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Primpy
Jan 18, 2015, 08:59 AM
So apparently there's no specific thread for making suggestions for Jazz Jackrabbit 2+. Ugh, it's obvious why there isn't one since it was pretty much my fault because of JJ2+ thread was closed. Sorry! Well, here you go. A thread where everyone is free to suggest anything that (in their oppinion) could be a new feature of Jazz2+.

Recently a lot of ideas about new JJ2+ features popped out of my mind, but I can't remember any of them but one: Multiplayer results. Well, it's not actually mine, but I saw it on the comments of a Youtube video and I thought it's interesting and useful. After a multiplayer battle/capture the flag game finishes, on the player's screen are displayed the results of the game. Here's a picture made by me that explains what I mean better:
http://i.imgur.com/FtgeoQH.png
I couldn't find a sheet containing the specific Jazz Jackrabbit 2 letters, so I used something similar. Let's say the game ended. This thing is displayed on your screen for a few seconds so you can take a good look at the game results. Also, instead of the sudden blackout of the screen and the game telling you to press any key to proceed, the multiplayer results can let you relax a little bit after the game has ended and look at each player's progress (kills/deaths). I forgot to add in the pic something such as "Next map: XXXXXX" but is not that important after all. The background music of the multiplayer results should be this one (https://www.youtube.com/watch?v=qFxlMlPEdZM) (also the source of the idea of multiplayer results). It's relaxing, "Jazzy" and matches perfectly as a results music.

Also, server voting would also be a thing. The player should be able to suggest stuff such as "map restart", "next map" or "kick *player*" and if the other people on the server agree, they can vote up and make that happen. If the majority denies with the vote or doesn't (want to) vote at all, it won't happen. Ugh, my lack of exprimation. It huurts!

Anybody else has a suggestion? Please leave it below. I hope Violet (Saaaaaam) notices this thread and reads our suggestions.

cooba
Jan 18, 2015, 09:05 AM
Multiplayer resultsThis exists in 5.0.

Primpy
Jan 18, 2015, 09:33 AM
This exists in 5.0.
Oh, I'm sorry then.

Violet CLM
Jan 18, 2015, 03:41 PM
I hope Violet (Saaaaaam) notices this thread and reads our suggestions.I read everything posted in this forum. (But "Violet" is fine, really.)

Anyway! cooba is right that there is something along those lines implemented, but it's not nearly as detailed as what you propose and it's something I anticipate seeing a lot more suggestions/complaints about once it's generally available. Your image is definitely visually appealing, though I think you're forgetting two rules of HUD design: be resizable to 320x200, and (more importantly) don't get covered up by chat. Still, there's no need to apologize--you don't know what's in 5.0 if it hasn't been announced, after all, and it's a reasonable idea that could invite further discussion.

Primpy
Jan 18, 2015, 09:30 PM
I read everything posted in this forum. (But "Violet" is fine, really.)

Anyway! cooba is right that there is something along those lines implemented, but it's not nearly as detailed as what you propose and it's something I anticipate seeing a lot more suggestions/complaints about once it's generally available. Your image is definitely visually appealing, though I think you're forgetting two rules of HUD design: be resizable to 320x200, and (more importantly) don't get covered up by chat. Still, there's no need to apologize--you don't know what's in 5.0 if it hasn't been announced, after all, and it's a reasonable idea that could invite further discussion.

Well, at least I know it's going to be implemented. Thanks for the answer :P

Borgia
Jan 18, 2015, 10:27 PM
During a game, no matter if it's CTF, Battle or anything, you can just keep pressing TAB to see your kill/death scores and those of other players. That's a good way of tracking all progress in-game. This 'Mulitplayer Result' screen doesn't add anything new (except maybe the Blue and Red list, but in CTF names are already colored red or blue, so...), it's just the same thing being forced upon everyone (it should be possible to disable it somehow). And if you want to 'relax' after a match, simply spectate or skip a round. No one says you have to play x matches in a row xD.

The owner of the server is the one who decides what should happen. And what if the owner is absent? You can vote until Judgment Day but nobody will be able to do shit because the one in charge, the one wielding admin powers, just happens to be doing something else. Okay, a moderator might do too, but still. Democracy in JJ2? Come on, He who controls the server is the absolute and only ruler. No opposition, no voting, no power for the masses. And even if there's a voting going on, the owner is allowed and fully capable to deny said voting.

Stijn
Jan 19, 2015, 12:11 AM
The owner of the server is the one who decides what should happen. And what if the owner is absent? You can vote until Judgment Day but nobody will be able to do shit because the one in charge, the one wielding admin powers, just happens to be doing something else. Okay, a moderator might do too, but still. Democracy in JJ2? Come on, He who controls the server is the absolute and only ruler. No opposition, no voting, no power for the masses. And even if there's a voting going on, the owner is allowed and fully capable to deny said voting.
Be ever judicious!

I think voting is a perfectly reasonable idea, especially for dedicated servers and perhaps even for things like JDC events. If most people in a server dislike the current level and there's not admin around, changing the level via voting beats having to look for a new server any time, I think.

I recall BlurredD talking about wanting to implement voting a while ago, but I don't think anything ever came of it.

Primpy
Jan 19, 2015, 12:30 AM
During a game, no matter if it's CTF, Battle or anything, you can just keep pressing TAB to see your kill/death scores and those of other players. That's a good way of tracking all progress in-game. This 'Mulitplayer Result' screen doesn't add anything new (except maybe the Blue and Red list, but in CTF names are already colored red or blue, so...), it's just the same thing being forced upon everyone (it should be possible to disable it somehow). And if you want to 'relax' after a match, simply spectate or skip a round. No one says you have to play x matches in a row xD.

The owner of the server is the one who decides what should happen. And what if the owner is absent? You can vote until Judgment Day but nobody will be able to do shit because the one in charge, the one wielding admin powers, just happens to be doing something else. Okay, a moderator might do too, but still. Democracy in JJ2? Come on, He who controls the server is the absolute and only ruler. No opposition, no voting, no power for the masses. And even if there's a voting going on, the owner is allowed and fully capable to deny said voting.

As I said, the sudden blackout is an awful ending of a game. You don't even have the time to see who won or see if you're in the top players. Lots of games have a multiplayer results screen after the game ended, Team Fortress 2 as an example. There's literally no satisfaction if you won the game and the screen suddenly becomes black and a new round starts automatically.

What if the owner is busy? The players are the ones who enjoy the map, not the owner. Voting should really be a thing. If the majority agrees, it must happen! "He who controls the server is the absolute and only ruler." Well if he wants us to play bad maps or get constantly killed by a hacker, we can simply change the server! Once again, this is a thing in TF2. Just because we're regular players that doesn't mean we don't have the right to make the server as confortable as possible. Of course, if this would be added, the owner still has the right to decide if he will enable voting or not. We're the players, we decide what map to play or who to stay on the server. This would also mean that I'll get kicked oftenly.

To add something to the voting idea, the server should be able to vote only if there are more than 6-8 players. No splitscreen votes, one vote for each person. If a player is being kicked, he won't be able to join the server for a short time, like a hour or something.

...ugh, it's just me or JCF didn't work for like an hour?...

Grytolle
Jan 19, 2015, 12:47 AM
Having a screen like this would definitely be useful in servers with /motorcycle on. And either way, more interesting than the current empty screen (which I automatically press away as soon as out appears).

XxMoNsTeRXM
Jan 19, 2015, 01:13 AM
Well the multiplayer results thing is a cool thing, but there's a thing that has to be added, the voting has to be added, it will be very useful, maybe the owner has a level that other servers don't have.

Stijn
Jan 19, 2015, 01:24 AM
...ugh, it's just me or JCF didn't work for like an hour?...
Yeah, there was a disk space problem which broke some stuff. It's fixed now.

Foly
Jan 19, 2015, 10:55 AM
I think it would be cool if it could show more statistics like assists, flags captured, flags lost or things like that. Also it would be nice to make it show up by tab in the middle of a game or after :)

Primpy
Jan 19, 2015, 11:16 AM
I think it would be cool if it could show more statistics like assists, flags captured, flags lost or things like that. Also it would be nice to make it show up by tab in the middle of a game or after :)

Yep, like in Team Fortress 2! Ugh, I can't find a picture of the results screen. For more inspiration, download TF2, join a server and press TAB. It will be shown a complex and still good looking aestethically status screen.

Also, the kills, deaths, flag captures or any other important events (if there are more) should be shown in the upper right corner of the game, not in the chat!

SAMI
Jan 20, 2015, 10:21 PM
What else needed in JJ2 is the ability to render at 1080p. But unlike bigjazz it should not create extra screen space. Just the 640x480 area screen stretched to 1920x1080. The reason I'm telling this because 640x480 resolution doesn't support in many monitors. Also, by the second thought; we should have the aspect ratio to 16:9 instead 4:3. Typically a widescreen. It may show some more extra tiles in left/ right. But if everyone have widescreen support, then its fair enough I guess. And now a days 4:3 is barely used. Having 16:9 aspect ratio hack in next JJ2+ would be nice.

Edit: Having screen resolution will also create extra rooms for chat and all other necessary info during game. Not all have 1080p, but most of screens supports 720p. So the HUD should be resized in 720p format.

KRSplatinum
Jan 20, 2015, 10:36 PM
My suggestion is to create an option to reveal full player colors in CTF game mode. It's a patch that some people use in Camel Duels, where blue/red fur colors aren't superimposed on the character models.

Another suggestion is to create an operating system within JJ2, like create a Notepad-like text editor that JJ2 can open, and JJ2 can save/load files creates by the text editor. But outside programs can't see the files because they are encrypted on the hard drive by JJ2.

Also, a good idea for plus is to create a minus feature. Like in Pokémon Silver and Gold, where you can play maps from Pokémon Blue and Red. Except in minus, only important features are taken away. No Spaz/Lori, only Jazz. No multiplayer either.

Also if the plus team feels like doing an extraordinary amount of work, one possibility is JJ2 to the power of an imaginary number. Like, instead of JJ2, it goes to JJ to the power of an imaginary number, for example JJ46, JJ98, JJ3.7. This would allow more random number generators in JJ2.

SAMI
Jan 20, 2015, 11:39 PM
Apart from all these things. What we really need is to remove the 246 colour limit. Hence we can create HD maps.

Also, we should be able to set FPS limit. Its a good thing that the FPS limit was set to 140. But not all monitors have 140 hz refresh rate. And most high refresh rate monitor have 120 hz. So 140 fps simply creates screen tearing/ flicker. Usually in windows 7 or older versions, this problem is solved due to tripple buffer and vsync. But in windows 8 due to direct draw issue, we need to turn those things off to play in full screen. So fps limit isn't set to that of monitors refresh rate in windows 8 and remains 140 fps causing all the problems. So we should rather have an option to set fps limit.

And as for windows 7 having no issues, we still cant set vsync on window mode. So it creates tearing of screen in window mode.

Fixing these issues are more important than any other thing.

Seren
Jan 21, 2015, 03:56 AM
Another suggestion is to create an operating system within JJ2, like create a Notepad-like text editor that JJ2 can open, and JJ2 can save/load files creates by the text editor. But outside programs can't see the files because they are encrypted on the hard drive by JJ2.
That's a very ambitious idea but I'm not convinced the majority of JJ2+ users would consider it useful. Since JJ2 is only meant to work on other operating systems, creating a system within it would always lead to having two operating systems active at the same time, possibly more if more JJ2 windows are open. For most users, this would consume a large percentage of RAM. Besides, I suspect that nearly every player has all or most of their HDD space assigned to their main operating system, meaning that they would need a huge rearrangement to create proper JJ2+ partitions, unless it were to use virtual disk space, but in this case it would likely lose support for processors that don't support virtualization, and those are still fairly common. Naturally you could also consider storing all files in a cloud instead, but we all know those aren't very reliable. Overall, I think losses are disproportionately greater than gains.
Also, a good idea for plus is to create a minus feature. Like in Pokémon Silver and Gold, where you can play maps from Pokémon Blue and Red. Except in minus, only important features are taken away. No Spaz/Lori, only Jazz. No multiplayer either.
I see your motivation but I think this feature would be better off as a separate project. If it were implemented in JJ2+, it could become unstable and users would begin to experience sign conflicts (mixed plus/minus JJ2 patch version). Besides, we can't be sure if JJ2 never performs operations on its patch version that assume it to be non-negative, for example square root. If JJ2 tried to compute a square root of JJ2-, it would result in a value of Not-a-Number, since JJ2 was written without complex numbers in mind. This could generate a wide range of bugs, from game-breaking to hard to detect.
Also if the plus team feels like doing an extraordinary amount of work, one possibility is JJ2 to the power of an imaginary number. Like, instead of JJ2, it goes to JJ to the power of an imaginary number, for example JJ46, JJ98, JJ3.7. This would allow more random number generators in JJ2.
We added it to the list but I have to consult you on the details and suggested solutions. For one, when a real number is taken to an imaginary power, the result has an absolute value of 1. This isn't nearly enough to obtain versions such as JJ46 or JJ98, therefore I have to assume the JJ you had in mind is a complex number in the first place. In this case I have to ask what method you used to obtain not just real but also generally whole numbers as results. As JJ can also be represented as J squared, it would be useful if you could provide the formula used to obtain the value of J. Either way, we'll likely have to adjust a big portion of code for this change because, as I mentioned before, JJ2 isn't designed to work with complex numbers, so don't expect it in the very near future.

