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CrimiClown
Feb 17, 2009, 02:27 AM
The proposed HUD is acceptable/good. Maybe you should do something for the colour-blind, though (Maybe something like an "R" or "B")... but even then, until more teams are added, most colour-blind people can see a clear contrast between the darker JJ2 Red and the lighter JJ2 Blue. Adding Yellow or Purple later on will make this a bit more difficult to distinguish.

Raven aka StL
Feb 17, 2009, 05:15 AM
I think it would be a real nice addition if the amount of scores (and possibly key kills too) could be shown after the roast:fall for each player.
When playing CTF, of course.

Perhaps BR and FR etc scores could be shown in the same manner, but CTF is most important.

DanZeal
Feb 17, 2009, 06:34 AM
Or as in some other games (UT) a flagscore add 5 points to the player.

plunK
Feb 17, 2009, 01:41 PM
Looking forward to the day when one can play CTF with 3 or 4 teams.

I completely support this idea, but i hate how all games have the same team one is read, 2 is blue, 3 is green, 4 is gold/yellow, I would forward the idea of being able for the host to choose team colours



weirdness: there is some weird bug which is discovered today, that when you cycle to another level with low detail mode turned on. you see sprites and animated stuff totally screwed up floating anywhere in the level. when you turn on HD and then again LD it turns back to normal.


This occurs on Vista when playing in 8bit mode, i have seen several variants of the effects they range from discolouration, random colour change as a map progresses, pallette editing, random sprite changes and appearences:

Simple Solution: Use 16bit

Or as in some other games (UT) a flagscore add 5 points to the player.

I would forward the idea of it having a Kills:Deaths:Score, similar to in UT where each gamemode poses different scores, such as 5pts for a CTF(as mentioned above), 3 points per dom point on a node you captured, 2 pts for each kill while at a 1 heart standing (excluding instagib and maxhealth = 1)

Grytolle
Feb 17, 2009, 05:13 PM
I'm not sure if you really want this feature, but it isn't practical. Macros as they are won't capture the movement of other players. And there (currently) isn't any way to quickly play macros via JJ2--it's a feature I want to add, but it's of low priority. If you want to record games, you should just use some other program to do so. I believe Xfire has video recording though I have no clue how good it is.It would indeed be rather useless if other players won't show. It would save a lot of space if the graphics didn't need to be saved per frame though

Raven aka StL
Feb 17, 2009, 05:52 PM
Roasts for scores would be absurd. I'd much rather see individual scores (and key kills) calculated for each player next to the roast:fall.

blurredd
Feb 18, 2009, 11:48 AM
Is it possible to make so the data from the playlog is uploaded to a mysql database after each map?
It's certainly possible, though I have no experience doing this. I would want to redo how logging works so that I can allow different methods of output. In the meanwhile, you may be able to parse the stats from the Playlog as it is.

With "removing the word roasts" do you mean the playlog won't record roasts for team games anymore tho'?
I meant only removing the word "roasts" from the HUD. There will still be a roasts stat, and it will still indicate the total number of kills a player has with no subtractions.

Also, any chance the playlog can be made to record treasure games as well? (preferably both players and amount of gems but just a playerlist would be nice) This is also a change purely for JDC reasons as I had some trouble recording during the Ground Force and Treasure events last season.
I actually already started making changes so that Treasure games can be logged, although it probably won't help keep track of where all players place in Ground Force games all that much.

The proposed HUD is acceptable/good. Maybe you should do something for the colour-blind, though (Maybe something like an "R" or "B")... but even then, until more teams are added, most colour-blind people can see a clear contrast between the darker JJ2 Red and the lighter JJ2 Blue. Adding Yellow or Purple later on will make this a bit more difficult to distinguish.
I'll consider this.

Just so I know, will there be some protection against cheaters any soon? I've been told it was easy to prevent people from getting their fire too fast. Could Plus also check which types of weapons are in the current level and automatically kick anyone who uses a gun that is not available in it? The same way with power ups and shields.
I'm actually now more capable of kicking players who use illegal weapons, so expect this type of additional anti-cheat protection sooner than later. Part of the reason I haven't done this sooner is because I usually don't see a lot of cheating when I play online, though this may be because most people know better than to cheat in my server or they only target specific servers.

I think it would be a real nice addition if the amount of scores (and possibly key kills too) could be shown after the roast:fall for each player.
When playing CTF, of course.
Or as in some other games (UT) a flagscore add 5 points to the player.
I'm more likely to do what DZ said.

I completely support this idea, but i hate how all games have the same team one is read, 2 is blue, 3 is green, 4 is gold/yellow, I would forward the idea of being able for the host to choose team colours
I'll consider this, though personally I think it's not worth the effort.

I would forward the idea of it having a Kills:Deaths:Score, similar to in UT where each gamemode poses different scores, such as 5pts for a CTF(as mentioned above), 3 points per dom point on a node you captured, 2 pts for each kill while at a 1 heart standing (excluding instagib and maxhealth = 1)
I may end up implementing the first two suggestions but not the last one.

It would indeed be rather useless if other players won't show. It would save a lot of space if the graphics didn't need to be saved per frame though
True, though most people have fast connections and more than enough free space on their hard drives these days so it shouldn't matter that much.

Roasts for scores would be absurd. I'd much rather see individual scores (and key kills) calculated for each player next to the roast:fall.
I plan on eventually having additional stats displayed on the screen, but not on the F9 player list as it is. If I ever keep track of key kills, it would be split into separate stats.

Raven aka StL
Feb 18, 2009, 12:02 PM
Adding roasts in the roast:fall for a score is completely ridiculous.
...Unless I completely misunderstood what DZ said.
Roasts aren't 'points' or anything, they've got pretty much nothing to do with scores.

Seeing how many times any given player has scored during the game would be mighty convenient, however.

DoubleGJ
Feb 18, 2009, 12:35 PM
I don't know if this really matters, but I feel without the word 'roasts' on-screen the game would lose its distinctive feel, something different from 'kills' or 'frags...' This warm-hearted jumping bunny competitive fun, y'know...

Nonomu198
Feb 18, 2009, 01:01 PM
Words like fragged will destroy the warm feeling you get when you innocently roast rabbits.

blurredd
Feb 18, 2009, 01:17 PM
I don't know if this really matters, but I feel without the word 'roasts' on-screen the game would lose its distinctive feel, something different from 'kills' or 'frags...' This warm-hearted jumping bunny competitive fun, y'know...
Well, it won't say "kills" or "frags" in its place, and you'll still see "player a roasted player b" in the chat. But I understand what you mean.

DanZeal
Feb 20, 2009, 02:41 PM
Is it possible for you to make something like map vote?
Like special map with 30sec timelimit and crates where players vote for next map.
Dont know if its realy possible.

And are you going to add Grytolles multiport code? http://www.jazz2online.com/J2Ov2/downloads/download.php?levelID=5253

blurredd
Feb 20, 2009, 03:15 PM
Is it possible for you to make something like map vote?
Like special map with 30sec timelimit and crates where players vote for next map.
Dont know if its realy possible.
I've been meaning to work on map vote (or level vote?) for a while now. I haven't since how the Level List works is a mess.

And are you going to add Grytolles multiport code? http://www.jazz2online.com/J2Ov2/downloads/download.php?levelID=5253
Eventually.

blurredd
Feb 21, 2009, 11:48 AM
Level voting would be a nice addition. It'd be interesting if players were able to rate the level that is currently being hosted. And then the levels with the highest mark get hosted more often than the ones with lower rating.
On second thought, it's not a such a good idea as it'll probably lead to servers hosting one and the same levels over and over again.
But skipping levels by voting for it would be nice.
I don't know about rating levels, though I intended to make a skip vote feature eventually.

And I wonder, is it possible for private message support to be implemented?
I no longer have any intention to implement this. JJ2 isn't a chat room.

Also, I believe I've suggested this before but could you allow players to use /k on themselves even if they do not have administrator access in a server? Of course, servers admins/the host should be able to toggle this feature on/off. And there should be a time limit before the player could use the suicide command again.
This will be added eventually.

plunK
Feb 21, 2009, 05:38 PM
I've been meaning to work on map vote (or level vote?) for a while now. I haven't since how the Level List works is a mess.

I support this fully..... This way i wont have to play rainbow hills ever again (No offense to the map/mapper but i have played that map more than any other, even battle1)


Also a nice possible addition would be a reinforcements system for certain gamemodes sim ilar to that seen in Unreal Tournament 2004. Essentially instead of you spawning whenever the host sets a reinforcements time (usually 7-14 seonds) and instead of people spawning when ready all people to die in the last 7-14(or whatever its set at) seconds respawn all at once.

cooba
Feb 22, 2009, 02:04 AM
Also a nice possible addition would be a reinforcements system for certain gamemodes sim ilar to that seen in Unreal Tournament 2004. Essentially instead of you spawning whenever the host sets a reinforcements time (usually 7-14 seonds) and instead of people spawning when ready all people to die in the last 7-14(or whatever its set at) seconds respawn all at once.Seconded.

Hunter, stop being 13 years old, please and thanks.

cooba
Feb 22, 2009, 04:07 AM
The spawn delay would be great help in making gametypes like Flag Run better (dying becomes a stronger punishment, so no more fire-and-forget at the flag area).Oh, am I supposed to know what plunK's speaking about when he can't even explain it?No, but comments like "Go back to playing UT" or "You are allowed to leave a server any time you want" are not welcome, especially not in a thread where people's suggestions are appreciated.

Grytolle
Feb 22, 2009, 09:47 AM
Add this IP to your block-list: 87.98.250.172
I'm afraid it might block the GIP at j2o too though... Btw, I'm working on an update to our GIP-script, so np


Also, if your opinion is "none of his business", then it doesn't belong in this thread. If you don't want people reacting on it, don't state it.

EvilMike
Feb 22, 2009, 10:51 AM
Regarding that spawn delay suggestion, I think the best way to do it is probably the way it is handled by TF2, and possibly other games. Spawns occur every 10 seconds (or some other arbitrary interval). When you die, you are put into the spawn wave AFTER the next one. In other words, you will wait a minimum of 10 seconds, but no more than 20. This prevents people from getting lucky and respawning instantly, and also guarantees that if you kill someone, they still stay dead for a while.

This is easy to make in jcs, but probably would be a good feature in jj2+. Dead people would be put into spectator mode.

Cpp
Feb 22, 2009, 12:13 PM
You could make the game log down join attempts (IP addresses) and block any of those that join more than let's say... 3 times per 5 seconds for 2 minutes... to minimize the join spam. I'm not sure about the actual numbers here as I'm only guessing, but take it as a suggestion.

Dead people would be put into spectator mode.Also, be sure to include a timer indicating when the next respawn is going to occur.
Which game types would have this change? All team-based ones I suppose.

cooba
Feb 22, 2009, 12:14 PM
Dead people would be put into spectator mode.For such a short time that's overkill. Their camera could be just held in the spot they died (like in old LRS spectating). And 20 seconds of potential wait is too much for a game like JJ2, too.

Grytolle
Feb 22, 2009, 01:59 PM
I was overreacting as usually. Just don't pay attention to that, thank you.Ok! Btw, you've been the victim of a recent copyright crime

EvilMike
Feb 22, 2009, 03:29 PM
Which game types would have this change? All team-based ones I suppose.
It wouldn't make sense for it to be specific to any game type. It would have to be a server setting that can be enabled or disabled, regardless of gametype. It wouldn't make much sense for it to be enabled in non-team modes, but that would be up to the host to decide.

And 20 seconds of potential wait is too much for a game like JJ2, too.
20 seconds (really 10-20) might be a bit much for some games, but if its in the ini it could just be changed to 7-14 or 5-10 or anything. I could see 10-20 working for a full server domination or assault game. 15 seconds average is a lengthy wait, but some gamemodes just get too crowded, and the tradeoff is that lots of players waiting to respawn means you'll generally live a bit longer anyway, unless you suck.

