update the installed version of Jazz Jackrabbit 1.25g "Overlord" because of the following reason:
c:\Games\Jazz2\Jazz2.exe: unknown version.
How can I fix this...?
n00b
Jan 3, 2006, 06:07 AM
I have the same problem. I tried it on my JJ2 1.23 backup, and my copy of 1.25e
UNKNOWNFILE
Jan 3, 2006, 06:34 AM
tsk. In order to patch this, you'll need Jazz Jackrabbit 2 1.23, CRC-32 checksum 3E4E1392.
An IPS version will be coming soon, as I find it a lot easier to use that instead of the patch making software I used to create the .exe's.
I found out a few spelling errors in the Dutch language settings... I'll spot them for you.
How nice of you, as my knowledge of Dutch is barely anything. And shouldn't the option in the menu read "Nederlands" instead of "Hollands"?
CrimiClown
Jan 3, 2006, 06:36 AM
Jazz Jackrabbit 2 1.23, CRC-32 checksum 3E4E1392.
You lost me after the comma... Could you explain? :confused:
UNKNOWNFILE
Jan 3, 2006, 06:38 AM
You lost me after the comma... Could you explain? :confused:
A checksum is a little verification code used by some programs to prevent copy protection. Other times checksums are used for file verification.
CrimiClown
Jan 3, 2006, 06:39 AM
Ah..... I'll just wait untill it's done... *runs off, confused and empty*
ShadeJackrabbit
Jan 3, 2006, 08:04 AM
Holy molly, I've missed a lot :O ! Anyways, this looks cool. I really am thankful that somebody FINALLY decides to patch this game and it was not a hoax. I hope a lot of bugs can be fixed. Also, was the Raven fixed? Sometimes it will randomly just float there and not chase jazz.
A checksum is a little verification code used by some programs to prevent copy protection. Other times checksums are used for file verification.
So if I bought Jazz 2 from a store in the year it came out, would it have the right checksum?
ThunderPX
Jan 3, 2006, 08:18 AM
I also believe that in the Dutch language option, "Buttstomp the manhole cover" in the first Colonius level isn't translated.
CrimiClown
Jan 3, 2006, 08:25 AM
I also believe that in the Dutch language option, "Buttstomp the manhole cover" in the first Colonius level isn't translated.
And, so that UNKNOWNFILE can fix it:
"Buttstomp het putdeksel."
At least, I think buttstomp remains the same throughout the Dutch translation.
ThunderPX
Jan 3, 2006, 08:31 AM
I'd post some sort of Dutch alternative to "buttstomp," but apparently I can't type a post in two languages properly.
UNKNOWNFILE
Jan 3, 2006, 09:03 AM
And, so that UNKNOWNFILE can fix it:
"Buttstomp het putdeksel."
At least, I think buttstomp remains the same throughout the Dutch translation.
Fixed. It appears that this was left out of the other languages. I can do the French translation, but I can't do the rest. I'll need the translations for:
-German
-Spanish
-Italian
So, gonna thank me or what? ;)
ShadeJackrabbit
Jan 3, 2006, 09:12 AM
Thanks. (Even though I speak english.)
CrimiClown
Jan 3, 2006, 09:28 AM
Hartelijk bedankt. :)
I guess you could ask Faw, Sproedel or LittleFreak for German, as far as I know.
Faw has spoken:
"Buttstompe den Kanaldeckel!"
You might wanna remove the 'e' from Buttstompe, so it would 'blend in'.
R3ptile
Jan 3, 2006, 10:22 AM
I wonder how nobody mentioned the copter bug yet.. it's one of the most critical ones.
UNKNOWNFILE
Jan 3, 2006, 10:23 AM
the one where you jump off the helicopter but the game still thinks you have it?
ShadeJackrabbit
Jan 3, 2006, 10:25 AM
List of bugs from an old thread I made:
http://www.jazz2online.com/jcf/showthread.php?t=13000&highlight=Glitches
R3ptile
Jan 3, 2006, 10:30 AM
the one where you jump off the helicopter but the game still thinks you have it?
No. It could suddenly stop respawning, and then the only solution is restarting the level (happens quite often in B1).
