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minmay
Oct 30, 2013, 03:39 PM
WAV files are no longer recognized by JJ2+ as valid music files.careful, you're getting dangerously close to banning mentos.s3m

Sean
Oct 30, 2013, 10:50 PM
Layer 4 will display infinitely if 'Tile Width' or 'Tile Height' is checked. This is solely a visual effect.

That puts a smile on my face.

Jerrythabest
Oct 31, 2013, 01:44 AM
OH MILLIONS OF THANKS YOU SAVED MY LIFE
it does not run without compatibility mode because the same error ("jj2 has encountered and needs to close"), but with compatibility mode of windows 95 or windows 98/windows me it worked!!!
but there's one wrong thing it it
Angelscript isn't working :confused:
None of angelscript work

Angelscript not working? :(

If you open Plus.ini in Notepad, and change 'AngelScriptDebug=False' to 'AngelScriptDebug=True', then start up JJ2 and try a level with AngelScript, do you get any errors, warnings etc. about AngelScript in JJ2's Chatlogger?

Also, are you starting the AngelScript levels through JJ2's Home Cooked Levels list, or via JCS's Save & Run feature? <strike>In the latter case, the levels might have got damaged a bit if you have not updated your JCS.ini (http://www.jazz2online.com/jj2plus/plus-readme.html#jcsevents) file properly. More specifically, scripts that get triggered via Text events may not get triggered any more if you saved the level in JCS without first editing JCS.ini.</strike>

EDIT: I stand corrected. I spoke untrueness!

Violet CLM
Oct 31, 2013, 09:04 AM
In the latter case, the levels might have got damaged a bit if you have not updated your JCS.ini (http://www.jazz2online.com/jj2plus/plus-readme.html#jcsevents) file properly. More specifically, scripts that get triggered via Text events may not get triggered any more if you saved the level in JCS without first editing JCS.ini.
This is not true and has never been true and people need to stop saying that it is true. If you specifically edit a specific event on a specific tile, then yes, it'll be truncated according to your JCS.ini settings. Otherwise JCS isn't going to care and shall save every bitfield you have, no questions asked.

MrAlextov
Oct 31, 2013, 09:09 AM
careful, you're getting dangerously close to banning mentos.s3m

You can still use WAVS by converting them to *.it

Hare
Oct 31, 2013, 09:10 PM
Hi guys. I just wanted to pop in here and say that plus makes JJ2 feel like the game it should have been 15 years ago. I'm really impressed with this!

burnout92
Nov 1, 2013, 07:28 AM
Mouse Aim? That's great thing. :)

tany3450
Nov 1, 2013, 09:40 AM
Hi. I've jj2 installed. I am trying to install this patch, but plusifier.exe says invalid jazz2.exe . What should I do ?

And also this patch provides high resolution and online multiplayer support ? thanks !

Grytolle
Nov 1, 2013, 09:45 AM
High resolution: no
Online multiplayer: yes (but so did JJ2 in the first place)

Love & Thunder
Nov 1, 2013, 10:49 AM
Hi. I've jj2 installed. I am trying to install this patch, but plusifier.exe says invalid jazz2.exe . What should I do ?

And also this patch provides high resolution and online multiplayer support ? thanks !
When you start the game without Plus, does a logo come up along with the others(Like Epic and Orange) that says "LK Avalon"?
If so, you can't use Plus, and probably won't be able to for a few years.

juanpablo123
Nov 1, 2013, 02:00 PM
If you open Plus.ini in Notepad, and change 'AngelScriptDebug=False' to 'AngelScriptDebug=True', then start up JJ2 and try a level with AngelScript, do you get any errors, warnings etc. about AngelScript in JJ2's Chatlogger?i got this in chatlogger when enabled angelscriptdebug:
ANGELSCRIPT: Unrecoverable error while starting a new module.
help me plz nobody responded to me :(
is there going to be a fix???
EDIT: here's a screenshot
Here. (http://img.webme.com/pic/n/netdisasterwebsite/angelscripterror.png)

Mr.Past me, it's called "bump".

Violet CLM
Nov 1, 2013, 02:39 PM
When you start the game without Plus, does a logo come up along with the others(Like Epic and Orange) that says "LK Avalon"?
If so, you can't use Plus, and probably won't be able to for a few years.
Likewise if the version number in the bottom left corner of the screen says anything about "OEM" or "beta" or whatever. You need a registered version of Jazz Jackrabbit 2 version 1.23 or 1.24, not the LK Avalon version, not a beta, not a demo (I think?).

juanpablo: Your problem is an interesting one but not one that can be solved in this thread, because I or someone else will have to send you some alternate, specific-to-you builds to get more detailed information about exactly what's going wrong. Until that happens, sorry, and please be patient. :)

juanpablo123
Nov 1, 2013, 02:44 PM
juanpablo: Your problem is an interesting one but not one that can be solved in this thread, because I or someone else will have to send you some alternate, specific-to-you builds to get more detailed information about exactly what's going wrong. Until that happens, sorry, and please be patient. :)

ok :(

Violet CLM
Nov 2, 2013, 12:47 PM
Woooo, 103 in PlusTetris!

Vegito
Nov 2, 2013, 02:21 PM
"In the event that you are playing with only one local player, your control scheme is "Keyboard 1" (or its equivalent in your current language), and mouse aiming is enabled in the current level or server, you will use the special "Kbd/Mouse" control scheme instead of Keyboard 1. This is preconfigured to allow either arrow keys or WSAD controls, with your primary mouse button serving as an alternate fire key, but you may configure this control scheme just like the other two if you so wish."

Alright, but how/where to change those preconfigured keys? Because I can't seem to use different keys when mouseaim is on. No matter if I change them in game or before I join the server.

Violet CLM
Nov 2, 2013, 02:31 PM
Go up two paragraphs.

Grytolle
Nov 2, 2013, 10:49 PM
JJ2+ allows players to edit their keyboard control mapping schemes from ingame, rather than only from the main menu, even in online servers. To modify these controls, press Esc and select the "Controls" option from the menu that appears. (If your JJ2 is configured to use a language other than English, this option will have some other name instead.)

Editing control schemes from this ingame menu works essentially the same way as from the main menu: use the arrow keys to select the control (e.g. jump) you want to specify a key for, press space or enter, then press the key you want to use (e.g. left ctrl). Unlike the main menu control scheme setup screen, the primary, secondary, and middle mouse buttons are available options here, and you are allowed to assign the same key to multiple controls or multiple schemes, although you really shouldn't.

Vegito
Nov 3, 2013, 01:52 AM
Go up two paragraphs.

OH right, I didn't see there's actually a Kbd/mouse menu in the controls options D:D:D:D:

Toni_
Nov 3, 2013, 12:55 PM
That menu background looks really bad, and hard to read. Especially when you spectate.

And one question, how to spectate with mouse when I am not spectating NO ONE?

Treylina
Nov 3, 2013, 01:27 PM
That menu background looks really bad, and hard to read. Especially when you spectate.

And one question, how to spectate with mouse when I am not spectating NO ONE?

1. Um...the menu background has always been the same.

2. You don't. To mouse spectate while spectating a player would be redundant and annoying.

KRSplatinum
Nov 6, 2013, 08:50 AM
Congratulations team on this release of plus, you have really gotten it right this time.

Now I'm just wondering about the diminished range of power bouncer, and why is the toaster power up color changed?

Jerrythabest
Nov 6, 2013, 09:22 AM
I don't know about the bouncer, but the colour of the toaster powerup (the monitor) has been changed because it was the only powerup that used the colours of the not-powered up version instead of the powered up one. (Compare purple bouncers, red RFs, yellow/blue seekers, etc.)

Toni_
Nov 7, 2013, 06:52 AM
What happened with fast fire and Blaster PU colors? I noticed something different there, too, but can't figure out what :P

Jerrythabest
Nov 7, 2013, 06:58 AM
Depends. Are you playing with Spaz, perhaps?

Treylina
Nov 7, 2013, 07:31 AM
I'm pretty sure powered bouncers got fixed in the hotfix. Or perhaps only vertical got fixed. Sigh.

Violet CLM
Nov 7, 2013, 10:38 AM
Powered-up bouncers are fired with exactly the same <code>xSpeed/xAcc/ySpeed/yAcc/counterEnd</code> values they ever were.

Jerrythabest
Nov 8, 2013, 12:44 AM
I think they're just trying to get us to change powered-up Bouncers so they would bounce through the level indefinitely.

Now that I think of it, that's a nice idea for a scripted level. Give every player 10 bouncer bullets that, once shot, keep on bouncing around until hurting someone or destroying something. When the player fires an 11th bullet, the oldest disappears. Could make levels very dangerous! :)

cooba
Nov 8, 2013, 12:53 AM
I was thinking recently that it wouldn't be very hard to introduce a third level of powerups via scripting.

Toni_
Nov 8, 2013, 01:43 AM
Depends. Are you playing with Spaz, perhaps?

Yes.

DoubleGJ
Nov 8, 2013, 05:51 AM
I was thinking recently that it wouldn't be very hard to introduce a third level of powerups via scripting.
a TNT power-up that works like JJ1 TNT :devan:

Love & Thunder
Nov 8, 2013, 06:27 AM
How about an RF Powerup that makes it have infinite range like in JJ1? Because I never find JJ2 RF useful outside of a few multiplayer situations, but JJ1 RF is infinitely useful(Especially on the harder difficulties).

Treylina
Nov 8, 2013, 07:19 AM
I find powered RF useful against the Devan boss (2nd stage).

Love & Thunder
Nov 8, 2013, 08:30 AM
Usually, if I want to destroy Devan, I abuse Seekers, Bouncers, or the powered up Blaster, depending on what's available.
However, my Jazz playstyle is unique in many ways, so maybe I'm alone in my lack of interest in the way RFs work. But my primary reason for not liking it is that the range is way too tiny.

Violet CLM
Nov 8, 2013, 08:55 AM
Yes.
Spaz's gun is green, as you can see in the bottom right corner when using blaster. In October JJ2+, the fastfire and blaster powerup sprites now reflect this. (Fastfire made this distinction in vanilla JJ2 as well, but <em>only</em> for fastfire gained from shooting enemies, not for events simply placed in the level.)

