Log in

View Full Version : JJ2+ (Updated June 30, 2010)


Pages : 1 2 3 4 5 6 7 [8]

Jgke
Oct 16, 2010, 08:33 AM
Let's call it killspree!

Obi1mcd
Oct 16, 2010, 03:34 PM
I've got a small bug. When helicoptering, if you type jjfly the flying will glitch up. Jazz will rebound downwards every second. It probably happens with the fly carrot too, but I haven't tested it. Also, it might be only in SP, I don't know.

Dermo
Oct 16, 2010, 07:25 PM
Add microphone support to JJ2!

Speeza
Oct 16, 2010, 07:46 PM
Add microphone support to JJ2!

That sir, is a great idea, I could see that feature being added in Sfaizst program anyway, is that still getting updated or used ?

Dermo
Oct 16, 2010, 08:14 PM
He's working on a new version with a command center for + commands. Basically, a GUI. Quite useful. I still use that program from time to time, especially when hosting Survivor maps because of his custom survivor game mode.

Toni
Oct 17, 2010, 01:45 AM
you can use teamspeak 2 (but I recommend 3) if you wanna talk with someone without lag. I don't say that if someone put a microphone support in JJ2 it will lag, but on TS you will not get any lag. Anyway it's a good idea.

Treylina
Oct 17, 2010, 04:27 AM
I've got a small bug. When helicoptering, if you type jjfly the flying will glitch up. Jazz will rebound downwards every second. It probably happens with the fly carrot too, but I haven't tested it. Also, it might be only in SP, I don't know.

Heh, I have a program that fixes the b-oh I'll get killed for saying that -_-. It happens with Loris copter ears too, you also get the same issue with the actual copters too. Airboard gives you another odd thing while using copter ears, it makes you move up slowly, but once you touch a floor, you're stuck on the floor. Kinda ideal for airboard tests, but annoying when you touch the floor, I've messed myself up a few times that way...

NovaStar
Oct 17, 2010, 07:42 AM
what about this gamemode:

* If you wanna win, everyone must be dead.
* If someone kill you, every player who was killed by you became alive.
* The only one way to win is to you kill everyone.

That was a game way back when I actually did PE class once haha. Something like poison touch or something.

Toni
Oct 17, 2010, 08:15 AM
yeah something like that :P but if someone kills you, every player who was roasted by you will became alive :P

Dermo
Oct 18, 2010, 08:02 PM
How about an option to make a "ding" noise when somebody joins your server or something? Like a notification? I know there's already a program for this, though I'm not sure how well it works or anything.

Also, make "Plus Option" work. Make options such as Weapon Pickup Switch on/off and Auto-Run on/off

Once again, I know there's programs for this. But why not add it for convenience?

Toni
Oct 20, 2010, 04:01 AM
dermo, I played a game called "Teeworlds" what has a "ding" noise when somebody joins the server, and it gets very annoying...

Jgke
Oct 20, 2010, 04:59 AM
Option to disable it too, Toni.

minmay
Oct 20, 2010, 11:32 AM
Yet another feature request: detect when a server is hosting a TSF level, and grey it out accordingly when playing on 1.23. Or just keep people from using multiversion while hosting TSF levels (why do so many people do that anyway?).

GoldRabbit
Oct 20, 2010, 12:01 PM
Well, most people have TSF now as it's the better version of the game. I don't get why some people insist on keeping 1.23 seeing as all dedicated servers are now hosted on 1.24, the JCS hasn't got the tileset limits and it's got an extra character after all.

I think that rather than keeping people from joining 1.24 servers if they have 1.23 they should download TSF instead if they want so much to play in those servers.

Not saying the idea is bad, just redundant, considering the circumstances.

Dermo
Oct 20, 2010, 12:33 PM
1.23 was considerably better than 1.24 in terms of SP and gameplay. Therefore, I prefer 1.23.

Stijn
Oct 20, 2010, 12:52 PM
But, at least regarding gameplay, they're like... exactly the same.

Jerrythabest
Oct 20, 2010, 12:54 PM
And in SP the only difference is that there are a few more levels, nicely packed in their own little episode. And playing the 1.23 episodes as Lori is possible, but entirely voluntary.

minmay
Oct 20, 2010, 01:09 PM
Not sure about other people, but I try to keep everything as 1.23 compatible as possible because some people still use 1.23, not because 1.23 is better in some way.

If you can get everyone to migrate to 1.24, great, but it's not going to happen any time soon.

Dermo
Oct 20, 2010, 01:25 PM
1.23 is the way to go because stuff done in 1.23 can be migrated to 1.24. But not the other way around.

Also, in regards to gameplay, I was more or less referring to the level set and the bosses. The style of the game as a whole represented a more cartoonish JJ2 as opposed to 1.24 where the story was about as lame as all other aspects of the levels and gameplay as a whole. I felt like 1.23 had more of the "spazzy" feel while 1.24 was more or less "linear" sorta speak. Just a game they did out of boredom with no real purpose intended except to make money.

Speeza
Oct 20, 2010, 06:01 PM
1.23 is the way to go because stuff done in 1.23 can be migrated to 1.24. But not the other way around.

Also, in regards to gameplay, I was more or less referring to the level set and the bosses. The style of the game as a whole represented a more cartoonish JJ2 as opposed to 1.24 where the story was about as lame as all other aspects of the levels and gameplay as a whole. I felt like 1.23 had more of the "spazzy" feel while 1.24 was more or less "linear" sorta speak. Just a game they did out of boredom with no real purpose intended except to make money.

I don't really know , Isn't it best to use 1.24 now. I like the fact that you can create more larger tile sets in it. (although most of the time its not really necessary) Can't you also have more animations in 1.24 ?

Not to mention in this thread (http://www.jazz2online.com/jcf/showthread.php?t=18907) you were going on about how EASY it was to convert 1.24 tile sets/levels into 1.23 :rolleyes:

Dermo
Oct 20, 2010, 06:58 PM
It is easy, Speeza. And the fact that somebody cares enough about 1.23 should to make such a simple conversion program should tell you something about the uses of it.

I'm not sure about animations. I know I've never had a problem with animations on a converted level before. I always host my server 1.23 but /nosplitscreeners on in order to keep the MOST annoying noobs out.

DoubleGJ
Oct 21, 2010, 06:11 AM
1.23 is the way to go because stuff done in 1.23 can be migrated to 1.24. But not the other way around.
Because they're technically worse. That's like saying "XBox games are better than 360 games because you can play them on both consoles".

Jgke
Oct 21, 2010, 06:13 AM
Aren't they?

Grytolle
Oct 21, 2010, 07:43 AM
Because they're technically worse. That's like saying "XBox games are better than 360 games because you can play them on both consoles".
Considering the minuscle nature of the "advantages" of 1.24 (huge levels, which inevitably sucks, and lori, no comment needed), and the supposed nature (i dont know shit about consoles) of the differences between xbox and 360: No.:rolleyes:

Troglobite
Oct 21, 2010, 08:24 AM
For those of us who don't have 1.24 (or an Xbox 360), yes, they are a lot better. And if I don't want to illegally download TSF (or break into a gaming store in the dead of the night, and steal a 360), I'll just have to keep playing 1.23 only levels.

minmay
Oct 21, 2010, 02:09 PM
The advantage is tileset size, not level size.

Obi1mcd
Oct 21, 2010, 04:25 PM
It all depends on the quality of the level/tileset, not the format. A huge TSF-only on could be done well, like Mega Megatropolis, but others could be TSF-only for no apparent reason.

GoldRabbit
Oct 24, 2010, 02:26 AM
I know there are many other great suggestions already waiting to be implemented, so this might not be so important.
How about fixing the Snow event so it is viewable by everyone in the server? Just a minor update, and it can't be that hard.

Slaz
Oct 24, 2010, 04:42 AM
It all depends on the quality of the level/tileset, not the format. A huge TSF-only on could be done well, like Mega Megatropolis, but others could be TSF-only for no apparent reason.

This.

Just a few days ago, I began using TSF as my main JJ2 version only because I was more or less forced into it. Apperantly, the whole online community has 'switched' to TSF since 1.23+ has been made narrowly compatible with it. I do like how Blur fixed Lori's fur colors, but she's still the ugly duck if it comes to gameplay (broken character, in other words). However, if the TSF engine is superior to the 1.23 one, I won't have a problem in using TSF more often. Guess there are very few left now sticking with good old 1.23..

Jgke
Oct 24, 2010, 04:55 AM
/upload [filename], to upload files to a server. Admin command.