CrimiClown
Jan 3, 2006, 10:41 AM
R3p is right. It should be fixed like you fixed Devan from dissapearing, being the non-programmer I am. =P
UNKNOWNFILE
Jan 3, 2006, 11:03 AM
I'm thinking of replacing the copter with a spring or two, and I'm thinking of getting rid of the bubble shield.
Anyways, many hugs to Faw for giving me the German translation. It's in the J2S file now.
And another pageclaim for me.
cooba
Jan 3, 2006, 11:04 AM
Nooo leave the official levels the way they are! (except Gargoyles' Lair) :(
UNKNOWNFILE
Jan 3, 2006, 11:14 AM
Nooo leave the official levels the way they are! (except Gargoyles' Lair) :(
There are versions of B1 floating the way without a shield. I'd rather not fix respawn bugs so it would be best for me to work around them. I've done some slight changes in Medivo1.j2l so that Gargoyle's Lair is a bonus level and doesn't go in an endless loop. ZOMGTHECENSORWILLBLOCKTHISWORDSOTHATSTOOBAD2.j2l has also been fixed in case of the unlikely event that Devan will jump out of the arena.
Bobby aka Dizzy
Jan 3, 2006, 11:26 AM
I don't think changing the copter to a spring is an appropriate "fix." The copter non-respawn issue is something that should be dealt with properly, not just an event change.
Also, there are many levels that make legitimate use of the water shield, there's no reason to just remove that.
ShadeJackrabbit
Jan 3, 2006, 11:32 AM
I love the water sheild!
Don't kill it....
UNKNOWNFILE
Jan 3, 2006, 11:33 AM
It's related to the respawn bug and since that's memory-wise I can't fix it.
blurredd
Jan 3, 2006, 12:41 PM
No. It could suddenly stop respawning, and then the only solution is restarting the level (happens quite often in B1).That problem might not be directly related to the copter. In levels like Zaitox Station 67 and my Battle Game XC edit, the events (like powerups) at the far left often stopped respawning after a while. It's FireSworD's theory so he might know more about it.
<strike>Built-in Weapon Regenerator would fit well in a special dedicated server version of JJ2.</strike>
Is there any way to manipulate how scoring works for any of the default gametypes? Because that may have some practical uses.
UNKNOWNFILE
Jan 3, 2006, 03:18 PM
With the help of an external program, yeah. I managed to make one a while back:
http://unknown.halleyscometsoftware.com/jj2/scored.JPG
ShadeJackrabbit
Jan 3, 2006, 03:45 PM
v0.1b
Never really got it finished did you?
UNKNOWNFILE
Jan 3, 2006, 03:45 PM
It is working. I just never bothered working on it after the first build.
blurredd
Jan 3, 2006, 05:13 PM
Well I was only asking if there was any way to do it through the exe itself.
UNKNOWNFILE
Jan 3, 2006, 05:24 PM
not that i'm aware of, no.
R3ptile
Jan 4, 2006, 02:44 AM
What about renaming the patch to 1.23.1? That way it could make more sense, although it may be too long..
Sonyk
Jan 4, 2006, 02:48 AM
1.23.1 plz ;(
ShadeJackrabbit
Jan 4, 2006, 06:48 AM
It does make more sense, and it can be changed using a Hex? Editor?.
UNKNOWNFILE
Jan 4, 2006, 01:25 PM
OK, friends, I have heard your voices.
I'm sick and tired of everyone complaining about features being added and doing this and that. So if you keep it up, I'll halt work on the project. So have a nice day!
And source codes are for n00bs.
ShadeJackrabbit
Jan 4, 2006, 01:53 PM
I ain't complaining! I'm really happy with the work you do! I'm just suggesting an idea...
UNKNOWNFILE
Jan 4, 2006, 01:55 PM
Yeah. You don't need to suggest the same thing over and over again though.
n00b
Jan 4, 2006, 01:56 PM
Suggesting is just fancy clothing for complaining if you think about it.
ShadeJackrabbit
Jan 4, 2006, 02:00 PM
Suggesting is just fancy clothing for complaining if you think about it.
Untrue. Here is me complaining:
"If you don't do it, it won't make any sense!"
Here is me sugggesting:
"That could be a good idea. I personally would reccomend it."