Robo: RFs have a much, much larger range if you move horizontally while firing them.

cooba
Nov 8, 2013, 12:17 PM
Terrible idea: palshift the fastfire sprites in accordance to the player's gun color.a TNT power-up that works like JJ1 TNT :devan:I've done this but it's too beautiful for this world. Will need to do some hardcore nerfing.

minmay
Nov 8, 2013, 12:45 PM
I was thinking recently that it wouldn't be very hard to introduce a third level of powerups via scripting.I take it the "wouldn't be very hard" only applies if it's a single player level.

cooba
Nov 8, 2013, 12:54 PM
I take it the "wouldn't be very hard" only applies if it's a single player level.I was thinking that if some shield bullets were to be replaced with custom behaviors, they would work with jjPLAYER::fireBullet.

minmay
Nov 8, 2013, 02:46 PM
Well hey now, that only works for up to 4 weapons :P

Violet CLM
Nov 8, 2013, 03:13 PM
You'd need to use <code>jjPLAYER::hurt</code>, though, since bullets can't do more than two damage without DA turned on.

KRSplatinum
Nov 9, 2013, 11:59 AM
For me, the color change to toasty power-up crate is game-breaking... Light blue and red looked better! Plus is meant to fix bugs, but instead plus takes away what made Jazz2 a good game to start with. Sike nää, I'm just trolling a bit, sorry.

Anyway, Borgia posted the following on JJNet, I think people in this thread would like to read Borgia's comment:

noticed there is also a 'Turbo'-difficulty for Single Player, and I like that new challenge emo. There are some bugs, though. For instance, the game does not play the boss themes anymore. Everytime I encounter a boss (for instance the queen or the Schwartzenguard), the game continues playing the level theme.

There's also an error in the level Suburbia Commando, which didn't occur before. At some point in that level (somewhere at the beginning), you must break through a wall and then go down, through eight star-blocks. There are some green gems straight ahead in that building, and an invisible wall. If you shoot that wall and enter, you are supposed to go up to access a secret place you otherwise can't reach (without cheating). There are some red springs, red gems and a gold coin (you reach the coin and some of the gems from below if you're Spaz). What happens instead, though, is that you go sideways, through everything and eventually you disappear from the screen. You can't stop it, so you have to reload a previous save. I'm sure this isn't supposed to happen.

cooba
Nov 9, 2013, 12:14 PM
#2 happens because the Sucker Tube in question has had "Trig Sample" set to 2 (for no reason at all), which is equal to setting "Become Noclip" to 1 in JJ2+. Not much can be done about it other than editing the level, sorry.

I can't reproduce #1.

Violet CLM
Nov 9, 2013, 08:22 PM
Terrible idea: palshift the fastfire sprites in accordance to the player's gun color....JJ2 absolutely has a sprite-drawing mode tailor-made for this very purpose and I never thought of it.

burnout92
Nov 10, 2013, 04:17 AM
Hi guys!

I have problem with the Mouse Aiming. The Mouse Aiming is don't work in Single Player mode, because I'm vainly switch on the Mouse Aiming option and switch to Kbd/Mouse control scheme the game is doesn't care about it. Thanks if you can fix it.

Violet CLM
Nov 10, 2013, 10:46 AM
That's working as intended. If you consult the readme, you'll notice there are in fact two separate settings, <code>/mouseaim</code> and <code>/allowmouseaim</code>. You can turn on the first one at any time in any gamemode, but the second one must be turned on by the server or (in a local game) the level. Otherwise you'd be able to use the mouse in any level you pleased, completely messing up the gameplay.

cooba
Nov 10, 2013, 11:04 AM
You can use mouse aim in SP freely if you host the level in a local coop server. (It has some unwanted side effects but you're already changing the gameplay, so whatever.)

burnout92
Nov 11, 2013, 03:35 AM
Okay. Thanks the help guys. :)

KRSplatinum
Nov 12, 2013, 02:00 PM
Sorry again for trolling, I just have to report some bugs.

Playing CTF online with mouse aim:
-I switched mouse aim off and I couldn't chat anymore. Turned mouse aim on again and could chat again
-At one point during some 3v3 randomly, I suddenly couldn't use any keyboard controls at all (mouse controls still worked) and had to close JJ2 and rejoin

Jerrythabest
Nov 13, 2013, 07:26 AM
Keys randomly stopping to work... have you checked the batteries of your keyboard? (if applicable)


Sorry, lame question! Couldn't resist :p But you never know...

Anyway, if that's not it, then hmm, interesting =)

KRSplatinum
Nov 13, 2013, 07:34 PM
No trouble there, I didn't use battery power. ��

szmol96
Nov 14, 2013, 09:06 AM
Hi guys. I bumped into a problem when I was writing a custom gun script. When noFire is True, AS won't let me test for keyFire. Can you please solve this one for me? Thanks in advance...

Violet CLM
Nov 14, 2013, 10:28 AM
That's how it works, yes. If you don't want keyFire to be disabled, don't set noFire to true.

szmol96
Nov 14, 2013, 10:40 AM
But I don't want the player to fire the original weapon's bullet, neither do I want the sound.

Violet CLM
Nov 14, 2013, 10:52 AM
Then set keyFire to false.

szmol96
Nov 25, 2013, 09:52 AM
Wh-wh-what....??? :confused: Whatever. I have a request: can you please add something like "alreadyJumped" to AS?

minmay
Nov 25, 2013, 01:32 PM
Wh-wh-what....??? :confused: Whatever. I have a request: can you please add something like "alreadyJumped" to AS?Can't you just check if their ySpeed is near 0 and they have a masked pixel underneath them?



This reminds me, I've been thinking it would be good to refill Spaz' double jump when he touches the ground, instead of when he jumps. It's rather annoying when I want to walk off a cliff but have to jump straight up first.

szmol96
Nov 27, 2013, 09:15 AM
Can't you just check if their ySpeed is near 0 and they have a masked pixel underneath them?

I didn't mean "jumped and landed", just jumped. For example, Spaz doesn't need to reach the ground to perform his double-jump.

minmay
Nov 27, 2013, 10:27 AM
I didn't mean "jumped and landed", just jumped. For example, Spaz doesn't need to reach the ground to perform his double-jump.I know. The method I described is for detecting whether or not they just jumped. If they're on the ground, they didn't just jump. Once they leave the ground, you can check ySpeed to see if they actually jumped or just walked off a cliff, etc. Obviously there are further details (players aren't 1 pixel thick etc; you wouldn't actually want to use jjMaskedPixel, because of platforms and such) but surely you can figure those out.

I'm also confused as to what you intend to do with this information in the first place...

Love & Thunder
Nov 27, 2013, 10:34 AM
Perhaps a script which fixes Spaz's double-jump? Or gives Jazz/Lori a double-jump?

zepect
Nov 28, 2013, 06:58 PM
guys a question... i've waited too much already...
when i will have an angelscript-fixed version of this release?
please... i'm getting impatient...

You'll get a plus that works with AngelScript when your issue with AngelScript is fixed. You are only the one who has this issue. So, to fix it, we can only rely on testing specific things with you to find out what is the problem. Doing this via this forum will be weird, you can add me on Skype (skype:a42319?add) and we can try to solve that problem.

XxMoNsTeRXM
Dec 8, 2013, 09:36 AM
I have a question. How can I do in AngelScript to know what player number is using. Like:
jjChat("/ptrigger " + *PLAYER NUMBER* + " 1 on");

Violet CLM
Dec 8, 2013, 10:49 AM
I'm not really sure what you're asking, since you left out the subject of "is using." The global arrays <code>jjPlayers</code> and <code>jjLocalPlayers</code>, plus the jjPLAYER property <code>playerID</code>, would presumably be a large part of what you're looking for. Remember to add 1 to any <code>playerID</code> value, since JJ2 (as opposed to AngelScript) thinks the player list should be 1-indexed.

cooba
Dec 8, 2013, 10:50 AM
jjPlayers[playernumber].playerID

XxMoNsTeRXM
Dec 9, 2013, 04:39 AM
I'm not really sure what you're asking, since you left out the subject of "is using." The global arrays <code>jjPlayers</code> and <code>jjLocalPlayers</code>, plus the jjPLAYER property <code>playerID</code>, would presumably be a large part of what you're looking for. Remember to add 1 to any <code>playerID</code> value, since JJ2 (as opposed to AngelScript) thinks the player list should be 1-indexed.
I tried how you said and it said Invalid Player Number.
Here's what i used:

jjChat ("/ptrigger " + jjLocalPlayers[0].playerID + " 1 1 on");

Violet CLM
Dec 9, 2013, 08:49 AM
jjChat ("/ptrigger " + (jjLocalPlayers[0].playerID + 1) + " 1 on");
Although if you're setting your <em>own</em> trigger, it feels like <code>jjTriggers[1] = true;</code> would be simpler.

XxMoNsTeRXM
Dec 9, 2013, 09:53 AM
jjChat ("/ptrigger " + (jjLocalPlayers[0].playerID + 1) + " 1 on");
Although if you're setting your <em>own</em> trigger, it feels like <code>jjTriggers[1] = true;</code> would be simpler.

But... how do I make it work on server? Because if someone isn't allowed to use ptrigger they won't be able to open the trigger. Does jjTrigger can make the trigger only for players (ptrigger)?

Violet CLM
Dec 9, 2013, 10:13 PM
I still don't know what you're trying to do.

If the player running the script and the player that you want the trigger to change for are the <em>same</em> player, use <code>jjTriggers</code>.
If they're two <em>different</em> players, but the player running the script is the <em>host</em>, use <code>ptrigger</code>.
Otherwise, you should probably find a different way to effect what you want to have happen.

Vegito
Dec 14, 2013, 02:52 AM
Idea:

What if toaster and fireball not only does normal damage, but also 'sets you on fire after getting hit' ? It'd do an x amount of damage within a certain time unless you go into water or take a carrot or something?

KRSplatinum
Dec 14, 2013, 02:25 PM
Idea:

What if toaster and fireball not only does normal damage, but also 'sets you on fire after getting hit' ? It'd do an x amount of damage within a certain time unless you go into water or take a carrot or something?

I disapprove of this. If you were set on fire to lose health, that would require hit points to even make sense from my perspective. }>

Idea:

What if JJ2+ had voice/video chat and voice recognition? It'd lag less than Skype or Raidcall and allow better integration between those who have or don't have microphones.

cooba
Dec 14, 2013, 03:04 PM
How would voice chat allow better integration with users without microphones?

And, no, it wouldn't lag less, quite the opposite.

KRSplatinum
Dec 14, 2013, 04:34 PM
How would voice chat allow better integration with users without microphones?

And, no, it wouldn't lag less, quite the opposite.

Because if I said "toaster taken" and it automatically showed up on screen as "toaster taken" then if someone can't use voice chat during the game then it would be faster for than to read than if I had to say it and type it.