Love & Thunder
Jan 21, 2015, 06:08 AM
... What?
Quote:
<table width="100%" border="0" cellpadding="10" cellspacing="0"><tbody><tr><td class="alt2" style="border:1px inset"> Originally Posted by SAMI http://www.jazz2online.com/jcf/images/buttons/viewpost.gif (http://www.jazz2online.com/jcf/showthread.php?p=485235#post485235)
[resolution/aspect ratio thing]
</td></tr></tbody></table>
I'm pretty sure the minimum HDMI resolution is 640x480, and most monitors should be able to stretch it. Worst case scenario, I'm sure you can get your GPU to stretch it.
As for the widescreen thing, that might work if you could have it as a setting in levels.
Quote:
<table width="100%" border="0" cellpadding="10" cellspacing="0"><tbody><tr><td class="alt2" style="border:1px inset"> Originally Posted by SAMI http://www.jazz2online.com/jcf/images/buttons/viewpost.gif (http://www.jazz2online.com/jcf/showthread.php?p=485238#post485238)
Apart from all these things. What we really need is to remove the 246 colour limit. Hence we can create HD maps.
</td></tr></tbody></table>
Apparently, the Plus crew have been looking for ways to raise(Or remove) the colour limit for a while.
Quote:
<table width="100%" border="0" cellpadding="10" cellspacing="0"><tbody><tr><td class="alt2" style="border:1px inset"> Originally Posted by SAMI http://www.jazz2online.com/jcf/images/buttons/viewpost.gif (http://www.jazz2online.com/jcf/showthread.php?p=485238#post485238)
[Frame rate stuff]
</td></tr></tbody></table>
I thought plus capped out at 70.
In any case though, I do agree with this suggestion. Although, it might mess up some AS code since Gameticks(What JJ2 uses to count time) is in 1/70ths of a second.

And KRSplat, no. Just no.

(Also, I realise the quotes in this post look weird; my browser messed up)

SAMI
Jan 21, 2015, 06:54 AM
Yeah, that makes sense. But actually I couldn't express my opinion properly. Yes, 640x480 does support but having 1920x1080 resolution should give sharp images. And in order to remove the pixelated screen, of course there should be some image render plugin option [Like hq4x, just an example].

So about widescreen, if settings in level can make it happen, its almost impossible cause we then need to set up widescreen for every single map [And now there exists many maps, we can't just make every single of it work] So, if there's no way to make it widescreen globally, its useless.

No, the plus FPS limit is 140 and its really creating screen tearing, shakings in window mode/ and in fullscreen mode in Windows 8. The original JJ2 was capped to 70 FPS and it actually ran better in window mode. So, having an option to set FPS limit manually [or atleast some preset FPS limit to choose from, like 30/ 60/ 70/ 75/ 120/ 140] is a must. I use windows 7, so I dont have this issue [As playing in Full screen fix it]. But its a mess in windows 8.

Also, in some PCs, starting the game in fullscreen causes an error. Which only happens with Plus version. The original JJ2 [All versions; 1.23 1.24 and whatever there is] works fine & and no crashes occurs. But with Plus version, I frequently get this thing:
http://i1280.photobucket.com/albums/a486/RiasatSalminSami/Untitled-1copy_zps8b6b2573.png

And then only way to fix it is to try this thing over a dozen times and finally the game starts. Or by opening non- plus jj2 and close it in window mode and then start JJ2+

Violet CLM
Jan 21, 2015, 10:19 AM
That error has been fixed in the next release.

Treylina
Jan 21, 2015, 10:35 AM
Yeah, that makes sense. But actually I couldn't express my opinion properly. Yes, 640x480 does support but having 1920x1080 resolution should give sharp images. And in order to remove the pixelated screen, of course there should be some image render plugin option [Like hq4x, just an example].

So about widescreen, if settings in level can make it happen, its almost impossible cause we then need to set up widescreen for every single map [And now there exists many maps, we can't just make every single of it work] So, if there's no way to make it widescreen globally, its useless.

Also, in some PCs, starting the game in fullscreen causes an error. Which only happens with Plus version. The original JJ2 [All versions; 1.23 1.24 and whatever there is] works fine & and no crashes occurs. But with Plus version, I frequently get this thing:
http://i1280.photobucket.com/albums/a486/RiasatSalminSami/Untitled-1copy_zps8b6b2573.png

And then only way to fix it is to try this thing over a dozen times and finally the game starts. Or by opening non- plus jj2 and close it in window mode and then start JJ2+
Whenever I play fullscreen in JJ2, it becomes widened. I'm too lazy to figure out how to stop it from stretching. It looks awful. Even though there's anti-alias, it still looks bad, like someone smeared and pulled the vision. I'm not sure if it'll ever look good in large/widescreen, since the sprites were never made with a big resolution in mind. I did check hq4x too, but I'm not sure if I like it. The outlines become so blobby and sometimes shaky.

However, what would be nice is having a black space for chat and stats. Before anyone suggests bigjazz, no I won't use that load of buggy 1.23 only crap.

About the fullscreen bug, it's not in some PCs, it's a plus issue. It's been mentioned many times. You can work around it easily, though. Here's how to work around this error;

1. Right click the Jazz2 icon, then click properties.
2. Then click shortcut on the top.
3. Then to the right of "Target;" (it will show the directory of Jazz2), add -menu
4. Now click apply at the bottom. Open Jazz2. It'll skip the intro stuff, but that error won't appear anymore. Infact I prefer it that way, since it skips the stuff you've already seen a million times.

SE told me it got fixed in 5.0, though (which isn't out for the public yet, and no we don't have a release date for it).

SAMI
Jan 21, 2015, 10:06 PM
Whenever I play fullscreen in JJ2, it becomes widened. I'm too lazy to figure out how to stop it from stretching. It looks awful.I did check hq4x too, but I'm not sure if I like it. The outlines become so blobby and sometimes shaky.

However, what would be nice is having a black space for chat and stats. Before anyone suggests bigjazz, no I won't use that load of buggy 1.23 only crap.


3. Then to the right of "Target;" (it will show the directory of Jazz2), add -menu


Actually, you can make the stretched screen to 4:3 aspect ratio. Here's my JJ2 running on full screen in both of my 16:9/ 16:10 aspect ratio monitor. Have a look:
http://i1280.photobucket.com/albums/a486/RiasatSalminSami/20150122_124029_zps2h4eny4w.jpg
http://i1280.photobucket.com/albums/a486/RiasatSalminSami/20150122_123622_zpsu9kpclk5.jpg
http://i1280.photobucket.com/albums/a486/RiasatSalminSami/20150122_123632_zpshsjh1aq7.jpg

Sorry, the last picture is rotated to 180 degree cause I took these shots with my mobile and hold it in opposite way. Anyway, if you are using TV/ Monitor you can easily change it via the menu buttons of your Monitor/ TV. But, if you use default laptop monitor [incase you use] you should change it via GPU drivers. If you don't have one, download it.

Oh, about the command line in shortcut, can you be more specific?
Like just copy all the line thats in your shortcut [I'll change the directory, no need to tell] but I'm doing something wrong with it, which isn't making the skipping happen.
For example, tell the line in like this ""D:\Games\Jazz Rabbit 2 TSF\Jazz2tsf+.exe-menu" or whatever I need to do. Thanks.

Treylina
Jan 21, 2015, 10:26 PM
-snip-
Editing the monitor settings would affect the view for everything else, though. I probably need to edit my graphics driver settings. I'm pretty sure it was possible in the first place, I'm just reluctant to figure out at the moment.

As for the directory, you need to add a space between - and e.

SAMI
Jan 21, 2015, 10:45 PM
Nope. It won't affect a thing on your monitor. It will only make 4:3 aspect ratio resolutions like that [Putting black bars]. If you enabled this option, nothing will happen if u run on 16:9/ 10 resolution, no black bars will be formed. You can try it. If you use monitors that can be configured [aspect ratio] within itself, changing settings in GPU drivers wont work at all. So my suggestion, Just make the widescreen mode to "auto".

I can show you a screenshot of how I change my monitor settings if you want.

Oh, and thanks for helping with intro skipping. Really appreciate it :)

Edit: Oh, if you play JJ2 fullscreen with aspect ratio fixed. It wont look bad even with low res textures. In 19" monitor it looks good. In 42" monitor it will be a bit bad. But I'm sure you wont stay only one hand distant from such big monitor. If you remain 2 hands away from such big monitor, JJ2 will just look good in fullscreen. Also it runs way smoother in fullscreen mode (Not in windows 8 ofcourse) .

Its just my opinion. I don't know how will it be to you.

XxMoNsTeRXM
Jan 21, 2015, 11:40 PM
Whenever I play fullscreen in JJ2, it becomes widened. I'm too lazy to figure out how to stop it from stretching. It looks awful. Even though there's anti-alias, it still looks bad, like someone smeared and pulled the vision. I'm not sure if it'll ever look good in large/widescreen, since the sprites were never made with a big resolution in mind. I did check hq4x too, but I'm not sure if I like it. The outlines become so blobby and sometimes shaky.

However, what would be nice is having a black space for chat and stats. Before anyone suggests bigjazz, no I won't use that load of buggy 1.23 only crap.

About the fullscreen bug, it's not in some PCs, it's a plus issue. It's been mentioned many times. You can work around it easily, though. Here's how to work around this error;

1. Right click the Jazz2 icon, then click properties.
2. Then click shortcut on the top.
3. Then to the right of "Target;" (it will show the directory of Jazz2), add -menu
4. Now click apply at the bottom. Open Jazz2. It'll skip the intro stuff, but that error won't appear anymore. Infact I prefer it that way, since it skips the stuff you've already seen a million times.

SE told me it got fixed in 5.0, though (which isn't out for the public yet, and no we don't have a release date for it).

Well... I fix it like this: I just open it and quickly press Alt + Enter to minimize it and it works then when I get to the menu I go fullscreen again.

The error has been fixed in the next release.

When do you think the next version of JJ2+ will be released?

Violet CLM
Jan 22, 2015, 12:02 AM
Getting closer all the time.

SAMI
Jan 22, 2015, 12:23 AM
Well... I fix it like this: I just open it and quickly press Alt + Enter to minimize it and it works then when I get to the menu I go fullscreen again.

This is the best solution. Don't know why I was dumb enough to never try it out before! It actually works.

Primpy
Jan 22, 2015, 09:10 AM
That error has been fixed in the next release.

Ugh, so no exact date when it will be released? #2hard2wait

SAMI
Jan 22, 2015, 09:37 AM
Better not release the next version too fast. Another thing to be fixed is the 3D mode. Not increasing the accuracy, but the screen area. Cause when yu turn on 3D mode, 1 of 3 part of the screen ( sides or top and bottom part based on the mode selected) is cut off. So you cant play multiplayer due to lack of area view. So this should be rather be fixed more than any other features of 3D. We need a full 640x480 area view. Or else its just useless. Maybe make the chats 3d too. Cause it irritates eyes a lot. Fixing these would be great. Then we can finally play multiplayer in 3D.

Also, I can't open plus version of JJ2 via JCS. Selecting Save & Run opens the normal jj2 and hence crashes due to the fact using different formats of music and some other thing.

My suggestion is to create an option to reveal full player colors in CTF game mode. It's a patch that some people use in Camel Duels, where blue/red fur colors aren't superimposed on the character models.

Not impressed with it at all. Cause, while playing CTF/TB, specially when players are in serious trouble to kill opponent, they would get confused easily

We should rather have option to set different fur colours for each team. Hence we can match our colours with each team (red/blue). So we dont need to quit and recolour our furs to match the preferred team colour.

Another thing that can be interesting is that we can set flag colours. Like we have team green vs team yellow. So the flag colour would be like that. Or you can say: pink flag vs white flag and so on.

I know its quite impossible but I just said. Maybe add this feature in more future version.

Treylina
Jan 22, 2015, 09:50 AM
Better not release the next version too fast. Another thing to be fixed is the 3D mode. Not increasing the accuracy, but the screen area. Cause when yu turn on 3D mode, 1 of 3 part of the screen ( sides or top and bottom part based on the mode selected) is cut off. So you cant play multiplayer due to lack of area view. So this should be rather be fixed more than any other features of 3D. We need a full 640x480 area view. Or else its just useless. Maybe make the chats 3d too. Cause it irritates eyes a lot. Fixing these would be great. Then we can finally play multiplayer in 3D.

Also, I can open plus version of Jj2 via JCS. Selecting Save & Run opens the normal jj2 and hence crashes due to the fact using different formats of music and some other thing.
I don't really see 3D mode being worked on at the moment. It's nothing more than an aesthetic novelty.

To combat the save and run issue, I renamed jazz2.exe to something like jazz2-.exe and Jazz2+.exe to jazz2.exe,.

And please (you know who you are), stop asking when 5.0 will come out. Do you want a buggy release with the features missing that we promised? No.

SAMI
Jan 22, 2015, 10:02 AM
Yeah, it makes sense. 3D mode doesn't help much. But improving would be great as its already included.

And what about flag colour option like I mentioned in my last post? Is it really possible?