Go forth and word-procreate upon this ‘forum’ upon which men from the ‘internet’ may ‘talk’ to one another.

Edit: Mid/midi support? :D

Treylina
Oct 24, 2010, 07:24 AM
This.

Just a few days ago, I began using TSF as my main JJ2 version only because I was more or less forced into it. Apperantly, the whole online community has 'switched' to TSF since 1.23+ has been made narrowly compatible with it. I do like how Blur fixed Lori's fur colors, but she's still the ugly duck if it comes to gameplay (broken character, in other words). However, if the TSF engine is superior to the 1.23 one, I won't have a problem in using TSF more often. Guess there are very few left now sticking with good old 1.23..

Hmm. I think back then 1.23 was used more often since the community was split and was easier to get, and it seemed to have the more well known people as well as American players, etc. Then when plus came out, it was only compatible with 1.23. And I suppose once it was compatible with 1.24, people had switched to TSF plus for it's extra features (for those who had it).

Then once after that BigRes thing came out, even more then started using 1.24. But I actually started using it because (oh boy I'm going to be so fish slapped for this, but I don't care anymore) because I found Lori fun to use. And I don't get those annoying "Error downloading file" things from TSF level multiversion servers anymore. No more limitations. To be honest, the engine feels the same to me as it has always been (with the exception of Lori, that is). Hey, don't forget the copter bugfix. That makes her less broken.

There's lots of tricks with the kick too (okay technically most of them are bugs, but most are actually useful), one I recently found out that if you kick certain enemies like a floating sucker (or even a boss, only offline sp tho) from just about as further as you can kick away from it, you'll get a burst of huge speed, and if you hold on the jump button as soon as you do that, you'll jump really high. (even higher than golden Spaz jump with enough open space at the end). I made an experimental level for it (although the enemy doesn't want to spawn online unless you're the host), if you guys are really interested I can upload it on J2O.

As for the SP levels compared to 1.23 and TSF, I don't care about those, they're all too easy for me, even an average player can beat them easily on hard with ease, knowing the magic run button. And space button mashing. There are much better custom SP levels out there anyway. And MP is much more fun anyway. I feel sorry for those who can't play online (no really, no sarcasm here).

Oops sorry...-insert already requested plus suggestions here-

Slaz
Oct 24, 2010, 08:11 AM
Talking about TSF and Plus suggestions, wouldn't it be cool to give Lori her own gun sprite as Fastfire pickup and HUD icon? Perhaps I'm a little too nitpicky on such minor things, but I always felt Lori taking Jazz's gun was part of her 'broken character' thing. :p

minmay
Oct 24, 2010, 08:43 AM
Edit: Mid/midi support? :D

Just use a MIDI-to-MOD converter if you desperately want to use MIDI songs in levels.*

*please don't use MIDI songs in levels

Treylina
Oct 24, 2010, 08:56 AM
Talking about TSF and Plus suggestions, wouldn't it be cool to give Lori her own gun sprite as Fastfire pickup and HUD icon? Perhaps I'm a little too nitpicky on such minor things, but I always felt Lori taking Jazz's gun was part of her 'broken character' thing. :p

Techincally, TSF was unfinished. If they held on with the development perhaps Lori wouldn't of been so broken (unfinished and bugged) in the first place. But it seems they went "Oh we have to release it for the occasion, it'll keep the fans happy for sure anyway! Or they'll kill us...no one cares about Jazz anymore so let's continue with FPS"" Actually the original jj2 was still not even technically finished, a sad thing that is. When they could've implemented those missing features in TSF (like 3D bonus stages for example).

Jerrythabest
Oct 24, 2010, 09:30 AM
Yeah, that would be an awesome feature request. 3D bonus stages! Although Blur most certainly doesn't have the time to make such a thing, I'm actually rather curious about whether it would be technically possible.

Slaz
Oct 24, 2010, 11:18 AM
Yeah, that would be an awesome feature request. 3D bonus stages! Although Blur most certainly doesn't have the time to make such a thing, I'm actually rather curious about whether it would be technically possible.

Well, most crucial sprites for that are ready in the amins.j2a file, while an animated sprite of Lori's gun would've to be drawn from scratch and be added to that file. Yet on the other hand, I don't think there's anything ready in the engine that supports those 3D bonus stages other than the 3D Warp Horizon background sorta stuff.

Jerrythabest
Oct 24, 2010, 12:41 PM
And if the JJ2 engine lacks the 3D stage support (which I doubt it doesn't), would it be technically possible to implement such a thing through Plus? That is, in the way Plus implements other features to JJ2.

Dermo
Oct 24, 2010, 01:06 PM
/votekick would be cool

Jgke
Oct 24, 2010, 08:39 PM
Ye, always forgot that. It could be started by anyone on the server. There could also be voteban, what would start by some low-level admin.

e: Have I mentioned green and orange teams? I've been told that JJ2 already supports them, but they have to be hacked to get access to them.

Toni
Oct 25, 2010, 10:17 AM
Jake, if you didn't I am sure someone did ask for 2 more teams. It would be so cool to play 1vs1vs1vs1 in CTF. :).
@ Dermo: You keep posting stuffs from Teeworlds. Maybe you don't know what it is but votekick and a 'ding' sound when someone joins the server.

Jgke
Oct 25, 2010, 10:25 AM
Edit: Also, GREEN TEAM STANDING BY

Yeah, I did say something about it. I fear though that I was too tired at the time...

Toni
Oct 25, 2010, 10:27 AM
Well, if you didn't I am sure someone did. Now I see you did, so this post was not needed. ;)

minmay
Oct 25, 2010, 12:07 PM
I've been told that JJ2 already supports them, but they have to be hacked to get access to them.
Who told you that?

Toni
Oct 25, 2010, 01:04 PM
Probably Nerd :p (not sure)

Jgke
Oct 25, 2010, 08:05 PM
Actually DJazz told me that Glados had hacked it.

Dermo
Oct 25, 2010, 10:13 PM
I've never heard of Teeworlds lol. I did get the idea of votekick from unreal and combat arms. Both games allow that.

Lithium
Oct 25, 2010, 10:33 PM
Actually DJazz told me that Glados had hacked it.

Green team? I saw it.

cooba
Oct 26, 2010, 12:03 AM
<img src="http://chaos.foxmage.com/cooba/fourteams.png" />

No idea who hosted it (GLaDOS?)

There's also this shot:

<img src="http://www.jazz2online.com/d3/boredom01.png" />

Also,It would be so cool to play 1vs1vs1vs1 in CTF.I'm not sure but I think that the extra teams are going to be used only in team gamemodes without bases (i.e. TB, DOM, etc) because there are no sprites for green or yellow bases and flags. (And it's not as easy to just recolor them as it is with gem sprites)

Jgke
Oct 26, 2010, 02:35 AM
Somebody could make a program that updates anims.j2a to give bases... Though three bases would need atleast 4 players on each team to work properly (Two for each enemy base(one carries the flag and one is readying on the base)). Or a flagcarrier could carry both enemy team's flags... which would place two flags on each base. Maybe I should draw a picture.

Foly
Oct 26, 2010, 07:54 AM
Four teams would be so confusing, but fun though. (Imagine jdc event with 4 teams 32 players :D)

Obi1mcd
Oct 26, 2010, 04:03 PM
Somebody could make a program that updates anims.j2a to give bases... Though three bases would need atleast 4 players on each team to work properly (Two for each enemy base(one carries the flag and one is readying on the base)). Or a flagcarrier could carry both enemy team's flags... which would place two flags on each base. Maybe I should draw a picture.

If you mean adding green or yellow bases, it would (probably) be simpler to have a palette swap of some sort. If JJ2 can do it for players, then it should work for other sprites, right?

DoubleGJ
Oct 27, 2010, 02:34 AM
Also,I'm not sure but I think that the extra teams are going to be used only in team gamemodes without bases (i.e. TB, DOM, etc) because there are no sprites for green or yellow bases and flags. (And it's not as easy to just recolor them as it is with gem sprites)
It's not just that. Imagine how it would weirden up the gameplay. The results of more than two teams are simpler in team battle or domination, whereas in CTF you'd lose the balance of "if we have their flag and they don't have ours, we can score". For example, if you're on the red team, you have the green flag and the blue team has your flag, can you score or not? If not, how difficult it would be to score if you have to keep your flag safe for scoring from two or three different teams? Or if yes, would people exploit it by attacking always the team that doesn't have your flag?