I guess I was a bit in-between those. Sorry.
n00b
Jan 4, 2006, 02:03 PM
See, in this case, you're suggesting something because UF hasn't done it, or you don't like what he's doing.
When you complain you're doing it becuase UF hasn't done what you want, or because you don't like what he's doing.
You just use different wordsets.
ShadeJackrabbit
Jan 4, 2006, 02:12 PM
you're suggesting something because UF hasn't done it, or you don't like what he's doing...
But want to be polite.
UF hasn't done what you want, or because you don't like what he's doing...
and don't care about how he feels.
UNKNOWNFILE
Jan 4, 2006, 02:21 PM
and don't care about how he feels.
:r <--you ate it
ShadeJackrabbit
Jan 4, 2006, 02:24 PM
Huh? That doesn't make sense...
And that's what I get for being polite.
Fix the bug where you lose control of your character after going through a warp and getting hit by a seeker on the other side. I think this one has something to do with the falling animation that changes back to normal only when player hits the fool after going through a warp. This can be seen a lot in B1 near the seek powerup.
R3ptile
Jan 5, 2006, 07:36 AM
That would change the gameplay a lot :o
ThunderPX
Jan 5, 2006, 07:50 AM
That would change the gameplay a lot :o
No it wouldn't, 'cause B1 sucks anyway.
R3ptile
Jan 5, 2006, 07:54 AM
Not only B1 (which rux), but also DW, BBLAIR, Marshland and many many more.... don't reply if you don't know what you're talking about.
UNKNOWNFILE
Jan 5, 2006, 09:13 AM
Once again: Give me the breakpoint, and I'll see what I can do.
Or better yet: add a sucker tube and place the warp near it so that players won't do that after warping.
cooba
Jan 5, 2006, 09:18 AM
blur's B1XC (and Danyjel's remake, for the record) works around the warp problem pretty well.
UNKNOWNFILE
Jan 5, 2006, 11:52 AM
OK, the whining from people has increased, so that ends the work on the patch. Work on 1.25h will still continue, but as soon as it comes out, then no more patches for you. Learn ASM and do it yourself if you want me to do more than I can possibly handle.
Grytolle
Jan 5, 2006, 01:04 PM
Good job everyone ;(
if you would after all decide to keep working: Why not make the jazz2.exe a launcher which automatically launches invisible respawn (which only is turned on when server), seekholefix and perhaps gamma? =)))
Oh, and I am back - I'll just pretend you all missed me!
FQuist
Jan 5, 2006, 01:18 PM
I have gotten quite a lot of 'whining' (imo, disrespectful to use such a word to also describe people who honestly just give feature suggestions) and was called a dictator/communist a couple of thousand times, as were a lot of/all the other J2O/JCF admins, and I barely receive praise of any sort for it (can't remember the last time), but did I quit/kill J2O? If you really care about helping people, and not just about praise, you would take a less hostile tone.
Grytolle's 'Good job everyone ;(' gets the situation wrong, therefore. I do think people should be friendly and be constructive, and I do think Unknownfile is doing a good job, but the way he goes about it tone-wise does not make it fair to blame others for what he did.
Violet CLM
Jan 5, 2006, 01:35 PM
The problem is that Jazz can be in various different "states". The state for coming out of a warp is extremely limited... it messes up with stuff like v-poles and wait time sucker tubes, and it doesn't transition well into the injured state. I sincerely doubt UF can do anything about this, as PERSONALITY ASIDE, it would require either recoding the "falling from warp" state or doing something weird like removing the "comes out of warp" part of a warp, which I guess means you'd then fall normally.
CrimiClown
Jan 5, 2006, 01:41 PM
The problem is that Jazz can be in various different "states". The state for coming out of a warp is extremely limited... it messes up with stuff like v-poles and wait time sucker tubes, and it doesn't transition well into the injured state. I sincerely doubt UF can do anything about this, as PERSONALITY ASIDE, it would require either recoding the "falling from warp" state or doing something weird like removing the "comes out of warp" part of a warp, which I guess means you'd then fall normally.
If you can fix this. And, you forgot to say please. =D
UF, I really respect the work that you're doing here. I wish I thought of you in the Newcomer 2005 poll, since you would've deserved my vote. Big time!