Violet CLM
Jan 22, 2015, 10:09 AM
The CTF base sprites with the gems and the doors and everything use a lot of different palette lines and it'd be pretty tricky to recolor them ingame.

(SAMI, I feel bad because a lot of the stuff you suggest makes sense and would definitely be an improvement, but unfortunately also happens to be surprisingly difficult to implement.)

SAMI
Jan 22, 2015, 10:32 AM
I wish I could help you guys. But plus is actually programs and coding which I don't even understand.

I could help with textures and sprites. Drawing HD sprites and creating and lighting effect texture of the sprites using RGB texture method. But these arent possible with JJ2.

And yeah, programming JJ2 to improve it can never be an easy task.

Do you think its possible to replace the sprites with higher resolution model?

XxMoNsTeRXM
Jan 22, 2015, 12:46 PM
Also for the multiplayer results I think it would be cool to let the owner choose the music for when the results show up. :)

cooba
Jan 22, 2015, 01:50 PM
Do you think its possible to replace the sprites with higher resolution model?Possible, yes. But redrawing all the existing sprites into high-res versions is months, if not years, of work.

Primpy
Jan 22, 2015, 11:17 PM
Possible, yes. But redrawing all the existing sprites into high-res versions is months, if not years, of work.

Until the magical day when another JJ game will be released, probabily this would be done already. Just saying.

cooba
Jan 22, 2015, 11:36 PM
Feel free to start, then.

SAMI
Jan 23, 2015, 12:25 AM
Again if possible to create Hi res sprites, there's still another thing that will actually block it. As long as theres still colour limit, drawing hi res sprites is pointless. Cause its just a clear model with low terrible colour shading. Only eight different colours are used to shade the sprites. And a decent HD would require more than it. Like atleast 500 different shades.
But its true, it will be pointless to draw HD sprites after all. Maybe a new JJ2 will already released before finishing drawing HD sprites.


To combat the save and run issue, I renamed jazz2.exe to something like jazz2-.exe and Jazz2+.exe to jazz2.exe.

Ah, I've asked another dumb question after all. I could try it out before asking. Sorry about that. Thanks for the fix, appreciate it a lot.


Btw, for those who still didn't understand about what I meant by RGB lighting. Let me give you an example:
I picked up an random game that uses this method, for example FIFA 10. Now what I did is change its jersey wrinkle lighting. For a quick example I just changed my signature to this type below:
http://i1280.photobucket.com/albums/a486/RiasatSalminSami/Spaz%20copy_zpsrge4l26t.png
Now I've put this in the game and look what it does:
http://i1280.photobucket.com/albums/a486/RiasatSalminSami/FIFA10%202015-01-23%2016-00-44-67_zpsa0twf9ql.png
And if the light falls from any other direction, this happens:
http://i1280.photobucket.com/albums/a486/RiasatSalminSami/FIFA10%202015-01-23%2016-00-34-12_zpsadd4gbn5.png

So as you can see, even its just a 2D texture, lights will fall on it in such a way that it will almost [Not fully, but similar to] be like that its a 3D object. Lighting frequently reacts to changing of position of light rays falling on it. If this thing can be implement in JJ2, its possible to make it real HD.

Primpy
Jan 23, 2015, 07:15 AM
Feel free to start, then.

*content, so my post won't be deleted*
Nah.

cooba
Jan 23, 2015, 07:31 AM
SAMI please remember that this game is nearly 17 years old.

SAMI
Jan 23, 2015, 07:50 AM
Yeah, I know. So there's no other way than to wait for Epic games to release JJ2 HD. Only thing I'm actually waiting for Plus is widescreen mode which I guess quite impossible too.

Edit: Ah, creating radar via angle script might be possible but having it as a plus feature would be great. Only if it meets the following conditions though:
1. It should show only your team mates. Showing opponents position would just hamper the games fun and intensity.

2. It should be able to differentiate each of your team mates. Like players icon on the radar should be based on his/her main fur colour.

3. Apart from these. The flag holder should be greatly differentiated. Maybe flagholder's icon should be big in size. And in case the flag holder has 1 or 2 hearts, his or her icon should start blinking. It should blink more fast if he or she is near death.

4. It should show where the flag is dropped. ( Read the next paragraph to know what I meant with this one).


And I think there should be an optional mode in CTF. Like the flag holder can drop the flag and his team mate can pick it up. But if the opponent players are able to touch it first, the flag will return to base again. This dropping should also happen if the flagholder dies. And the flag can be retrived in the same way.
But to make it not too much easy, there should be an option to retrive the flag in a limited time. So that it cant always be picked up so easily.
Also what about an option to use life bar instead of Hearts. And life will also decrease based on where the player got hit. Like if it hits your hand or legs, life will decrease less. But you will almost die with headshots or completely die with power up headshots. Except for seekers as its not quite posible.

Jelly Jam
Jan 23, 2015, 12:02 PM
Since there wasn't a JDC for long, perhaps replace the 'go to Jazz Duelist Challange' option with 'Go to the JazzJackrabbit Community Forums'? :>

SAMI
Jan 23, 2015, 12:16 PM
What about fixing lori's fast fire and HUD gun? Its still Jazz's gun which screws the whole thing up. And yes, JDC link should be replaced I guess.

cooba
Jan 23, 2015, 12:57 PM
just no

Violet CLM
Jan 23, 2015, 03:03 PM
What about fixing lori's fast fire and HUD gun? Its still Jazz's gun which screws the whole thing up.
You have remarkably high standards. But if you want to be the one to fully animate Lori's gun as a fastfire pickup (twice; once regular and once powered-up, ~10 frames each), go for it.
Ah, creating radar via angle script might be possible but having it as a plus feature would be great.
Not really.
And I think there should be an optional mode in CTF. Like the flag holder can drop the flag and his team mate can pick it up. But if the opponent players are able to touch it first, the flag will return to base again. This dropping should also happen if the flagholder dies. And the flag can be retrived in the same way.
This serves essentially the same purpose as Passing, which is already implemented and which nobody uses.
Also what about an option to use life bar instead of Hearts.
AngelScript.
And life will also decrease based on where the player got hit. Like if it hits your hand or legs, life will decrease less. But you will almost die with headshots or completely die with power up headshots. Except for seekers as its not quite posible.
Too much lag to implement reliably.

Treylina
Jan 23, 2015, 03:34 PM
What about fixing lori's fast fire and HUD gun? Its still Jazz's gun which screws the whole thing up.

It doesn't screw anything up, it's just visual.

I'd like to mention I was working on a Lori fastfire sprite. It looks a bit off-model to me so I may tweak it again. I'll likely get back to it soon, hopefully in time for 5.0, but I can't guarantee it.

I also intend to add Lori continue sprites, which I'm nearly done with.

Jelly Jam
Jan 24, 2015, 01:48 AM
It doesn't screw anything up, it's just visual.

I'd like to mention I was working on a Lori fastfire sprite. It looks a bit off-model to me so I may tweak it again. I'll likely get back to it soon, hopefully in time for 5.0, but I can't guarantee it.

Hell! It would be awesome to see lori gun animations! Looking forward to the final version.
Also, ya planning to make a Lori gun powerup box as well? :)
EDIT:
This ain't really a suggestion or a bug report, but, is someone from the plus team already drawing more letters from JJ2? I started drawing some today, I completed only these ones (so far ;p).
http://i.imgur.com/YeZKZBc.png
Yeah i just copied stuff from other letters, but still.
I'm planning to make bigger sizes and more missing letters, but I'm just checking if someone is already doing this, so I don't do this for nothing.

Primpy
Feb 2, 2015, 03:07 AM
Hell! It would be awesome to see lori gun animations! Looking forward to the final version.
Also, ya planning to make a Lori gun powerup box as well? :)
EDIT:
This ain't really a suggestion or a bug report, but, is someone from the plus team already drawing more letters from JJ2? I started drawing some today, I completed only these ones (so far ;p).
http://i.imgur.com/YeZKZBc.png
Yeah i just copied stuff from other letters, but still.
I'm planning to make bigger sizes and more missing letters, but I'm just checking if someone is already doing this, so I don't do this for nothing.

If this is gonna be added in JJ2+, I'd like to see Ă/ă, Î/î, Â/â, Ș/ș and Ț/ț. Keep up with this, Jelly.

Jelly Jam
Feb 2, 2015, 08:24 AM
If this is gonna be added in JJ2+, I'd like to see Ă/ă, Î/î, Â/â, Ș/ș and Ț/ț. Keep up with this, Jelly.
Right on! Keep suggesting letters that aren't in JJ2, cause I'm kinda having a pain with checking the animation library.
Really, I made the letters Ź and Ś when they were already in JJ2! lol...
From the other letters you mentined, Â and Î were always avalible in JJ2, although, I'm not sure about Ă, imma check it out.

Primpy
Feb 2, 2015, 09:02 AM
Right on! Keep suggesting letters that aren't in JJ2, cause I'm kinda having a pain with checking the animation library.
Really, I made the letters Ź and Ś when they were already in JJ2! lol...
From the other letters you mentined, Â and Î were always avalible in JJ2, although, I'm not sure about Ă, imma check it out.

Sorry, but the letters I mentioned are all the Romanian specific letters. There are also those French letters with accent, if it does help.

Unrelated, but could you give me the sprite sheet of the letters?

Jelly Jam
Feb 2, 2015, 10:53 AM
First off I would like to apoligise to the admins since this post of mine is unreleated.

Sorry, but the letters I mentioned are all the Romanian specific letters. There are also those French letters with accent, if it does help.

Unrelated, but could you give me the sprite sheet of the letters?
Uh, I don't know what to say about the Romanian and French stuff. Putting a rotated '(' which is little smaller would do for that A with an accent.

And why the hell would you need the sheet anyway? It's just an MSpaint image, anyone could make this! I started yesterday, and i barely have time to work on it.
But if you all really want to see what I'm doing so far, I'm not going to stop you!
http://i.imgur.com/AY0kMBQ.png

Primpy
Feb 2, 2015, 01:41 PM
And why the hell would you need the sheet anyway?

Why would't I? It can always be useful.

SAMI
Feb 3, 2015, 02:38 AM
I don't want to be that kind of person pretending to be a mod, but why don't you open a thread for that?

Okay, since its too much trouble for you because I just made a simple off topic question, I asked it here now.
Does Windows 10 have the same issue as it was in Windows 8? If yes, is there any possibility in the next version of plus to fix this problem without removing vsync?

Slaz
Feb 4, 2015, 09:13 AM
Does Windows 10 have the same issue as it was in Windows 8? If yes, is there any possibility in the next version of plus to fix this problem without removing vsync?
I'll safely assume it's yes and yes. Just like Windows 8, 10 will always have DWM (http://en.wikipedia.org/wiki/Desktop_Window_Manager) activated which apparently conflics with DirectDraw emulation (but somehow only if used in combination with multiple buffers). I don't think the final Windows 10 will differ that much from any of the previews so it would be a miracle if Microsoft fixes it..

And Violet said he and Jerry looked into it without success, but that SE had a possible solution in the works that might or might not make it in time for 5.0. ;-)

SAMI
Feb 4, 2015, 09:29 AM
Well, thats a pretty bad news!! Even if it can be fixed in JJ2+ in next or later versions, there are still a lot of direct draw games that will have problems with it. I guess I'll be sticking with windows 7 after all. Its a shame that Microsoft didn't fix it and there's hardly any possibility that microsoft will ever fix it.

Jelly Jam
Feb 7, 2015, 10:02 AM
I suggest making the animations that work only when you're running slow to work when you're running fast too! The landing animation, perhaps.

Violet CLM
Feb 7, 2015, 11:54 AM
Done. :)

Primpy
Feb 7, 2015, 12:48 PM
Done. :)

That was quick! I still don't understand Jelly's idea though.

Violet CLM
Feb 7, 2015, 02:10 PM
That was quick!
So quick I did it three weeks shy of a year ago.

Jelly Jam
Feb 7, 2015, 02:35 PM
Done. :)
Neat! Can't wait for 5.0 :-).
That was quick! I still don't understand Jelly's idea though.
Go and test it yourself. Fall on a platform with /run off, then test it with /run on.

Primpy
Feb 8, 2015, 12:45 AM
Go and test it yourself. Fall on a platform with /run off, then test it with /run on.

Oh, I didn't notice this.

So quick I did it three weeks shy of a year ago.

That means this was done before Jelly suggested it? If I'm right, "Already done" would be a better answer.

Treylina
Feb 8, 2015, 09:06 AM
I figure most players don't/very rarely play Lori, or still only use 1.23, so...

https://cloud.githubusercontent.com/assets/5502946/6094790/b7ddef3a-af32-11e4-9e46-2485d1da9f49.gifhttps://cloud.githubusercontent.com/assets/5502946/6094791/bc27e3ca-af32-11e4-9cd0-2d2fcb3eb638.gifhttps://cloud.githubusercontent.com/assets/5502946/6094793/bf444f30-af32-11e4-8993-92fb57d514ee.gif

http://www.imagesup.net/?di=1614234186604


You can stop complaining about her sharing sprites now. :lori:


On a serious note, I had fun making them, for the most part. And intended to add them in the first place.

SAMI
Feb 8, 2015, 09:15 AM
Yay finally. Thanks a lot. Appreciate it a lot :{)

Btw, lol. Did lori had no sprites in the continue scene? Never knew that. Good job.