EvilMike
Feb 22, 2009, 03:30 PM
Is there still this issue where too many spectators could crash the server?
I think blur is going to put that fix in the next release (it's already in the private version which was used for JDC).

blurredd
Feb 22, 2009, 03:33 PM
Also a nice possible addition would be a reinforcements system for certain gamemodes sim ilar to that seen in Unreal Tournament 2004. Essentially instead of you spawning whenever the host sets a reinforcements time (usually 7-14 seonds) and instead of people spawning when ready all people to die in the last 7-14(or whatever its set at) seconds respawn all at once.
Personally I'd rather have a system like this based on the level or server settings, but not the game mode. I've wanted to add a spawn delay for a while now, but it's not that simple and it gets awkward for players not using JJ2+. For those reasons I think you're best off making your own system through JCS for the time being.

BlurredD, would you fix the little bug when the player captured the flag message appears before the Pregame ended message (Or maybe it was meant to be like that?). I do realise it's nothing important, just pointing it out.
This shouldn't be happening too often assuming the server you're in isn't too laggy, and even if it does it shouldn't be that confusing. I don't plan on fixing this soon as it will likely be fixed after I redo a lot of JJ2's net code.

I've seen people spam with join packets, causing a flood with player joined/left the game messages. Most of those kids use Cracco Clan's games in progress script, I believe. Would you happen to know a way to prevent this?
I plan to make a system to prevent spamming from all types of packets eventually.

blurredd
Mar 3, 2009, 05:15 PM
I'm quite curious if we (ordinary users of your patch) would be able to make our own custom game modes. I recall seeing a custom game mode called Homemade while I was messing around with a memory editor before. Is it something to be added eventually or is it there just for testing purposes?
I meant to reply earlier. The answer is eventually.

Does anyone have a preference for how "captured the flag" messages appear? Currently, clients see each message as either all green or the part after the player's name is blue or red depending on the color of the flag captured. I would like to have consistent behavior for this.

EvilMike
Mar 3, 2009, 07:10 PM
I like messages being colour coded. Personally I would be interested to see having it so the whole "captured the flag" line is blue or red, along with the "so and so lost the flag/made the score" messages.

Grytolle
Mar 3, 2009, 11:58 PM
I agree with mike! That sounds like it would make it clear

blurredd
Mar 4, 2009, 03:51 PM
EvilMike, I'm assuming that you want the colors corresponding to the player's team. I'm fine with making the changes you suggested.

Hitch
Mar 4, 2009, 04:33 PM
^Agreed^

EvilMike
Mar 4, 2009, 07:19 PM
That's basically what I meant, though I suppose you could have it the other way as well as long as it's completely consistent. What I was really interested in, was seeing the message all in 1 colour, instead of in 2 colours like it is now (see hitch's signature).

I actually have another suggestion somewhat related to that. For some of the messages, is it really necessary to have "Console:" appear before it? A lot of the messages probably don't need that... for example "lost the red flag" or "killing spree" messages. Basically anything that appears automatically. For some other stuff (eg, server settings being changed) things could stay the way they are now. This is a very minor suggestion though. Only reason I'm bringing it up is that the only thing "Console:" does with gameplay messages is tell you that the message is generated by jj2+, and in most cases I don't think that information is important to the player.

Jerrythabest
Mar 5, 2009, 07:12 AM
Something I have just recently bumped into while trying out some ideas for the Machinima for JJ2 (http://www.jazz2online.com/jcf/showthread.php?t=16927). It is currently unpossible to activate player #3 without having a joystick and it is also currently unpossible tot activate player #4 without having a second joystick as well.

Question in short:
Could you please, PLEASE, PLEAZZZE add a 'Keyboard 3' feature? There's plenty of letters on the keyboard anyway.

blurredd
Mar 5, 2009, 10:05 AM
I actually have another suggestion somewhat related to that. For some of the messages, is it really necessary to have "Console:" appear before it? A lot of the messages probably don't need that... for example "lost the red flag" or "killing spree" messages. Basically anything that appears automatically. For some other stuff (eg, server settings being changed) things could stay the way they are now. This is a very minor suggestion though. Only reason I'm bringing it up is that the only thing "Console:" does with gameplay messages is tell you that the message is generated by jj2+, and in most cases I don't think that information is important to the player.
It isn't necessary, though it is a reminder that I should be using an entirely different system for displaying those message. But I can remove the "Console:" prefix in the meanwhile.

...some additional suggestions...
As useful as many of those suggestions are, don't expect any of them to appear in the next few updates. It's not my main focus right now, and they can be added at almost any time. By the way, if you're the server you can see who timed out by checking the spy log.

Could you please, PLEASE, PLEAZZZE add a 'Keyboard 3' feature? There's plenty of letters on the keyboard anyway.
No. It's not worth the effort. Use LAN connections if you really have to.

Vegito
Mar 5, 2009, 10:36 AM
Also when you have 2 players playing on one keyboard already, usually one player gets stuck because you both press too many keys at the same time :P

blurredd
Mar 5, 2009, 08:48 PM
It's going to take some getting used to....

http://www.jazz2online.com/d3/noconsole01-small.png (http://www.jazz2online.com/d3/noconsole01.png) http://www.jazz2online.com/d3/noconsole02-small.png (http://www.jazz2online.com/d3/noconsole02.png)
http://www.jazz2online.com/d3/noconsole03-small.png (http://www.jazz2online.com/d3/noconsole03.png)

By the way, the "<team> scored a point" messages will be all blue/red soon enough.

n0
Mar 6, 2009, 07:02 AM
Also when you have 2 players playing on one keyboard already, usually one player gets stuck because you both press too many keys at the same time :P

FYI, this is usually a limitation of the keyboard and not the game itself.

cooba
Mar 6, 2009, 07:15 AM
Make the console counters appear on the middle of the screen, similarly to the scrolling "JJ2plus" text that appears after plus.dll is loaded!

blurredd
Mar 6, 2009, 02:07 PM
It's something to consider.

Vegito
Mar 6, 2009, 02:29 PM
As a counter when you just start a game it would be fun. Feels like a race a bit :)

blurredd
Mar 6, 2009, 08:07 PM
I should've said it's something to do eventually, when I fix up the message system like I mentioned earlier.

EvilMike
Mar 6, 2009, 08:10 PM
It will definitely take a bit of getting used to but I think it does look better overall. Much more "natural", and more importantly, consistent.

Grytolle
Mar 7, 2009, 02:46 AM
Would be nice if the chatlogger didn't automatically scroll down as soon as something is out-putted to it, except if it's already all scrolled down

Jerrythabest
Mar 7, 2009, 03:49 AM
Also when you have 2 players playing on one keyboard already, usually one player gets stuck because you both press too many keys at the same time :P

I've got three keyboards connected to my PC and I could get a fourth one from another computer if I would ever need it... that's really not that much of a problem. And even if you wouldn't have this multi-key-press-limitation-thingy, four hands on one keyboard is already very... unpractical.

Also, I'd like to make clear that I agree that not many players use splitscreen, but it will be impossible to have a perfect timing, if you depend on 4 individual players all playing on different computers.

As recording a 4-way splitscreen (or even a normal 2-player splitscreen) wouldn't make an interesting video with resolutions being limited to what people considered 'small' back in 2000 already, we'd already need the LAN for someone else to record the things. Imagine this: the splitscreened computer is the stage and the screen recorder is watching the play from the other computer over an LAN-connection.

Now, if we'd have to split up our stage over two computers, timing will suffer. Even if you are still able to press a certain button at both computers at the same time, it would never get as perfect as it would be if everything were done on the same computer due to network slownesses.

So that's why I asked it.

blurredd
Mar 8, 2009, 03:17 PM
Would be nice if the chatlogger didn't automatically scroll down as soon as something is out-putted to it, except if it's already all scrolled down
I tried fixing this issue a while ago and then failed miserably. It's not a good chat logger.

master sven
Mar 11, 2009, 06:59 AM
a /allammo would be nice for the beginning, it saves time, especially in 2v2s or more.

Raven aka StL
Mar 11, 2009, 01:06 PM
People should learn to start without ammo, a whole lot more convenient.

EvilMike
Mar 11, 2009, 04:54 PM
People should learn to start without ammo, a whole lot more convenient.
Yes!!!

/stop (or /autostart off if you enable it before starting the level)
/nomovment on
/k all (if people moved)
/cstart

This magic combination solves all your problems. No need to run around and collect ammo any more. Remember that people started doing that to be fair, since there was no way to enforce people staying still at the beginning back then.

I think starting without ammo makes the start of the game a bit more strategic too... obviously the level needs to be balanced though. People who make levels should time the routes very carefully, so critical things like the seeker powerup are the same distance from both spawns. I think with imbalanced levels, it's probably better to start by collecting ammo.

plunK
Mar 11, 2009, 06:06 PM
People should learn to start without ammo, a whole lot more convenient.

i dont ever bother starting getting much ammo... cuz i usually die in like 30 seconds anyway ill pick as i go.

If your really that picky maybe have a possibility of a "Duel" gamemode with like 2,4,or 6 plays and just slightly modify battle coding to auto start with ammo. But really thats if your the picky type. Me personally wouldnt care

Troglobite
Mar 19, 2009, 02:24 PM
I just got around to looking at the latest update of Open Jazz, and the fur animations are awesome. If something similar to this could be added to jj2+, it would be amazing.

cooba
Mar 20, 2009, 12:23 AM
I just got around to looking at the latest update of Open Jazz, and the fur animations are awesome. If something similar to this could be added to jj2+, it would be amazing.Doubtful. The way OpenJazz handles the fur animations depends on the tileset. JJ1 doesn't have animated tiles. What's used instead is active palette indices - in essence, a gradient that is automatically animated by the engine.

The closest thing that JJ2+ could do is constantly change the fur colors of a rabbit, but that wouldn't work well with <a href="http://www.jazz2online.com/J2Ov2/articles/view.php?articleID=16">how JJ2 handles fur colors</a>, and would probably cause all kinds of lag trouble.

CrimiClown
Mar 21, 2009, 09:49 AM
Reading Rag's post in the Gameplay Theory thread, I got a few suggestions for a few 'fixes':

- Make powerups ALWAYS give you +20 ammo, even if you have <20 ammo.
- Powered up ElectroBlaster and Pepperspray do 2 damage. (Make it optional, say, /gun8pudamage on... or something.)

DanZeal
Mar 21, 2009, 02:49 PM
Will /loadsettings work for remote admins anytime soon?

Uriel
Mar 22, 2009, 02:58 AM
Test =)

Vegito
Mar 22, 2009, 05:14 AM
Test =)

Fail/succeed?

CrimiClown
Mar 22, 2009, 08:51 AM
Test =)

Why would you 'test' if posting a message works? Can't you see we're all able to post messages, so you most likely will not have any problems either?

blurredd
Mar 22, 2009, 04:18 PM
Reading Rag's post in the Gameplay Theory thread, I got a few suggestions for a few 'fixes':

- Make powerups ALWAYS give you +20 ammo, even if you have <20 ammo.
Incidentally, in that thread I mention I will probably add this feature for Plus Only. In other words, you may never see this feature being used online.<!--because no one uses Plus Only, in case you aren't 100% sure what I mean-->

- Powered up ElectroBlaster and Pepperspray do 2 damage. (Make it optional, say, /gun8pudamage on... or something.)
Eventually, though I'm not too eager to add this since EB and pepper spray shots look exactly the same powered-up or not.

Will /loadsettings work for remote admins anytime soon?
Probably, now that I came up with a cheap solution.

Black Ninja
Mar 22, 2009, 06:22 PM
Just a couple quick thoughts here.