Violet CLM
Dec 14, 2013, 04:35 PM
The fire thing is an interesting idea--I wonder whether it came from Torchlight et al., or JJA, or OEM, or what--but I think it's better off as something that people can do themselves for individual levels in AngelScript, rather than us substantially changing how a rather common weapon works.

we're not doing voice recognition

Vegito
Dec 15, 2013, 09:02 AM
From Awesomenauts. I wanted to post the idea for anyone to see it. I thought of it as a better idea for individual levels with AngelScript too.

Love & Thunder
Dec 15, 2013, 03:48 PM
If you meant for it to be an AngelScript thing, there is a thread for that (http://www.jazz2online.com/jcf/showthread.php?t=19503).

Also, Plus feature suggestion: Allow mapping specific buttons to specific weapons(Like the number keys), so for example, someone like me who primarily uses a controller could map a specific button(Such as pressing the Right Stick or something) to switch the weapon to the Blaster like pressing the 1 key on the keyboard does.

Violet CLM
Dec 16, 2013, 05:51 PM
This didn't seem quite sufficient for a J2O news post, but I thought I'd take this time to mention that the latest JJ2+ release <a href="http://www.moddb.com/mods/jazz-jackrabbit-2-plus">has surpassed 1000 downloads on ModDB!</a> The February release has a few more, but it was also out for a much longer time, so our download rate is increasing. Awesome!

(The example levels only have one tenth that many downloads, though, so we may not put them in a separate zip next time around. :()

Vegito
Dec 17, 2013, 12:54 AM
If you meant for it to be an AngelScript thing, there is a thread for that (http://www.jazz2online.com/jcf/showthread.php?t=19503).


I meant to post it here to give the JJ2+ team a chance to see the idea first.

Love & Thunder
Dec 17, 2013, 04:00 AM
So, either 1000 different people have downloaded Plus on ModDB, or one guy has downloaded it once, had a technical issue, re-downloaded it, had another, etc, etc, until they've finally downloaded it 1000 times.

Jerrythabest
Dec 18, 2013, 11:15 AM
I'd say it's worth a short-and-simple newspost (like the 'Downloads should work again' message there is now). In some way it's a landmark, why not celebrate it?

Love & Thunder
Dec 18, 2013, 04:32 PM
Agreed.
Of course, you could probably pad it out a little bit with some additional numbers if you wanted to make a full newspost, but I think Jerrythabest's suggestion is the best(If you'll excuse the... Pun?).

Jerrythabest
Dec 19, 2013, 10:48 AM
It's typically Dutch, but it works =) Doing nothing is too little, a full newspost is maybe a bit overkill. So just do something in the middle.

KRSplatinum
Dec 20, 2013, 11:54 AM
Suggestion: /spec off instead of /spectate off

Superjazz
Dec 20, 2013, 12:08 PM
http://i.imgur.com/OlsXDH7.png

KRSplatinum
Dec 20, 2013, 04:02 PM
http://i.imgur.com/OlsXDH7.png

Receiving 10000 baud ;p xd

Violet CLM
Dec 20, 2013, 04:17 PM
Yeah, we've been trying to figure out what causes that. (The hole, not the baud.)

KRSplatinum
Dec 24, 2013, 11:19 PM
Just a weapon idea- Nuclear bomb, this would work like JJ1 TNT, destroying everything on the screen instantly.

Slaz
Dec 25, 2013, 04:11 AM
Just a weapon idea- Nuclear bomb, this would work like JJ1 TNT, destroying everything on the screen instantly.

I remember someone in this thread already suggested it, and that someone else (Cooba/Violet?) said to having it scripted but thought of it as being way too destructive. :7

cooba
Dec 25, 2013, 05:53 AM
<a href="http://chaos.foxmage.com/cooba/Tube2BANG.zip">MERRY CHRISTMAS SPLAT</a>

commandhat
Dec 25, 2013, 08:27 PM
Why is this so much fun?

I'm tempted to create an entire actionscripted campaign around nukes, where normal weapons are too weak to shatter certain blocks.

KRSplatinum
Dec 26, 2013, 12:11 AM
<a href="http://chaos.foxmage.com/cooba/Tube2BANG.zip">MERRY CHRISTMAS SPLAT</a>

Thank you Cooba, merry Christmas to you too! :lol:

Here's another idea for plus, why not include the new language files for JJ2? :>

Love & Thunder
Dec 26, 2013, 05:14 PM
If external language files become a feature, I will create and release a Pirate language file in September(Just in time for Talk Like a Pirate Day).

Loon
Dec 27, 2013, 11:13 AM
Abandon ship!

szmol96
Dec 30, 2013, 11:15 AM
I have already created a Hungarian language file, though it would need a bit polishing. It's a pity that JJ2 doesn't support ű and ő in language files. Perhaps this could be an improvement in the next release. Also, some AS features could have a "public" argument, like jjTileSet.

KRSplatinum
Dec 30, 2013, 03:03 PM
There would need to be someone who could draw those additional letters into the JJ2 font.

Love & Thunder
Dec 30, 2013, 06:58 PM
*Volunteers self for this task*

Seriously, it wouldn't be that hard. All I'd need are the U and O characters, and then the ' and " characters so I can get an idea of what they would look like combined, and then I'd do it. It just takes a little GIMP knowhow. :)

The really hard work would most likely be for the Plus devs having to add an extra two characters to the text that can be displayed. Then again, perhaps the JJ2 engine is flexible in this sense. *Shrugs*

KRSplatinum
Dec 30, 2013, 07:48 PM
There are really a handful of characters not supported by Jazz Jackrabbit. The first ones that come to mind are these - {~}

Love & Thunder
Dec 30, 2013, 11:07 PM
Well, if the Plus devs wanted to add them, I would be willing to help. Some of the characters would be slightly harder than others, but -- again -- I'd still be willing to help.
The main thing I'd need is a list of characters that I'd need to make.

Violet CLM
Dec 30, 2013, 11:51 PM
One can pretty easily see which characters are currently missing at which sizes by running Jazz Sprite Dynamite. (I make no comment at this time about whether this is something that will matter come next release.)

Here's another idea for plus, why not include the new language files for JJ2?
You could ask basically the same question for <em>anything</em> people have made in the last fifteen years, which is kind of a weaselly answer, but there you go. (Heck, since all that's really important is plus.dll and one .exe or another, you could make your own compressed archive if you wanted to.) If there comes a time that the normal Plus distribution includes language files, it'll be because Plus itself supports them, i.e. Domination would sometimes be called Domination and sometimes, I dunno, <i>Beherrschung</i>?

Seren
Dec 31, 2013, 01:55 AM
There are really a handful of characters not supported by Jazz Jackrabbit. The first ones that come to mind are these - {~}
This is not entirely true, you see.
http://img812.imageshack.us/img812/43/gcf1.png

Love & Thunder
Dec 31, 2013, 02:00 AM
The problem with me opening up JSD is that I do not possess a working installation of JJ2. Perhaps I'll expand on that at some point, perhaps not.

In any case, if extra language files are not going to be an official Plus feature, then this is kind of a moot point.

EDIT: Also, Sir Ementaler, is that actually from JJ2?

Seren
Dec 31, 2013, 02:14 AM
Straight from it.
bool onDrawAmmo(jjPLAYER@,jjCANVAS@ canvas){
canvas.drawString(0x8000,120,"~",STRING::MEDIUM);
return false;
}

Slaz
Dec 31, 2013, 10:54 AM
Now that I think about it, isn't it about time this gets fixed?

http://imageshack.com/a/img827/6469/7lyh.png

It happens by starting plussified JJ2 in fullscreen mode (thus by exiting it in fullscreen last time you played), and doesn't ever happen in vanilla JJ2.

I think this bug was already there since one of Blur's releases, and has been pestering the (almost) always fullscreen player that I am. :roll:

liron2319
Dec 31, 2013, 12:17 PM
this not work for me...........
someone can give me maybe the base game download???

Violet CLM
Dec 31, 2013, 01:30 PM
This website is not in the business of distributing commercial software, but it's really not too hard to find on your own.

XxMoNsTeRXM
Jan 4, 2014, 03:07 AM
Now that I think about it, isn't it about time this gets fixed?

http://imageshack.com/a/img827/6469/7lyh.png

It happens by starting plussified JJ2 in fullscreen mode (thus by exiting it in fullscreen last time you played), and doesn't ever happen in vanilla JJ2.

I think this bug was already there since one of Blur's releases, and has been pestering the (almost) always fullscreen player that I am. :roll:

I also have this problem, and what I do to fix it is when I open JJ2+ I press very fast Alt+Enter (the easy way to do it) or you enter in JJ2 and make it in window mode and then enter back in JJ2+ (the hard way to do it). When you got there you can press Alt+Enter to make it fullscreen and it will work.

When I got this problem I thought I won't be able to play on JJ2+ again.

szmol96
Jan 4, 2014, 09:55 AM
I have an idea for a save command in AS. To express it more widely, I'll explain. So, there would be a function in AS that would save values of integers, booleans, floats, etc. to a seperate file, that could be later loaded with a load function. That is useful, because in Single Player levels, for example, if I have a bool depending on the visit of a place in level 1, the script of level 2 could load this bool, and the events would depend on the player's actions. I think it's not that hard to implement, so please give it a try. Thank you.

Slaz
Jan 4, 2014, 03:49 PM
I also have this problem, and what I do to fix it is when I open JJ2+ I press very fast Alt+Enter (the easy way to do it) or you enter in JJ2 and make it in window mode and then enter back in JJ2+ (the hard way to do it). When you got there you can press Alt+Enter to make it fullscreen and it will work.

I always start JJ2+ with the -menu flag as it will somehow open JJ2 to a maximized window, and then press Alt+Enter to go fullscreen. But it would be a lot better for this problem to be fixed altogether.

Perhaps it has something to do with the initialization of the intro movies? For me, it does go fullscreen for a sec according to my monitor, but immediately quits as soon as the Epic intro should begin..

Hare
Jan 8, 2014, 03:05 AM
this not work for me...........
someone can give me maybe the base game download???

This vendor has a few copies. Just the disc. I asked about it and they say they got them as surplus and they aren't burned copies.