Toni
Oct 27, 2010, 03:21 AM
It'll be weird but fun if instagib is on, and you're rts everytime. The point is to try to "put" any flag on your base when none carries your flag :)

Jgke
Oct 27, 2010, 04:16 AM
Idea: one flag on every base, and both teams can capture that flag. If your flag is on base, you can score. Toni, I think you tried to explain this...?

Toni
Oct 27, 2010, 09:22 AM
yeah, but instead of "both" we can use "all" :p

Troglobite
Oct 27, 2010, 09:35 AM
If plus does implement more teams for CTF, it might be nice if it had a couple different options with that kind of thing. Maybe an option that allows you to carry multiple flags, and an option that decides whether you can score depending on who has your flag. People would probably figure out what works best from playing around with it then, if it works at all.

Jerrythabest
Oct 27, 2010, 02:16 PM
I think the least confusing solution would be, if your team is able to score as long as their own flag is at the base.

Having the possibility to score depend on which team has captured your own flag would only introduce chaos as I don't think anyone can keep track of all the rules that would come with that.


Speaking about options, anther option could be to limit the number of flags each team can capture at a time. For example, if this limit is set to 2 and the red team has the blue and green flag, it will not be able to capture the yellow flag until one of the other two flags is either lost or 'brought home'.

GoldRabbit
Oct 28, 2010, 06:56 AM
Another useful way to make this work would be going down the rock-paper-scissors path. Blue can't score if red team has their flag, red can't if yellow has their flag, yellow can't if green has their flag, and green can't if blue has their flag. That should have an option to be turned off, though.

HotRodGR
Oct 30, 2010, 06:29 AM
How about respawn delay...? It's been in so many other multiplayer games, why not jj2...? Of course it would be togglable and the time could be set with commands.

Toni
Oct 30, 2010, 07:37 AM
you can set respawn delay in JCS, and can make it double faster in JJ2 with /fastammorespawn on command :p. I am not sure is it possible to set respawn delay through the game, because I believe if it is possible, blur could make it. And because it couldn't, blur made only /fastammorespawn.

Jerrythabest
Oct 30, 2010, 09:06 AM
I think HotRodGR is talking about the respawning of players here.

Toni
Oct 30, 2010, 09:32 AM
hmm, I am not so sure. If he is talking about it, I really wanna ask what will happen if spawn time is 10 seconds? you will look at black screen for 10 seconds and see countdowning? Ehh why will JJ2 need this? :p

Troglobite
Oct 30, 2010, 10:25 AM
I'm pretty sure that's what he's referring to. I play games where the spawn time is frequently over 10 seconds, and it really serves to make getting a kill a bit more useful. For example, in a 2v2 or something, it would become useful to kill the guy who's not carrying the flag, so he couldn't get ready to capture again for at least ten seconds, and scoring would be easier. And in most other games I can think of, when you die, you usually temporarily spectate, so it's not boring as looking at a black screen.

Grytolle
Oct 30, 2010, 12:14 PM
How about respawn delay...? It's been in so many other multiplayer games, why not jj2...? Of course it would be togglable and the time could be set with commands.
On mulch!

cooba
Oct 30, 2010, 12:54 PM
It would be pretty good to have in gamemodes like Domination or Flag Run, though.

Foly
Oct 30, 2010, 01:27 PM
This would change the gameplay a lot, it would stimulate using skills instead of camping. If you are waiting you could be able to switch between spectating your own body, the other players and the flags (all optional). Ofcourse this could be turned off/on and the time can be changed with a command.

Dermo
Oct 30, 2010, 05:34 PM
you can set respawn delay in JCS, and can make it double faster in JJ2 with /fastammorespawn on command :p. I am not sure is it possible to set respawn delay through the game, because I believe if it is possible, blur could make it. And because it couldn't, blur made only /fastammorespawn.

Honestly, as useful as this post may be, you could easily just make the start position(s) in a triggered 10 second countdown. Then after 10 seconds you're warped to whereever the normal spawn-point could be. Adding the command to plus would just encourage laziness.

Troglobite
Oct 30, 2010, 08:51 PM
Honestly, as useful as this post may be, you could easily just make the start position(s) in a triggered 10 second countdown. Then after 10 seconds you're warped to whereever the normal spawn-point could be. Adding the command to plus would just encourage laziness.

Yeah. Imagine how much laziness would be encouraged if plus allowed you to set the next level to whatever you wanted, so you didn't have to manually modify the next level field in JCS. Or if it allowed you to change the gamemode, so you could be lazy and type /gamemode ctf instead of closing the server, and hosting a new one and hoping everyone rejoins.

Obi1mcd
Oct 30, 2010, 10:09 PM
Honestly, as useful as this post may be, you could easily just make the start position(s) in a triggered 10 second countdown. Then after 10 seconds you're warped to whereever the normal spawn-point could be. Adding the command to plus would just encourage laziness.

Also, what if the levels aren't designed for it?

HotRodGR
Oct 31, 2010, 05:02 AM
I think HotRodGR is talking about the respawning of players here.

Correct.

I actually came up with it by remembering how you could sometimes get out of the jail in JB if you iced the spring moments before you died. This would surely help fixing that. And yes, it would also work well with Flag Run or even DOM. I realize it could also be done by proper level making (what Dermo said) but the most famous and played levels so far don't have that little feature...

Also a nice "You will respawn in # seconds" message while standing-by in spectator mode would help.

Toni
Oct 31, 2010, 07:37 AM
Sorry because I didn't understand it correctly.

In CTF (and other gamemodes) it would be bad to spectate. You will have a chance to see where the other players are. Maybe if you can spectate only your team. But there's a Camera Mode program what allows you to move through the level 1/2/3/4 tiles when spectating, so you can see your enemies if you're forced to spectate only your team. Because of it, the best solution would be to look at black screen. You get the black screen everytime you die, so it can be longer.

Grytolle
Oct 31, 2010, 08:24 AM
You underestimate how bad it is to be gone for 5 seconds in CTF... Seeing the enemies hardly compensates for it

Foly
Oct 31, 2010, 12:15 PM
It could have a function to turn it on and off. I think it's a nice add-on because it might even stimulates using skills instead of suiciding a lot (wich is fun btw).

minmay
Oct 31, 2010, 01:23 PM
You also underestimate how annoying it would be to stare at a black screen for even 10 seconds every time you die.

Ideally it would be toggleable between spectating and no spectating; I'd expect it would just check whether ordinary spectating is allowed.

As for the idea of a respawn delay itself, I support it. It would certainly make Domination, Assault, and Bank Robbery more interesting, among others.

kentlove
Nov 1, 2010, 08:08 PM
hello.... thank you...

Speeza
Nov 2, 2010, 12:19 AM
These bots are now getting more annoying than they are funny. It's signature is pretty swell however.

I agree with mimmay that a spectate approach would be better than a stare at a black screen for some seconds.

cooba
Nov 2, 2010, 01:08 AM
You also underestimate how annoying it would be to stare at a black screen for even 10 seconds every time you die.

Ideally it would be toggleable between spectating and no spectating; I'd expect it would just check whether ordinary spectating is allowed.Ideally, the camera would remain in the same place you died, showing the corpse, and no longer fully black.

5 seconds would be a better choice than 10, I think (10 seconds in MP is a really long time when you think of it)

minmay
Nov 2, 2010, 04:22 AM
I would assume that the time would be customizable as well.

HotRodGR
Nov 2, 2010, 06:09 AM
It could have a function to turn it on and off.
I would assume that the time would be customizable as well.

I love how you read the previous posts carefully...:rolleyes:

Of course it would be togglable and the time could be set with commands.

The stare-at-black-screen idea isn't the best, being able to toggle between your corpse and spectating your teammates (with admin commands) would indeed be a lot better.

I just wonder if blur approves... :D

Jgke
Nov 2, 2010, 08:26 AM
Blur doesn't have to approve, we'll just bug him until he does this. (Though, getting his approval is easier)

minmay
Nov 3, 2010, 05:18 AM
I love how you read the previous posts carefully...:rolleyes:
Foly was only talking about turning the respawn delay on and off, whereas I was talking about being able to set the delay to a specific number of seconds.

Foly
Nov 12, 2010, 11:44 PM
Is it possible to make a command /abletorun on/off? It would allow people in the server to use run or not (which would be fun because you will get other kind of battles and less airs).

LegendaryDreamer
Nov 14, 2010, 05:04 PM
If this feature hasn't already been suggested:

What about the use of an already-existing JCS event set with certain parameters to change the music for players offline on a single-player/co-op level? It would be very useful, say for example, if you put the players against a boss and want a song other than boss1 or boss2 playing. A similar thing was done using Text events on easy or hard in Domination mode.