JJ2 was made in a time when widescreen monitors/displays were not at all common in the mainstream market. As a result, it doesn't support any real widescreen resolutions. I know all too well that modifying JJ2's resolution to something higher than what the game supports doesn't really work (at least, reliably). However, what if there was an option for a widescreen resolution that is lower than 640x480? Personally, I wouldn't mind losing some pixels if the game didn't stretch to fill my widescreen display, which looks rather ugly.

EvilMike
Mar 22, 2009, 09:36 PM
From what I've seen, JJ2 seems to work fine if it's increased to say 800x600. Common resolutions past that were more problematic. Of course, increasing the resolution is a bit controversial, since it makes some people have a percieved advantage, and also makes some levels ugly, and I think this is one reason why this feature still isn't in jj2+.

With that being said, I don't think it would be too problematic to allow widescreen in the form of something like 640x360. You'd lose a bit of vertical space, but the game would be less ugly. 800x450 might also work - this gives you about the same viewing height as normal (30 pixels is a fairly negligible difference) but with increased width. Unfortunately since it lets you see more, it has the same problems that I mentioned above.

I think implementing 640x360 would be the best choice, at least at first. No controversy attached, and it would allow the game to avoid looking all stretched out.

Black Ninja
Mar 22, 2009, 10:36 PM
I think implementing 640x360 would be the best choice, at least at first. No controversy attached, and it would allow the game to avoid looking all stretched out.

This is precisely what I was thinking.

cooba
Mar 23, 2009, 08:06 AM
800x600 (...) makes some people have a percieved advantageAs shown by <a href="http://www.jazz2online.com/jcf/showpost.php?p=423546&postcount=158">this post</a>, it's hardly an advantage.and also makes some levels uglyVery few levels look uglier in 800x600 - a large factor here are the background layers, which can cause problems in high resolutions if there's some unfortunate use of Tile Height.

The worst I could have found is this:

<img src="http://chaos.foxmage.com/cooba/ghcit_hires.png" />

CrimiClown
Mar 23, 2009, 08:38 AM
Just a couple quick thoughts here.

JJ2 was made in a time when widescreen monitors/displays were not at all common in the mainstream market. As a result, it doesn't support any real widescreen resolutions. I know all too well that modifying JJ2's resolution to something higher than what the game supports doesn't really work (at least, reliably). However, what if there was an option for a widescreen resolution that is lower than 640x480? Personally, I wouldn't mind losing some pixels if the game didn't stretch to fill my widescreen display, which looks rather ugly.

Only noobs play in full-screen. :'(

Grytolle
Mar 23, 2009, 10:11 AM
Only noobs play in full-screen. :'(Don't steal my lines :mad:

CrimiClown
Mar 23, 2009, 10:12 AM
Don't steal my lines :mad:

sorry gry that was mean have some free money


(Now I'm stealing Jam's lines, is that okay?)

cooba
Mar 23, 2009, 10:39 AM
sorry gry that was mean have some free money


(Now I'm stealing Jam's lines, is that okay?)No, because you're stealing jamster's, not Jam's

Ragnarok!
Mar 23, 2009, 10:55 AM
I actually think that difference is a very major advantage indeed, and I must have it... >O

(In all seriousness it's probably not THAT big a deal, but in my mind, I would really appreciate that sort of thing as an advantage to me)

EvilMike
Mar 23, 2009, 12:41 PM
As shown by <a href="http://www.jazz2online.com/jcf/showpost.php?p=423546&postcount=158">this post</a>, it's hardly an advantage.

I don't particularly think it's a big advantage either. That's why I chose the word perceived. I do think it's a <i>small</i> advantage though, and that's probably enough to set off some of the more vocal people.


Very few levels look uglier in 800x600 - a large factor here are the background layers, which can cause problems in high resolutions if there's some unfortunate use of Tile Height.

The majority of multiplayer levels are fine. It's really single player that I was thinking about, and I should have mentioned that in my post. A number of SP packs like to crop the view so it's "widescreen", and things like cutscenes might look a bit ugly. I know I've made a number of levels where even 1 extra tile of viewing space would make things ugly. Just so you know, this doesn't particularly bother me - I'd just ask people to play in 640x480 and if they didn't, well, it's their fault. Same deal with things like disabling ambient lighting.

MP levels tend to be less prone to this kind of thing, since they rarely use any special tricks.

Raven aka StL
Mar 23, 2009, 01:08 PM
By no means should a bigger resolution become available to anyone.
This would be a huge advantage to whoever can, well, take advantage of it.
Secondly a ton of levels would require editing. (Referring to cooba's post)

Stijn
Mar 23, 2009, 01:09 PM
(Referring to cooba's post)
...Which you didn't actually read, apparently.

Raven aka StL
Mar 23, 2009, 01:11 PM
...Which you didn't actually read, apparently.

Damn right I did and I'm not exaggerating one bit.

EDIT: ...Both posts

Vegito
Mar 23, 2009, 01:16 PM
Honestly, if everyone has 800x600 it would bring everyone back to .. an even skill level.
800x600 does matter quite a bit when it comes to duels/2v2s or something. Its just the split second where you see your opponent and they do not see you. Same goes for bullets, easier to dodge. (Any bigger than 2v2 gets more messy and so its harder to stay alive there anyway. No big difference there.)
I just vote for everyone to have it so it makes the game fair. Not only the ones who can *get* 800x600 into their hands >: O

About levels looking more ugly, no clue.

Nonomu198
Mar 24, 2009, 12:28 AM
By no means should a bigger resolution become available to anyone.
This would be a huge advantage to whoever can, well, take advantage of it.

I'm pretty sure that any 10 years old computer that was strong enough to survive 10 years can run JJ2 on 800x600. And I'm pretty sure that any low-end new computer can, too.

cooba
Mar 30, 2009, 05:56 AM
98% of all the JJ2 cheaters just use tools somebody else made, and actually know nothing about game hacking.If you're in the other 2%, copy and paste this into your signature.

blurredd
Apr 5, 2009, 04:41 PM
So I'm making changes to the generator event so that the maximum respawn delay is 4 minutes and 3 seconds. I also added a bit for "Initial Delay" which, when set, prevents an object from initially spawning in a level until after the delay time specified. I'm undecided if I should increase the maximum respawn delay even more, but I'm probably keeping it as it is. Right now the JCS.ini line will look like this:

216=Generator |+|Generator |Gene- |rator |Event:8|Delay Secs:6|Delay Mins:2|Initial Delay:1

Thoughts?

plunK
Apr 5, 2009, 04:54 PM
I think this could prove very useful, especially in single player levels. My question to you, is why 243 seconds(4:03)?

Troglobite
Apr 5, 2009, 06:43 PM
Initial delay would be very cool.

I don't see a big need for a greater delay time, unless you could make an unending delay, so the event would be created only once, since it would allow for MCEs that don't regenerate.

blurredd
Apr 5, 2009, 09:57 PM
I don't think making an "unending delay" for MCEs is worthwhile. I am, however, already planning on using a 2 minute delay for seeker powerups in some of my levels.

For the delay parameters, I may go with seconds only instead of minutes and seconds so it would be more intuitive (3 minutes and 63 seconds is a little awkward) and so events can use a slightly higher maximum respawn delay (255 seconds versus 243).

Jerrythabest
Apr 6, 2009, 06:27 AM
I've been thinking of this for a longer time. It would be an awesome change to the game if music would be more than just some level-specific background noise.

My idea: some new events. This might be overly complicated here, but even the basics of this functionality would give this game a nice boost in terms of earcandy.

Some music events could be used to set the music volume, change the speed (chances are this is easier to do with module music than with MP3's and the like, but I don't know exactly),... things like that.

Most importantly: a Change Music event. In my idea, it comes with parameters TextID, FadeStart, FadeLength, EndPosition and Start Position.

It changes the music to the filename specified in the text field with ID TextID, if that exists. TextID 0 should load the level's default music.

FadeStart specifies the event on which the fade of FadeLength seconds should begin*. Note that this can also be 0 seconds, which in fact means the music changes instantly. Values of FadeStart:
-0: as soon as the specified file is loaded
-1: at the first pattern jump (AKA position jump) or pattern end encountered after the specified file is loaded (or immediately if the played music format does not involve patterns)
-2: at the first pattern end encountered after the specified file is loaded (or immediately if the played music format does not involve patterns); pattern jumps do not trigger the transition
-3: when the end of the current music file is first encountered after the specified file is loaded
-4: when the cursor leaves the pattern in the EndPositionst position in the current music's pattern order (or after EndPosition*10 seconds from the beginning of a non-module file)
-5: when the cursor enters the pattern in the EndPositionst position in the current music's pattern order (or after EndPosition*10 seconds from the beginning of a non-module file)
-6: ?
-7: ? (stupid bitfields :/)

Finally, StartPosition is the position in the pattern order of the specified music file where the new music would start. This may be useful if you've got multiple loops in the same module file. Again, if it's not a module file just skip the first StartPosition*10 seconds.



Now imagine this. You enter one of those TOTALLY AWESOME GroundForce levels. A modified version of TSF's City1g.it begins to play (would be great if music could be downloaded off servers** too ;p but let's assume you have the modified file already). The first two patterns are played over and over again (position jump at the end of the second one...). It's this finger snapping intro.
Then, as you manage to wallclimb yourself into the wall and get transported to the waiting room, you pass the Set Music event: 0,4,0,1,2. As soon as the second pattern ends again, it starts playing the third (position #2, 0 based, you get it). At the end of 2, you go to 3, 3 to 4, 4 to 5 and the end of 5 points back to position 4. This waiting music is a little bit more interesting than this dull snap snap thingy.
Finally the 'starter' comes back from the toilet and everyone zaps into the playing field. Set Music: 0,4,0,5,6. Some guitarish thingy starts playing and the game has started. The end of position 15 jumps to position 6 (maybe the pattern at position 15 should be altered a bit to make this sound good).
As soon as you drop out, you move past another Set Music event: 0,0,0,0,16. This jumps directly to position 16. The end of the music begins. The last row of the last pattern (position 20) should point back to position 19 for a nice loop for the time being.


http://www.jazz2online.com/jcf/images/icons/icon6.gif

*If another Set Music event is touched before this, I think you'd best just cancel the first one.
**Download lag may be an issue as upload speeds are still making me sad. An external music file database server thingy would be a great alternative: after loading the level, JJ2 connects to this server and requests the music file/s specified in the level file. The ones present on the server are then downloaded. But this is getting way too complicated.

cooba
Apr 6, 2009, 08:00 AM
Thoughts?<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/9HwOUAnWa9A&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/9HwOUAnWa9A&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

FawFul
Apr 6, 2009, 09:05 AM
I've been thinking of this for a longer time. It would be an awesome change to the game if music would be more than just some level-specific background noise.

My idea: some new events. This might be overly complicated here, but even the basics of this functionality would give this game a nice boost in terms of earcandy.

Some music events could be used to set the music volume, change the speed (chances are this is easier to do with module music than with MP3's and the like, but I don't know exactly),... things like that.

Most importantly: a Change Music event. In my idea, it comes with parameters TextID, FadeStart, FadeLength, EndPosition and Start Position.

It changes the music to the filename specified in the text field with ID TextID, if that exists. TextID 0 should load the level's default music.