Grytolle
Jan 5, 2006, 02:50 PM
and I barely receive praise of any sort for it (can't remember the last time)I said I love you a few times when you did or said something remarkably good, but you just thought of it as sarcasm, when over half of those occasions were not - just a bit overexaggeratedGrytolle's 'Good job everyone ;(' gets the situation wrong, therefore. I do think people should be friendly and be constructive, and I do think Unknownfile is doing a good job, but the way he goes about it tone-wise does not make it fair to blame others for what he did.Sorry :(
At CrimiClown: He was in the community before 2005? O+
Black Ninja
Jan 5, 2006, 04:28 PM
Weird, 2005 being talked about in past tense.
Anyway, the patches own - you people should be happy that there is a patch at all. I have helped work on this thing, so I can see where UF is coming from. Let's hope the patch continues, but if it does, I beg all of you to larn the meaning of "CONSTRUCTIVE criticism." The patch is hard work, and as has been said, modifying anything the game stores in memory isn't likely to happen. UF will do what he can, and I will do what I can to help him. Don't expect anything more.
UNKNOWNFILE
Jan 5, 2006, 06:08 PM
plus there's a little thing called "exams a week after school gets back this Monday", so that could be another reason why I'm giving up work on this
At CrimiClown: He was in the community before 2005?
100% yes. I've been in the community since 2001, but haven't really played an active role yet. Hopefully this fixes things.
Erik
Jan 6, 2006, 12:26 AM
I WANT TO JOIN YOUR TEAM. I HAVE KNOWLEDGE OF COMMODORE 64 ASSEMBLY (no foolin' man) AND C++.
The problem is that Jazz can be in various different "states". The state for coming out of a warp is extremely limited... it messes up with stuff like v-poles and wait time sucker tubes, and it doesn't transition well into the injured state. I sincerely doubt UF can do anything about this, as PERSONALITY ASIDE, it would require either recoding the "falling from warp" state or doing something weird like removing the "comes out of warp" part of a warp, which I guess means you'd then fall normally.Yes, I am aware of that. When Jazz goes through a warp, he is in the "falling" state which can be only undone when the player hits the floor. If only it could be made so that the game would automatically call the function (once) as soon as the player is on the other side of the warp. Or better even, not change the state to "falling" at all after going through warp.
R3ptile
Jan 6, 2006, 02:26 AM
whattttt
You kill the whole project because people kept asking you questions and give you suggestions every time you joined a JJ2 server?
UNKNOWNFILE
Jan 6, 2006, 04:50 AM
pageclaim
Yes. Do you even know how annoying it is to be sked the same question over and over and over and over?
Erik
Jan 6, 2006, 05:55 AM
releasing a faq would be better (if you haven't already)
UNKNOWNFILE
Jan 6, 2006, 06:08 AM
Very well. I'll release one later. But for now, I must frag some opponents in Unreal. Have a nice day.
Grytolle
Jan 6, 2006, 09:16 AM
Gl hf dd
UNKNOWNFILE
Jan 6, 2006, 10:33 AM
OK, here's a faq.
Jazz Jackrabbit 2 1.25 Patch Frequently asked Nonsense (FAN)
written by the project leader, UNKNOWNFILE (certifiedunknownfile@gmail.com)
Here are some questions I often get when working on this project. I will give you
my answers to them.
Q: Add support for (so and so), plz kthx.
A: No. I don't have the source code for the game, and besides I can't do that as
I have no knowledge of C.
Q: Fix (memory-related issue) please!
A: I can't do that unless there is a trace address to something like that.
The traces are usually xrefs, but other than that, I can't get any reads
to memory related issues.
Q: Can I be part of the team?
A: 100% YES if you have experience in one of the following fields:
- reverse engineering of video games or other software
- C++ knowledge (for external program patching which is planned)
- Knowledge of basic x86 assembly language or experience with ASM
on another CPU platform
- knowledge of how to inject/edit packets
If you want to join, you can contact me above.
Q: Who's on the team?
A: Currently the team consists of myself and Black Ninja.
Q: Is this patch available for TSF?
A: Not now. I'm currently planning on making a laser shield fix for TSF, but
nothing other than that.