Primpy
Feb 8, 2015, 10:54 AM
I figure most players don't/very rarely play Lori, or still only use 1.23, so...

https://cloud.githubusercontent.com/assets/5502946/6094790/b7ddef3a-af32-11e4-9e46-2485d1da9f49.gifhttps://cloud.githubusercontent.com/assets/5502946/6094791/bc27e3ca-af32-11e4-9cd0-2d2fcb3eb638.gifhttps://cloud.githubusercontent.com/assets/5502946/6094793/bf444f30-af32-11e4-8993-92fb57d514ee.gif

http://www.imagesup.net/?di=1614234186604


You can stop complaining about her sharing sprites now. :lori:


On a serious note, I had fun making them, for the most part. And intended to add them in the first place.

Sweet! I do actually play with Lori quite often. I hope Violet will introduce these in 5.0.

ionut jazz
Feb 10, 2015, 07:42 AM
I was thinking to be implemented in game character Razz

Primpy
Feb 10, 2015, 10:27 AM
I was thinking to be implemented in game character Razz

Eh, yeah, that would be a thing but no one is patient enough to make so many sprites. It would be a thing though.

Jelly Jam
Feb 10, 2015, 10:43 AM
I figure most players don't/very rarely play Lori, or still only use 1.23, so...

https://cloud.githubusercontent.com/assets/5502946/6094790/b7ddef3a-af32-11e4-9e46-2485d1da9f49.gifhttps://cloud.githubusercontent.com/assets/5502946/6094791/bc27e3ca-af32-11e4-9cd0-2d2fcb3eb638.gifhttps://cloud.githubusercontent.com/assets/5502946/6094793/bf444f30-af32-11e4-8993-92fb57d514ee.gif

http://www.imagesup.net/?di=1614234186604


You can stop complaining about her sharing sprites now. :lori:


On a serious note, I had fun making them, for the most part. And intended to add them in the first place.
You are my absolute goddess.

SAMI
Feb 10, 2015, 10:17 PM
I was thinking to be implemented in game character Razz

So, we need a design of him/her first.

Primpy
Feb 10, 2015, 10:26 PM
So, we need a design of him/her first.

Done.
http://www.jazz2online.com/j3f/Razz.jpg

Jelly Jam
Feb 11, 2015, 12:25 AM
Done.
http://www.jazz2online.com/j3f/Razz.jpg
What the hell? We DON'T need to add a completely new character, we need to finish the stuff made for THE ALREADY EXISTING CHARACTERS.
The 1.23 library is full of unused animations, such as ledge grabing, shooting up while in the air, looking up while on a vine (you can just shoot up while on a vine, you can't directly look up when you're on it). If there's a way to make these animations work, AND the way they were attended to work, that'd be really awesome! Why add a brand new character for nothing? lol
Anyway, if there was a way to add these moves to a far later plus version, maybe you could add the moves i mentioned from the 1.23 library to the TSF library, and someone could draw the lori animations for those moves.

Wait, what am I saying? This is too much to ask for.

Primpy
Feb 11, 2015, 12:48 AM
What the hell? We DON'T need to add a completely new character, we need to finish the stuff made for THE ALREADY EXISTING CHARACTERS.
The 1.23 library is full of unused animations, such as ledge grabing, shooting up while in the air, looking up while on a vine (you can just shoot up while on a vine, you can't directly look up when you're on it). If there's a way to make these animations work, AND the way they were attended to work, that'd be really awesome! Why add a brand new character for nothing? lol
Anyway, if there was a way to add these moves to a far later plus version, maybe you could add the moves i mentioned from the 1.23 library to the TSF library, and someone could draw the lori animations for those moves.

Wait, what am I saying? This is too much to ask for.

It's not brand new, it's just Razz.
But yeah, I agree with ya.

Violet CLM
Feb 11, 2015, 02:20 AM
The 1.23 library is full of unused animations, such as ledge grabing, shooting up while in the air, looking up while on a vine (you can just shoot up while on a vine, you can't directly look up when you're on it). If there's a way to make these animations work, AND the way they were attended to work, that'd be really awesome!
Actually there's enough leftover code for the ledge grabbing that I was able to put it back in just the way it was written, as an experiment. It sucked and was removed for good reason. So that's that.

Jelly Jam
Feb 11, 2015, 02:38 AM
It sucked and was removed for good reason. So that's that.
Oh :(
Well, is there any way to make the 'look up while on a vine' thingy work?

SAMI
Feb 11, 2015, 03:24 AM
Actually there's enough leftover code for the ledge grabbing that I was able to put it back in just the way it was written, as an experiment. It sucked and was removed for good reason. So that's that.

Ledge grabbing sucks thats true. But maybe add one more control button in the controls changing menu, which if we hold that button while falling near ledge; the character will simply grab the ledge and pull itself up to the platform.

Grytolle
Feb 11, 2015, 03:29 AM
In the case of Spaz, he could try to grab a ledge if you press jump when he's out of doublejumps

Love & Thunder
Feb 11, 2015, 06:21 AM
In the case of Spaz, he could try to grab a ledge if you press jump when he's out of doublejumps
Which would give Spaz an unfair advantage in multiplayer.

Treylina
Feb 11, 2015, 07:35 AM
Which would give Spaz an unfair advantage in multiplayer.

He's already the best MP character, really. That's why 90% of players use him.

Jelly Jam
Feb 11, 2015, 08:40 AM
Which would give Spaz an unfair advantage in multiplayer.
It should be like mouseaim (being able to enable or disable)
and so the electro blaster is overpowered when using mouseaim, hence spaz is overpowered when using the ledge grabbing.
Well I imagine it would be awesome in single player IMO.

Primpy
Feb 11, 2015, 10:11 AM
Actually there's enough leftover code for the ledge grabbing that I was able to put it back in just the way it was written, as an experiment. It sucked and was removed for good reason. So that's that.

How bad could it be?

Ledge grabbing sucks thats true. But maybe add one more control button in the controls changing menu, which if we hold that button while falling near ledge; the character will simply grab the ledge and pull itself up to the platform.

Yeah, that would be nice.

He's already the best MP character, really. That's why 90% of players use him.

True that.

Jelly Jam
Feb 11, 2015, 10:39 AM
I figure most players don't/very rarely play Lori, or still only use 1.23, so...

https://cloud.githubusercontent.com/assets/5502946/6094790/b7ddef3a-af32-11e4-9e46-2485d1da9f49.gifhttps://cloud.githubusercontent.com/assets/5502946/6094791/bc27e3ca-af32-11e4-9cd0-2d2fcb3eb638.gif
Uh, shouldn't the left anim and the right anim have the same rhytum? Or speed? Idk how to put it... DOH

Treylina
Feb 11, 2015, 10:52 AM
Uh, shouldn't the left anim and the right anim have the same rhytum? Or speed? Idk how to put it... DOH

The powered one has a few more frames, to make it loop better. When it had the same amount of frames as the normal one, the animation look cut off.

SAMI
Feb 11, 2015, 10:08 PM
Not an important one, but while colouring your name; you have all the colours that are used in rabbit fur except for violet. Would be nice if its possible to add violet colour support in texts.

cooba
Feb 11, 2015, 11:03 PM
It's not really possible to add purple text without either making it too complicated or without removing backwards compatibility.

GoldRabbit
Feb 12, 2015, 02:26 PM
Not necessarily a feature I'd use, but how about a menu where you'd select the default colour you'd like to chat in?

SAMI
Feb 13, 2015, 12:12 AM
Needs some work in "/run on" command.
Like if run is enabled, holding the run button will make the character walk. Because its quite annoying to rewrite "/run off" to walk.

Note that turning Caps on does the same but then all the chats become Capital letters which most of us will consider as shouting. So I guess the run command needs fix.

Also make a command "/teamchat on/off" for making teamchats without holding shift+T. In this case, when teamchat is enabled: holding shift+T should make it normal chat.

GoldRabbit
Feb 13, 2015, 07:22 AM
Also, any plans to restore unused SFX? If I remember correctly, there are a lot of sounds that went unused, especially in Lori's case.

Treylina
Feb 13, 2015, 07:47 AM
Also, any plans to restore unused SFX? If I remember correctly, there are a lot of sounds that went unused, especially in Lori's case.

I think the Lori sounds were unused for a good reason;

1. The Lori on mic samples sounds like they were going to be used for an animated TSF intro, but it never got completed.
2. The touch Lori sounds, sound like sexual harrassment.

You can check out the unused sound effects in Angelscript.

GoldRabbit
Feb 13, 2015, 08:33 AM
I think the Lori sounds were unused for a good reason;

1. The Lori on mic samples sounds like they were going to be used for an animated TSF intro, but it never got completed.
2. The touch Lori sounds, sound like sexual harrassment.

You can check out the unused sound effects in Angelscript.

I know, I have them all in my folder, but it's a lot to listen to. I've listened to Lori's and you're right, but I can't give you any other example of unused sound effects right now.

Seren
Feb 13, 2015, 08:53 AM
Rapiers have an entire set of original unused sounds, Bilsy has a couple, there's the stoned sound that's never played, and pretty sure neither is the fan sound. The glove sound is obviously unused because so is the glove. I think several other objects have unused sounds too, I believe Bolly and Uterus bosses have one each and there are probably more I missed, for example I'm not entirely convinced Devan plays the entire set of his sounds but I didn't actually check. We might someday let some of them play, probably those whose purpose is clear and won't require changing game mechanics, but it sounds like something we'd do when extremely bored.

cooba
Feb 13, 2015, 11:54 AM
Also, any plans to restore unused SFX? If I remember correctly, there are a lot of sounds that went unused, especially in Lori's case.Fireball will be a lot more fun in 5.0.

SAMI
Feb 13, 2015, 01:32 PM
When Spaz shoots horizontally the fire colour remains the real one (Yellow coloured burst). But when he shoots vertically, then his fire colour becomes that of his gun colour. This should be fixed too.

(By fire I meant while shooting with any gun like blaster; the lighting occuring at the gun)

Violet CLM
Feb 13, 2015, 02:02 PM
SAMI, that's a good point that I hadn't thought of but wouldn't be very hard to change. :)

Jelly Jam
Feb 14, 2015, 02:05 AM
SAMI, that's a good point that I hadn't thought of but wouldn't be very hard to change. :)
awesome! I just can't wait to see what visual updates 5.0 gives us! :)

SAMI
Feb 14, 2015, 10:04 AM
Like mouse aim, we should also have an option to shoot diagonally via keyboard, not just with mouse.

Btw, will there be a option to choose frame rate manually?

cooba
Feb 14, 2015, 10:10 AM
Like mouse aim, we should also have an option to shoot diagonally via keyboard, not just with mouse.How would this be any easier than using the mouse

Jelly Jam
Feb 14, 2015, 02:28 PM
How would this be any easier than using the mouse
It wouldn't be hard to make animations though.The 1.23 library has animations of Jazz and Spaz shooting diagonaly while running. If we change the lower body half so it looks like they're standing and not running (which isn't that hard lol ;p), we can make a diagonal shooting animation and it can act like the diagonal frog licking (up+right+fire=diagonal shoot). The problem is the Lori animation.

SAMI
Feb 14, 2015, 08:59 PM
How would this be any easier than using the mouse

This may never be easier than a mouse. But you must understand that some most of us [Atleast me] don't prefer using mouse. And I've already explained why I hate using mouse here. But that wasn't my point, shooting diagonally with keyboard would be fun too [Ofcourse it should be optional]. And yeah, having diagonal shooting animations would be great.

Jelly Jam
Feb 15, 2015, 02:08 PM
This may never be easier than a mouse. But you must understand that some most of us [Atleast me] don't prefer using mouse. And I've already explained why I hate using mouse here. But that wasn't my point, shooting diagonally with keyboard would be fun too [Ofcourse it should be optional]. And yeah, having diagonal shooting animations would be great.
On the other hand though, diagonal shooting (while standing still) WASN'T suposed to be in the game (although, some of the JJ2+ features weren't supposed to be in as well ;p), so i think we should add things that were actually planned to be added, but got scraped. Again, I said this a milion times:
SHOOTING UP WHILE IN THE AIR FOR THE WIN.

Violet CLM
Feb 15, 2015, 05:00 PM
Btw, will there be a option to choose frame rate manually?Sort of!

I'm just going to say that 5.0 is pretty close to feature-complete at this point, aside from a few specific enhancements that still need some more work, so there's not much chance of anything <em>big</em> getting suggested and implemented in the time remaining. Most of what's going on these days is testing (JDC helps with that), bug fixing, and documentation and/or example levels. That said, I'd be open to feedback about existing features that you feel could be easier to use, more intuitive, whatever. A lot of the documentation is honestly pretty bad, and if there are specific sections you'd like rewritten to be more clear, sing out. Or if there are complicated AngelScript things you think it'd be worth providing shortcuts for, that'd be cool too. Menu items that should be moved around. Names that aren't quite accurate. That sort of thing.

SAMI
Feb 15, 2015, 09:10 PM
I had original Demo version which I lost back in 2008. But anyway, I found a difference with Full version and Demo:

When you touch the smokes of caterpillar in the demo version and get dizzy: the screen hue changes continuously in a smooth fading way. But I never saw this in Full version [I can't remember about original Full version as I lost it and now I've a downloaded copy].