FadeStart specifies the event on which the fade of FadeLength seconds should begin*. Note that this can also be 0 seconds, which in fact means the music changes instantly. Values of FadeStart:
-0: as soon as the specified file is loaded
-1: at the first pattern jump (AKA position jump) or pattern end encountered after the specified file is loaded (or immediately if the played music format does not involve patterns)
-2: at the first pattern end encountered after the specified file is loaded (or immediately if the played music format does not involve patterns); pattern jumps do not trigger the transition
-3: when the end of the current music file is first encountered after the specified file is loaded
-4: when the cursor leaves the pattern in the EndPositionst position in the current music's pattern order (or after EndPosition*10 seconds from the beginning of a non-module file)
-5: when the cursor enters the pattern in the EndPositionst position in the current music's pattern order (or after EndPosition*10 seconds from the beginning of a non-module file)
-6: ?
-7: ? (stupid bitfields :/)

Finally, StartPosition is the position in the pattern order of the specified music file where the new music would start. This may be useful if you've got multiple loops in the same module file. Again, if it's not a module file just skip the first StartPosition*10 seconds.



Now imagine this. You enter one of those TOTALLY AWESOME GroundForce levels. A modified version of TSF's City1g.it begins to play (would be great if music could be downloaded off servers** too ;p but let's assume you have the modified file already). The first two patterns are played over and over again (position jump at the end of the second one...). It's this finger snapping intro.
Then, as you manage to wallclimb yourself into the wall and get transported to the waiting room, you pass the Set Music event: 0,4,0,1,2. As soon as the second pattern ends again, it starts playing the third (position #2, 0 based, you get it). At the end of 2, you go to 3, 3 to 4, 4 to 5 and the end of 5 points back to position 4. This waiting music is a little bit more interesting than this dull snap snap thingy.
Finally the 'starter' comes back from the toilet and everyone zaps into the playing field. Set Music: 0,4,0,5,6. Some guitarish thingy starts playing and the game has started. The end of position 15 jumps to position 6 (maybe the pattern at position 15 should be altered a bit to make this sound good).
As soon as you drop out, you move past another Set Music event: 0,0,0,0,16. This jumps directly to position 16. The end of the music begins. The last row of the last pattern (position 20) should point back to position 19 for a nice loop for the time being.


http://www.jazz2online.com/jcf/images/icons/icon6.gif

*If another Set Music event is touched before this, I think you'd best just cancel the first one.
**Download lag may be an issue as upload speeds are still making me sad. An external music file database server thingy would be a great alternative: after loading the level, JJ2 connects to this server and requests the music file/s specified in the level file. The ones present on the server are then downloaded. But this is getting way too complicated.

i get your enthousiasm, however this is actually quite impossible. especially withouth a source code of jj2. the mp3 thing is rather not going to show up. and the module thing. well, a tracker like modplug tracker wasn't easy to build at all. jj2 uses a modplayer called BASS. not a inbuild tracker that follow up and changes things on commands. what i mean is that a connection with jj2 <-> player is way less complicated then jj2 <-> tracker. and as you know.. jj2 already had a inbuild player and that was the galaxy one. so it was kinda programmed that jj2 could "PLAY" the mods. not changing settings.

Black Ninja
Apr 6, 2009, 09:16 AM
I may be mistaken, but I believe the best we could hope for when it comes to music is a simple "change music" event that would allow for the loading of an entirely new file. However, Blur's ownage levels are higher than mine, so Jerry's idea may be more plausible than I realize.

blurredd
Apr 6, 2009, 10:32 AM
(long "change music" suggestion)
When I finally start creating new events (eventually...) I'll probably be using the Area ID event extensively with all parameters contained within a help string. Anyway, even though it would technically be possible to add all the features you mentioned with non-j2b tracks, I don't think it's worth the effort especially since most people will just use the event for simple music changes and since some features can easily be attained by editing the original track.

On a related note, I should probably bother to find a way to dynamically convert .j2b (i.e. compressed .am files) to something the BASS library can read.

i get your enthousiasm, however this is actually quite impossible. especially withouth a source code of jj2. the mp3 thing is rather not going to show up. and the module thing. well, a tracker like modplug tracker wasn't easy to build at all. jj2 uses a modplayer called BASS. not a inbuild tracker that follow up and changes things on commands. what i mean is that a connection with jj2 <-> player is way less complicated then jj2 <-> tracker. and as you know.. jj2 already had a inbuild player and that was the galaxy one. so it was kinda programmed that jj2 could "PLAY" the mods. not changing settings.
It's not impossible, though admittedly I don't want to add a "change music" event just yet.

FreeFull
Apr 6, 2009, 12:28 PM
Hey, I recently came back (I'm not so annoying anymore). Just wanted to say that for some reason JJ2+ tends to freeze on level load screens in Wine. I don't have any information why. It is certainly an excellent expansion for JJ2.

blurredd
Apr 6, 2009, 01:16 PM
It's not specific to Wine, by the way. It will be fixed in the next update, assuming people download it.

Jerrythabest
Apr 7, 2009, 06:08 AM
When I finally start creating new events (eventually...) I'll probably be using the Area ID event extensively with all parameters contained within a help string. Anyway, even though it would technically be possible to add all the features you mentioned with non-j2b tracks, I don't think it's worth the effort especially since most people will just use the event for simple music changes and since some features can easily be attained by editing the original track.At least, it's an idea :) As I said before, my version of it might be overly complicated... but if you'd ever need some inspiration like that you've got it now.




So, whenever you finally start creating new events (eventually...), don't forget this one post ey ;)It would be awesome if JJ2+ supported new events and event parameters to perform special things. As there are a lot of unused event numbers, it wouldn't cause problems for non-plussers. Examples could be:
-boolean parameter "No plus" for "Warp" that disables the warp for JJ2+ users
-similar things for many other events
-new options in the easy/normal/hard/multiplayer list like "Plus only", "LRS only", "Race only" etc. (only possible if normal JJ2 ignores events with difficulty set to something nonexistent)


Just reminding O+

FawFul
Apr 7, 2009, 07:11 AM
haha.. ok. well if it's possible to change events.. or even add new ones. why keeps everyone whining to get the source code? seems most things are possible withouth it. anyway then it's possible, but technically it would be a great challenge to let it work too.

Black Ninja
Apr 7, 2009, 08:25 AM
While we're on the subject of music and the like, I thought I'd mention that there have been numerous occasions where I wished there was an "ambient music" event. For example, imagine that when the player enters an elevator, they hear muzak. When they are near a radio, they hear DEATH METAL!!!

That kind of thing.

CrimiClown
Apr 7, 2009, 08:40 AM
While we're on the subject of music and the like, I thought I'd mention that there have been numerous occasions where I wished there was an "ambient music" event. For example, imagine that when the player enters an elevator, they hear muzak. When they are near a radio, they hear DEATH METAL!!!

That kind of thing.

You mean like an expansion to the Ambient Sound event we have now? I have a feeling it'll be hard to convert those... and besides, some wouldn't really fit without the original level music fading to a 10% volume, or maybe even less.

Jerrythabest
Apr 7, 2009, 12:20 PM
While we're on the subject of music and the like, I thought I'd mention that there have been numerous occasions where I wished there was an "ambient music" event. For example, imagine that when the player enters an elevator, they hear muzak. When they are near a radio, they hear DEATH METAL!!!

That kind of thing.

Reminds me of Portal. When you move close to a radio in that game, you hear a very low quality instrumental version of the game's ending song Still Alive.

CrimiClown
Apr 8, 2009, 03:47 AM
Reminds me of Portal. When you move close to a radio in that game, you hear a very low quality instrumental version of the game's ending song Still Alive.

Or in Psi-Ops, when you enter an elevator you hear a midi-version of "With My Mind", the game's theme tune.

Anyway, here's a suggestion for an alternative Flag Run mode: Flag Marathon. Instead of one neutral flag and two bases, there are multiple spots and only one base. The Flag will spawn in one random Flag Spot. When a player takes it, it should be returned to the Neutral Base. Every time a point is scored, the flag respawns in a different, random Flag Spot. Having 5 or so Flag Spots in the level, this could be really fun.

Edit: Maybe it'd be fun if the player who killed the Flag Carrier obtains the flag, rather than having to search for it again.

blurredd
Apr 8, 2009, 06:31 PM
So I have 3 unused bits for the generator event. I could use them for longer respawn delays or something else though I don't know what. Any ideas?

cooba
Apr 9, 2009, 12:39 AM
Can you make an option to have a generator stop spawning objects once a trigger ID is set to on?

I.E. a player crashes a crate, a bee hive stops spawning bees.

blurredd
Apr 9, 2009, 05:12 AM
I decided to stick with 255 seconds for the max delay time from the belief that basically no one will ever need more. I'll deal with any future generator event changes some time later.

I made another update, by the way. I didn't include everything I wanted to include, and I didn't test everything I wanted to test, but I made an update.

Violet CLM
Apr 9, 2009, 11:47 AM
Point of worry, how does the test against players using weapons that aren't in the level work? Are bouncers allowable if there are gun crates/barrels but no bouncer-specific events? Would MCEs cause problems if for some reason a gun was only available in MCE form?

blurredd
Apr 9, 2009, 12:19 PM
I'm glad you asked. I already considered both of the cases you mentioned. Bouncers would be allowed if there are only found gun crates/barrels. And I made special code so that objects created by (simple) MCEs would always be properly detected. And weapons from events other than the generator event are properly detected as well. The only case I didn't cover is when ammo or powerups are placed within a crate as an extra event since I figured no one does this regularly. I'll probably add support for it in the next update though.

Jerrythabest
Apr 9, 2009, 12:30 PM
The only case I didn't cover is when ammo or powerups are placed within a crate as an extra event since I figured no one does this regularly. I'll probably add support for it in the next update though.

I actually did that in some of my GroundForce levels.:rolleyes:


Anyway, I hope you'll include the latest version of JCS.ini with Jazz2+. Event changes are, together with implementation of custom gametypes, the most interesting features IMO. There are plenty of new events that could be invented for the custom gametypes. Basically anything that is done with wicked trigger stuff, team seperation, MCE's and other bug/glitch-dependent tricks could have an event of their own.

Violet CLM
Apr 9, 2009, 12:47 PM
I'm hesitant about including versions of JCS.ini with JJ2+, because there are a lot of options out there already and people may be using different setups, giving events different names, categorizing them differently, etc. I'm not sure it makes sense to impose a rigorous standard to something that should make level editing as streamlined as possible.

Anyway, blur, sounds good. :)

Jerrythabest
Apr 9, 2009, 12:58 PM
True. Maybe some kind of step-by-step-walkthrough to change it manually to include the new features if you have a nonstandard ini file?

sonicnathan 1
Apr 9, 2009, 01:32 PM
Hey I can't get this version to work. I put the files in my Jazz2 folder, run plushier, makes a new executable. i run it, gets to the menu, then crashes. What am I doing wrong? I can't even get my old version of plus to run now.

Jimbob
Apr 9, 2009, 02:06 PM
You didn't need to run plusifier. You just needed to replace the plus.dll file.
Works fine for me

blurredd
Apr 9, 2009, 02:24 PM
If you ever crash while trying to run JJ2 or JJ2+, please post a screenshot of the Access Violation message if any and include your jazz2.log. It usually helps a lot.

sonicnathan 1
Apr 9, 2009, 02:40 PM
Well I deleted my old plus exe so I'm making a new one. I make one, crashes. No Violations, just Jazz 2 has stopped responding error report. Make a screen or movie later

plunK
Apr 9, 2009, 05:42 PM
Hey I can't get this version to work. I put the files in my Jazz2 folder, run plushier, makes a new executable. i run it, gets to the menu, then crashes. What am I doing wrong? I can't even get my old version of plus to run now.

run plushier....does that make all the characters and enemies look more furry and soft?

EvilMike
Apr 9, 2009, 06:34 PM
True. Maybe some kind of step-by-step-walkthrough to change it manually to include the new features if you have a nonstandard ini file?
There's information on how to do this in the readme already. It's an extremely simple process (just copy and paste), and if you know enough to make a level using trigger zones / mce's, you know enough to be able to edit two lines in the ini.

FawFul
Apr 10, 2009, 12:01 AM
hah the delay thing and everything else is awesome. except i have no clue how to use the command and line arguments like -spaz, -list etc. further then that great job. especially the fixes.