Q: Where can I get the patch?
A: http://www.fooproducts.com/125patch.shtml
Q: (whine whine complain complain)
A: Shut up.
CrimiClown
Jan 6, 2006, 10:49 AM
Q: (whine whine complain complain)
A: Shut up.
\o/
Grytolle
Jan 6, 2006, 02:48 PM
Nice FAQ d00d!
UNKNOWNFILE
Jan 6, 2006, 03:16 PM
JJ2 1.25h will be coming out in two different flavors - exe, and if the exe doesn't work, ips. It should be out never if Black Ninja keeps up his pace. ;p
Grytolle
Jan 6, 2006, 06:40 PM
What is it that BN is doing/supposed to be doing?
UNKNOWNFILE
Jan 6, 2006, 06:53 PM
He's providing me with memory addresses, a j2e file that should help save space in the main jj2 episode select*, and moral support.
* This feature might be taken out later in the patch's lifespan deciding whether I decide to drop the project after the next release.
Anyways, for SPIFFY 1.25h, you get the following patches (as of now):
-added patch for Holiday Hare '98 levels so the nonworking xmas enemies will be changed to non-xmas but working 1.23 enemies. (UNKNOWNFILE)
-replaced main JJ2 episodes (excluding Home.j2e) with single episode. This should save some space in the main menu. (Black Ninja)
-added missing text string for German, Dutch and French translations. (CrimiClown, Fawriel, UNKNOWNFILE)
As for Mr. Respawn bug of DEATH the only way to fix it is to remove the limiter on ammo pickup (the one where you can't pick up more ammo when you have 99 of that ammo). This was present in 1.20 - thanks to Dizzy for pointing that out.
Bobby aka Dizzy
Jan 6, 2006, 10:08 PM
As for Mr. Respawn bug of DEATH the only way to fix it is to remove the limiter on ammo pickup (the one where you can't pick up more ammo when you have 99 of that ammo). This was present in 1.20 - thanks to Dizzy for pointing that out.
I have to disagree actually. I don't think this is the <i>only</i> way to fix it. I also might not have been clear earlier, but in 1.20 you were able to take loose ammo from the level even when you had 50 pieces already. Much like carrots in jj1 where you can always pick them up even if you are at full health.
Removing the check on ammo limits would work; but an alternate solution would be to find where jj2 handles the packet for networked player picked up ammo and see if that code is separate from when the current player picks up a piece of ammo. Given the history of the jj2 code (1.20-1.23 this may be true but it also may not). I have not been able to locate where the incrementing of ammo takes place, I am also not sure how to go about finding it.
In the case that this is not a suitable fix it might be possible to add in a jump to wherever ammo amounts are decremented from firing when another player fires a weapon. However, the process of setting up the stack for what would likely be calling a method of an object could take a fair amount of code injection and a lot of very difficult problems to figure out first.
R3ptile
Jan 6, 2006, 11:03 PM
Please, do us a favor and REMOVE THAT STUPID LIMITER (not on carrot pickup, though).
Why? It is useless (if you want to pick a weapon when you already have 50 of it, you have to shoot and only then you're able to pick it.. it's always been a waste of a time), regenerates lots of lag and since there isn't one in UT2004 then there should also not be one in JJ2.
CrimiClown
Jan 7, 2006, 02:08 AM
I comepletely agree, but let me add a 'please?'. =D The limiter must be dead.
blurredd
Jan 7, 2006, 04:09 AM
Please, do us a favor and REMOVE THAT STUPID LIMITER (not on carrot pickup, though).
Why? It is useless (if you want to pick a weapon when you already have 50 of it, you have to shoot and only then you're able to pick it.. it's always been a waste of a time), regenerates lots of lag and since there isn't one in UT2004 then there should also not be one in JJ2.So you're saying hogging ammo just isn't easy enough? Without the limiter, more players would be encouraged to hog ammo, which could needlessly slow down games. I can't see how the ammo limiter directly creates lots of lag--only too much shooting or too many respawning events could. And the last time I checked JJ2 wasn't UT2004, and what works in one game won't necessarily work in the other. Moreover, I haven't played UT2004 in a while but I don't recall being able to pick up more ammo after reaching the limit.