Edit: Sorry for reviving an old thread, but I find no reason to make a thread for only one simple thing.

SAMI, it does that in 8-bit color in the full version, but not 16-bit.

Since, 5.0 is nearly completed, there's no need to rush to implement more new features. But we can still suggest for 5.1 or 6.0, right? So I think in the later plus version; this thing I said in the quote [About hue changing] should be implemented in 16-Color mode. I can't remember if in Demo version it was in 16-bit or not, I'll test it again.

Jelly Jam
Feb 16, 2015, 02:00 AM
What SAMI said, you could use our sugggestions in future versions. I won't suggest anything right now since I'm positive for 5.0 to come out.

SAMI
Feb 16, 2015, 02:51 AM
On the other hand though, diagonal shooting (while standing still) WASN'T suposed to be in the game (although, some of the JJ2+ features weren't supposed to be in as well ;p), so i think we should add things that were actually planned to be added, but got scraped. Again, I said this a milion times:
SHOOTING UP WHILE IN THE AIR FOR THE WIN.

But then we need to have ability to shoot down while in the air aswell. But pressing down will make you butt stomp. So we need one extra button which if we hold and then shoot down by pressing down button, it will shoot down other than butt stomping.

Jelly Jam
Feb 16, 2015, 05:31 AM
But then we need to have ability to shoot down while in the air aswell. But pressing down will make you butt stomp. So we need one extra button which if we hold and then shoot down by pressing down button, it will shoot down other than butt stomping.
I see no purpose for this since the buttstomp will make you destroy everything below you.

SAMI
Feb 16, 2015, 06:08 AM
Only incase your suggestion was implemented which was shooting up while in the air. Getting shot while butt stomping won't let you stomp your opponent. That's why I said it.

Jelly Jam
Feb 19, 2015, 03:02 AM
Probably not the good thread or time to ask this but... Are there any JJ2+ updates we don't know about? :)

Violet CLM
Feb 19, 2015, 10:18 AM
No, the "Latest Changes" list in the readme should be a pretty comprehensive list of releases.

SAMI
Feb 22, 2015, 02:33 AM
Also, the corspes of rabbits vanishes after the animations of death are completed. But it would be fun to see the dead bodies still visible during the game. Maybe too much dead bodies may cause lags, in that case we should be able to set the dead bodies limit in "plus.ini" like if we set it to 10; then if there are 11 dead bodies, the first dead body would disappear.

I don't know if its possible, but it would be fun to see dead bodies [In this case Spazz's dead body should only have the shoe left with smokes coming out from it, and so on]

I don't know how it came up to my mind but I think the dead bodies were visible in Shareware version splitscreen battle [Not sure, but I feel like it was.]

cooba
Feb 22, 2015, 02:42 AM
Also, the corspes of rabbits vanishes after the animations of death are completed. But it would be fun to see the dead bodies still visible during the game. Maybe too much dead bodies may cause lags, in that case we should be able to set the dead bodies limit in "plus.ini" like if we set it to 10; then if there are 11 dead bodies, the first dead body would disappear.

I don't know if its possible, but it would be fun to see dead bodies [In this case Spazz's dead body should only have the shoe left with smokes coming out from it, and so on]

I don't know how it came up to my mind but I think the dead bodies were visible in Shareware version splitscreen battle [Not sure, but I feel like it was.]This is already done in the next release. :)

SAMI
Feb 22, 2015, 03:31 AM
Glad to know, thanks for the info :D

Nice to see many significant updates in the next release.

Primpy
Feb 22, 2015, 05:06 AM
This is already done in the next release. :)

Damn, I can't wait to see the new update! What's taking so much time?

Stijn
Feb 22, 2015, 05:15 AM
Making sure the game doesn't blow up in your face when you install the new patch.

Primpy
Feb 22, 2015, 05:23 AM
Making sure the game doesn't blow up in your face when you install the new patch.

I'm ok with that :P

Love & Thunder
Feb 22, 2015, 08:13 AM
I don't know how it came up to my mind but I think the dead bodies were visible in Shareware version splitscreen battle
I know for a fact that it's present in splitscreen Co-Op.

burnout92
Feb 22, 2015, 12:02 PM
What do you think about the 32-bit color mode? I think it's a nice idea.

SAMI
Feb 22, 2015, 12:20 PM
Nice idea indeed. But pretty much useless if the colour limit is still 256. If that limit can be changed so that we can use 32 bit tilesets, sprites, only then its useful.

(Colour limit/aka pallete limit)

Love & Thunder
Feb 23, 2015, 05:25 AM
Oh, hey Burnout! Nice to see you back here.

32-bit colour has been discussed before, and IIRC, the general response is that it would be very hard to get working.

burnout92
Feb 23, 2015, 12:41 PM
You too Robo! :)

But can be possible to insert the 32-bit mode to the game?

Jelly Jam
Feb 23, 2015, 12:42 PM
You too Robo! :)

But can be possible to insert the 32-bit mode to the game?
Even if it was possible, what SAMI said. There is no point of 32-bit color mode since the game uses the 256 color pallete.

burnout92
Feb 23, 2015, 01:12 PM
Even if you make HD models? I saw in this thread a thought about of the HD models.

cooba
Feb 23, 2015, 01:12 PM
There are no models in JJ2

burnout92
Feb 23, 2015, 01:18 PM
There are no models in JJ2

Sorry. :) I'm typed a silly thing. :)

Jelly Jam
Feb 23, 2015, 01:40 PM
I think what burnout was TRYING to say was that we should make more detailed animations, which kinda seems impossible, since I think they're already detailed enough with this pallete.
But i don't know, maybe making them a little darker would do the trick... Feel free to disagree.

burnout92
Feb 23, 2015, 01:57 PM
I think what burnout was TRYING to say was that we should make more detailed animations, which kinda seems impossible, since I think they're already detailed enough with this pallete.
But i don't know, maybe making them a little darker would do the trick... Feel free to disagree.

It was a suggestion. Don't be get seriously. If you can't do it shall be throw away this idea.

Violet CLM
Feb 23, 2015, 03:01 PM
There's a lot of confusion in here. If tilesets and sprites' being limited to 256 colors meant that 32-bit color wouldn't be any different, then surely 16-bit color wouldn't be any different either? And yet clearly it is. 32-bit color would allow for better results when two colors are blended together (e.g. textured backgrounds, ambient lighting, translucent tiles) and even finer differences between colors within the palettes themselves. 16-bit color can't show you the difference between #010101 and #020202, but 8-bit can, and so could 32-bit.

None of that's to say it's an easy problem to solve on the technical side of things, but it's false to say there'd be no point.

SAMI
Feb 23, 2015, 07:03 PM
Even if you make HD models? I saw in this thread a thought about of the HD models.

Making HD sprites [If its what you meant by models] is possible, but who's gonna spent a huge time on it? High resolutions will take more time to draw and it may take years to finish it. But with 256 color palette , with limited shading, it will look almost same other than being clear. [It might worth a try if the palette limit of 8 shades is increased a lot, like 32 bit shades. Then true HD sprites/models of Jazz,Spazz,lori are possible]



And yes, I agreed with Violet CLM. That makes sense. But is there any chance that setting to 32-bit color option will be in next or future versions. And [I'm pretty sure it won't happen] another question is that, will future JJ2+ version will extend the palette color limit from 256 to 32 bit?


_________________
Now that's my opinion.

cooba
Feb 23, 2015, 10:46 PM
There will be no more comments about additional color options at this time.

SAMI
Feb 25, 2015, 11:45 AM
While playing in window mode, the game only lets you to stretch the window size to maximum resolution but looses the aspect ratio (aka stretched at both sides as much as possible, worse in widescreen monitors). This sucks a lot and also you can't stretch it manually (like I want to stretch it just a little, but not fully).

In this case we should have the ability to do the following:
1] If I start stretching it by holding the pointer from the corners of the window, it should stretch maintaining the original aspect ratio (aka 4:3). So we can make the window size to that of monitor keeping the aspect ratio intact.

2] Stretching shouldn't be limited to only full or original size. Rather, we should be able to stretch the 480p window to 600p size even though the monitor/ desktop resolution is set to value more than the one I mentioned (like 1440p).

3] In case I want to make the window size back to default one again, double clicking in the title bar should make the size back to original, not the custom size one will make. That also reminds me; once you minimize the game- the minimize/maximize button doesn't work and you need to do it again by right clicking on it and selecting the desired option. This needs a fix.

4] Being thay said, you still should be able 5to screw up the aspect ratio if you stretch by holding the pointer at sides of window other than the corners I mentioned in point 1. For returning to original aspect ratio again, clicking on maxinize button should return it to original state.




I post this via my mobile. As such, there could be possible spelling mistakes/errors which I didn't notice. I'm sorry for that (incase those exists in this post). But my mobile with touch key which 8s quite small sucks like shit. Pretty much impossibl3 to write properly with it.

Jelly Jam
Feb 25, 2015, 12:44 PM
you're tottaly right. But maaaaaybe we shouldn't post any suggestions until 5.0 comes out (just my opinion)

SAMI
Feb 25, 2015, 01:01 PM
you're tottaly right. But maaaaaybe we shouldn't post any suggestions until 5.0 comes out (just my opinion)

Since, 5.0 is nearly completed, there's no need to rush to implement more new features. But we can still suggest for 5.1 or 6.0, right?.

No new suggestions will be added to latest release of plus (5.0) unless its possible to implement it before the release date (They never declared punlicly but they do made a date for releasing it which is possibly in 1 or 2 months).

But I've already mentioned before that the suggestions I'm posting after that post (See my quote above) is for future plus versions, like for 5.1 or 6.0 or whatever that comes after 5.0

Violet CLM
Feb 26, 2015, 10:37 AM
No new suggestions will be added to latest release of plus (5.0) unless its possible to implement it before the release dateBorderline tautological, but accurate.

Idle question... does anyone else think the hearts in the health display are too small at 640x480 resolution? They're the only major HUD element that doesn't get resized up from 320x240 and it kind of bothers me.

SAMI
Feb 26, 2015, 10:59 AM
I think the hearts in the health display are big enough. Maybe we can have option to use big size health display. But should only be optional so that the default size can be used too.

Primpy
Feb 26, 2015, 11:01 AM
Borderline tautological, but accurate.

Idle question... does anyone else think the hearts in the health display are too small at 640x480 resolution? They're the only major HUD element that doesn't get resized up from 320x240 and it kind of bothers me.

I absolutely agree, their dimension should be changed with the resolution, or at least making them look bigger on 640x480. Thanks for asking our oppinions first.

SAMI
Feb 26, 2015, 11:14 AM
The normal flame thrower doesn't stick to walls while power up one does. So how about making the normal flame thrower sticking to wall? Oh, add some effects on players while in sugar rush mode (like colour glowing around the player during sugar rush).

And when the player runs- a white glowing trail appears behind him/her. What about replacing it with fur colours of the player (Like if I use green fur- it should have green trail instead of white).

Primpy
Feb 26, 2015, 11:21 AM
The normal flame thrower doesn't stick to walls while power up one does. So how about making the normal flame thrower sticking to wall? Oh, add some effects on players while in sugar rush mode (like colour glowing around the player during sugar rush).

And when the player runs- a white glowing trail appears behind him/her. What about replacing it with fur colours of the player (Like if I use green fur- it should have green trail instead of white).

I really like your Sugar Rush related idea. For the flame thrower bug, there is JJ2+ bug reports but I guess here's alright too.

Anyway, I'm all into this Sugar Rush thingy. I always liked the idea of a sugar rush, but it doesn't really feel "rushy" at all. The song is hyping you up, but there's no visual effects. It feels just like some temporary invincibility. To take an example, in the Mario games, when you get the star, not only that the soundtrack changes and you're invincible, but you're also changing colors. The sugar rush is a moment of total hype, a moment where you expect something like "uber speed" and going fast and destroying stuff anywhere. I don't want this to be just a boring thing, this is why I absolutely agree with SAMI.

SAMI
Feb 26, 2015, 11:49 AM
For the flame thrower bug, there is JJ2+ bug reports but I guess here's alright too.

Its not a bug. They made this difference between power up and normal flame thrower intentionally so that it may look different.

Btw, about the trail thingy I mentioned in the last post- it shouldn't be only the colour of main fur, instead it should have all the colors of player. For example: My body fur is green, while the shoe color is blue, as well has the gun; then the trail should have both green and blue color.

Also Primpy, did you realize that the thread "JJ2+ Bug reports" you mentioned is for reporting JJ2+ bugs, not JJ2 bugs.

Primpy
Feb 26, 2015, 10:34 PM
Its not a bug. They made this difference between power up and normal flame thrower intentionally so that it may look different.

Ah, sorry.



Btw, about the trail thingy I mentioned in the last post- it shouldn't be only the colour of main fur, instead it should have all the colors of player. For example: My body fur is green, while the shoe color is blue, as well has the gun; then the trail should have both green and blue color.

Yeah, that sounds pretty nice :)

Jelly Jam
Feb 27, 2015, 01:53 AM
Anyway, I'm all into this Sugar Rush thingy.
This exists in 5.0.
http://puu.sh/g02mX/a61aae9fad.png
This way, you can also see who has a sugar rush. It will be really fun in streetfight.

And i don't agree that the heart bar size should change. I really think this is a bad idea...