Jerrythabest
Apr 10, 2009, 12:58 AM
There's information on how to do this in the readme already. It's an extremely simple process (just copy and paste), and if you know enough to make a level using trigger zones / mce's, you know enough to be able to edit two lines in the ini.

When/if Blur is going to add more of them these two lines will become much more.

But as the instructions are already in the readme, my suggestion was not needed after all, as that's exactly what I suggested (okay, maybe it's not step-by-step, but it's fine anyway) ;)

cooba
Apr 10, 2009, 01:06 AM
When/if Blur is going to add more of them these two lines will become much moreWhen I finally start creating new events (eventually...) I'll probably be using the Area ID event extensively with all parameters contained within a help string.<!--no need-->

CelL
Apr 10, 2009, 01:13 AM
Looked over the list of updates and they all seem very useful so far. I'm especially happy with the extra support treasure mode got.

DanZeal
Apr 10, 2009, 01:28 AM
Hey I can't get this version to work. I put the files in my Jazz2 folder, run plushier, makes a new executable. i run it, gets to the menu, then crashes. What am I doing wrong? I can't even get my old version of plus to run now.

Sadly... same for me, when running under vista x64.
Under XP or win2k it works fine.

From vista error report (swedish OS):

Produkt
Jazz Jackrabbit 2

Problem
Stopped responding

Datum
2009-04-10 08:19

Status
Rapport har skickats

Problemsignatur
Händelsenamn: APPCRASH
Programnamn: Jazz2+.exe
Programversion: 1.0.0.1
Programtidsstämpel: 36d13f77
Namn på felmodul: Jazz2+.exe
Modulens version: 1.0.0.1
Tidsstämpel för felmodul: 36d13f77
Undantagskod: c0000005
Undantagsförskjutning: 00048308
OS-version: 6.0.6001.2.1.0.768.3
Språkvariant-ID: 1053
Ytterligare information 1: bb82
Ytterligare information 2: c7ade16ba869e3d0f0634199d838bf3f
Ytterligare information 3: dad1
Ytterligare information 4: b14b57fa690ffd9d7bda59e754c5de0a

Extra information om problemet
Bucket-ID: 1222209361

cooba
Apr 10, 2009, 02:36 AM
For anyone crashing after "applying" the last update:The Plusifier DOES NOT need to be used every time plus.dll or any other file gets updated

Eigus
Apr 10, 2009, 02:55 AM
every jj2+ exe crashed like this:

http://i40.tinypic.com/scqn4j.jpg

winxp, sp2

XDxP
Apr 10, 2009, 03:15 AM
yes that's my error, too
Maybe kernel32.dll, but i don't know

shaney
Apr 10, 2009, 03:19 AM
http://www.youtube.com/watch?v=yH-kaWrKPQo the video is just uploaded dunno when it works ,


in this video u see 2 jj2+ zips the (2) file is the older version the (4) is the latest , as u see what i do on this vid i show u how jj2 works , then crashes and then how i put all back to normal

Ailurus
Apr 10, 2009, 04:44 AM
Hi, I just find out about JJ2+, great initiative. I've been playing the game for many years now, I found out about this "plus" when searching for extra options in the Treasure-hunt partymode, my favorite.

The plus works on my laptop (ThinkPad T60, WinXP SP3) but not on my parent's PC (WinXP SP3 as well). It crashes after the logo-screen, just like the people above me. By the way, I use the Secret Files.

I hope it will be fixed soon :)

sonicnathan 1
Apr 10, 2009, 09:11 AM
I got mine fixed by doing a fresh install on windows. Probably a windows update because i don't have in right now.

blurredd
Apr 10, 2009, 11:06 AM
I figured out what the problem was. Another update will be coming soon.

Also, I should point out users using 64-bit machines might have problems trying to use a patched JJ2 exe to run JJ2+. I may fix this soon as well.

Black Ninja
Apr 10, 2009, 11:51 AM
I am also now unable to run JJ2+. I get to the menu, then get the Vista "this program has stopped working" thing. For what it's worth, I am using x64 Ultimate.

shaney
Apr 10, 2009, 02:23 PM
I am also now unable to run JJ2+. I get to the menu, then get the Vista "this program has stopped working" thing. For what it's worth, I am using x64 Ultimate.

for anyone that has problems with the new jj2+ till its fixed for us , please contact me shaney02005@gmail.com (also my msn adress i aint on allways) i gladly still have the older version , u cto in the ab server btw with it




yes i am really sucky in some things but i care for people , so if u dont got the old jj2+ wile the new one crashes for u i got the old , no pays or what ever needed just ask me

blurredd
Apr 10, 2009, 03:01 PM
I made an update that should fix most people's problems.

Mercurio
Apr 10, 2009, 10:26 PM
Are there any known problems with running the jj2udp program with JJ2+ (nothing in the readme file)? Because I use jj2udp to launch jj2+ but even though it says it receives data (so the recv doesn't say 0 baud like it does when I launch without jj2udp), I still get "connection timed out" message after 30 seconds or so.

Thanks.

Black Ninja
Apr 10, 2009, 10:36 PM
This is kind of a random thought, but it would be interesting if JJ2 had some form of VPN connection built in. It seems like it wouldn't take that much work to get the list server to host a network, and for the JJ2 client to invisibly join it, thus forever destroying the 30 second time-out problem. However, it might take significantly more work than I realize.

Either way, I think lots of people would like that.

shaney
Apr 11, 2009, 01:22 AM
it works for me now but the strange thing is i keep ctoing in the AB server but not in other servers

Jerrythabest
Apr 11, 2009, 01:23 AM
Sounds very interesting, indeed! :O

And as we are talking about list servers anyway, any chances custom lists are coming?

DanZeal
Apr 11, 2009, 01:45 AM
it works for me now but the strange thing is i keep ctoing in the AB server but not in other servers

If you are getting CTO on the AB server, join with hamachi.
Networks: zealserver, zealserver2, zealserver3 or zealserver4
Pass: jazz2online

Slaz
Apr 13, 2009, 03:01 AM
I've got a strange problem (sometimes) which doesn't have to be directly connected to JJ2+ or JJ2UDP, the game appears to crash in some situations after loading a new level or returning to the title screen, it exits fullscreen mode leaving me with a black window at the top. Looking at the Windows task mananger it appears like Jazz2 is then closed from the applications list and still 'functional' under the processes tab. But I haven't found a way to put it back there so I just closed the Jazz2.exe process in those cases, and restarted the game from the beginning. I'm running the game under Vista 32Bit SP1, but I suppose this form of 'crash' happened on previous systems as well, just a lot less, I'm not sure.

EvilMike
Apr 16, 2009, 03:47 AM
I have noticed that in JJ2+ boss music doesn't play (activate boss event).

DarkB
Apr 16, 2009, 06:09 AM
I have noticed that in JJ2+ boss music doesn't play (activate boss event).
yea I noticed that too the music of the lvl keep playing until u defeat the boss.Well is not a major problem ;)

blurredd
Apr 16, 2009, 09:53 AM
I accidentally changed made JJ2 load the s3m versions of the boss music instead of the j2b versions. It'll be fixed with the next update.

I've got a strange problem (sometimes) which doesn't have to be directly connected to JJ2+ or JJ2UDP, the game appears to crash in some situations after loading a new level or returning to the title screen, it exits fullscreen mode leaving me with a black window at the top. Looking at the Windows task mananger it appears like Jazz2 is then closed from the applications list and still 'functional' under the processes tab. But I haven't found a way to put it back there so I just closed the Jazz2.exe process in those cases, and restarted the game from the beginning. I'm running the game under Vista 32Bit SP1, but I suppose this form of 'crash' happened on previous systems as well, just a lot less, I'm not sure.
I'll have to look into this, but currently I have no idea how to fix it.

Slaz
Apr 17, 2009, 01:05 PM
The problem I explained doesn't happen too often and if I remember correctly, it happened on the original 1.23 as well (without JJ2+). So don't make it any top priority or something. ;)

Black Ninja
Apr 17, 2009, 02:04 PM
Somewhat of a strange bug report;

While testing Wind Meister 4, needless to say I fell into some warps. It sounds like two sounds are played when I do; the warp sound, and also the morph sound?

I can't be sure it's the morph sound at the end, but I am fairly sure warps haven't always sounded like that.

EvilMike
Apr 17, 2009, 03:41 PM
JJ2 has always played two sounds, one entering the warp and one leaving.

Black Ninja
Apr 18, 2009, 10:06 AM
I'm aware of that, Mike, but the second sound has never been this.

I've narrowed the sound down; I am pretty sure it is the sound you hear when you shoot a morph box. Except you hear it when you go through a warp.

EvilMike
Apr 18, 2009, 05:54 PM
It has always been that sound. Load JJ2 without JJ2+ and see for yourself. If it's playing a different sound, there is something wrong with your anims.j2a.

cooba
Apr 19, 2009, 01:33 AM
Sounds can get distorted if you have too many ambient sounds in the level.

Cpp
Apr 19, 2009, 10:36 AM
I once made a patch to remove that bubbling sound from the warping process.
Makes it sound much cooler :cool:

Black Ninja
Apr 19, 2009, 10:41 AM
Huh, after doing some thorough looking, it appears that I've been using Overlord's Anti-AV JJ2 exe when not using JJ2+. Any chance said patch is included in that, Overlord? :P

plunK
Apr 19, 2009, 11:01 AM
I accidentally changed made JJ2 load the s3m versions of the boss music instead of the j2b versions. It'll be fixed with the next update.

so if i made s3m copies of the obss music, in theory this will work?

Cpp
Apr 19, 2009, 12:21 PM
BN: Nope, the patch was private, but if anyone is interested I may share my jj2 changes.

EDIT: Oh, and don't use that anti-av patch, it's ancient.

Jerrythabest
Apr 19, 2009, 02:42 PM
Lol, Don't play JJ2 un-plus (not minus, just not plus.. like JJ2 'zero' (no more no less) but JJ20 looks like JJ twenty so let's just call it un-plus as it is not plus instead of being plus and un-plus is just that). It's ancient.


Or rather, it's prehistoric XD

Troglobite
Apr 19, 2009, 07:00 PM
The new cheat prevention is really cool, but has some flaws. For example, if you switch the gamemode to coop or single player, you obviously keep weapons from one level to the next. But online, the cheat prevention doens;t allow you to use them if the weapons don't exist in the next level.

EvilMike
Apr 19, 2009, 07:58 PM
I hosted something in single player mode last night, and cheat prevention didn't kick in even after jjgod and jjshield were used. Dunno if this applies to coop.

blurredd
Apr 20, 2009, 03:22 AM
The new cheat prevention is really cool, but has some flaws. For example, if you switch the gamemode to coop or single player, you obviously keep weapons from one level to the next. But online, the cheat prevention doens;t allow you to use them if the weapons don't exist in the next level.
I forgot about the whole saving weapons deal, though Single Player should be fine. In the readme, I didn't mention any caveats for Single Player in the April 9th release, but I did for the April 10th release. I purposely allow all players to use weapons attained from JJ cheats, though I could disallow it. I'm likely to change it so that Coop uses similar lax checks as Single Player.

One thing I didn't mention is that if a player gets an illegal weapon during Single Player and the game mode is switched to something else, that player risks getting banned if the weapon is used. I'll probably change this eventually.

Cpp
Apr 20, 2009, 06:46 AM
Blur, is there a way to edit the punishment policy in jj2+ eg. how many times you want a player kicked for cheating before finally getting banned?

blurredd
Apr 20, 2009, 09:21 AM
Blur, is there a way to edit the punishment policy in jj2+ eg. how many times you want a player kicked for cheating before finally getting banned?
Why? Do you want no tolerance for cheaters? I'm all for less tolerance for cheaters. I've been considering implementing such an option a long time ago but I figured most people aren't going to need it. Also, it technically doesn't always kick players when they cheat. In fact, they aren't even told they were caught cheating. This will be changed when I eventually implement kick messages.