R3ptile
Jan 7, 2006, 04:53 AM
I can't see how the ammo limiter directly creates lots of lag
15+ crates wouldn't create as much lag because you would be able to pick them way quicklier, for example.
Besides, it's kinda stupid that I always have to waste my ammo so I can steal it before my opponent picks it.
UNKNOWNFILE
Jan 7, 2006, 06:00 AM
It's notable that JJ2 uses zlib compression for a lot of external file types. (Why do you think that there would be a CRC check for levels?)
FQuist
Jan 7, 2006, 06:13 AM
I think it's smart to stay away from altering the game play (like removing certain limits) on a whim. That would just create confusion, and is not something that should be done 123, especially if the patch is compatible (party-mode wise) with older patches so you get players with two different gameplays and advantages in the same server.
blurredd
Jan 7, 2006, 06:32 AM
15+ crates wouldn't create as much lag because you would be able to pick them way quicklier, for example.Or if it was possible for the exe to recognize other players picking up ammo from these crates. It would also help if the weapon crates and barrels couldn't respawn until a certain amount of ammo was picked up.
Besides, it's kinda stupid that I always have to waste my ammo so I can steal it before my opponent picks it.It's more like a trade-off for preventing your opponent from getting certain ammo pickups--not that this tactic always works anyway.
I agree with what FQuist said on altering the gameplay. It's a better idea to fix other bugs first.
UNKNOWNFILE
Jan 7, 2006, 06:47 AM
Well there goes any hope of allowing thy to have no respawn bug no more.
Grytolle
Jan 7, 2006, 08:08 AM
Just make invisible respawn that only takes effect when serving be run automatically?
Erik
Jan 8, 2006, 01:16 AM
i can join because i have knowledge of c++ and c64 asm \o/
D4shRed
Jan 8, 2006, 02:43 AM
Looks like lots are fixed. Great job ^_^
UNKNOWNFILE
Jan 8, 2006, 01:34 PM
I managed to get enemies working in multiplayer. I can see why they did this:
"Jazz Jackrabbit has caused an access violation at 004BA580h"
erk
NeonPSY
Jan 8, 2006, 05:40 PM
I seem to have this trouble with the install. It tells me that it can't figure out what version my Jazz2.exe is. Any ideas?
Oh, and I'm sure I've posted this before.
Grytolle
Jan 9, 2006, 02:26 AM
aegis, you should try to fix brackets for red teamchat then :]
R3ptile
Jan 9, 2006, 03:17 AM
aegis, you should try to fix brackets for red teamchat then :]
yes please
UNKNOWNFILE
Jan 10, 2006, 04:46 PM
Ok, now for the moment you've been waiting for.
JAZZ JACKRABBIT 1.25h IS OUT LOL
This time it isn't in crappy exe autoupdating format so as to prevent CRC checking errors. And oh boy is there a lot for you today:
-patch has returned to IPS because CRC checks suck
-removed enemy limitations in multiplayer - WARNING: do NOT use enemies in battle or ctf games! (UNKNOWNFILE)
-removed process limitations - multiple JJ2 instances can now run at once (UNKNOWNFILE)
-removed "Video file not found" limitations as this is not required to play the game (UNKNOWNFILE)
-added German string that was missing in the German language file (Fawriel)
-added Dutch string that was missing in the Dutch language file (CrimiClown)
-added French string that was missing in the French language file (UNKNOWNFILE)
-changed "Hollands" to "Nederlands" (UNKNOWNFILE)
It should be up on foo products within a few minutes because Black Ninja pwns your face right out of your head.
Grytolle
Jan 10, 2006, 10:06 PM
I can't find it @ foo products :(
UNKNOWNFILE
Jan 11, 2006, 12:15 PM
ok, its up
http://unknown.halleyscometsoftware.com/jj2/jj2125h.zip
UNKNOWNFILE
Jan 12, 2006, 01:33 PM
I just found out from Nimrod that the list server hardcoding has been causing problems for servers attempting connections to jazz.madskills.org. I have fixed that along with another problem which is broken warps. If you enter a broken warp, you will end up at 0,0.