You never know, though. I'm going to try to order one next month. Now if only I can find a genuine copy of TSF.

http://www.ebay.com/itm/Jazz-Jackrabbit-2-CD-Nonviolent-sequel-game-Win-XP-Vista-7-32-bit-Ages-6-/310658135865?pt=Video_Games_Games&hash=item4854aaf739

KRSplatinum
Jan 8, 2014, 07:26 AM
On a side note, currently the link to download example levels from J2O on the first page of this thread is broken. You can change it to http://www.jazz2online.com/jj2plus/plus-examples.zip ;d

Love & Thunder
Jan 8, 2014, 07:52 AM
Now if only I can find a genuine copy of TSF.
I (http://www.amazon.de/gp/product/B0000696G1/ref=twister_B00008IXNE?ie=UTF8&psc=1) don't (http://www.amazon.de/Jazz-Jackrabbit-2-Secret-Files/dp/B00006FSBX/ref=sr_1_7?ie=UTF8&qid=1389199670&sr=8-7&keywords=Jazz+Jackrabbit) think (http://www.ebay.co.uk/itm/Jazz-Jackrabbit-2-The-Secret-Files-Complete-Boxed-OVP-CIB-PC-Computer-Big-Box-/231090660572?pt=LH_DefaultDomain_146&hash=item35ce13a4dc) that's (http://www.ebay.co.uk/itm/Jazz-Jack-Rabbit-2-II-The-Secret-Files-PC-Jackrabbit-von-Epic-Jump-Run-NEU-/360825035146?pt=DE_PC_Videospiele&hash=item5402d9198a) very (http://www.ebay.co.uk/itm/Jazz-Jackrabbit-2-Secret-Files-PC-gebraucht-/121231090641?pt=DE_PC_Videospiele&hash=item1c39efa3d1) hard (http://www.ebay.co.uk/itm/Jazz-Jackrabbit-1-2-Jump-n-Run-PC-Spiel-3-7-/321118477768?pt=DE_PC_Videospiele&hash=item4ac4271dc8). (That last one even includes the shareware version of JJ1 on a floppy disk)

EDIT: Also, I recommend going for one of the big box ones, as the small CD case ones are generally the LK Avalon version, and are therefore incompatible with Plus.

DennisKainz
Jan 14, 2014, 02:46 PM
Did you ever notice that the texture background fading with the back color starts at 1/4 of its distance and ends at 3/4 of its distance.
http://imagizer.imageshack.us/v2/800x600q90/827/tfnf.png
I think it should start at the very top of the screen and end at the very center of the zenith instead, to create a smoother effect. I suggest you do this in a further version.
http://imagizer.imageshack.us/v2/800x600q90/856/jtyi.png
And I would REALLY appreciate it if you could finally fix the bug making the textured background move at 3x the speed as layer 5. It has been annoying me for generations!

And one more thing ... Can you fix the AutoSpeed thing? If you change a layer's auto speed, the normal layer speed is set to 0, and that's annoying too!

And another suggestion is of allowing the player to use AngelScript to import a texture into the level from any 8 bit color, 256x256 sized image in the same folder as the level.

Thank you for your attention!

Violet CLM
Jan 14, 2014, 03:11 PM
Did you ever notice that the texture background fading with the back color starts at 1/4 of its distance and ends at 3/4 of its distance.
It is a bit odd that the fading doesn't start at the top/bottom of the screen, but you wouldn't want it to end any closer to the center, since the texture would just keep getting drawn smaller and smaller and it would look pretty silly. See colon2.j2l in 8-bit.
And I would REALLY appreciate it if you could finally fix the bug making the textured background move at 3x the speed as layer 5.

And one more thing ... Can you fix the AutoSpeed thing? If you change a layer's auto speed, the normal layer speed is set to 0, and that's annoying too!
We're not going to utterly change how layer speeds work, because that would mess with every single level ever made, but we might include an AngelScript flag or two for such things someday. Dunno.
It has been annoying me for generations!
um.

DennisKainz
Jan 14, 2014, 03:32 PM
The solution to satisfy both of us is to provide a command to regulate manually where you want the fade to start or end.

So you keep the fade end at 0.75 in your levels, and I change it to 1.0 in my levels.

And ... is it possible to determine the sprites used for the players? Or maybe just to make the players invisible so you can use jjDrawSprite upon them.

I found a way to use the score, lives and ammo to define stuff done flags that last between different levels, but I would really appreciate it if we could create global custom variables, who do not go lost when you restart or change level. For example, if you want to collect a key in the Mining level and use it to unlock a door in the Jungle level.

Sean
Jan 27, 2014, 11:46 AM
Ooh, here's a couple feature suggestions.

Calling votes for certain commands, say /vote kick 5, and then votes can be cast by those in the server. Also, voice chat.

Violet CLM
Jan 27, 2014, 12:02 PM
And ... is it possible to determine the sprites used for the players? Or maybe just to make the players invisible so you can use jjDrawSprite upon them.
Not in the current release, unless you want to sidestep the entire player physics and make your own engine from scratch with jjPLAYER::key* and jjPLAYER::cameraFreeze and jjMaskedPixel and so on. This may change. We'll see.
I found a way to use the score, lives and ammo to define stuff done flags that last between different levels, but I would really appreciate it if we could create global custom variables, who do not go lost when you restart or change level. For example, if you want to collect a key in the Mining level and use it to unlock a door in the Jungle level.
I'd appreciate that too... presumably the contents would be cleared whenever you join or start a server or local game, but would remain intact during cycling. Not totally sure how that'd look, though? Do you just have an array of 100 global integers? 256? Or what?
Calling votes for certain commands, say /vote kick 5, and then votes can be cast by those in the server.
I think blur might be working on something like this.
Also, voice chat.No.

Love & Thunder
Jan 27, 2014, 06:24 PM
Also, voice chat.
It's the JCF drinking game -- take a shot of vodka every time someone requests voice chat to be in Plus, and take a shot of whiskey every time someone wants to either make a new Jazz game, or remake an existing one.

Sean
Jan 27, 2014, 11:53 PM
I understand why the backlash but it could actually turn out well given the right regulations. Moderators are a-plenty in most online servers these days, and the well-done ones would help add a layer of interestingness to competitive style games, and some fun banter in the simple let's-have-fun ones. Should a server decide otherwise disabling voice chat for it could always be an option.

Toni_
Jan 28, 2014, 03:37 AM
A simply /gag option would be great to disable someone use a voice.

cooba
Jan 28, 2014, 04:20 AM
simplyThere is nothing simple about adding voice chat to JJ2+ and that's why we will not do it

KRSplatinum
Jan 28, 2014, 08:49 AM
Cooba/Vio if you won't make voice chat or voice recognition for plus, how's about speech synthesis instead? And automatic translations as well?

If some players have voice chat off, JJ2+ converts the speech to text, translates from Polish/Romanian to English/Spanish and says it aloud in the voice of Jazz, Spaz or Lori.

This could then be eventually upgraded to a full-fledged GPS navigation system.

And would it be possible to add features such as auto tune, random sentence generator, and add braille screen capabilities to assist game play for the blind?

It would be nice if every plus download came with a coupon for 50 free eBooks, too.

cooba
Jan 28, 2014, 09:17 AM
<img src="http://i.imgur.com/DJV0YK0.jpg" />

Slaz
Jan 28, 2014, 10:31 AM
After all geek-hard suggestions, here's a simpler one: How about making the already existing Turbo mode even harder? The thing is, I enjoy replaying old SP levels in Turbo mode but eventually came to notice that most levels are fond of PU's. The result is that most enemies will die in one hit anyway, making the Turbo difficulty barely noticable as long as you don't take more than 2 hits..

So to make Turbo even more fun:
1. Maybe do a x3 or x4 health multiplication on all enemies? I want to mash buttons JJ1 style!
2. Would it be doable to make all enemies move faster, also JJ1 style? A bit like the Schwartzenguard's chain sickle speed already does.

Violet CLM
Jan 28, 2014, 10:38 AM
JJ1's turbo increases each enemy's toughness by one--although the flying snake enemies end up getting huge boosts from that--so we followed suit. It's not really possible to apply a blanket speed change to all enemies, but there's always the possibility of their getting special behavior modifications, like some already have for hard mode. There's next to no commitment to backwards compatibility attached to turbo mode, so if there are great ideas, they may happen.

Slaz
Jan 28, 2014, 11:31 AM
Well, at least JJ1's enemy toughness increase is noticable at any point in-game as it doesn't have weapon PU's, unless you count the RF missiles up-close as a 2x damage. And I'm glad to hear that the turbo mode stands open for new ideas! First things that come to my mind regarding 'behavior modifications' are an increased amount of projectiles for enemies such as the Hatter, and wider jumping patterns for the Fencer and Helmut.

KRSplatinum
Jan 30, 2014, 04:07 AM
Backward compatibility is nice, but consider that no one should still be running Windows 95, 98 or 2000, so odds are you don't need to test anything there. Those people need to upgrade to at least Windows 7 by now, since JJ2 is kind of broken for Windows 8.

Slaz
Jan 30, 2014, 04:42 AM
I think Violet meant backwards compatibility with older levels. As changing enemy behavior might break some levels that heavily rely on that.

For example, what if you made the Floating Sucker move in a wider circle for Turbo mode (not a good idea imo, just an example). That would likely break levels that use them as a 'buttstomping bridge' to cross pits.

DoubleGJ
Jan 30, 2014, 05:30 AM
I don't think it'd break them, just make them much harder (which is desirable). I can't really think of any (logical) change to enemy behavior on Turbo that could break levels...

KRSplatinum
Jan 30, 2014, 08:27 AM
There's nothing you can do to enemy behavior that would "break" a level. Typically you can beat any level in JJ2 without destroying a single enemy. You just have to be able to reach the end point, and right now there's nothing an enemy can do to prevent that.

Slaz
Feb 1, 2014, 01:18 PM
For the original JJ2 SP episodes, yes. But some custom levels do rely on enemies to clear the level, like in that 'Floating Sucker buttstomp' example I pointed out some posts ago. While you'd have to get really zany with changing enemy behavior, you can definitely do something to break SP levels just by changing how enemies work.

Violet CLM
Feb 1, 2014, 11:34 PM
So hey, it's been a year since JJ2+ version 4.0 (http://www.jazz2online.com/jj2plus/plus-readme.html#lc012813) was released to the public! Actually a year and a few days, since I've been distracted and forgot to mention it on the anniversary proper. That's a year of typing <code>/ready</code> instead of running Get Me R. A year of shooting fireballs instead of pepper spray. A year of regenerating destruct scenery. A year of AngelScript.

How does it feel? And where do you think we'll be next year?

Superjazz
Feb 2, 2014, 12:02 AM
It feels FUNtastic. Next year we will be playing EM's first AS SP episode!

DoubleGJ
Feb 2, 2014, 12:11 AM
Feels good man. I've been putting some wonderful ideas into motion, making levels is fun again.

Slaz
Feb 2, 2014, 04:32 AM
JJ2 feels very lively with lots of servers online and active. And next year we'd hopefully have many custom levels released that utilize AngelScript in an Ozymandius-like fashion!

KRSplatinum
Mar 5, 2014, 09:23 AM
Got this log by opening JJ2+++ w/ Google for Windows 8...