Can players be made unable to use illegal weapons instead of getting banned for shooting them?
I'm not really in favor of not banning cheaters who are obviously cheating, but I will at least change my policy so that players who use unauthorized weapons are always kicked immediately, which I should've been doing in the first place. By the way, players with the latest JJ2+ version already can't shoot illegal weapons.

Also, can jjshield, when used in singleplayer that is hosted online, skip the laser shield?
This can be done for JJ2+ users with the next release, and I can just ignore laser shield shots for everyone else.

Cpp
Apr 21, 2009, 08:14 AM
Why? Do you want no tolerance for cheaters? I'm all for less tolerance for cheaters. I've been considering implementing such an option a long time ago but I figured most people aren't going to need it. Also, it technically doesn't always kick players when they cheat. In fact, they aren't even told they were caught cheating. This will be changed when I eventually implement kick messages.
I'm not talking about cheaters only. Suppose you have an arsehole in your server who is continuously spamming the chat with repeated messages. Now you probably wouldn't want to ban such user for this mild offense, but instead you'd want to send him a warning to stop... sort of like how the kick idlers works. Then if he continues to spam, give him a kick and next a ban.

blurredd
Apr 21, 2009, 05:24 PM
I'd rather have a kick as the first warning. Most players probably realize spamming chat is annoying. I will be handling chat spamming differently from cheating by the way. I also plan on implementing timed bans sooner or later.

In my opinion, if people just can't cheat, there's no need to ban them. They'll either have to play fair or quit the game themselves. Maybe give people who host the power to choose what penalties are there for cheating in their servers? I don't know whether it is worth the effort.
My impression is cheaters should be banned as a form of determent and to get griefers who have no intention of playing fair out of the server as soon as possible. I don't think it's worth the effort to allow people to choose what counts as cheating as it would be just another feature no one uses. But I may consider an option for disabling bans for cheating if people really want it.

By the way, is there a way to fix the laser shield? Or is there no point of doing that?
If you mean lasers used in MCE/SCE events, then they have the same problems as other weapon MCE/SCE events. They will cause players (particularly those without JJ2+) to crash for Battle and CTF mode. If you mean lasers used by players, it has similar issues with laser MCEs, plus it's a bad idea having such an excessively powerful shield available. It would be pretty annoying getting killed by someone from across the entire level.

EvilMike
Apr 22, 2009, 12:15 AM
You should make it so the gem counter doesn't disappear after 100. Would be good for treasure and single player. There's no good reason for it to vanish.

blurredd
Apr 22, 2009, 03:42 PM
Well, other than a persistent reminder of what could have been. Anyway, yeah, I can make the fix.

EvilMike
Apr 22, 2009, 07:42 PM
Well, other than a persistent reminder of what could have been.
Haha. Well, there is always the option of making 100 gems = an extra life, but then people would wind up with like 50 lives.

TechnoPauluz
Apr 22, 2009, 10:58 PM
Make it 1000 gems is an extra life :p ;)

If u set the counter to FF FF in hex, can it then tell the gems until 255x255=65025?? That would be enough ;)

Cpp
Apr 23, 2009, 02:32 AM
If you're calculating the maximum number for an unsigned short integer then it is 256 * 256 - 1 = 65535. I think most of the variables in jj2 are defined as (32 bit signed) integers, which makes up to 4294967296 different numbers (2147483648 being negative).

CrimiClown
Apr 23, 2009, 05:28 AM
If you're calculating the maximum number for an unsigned short integer then it is 256 * 256 - 1 = 65535. I think most of the variables in jj2 are defined as (32 bit signed) integers, which makes up to 4294967296 different numbers (2147483648 being negative).

my head a splode

If the gem counter fix is made, could the gem counter also tell how many gem rings and super gems you've found/shot? Or does JJ2 simply add those as Red Gems, not per sort of event?

Jerrythabest
Apr 23, 2009, 07:04 AM
Giving seperate counters for different colours of gems would be nice too. That would finally give the purple gem this long awaited third difference with red (1: it's purple, 2: it's got a different event numer and 3: it's got its own counter). Levels could actually use different kinds of gems the same way as coins are used. Just need a setting of some kind to turn on this functionality for the level.

EvilMike
Apr 23, 2009, 05:51 PM
Giving seperate counters for different colours of gems would be nice too. That would finally give the purple gem this long awaited third difference with red (1: it's purple, 2: it's got a different event numer and 3: it's got its own counter). Levels could actually use different kinds of gems the same way as coins are used. Just need a setting of some kind to turn on this functionality for the level.

Um jj2 already does this, it just disappears after your total reaches 100.

Puffie40
Apr 24, 2009, 10:03 PM
not sure if this has been asked, but is there any chance this stuff can get ported to TSF? having MP3 support would be cool in there... :)

Also, regarding lasers - Can the combo event lasers still work? I know of a couple of ground-force levels that use them, and it would be a shame to lose their function.

Black Ninja
Apr 24, 2009, 10:53 PM
I feel that I should know this, but does Plus work on the JJ2 demo? If not, might it be wise for us to create a JJ2+ based demo package and release it online?

I am not sure what the legal implications of that would be, but it might be a good way to spark interest in the community.

blurredd
Apr 24, 2009, 11:49 PM
Also, regarding lasers - Can the combo event lasers still work? I know of a couple of ground-force levels that use them, and it would be a shame to lose their function.

MCE and SCE lasers still work. I only block lasers shot by players.

I've gone out of my way to preserve the broken functionality of MCEs ever since the Carrotade days, though now I have the capability to surpass this system. What's holding me back is 1.) I don't have a clear idea of how to do this that goes beyond cheap hacks with Area ID events and/or help strings, and 2.) I'd much rather replicate the functionality through some sort of new JCS program (though the current JCS+ project isn't showing much progress as far as I can tell) and a new .j2l format.

I feel that I should know this, but does Plus work on the JJ2 demo? If not, might it be wise for us to create a JJ2+ based demo package and release it online?

I am not sure what the legal implications of that would be, but it might be a good way to spark interest in the community.
As useful as a JJ2+ demo might be, I'm leaning towards it not being worth the effort. I barely want to work on two versions of JJ2 as it is, which is also a constant reminder of how the community is still divided. Making videos and screenshots and posting them outside the JJ2 community would probably be a better investment of time. And then there's the scripting features I intend to add eventually...

Ragnarok!
Apr 25, 2009, 03:54 AM
I know this is random and might have been suggested before but:

Is there any chance of pausing respawn times? I know it can be annoying when in 3v3s or whatever, the game is paused, then we all wait for about 40 seconds, and everything's respawned as soon as the person's back, possibly providing an unfair advantage.

Although I do not care for this change, someone else suggested it and I can imagine others appreciating it too. Is there a way of allowing swaps to enable players to keep their ammo that they may have gathered beforehand? Not all swaps, maybe just a command that can turn the feature on or off?

Is there also a way of resetting players' fastfire speed? It may be unfair also if we cycle and someone has full fast fire, especially in say, a race [where they cant die], or levels with fastfires, followed by those without. [though this is really minor and probably isnt such a big deal]

Another thing, in response to the new change of flag colour messages. Make the "Has captured the flag messages" correspond to your team colour, but the "has lost the flag" in the opposite team colour. So it shows the beneficial stuff in your team colour and the negative stuff in their colour. If possible. ;o

blurredd
Apr 25, 2009, 03:51 PM
Is there any chance of pausing respawn times? I know it can be annoying when in 3v3s or whatever, the game is paused, then we all wait for about 40 seconds, and everything's respawned as soon as the person's back, possibly providing an unfair advantage.
I almost did this, and it's the reason while I created the "/spawnobjects" command. I changed my mind when I considered some people (for example, you) would want to keep the original behavior for respawning objects. Now that I've thought about it, I can have this new behavior when command "/nomovement" is enabled.

Although I do not care for this change, someone else suggested it and I can imagine others appreciating it too. Is there a way of allowing swaps to enable players to keep their ammo that they may have gathered beforehand? Not all swaps, maybe just a command that can turn the feature on or off?
I'll consider it, but I'll probably end up making no changes.

Is there also a way of resetting players' fastfire speed? It may be unfair also if we cycle and someone has full fast fire, especially in say, a race [where they cant die], or levels with fastfires, followed by those without. [though this is really minor and probably isnt such a big deal]
I have no problem with always resetting fast fire speeds after every level, assuming a lot of people don't reject this idea. It can only be a local fix though. I may do the same with food. I could use feedback for these proposals.

Another thing, in response to the new change of flag colour messages. Make the "Has captured the flag messages" correspond to your team colour, but the "has lost the flag" in the opposite team colour. So it shows the beneficial stuff in your team colour and the negative stuff in their colour. If possible.
Maybe.

Black Ninja
Apr 25, 2009, 11:54 PM
To be honest, I'd prefer if fastfire was not reset after each level; at least in gametypes where you can die. I've always thought of it sort of as a sign of skill; if you haven't died for long enough that you've amassed a huge amount of fastfire, good for you. However, in gametypes such as race and treasure, I'd be all for the resetting of fastfire (and food) between levels.

Ragnarok!
Apr 26, 2009, 02:00 AM
Yeah I think thats kinda the point I was fully driving at, in the middle of the post I kept changing stuff after and I probably lost the meaning. xP

Well, do it with treasure. ;o

djazz
Apr 26, 2009, 08:14 AM
When press left arrow or right arrow in ESC-menu and you're spectating, the spectator switch what player you are spectating at. Plz fix it.

And, also, add more JJ2+ commands to the TCP packages, would be cool if it's more than Start health, Max health, plusOnly, noMovement, noBlink and friendlyFire. noShields, game is stopped/started etc. would be great!

SPAZ18
Apr 26, 2009, 08:36 AM
When press left arrow or right arrow in ESC-menu and you're spectating, the spectator switch what player you are spectating at. Plz fix it.

I don't find this much of a big deal since I don't really spectate that much. It hasn't been bothering me.

plunK
Apr 26, 2009, 09:03 AM
To be honest, I'd prefer if fastfire was not reset after each level; at least in gametypes where you can die. I've always thought of it sort of as a sign of skill; if you haven't died for long enough that you've amassed a huge amount of fastfire, good for you. However, in gametypes such as race and treasure, I'd be all for the resetting of fastfire (and food) between levels.

I Agree. The fastfire building has always been a sign of skill when im playing with my friends. As for other modes RACe and Treasure ive never seen one using food or fastfire so it doesnt bug me.

EvilMike
Apr 26, 2009, 05:49 PM
If you really need to have a "fair game", you can just type "/k all" at the beginning. This will kill everyone and I think it will reset fastfires.

DarkB
Apr 27, 2009, 07:36 AM
If you really need to have a "fair game", you can just type "/k all" at the beginning. This will kill everyone and I think it will reset fastfires.

The best option :D

Ragnarok!
Apr 27, 2009, 08:54 AM
[though this is really minor and probably isnt such a big deal]

;o!

Cpp
Apr 27, 2009, 09:37 AM
plus it's a bad idea having such an excessively powerful shield available. It would be pretty annoying getting killed by someone from across the entire level.
So fix it so that it only travels as far as the line of sight allows it and doesn't go through masked terrain ;)

Jerrythabest
Apr 27, 2009, 01:14 PM
Hehe just a random DYK...


The laser shield's laser gets visibly wider after each so many tiles (soon enough it fills the whole screen), although the effective part stays the same 1-tile-high beam. Just try it in splitscreen and you'll see ;) it really does grow at some distance.

