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Old January 28th, 2013, 10:58 PM   #1
Violet CLM
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JJ2+ (last updated April 6, 2015)

JJ2+ (last updated April 6, 2015)

Downloads:

Main Download: ModDB | J2O
Note that in order to use JJ2+, you will need a registered copy of Jazz Jackrabbit 2, version 1.23 or 1.24. If one of the splash screens shown when starting up the game says "LK Avalon," that is additionally not a compatible version of the game.



JJ2+ is a patch, with a lot of fixes for bugs and lots of new features, both clientside and serverside. For those of you who like to read readmes before downloading files (though the readmes are included in the .zip), click here. Scroll down to Latest Changes for a list of new features and bug fixes.



Amongst various other features, JJ2+ adds a lot of new tools for level designers, allowing for more freedom and flexibility in their work. To use those, you need to update your JCS.ini file with the following lines where appropriate. The lines marked in orange are part of the 2015 releases.
Code:
2=Hurt                              |+|Modifier  |Hurt   |       |Up:1|Down:1|Left:1|Right:1
5=Slide                             |+|Modifier  |Slide  |       |Strength:2
17=Area End Of Level                |+|Area      |End    |Area   |Secret:1|Fast:1|TextID:4|Offset:4
18=Area Warp EOL                    |+|Area      |End    |Warp   |Empty:1|Fast:1|TextID:4|Offset:4
24=Limit X Scroll                   |+|Modifier  |Limit  |Xscroll|Left:10|Width:10
26=Area Warp Secret                 |+|Area      |Warp   |Secret |Coins:10|TextID:4|Offset:4
31=Multiplayer Level Start          |+|StartPos  |MP     |Start  |Team:2
32=Lori Level Start                 |+|StartPos  |Lori   |Start
52=Bomb Crate                       |+|Goodies   |Bomb   |Crate  |ExtraEvent:8|NumEvent:4|RandomFly:1|NoBomb:1
54=Bouncer Ammo+15                  |+|Ammo      |Gun2   |Am+15  |Weapon:3
59=Airboard                         |+|Object    |Air    |Board  |Delay Secs:5
89=Extra Time                       |+|Goodies   |Extra  |Time   |Seconds:7
91=Hor Red Spring                   |+|Spring    |H-Red  |Spring |Empty:2|Keep Y-Speed:1|Delay:4|Reverse:1
92=Hor Green Spring                 |+|Spring    |H-Green|Spring |Empty:2|Keep Y-Speed:1|Delay:4|Reverse:1
93=Hor Blue Spring                  |+|Spring    |H-Blue |Spring |Empty:2|Keep Y-Speed:1|Delay:4|Reverse:1
94=Morph Into Bird                  |-|Morph     |Bird   |Morph  |Flip: 1
95=Trigger Crate                    |+|Trigger   |Trig   |Crate  |TriggerID:5|off:1|switch:1
148=Steady Light                    |+|Light     |Steady |Light  |Type:3|Size:7
149=Pulse Light                     |+|Light     |Pulse  |Light  |Speed:8|Sync:4|Type:3|Size:5
192=Gem Ring                        |+|Gem       |Gem    |Ring   |Length:5|Speed:5|Event:8
198=Rocket Turtle                   |-|Boss      |Rock   |Turt   |EndText:4|Velocity:6|Angle:3
206=Sucker Tube                     |+|Object    |Suck   |       |X-Speed:-7|Y-Speed:-7|Trig Sample:1|BecomeNoclip:1|Noclip Only:1|WaitTime:3
207=Text                            |+|Trigger   |Text   |       |TextID:8|Vanish:1|AngelScript:1|Offset:8
208=Water Level                     |+|Scenery   |Water  |       |Height (Tiles):8|Instant:1|Lighting:2
216=Generator                       |+|Generator |Gene-  |rator  |Event:8|Delay Secs:8|Initial Delay:1
230=Warp                            |+|Area      |Warp   |       |ID:8|Coins:8|SetLap:1|ShowAnim:1|Fast:1
236=Butterfly                       |-|Enemy     |Butter |Fly    |Velocity:6|Angle:3
238=Snow                            |-|Scenery   |Snow   |Particles|Intensity:2|Outdoors:1|Off:1|Type:2
242=Path                            |-|Area      |Path   |       |Velocity:6|Angle:3|Relative:1|RandRev:1|WaitTime:3
245=No Fire Zone                    |+|Area      |No Fire|Zone   |Set To:2|Var:2
255=MCE Event                       |+|Area      |MCE    |Event  |Event:8|Delay Secs:8|Initial Delay:1
If you are having trouble with the latest version, REPORT THE PROBLEM IN THIS THREAD. Here you can find older versions, mainly for testing purposes.
April 6th 2015 Release
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Old January 29th, 2013, 12:24 AM   #2
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Be sure to check out the newly included example levels, and prepare to be amazed
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Old January 29th, 2013, 12:57 AM   #3
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This is awesome in SO many ways.
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Old January 29th, 2013, 01:09 AM   #4
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mieli = puhallettu

(finnish for mind = blown)
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Old January 29th, 2013, 01:16 AM   #5
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I...

I need a new pair of pants.

I think I must contest the addition of instant warps though, the delay has become an integral part of the play experience.
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Old January 29th, 2013, 01:25 AM   #6
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Old January 29th, 2013, 04:03 AM   #7
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So, it's been more than 6 months since the code got transferred... but here it is! We didn't make it before Christmas, not even in 2012, but then finally it's a relief this thing is out now. I hope you all like what we've made of this.