I would enter the Text event in JCS and set its ID. For this example, I use ID no 2.

0: "@@@ Level made by Jimbob. ..."
1:
2: "/cm anguish.xm"
3:
4: "@@@@Fquist ate my gameboy."

This would set the music to anguish.xm the moment the player touches the Text event with the ID of number 2.

[Edit] Maybe it would be cool for online sp or co-op as well.

FreeFull
Nov 20, 2010, 06:31 AM
I don't know if this has been suggested before, but it would be nice if there was an option to stop the other players from displaying. This would only be useful for tests, and probably would have to be enabled explicitly every time you join the server, but would be useful for when it's too crowded to even see where you are anymore

cooba
Nov 20, 2010, 06:58 AM
=(

Should come along with /abletosee. You'll get other kind of battles and won't be able to tell if there were airs.I don't know if this has been suggested before, but it would be nice if there was an option to stop the other players from displaying. This would only be useful for tests, and probably would have to be enabled explicitly every time you join the server, but would be useful for when it's too crowded to even see where you are anymoreI love this thread.

Jgke
Nov 28, 2010, 12:44 PM
/check (filename), would output information that does the level have start positions, is the level/tileset corrupted or is the level 1.23 or 1.24.

cooba
Nov 29, 2010, 03:03 AM
/check (filename), would output information that does the level have start positions, is the level/tileset corrupted or is the level 1.23 or 1.24.Why not do that every time the server tries to /c or /n to (filename)?

Jgke
Nov 29, 2010, 04:32 AM
Good point. JJ2+ could /c back to the previous level if the level crashes.

mao
Dec 15, 2010, 06:37 PM
Hmmm I've seen some bots sending chat messages, is this done via plus (I can't see the option) or somehow else?

Jgke
Dec 15, 2010, 07:35 PM
It's done with JJM (http://62.141.39.44/JJ2C/index.php?downloads-23).

mao
Dec 16, 2010, 09:21 AM
It's done with JJM (http://62.141.39.44/JJ2C/index.php?downloads-23).

Ah, thanks.

Lem_Gambino
Dec 21, 2010, 10:34 PM
Hey, I know this sounds like an FAQ kind of question, but I'm a bit confused about how the "multiple exits" thing works. I tried jumping into the exits in the SP example level, but all I got was a "level not found" message. I updated the JCS.ini file like the Readme said, am I doing something wrong?

Obi1mcd
Dec 22, 2010, 12:14 AM
Do the levels the example links to exist? I don't suppose you deleted the Epic levels from your JJ2 folder? How about the bottom one?

Seren
Dec 22, 2010, 01:50 AM
You're using a downloaded version of TSF, which contains only the TSF episode, or you're not running (the latest) Plus.

Treylina
Dec 22, 2010, 04:38 AM
You're using a downloaded version of TSF, which contains only the TSF episode, or you're not running (the latest) Plus.

What he said.

The sample levels for those multiplie exits are those from the original 1.23 single player. I got those levels now by transferring from my 1.23 folder into my TSF one. It's probably that you're using TSF without those levels, which is by default. Keep in mind even when you transfer those levels you wont get the fancy episode images.

Seren
Dec 22, 2010, 05:00 AM
Keep in mind even when you transfer those levels you wont get the fancy episode images.
These are .j2e files which can be copied as well and work without problems. If it'll be helpful, their names are:

Flash.j2e
Monk.j2e
Prince.j2e
Rescue.j2e
Share.j2e
Home.j2e (Home Cooked Levels, no need to copy)
Secretf.j2e (TSF, no need to copy)
Those xmas thingies I don't have nor need

Cosmo
Dec 22, 2010, 07:22 AM
I am asking from October why blur don't made an update from June 30 2010....

Stijn
Dec 22, 2010, 07:27 AM
JJ2+ is a free patch done in BlurredD's free time, and it's not reasonable to get upset if for whatever reason he's not released updates in a while.

Toni
Dec 22, 2010, 07:29 AM
Maybe there will not be any updates, who knows.

some seconds later... Blur: A new update is available here

Cosmo
Dec 22, 2010, 07:30 AM
some seconds later... Blur: A new update is avalible here

Are you kidding me ?!

Toni
Dec 22, 2010, 07:45 AM
what?

Lem_Gambino
Dec 22, 2010, 08:50 AM
The sample levels for those multiplie exits are those from the original 1.23 single player. I got those levels now by transferring from my 1.23 folder into my TSF one. It's probably that you're using TSF without those levels, which is by default. Keep in mind even when you transfer those levels you wont get the fancy episode images.
What I did was install the original JJ2 (1.22), the 1.23 patch, then installed TSF into that same folder. I have the latest version of plus from June 30th, 2010. I'll try installing JJ2 without TSF this time and see how that works later.

Cosmo
Dec 22, 2010, 09:48 AM
the original JJ2 (1.22)
Possible you mean "the original JJ2 (1.20)"

Obi1mcd
Dec 22, 2010, 12:05 PM
Not neccecarily. I'm pretty sure that you can get it in 1.21 or 1.22. Pretty sure.

minmay
Dec 22, 2010, 12:52 PM
You can get it in 1.10 and earlier, too! Not that you'd want to, unless you're Violet.

Treylina
Dec 22, 2010, 02:24 PM
What I did was install the original JJ2 (1.22), the 1.23 patch, then installed TSF into that same folder. I have the latest version of plus from June 30th, 2010. I'll try installing JJ2 without TSF this time and see how that works later.

When I got TSF I named it jazz2tsf instead of just jazz2 so it doesnt overwrite my 1.23. Yeah, nice to have two versions just in case..

Lem_Gambino
Dec 22, 2010, 02:26 PM
Not neccecarily. I'm pretty sure that you can get it in 1.21 or 1.22. Pretty sure.
My CD has the 1.22 version.

I'm just gonna run TSF and JJ2 separately for the most part. That's what most people usually do, right?

EDIT: Argh, the SP level examples still aren't working. >_< Can someone help me with this? I updated the JCS.ini file with Haze's updated file, then I copypasted the appropriate lines (save for the Lori event), I saved the file and ran it but the warps still break.

Obi1mcd
Dec 22, 2010, 09:11 PM
If you have both versions of JJ2 in your folder, have both been plusified?

Seren
Dec 22, 2010, 11:48 PM
I saved the file and ran it but the warps still break.
Wait, did you save (or save & run) the level before updating JCS.ini? If so, it's already broken and it's nothing weird that it doesn't work. In this case you should re-download the original version of it.

Hope
Dec 25, 2010, 07:47 AM
Hi, I'm Hope. I downloaded jj2+ but I can't use it because I always get this mesage:
Fatal Application Error

Jazz Jackrabbit 2 signaled the following internal error:
Could not load Language file "ENGLISH.J2S"
Can you help me?

Toni
Dec 25, 2010, 08:36 AM
Maybe you're trying to install plus on some other version of JJ2. Plus works only on 1.23 and TSF.

Hope
Dec 25, 2010, 08:58 AM
I have TSF, I also reinstalled it but I still get that message.

Hope
Dec 25, 2010, 09:15 AM
Yes I can play with it without any problems. I get that message when I want to play with the Jazz2+ file.

Jgke
Dec 25, 2010, 09:30 AM
Umm, it's not plus' fault. You are missing the file english.j2s (english translation version of JJ2). I am sending a PM for you with a link to that file.

Jgke
Dec 25, 2010, 09:37 AM
It can, if he uses some other language than english.

Hope
Dec 25, 2010, 09:38 AM
ivo: I tried an older version but I got that message again.
Jake: Thank you for the file but it looks like I had it. I tried it with your file too but it's still the same.

Thanks for all the help! ^^

Hope
Dec 25, 2010, 09:39 AM
It can, if he uses some other language than english.

It's in english.

Hope
Dec 25, 2010, 10:03 AM
Nothing happened

Hope
Dec 25, 2010, 10:10 AM
It works! Thank you! Now it works! ^^

Now I know what was the problem. There are a lot (23) Jazz2 files, mostly copies of the real game on my PC and I saved the Jazz2+ file to the wrong directory, I think. I didn't think it could bring problems.
Thank you for the help! ^^

Toni
Dec 25, 2010, 10:59 AM
it's a dirty computer :)

djdori11
Jan 16, 2011, 08:35 AM
hello, im using jj2+ and i have some questions.