LOG: GRADE (Build 98-194W), Executable: C:\Users\***\Google Drive\***\***.exe
LOG: Jazz Jackrabbit 2 version JJ2+ Beta v4.3 (2013-10-30)

WIN: Running Microsoft Windows NT version 6.2, Build 9200
CPU: Intel Pentium II processor found
CPU: Processor Vendor ID 'GenuineIntel', Family 6, Model 10, Stepping 9
CPU: Processor Features BFCBFBFF (FPU, MMX)
VID: Checking for available video modes
VID: DirectDraw v6.3.9600.16384 found
VID: Video memory 40868Kb (1Kb Free), AGP memory 1802240Kb (1802240Kb Free)
VID: Direct3D found
NET: WinSock v2.2 "WinSock 2.0", Status: Running, Host: Puget-109574
SND: BASS Audio Library v2.4
SND: Galaxy Music System v5.0a
SND: Detected DirectSound driver
---- Starting execution: invoke MainProg()

8 macro files found in current directory
Reading animation library
VID: Resizing display (DIBSection)
VID: Resizing display (DIBSection)
total memory 32159632, largest block 32882192
Normally exiting program

---- Exiting program
SND: Closing sound system
NET: Closing network system
WIN: Writing registry
VID: Closing display (DIBSection)
WIN: Closing window

Grytolle
Mar 6, 2014, 09:59 AM
Feels great! The advantages have been huge and the new bugs have been very minor.

A combination of that one winning shield, bug fixes, customizable /cstop and whatever other amazing stuff you come up with will certainly make for an even greater release next time!

Superjazz
Mar 6, 2014, 10:04 AM
Feels great! The advantages have been huge and the new bugs have been very minor.

A combination of that one winning shield, bug fixes, customizable /cstop and whatever other amazing stuff you come up with will certainly make for an even greater release next time!

Seconded.

Vegito
Mar 6, 2014, 10:36 AM
Seconded.

Thirded!

Loon
Mar 6, 2014, 10:42 AM
Thirded!

Fourthed!

Anubis
Mar 6, 2014, 10:42 AM
Thirded!

Forthed!

Lithium
Mar 6, 2014, 10:45 AM
Feels great! The advantages have been huge and the new bugs have been very minor.

A combination of that one winning shield, bug fixes, customizable /cstop and whatever other amazing stuff you come up with will certainly make for an even greater release next time!

Agreed!

king487
Mar 6, 2014, 10:46 AM
Fifthed

Treylina
Mar 6, 2014, 11:35 AM
I broke the combo.

I win: A crap-post medal.

Toni_
Mar 7, 2014, 07:04 AM
I agree with gry

Seren
Mar 7, 2014, 01:49 PM
The Plus staff really appreciates enthusiasm and positive feedback from all of you, especially since many of you don't visit the forum often so it appears that you came here just to share it. It's good to hear you like the direction the patch is going in because there was a time some of us were unsure if we're choosing the right development path but now that so many of you posted here, we're convinced we're doing the right thing!

Regarding cstop, we had many discussions about it and our conclusion (that we thought you knew about but you must've forgotten) is that it's best to keep it the independent project (http://jazzjackrabbit.net/?league=1&season=1&op=forumz&watte=viewtopic&topic=453) it currently is. We think this solution has many advantages on both sides: our team is not convinced its customizability is a feature that's worth implementation in the patch and at the same time keeping it an external project of a person more associated with the jjnet community than any of the JJ2+ staff members will ensure that it's up to date with all of the competitive community's needs that our patch often can't keep up with.

It's nice to hear you're excited about other features the next release will bring though, even if you have completely no idea what most of them are. That just demonstrates the great trust you have in us and we hope not to let you down.

Violet CLM
Mar 7, 2014, 05:05 PM
we should probably post a screenshot again someday
hmmm

Stijn
Mar 8, 2014, 05:22 AM
We think this solution has many advantages on both sides: our team is not convinced its customizability is a feature that's worth implementation in the patch and at the same time keeping it an external project of a person more associated with the jjnet community than any of the JJ2+ staff members will ensure that it's up to date with all of the competitive community's needs that our patch often can't keep up with.
This is a really long sentence!

Anyway, is it really that difficult to make cstop read the amount of seconds it counts down from an ini setting rather than from a hard-coded constant? Seems trivial to me to patch in and while it doesn't address everything that user patch offers it'd make a lot of people happy, I gather.

I mean, the code is literally "countdownStartPos = 5;". Seems feasible to me to make that a user setting instead.

cooba
Mar 8, 2014, 05:57 AM
The difficulty of the implementation is not the question.

Private messages in chat would also be trivial and would make a lot of people happy, but will not happen.

Stijn
Mar 8, 2014, 06:00 AM
But why not? People have asked for a way to change the countdown time for cstop. It seems trivial to implement. I don't really see any downsides to having the option available. What's the problem here?

cooba
Mar 8, 2014, 06:18 AM
1. Making the countdown customizable is in the same "shit compromise" tier as /maxspecresolution or whatever was suggested before 4.2 came out with free mouse spectating. JJ2+ has enough shit compromises as it stands.

2. The few above posters don't even care for customizability as they care for the time to equal 3. In which case, it is a pointless request since nobody would ever set it to 1 or 15 or something, if it were customizable.

3. Then you may ask, why not just set it to 3, period? SE (currently the main coder) has a good reason:People who want 3 seconds do so because they want to be able to dedicate themselves to another task more quickly. Which is bullshit. There's no task that you can wait 3 seconds for (+ time it takes to type the command) but can't wait 5 seconds. If you encounter a real emergency during a ladder match, as long as you're not an addict, you won't even type a command.

Lithium
Mar 8, 2014, 06:49 AM
1. Making the countdown customizable is in the same "shit compromise" tier as /maxspecresolution or whatever was suggested before 4.2 came out with free mouse spectating. JJ2+ has enough shit compromises as it stands.

What is the point you're trying to make with "compromises"? I thought JJ2+ as a patch is meant to suit the community which is using it, and so any ideas submitted by it should be considered and treated objectively. There are no "compromises" to make; if the patch is intended for us to use, then good ideas we suggest and require should be implemented, no?

2. The few above posters don't even care for customizability as they care for the time to equal 3. In which case, it is a pointless request since nobody would ever set it to 1 or 15 or something, if it were customizable.

How do you know that? While I'm sure three seconds would be the optimal countdown time (the laddering community seems to think so, at least), how can you be so sure people wouldn't be experimenting with other cooldown times? It's like saying /maxscore should only have preset settings of 10, 15 and 20, because "nobody would ever set it to anything else".

3. Then you may ask, why not just set it to 3, period? SE (currently the main coder) has a good reason:People who want 3 seconds do so because they want to be able to dedicate themselves to another task more quickly. Which is bullshit. There's no task that you can wait 3 seconds for (+ time it takes to type the command) but can't wait 5 seconds. If you encounter a real emergency during a ladder match, as long as you're not an addict, you won't even type a command.

Like I said, you cannot be sure three seconds would be the only used setting. Again, you're assuming stuff: "real emergencies", "addicts", blah blah blah. Waiting ten seconds for a game to pause and resume is bullshit, not what you mentioned above.

KRSplatinum
Mar 8, 2014, 08:03 AM
Personally i use cstart a lot for playing in camel duels.
İ never had a problem with 5 second countdown but if it were 3 seconds it wouldnt be respected by people who play duels because it would cause them to lack preparedness.
İf it were 10 seconds, İ would consider that official for a clanwar, but İ cant afford to spend that much time waiting, if İm just looking for a not serious match.

İn the past it was customary to get ready before the countdown started. So that way, you can apply your own timing to the start of the game, without requiring more keystrokes to alter the countdown timer. İts just easier to do it mentally than manually for counting time.

Stijn
Mar 8, 2014, 10:20 AM
It seems very strange to me that just because people will choose either 3 or 5 seconds and not use the full spectrum of possibilities offered by a customization option, you chose not to implement the option at all. As I said before, it seems a rather trivial task to implement this, so it wouldn't be a waste of time - and neither would it be a compromise, because you're implementing a feature people have almost literally been asking for - not much of a compromise about that I'd say.

Violet CLM
Mar 9, 2014, 02:24 AM
we should probably post a screenshot again someday
hmmm
<img src="http://media.moddb.com/cache/images/mods/1/23/22047/thumb_620x2000/bluebird.png" alt="Flip the Bird" />
This one's pretty old, but I guess I don't know if you'd all have seen it.

Personally I appreciate the thoughts being posted here about /cstop, particularly Lithium's "JJ2+ as a patch is meant to suit the community which is using it." It's really something of a two-way street, but we are certainly trying to help here, and if doing something this minor could make a big difference in how people perceive JJ2+, then that's a good argument in its favor. In an ideal world, after all, the installbase only gets bigger over time...

Love & Thunder
Mar 9, 2014, 05:12 AM
In an ideal world, Epic give us the source code and begin selling first-hand copies digitally with Plus pre-installed(Also, thumb screws are the dominant screws, and DC continuity is possible to keep up with).

Anyway, feature suggestion: Even out the amount of ammo stomping/kicking Powerups gives you(Not sure if this has been suggested before).

Lithium
Mar 9, 2014, 05:21 AM
Personally I appreciate the thoughts being posted here about /cstop, particularly Lithium's "JJ2+ as a patch is meant to suit the community which is using it." It's really something of a two-way street, but we are certainly trying to help here, and if doing something this minor could make a big difference in how people perceive JJ2+, then that's a good argument in its favor. In an ideal world, after all, the installbase only gets bigger over time...

Thank you! I'm sure most of the community, not just me, would appreciate it if you decided to add the feature, no matter how minor it might be to you.

cooba
Mar 9, 2014, 02:00 PM
I thought JJ2+ as a patch is meant to suit the community which is using it, and so any ideas submitted by it should be considered and treated objectively.This is funny, since if anybody were to say that about the Zeal servers on jjnet in 2012, they'd hear "the community doesn't own the servers!" from every Zeal admin possible.

Sean
Mar 9, 2014, 08:50 PM
And yet the Zeal servers are completely irrelevant and a separate issue entirely. JJ2+ is far more of a collaborative project and only logically should take more community input as to how different aspects of it should be tweaked. Please don't bring up irrelevant topics to try to lend credence to your position.

Violet CLM
Mar 10, 2014, 12:11 AM
Question: would there be any desire for an altered (or customizable) <code>/cstop</code> if <code>/start</code> and <code>/stop</code> weren't unhelpfully banned on Camel servers? If so, what would be the proposed use case/s?

KRSplatinum
Mar 10, 2014, 01:24 AM
Maybe /CSTART and automatically set max players to the number of currently active players?