XxMoNsTeRXM
Feb 27, 2015, 02:33 AM
This exists in 5.0.
http://puu.sh/g02mX/a61aae9fad.png
This way, you can also see who has a sugar rush. It will be really fun in streetfight.

And i don't agree that the heart bar size should change. I really think this is a bad idea...

How did you get that image?

Stijn
Feb 27, 2015, 02:45 AM
Someone leaking 5.0 development builds. Yay for JJ2+ version usage fragmentation!

Slaz
Feb 27, 2015, 03:27 AM
Nah, I'll just wait patiently for the final 5.0 like a good boy. hehe

Jelly Jam
Feb 27, 2015, 03:33 AM
How did you get that image?
*/me puts some content so my post doesn't get deleted*

Does it matter where I got the photo as long as it's there?
And besides, we will all get the 'photo' when 5.0 is out ;)

SAMI
Feb 27, 2015, 04:40 AM
I've found the source of that photo. It was posted here originally:
http://jazzjackrabbit.net/?league=1&season=1&op=forumz&watte=viewtopic&topic=806&page=1#16230

Posted by Shaky NL.

Jelly Jam
Feb 27, 2015, 08:09 AM
Unreleated but, does Shaker have 5.0?

shaney
Feb 27, 2015, 09:45 AM
an comand that shos people that ur idle

Violet CLM
Feb 27, 2015, 10:27 AM
Alt+F4?

Primpy
Feb 27, 2015, 10:33 AM
Alt+F4?

The award for the best reply goes to Violet!

Unreleated but, does Shaker have 5.0?

I think so, since he leaked that pic.

---

How long until the new version will be released? It has so many features I want to check out already! X(

Jelly Jam
Feb 27, 2015, 10:54 AM
The award for the best reply goes to Violet!



I think so, since he leaked that pic.

---

How long until the new version will be released? It has so many features I want to check out already! X(
Yeah, we all want to, but it'll be soon. Just wait a little longer...
Heck I can't wait for the great updates.
The thing I'm waiting for the most is the blue bird option.
Also I think the 'flip the bird' image existed since the 4.3 release?

SAMI
Feb 28, 2015, 01:18 AM
Add the ability to shoot with that fu*kin bird!!! I want to shoot with bird!!

Edit: Hit with frog while firing the tongue as well. Chop chop.

Jelly Jam
Feb 28, 2015, 01:37 AM
Add the ability to shoot with that fu*kin bird!!! I want to shoot with bird!!
.
http://media.moddb.com/cache/images/mods/1/23/22047/thumb_620x2000/bluebird.png

Solved?

Also, how is a tounge supposed to hurt ANY enemy...

Primpy
Feb 28, 2015, 01:47 AM
http://media.moddb.com/cache/images/mods/1/23/22047/thumb_620x2000/bluebird.png

Solved?

Also, how is a tounge supposed to hurt ANY enemy...

I'm pretty sure the Pokemon Lickytung has the "Lick" move. It does damage.

Jelly Jam
Feb 28, 2015, 02:06 AM
I'm pretty sure the Pokemon Lickytung has the "Lick" move. It does damage.
It would make the frog OP. The witch turns you into a frog so you can't destroy those blocks...

Treylina
Feb 28, 2015, 04:49 AM
It would make the frog OP.

Damn yeah, the rabbits would be terrified if the frog showed any sign of being able to hurt others - it would kick Spazzes ass! Forget the fact he can't run or or jump nearly as much, because having any kind of offensive ability is OP.

Boring person confirmed. Oh and frogs eat bugs.

Jelly Jam
Feb 28, 2015, 06:06 AM
Boring person confirmed.
Wow, what a burn.
EDIT: Well i think that the whole point of being a frog is to find a way to get back into a rabbit so you can kill enemies.

Slaz
Feb 28, 2015, 10:04 AM
Well, I always felt the tongue was a tease in the first place. Perhaps we could someday ask Arjan if the tongue was originally intended to do damage or not?

Primpy
Mar 1, 2015, 01:41 AM
Wow, what a burn.
EDIT: Well i think that the whole point of being a frog is to find a way to get back into a rabbit so you can kill enemies.

Jelly, why do you think the frog would be OP?
-Frogs are slow;
-Frogs can't jump really high;
-Frogs can't run;
-Frogs get stuck in ropes;
-Frogs' tongue attack has a big reloading speed;
-Frogs have no special abilities;
-Frogs can't buttstomp;
-Many more other reasons.

Well, I always felt the tongue was a tease in the first place. Perhaps we could someday ask Arjan if the tongue was originally intended to do damage or not?

Who knows, maybe the frog's tongue was supposed to damage enemies but because the lack of time they couldn't introduce that.

SAMI
Mar 1, 2015, 02:28 AM
Oh man, sorry for telling it in simplified way. By frog attacks I didn't mean for SP mode. I want the frog to be able to hit others in multiplayer mode. Being that said, I suggest making a "Frog hunt mode" for multiplayer like the one I found in Electron's server. Maybe improve it more. Let the frog be helpless in SP mode, but I think having the ability to attack others in multiplayer with frog will be fun [Its my opinion].

Seren
Mar 1, 2015, 02:30 AM
We will not introduce any game mode that there are currently precisely 0 good levels for.

Slaz
Mar 1, 2015, 02:52 AM
Well, Domination is a gamemode introduced in Plus that initially didn't have levels other than Blur's example. It's still underplayed with only a handful of good levels, but that doesn't mean any unique gamemode requiring new level designs hasn't got potential.

A 'Frog hunt' based mode could be played on some battle levels, depending on slope heights and vine dependence. If you make it so that frogs tongue can damage players and at least pass through the vines, I do see potential fun there.

Then again, it would be another mode ignored by the competitive scene and played solely in events. That's alright.

Toni_
Mar 1, 2015, 03:57 AM
We will not introduce any game mode that there are currently precisely 0 good levels for.

Maybe CTF with 4 teams? There are a lot of good CTF levels, one of them must fit it!

Primpy
Mar 1, 2015, 04:09 AM
Maybe CTF with 4 teams? There are a lot of good CTF levels, one of them must fit it!

CTF with 4 teams sounds a little bit confusing. It would also require lots of players. Also, the game would take too little time, since each team would be able to capture flags from 3 different teams. No, just no.

We will not introduce any game mode that there are currently precisely 0 good levels for.

I've seen decent maps on Elecrton's server. I don't know if he made them or he downloaded them from J2O, but they're perfect for "Frog Hunt" gamemode. The Frog Hunt is the only multiplayer gamemode I like beside Co-op and I can't recommend it enough.

Seren
Mar 1, 2015, 04:44 AM
Well, Domination is a gamemode introduced in Plus that initially didn't have levels other than Blur's example. It's still underplayed with only a handful of good levels, but that doesn't mean any unique gamemode requiring new level designs hasn't got potential.
That and flag run are as far as I know the only exceptions so far, and only introduced because they were directly inspired by the success of those modes in other games. The main difference between then and now, as already brought up by Violet last time somebody suggested a game mode, is that back then there were no publicly available tools required by level designers to make such custom modes work. There are now. If a mode that requires specially designed levels becomes popular enough, as in, there will be enough levels made specifically for it, we may consider implementing it.
I've seen decent maps on Elecrton's server.
My statement was purely and directly motivated by extensive knowledge regarding the quality of levels on said server.

Treylina
Mar 1, 2015, 04:47 AM
I find the many levels designed for them to be bad. Annoying dead-ends, incredibly cramped paths, and overcomplicated. Or worst case, not being able to attack the frogs at all. With the way the levels are made, they're a glorified hide and seek.

Violet CLM
Mar 7, 2015, 07:02 PM
This is already done in the next release. :)
<a href="http://www.moddb.com/mods/jazz-jackrabbit-2-plus/images/corpsedelay" title="/corpsedelay - Mod DB" target="_blank"><img src="http://media.moddb.com/cache/images/mods/1/23/22047/thumb_620x2000/IMG_07032015_023810.png" alt="/corpsedelay" width="560" /></a>
In fact, here's a screenshot, since I kept talking about this last night.

XxMoNsTeRXM
Mar 7, 2015, 10:36 PM
<a href="http://www.moddb.com/mods/jazz-jackrabbit-2-plus/images/corpsedelay" title="/corpsedelay - Mod DB" target="_blank"><img src="http://media.moddb.com/cache/images/mods/1/23/22047/thumb_620x2000/IMG_07032015_023810.png" alt="/corpsedelay" width="560" /></a>
In fact, here's a screenshot, since I kept talking about this last night.
Well this screenshot shows that the corpse in JJ2 when you die will still be there, and also shows that you changed how the score looks in CTF, which isn't a major change.

Violet CLM
Mar 7, 2015, 10:59 PM
Well this screenshot shows that the corpse in JJ2 when you die will still be there
yes, if you notice, that's what the post I was quoting was about

SAMI
Mar 7, 2015, 11:46 PM
Oh yes, dead corpse. This is the best update ever made in JJR+ in my opinion. This made me really excited for next release of JJR+

cooba
Mar 7, 2015, 11:46 PM
It's called JJ2+

SAMI
Mar 7, 2015, 11:48 PM
Ok, the best JJ2+ version of the best game JJR2. Correct enough I guess.

cooba
Mar 7, 2015, 11:49 PM
It's called JJ2

SAMI
Mar 7, 2015, 11:53 PM
Dude, why is it so much troublesome to you if I call it JJR2? Jazz JackRabbit= JJR to me.

Jelly Jam
Mar 7, 2015, 11:58 PM
<a href="http://www.moddb.com/mods/jazz-jackrabbit-2-plus/images/corpsedelay" title="/corpsedelay - Mod DB" target="_blank"><img src="http://media.moddb.com/cache/images/mods/1/23/22047/thumb_620x2000/IMG_07032015_023810.png" alt="/corpsedelay" width="560" /></a>
In fact, here's a screenshot, since I kept talking about this last night.
Cool! And this was pictured in yesterday's event, wasn't it ;D

XxMoNsTeRXM
Mar 8, 2015, 12:32 AM
yes, if you notice, that's what the post I was quoting was about

Also when I hover over it, it says /corpsedelay
hehe, sneaky little command hidden, right?

Seren
Mar 8, 2015, 01:11 AM
Dude, why is it so much troublesome to you if I call it JJR2? Jazz JackRabbit= JJR to me.
Because:
a) Jazz Jackrabbit is a full name of the protagonist and therefore its initials are J.J. and can under no circumstances be anything else (unless he has an unknown middle name, in case of which however it goes in the middle, as in J.X.J.);
b) "Jackrabbit" is a word in the English language written always as a single word and never separately or with a hyphen;
c) Official sources regarding Jazz Jackrabbit use "JJ" as its abbreviation, for example Jazz Jackrabbit 2 cheat codes.
Therefore shortening "Jazz Jackrabbit" to "JJR" is always incorrect and doesn't make any more sense than shortening it to "JZJKRBT" instead. It's a matter of incorrect usage of English, plus a matter of misspelling the title of the game this forum focuses around; there's absolutely no capital "R" in Jazz Jackrabbit.

Stijn
Mar 8, 2015, 02:09 AM
who cares

Love & Thunder
Mar 8, 2015, 03:02 AM
Does he? How about I Don't Know?

Anyway, Cooba, Sir Ementaler, me, and possibly a few others do(Although IMHO, -- despite the fact that it annoys me -- it doesn't really matter that much).
And getting back on topic, is there any chance of a JCS patch in the future which allows exporting tilesets in both 1.23 and TSF format?

Treylina
Mar 8, 2015, 07:44 AM
And getting back on topic, is there any chance of a JCS patch in the future which allows exporting tilesets in both 1.23 and TSF format?

If you mean converting tilesets into images, there's already a program for it. That is Tileset Extractor. It's on J2O.

Jelly Jam
Mar 8, 2015, 08:16 AM
And getting back on topic, is there any chance of a JCS patch in the future which allows exporting tilesets in both 1.23 and TSF format?
By what I understood, you're asking if there is a way that the 1.23 JCS can run TSF tilesets and vice-versa?

SAMI
Mar 8, 2015, 09:12 AM
@SE: I know JJR doesn't make sense and I already wrote "JackRabbit" without any space between them. Even then I call it JJR because I call it JJR because I do call it JJR which shouldn't be a problem I suppose. I can't find any rules about not calling it JJR. Worst of all, I'm even telling that JJR is correct. I just call it JJR cause I like it. I can't find any reason about why you all are having problems with it. Who cares? We are just arguing for a silly thing.


Back to topic, how about an option to add bots? Bots can be enabled by the server only so that others can't abuse it. Would be great to have optional bots in JZJKRBT2

Violet CLM
Mar 8, 2015, 09:25 AM
If you want bots, by all means write one! It's pretty straightforward AngelScript; all you need is to figure out the actual strategies.

SAMI
Mar 8, 2015, 11:10 AM
Since we can take screenshots of JJ2 without any unnecessary capture programmes; how about add the function for recording videos? I know you may think why its needed, we can record with Fraps or or some capruring sodtwares like that. But that causes frame droppings, sound problems and sometimes even slow motion or freezing if done with just average spec laptops. So if its possible to record within the game itself which would create less errors would be great. Maybe not, just asking anyway.