1.why on the normal exe, i dont have to use win95\95\me compatibility mod but on jj2+ exe i have to? if i not using compatibility mod in jj2+ i got a massage that says that i have to use compatibility mod if i wanna play in 640X480 something like that...
2.sometimes when i connect to a server and its download stuff the downloding is like 0.50kb-0.40kb-... and stop at 0.00kb. why its happans?
3.jj2+ enchange only multiplayer or do more changes to the game?
4.there is any multiplayer packages like maps and tiles and stuff so its wont download so many time?
5.any updates to jj2+ coming up?

thanks very much and sorry for my bad english.
keep jj2+ up!

Treylina
Jan 16, 2011, 08:58 AM
hello, im using jj2+ and i have some questions.

1.why on the normal exe, i dont have to use win95\95\me compatibility mod but on jj2+ exe i have to? if i not using compatibility mod in jj2+ i got a massage that says that i have to use compatibility mod if i wanna play in 640X480 something like that...
2.sometimes when i connect to a server and its download stuff the downloding is like 0.50kb-0.40kb-... and stop at 0.00kb. why its happans?
3.jj2+ enchange only multiplayer or do more changes to the game?
4.there is any multiplayer packages like maps and tiles and stuff so its wont download so many time?
5.any updates to jj2+ coming up?

thanks very much and sorry for my bad english.
keep jj2+ up!

1. Because it's less crashy I suppose. Actually I'm not sure exactly what you mean.
2. Probably network issues, or the server has closed down while you were downloading.
3. It fixes some bugs that happens within singleplayer as well as multiplayer. Like wallclimbing is much more harder to do unless you enable it and Lori can go on copters for example. There's also some new features for singleplayer like being able to have more than 2 exits, and a Lori start pos. But at the moment, jj2+ is more about adding features and fixing bugs in multiplayer.
4. What...are...you...going...on...about. Umm let me guess, you can go to the j2o downloads section to download tilesets, levels and other stuff which is more likely to take less time than from a jj2 server.
5. No idea but I suspect a new one may be coming up quite soon. There's not really a set date for plus updates most of the time.

Jgke
Jan 16, 2011, 09:01 AM
1. You don't have to use compatibily mode. Make a shortcut to JJ2+ and add the command line parameter -menu after it. I can post picture of this if you need one.
2. This probably is a server-side problem. You can't fix it.
3. JJ2+ mostly affects multiplayer, but for instance pits work in singleplayer too.
4. Yes. Try searching 'bash' on J2O and download tilesets. Levels are probably outdated in Bash packs, so you have to download them through JJ2.
5. Hopefully.

Edit: NINJAS

djdori11
Jan 16, 2011, 10:39 AM
wow thank u 4 helping guys!
but i still need help getting multiplayer stuff packs..
i have to download stuff every time i joining a server.. its annoying..
searching bash in j2o doesnt really help me..
plz someone help me to find a download to that zeal servers pack what ivo sayed.
thanks!

EvilMike
Jan 16, 2011, 06:19 PM
wow thank u 4 helping guys!
but i still need help getting multiplayer stuff packs..
i have to download stuff every time i joining a server.. its annoying..
searching bash in j2o doesnt really help me..
plz someone help me to find a download to that zeal servers pack what ivo sayed.
thanks!

You only need to download things once. After that, it's saved to your Cache folder and you don't need to download it again.

Also, if it's downloading music, you can skip that part by pressing esc.

DanZeal
Jan 17, 2011, 03:52 AM
1251_levels.zip (http://jazzjackrabbit.net/own_files/1251_levels.zip) (not updated)

Maps hosted on Zeal Alpha (http://jazzjackrabbit.net/own_files/ZA_maps.zip) (music included)

djdori11
Jan 18, 2011, 03:01 AM
1251_levels.zip (http://jazzjackrabbit.net/own_files/1251_levels.zip) (not updated)

Maps hosted on Zeal Alpha (http://jazzjackrabbit.net/own_files/ZA_maps.zip) (music included)
thanks!
i need to put it in cache folder right?
and the second pack is updated?

cooba
Jan 18, 2011, 03:03 AM
i need to put it in cache folder right?No, in your JJ2 folder.

Stijn
Jan 18, 2011, 06:23 AM
Actually, I guess both would work if you just want to avoid having to download stuff when joining servers. You can't run levels directly from JJ2 if you put them in the cache folder though.

Seren
Jan 19, 2011, 03:16 AM
If such a well-known bug is still not fixed, then I guess there must be a reason for it, but in case there is none, fixing the invulnerability of players touching the very left side of a level would be nice.

Also, I request a special trigger zone which sets a trigger to 1 when a player is using TSF, also working in SP. Although I don't see much use of it in MP, maybe except some tests including morph levels, which could be skipped if using a wrong version, in SP they can come in handy if some of the levels of a pack are TSF-only (due to the tileset size or features used). With some use of multiple exits feature, this could be made to let 1.23 users play packs with only few TSF levels by either skipping them or playing an alternative version of them.

Neo2001
Mar 13, 2011, 05:29 AM
Bugs:
Pregame doesn't work for Treasure Hunt - it's possible to win until pregame ends.
If you hide server (delete key) from serverlist, it's replaced by another, but custom gamemodes aren't show (e.g. Battle instead LRS).

Serverlist suggestions:
Mark CTF games with AllBlue/AllRed enabled as "Test" in serverlist; mark Battle games with Instagib enabled as "Instagib".
Add plus.ini optinon which moves all passworded servers to the end of list.

Spectate mode suggestions:
Allow to change spectated object using player's defined right/left keys (usable for people using joypads); allow to spectate 2 DIFFERENT objects on splitscreen.

Anubis
Apr 23, 2011, 02:02 AM
Bug:
The ambient light around you stays there after you turn /spectate on. Found by Loon.
http://i940.photobucket.com/albums/ad243/Anubislr/IMG_22042011_192933.png

Ana
Apr 24, 2011, 12:46 AM
A bug always finds another bug. :D

Shelly
Jun 25, 2011, 02:59 PM
Bug:
The ambient light around you stays there after you turn /spectate on. Found by Loon.
http://i940.photobucket.com/albums/ad243/Anubislr/IMG_22042011_192933.png

And I'm the one wondering why does anubis have a pink theme :P

Anubis
Jun 25, 2011, 03:01 PM
And I'm the one wondering why does anubis have a pink theme :P

LOL. Look carefully, the screenshot is made by Loon.

Jgke
Jun 25, 2011, 03:02 PM
Is that already thread necro?

Shelly
Jun 25, 2011, 03:03 PM
LOL. Look carefully, the screenshot is made by Loon.

/facepalm
:D

Crazy Rabbit
Jun 28, 2011, 10:32 PM
JJ2's bosses' system very simply...even' there's 2 or more bosses you just
need kill only 1...

What about to make function in JJ2+: kill ALL bosses?

Some levels may have bugs such as devres' bosses(when fighting with devan some bilsy bosses inside the walls)...
but it may be very good for lvl such as XLMcave.j2l...

And I think It's should be optional function like /killoneboss on...
or /killallboss on... idk...


Well, I'm only giving ideas...To accept or refuse - it's your choice...

Jerrythabest
Jun 30, 2011, 06:42 AM
A 'Kill all bosses' level property setting would be nice.

Does JJ2+ already support new level properties anyway? They could be stored somewhere in the text strings or whatever. Would instantly deal with all the "But that would break level X" comments.

GLaDOS
Jun 30, 2011, 07:32 AM
Yay for one year of no Plus updates! ;)

SilverBolt
Jun 30, 2011, 10:32 PM
horray!

Feature: When you die, make an option to leave all your ammo behind for the killer to pick up?

Or for just you to retrieve? Maybe give a time limit til your weapons and powerups disappear? Idk just a thought. Would open up potential for game modes...

/leaveammo on


/retrieveammo on 30

(meaning 30 seconds to retrieve)

Crazy Rabbit
Jul 1, 2011, 04:33 AM
Nice idea, but BTW our ideas is just trash for BlurredD and for another JJ2+ authors...I think those ones will be ignored, as mine... ;d i think so...

Sean
Aug 21, 2011, 11:18 PM
We need a JJ2+ SP function that allows you to use custom music when a boss goes on, or just not to change the music at all.

GoldRabbit
Aug 26, 2011, 11:44 AM
I wonder if Blur ever checks this thread nowadays. I don't necessarily wish for a program update, I'd just like to see if he's even remotely interested in the community...

Crazy Rabbit
Aug 27, 2011, 12:27 AM
I'm sure he's visiting this page, but very rarely...

Grytolle
Aug 28, 2011, 03:30 AM
Blur was hosting a server like 2 weeks ago.