For example...

if DM were to ladder GPW, that would be useful for playing 3v3 only, which in Camel duels requires a maxplayers of 8 to prevent interruptions during officially registered games. Setting maxplayers above 8 allows joiners to enter the server, spectate off and defy the purpose of playing competitive ladder rather than playing casual duels. In 2v2 ladders it's necessitated to have only 6 players in Camel duels - 2 on both teams, 1 for the host CPU and 1 for camel duel's backup CPU.

cooba
Mar 10, 2014, 06:03 AM
And yet the Zeal servers are completely irrelevant and a separate issue entirely.Hmm, no. Both were/are personal projects that the community had/has a priviledge to use, not a right.

We always take input. Doesn't mean we always agree with it.

And in the meanwhile, you can always say /stop three seconds after /cstop.

Stijn
Mar 10, 2014, 06:42 AM
Hmm, no. Both were/are personal projects that the community had/has a priviledge to use, not a right.

We always take input. Doesn't mean we always agree with it.
But that doesn't mean it makes sense to disagree with input for what seems to be arbitrary reasons. Sure, the JJ2+ developers can implement whatever they want. But if the stated goal of JJ2+ is to improve players' JJ2 experience, and multiple players indicate that this in particular is a feature that would help in doing that, and the feature is easy to implement with no negative side-effects... I don't really understand what the problem is with listening to these players.

Grytolle
Mar 10, 2014, 09:26 AM
Question: would there be any desire for an altered (or customizable) <code>/cstop</code> if <code>/start</code> and <code>/stop</code> weren't unhelpfully banned on Camel servers? If so, what would be the proposed use case/s?
No, not with the current implementation of /stop. /cstart is not really an issue, even though it could be made customizable as well for symmetry or something. It is obvious why people would want to use a countdown in the first place. After all, before JJ2+ (and the patches that preceded it) we used to do it manually.

The reason we requested /cstop in the first place was that a lot of conflicts occured when people would /stop games without a warning. Sometimes it even went as far as purposeful abuse, players writing /stop when an opponent was above a pit or simply in order to annoy the other team.

For the life of me, I cannot see any objective reason why not to implement /cstop. /Smhealth and /maxplayers seem to be just as trivial settings and customization is in and of itself a virtue, especially when it is very clear that one group of people has a clear personal preference for three seconds and one for five seconds.

Perhaps you will be able to conjure up some kind of argument as to why a customizable /cstop would be inconsistent with the other JJ2+ functionality or the vision behind the project, but what has been communicated so far certainly has not been very convincing.

The reason why no one has been constantly bugging you about /cstop until now is because it remained in the list of future features. We, but perhaps I can only speak for myself here, think it is quite legitimate that you guys spend your time pursuing the ideas that interest you personally (up until the last release Angelscript and singleplayer improvements seemed to be the main interest, next to Jerry's 3D efforts), as long as you keep the door open. "Sorry, no one has the time or will to do it right now, but perhaps it may definitely happen some time in the future."

Unfortunately, you have one person on the active team who has, admittedly for quite hilarious reasons, made this issue personal. This is the second time already that (s)he has tried to shut down any plans of implementing this much sought for feature request.

Be that as it may, I can understand why you guys would not want to make that person angry with you, seeing as he or she is a very active member of the JJ2+ development team and since (s)he would without a doubt remain angry at all of you for years. It would certainly reflect very badly on the rest of you if you would let his/her... mild obsession with this issue stemming from personal conflicts stop you from making such a minor and simple alteration to the patch compared to the things you are currently working on, but whatever, perhaps it is worth it.

Luckily, there is another possible solution that is a lot harder to argue with that zepect proposed to me recently: make /stop freeze everything completely so that there can be no issue of people falling into an unfavourable position. In that way, you can keep that one person happy - let's give him/her the benefit of the doubt and assume that (s)he would not complain about a perfected /stop implementation as well - all the while solving the real problem, which we have directly and indirectly been pointing to: people falling into unfavourable positions when the game is stopped.

Seren
Mar 10, 2014, 09:53 AM
Luckily, there is another possible solution that is a lot harder to argue with that zepect proposed to me recently: make /stop freeze everything completely so that there can be no issue of people falling into an unfavourable position.
I'd like to mention "recently" in this sentence means 4 months ago which is when zepect initially discussed this idea with you and the rest of Camel Staff. Which was the event that convinced me that it is widely known by now that this feature will be implemented but apparently that's another thing you forgot.

cooba
Mar 10, 2014, 10:04 AM
/stop freezing time is a good idea, I agree. In fact I agreed with this a while ago.

[2013-11-04 19:57:29] coobae: terrible idea for /stop: set gravity to 0 if nomovement is on
[2013-11-04 19:58:41] dashwave: nomovement would do that
[2013-11-04 19:58:51] zepect: no
[2013-11-04 19:59:05] zepect: for example if you jump over a pit and /stop with nomovement, you'll fall and die
[2013-11-04 19:59:13] dashwave: use SE's braid library to freeze time

Grytolle
Mar 10, 2014, 10:14 AM
In that sentence, it means a day or two ago. And you must have forgotten it yourself too, SE, otherwise you would no doubt have thought of mentioning it when trying so hard to construct arguments why not to implement a customizable /cstop. Furthermore, there was no reference to that feature renduring it obsolete when closing the issue.

Nevertheless, glad to see everyone agree (so far) (y)

Seren
Mar 10, 2014, 10:52 AM
And you must have forgotten it yourself too, SE, otherwise you would no doubt have thought of mentioning it when trying so hard to construct arguments why not to implement a customizable /cstop.
As I said, I was convinced you're aware of it and for whatever reason want cstop implementation regardless, especially since over half of people supporting you were present during the conversation as well, therefore I had to choose my arguments accordingly. Additionally, the concept of freezing the game is independent of cstop and I don't recall us thinking of it as a substitute, it's more of a general fix that everybody in the team knew will have to happen sooner or later. I didn't see much of a link between the two, I didn't know if one solves the other for you, and since it appeared to me that it doesn't, I didn't bring it up. The topic of using cstop in order to avoid people falling down wasn't even touched before your latest post. The protest both here and on Skype took the form of shouting "we want customizable cstop!" and not "what we want is a more convenient way to stop the game and prevent players from falling down", where the former sentence was found by us to be unreasonable while the latter would give you an immediate answer: "we're on it".

Grytolle
Mar 10, 2014, 12:41 PM
Alright, so in other words you operated under the faulty assumption that we remembered the plans for /stop and we were wrong to assume that you guys knew why /cstop was created in the first place or that it was such an obvious thing to figure out. Coming to think it, it is quite possible that none of you were active at the time, so I have no doubt that this was an honest mistake your part just as it was on ours. :)

That said, there are still no downsides at all to making /cstop and /cstart customizable, except that someone with the ability has to take the time to do it. Even if there isn't a big problem anymore if the gameplay situation isn't affected by stops, people will still appreciate having a second or two's notice and the ability to test out what is the optimal /cstop time for their purposes. I can respect that none of the developers that have posted here personally have any interest in doing it, but saying 1) that it's a bad idea and 2) that it mustn't ever be done doesn't make sense at all, since the people who prefer it as it is can simply stick to the default setting.

Edit: Creating a simple way of triggering a function with X ms delay would probably be very useful for Angelscript as well

cooba
Mar 10, 2014, 11:35 PM
<img src="http://i.imgur.com/aMkZIxt.png" />

Love & Thunder
Mar 11, 2014, 03:12 AM
Wow, there's a lot in that screenshot. But, I'm sure everyone can agree on the main thing to take away from this shot -- Cooba's gun sprite is messed up.

Anyway, so that stop had a countdown, the stop paused everyone's movements, and -- truly the most important thing in this shot -- Violet is better at battle than Cooba.

(Now leaving sarcasm) Anyway, looking good so far! I must admit, I did always think that stopping a battle would work the best if it also stopped falling. Not sure why I didn't mention it before. XD

DoubleGJ
Mar 11, 2014, 07:59 AM
Wow, there's a lot in that screenshot. But, I'm sure everyone can agree on the main thing to take away from this shot -- Cooba's gun sprite is messed up.
it's not messed up, it has the same palette entries as his actual gun

Love & Thunder
Mar 11, 2014, 11:55 AM
Did not notice that.
(I forgot you could do weird stuff to your colours with registry editing/external programs)

Violet CLM
Mar 11, 2014, 12:39 PM
truly the most important thing in this shot -- Violet is better at battle than Cooba.
<del>cooba discovered weapon 0 by accident and we were trying to figure out how to reproduce it and killing him a lot seemed the likeliest solution</del> <ins>YES YOU ARE CORRECT THANK YOU FOR NOTICING MY PROWESS</ins>

Torkell
Mar 12, 2014, 01:12 PM
We're not supposed to say anything about weapon 0. Especially not about how to get it by roasting cooba :p

XxMoNsTeRXM
Mar 16, 2014, 06:05 AM
I got a problem.
http://i.imgur.com/vwaZ5k8.png
Non-terminated string literal
I terminated the string literal. Just take a look closely at 16, 70. Where I made that little line.

Seren
Mar 16, 2014, 06:37 AM
You didn't really have to post a screenshot, code would be enough. But since you already did and apparently use Notepad++ yet edit scripts in plain text mode, I think it's fair for me to advertise AngelScript syntax highlighting patch.
Your error is at the end of line 13. As the error message says, the string is not terminated. It's really not that hard to notice especially in your 18-line-long script but would be even easier if you used the aforementioned Notepad++ patch.

XxMoNsTeRXM
Mar 16, 2014, 08:37 AM
How can I make a Tuf Boss become an enemy?

Treylina
Mar 16, 2014, 10:37 AM
How can I make a Tuf Boss become an enemy?

If you want to get help about angelscript stuff then you're better off going to this thread:

http://www.jazz2online.com/jcf/showthread.php?p=482370#post482370

It also answers your question.

Superjazz
Apr 6, 2014, 04:32 AM
Bug discovered: I accidentally rolled the mouse wheel in the menus and the game crashed. I noticed that whenever I rolled the mouse wheel up in any of the menus I would get an AV, and rolling it down would make the game freeze permanently instead.

cooba
Apr 6, 2014, 05:15 AM
Yes, a fix has already been implemented in the next update.

incandescentembers
Apr 8, 2014, 10:46 AM
3 problems that I experience while using JJ2+ (I'm using 1.24 version)

Why music has to be in the JJ2 folder in order to be loaded into the game? I get "music does not exist" each time I try to load music from my music folder or any other, even from the directory which itself (that directory) is located in JJ2 folder...

I don't know why but a LOT of times the music turns off and the volume sets to minimum in JJ2 sound options... Especially when I run a lvl from JCS.