Grytolle
Apr 27, 2009, 02:37 PM
ability to paste into ip-field and into password-field

blurredd
Apr 27, 2009, 08:28 PM
Just because you have fast fire from the previous level, it doesn't mean it took you any skill to get or keep it. In addition, not all levels use fast fire so you could effectively be using a powerup not available in the level. And good players have enough advantages as it is. They don't need to be rewarded even more.

There's a slight chance that I will go ahead and reset food and fast fire after every level and just say bad luck to those who wanted otherwise.

When press left arrow or right arrow in ESC-menu and you're spectating, the spectator switch what player you are spectating at. Plz fix it.
I'll see what I can do, though I may not make the fix right away if it isn't easy to do.

And, also, add more JJ2+ commands to the TCP packages, would be cool if it's more than Start health, Max health, plusOnly, noMovement, noBlink and friendlyFire. noShields, game is stopped/started etc. would be great!
I plan on creating a new method for sending this info to clients, but probably not any time soon.

ability to paste into ip-field and into password-field
Probably eventually.

Jerrythabest
Apr 28, 2009, 02:35 AM
Don't forget to exclude single player and co-op mode from the resetting on level load.


And i'd like to see: Ability to use commands in offline games (or have it clearly explained if this is already possible)

Troglobite
Apr 28, 2009, 06:25 PM
And i'd like to see: Ability to use commands in offline games (or have it clearly explained if this is already possible)

Yes. Please implement this if possible, or explain if already possible.

blurredd
Apr 28, 2009, 06:43 PM
I have no intention on adding support for commands in offline games at the moment. Nearly all of the commands are useless offline, and the few that are useful don't need to be used often. If you need to change a setting before playing a Single Player level, I would suggest editing plus.ini beforehand. If you want to play a custom mode (or CTF, Treasure, and Battle for that matter) offline, use LAN.

Cpp
Apr 29, 2009, 10:32 AM
May I request a new game type? Rocket arena! (http://en.wikipedia.org/wiki/Rocket_Arena)
Though I am unsure whether this should be team-based or free for all, but the point is that all pickups (ammo, health, powerups, etc) get removed from the level and all players are given a fixed amount of resources (always random per game). You get only *this* much ammo, now use it in any way you can to eliminate the opposition.

Rocket Arena is very similar to standard deathmatch, in that players battle it out against each other for survival. The major differences are that the players all start with identical resources (including weapons, ammunition, health, and armor) and that all resources are removed from the map (preventing players from improving their condition). These two conditions focus the gameplay towards fighting and away from more traditional deathmatch techniques that involve resource domination.

Each Rocket Arena game contains one or more rounds. Each round begins by spawning players randomly throughout the map, or arena. Once a player is fragged, he or she is removed from play, and allowed to spectate. When one team has no more players in the arena, the other team wins the round and the next round begins. The team that wins the most rounds, wins the game. Games are played continuously.

Vegito
Apr 29, 2009, 11:37 AM
a 2v2 DDing sounds fun :) (That was no sarcasm)

Black Ninja
Apr 29, 2009, 08:59 PM
May I request a new game type? Rocket arena! (http://en.wikipedia.org/wiki/Rocket_Arena)
Though I am unsure whether this should be team-based or free for all, but the point is that all pickups (ammo, health, powerups, etc) get removed from the level and all players are given a fixed amount of resources (always random per game). You get only *this* much ammo, now use it in any way you can to eliminate the opposition.

Yes.

Violet CLM
Apr 30, 2009, 09:33 AM
I suspect that's completely possible in JCS without any coding trickery.

Jerrythabest
Apr 30, 2009, 11:59 AM
But as it's a custom gametype it must be added to JJ2+. For when the JJ2+ server lists come.

DanZeal
Apr 30, 2009, 12:29 PM
I support this gamemode. Especially if there will be a way to limit or disable the blaster. That will open up for other gamemodes like sniper (pepper) arena.

Cpp
Apr 30, 2009, 01:57 PM
I support this gamemode. Especially if there will be a way to limit or disable the blaster. That will open up for other gamemodes like sniper (pepper) arena.You mean the "arena" modification? Such as there's only one weapon with unlimited ammo available, but it's not necessarily blaster.

Jerrythabest
Apr 30, 2009, 02:02 PM
Hey, that's nice too. Could make the perfect tactical games. Especially with things like bouncers.

Nonomu198
May 1, 2009, 04:29 AM
Hey, that's nice too. Could make the perfect tactical games. Especially with things like bouncers.

Camping and spamming your unlimited ammo is a highly tactical choice.

Jerrythabest
May 2, 2009, 05:46 AM
Yeah. Imagine! :D

DanZeal
May 2, 2009, 07:13 AM
It dont have to be any unlimited guns.

FawFul
May 5, 2009, 01:54 AM
May I request a new game type? Rocket arena! (http://en.wikipedia.org/wiki/Rocket_Arena)
Though I am unsure whether this should be team-based or free for all, but the point is that all pickups (ammo, health, powerups, etc) get removed from the level and all players are given a fixed amount of resources (always random per game). You get only *this* much ammo, now use it in any way you can to eliminate the opposition.

what if your ammo runs out?

anyway, you brought me on a idea. i saw this from another game, advance mode. it's like deathmatch but you do have weak weapons (blaster) at first. after an amount of kills (which you can configure how much) you get a new weapon. for example you respawn, make 5 kills and die. you can get 1 newer and better weapon when you have the advance amount 5. you for example pick some normal toaster ammo. actually.. the game decides which new ammo /powerups are given. (a randomizer in levels like mulch/malch). if you can break the advance mount twice (10 in this case). then 2 adds are given and you can choose between those 2. (if you guys like seeing getting both then whatever). those 2 adds keeps registered when you play with one of those. and when you die withouth making the amount of kills then instead of adding a weapon some weapon leaves. there could be some reloading place too.

btw, a power up game should be fun too with new pickups. like losing health slowly. or gaining. invisibility, invulnerability (which means u can't be hit). or a boost which makes you go faster. and maybe some teleport too some random position in the map (start positions). when someone shoots you to 1 health. some kind of "safer".

Cpp
May 5, 2009, 04:39 AM
what if your ammo runs out?
AFAIK, blaster has unlimited ammo so you never run out.

Black Ninja
May 5, 2009, 10:08 AM
AFAIK, blaster has unlimited ammo so you never run out.

This is somewhat unrelated, but is it possible to set a specific amount of ammo for the blaster using hex editing sorcery, Cpp? I always figured it was, but I never actually found a way of doing it.

Vegito
May 5, 2009, 10:34 AM
Any amount is possible I believe as long as you don't touch any ammo of the same kind. That will make it go back to 50. Even unlimited is possible I guess. I'm not a haxer at all so don't pin me on what Im saying :(

Cpp
May 5, 2009, 11:56 AM
I believe there is an instruction present somewhere in the code that automatically sets the blaster ammo back to 99 when it reaches zero. You would need to nop this part out to allow ammo to deplete. The other modification is probably getting the HUD to display the actual ammo count instead of the unlimited sign.

Black Ninja
May 5, 2009, 06:51 PM
Fascinating.

Awesome work, Hunter.

djazz
May 7, 2009, 01:36 AM
When press F9 twice showing FPS, resolution etc. there is a "1" next to the -------- above recv and baud, it wasn't there in earlier plus versions

cooba
May 7, 2009, 06:21 AM
When press F9 twice showing FPS, resolution etc. there is a "1" next to the -------- above recv and baud, it wasn't there in earlier plus versions-Can sort the player list on the Game Info (F9) screen differently by pressing CTRL+F9.
Default is state 1. Press once for state 2, twice for state 3, and three times for state 1 again.
When F9 is pressed twice, the number of the current state will be displayed to the left of the divider.<!--fff-->

DoubleGJ
May 9, 2009, 03:12 AM
All of a sudden I can't run JJ2+. Standard Jazz2 runs normally, but whenever I try to run the plusified one, it crashes with an access violation on startup.

"(...)an access violation at adress 004B7F4Bh by attempting to "read" from adress 03EC9BC4h."

I tried redownloading JJ2+ but nothing changes...

blurredd
May 10, 2009, 01:19 PM
DoubleGJ, were you at some point able to use the plusified exe with the latest JJ2+ build? Do you still have the problem when you use the Nov 27, 2008 version or default settings?

By the way, I added previous versions of JJ2+ to the first post mainly for testing purposes, and I'm still accepting JJ2+ screenshots.

DoubleGJ
May 10, 2009, 01:28 PM
Yes, the current version used to work not even so long ago (like, two weeks... that was the last time I ran the game plusified). No, the November version doesn't work either. Same error. I can't tell what may be the problem. I'm using it on TSF, by the way (Polish, if I remember well...).

Black Ninja
May 10, 2009, 02:11 PM
Not to be a nag, Blur, but is there any update with your UPnP implementation? I made a post in the other topic, but it seems rather dead at the moment.

Grytolle
May 11, 2009, 07:00 AM
And you reckoned it'd be less dead if you posted here instead

blurredd
May 12, 2009, 07:25 AM
Not to be a nag, Blur, but is there any update with your UPnP implementation? I made a post in the other topic, but it seems rather dead at the moment.
I'm somewhat discouraged by the lack of posts in the other thread, but it's done for the most part.

Yes, the current version used to work not even so long ago (like, two weeks... that was the last time I ran the game plusified). No, the November version doesn't work either. Same error. I can't tell what may be the problem. I'm using it on TSF, by the way (Polish, if I remember well...).
I should've asked this first: did you use the Plusifier recently? What happens if you use the Plusifier to make another JJ2+ exe from the unpatched JJ2 exe that you mentioned? Are you able to run 1.23 through a plusified exe? And if you remove plus.dll from your JJ2 directory, is the plusified exe able to run without crashing?

DoubleGJ
May 12, 2009, 11:07 AM
Huh.

Apparently, 1.23 works alright when I run it through Jazz2+.exe. TSF on the other hand doesn't work even after I remade the file.

BUT

I just tried loading plus.exe into a running 1.24 program. It works! It doesn't help me much, though. I run levels through the Run command because of the excessive amount of levels in my Jazz2 directory and moving them for the time being would be a bit too much of a hassle. Yeah, if I'll have to, I'll take the way around, but just for now I'm still hoping something can be done.

Oh yeah, after cutting plus.dll out of the directory, TSF's Jazz2+.exe still doesn't work. Maybe the plusifier got screwed up or something. I'll try with an even older version later.

blurredd
May 12, 2009, 02:11 PM
Could you PM me the exe that's having problems?

EvilMike
May 12, 2009, 02:51 PM
I run levels through the Run command because of the excessive amount of levels in my Jazz2 directory and moving them for the time being would be a bit too much of a hassle.

You might like this program.
http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=3316

blurredd
May 12, 2009, 08:40 PM
DoubleGJ, the exe you sent me clearly got corrupted somehow, but I can't say if it was because of the Plusifier or something else. No one appears to be having the same problem with the Plusifier so it might be an issue with your system. It looks like you'll have to test older Plusifier versions like you said.

Edit: After doing some side-by-side file comparisons, it appears three sets of bytes have been changed to 0xEC 0x03, which is something the Plusifier is really unlikely to do even if corrupted. It's possible that an outside program has corrupted your JJ2 exe.

Black Ninja
May 12, 2009, 09:18 PM
DoubleGJ, if you require a working Jazz2+.exe (assuming you have the latest Plus DLL, which it sounds like you do), I'd be happy to send one.

DoubleGJ
May 13, 2009, 08:17 AM
You might like this program.
http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=3316
Oh yeah, forgot about that program. I even have it already, but too bad it doesn't allow for running the game through Jazz2+.exe...
DoubleGJ, if you require a working Jazz2+.exe (assuming you have the latest Plus DLL, which it sounds like you do), I'd be happy to send one.
That would be nice of you, thanks.