Sean
Aug 28, 2011, 09:37 PM
Blur was wasting time hosting a server like 2 weeks ago when like 2 weeks ago he could have added in those small features instead. Like 2 weeks ago.

EDIT: Alright, to the little sh**head who negrepped me saying I'm an ungrateful little brat who thinks Blur owes me an update, I just think that Blur could be actually reading this thread and updating even small little things instead of spending time on other issues. Sure, real life intervenes, but when he had that free time it wouldn't have hurt to make another, if small, contribution to the JJ2 community.

Lithium
Aug 28, 2011, 10:36 PM
I do not like how everyone bothers Blur for being inactive. It's his decision to continue working on plus (which is already a great patch). I understand that you people would like a new JJ2+, but what you do is too much. You should be grateful for what he has already done - imagine you had no plus.

Violet CLM
Aug 29, 2011, 12:05 AM
Blur was wasting time hosting a server like 2 weeks ago when like 2 weeks ago he could have added in those small features instead. Like 2 weeks ago.
<img src="http://troll.me/images/futurama-fry/not-sure-if-serious-or-just-trolling.jpg.pagespeed.ce.m6cxtl-JYe.jpg" />

In said server, blur was also talking about his plans, such as they are, for the future of JJ2+, answering questions, and doing other such helpful things. Basically, he doesn't seem to want the next update to be a routine update with various minor fixes; he wants JJ2+ to go in a new direction of some sort first, and that's a bigger thing and so takes more time and effort than he currently has available.

Ktos.
Aug 29, 2011, 04:58 AM
Hm, why wont he ask anyone for help with that then?

GoldRabbit
Aug 29, 2011, 07:00 AM
I kind of agree with that; JJ2 has a number of skilled coders that could really help development. I think that even if none of them had an initiative of this scale, they could still give a hand in updating (of course, blur would remain head of development and he would say what to be done and when and how and etc.).

On the other hand, I have no problem with waiting a lot as long as an update is guaranteed to come, even in the far future. I never said JJ2+ isn't great now as it is (it's exceptional and I'm thankful for it), but a minor status update, even if it says 'development is ceased', would be great.

Thanks UR for posting that, I can go back to my hole now.

*waits for obligatory negrep* (as if I care)

Obi1mcd
Aug 29, 2011, 08:12 AM
I don't really mind the lack of updates. JJ2+ does it's job well, and I'd rather wait for a larger update with nice stuff (like the last update's SP features) as opposed to a quicker release that only has a few minor bugfixes. Good things are worth waiting for.

cooba
Aug 29, 2011, 09:23 AM
[19:57:19] blur[si]: yesterday I was thinking of what moves devan would have

<!--don't get your hopes up too much-->

Stijn
Aug 29, 2011, 10:47 AM
I kind of agree with that; JJ2 has a number of skilled coders that could really help development. I think that even if none of them had an initiative of this scale, they could still give a hand in updating (of course, blur would remain head of development and he would say what to be done and when and how and etc.).

Having to give away deciding power over a project like this isn't that awesome, and neither is working on a project without having any say in what's to be done.

Theoretically there's probably some workable middle ground, but I can understand why blur would prefer working alone.

Ktos.
Aug 30, 2011, 06:13 AM
Well, he made everything by himself so it's his decision, and if we are going to see another playable character then we can wait I think. That's worthwhile, but it takes long time anyway. But still, I think that it'd be better for him to have at least some help, even if he had lost deciding power(but I dont think that he would) community would be more grateful for his work.

DanZeal
Aug 30, 2011, 06:39 AM
I might be wrong, but you can already send Blurr some code and he might add it to plus.
Some community members have already sent some code to Blurr that he added to plus, or am I mistaken? (See the readme for examples)

Violet CLM
Aug 30, 2011, 10:57 AM
If y'all want to talk to someone who's a little more up on the state of the JJ2+ project, how likely it is to be passed off to other people, etc., I would recommend Nerd. He's been talking to blur about this stuff for a while now.

cooba
Aug 30, 2011, 01:17 PM
(me > Nerd)

DennisKainz
Oct 28, 2011, 09:25 AM
I would like to know if there are options for AI talk.

Example:
If Gus doesn't get roasted for 2 minutes, Gus does automatically say "Bring it on!" in the chat.
Or else, if someone else other than Gus needs one only roast to go, Gus automatically says "No, no, no! This mustn't happen!" in the chat.

Shortly, some expressions for automatic talk during fight.

Jgke
Oct 28, 2011, 12:27 PM
32 player game, one player gets one roast off victory -> server suddenly crashes due to chat flood.

Crazy Rabbit
Oct 28, 2011, 10:42 PM
I would like to know if there are options for AI talk.

Example:
If Gus doesn't get roasted for 2 minutes, Gus does automatically say "Bring it on!" in the chat.
Or else, if someone else other than Gus needs one only roast to go, Gus automatically says "No, no, no! This mustn't happen!" in the chat.

Shortly, some expressions for automatic talk during fight.

If u playing public servers like Zeal ALpha and The server it may be fun. But that's just non-necessary detail so you may do programm for this.

Sean
Oct 29, 2011, 03:59 AM
While we're back on the topic of what the next patch could use...

We need a JJ2+ SP function that allows you to use custom music when a boss goes on, or just not to change the music at all.

I could seriously use this function right now.

Crazy Rabbit
Oct 29, 2011, 06:54 AM
What about to make function in JJ2+: kill ALL bosses?

As I recommend'ed it in past, I'm sure it may be very good detail too.

wKtK
Nov 7, 2011, 12:34 PM
I would like to know if there are options for AI talk.

Example:
If Gus doesn't get roasted for 2 minutes, Gus does automatically say "Bring it on!" in the chat.
Or else, if someone else other than Gus needs one only roast to go, Gus automatically says "No, no, no! This mustn't happen!" in the chat.

Shortly, some expressions for automatic talk during fight.

This would be a fun idea, but maybe players would be able to hide those messages client-side with "/autochat off" or something. Otherwise It'll get annoying with lots of players...

GLaDOS
Nov 7, 2011, 02:25 PM
Shortly, some expressions for automatic talk during fight.

This could be written as an external program, it doesn't really sound like something Blur would add to JJ2+. It should be server-only though to prevent another "Project Omega" situation from happening (I have not been playing JJ2 back then, but from what I heard, nearly everyone was using Project Omega and chat was flooded with the automatic messages).

As wKtK said, there should definitely be an option to turn it off or mute it. Sure, it would be fun for some time, but after a while the messages would get very annoying and spammy, as with all multiplayer chat bots.

Sean
Nov 7, 2011, 05:10 PM
GLaDOS makes a comeback to the forum!

minmay
Nov 7, 2011, 05:34 PM
(I have not been playing JJ2 back then, but from what I heard, nearly everyone was using Project Omega and chat was flooded with the automatic messages).
From what I remember, typically a person would use that feature for about 5 minutes then get tired of it, turn it off, and never use it again (sometimes getting kicked off a server since the default messages included profanity).

Flaose
Nov 14, 2011, 07:06 PM
Yeah, I agree, auto messages get super-annoying very quickly.

DennisKainz
Apr 6, 2012, 01:47 AM
I would like to know more about the JDC event things. I think my JJ2+ can't support events like "Bank Robbery", or "Assassination" or whatnot. Someone had made one of those events on J2O servers, but my JJ2+ tagged it as "Unknown".

Foly
Apr 6, 2012, 05:46 AM
Those gamemodes are played in ctf and they use triggers for the gameplay. Also I don't think you even need JJ2+ to play those events, you just need to know the rules :)

DennisKainz
Apr 6, 2012, 06:09 AM
Oh, ok! Thank you for the info!

KRSplat
May 12, 2012, 08:33 PM
Noblink on lets the character blink at spawn. Fixable? Also noted that Morph Frog event is broken and .669 support is lost.

Seren
Aug 3, 2012, 12:08 AM
I understand what "early exploratory stages" mentioned in the news post mean but nevertheless I believe it makes sense to revive this thread now that it's known work on Plus will be continued. I'd like to draw some attention of the new JJ2+ team to a bird death bug. When a client dies as a bird, all objects in the level (including e.g. CTF bases) get locally destroyed. Killing the player another time in their rabbit form restores the objects with an exception of those which have generators on them. Generated objects are only restored when they're meant to re-spawn, which means they have to be taken/destroyed by another player first. This can obviously cause a lot of trouble in concept levels revolving around birds. When or if you get around to fixing it I suppose it makes more sense to try and get rid of the first of these problems, that is, all objects getting destroyed on death. I can promise I will make very good use of such patch if it's implemented in JJ2+.