Treylina
Mar 8, 2015, 11:44 AM
Since we can take screenshots of JJ2 without any unnecessary capture programmes; how about add the function for recording videos? I know you may think why its needed, we can record with Fraps or or some capruring sodtwares like that. But that causes frame droppings, sound problems and sometimes even slow motion or freezing if done with just average spec laptops. So if its possible to record within the game itself which would create less errors would be great. Maybe not, just asking anyway.

I'd rather much have the option to record improved macros, which I requested a somewhat long time ago. While they would require JJ2, and the tileset and level to run them, they would be much lighter and easier on the CPU than videos. But it would be a lot of work. Macro recording would need to be rewritten for less bugginess and way more features.

Love & Thunder
Mar 8, 2015, 08:41 PM
That sounds great. And for screencapping, that would be really good because if you could record from the Macro, and if there's a recording problem, you can just record the same thing again exactly as it was originally.
If you mean converting tilesets into images, there's already a program for it. That is Tileset Extractor. It's on J2O.
I phrased that kind of confusingly...
I have TSF JJ2, so I can't make 1.23 tilesets. What I'm suggesting is an option to save in either 1.23 or TSF format instead of being locked to whichever version(s) of JJ2 you happen to have.

Violet CLM
Mar 8, 2015, 09:53 PM
Ah, for that you want zapS' TSF to 1.23 J2T Converter.

SAMI
Mar 9, 2015, 03:10 AM
@ Treylina: Yup, thats what I was trying to say. That would save a lot of space and it will record just fine. But will it record the ping stats too or it will just run in 0 ms even if the player had 350 ms ping? Having the ping stats would be good as we can see that lags that was happening while playing.

AvalancheMaster
Mar 17, 2015, 06:18 AM
A quickie - can we make Lori jump as high as Jazz' upercut in singleplayer? I suppose it's a simple fix and would allow us to play a lot of the levels which were not intended with her in mind.

Slaz
Mar 17, 2015, 06:48 AM
A quickie - can we make Lori jump as high as Jazz' upercut in singleplayer? I suppose it's a simple fix and would allow us to play a lot of the levels which were not intended with her in mind.

I don't think so, as it would break some earlier level concepts as well. In general, JJ2+ shouldn't change how the game's fundaments work, but instead fix bugs and add new features to it. (unless the Plus team thinks otherwise, that is).

Jump height is easy to set in AngelScript, but that's not the universal setting you're looking for.

AvalancheMaster
Mar 17, 2015, 06:50 AM
I don't think so, as it would break some earlier level concepts as well. In general, JJ2+ shouldn't change how the game's fundaments work, but instead fix bugs and add new features to it. (unless the Plus team thinks otherwise, that is).

Jump height is easy to set in AngelScript, but that's not the universal setting you're looking for.

Well, maybe just for the official episodes, then?

Treylina
Mar 17, 2015, 07:11 AM
A quickie - can we make Lori jump as high as Jazz' upercut in singleplayer? I suppose it's a simple fix and would allow us to play a lot of the levels which were not intended with her in mind.

If Lori could jump as high as uppercut by default, then uppercut would be virtually redundant (apart from buttstomp blocks above and killing witches easily). Infact, that would make her able to jump as high as Spaz with enough momentum gained. However, you can jump higher than Spaz by default, if you kick certain enemies a certain distance and hold on jump. But that's very situational.

I'd like to change her special jump one day, which feels like the more sensible solution. It would grant height of some kind.

However, there's a thing part of the game called golden jump that allows you to jump as high as uppercut (it can be performed by all characters). Infact, it's marginally higher.

You can make it work by making sure the always run button is off, then standing and tapping shift roughly 7 times, and holding on jump the last shift (and don't let go of jump when you release shift!). It's not really the best solution since it pulls you to the left/right though.

Well, maybe just for the official episodes, then?

You can pass all the official episodes with Lori without cheating. I've done it before many times.

MilkMan
Mar 20, 2015, 08:53 AM
As a legitimate suggestion, I want a foot massage for each time I accomplish something useful in the game. Beat a level, that's a foot massage. Kill a boss, that's another foot massage. Get sugar rush mode; yes, I would love olive oil for my next foot massage.

And I want the masseuse to be female.

That will be all.

Seren
Mar 20, 2015, 09:51 AM
We implemented that in 4.2 and it works for me. If it malfunctions for you, you should probably head to the JJ2+ bug reports thread instead. Include info about your operating system, JJ2 version and sexual life.

Love & Thunder
Mar 20, 2015, 10:38 AM
I remember that feature when it was in vanilla 1.25. It had to be taken out in 1.3 for budget reasons, but Plus re-adding it in Plus 4.2 was great. :)

Primpy
Mar 20, 2015, 10:38 AM
Mmm, yeah, a foot massage sounds pretty good.
Sir Ementaler, are you sure this was implemented in 4.2, because I didn't receive any masseuse. I think I'm using the Avalon version.

SAMI
Mar 20, 2015, 10:51 AM
Plus doesn't even work on Avalon version :3

Primpy
Mar 20, 2015, 11:03 AM
Plus doesn't even work on Avalon version :3

Dammit, you ruined my joke.
It was bad anyway.

FawFul
Mar 22, 2015, 04:07 AM
I'd love to see a /changemusic random function. Sometimes i want to switch music in levels but can't think of any filenames :).

Violet CLM
Mar 22, 2015, 09:55 AM
If you can't think of any filenames, the menu item <code>Music-&gt;Load Music File</code> will bring up an Open File dialog, so you can see every filename you've got.

StrikerTheHedgefox
Mar 27, 2015, 06:40 AM
Since people were discussing Lori's Down+Jump move... How about making it so it's an upward-diagonal kick? (It would fit the animation)

Since she can't jump as high as Spaz, and cannot uppercut like Jazz, it would still give her the ability to smash some blocks above her or to the side of her without granting a jump that is too high. (Basically putting her in the middle of Jazz and Spaz, considering Jazz can only smash above, and Spaz to the side).

Treylina
Mar 27, 2015, 07:17 PM
Since people were discussing Lori's Down+Jump move... How about making it so it's an upward-diagonal kick? (It would fit the animation)

Since she can't jump as high as Spaz, and cannot uppercut like Jazz, it would still give her the ability to smash some blocks above her or to the side of her without granting a jump that is too high. (Basically putting her in the middle of Jazz and Spaz, considering Jazz can only smash above, and Spaz to the side).

Nooooo...Lori's kick is fun. At least her down and jump move is unique compared to her special jump, which is a carbon copy of Jazzes copter ears.

Primpy
Mar 27, 2015, 10:25 PM
I actually kinda like Striker's idea.

AvalancheMaster
Mar 28, 2015, 02:22 AM
I was thinking something along the lines of this:

Lori's heliears combined with Spazz' doublejump.

http://i.imgur.com/gZMGMAw.png

When she "jumps" again mid-air, the heli ears propel her upwards, keeping the X-momentum as well. The player cannot control Lori until she's down on the ground, to make up for balance and to keep things interesting.

I recon it could be done in AS.

Primpy
Mar 28, 2015, 03:32 AM
I was thinking something along the lines of this:

Lori's heliears combined with Spazz' doublejump.

http://i.imgur.com/gZMGMAw.png

When she "jumps" again mid-air, the heli ears propel her upwards, keeping the X-momentum as well. The player cannot control Lori until she's down on the ground, to make up for balance and to keep things interesting.

I recon it could be done in AS.

That's actually one cool idea! Too bad it will most likely not be accepted.

FawFul
Mar 28, 2015, 04:25 AM
I would like to make a suggestion: the ability to rebind weapon keys.

I think i can say on behalf of the community that play right-handed and use arrow keys it's pretty damn difficult to reach out to the numbers 7, 8 and 9 effectively. JJM had this feature back in the day where you can switch weapon keys around. It was a blessing to have electro(gun9) and ice(gun3) swapped around. However, that program is really outdated now and it's annoying to run tools aside from jj2.

Now with the addition of scripts and therefore new weapons and whatnot I started to feel this urge even more. I've just did a playtest in forgotton civilization (new map from PJ) and that level has custom weapons for gun8 and gun9. It was a pain in my butt to ever use these weapons effectively in a competitive mindset game by using the weapon change numbers.

I feel JJ2 needed this from that start..please make it happen jj2+ team.:7

Violet CLM
Mar 28, 2015, 09:30 AM
FawFul: I don't think that'll happen this release, but I do feel the need for a much better options screen, and that's a good candidate for something that would be really impractical to implement n any other way (e.g. commands, dropdown menu).

Lark
Apr 6, 2015, 03:57 PM
Hello, hello. I'm new to JJ2+. Very new. Like, I've always had it downloaded but I don't think I've ever actually used it besides running a few example levels that Blacky, Violet or FS made and I was like WHOA THIS IS NOT JJ2 WHY AM I USING A MOUSE and got freaked out. Anyway, I think what JJ2+ calls for is some replayability factor added into the single player campaign. I'm sure we veterans have all beat the four episodes back to back at least a hundred times over. I'm not saying I'm bored of them, but how about something to keep us playing. Some incentive to reach higher and higher scores and eventually compete.

So here's an idea.

Let's fix the score system. In other words, when you die, reset the score so it's not possible to keep grabbing a one up, killing yourself, grabbing a bunch of gems, repeat. Let's make it impossible to cheat the system here.
Now let's add a game clock... A kill count (or percentage) perhaps? Par times?
All in all, since JJ2+ is a leap toward the newer generation of games, I want to be "graded" on how I do in JJ2. My score means nothing to me, and if I want to tally up how many gems I've collected, goodluck, the game shows you that but only for about half a second because it's irrelevant.
So, what am I trying to say, well, may the best turtle slayer win ;)
Let's get a completely revamped highscore table which streams to J2O to compete against other users.

ALSO: An idea, but not so much as to what I was getting at; a grading system, similar to ones such in Devil May Cry, operating on a D, C, B, A, S, SS, SSS scale. (If ya haven't played Dmc, go play it, it's fun)


SECOND EDIT: Perhaps this would call for an OPTIONAL "login" when you play single player. You could use your J2O account to log in. :)

Loon
Apr 9, 2015, 06:08 AM
I would like to make a suggestion for a later release.

Fireball still uses the pepperspray sprite at the bottom right of the screen. Is there a possibility to change that sprite into a fireball sprite?

cooba
Apr 9, 2015, 08:43 AM
Fireball still uses the pepperspray sprite at the bottom right of the screen. Is there a possibility to change that sprite into a fireball sprite?Pepper Spray has been using Fireball's sprite since 1997.

XxMoNsTeRXM
Apr 9, 2015, 10:11 AM
Suggestion: Change the menu's music with what ever music you like :)

SAMI
Apr 9, 2015, 11:22 AM
Pepper Spray has been using Fireball's sprite since 1997.

It actually looks like both pepper and fireball.

But, its a good idea to make new sprites which look more like fireball. Also one which looks like pepper.

Violet CLM
Apr 9, 2015, 11:43 AM
Suggestion: Change the menu's music with what ever music you like :)
You may be looking for a more permanent solution, but JJ2+ has a <code>Music->Load Music File...</code> menu item that seems to work fine in the menu.

XxMoNsTeRXM
Apr 9, 2015, 12:34 PM
You may be looking for a more permanent solution, but JJ2+ has a <code>Music->Load Music File...</code> menu item that seems to work fine in the menu.
Oh, didn't realize that, sorry.

cooba
Apr 9, 2015, 12:50 PM
XxMoNsTeRXM: This is pretty ill-advised, but you can use mod2j2b on most module files you want, then remove Menu.j2b and rename your new j2b to Menu.j2b.

Nobody should be using mod2j2b in 2015 though.

Lark
Apr 10, 2015, 08:04 PM
speaking of which I never put it to the test but does JJ2+ fix music loops? i.e. if a channel on a mod has a sample that does not stop before the song ends it will continue to loop after the song restarts. KNITPICKING :) :)

master sven
Apr 11, 2015, 12:15 PM
http://www.jazzjackrabbit.net/?league=1&season=1&op=forumz&watte=viewtopic&topic=848&page=1#16345

cooba
Apr 11, 2015, 12:53 PM
Yes, we read jjnet (though every time I do I wish I was not), and as far as I can tell there is no clear consensus there either.

Love & Thunder
Apr 11, 2015, 02:02 PM
Yes, we read jjnet
My condolences.

Anyway, I'm loving the new Plus. :)

AvalancheMaster
Apr 11, 2015, 02:04 PM
I'm a native Cyrillic user (Bulgarian is actually the first language to adopt this alphabet), and I don't give a stinking rabbit poo about Cyrillic in JJ2+.

Then again, I'm not keen on multiplaying.

And then again, I'd help with the graphics, if this idea comes to life.

Treylina
Apr 11, 2015, 02:23 PM
speaking of which I never put it to the test but does JJ2+ fix music loops? i.e. if a channel on a mod has a sample that does not stop before the song ends it will continue to loop after the song restarts. KNITPICKING :) :)

Blame j2bs. BASS.dll doesn't support them.

In other words, this is one reason why you shouldn't use the j2b format. I have found the original version of most converted j2bs.

Jelly Jam
Apr 12, 2015, 05:12 AM
And then again, I'd help with the graphics, if this idea comes to life.
Same.

Primpy
Apr 12, 2015, 11:54 AM
Same.