1.25i, because you suck. :P (http://unknown.halleyscometsoftware.com/jj2/jj2125i.zip)
Black Ninja
Jan 12, 2006, 04:14 PM
The latest versions are now all on Foo Products. Rock on, UF.
Aw, crap. I was just making a level that utilized broken warps.
UNKNOWNFILE
Jan 12, 2006, 04:20 PM
You could just add checkpoints near a thing that instantly kills you, thus giving a player a game over.
NeonPSY
Jan 12, 2006, 05:32 PM
Thanks UF for the non-CNC thing. Works well, I'd say.
EDIT: No Target warps send you to Start pos not 0, 0 Unless there is not start pos. Just to clear that up.
Michael
Jan 12, 2006, 08:29 PM
When will the final release be?
PS good work, screw the source code!! ((:
Cpp
Jan 13, 2006, 12:27 AM
Can you make it so that if a warp has no warp target, it will not warp a player at all rather than throw an error?
NewSonic
Jan 13, 2006, 03:05 AM
I got a question:
Is this patch only for Bugfixing or also for adding Features?
CrimiClown
Jan 13, 2006, 03:08 AM
I got a question:
Is this patch only for Bugfixing or also for adding Features?
You could have taken some time to read through the posts. UNKNOWNFILE is able to fix minor bugs, he can't add features.
UNKNOWNFILE
Jan 13, 2006, 05:25 AM
That would require a source code which I don't have access to. I'm able to patch existing instructions, but I'm limited to just that. See the faq for more details: http://www.jazz2online.com/jcf/showpost.php?p=333994&postcount=206
R3ptile
Jan 13, 2006, 06:52 AM
Just fix the CTF bugs already :(
UNKNOWNFILE
Jan 13, 2006, 07:21 AM
Once again, that is beyond my limits, so do it yourself.
and OMG PAGECLAIM
CrimiClown
Jan 13, 2006, 07:23 AM
Once again, that is beyond my limits
<s>I can only grant you three wishes</s>
=P
UNKNOWNFILE
Jan 13, 2006, 07:29 AM
FINE FINE FINE
I'll consult with Black Ninja on how to fix the flagbug. Just please stop whining! It's really annoying!
CrimiClown
Jan 13, 2006, 07:30 AM
I'll consult with Black Ninja on how to fix the flagbug. Just please stop whining! It's really annoying!
I know how to fix it. Stop people from being too lazy to mask the whole border of the level. =P
And, I was just joking. I don't need some CTF-bug to be fixed. =3
UNKNOWNFILE
Jan 13, 2006, 07:32 AM
The flagbug is my only priority with CTF right now. Other bugs like dying on the other team's base will not be fixed as I do not have a breakpoint for it.
R3ptile
Jan 13, 2006, 07:37 AM
I know how to fix it. Stop people from being too lazy to mask the whole border of the level. =P
It's named floodbug, not flagbug.
Other bugs like dying on the other team's base will not be fixed as I do not have a breakpoint for it.
This is flagbug.
cooba
Jan 13, 2006, 08:54 AM
I know how to fix it. Stop people from being too lazy to mask the whole border of the level. =PIt's named floodbug, not flagbug.Flagbug.Other bugs like dying on the other team's base will not be fixed as I do not have a breakpoint for it.This is flagbug.Flag death.
R3ptile
Jan 13, 2006, 09:27 AM
Wrong. :D
cooba
Jan 13, 2006, 09:27 AM
Wrong. :DYou indeed are.
R3ptile
Jan 13, 2006, 09:35 AM
no u
CrimiClown
Jan 13, 2006, 09:49 AM
*calls Derby*
WaterRabbit
Jan 13, 2006, 12:38 PM
I know how to fix it. Stop people from being too lazy to mask the whole border of the level. =P
Is it possible to make JCS not let you run or save a CTF level unless there is a border? If it is possible than it should have a warning message pop up. It would also need to have a message that pops up that asks you what type of level you are making. I think it is possible to edit JCS because a language translation of JCS has been made before. It was called JCS PL.
cooba
Jan 13, 2006, 12:40 PM
Is it possible to make JCS not let you run or save a CTF level unless there is a border?As far as JCS's coding is concerned, no.
(one more reason to start this big project...)
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