Violet CLM
Aug 11, 2012, 11:15 PM
Unrelated to the above post (sorry! will look into it later!), how do people think the Butterfly enemy ought to behave? Remember that it's small and has sprites for flying in any direction except down. I don't really have much of a headcanon for it, but it'd be nice to get it doing <em>something</em>.

Love & Thunder
Aug 12, 2012, 08:19 AM
Maybe have it act like the Birds in Half-Life 2?
Where when you go near it, it flies off the screen and disappears.

Nonomu198
Aug 12, 2012, 01:14 PM
It should have the laser shield.

GoldRabbit
Aug 12, 2012, 01:25 PM
How about making it act like a smoke ring? (I don't know whether to make it destructible or not) Butterflies are wicked creatures after all. If it's possible, you could make it also follow you around for a few tiles. We already have enough enemies that don't have anything special other than appearance.

Foly
Aug 12, 2012, 11:11 PM
Maybe let it fly up and in the player direction. If it is above the player it could fly left and right above the player at a specific height and if the player moves away from the butterfly it could use the going up animation or standing still animation to let it float down slowly (I'm not sure how these animations look but sometimes this looks fine with enemies).

minmay
Aug 13, 2012, 04:21 PM
I always imagined the butterfly enemy as being the type 4 moth, except you can kill it and get hurt if you touch it.

I am not very imaginative

DanZeal
Aug 15, 2012, 09:37 AM
In case the new plus developers doesn't know. When minimizing JJ2 (taskbar or tray), the ping goes up around 10ms. Would be happy if this was fixed.

Violet CLM
Aug 16, 2012, 01:06 AM
We don't really have anyone all that invested in network code at the moment, I think, but if I see anything obviously causing that I'll try and fix it. If not, 10ms isn't really a big deal, right?

GoldRabbit
Sep 6, 2012, 04:39 AM
Would there be any way to make the Snow event work for everyone in the server rather than the host only?

Jerrythabest
Sep 7, 2012, 06:32 AM
Oh, that's a nice one. I figure it wouldn't be too difficult to fix that, would it?

Sean
Sep 9, 2012, 06:29 PM
It'd also be great if JJ2+ could tell whether a spectator is idling or not. At present spectators don't get kicked by the KickIdlers function.

Violet CLM
Sep 9, 2012, 06:42 PM
But not moving is what spectators <em>do</em>.

Sean
Sep 9, 2012, 06:54 PM
Sometimes they're just taking up space that can be better used by people who are actually playing, and at other times the server is being used for a special event but the spectators there are idling and an admin is required to kick them.

Obi1mcd
Sep 10, 2012, 04:35 AM
Unless the non-idle spectators are talkative, then there isn't really any way for the game to know who is idle and who isn't. If they aren't giving any input then as far as the server is concerned they'd be idle. The only thing you could do is kick anyone who hasn't said anything in the past X minutes, and that wouldn't be much fun for people who are trying to watch.

Sean
Sep 10, 2012, 04:42 AM
I guess you could check to see whether they have been switching spectating targets, or have the new JJ2+ send out a packet saying "I'm still here don't worry" if the JJ2 window is highlighted.

Jerrythabest
Sep 10, 2012, 05:55 AM
I guess it would make sense to inform the server of whether the JJ2 window has the focus.

WellKnownStranger
Sep 29, 2012, 09:10 AM
Hey there, I recently downloaded the latest release for JJ2+, and I still can't find a way to host a co-op game via LAN, or anything. It just won't give the option.
Can you guys tell me how exactly am I supposed to or what went wrong? Even pointing me to a tutorial would help a lot.

Jerrythabest
Sep 29, 2012, 09:38 AM
Once you started your server (just pick a random game mode):
Press T to start typing a chat message
Type /gamemode coop and press Enter to switch the game mode to co-op
Press T, type /r and press Enter to re-start the level (so enemies will show up etc.)

A list of all commands can be found in the Plus readme (http://www.jazz2online.com/d3/plus-readme.txt).

Vegito
Sep 30, 2012, 08:37 PM
I am not sure if this has been said here already, but it appears that if a server is relisting and then cycles to another level, the server crashes. Players start to find out and start using it to crash servers.

sonicnathan 1
Oct 1, 2012, 01:33 AM
Just an idea, is there any possible way you could add support for custom videos. What I mean is like how putting the correct name into the next level field plays the ending animation.

I have no idea how the game handles these animations, so I doubt it's possible to do. But it would be cool to be able to make actual cutscenes with third party software.

Stijn
Oct 1, 2012, 01:46 AM
The J2V format has been figured out (see Neobeo's thread), so somene could theoretically write a converter...

Treylina
Oct 2, 2012, 09:43 AM
Hmm, someone not knowing how to host up coop brought me up something useful...

How about expanding the server startup options? Allow backtyping and put the plus gamemodes in the starting gamemodes, which would probably mean smaller text to make sure things to fit into the screen too. Also making a servername should allow the oppurtunity to give/preview colour, like with user screen names. Also, battle maps in the maplist should be compatible with roast tag, team battle, lrs, xlrs and tlrs, instead of having to add them individually for each gamemode in the ini, also so that people don't have to keep switching back to battle mode just to make the cycling work for non-hosts.

Also, plus should have that if you try to cycle to a level in your cache where you don't have the tileset in your folder, if would come up with something like "Error: (tilesetfile).j2t not found!" in red console text, instead of crashing the game completely forcing you to restart.

Also, having the option to put an actual music file instead of boss music ID for activating bosses would be really awesome and far more convenient.

Jerrythabest
Oct 2, 2012, 11:31 AM
I agree with you that Plus options like this should be integrated into JJ2's ingame menus. Though I wouldn't try to display a full list of all possible game modes in the server setup window, but instead allow some scrolling mechanism like in the HCL and server lists.

Next, I wonder how you'd end up with a level without a tileset? I guess it would be possible to check for that... but still, what the heck?! After all, level downloads always come with their respective tilesets...

Also, there has been discussion about the boss music thing you mentioned. However, it will be made more or less obsolete by a new feature Violet has coming :)

DanZeal
Oct 3, 2012, 03:04 AM
I am not sure if this has been said here already, but it appears that if a server is relisting and then cycles to another level, the server crashes. Players start to find out and start using it to crash servers.

Hope this gets fixed.

cooba
Oct 3, 2012, 07:13 AM
Hope this gets fixed.Fix: don't let every player have remote admin.

Treylina
Oct 3, 2012, 12:43 PM
Next, I wonder how you'd end up with a level without a tileset? I guess it would be possible to check for that... but still, what the heck?! After all, level downloads always come with their respective tilesets...


You can do /c cache/(level file) to get a cache level. This sometimes means the tileset level is in your cache, which means when you cycle to a cache level on your server and don't have the tileset in your actual folder, the game crashes. Also, not all level downloads have all the tilesets with them, but those are usually noob levels anyway. Sometimes I find good levels that haven't been uploaded on j2o.

Jerrythabest
Oct 4, 2012, 04:24 AM
Hey, maybe JJ2 should check the cache folder for tilesets if they are not in the main folder too, then. :)

GoldRabbit
Oct 4, 2012, 09:58 AM
I believe that something must be done about crashes due to levels lacking the appropriate start positions. A memory increase wouldn't hurt either, seeing as some levels still crash due to apparently too many baddies and/or animations. However, seeing the progress that's already been made, I'm sure you've already thought of these things.

An additional feature I'm sure many would like included is the ability to trigger a music change (or more) during the level, but seeing this quote:
"Also, there has been discussion about the boss music thing you mentioned. However, it will be made more or less obsolete by a new feature Violet has coming." by Jerry it seems that this is already in the works.

Grytolle
Oct 4, 2012, 11:48 AM
I believe that something must be done about crashes due to levels lacking the appropriate start positions.
I'm pretty sure that 1.23+ had that :(

minmay
Oct 7, 2012, 06:52 AM
As long as we're talking about music, how about being able to start/end at specific mod patterns? Or would nobody else use that?

Jerrythabest
Oct 7, 2012, 09:05 AM
I've proposed that in a feature request somewhere in the preceding 52 pages of this thread too, but I don't have a clue about how that would be done with the bass.dll audio library.

DanZeal
Oct 9, 2012, 06:02 AM
How about having different music when you enter the level and when you actually start playing it? After the /cstart countdown the music changes.