I'm not the best at editing stuff, but I could give you a hand as well.

master sven
Apr 12, 2015, 10:21 PM
http://www.jazzjackrabbit.net/?league=1&season=1&op=forumz&watte=viewtopic&topic=851&page=1#16356

StrikerTheHedgefox
Apr 17, 2015, 06:04 AM
I was thinking something along the lines of this:

Lori's heliears combined with Spazz' doublejump.

http://i.imgur.com/gZMGMAw.png

When she "jumps" again mid-air, the heli ears propel her upwards, keeping the X-momentum as well. The player cannot control Lori until she's down on the ground, to make up for balance and to keep things interesting.

I recon it could be done in AS.
I don't really like the idea of taking control from the player like that, sounds like it could get irritating. How about making it like Yoshi's flutter-jump in Yoshi's Island? (Where you get pulled up like in your diagram, but only for a second or so and fall at normal speed, while still retaining control.)

Jelly Jam
Apr 17, 2015, 07:57 AM
http://i.imgur.com/x21X8qx.png

Ya know how the player warp color gets changed depending on his/hers fur?
Well for Jazz it stays default (green)

short story even shorter: i think you should make jazz's warp color depended on the player's fur.

Exploder
Sep 1, 2016, 10:56 AM
Add wait/delay function. Example:
jjAlert("You will die in 5 seconds.);
jjWait(5);
player.kill();

Seren
Sep 1, 2016, 11:24 AM
That is not how code works.

Violet CLM
Sep 1, 2016, 03:58 PM
Presumably it would look more like this:
jjAlert("You will die in 5 seconds.);
jjWait(5000, function(){
jjLocalPlayers[0].kill();
);

(That simple sort of use case is what <code>jjPLAYER::timerStart()</code> and accompanying methods/properties are for, but I can see the appeal of a more general way of delaying things that doesn't make the scriptwriter do all the timekeeping themselves. That said, I think it could probably be a library instead of a built-in script feature.)

Jelly Jam
Oct 23, 2016, 06:06 AM
What do you guys think of making the trigger scenery event available in all of the layers in JCS?
Example: when you break a trigger box or go through a trigger zone, it will make some blocks in layer 3 appear/disappear.

Violet CLM
Oct 23, 2016, 09:14 AM
You can't literally place events in other layers because that's just not how level files work, but that is what <code>jjTileSet</code> and/or <code>jjLAYER::tileSet</code> are for.

Seren
Oct 23, 2016, 11:30 AM
(Also Reworder is still available and functional, if you're not into scripting.)

cooba
Oct 23, 2016, 02:18 PM
(With that said, scripting it is faster and easier, and by learning how to script, you do yourself a favor)

Jelly Jam
Oct 24, 2016, 11:19 AM
Yeah I know it's probably possible in AS. I was just wondering if it's worth adding it as a JCS function so everyone can use it. Thanks for the reply tho

Jelly Jam
Nov 17, 2016, 10:26 AM
Make a setting in JCS that makes all of the objects which are pushable in single player pushable in multiplayer as well (big box, big rock, pickup crates, trigger crate, barell, ammo boxes, powerup TV's, morphs, and everything else I haven't mentioned). These items are not pushable in multiplayer, so the player just passes through them, making the box and rock almost useless.
The setting would be optional, of course, like the 'Hide level in Home cooked levels list' setting.

burnout92
Nov 28, 2016, 01:47 PM
Hey everyone!

I have a suggestion. If i want to select another music for a level. Lets you select outside from the Jazz2 folder. When i choose my favorite song or whatever outside the game folder it's display a message: 'The file does not exist'.

Thank you if you listening me. :)

Treylina
Nov 28, 2016, 02:45 PM
Hey everyone!

I have a suggestion. If i want to select another music for a level. Lets you select outside from the Jazz2 folder. When i choose my favorite song or whatever outside the game folder it's display a message: 'The file does not exist'.

Thank you if you listening me. :)

At that point, just use a music player? It's what I do.

Violet CLM
Nov 28, 2016, 04:13 PM
burnout92: that problem was addressed in version 5.2. Just add any folder you want to be able to load music files from to your <a href="https://www.jazz2online.com/jj2plus/plus-readme.html#additionalfilefolders">Additional File Folders</a> list.

burnout92
Nov 29, 2016, 07:18 AM
Thanks Violet and sorry to asking this again. :D

Sonic Boom
Dec 22, 2016, 12:10 PM
I'm late, but I think it should be possible to "lay" Events on top of each other.
If that could be pulled off, I'd be so happy!

Treylina
Dec 22, 2016, 01:17 PM
I'm late, but I think it should be possible to "lay" Events on top of each other.
If that could be pulled off, I'd be so happy!

That is possible via MCEs and probably scripting too.

Simon
Dec 30, 2016, 02:31 PM
Hi, I got reeled into the Discord community because I speedrun JJ1 (https://www.twitch.tv/simonnaar), and I gave JJ2 a shot today. According to BinaryBlob and TreyLina, both vanilla JJ2 and JJ2+ are eligible for running. I stumbled into two issues/missing features.

Pixel doubling

I'm happy with JJ2's field-of-view at 640x400. But this generates an extremely small window on my physical screen. I'd like the window twice as big, showing the 640x400 image at 1280x800. I don't have to see more of the map, so Bigjazz doesn't help. Fullscreen is not an option during a run, I'd read the run timer and twitch chat meanwhile. Even for casual play, fullscreen is too large on a 34-inch screen.

While I can enlarge the window by mouse-dragging its border (Archlinux with the xfce4 desktop, JJ2 runs via Wine) and get the desired pixel-scaling, this has severe drawbacks:
* It's laborius pixel-precise mouse-movement, or I'd have to script the window manager.
* The window size instantly resets when the first level starts, the window must be re-dragged.

The feature wish, thus, is pixel-doubling supported by the game.

I didn't find any option or discussion on pixel doubling. Has this ever come up in the past? Does anyone play with a 4K display, which would generate an even smaller window at 800x600?

Remap A and S (edit 5 hours later: solved, it was the collision prevention with player 2's keys)

The keys A and S are exactly on physical keys that I prefer for game input. JJ2+ doesn't let me bind anything to A or S. I understand that this isn't possible even in vanilla JJ2, which may well be weird design that you must inherit. :-)

Can you make these keys rebindable? Are there already workarounds within the game?

---

BinaryBlob mentioned that JJ2+ has fixed a bug to kill bosses fast, but the speedrun relies on that bug. This makes the pixel-doubling issue more general than a JJ2+ feature wish. <_<;

-- Simon

Violet CLM
Dec 30, 2016, 07:11 PM
In Windows, pixel doubling doesn't reset across level transitions and the A and S keys are perfectly usable, so I think the problem/s must be in Wine (or your configuration thereof) somewhere. Do A and S just not work for you at all? Even while chatting?

Simon
Dec 30, 2016, 07:40 PM
In Windows, pixel doubling doesn't reset across level transitions

Yes, pixel doubling is preserved across level-to-level transistions here, too. The size resets on the transistion from menu to first level, on selecting the first episode.

If even that doesn't happen on Windows, I'll look into a scripting workaround. :-) I'm happy that the window scales nicely at all, that's 90 % of the work.

and the A and S keys are perfectly usable, so I think the problem/s must be in Wine (or your configuration thereof) somewhere. Do A and S just not work for you at all? Even while chatting?

I can enter the player name "AaSs" for a JJ2 hotseat game just fine. Still, I should investigate my setup -- thanks for confirming that it works on Windows. (All 26 letters work for player name entry. A, S, W, F, G aren't bindable, but Q, Z, X, C, V, T are. Weird. Still likely that the issue is on my side.)

I apologize for rushing to conclusions that the game doesn't allow remapping A/S at all. I'm biased by JJ1, which hardwired functions to S, M, T and some other keys.

Edit: Oh my, A/S issue solved. JJ2 prevents for player 1 exactly the keys that player 2 is using. Obvious in hindsight, JJ2 is a multiplayer game. <_<;;

-- Simon

SAMI
Dec 30, 2016, 07:59 PM
Hi, I got reeled into the Discord community because I speedrun JJ1 (https://www.twitch.tv/simonnaar), and I gave JJ2 a shot today. According to BinaryBlob and TreyLina, both vanilla JJ2 and JJ2+ are eligible for running. I stumbled into two issues/missing features.

Pixel doubling

I'm happy with JJ2's field-of-view at 640x400. But this generates an extremely small window on my physical screen. I'd like the window twice as big, showing the 640x400 image at 1280x800. I don't have to see more of the map, so Bigjazz doesn't help. Fullscreen is not an option during a run, I'd read the run timer and twitch chat meanwhile. Even for casual play, fullscreen is too large on a 34-inch screen.

While I can enlarge the window by mouse-dragging its border (Archlinux with the xfce4 desktop, JJ2 runs via Wine) and get the desired pixel-scaling, this has severe drawbacks:
* It's laborius pixel-precise mouse-movement, or I'd have to script the window manager.
* The window size instantly resets when the first level starts, the window must be re-dragged.

The feature wish, thus, is pixel-doubling supported by the game.

I didn't find any option or discussion on pixel doubling. Has this ever come up in the past? Does anyone play with a 4K display, which would generate an even smaller window at 800x600?


-- Simon

I made a thread about upscaling JJ2.

In that thread, the tool I used (Borderless Gaming) lets you set a custom borderless window size (Right clicking the game name on right column).

That way you can run the game at 1280x800. Less convenient but works quite well once set.

https://www.jazz2online.com/jcf/showthread.php?t=20030

Violet CLM
Dec 30, 2016, 08:32 PM
Edit: Oh my, A/S issue solved. JJ2 prevents for player 1 exactly the keys that player 2 is using. Obvious in hindsight, JJ2 is a multiplayer game. <_<;;

-- Simon
Ah, sorry, I should have thought of that too. If you don't want to mess with player 2 too much, I'm pretty sure that restriction isn't in place if you select "Controls" after pressing Esc ingame.

I tried setting JJ2's resolution to 320x200 and resizing the window to twice as wide and three times as high. Not only did that not break while leaving the menu and starting a new level, the next time I started up JJ2 it was still in that resolution <em>and</em> resizing.

Simon
Dec 30, 2016, 09:04 PM
Ah, sorry, I should have thought of that too.

No problem -- you helped by immediately suspecting the issue on this side.

Not only did that not break while leaving the menu and starting a new level, the next time I started up JJ2 it was still in that resolution and resizing.
I made a thread about upscaling JJ2.
https://www.jazz2online.com/jcf/showthread.php?t=20030

Okay, it's even less an issue on Windows, if you take the time to adjust the window once.

I didn't see SAMI's thread before. It solves a more general problem, great. :-)

Your solution taps into two additional Windows programs. Since I'm on Linux and already getting first results, though still hackish, with devilspie (lightweight program that recognizes a window by name and moves/resizes), I'll dive deeper into this method instead. If I get a clean solution, I'll post it to your thread.

---

Thanks for the quick replies. I've dug out the game for the first time in 5 years, yet sorted out all issues within hours.

-- Simon

XxMoNsTeRXM
Feb 28, 2017, 03:41 AM
<strong>Hi, I have suggestions for JJ2+.</strong>
<h3>Spectator Text Changes</h3>
It's really annoying that the spectator text appears above other AS drawn text/sprites/pixels/rectangles on the screen. It would be nice if a onDrawSpectatorText was added to AS, so scripts can interact with that and maybe even change spectator text. Something like this:

bool onDrawSpectatorText(jjPLAYER@ p, jjCANVAS@ canvas, jjOBJ@ spectatedObject/Player) {
return true;
}


<strong>Update:</strong>
It might actually be better to add the spectated object/player as a jjPLAYER property. Then it will be like this:

bool onDrawSpectatingText(jjPLAYER@ p, jjCANVAS@ canvas) {
jjAlert(p.spectatedObject + "");
return true;
}


<h3>Spectator List</h3>
It would also be nice to be able to have a property in jjPLAYER which has a list of the players that are spectating you. Like this:

void onPlayer(jjPLAYER@ p) {
for (uint i = 0; i < p.spectatorList.length(); i++) {
jjAlert(p.spectatorList[i] + "");
}
}

^
That would show which players are spectating you.

Sonic Boom
Feb 28, 2017, 04:31 AM
I think you should be able to set Events for Animations like with normal Tiles.
(I don't have more to say, JJ2+ rocks already!)

XxMoNsTeRXM
Feb 28, 2017, 04:38 AM
I think you should be able to set Events for Animations like with normal Tiles.
(I don't have more to say, JJ2+ rocks already!)
What do you mean by setting Events for Animations?

Jelly Jam
Feb 28, 2017, 08:46 AM
He means that JCS should have the ability to set a default event for an animated tile, just like with normal tiles.

XxMoNsTeRXM
Feb 28, 2017, 08:57 AM
He means that JCS should have the ability to set a default event for an animated tile, just like with normal tiles.

Ah. That makes sense now. I thought he was reffering to animations as sprites.

XxMoNsTeRXM
Mar 3, 2017, 03:08 AM
Another thing that should be added could be the ability to rebind the Team Chat key in AS.

Jelly Jam
Mar 3, 2017, 08:22 AM
Oh and the unpowered up RF hits the vine or hook when shooting up on them. Pls fix that somehow, it's fine with the powered up one.