CrimiClown
May 13, 2009, 08:20 AM
Oh yeah, forgot about that program. I even have it already, but too bad it doesn't allow for running the game through Jazz2+.exe...

I've renamed jazz2.exe to 'jj2original.exe' and jazz2+.exe to 'jazz2.exe'. I find this a handy solution for all programs that look for jazz2.exe (JCS, Captain Cook, etc.)

DoubleGJ
May 13, 2009, 08:32 AM
:O ingenious!

Jerrythabest
May 14, 2009, 03:04 PM
I renamed mine jazz2-.exe. You get it? Minus instead of plus? Yeah? Good.

IMHO plusifier should be able to do that for you.

Black Ninja
May 20, 2009, 05:04 PM
Blur, is there any specific limit to the bitrate of audio that we can use in JJ2+?

I am not sure what quality to export my audio as.

blurredd
May 20, 2009, 05:23 PM
I wouldn't know of any limitations. If you're wondering what the BASS audio library can handle, I suggest looking here (http://www.un4seen.com/).

FawFul
May 21, 2009, 01:14 AM
BASS still used to play mixed sounds different. especialy waveforms like in chiptunes. i had that once with my own songs. i needed to convert to mp3 to make it sound perfect. anyway, i still think MODPLUG player and the tracker are the best streaming audio for mods. never heard any mistakes there.

Stijn
May 21, 2009, 02:25 AM
There's so many different implementations of the MOD format and related formats (IT, S3M, etc), each with its own extensions and quirks, that it's impossible to say which does it "right". BASS, used by XMPlay, is generally agreed on to have the best "overall" (that is, cross-format) playback. There might be dedicated libraries that play one specific format best, but that makes you lose compatibility with all other formats.

Jerrythabest
May 21, 2009, 03:23 AM
We could always fall back on the good ol' MIDI's.

FawFul
May 21, 2009, 06:08 AM
true.. i ain't doubt that. but i am saying i just prefer Modplug player.. was just interested in other opinions. i find the Mixing quality of Modplug player better then when i run them in jj2 itself. but that could be the quality which has been set aswell.

Jerrythabest
May 21, 2009, 09:24 AM
These small differences are really the only thing that stand between module music formats and their perfection =(

jjjon123
May 22, 2009, 03:24 PM
I have a problem...
when i try to plusify my version of TSF i get following error
"Version of JJ2 not supported"

I also tryed to plus it while its running and it also doesn't work

Any reason this could be happening (could it be that i got TSF off the internet :( )

BTW: what does plus do anyway?

Violet CLM
May 22, 2009, 03:43 PM
BTW: what does plus do anyway?

http://www.jazz2online.com/d3/plus-readme.txt

jjjon123
May 22, 2009, 03:52 PM
This readme is far from complete and poorly organized. This will change soon
enough. There are still features and bug fixes that haven't been mentioned yet.

What i mean is... do i need it to play some servers? why? what about some single player levels? what MAJOR FEATURES does it allow me to do that Jazz2.exe doesn't

Violet CLM
May 22, 2009, 04:33 PM
What i mean is... do i need it to play some servers? why? what about some single player levels? what MAJOR FEATURES does it allow me to do that Jazz2.exe doesn't
http://www.jazz2online.com/d3/plus-readme.txt

to answer the question at least a little, although the above link answers them in much more detail than I can, no, you don't really need it for anything. Servers will largely take care of themselves and will kick you or put weird symbols by your name for not-readily-apparent reasons all on their own. It's more or less useless for single player, other than maybe the edit of the Generator event. MAJOR FEATURES are more than clearly covered in that link and if you have any questions about specific items (if they're not clear, for instance) then that would be an entirely respectful and reasonable question you should feel free to ask.

blurredd
May 22, 2009, 05:53 PM
I keep forgetting to mention that the TSF Avalon version of JJ2 can't be used with JJ2+. I'll add a note in the readme for the next update.

Also, if people want to list their favorite JJ2+ fixes and features, I would really appreciate it. I probably should mention the best parts of JJ2+ in some convenient place.

X_Sheep
May 22, 2009, 11:51 PM
I guess that all the different new gametypes are worth mentioning. (Team Battle, Domination etc)

cooba
May 23, 2009, 12:00 AM
All the little fixes like not being able to capture a flag with only one base present pits spectating death on flag playlog Jailbreak + Pestilence + Domination (funny thing that none were actually invented by blur)

CrimiClown
May 23, 2009, 04:26 AM
My favorite feature is that it's a patchable tool, and at that, the only tool you need. No more alt-tabbing for Project Controller and stuff, just everything, built-in.

FawFul
May 23, 2009, 05:06 AM
my favourites are the time-based commands. the cycle commands. levellist. autostop,autocycle. changemusic command. countdown start. nomovement and such. i can't imagine playing jj2 anymore withouth it.. it would be really irritating.

Jerrythabest
May 23, 2009, 08:07 AM
Spectating, custom gamemodes (although they should really appear on the GIP :'( and no, I won't shut up about it) and the built-inness of everything we used to have tons of tools for.

Jerrythabest
May 23, 2009, 02:03 PM
Some GIP scripts show custom modes, you just need to enter the server through them.Yeah, I know of those. But it's still not the 'real' GIP list. It's just some fancy script (usually PHP) joining the server to 'ask for' such details. IMO the listserver should serve a list that does not show 'CTF' when team battle is on. Ultimately, it should do this even for non-plussers (for example, I know that JJ2 won't display a gamemode for a server in the GIP list in certain situations... so the listserver could make use of this by making this situation true for the server in question and appending some spaces and the gamemode to the server's name so the gamemode ends up on approximately the right place).


And IIRC you can turn off spectating in your server if people are constantly chatting.

Grytolle
May 24, 2009, 02:30 AM
-all pure bugfixes
-lost flag-messages
-stats
-chatlog
-remote admin
-teambattle

jjjon123
May 26, 2009, 10:08 AM
Can I PLAY on a DOM/Pestilence/Team Battle server without jj2+?

Grytolle
May 26, 2009, 12:58 PM
Can I PLAY on a DOM/Pestilence/Team Battle server without jj2+?Why would you want that?:lori:

jjjon123
May 27, 2009, 09:23 AM
Why would you want that?:lori:

Cuz my version of TSF cant be plusified...

So if i play online should i play jazz2+ (non-TSF, i have it) or Tsf without jj2+?

Sonyk
May 27, 2009, 02:54 PM
Jazz2+, sans TSF. You won't be missing out on anything TSF adds since Lori isn't really ever used online and the memory enhancements are improved past TSF's enhancements with the patched executable.

DoubleGJ
May 28, 2009, 08:39 AM
You're forgetting the tileset limits, which I find way too small in 1.23. Especially when it comes to animations.

Sonyk
May 28, 2009, 09:17 AM
That's true, unfortunately, but since most multiplayer levels are designed for 1.23, it's not a terrible loss as TSF is almost always the better choice for single player. That said, I hope someone releases a JCS+ to help overcome that limitation once Blur starts working on single player enhancements.

Vegito
May 28, 2009, 10:42 AM
Theres a TSF version around there thats a little different than the most common TSF version. That must be your problem. Its likely you cant plusify cause of that :|

Stijn
May 28, 2009, 11:16 AM
That's true, unfortunately, but since most multiplayer levels are designed for 1.23, it's not a terrible loss as TSF is almost always the better choice for single player. That said, I hope someone releases a JCS+ to help overcome that limitation once Blur starts working on single player enhancements.

That would not really need a JCS+, but rather a 1.23+ that can handle TSF levels and tilesets. The J2L and J2T file formats (1.23 versions) are entirely based on 1024-tile levels, and naturally the 1.23 Jazz2.exe is designed to handle those.

Troglobite
May 28, 2009, 06:43 PM
That would not really need a JCS+, but rather a 1.23+ that can handle TSF levels and tilesets. The J2L and J2T file formats (1.23 versions) are entirely based on 1024-tile levels, and naturally the 1.23 Jazz2.exe is designed to handle those.

Yeah, but I still want a JCS+ anyway.

Jerrythabest
May 30, 2009, 07:03 AM
That's true, unfortunately, but since most multiplayer levels are designed for 1.23, it's not a terrible loss as TSF is almost always the better choice for single player. That said, I hope someone releases a JCS+ to help overcome that limitation once Blur starts working on single player enhancements.

I'm totally waiting for single player enhancements. And for offline multiplayer games. JJ2+ does too little (read: pretty much nothing) for those. :rolleyes:

DoubleGJ
May 30, 2009, 12:55 PM
Me too, but AFAIK it's down in the bottom of priorities.

Sonyk
May 30, 2009, 08:14 PM
I'm totally waiting for single player enhancements. And for offline multiplayer games. JJ2+ does too little (read: pretty much nothing) for those. :rolleyes:
You're a very difficult person to read. And I mean that in the most literal way possible.

blurredd
May 31, 2009, 07:39 AM
I'm totally waiting for single player enhancements. And for offline multiplayer games. JJ2+ does too little (read: pretty much nothing) for those.
More single player enhancements will come eventually. As for offline multiplayer games, use LAN instead of local play splitscreen.

Jerrythabest
Jun 1, 2009, 06:30 AM
You're a very difficult person to read. And I mean that in the most literal way possible.Whoops, I see what you mean.
More single player enhancements will come eventually. As for offline multiplayer games, use LAN instead of local play splitscreen.
But then destructable blocks don't respawn :(

djazz
Jun 3, 2009, 09:57 PM
... and you can't push crates or boxes/rocks either in LAN/Internet play!

Jerrythabest
Jun 4, 2009, 03:36 PM
And my downloads go slower :(

Black Ninja
Jun 5, 2009, 09:17 AM
Unless your home network is truly horrible, downloads should be lightning fast over a LAN game. At my house anyway, I barely even see the download screen before I'm ingame.

djazz
Jun 5, 2009, 09:21 AM
Dunno if this is a plus-related bug but, when you are being teleported and fall into a pit (event 255 at right bottom), you die, but not respawn. You just lie there can't do anything! The kill-command don't work either, you just flying in the bottom and get hurt.

Stijn
Jun 5, 2009, 09:49 AM
Start positions, warp targets, and platforms should not be placed too close to the bottom of a level since this may cause clients to get stuck at the bottom. Warp targets where players can fall into a pit without landing on a platform must especially be avoided.<!>

djazz
Jun 7, 2009, 02:31 AM
Isn't it any way to fix this issue?

Jerrythabest
Jun 7, 2009, 03:29 AM
Unless your home network is truly horrible, downloads should be lightning fast over a LAN game. At my house anyway, I barely even see the download screen before I'm ingame.

I meant other downloads, not JJ2-related :p

CrimiClown
Jun 7, 2009, 04:23 AM
Isn't it any way to fix this issue?

My best guess is to remove the 'falling face-first' command/animation... but I doubt that's easy to pull off. The whole face-first fall is what causes the problem, since people don't die in that fashion. For example, in B1, when warped to the Seekers, you can get hit infinitely and you'll only get hurt once, when you actually hit ground (removing the face-first falling command).

blurredd
Jun 7, 2009, 07:15 AM
The warp issue is fixed when Plus Only is enabled. This has been the case since April 3, 2008. Of course if a level requires Plus Only to solve this issue, it won't be playable by those who aren't running JJ2+. So your best option is to avoid placing warp targets that have an unobstructed path to a pit.

Troglobite
Jun 7, 2009, 06:52 PM
I’ve got a detailed outline (I always make outlines) for a new story but I don’t intend to do anything with it for quite a while. Basically I have ideas for plot, but not for gameplay. I think it will be a year or two before I start working on anything new – there’s just no motivation right now. If jj2+ ever adds new single player features, I’ll definitely take advantage of them though. That’s one thing that will make me interested again.

If this isn't a reason to add single player features to jj2+, I can't think of one.