The cheat jjfly VERY OFTEN does not work. I type it several times and nothing. SOmetimes after 10th time it will work, while ALL the other cheats work perfectly after the first type. That's pretty annoying, especially if u play those "underground" levels where u tend to stuck a lot, and jjfly + jjnowall is the only way out...

Love & Thunder
Apr 8, 2014, 11:41 AM
I don't know why but a LOT of times the music turns off and the volume sets to minimum in JJ2 sound options... Especially when I run a lvl from JCS.
That's happened to me since I first got the game, back when it was still new. I always meant to suggest this as a Plus bugfix, but I always forget. XD

VashMM
May 3, 2014, 08:53 PM
So, I downloaded this again and ran it, and it's telling me it's outdated when I log into a server.

Solution?

KRSplatinum
May 3, 2014, 09:30 PM
So, I downloaded this again and ran it, and it's telling me it's outdated when I log into a server.

Solution?

There will be a new plus release. Wait for it.

Violet CLM
May 4, 2014, 12:05 AM
<a href="http://djazz.mine.nu/apps/sgip/">SGIP</a> can tell you what version different servers are running. Most are 4.3 nowadays, but if you join anything else&mdash;4.2, 3.0, 5.0, whatever&mdash;it may get a little confused sometimes.

Treylina
May 4, 2014, 10:28 AM
Likely case, the hosts version is outdated...
Ignore The Server jj2+ version incompatibility, it uses an old version of plus because JJM.

Unless you accidently decided to download an old version.

Merlyn
May 7, 2014, 08:37 PM
Blimey this has all moved on a bit since I was last here! Nice job guys!

Waker
May 13, 2014, 06:07 AM
I can't seem to make it work on Windows 8 :(

had some problem generating the file + but with XP comp. mod XP SP2 works.

Everytime I open the .exe generated by plusifier I get:

Fatal Application Error

Jazz Jackrabbit 2 signaled the following internal error:

Could not set video mode 540x480x16 with Any compatible mode

Make sure that this mode is supported by your adapter and that drivers for your video board are properly installed. If you have not installed DirectX, please do so.

Please solve this problem and restart Jazz Jackrabbit 2.

Okay solved it. I didn't have DirectX installed.

I have a question though, Is there a way to increase the resolution? :/

KRSplatinum
May 13, 2014, 01:13 PM
There are programs such as bigjazz by Grytolle which do allow higher resolution.

Grytolle
May 15, 2014, 08:28 AM
by neobeo*

fuschiairis
May 16, 2014, 12:29 PM
Thanks !

BadaboomAri
Jun 2, 2014, 11:41 PM
Was thinking about how the /ready command is going to work if the new No movement will freeze everything. Any ideas?

KRSplatinum
Jun 3, 2014, 05:39 AM
Was thinking about how the /ready command is going to work if the new No movement will freeze everything. Any ideas?

Make it work the exact same as it already does? :p

Violet CLM
Jul 7, 2014, 03:19 PM
I don't have any big announcement or inspiring words planned out here or anything, but for the record, today is the second anniversary of blur's opening up the source code to JJ2+ and our team taking over development. (Okay, I didn't actually manage to compile the project until the 10th, but still.) The very first change I made was to make the gem ring "length" parameter work. Since then we've established something of a tradition of changing <em>something</em> about gem rings in pretty much every release, and the upcoming 5.0 will be no exception to that...

Anyway, we're not at release point yet, but it's been a very exciting couple of years, and thanks for sticking with us! Have a tiny teaser shot of powered-up electroblaster:
<a href="http://tinypic.com?ref=b7cgie" target="_blank"><img src="http://i58.tinypic.com/b7cgie.png" alt="it's blue"></a>

Lithium
Jul 8, 2014, 02:52 AM
I don't know if it has been suggested earlier, but would there be a possibility of making a command that force-spectates idlers instead of kicking them?

cooba
Jul 8, 2014, 03:35 AM
That's something to consider. I can imagine removing /kickidlers and replacing it with something like /idletreatment, with the options: none, kick, spectate.

There could even be another option, where players who idle become "ghosts" that active players can't interact with (no collision, no shooting, etc). I vaguely remember SE telling me that it's stupid, though. :drugs:

Lithium
Jul 8, 2014, 09:58 AM
Both of those options sound good :p

Louis K
Jul 8, 2014, 08:59 PM
<a href="http://tinypic.com?ref=b7cgie" target="_blank"><img src="http://i58.tinypic.com/b7cgie.png" alt="it's blue"></a>

Wow. Much better than before! Looks promising.
But what about damage? still 1? or 2?

Treylina
Jul 9, 2014, 03:16 PM
Wow. Much better than before! Looks promising.
But what about damage? still 1? or 2?

You can give electro PU 2 damage already with /strongpowerups on. It's admin only, though the reason powered pepper and electro dont give 2 damage, was keeping the levels in mind that treat it more like an ammo box (which is only a small handful and most play them with fireball on anyway). And for backwards compatibility with non plus players, I guess. However, I think strongpowerups should be on by default so players actually notice the fix (and start utilising it more in levels). Players aren't going to read walls of text to find what features there are.

Violet CLM
Jul 10, 2014, 05:33 PM
I think strongpowerups should be on by default so players actually notice the fix (and start utilising it more in levels).
Perhaps. People do turn it off, though, because EB is so much more powerful with mouse aim turned on than the level designer usually intended it to be, and its having a working powerup just takes that a step further.

cooba
Jul 11, 2014, 01:32 AM
Powered up gun 9, with strong powerups and mouse aim enabled, essentially becomes Laser Shield Lite, so I would be wary of enabling it by default.

Treylina
Jul 11, 2014, 03:08 PM
Perhaps. People do turn it off, though, because EB is so much more powerful with mouse aim turned on than the level designer usually intended it to be, and its having a working powerup just takes that a step further.

That would count if mouse aim was enabled by default, when most of the time it's not (and shouldn't be by default since the game originally wasn't designed with it in mind, while powered pepper and electro were supposed to give 2 damage).

szmol96
Jul 24, 2014, 05:50 AM
Can you add a hook named onDeath with killedBy, killedWith arguments to determine who or what and with what weapon has killed the player? If I'm asking for something impossible, then just ignore this post.

EDIT: Also, scrolling the mouse wheel in the serverlist gives an Access Violation.
EDIT 2: To be more accurate, it doesn't apply to the serverlist only, but the whole menu system and it is only scrolling down. Scrolling up in the main menu made JJ2 non-responsive.

Toni_
Jul 29, 2014, 02:49 AM
Today, while spectating a game, Player had 1 ammo non-PU bouncer. He shooted the PU and still god 1 ammo. He shooted then, and had 19 ammo of PU bnc, without collecting any other ammo. I guess it's a spec bug.

cooba
Jul 29, 2014, 03:44 AM
Also, scrolling the mouse wheel in the serverlist gives an Access Violation.Yes, a fix has already been implemented in the next update.

szmol96
Jul 31, 2014, 10:29 AM
Oops, I forgot about the previous page. My bad, sorry 'bout that.

Violet CLM
Jul 31, 2014, 11:35 PM
<a href="http://www.moddb.com/mods/jazz-jackrabbit-2-plus/images/jazz-1-diamondus" title="Jazz 1 Diamondus - Mod DB" target="_blank"><img src="http://media.moddb.com/images/mods/1/23/22047/Jazz2-plusOJ-003.png" alt="Jazz 1 Diamondus" /></a>

resume TEASER MODE

AvalancheMaster
Aug 1, 2014, 01:45 AM
Woah.
Woahwoahwoahwoah. Wait a minute. JJ1+?!?! With textured backgrounds?

XxMoNsTeRXM
Aug 1, 2014, 06:08 AM
Are you working on JJ2+ Beta 5.0? That's cool then. Will it be a big update?

cooba
Aug 1, 2014, 07:17 AM
Will it be a big update?It's probably the biggest we've done yet.

Black Ninja
Aug 1, 2014, 09:28 AM
The teaser image boggles my mind for several reasons.

Hype mode activated!

XxMoNsTeRXM
Aug 1, 2014, 10:20 PM
It's probably the biggest we've done yet.
When I saw the update from October 30, 2013, I said that's a cool update, if there's gonna be a bigger one than that, that's pretty cool!
;):cool::god::lori:

XxMoNsTeRXM
Aug 1, 2014, 10:46 PM
I have a problem in my as code, I am trying to make a variable a random number from 0 to 14 including 0 and 14 and I don't know how. I tried jjRandom() but that generates a random number, I cannot set it from where to where. And I want it to generate it from 0 to 14.

Violet CLM
Aug 1, 2014, 10:49 PM
<code>jjRandom() % 15</code>

But requests for AngelScript help go in this thread :)

XxMoNsTeRXM
Aug 2, 2014, 12:48 AM
<code>jjRandom() % 15</code>

But requests for AngelScript help go in this thread :)

Thanks for the help! Ok... next time I will write in that thread.

Obi1mcd
Aug 2, 2014, 03:33 AM
Jazz2-plusOJ-003.png
Hmmmmmmmmmm.
(looking great as usual!)

Love & Thunder
Aug 2, 2014, 02:24 PM
I'm assuming this means that JJ2+ will now officially support JJ1 level/sprite/music/etc. files thanks to Alister (http://www.jazz2online.com/jcf/member.php?u=34). If this is truePHYPE

(If you don't understand this joke, look up Jazz 1 cheats)

My only feature suggestion if this is true is Jazz 1 Co-Op.

Violet CLM
Aug 2, 2014, 03:10 PM
<a href="http://tinypic.com?ref=vrpmiw" target="_blank"><img src="http://i59.tinypic.com/vrpmiw.png" border="0" alt="Image and video hosting by TinyPic"></a>

golly it's like Newspaz's Sega Saturn hoax pics all over again

Love & Thunder
Aug 2, 2014, 03:23 PM
http://i.imgur.com/frnXxyM.gif
http://i.imgur.com/FoiToaZ.gif (http://i.imgur.com/pfeEAiR.gif)
(One gif could not possibly hope to convey my feelings about this)

Louis K
Aug 2, 2014, 08:41 PM
Nice screenshot! does that mean we can play JJ1 with high resolution like the JJ2?
Very interesting, but I hope it doesn't too distracting.

snzspeed
Aug 3, 2014, 03:03 AM
<a href="http://www.moddb.com/mods/jazz-jackrabbit-2-plus/images/jazz-1-diamondus" title="Jazz 1 Diamondus - Mod DB" target="_blank"><img src="http://media.moddb.com/images/mods/1/23/22047/Jazz2-plusOJ-003.png" alt="Jazz 1 Diamondus" /></a>

resume TEASER MODE

mieli = puhallettu (to the second power!)