ColdMetal
Jan 19, 2013, 01:56 PM
Just a thought, but if we were able to add a method to enable a server to change between two different multiplayer levels depending on which team were to win, that could lay the foundations for a new kind of game mode.

More specifically, if such an option were made available, I'm thinking a string of connected levels could be linked in this way by means of a configurable variable (ie. setting this to 5 for a series of five different maps) -- the difference here being that rather than looping through them, the server would move back and forth through the list depending on which team were to win, adjusting the variable accordingly for reference.

Once the variable hits zero or goes over the set maximum, the appropiate team "wins" the set, and the server changes the map to the starting level in the list (determined by options related to the variable) to begin the set again, as well as changing the variable to match the level's location in the list.

Were this functionality available, I believe a territory-based game mode could be created: when a team wins on a level, they "capture" that territory and drive the other team back to another level behind it (relative to the losing team). Basically, losing a battle does not mean that team loses the war, so to speak. The level on each end of the list would be the associated team's base and "last line of defense", so the opposing team would win the set and therefore game if they win on that level.

If it were possible to have this kind of JJ2+ functionality obtain the two level options from the level data itself rather than from a server-determined list, I believe an "assault" style approach would become possible: throw in some modifications to the Domination mode (a means to determine which team is attack and which is defending, a way to give the defending team the win once time runs out, a longer delay before capture and some way to indicate it, and also making a control point captured by the attackers not recoverable during that match), and I think a clever network of "versioned" levels between the first and last ones on the list could create a highly realistic atmosphere. If not possible, then I believe having this scrolling level list method be an option for Team Battle, Team Last Rabbit Standing, CTF, Death CTF, Flag Run, and Domination.

Of course, this would all simply be an automated method of having /autostop set to ON and manually changing the map server-side, but I believe it would enhance the overall JJ2+ experience, as well as serve as a foundation for other innovations in the future.

Superjazz
Jan 20, 2013, 06:46 AM
Hello forumers. It seems there is a more or less game-breaking glitch in the game, that hasn't been brought well to the public yet. I am basing the theory on my own experiences in gameplay, which means that I am not 100% sure how it happens, but I am quite convinced about it.

To begin with another glitch that was discovered some while ago, which involved bullets shot in a diagonal direction underwater that couldn't been seen by the server. This caused for example Powerups that were shootable underwater or from there to disappear for the clients after someone had taken them, since the host never registered the Powerups being shot.

I believe this glitch is somewhat kind of a similar fashion, because it involves bullets shot while the player is moving diagonally, in slopes. So, there are two kind of ammo types that can be shot through a solid slope or wall while in the move, bouncers and EB. So now if there was for example a Powerup inside the solid wall behind the slope(but shootable only from the slope), it would again stop respawning after taken once, as it seems the bullets shot this way aren't registered at the server itself.

I discovered this the first time for real when I had just created my latest CTF-level 'Black Jack', where I originally placed an RF-Powerup inside a hill with a slope on both sides. In the earliest betatesting games that powerup was mostly not there after it was taken a few times, due to players shooting it while on the move up the slope.

But another example that comes to my mind on a quick thought that demonstrates my theory, was in E.Prime by BlurredD, which means that he would have originally discovered the bug himself, but never either bothered or could fix it in the earlier pluses(possibly because it didn't involve that many levels.) Instead he fixed his level from that glitch. In the original level the bouncer-Powerup was located in the bottom right inside a wall, with a little slope on the left of it. In the SC2-version of E.Prime the slope has been cut and the area squared where you are able to shoot the powerup from.

So, due to me talking about this bug with a couple of persons, we thought it should be nominated for future plus work, which would give freedom to future JCS'ing without having to watch out for this glitch, even if it isn't as present in the most popular levels.

Jerrythabest
Jan 20, 2013, 08:05 AM
Just a thought, ...Yes!Hello forumers...I can't reproduce the problems you mentioned with walking diagonally. I even modified E. Prime to have a slope there, but no matter how hard I try: I can't get the glitch. I think we are to blame that to network lag. (We might be able to counteract this by making /spawnobjects more intelligent and also run some code client-side to spawn objects that are missing only for clients.)

Then, I decided to set E. Prime underwater and try shooting diagonally. This indeed caused trouble even at the first try. It's definitely something we need to fix.

Seren
Jan 20, 2013, 02:04 PM
Could you please implement a command that lets admins check players' IP in a more polite way than kicking them off the server?

minmay
Jan 20, 2013, 06:40 PM
(4 and a half months pass)
(look at JJ2+ thread)
(suddenly realize that I didn't answer a question I should have)

I've proposed that in a feature request somewhere in the preceding 52 pages of this thread too, but I don't have a clue about how that would be done with the bass.dll audio library.
http://www.un4seen.com/doc/#bass/BASS_ChannelSetPosition.html

Violet CLM
Jan 20, 2013, 07:59 PM
It occurs to me I might as well reply to this thread instead of just discussing its contents in private.
Could you please implement a command that lets admins check players' IP in a more polite way than kicking them off the server?
As in remote admins? I guess that wouldn't be too difficult; what do you want it for?
I believe this glitch is somewhat kind of a similar fashion, because it involves bullets shot while the player is moving diagonally, in slopes...
This is an old problem and much more general than the specific case you outlined. In short, a client destroying an object by shooting it does not register with the server unless the server and the player agree on where the bullet went. It's also really easy to demonstrate by setting up some trigger scenery. Unfortunately I don't think the chances are all that high of our getting to this one right away, since it's probably complicated and we really want to be done with this and take a break for a while.
Of course, this would all simply be an automated method of having /autostop set to ON and manually changing the map server-side, but I believe it would enhance the overall JJ2+ experience, as well as serve as a foundation for other innovations in the future.
Maybe if such levels actually got played, but with their very existence only hypothetical, I'm not convinced that the autostop+/c solution isn't good enough.

Seren
Jan 20, 2013, 11:07 PM
As in remote admins? I guess that wouldn't be too difficult; what do you want it for?
Yes. Sometimes, mischievous players are supposed to be temporarily banned from dedicated servers (e.g. for a period of 40 years), but bans are bypassed thanks to benefits of dynamic IP. It is possible to ban a range, but such a solution has serious disadvantages: it's possible that a few innocent players will get banned - which could be especially troubling in a server that is supposed to host JDC events - and ISPs not always (if ever) care to mention somewhere in the Internet what IP ranges belong to them, so it's likely that banning two known ranges will leave one or more unbanned. Surprisingly, it works the other way around, that is, having IP of a person you can easily check their ISP, which is often the only thing one needs to do to be assured that a suspiciously acting player with an unfamiliar nickname is the person they suspected them to be. Another case, sometimes occurring along with the former, is impersonation of existing players; I doubt I need to explain. Since player's IP is displayed when they happen to stand on the wrong side of a kick/ban command, I'm pretty sure it's not meant to remain a strict mystery to remote admins with access to those. Even if it is, it can be prevented thanks to admin.ini, so implementing the command shouldn't cause trouble.

Jerrythabest
Jan 20, 2013, 11:16 PM
Can't we just stuff those in the F9 list, just like for the server?
Maybe if such levels actually got played, but with their very existence only hypothetical, I'm not convinced that the autostop+/c solution isn't good enough.I actually think this is doable via a different approach in the next Plus? Just need to write up a proof-of-concept to be sure.

Seren
Jan 20, 2013, 11:37 PM
Can't we just stuff those in the F9 list, just like for the server?
It's a solution, yes, but you might want to limit it to admin groups which have it somehow enabled in admin.ini. In many dedicated servers literally everybody can have an admin password of some level so that they can organize matches, but letting them all see IPs is not necessarily a good thing. And probably not every host will want remote admins to check IPs anyway.

Jerrythabest
Jan 21, 2013, 12:55 AM
True. Then a command is the easier way of implementing it, since those have the authorisation stuff already taken care of.

Superjazz
Jan 21, 2013, 06:25 AM
This is an old problem and much more general than the specific case you outlined. In short, a client destroying an object by shooting it does not register with the server unless the server and the player agree on where the bullet went. It's also really easy to demonstrate by setting up some trigger scenery. Unfortunately I don't think the chances are all that high of our getting to this one right away, since it's probably complicated and we really want to be done with this and take a break for a while.

Okay so to be more precise, the problem is the increased chance to miss a shot from a target server-wise when running up a slope. Thanks for taking note anyway.

ShadowGPW
Jan 29, 2013, 05:32 AM
Thread unsticky and closed.

Continue discussion here (http://www.jazz2online.com/jcf/showthread.php?t=19489) please.