Most interesting teaser screenshot so far. :D

Love & Thunder
Aug 3, 2014, 05:57 AM
Taking another look at that, I don't remember that BG texture being in the original tileset(Although I haven't used J1E in a while). Another thing I just remembered is that Violet did J1LES, so maybe this update will feature JCS+? :O (Unless I'm reading too far into this)

XxMoNsTeRXM
Aug 4, 2014, 12:53 AM
<a href="http://tinypic.com?ref=vrpmiw" target="_blank"><img src="http://i59.tinypic.com/vrpmiw.png" border="0" alt="Image and video hosting by TinyPic"></a>

golly it's like Newspaz's Sega Saturn hoax pics all over again
I saw a red rabbit in the picture, who else saw it? I guess that's the JJ1 Spaz?

Louis K
Aug 4, 2014, 02:02 AM
I saw a red rabbit in the picture, who else saw it? I guess that's the JJ1 Spaz?

I also saw it, but my guess, that is splitscreen play mode of JJ1(like a Local play splitscreen in JJ2)
look at that double HUD.

P.S.
then..
JJ2 - horizontal split.
JJ1 - vertical split(?).

Slaz
Aug 4, 2014, 06:49 AM
JJ2 - horizontal split.
JJ1 - vertical split(?).

JJ2 supports vertical split, but it's toggled by a byte in the level file instead of an ingame setting.

szmol96
Aug 5, 2014, 11:35 AM
I can't wait to see all the new features in action! :D

XxMoNsTeRXM
Aug 5, 2014, 10:23 PM
I also saw it, but my guess, that is splitscreen play mode of JJ1(like a Local play splitscreen in JJ2)
look at that double HUD.

P.S.
then..
JJ2 - horizontal split.
JJ1 - vertical split(?).

Oh... now I see, so it's splitscreen mode. It's vertical, in JJ2 is horizontal, but if you make your level in jj2 you can toggle how the splitscreen to be, horizontal or vertical.

XxMoNsTeRXM
Aug 7, 2014, 11:05 PM
I got an idea for JJ2+, can you add to display hearts above the player's name in Multiplayer, and you can enable or disable that?

Violet CLM
Aug 7, 2014, 11:09 PM
That would seriously impact how most multiplayer matches are played. It can be done in a .j2as pretty trivially, but I don't think it's something we'd want to put in the game proper, even as an option.

(We're considering whether we want to find some way of indicating that another player is currently chatting, though, in case people have strong feelings about honor and chat kills. No decision yet.)

Love & Thunder
Aug 7, 2014, 11:45 PM
in case people have strong feelings about honor and chat kills.
http://pics.livejournal.com/warrend/pic/00001r97
Worf approves.

XxMoNsTeRXM
Aug 8, 2014, 01:39 AM
That would seriously impact how most multiplayer matches are played. It can be done in a .j2as pretty trivially, but I don't think it's something we'd want to put in the game proper, even as an option.

(We're considering whether we want to find some way of indicating that another player is currently chatting, though, in case people have strong feelings about honor and chat kills. No decision yet.)

I tried to do it in j2as, but... when another player joins it crashes. I tried it. I started the server, then I opened another JJ2 Client and joined with that player about 4 times, and it crashed every time I joined.

hippox89
Oct 29, 2014, 04:19 AM
Hi! I have a simple question. How exactly do I use my mouse for aiming? I have it enabled in the Plus options, but I still cannot aim with my mouse? I also see that you can setup mouse binds, but they don't actually work? For example, I cannot fire with my mouse even though it is bound properly? It's like the game doesn't see my mouse at all.

I use version 1.23 + the latest Plus version

Thanks for the help

cooba
Oct 29, 2014, 07:47 AM
In Single Player mode, mouse aiming is enabled only in levels that allow it.

hippox89
Oct 29, 2014, 08:20 AM
Ah, okay, thanks for the reply.

Nonomu198
Oct 30, 2014, 02:23 PM
happy update anniversary

Jelly Jam
Oct 31, 2014, 12:12 AM
Here's an idea, pardon if it's stupid, but why not add MUCH more letters to jj2, such as arabic, chinese, or cyrilic, perhaps? If someone's able to draw them, that is.
Also, I would be happy to see letters like Đ,Č,Ć and Ž
БГДЂЖЗИЉЊПЋУФЦЧџШ, and much much more :(

cooba
Oct 31, 2014, 12:23 AM
That's in the plans (sort of).

Jelly Jam
Oct 31, 2014, 12:29 AM
yay(?) :)

Loon
Oct 31, 2014, 12:35 AM
Mysterious plans (we aren't supposed to know ;O )

Seren
Oct 31, 2014, 01:36 AM
Arabic would be nice, given the number of players who speak it, but for obvious reasons it's very unlikely to happen anytime in the near future (going right to left, symbols that change appearance depending on preceding and following symbols, &c.). There are currently no known active Chinese JJ2 players, or any other players from the Asian countries that use their own alphabets, so while technically we probably wouldn't mind implementing the appropriate character sets, it's not a priority, and I doubt anybody would feel dedicated enough to draw them. Cyrillic makes none of those problems and will probably be the first distinct alphabet to be implemented, although it's hard to even estimate when that would be. Out of the other letters you mention, Đ was always available in JJ2, and the other three should make it in even before the Cyrillic. A problem we'll run into in all of the aforementioned cases is the Windows-1252 encoding used by JJ2, which UTF-8 is not compatible with, and which is basically not expansible. There will be multiple incompatibilities with the existing parts of code that do anything related to text, from obtaining input to displaying it on the screen, because everything in JJ2 assumes single-byte characters. Therefore, yes, we have extending the character set in plans, but it will involve much more work than just drawing the glyphs and most people appear to be doing fine without them, so it doesn't look urgent.

Jelly Jam
Oct 31, 2014, 02:59 AM
Cyrillic makes none of those problems and will probably be the first distinct alphabet to be implemented, although it's hard to even estimate when that would be. Out of the other letters you mention, Đ was always available in JJ2, and the other three should make it in even before the Cyrillic.

Then i think cyrillic (and any other alphabet) can wait. But in everyday conversations in JJ2, letters such as Ž,Ć, and Č are kinda needed. I'm sure the situation is similar in other laungages as well, some people here are quite tired of using C as Č or Ć. Same with Z and Ž.
Pardon again if this post is stupid :P

XxMoNsTeRXM
Nov 2, 2014, 12:27 PM
Did v5.0 appeared? z (A player of Jazz Jackrabbit 2 +) showed me this: http://postimg.org/image/6dr7tz351/

Note I am desperately searching for a download.

cooba
Nov 2, 2014, 12:55 PM
No, that's fake.

Jelly Jam
Nov 3, 2014, 03:02 AM
happy update anniversary
Well it rly should be out by now :P. Note that it's been 1 year since the last update has been released. Some people were even saying it was supposed to come out at july this year.
The main reason I'm waiting for it is the new method of posting ladder pics to jjnet :)

cooba
Nov 3, 2014, 02:49 PM
Some people were even saying it was supposed to come out at july this year.Well, I can tell you that we weren't planning on releasing it on July.

But yeah, it's taking long, and we don't like that either.

Violet CLM
Nov 3, 2014, 09:52 PM
<img src="http://i.imgur.com/zAeAAnpl.png" />

KRSplatinum
Nov 10, 2014, 01:15 AM
I know I shouldn't bombard people with suggestions, but here's an idea I can't forget.

The morph crates always go Jazz->Spaz->Lori.

In addition to this, there could be crates that morph only to a specific character.

The crates could show the character's face to show who you are morphing into.

Treylina
Nov 10, 2014, 10:00 AM
I know I shouldn't bombard people with suggestions, but here's an idea I can't forget.

The morph crates always go Jazz->Spaz->Lori.

In addition to this, there could be crates that morph only to a specific character.

The crates could show the character's face to show who you are morphing into.

I guess the whole idea is that this suggestion is meant to be backwards compatible, but I'm not sure if it's practical, as non/old plussers wouldn't be able to see the new sprites, so they would likely freak out why they can't cycle characters.

Overall, it sounds like it would have a rather niche use (like tests where you have to hit a morph in the middle. It could probably help with making the jazzspaz test work in TSF, though it would require additional morphs or scripted morphs at warp targets.)

I don't reject the idea, just that it sounds low priority (I do a lot of the new in-game spritework.)

I think a character morph that would be more practical towards backwards compatiblity, is to have a spriteless one where you walk into it to morph (much like the frog morph, as long it isn't coop/sp only). And the number parameter effecting what character you'll change into. I suppose a bird one could be thrown in there too. But I'm no programmer, so maybe it's not possible.

http://s16.postimg.org/f1d24upqp/anim0003_EDIT.gif

Jelly Jam
Nov 10, 2014, 12:39 PM
http://s16.postimg.org/f1d24upqp/anim0003_EDIT.gif
That new morph box sprite looks SWEET 8D

Dune
Nov 15, 2014, 10:39 PM
Not to derail, but I can't seem to start my own thread. Can someone help me get online on OS X? I managed to get the game to run on Yosemite with wine. I believe I patched it correctly with wine but I'm not sure. I can't seem to get the online tools to work though. Any help is appreciated.

Treylina
Nov 16, 2014, 08:52 AM
Not to derail, but I can't seem to start my own thread. Can someone help me get online on OS X? I managed to get the game to run on Yosemite with wine. I believe I patched it correctly with wine but I'm not sure. I can't seem to get the online tools to work though. Any help is appreciated.

Just wait a day. Newly registered users can't make threads.

Sadly I can't help since I'm not a OS X user.

szmol96
Nov 22, 2014, 03:44 AM
I have found a bug in jjDrawSprite and onDrawLayer. They won't draw anything from sets MENU and VINE or they just draw an exclamation mark from MENUFONT.

Seren
Nov 22, 2014, 08:21 AM
I have found a bug in jjDrawSprite and onDrawLayer. They won't draw anything from sets MENU and VINE or they just draw an exclamation mark from MENUFONT.
When using drawSprite() from the canvas class or jjDrawSprite() the associated animation isn't loaded.
This is semi-intentional in order to mirror MCE behavior. <code>jjOBJ::draw</code> is presented as a wrapper for <code>jjDrawSprite</code>, and <code>jjOBJ::draw</code> doesn't load sprites as witness MCEs, so neither does <code>jjDrawSprite</code>. This could certainly be changed without likely breaking any intentional scripting behavior, but I thought I might as well mention where it comes from.
There is [a way to programmatically load missing sprites]: <code>determineCurAnim</code>.
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