Now on with the next release =) I hope we can make that release as awesome as this one is.

I esspecially liked this quote!
Quote:
Originally Posted by cooba View Post
By the way: I've just read the old JJ2+ thread (which caused me actual physical pain) and it seems we've pretty much covered all feasible feature requests people made! Of course, AngelScript is the answer to about half of those.
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Old January 29th, 2013, 04:08 AM   #8
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Awesome! It's really nice to see that people are still working on jj2 and succeeding in it
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[13:07:14] *** you killed yourself
[13:07:14] *** Foly was looking good but died instead...
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Old January 29th, 2013, 04:10 AM   #9
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Quote:
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I think I must contest the addition of instant warps though, the delay has become an integral part of the play experience.
That's why it's optional. Only if the "Fast" parameter is set to 1 you'll be warped instantly.
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Old January 29th, 2013, 04:15 AM   #10
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In fact, there are little things that break oder clients. The only incompatibilities we introduced are new features that require everyone to run the latest version to work properly. For example, enscripted levels will not work with older clients and thus require /latestversiononly and /plusonly to be ON.
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Old January 29th, 2013, 04:25 AM   #11
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kudos
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Guys, remember 2010? LOL

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I sure miss non-living in ancient Greece!
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Old January 29th, 2013, 04:41 AM   #12
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I just finished playing all the example levels and oh boy, that was some mindblowing shit. I especially love the player timers and that example level with carrotus with that falling devan. fucking amazing!
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Old January 29th, 2013, 04:55 AM   #13
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I think we can call that level "The mother of all example levels". It's really unbelievable what has become possible now. That level blew my mind, too.
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Old January 29th, 2013, 05:34 AM   #14
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can someone help me?I dont know how to instal jj2+ latest version? XD
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Old January 29th, 2013, 05:53 AM   #15
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Please read this. It basically comes down to downloading the zip file (see first post) and extracting it entirely into your Jazz 2 folder. If you did not have Plus before, open Plusifier.exe and point it to Jazz2.exe to generate a Jazz2+.exe. Then run that, and you're good to go.
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Old January 29th, 2013, 05:59 AM   #16
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3D Support? How funky!

Any Nvidia 3D vision algorithms build in? Or using the DX 11.1 algorithms?
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Old January 29th, 2013, 06:09 AM   #17
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Nope, you don't need all that fancy stuff. It just works by splitting the screen in half, providing a left-eye view and a right-eye view, and letting the 3D TV do the magic to get each view into the correct eye. This also means you don't need an Nvidia card. Or a DX 11.1 enabled card. Or hell, you don't need a video card at all.
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Old January 29th, 2013, 06:25 AM   #18
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Quote:
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Or hell, you don't need a video card at all.
True JJ2 spirit!
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Old January 29th, 2013, 06:32 AM   #19
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But... but... but.. now i can't use my shutter glasses ... ;(

(I always run on software mode in JJ2 )
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Old January 29th, 2013, 07:17 AM   #20
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really love it! Regenerating destructable blocks, pallette swaps, coloured water, music change, everyone must get this!

2 requests:

1: make a ready up as team command
2: autostart if everyone is ready
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Old January 29th, 2013, 08:13 AM   #21
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I updated plus.dll in plus.zip so that the "Read Plus Readme..." option in the Help menu points to plus-readme.html, instead of the no-longer-updated plus-readme.txt. This is the only change to the file and there are no gameplay incompatibilities between the new version and last night's. So, up to you.
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Old January 29th, 2013, 10:34 AM   #22
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Looks like that was the only real "fail" with this release. Have been hosting the Plus Release Server all day without any trouble.


EDIT: and just as I type that I recieve two bugreports. There is a potential crash in /3d TAB, and /me uses socket IDs where it should use player IDs.


EDIT2: I now realise the TAB crash is actually an old bug showing up in a new place: just don't use translucent tiles in textured backgrounds. This bug has been around since forever (I can replicate it with vanilla JJ2 by pressing F3 in the same level).
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Old January 29th, 2013, 10:39 AM   #23
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Thumbs up

This is everything I could've ever asked for, and then some more. A lot more. Colour me very, very impressed. Thanks a lot guys.
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Old January 29th, 2013, 11:56 AM   #24
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Reporting a bug: TNT is no longer able to destroy blocks at all - regardless of the Weapon parameter used in the JCS event. I'm not sure if I've got everything set up correctly so it could just be me, but I think it would be worth looking into as this will obviously break a whole load of levels if this is not the case.

A little less serious, but the Game Over function also appears to be broken. If I select Yes on the Continue screen, it'll say something like "could not find level or tileset for BUST A MOVE.j2l", and the game crashes.
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Old January 29th, 2013, 12:08 PM   #25
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Funny, I can't reproduce either of those here. Though I do remember seeing the latter sometime long ago. I have no clue where it came from.
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Old January 29th, 2013, 12:25 PM   #26
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Found another bug: Whenever you first play multiplayer online(join any server or start one), and after go play singleplayer without restarting JJ2, you will be unable to receive any damage by objects or enemies. For now a restart helps whenever you want to play single- after multiplayer luckily.
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Old January 29th, 2013, 12:34 PM   #27
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Quote:
Originally Posted by Vivando View Post
Found another bug: Whenever you first play multiplayer online(join any server or start one), and after go play singleplayer without restarting JJ2, you will be unable to receive any damage by objects or enemies. For now a restart helps whenever you want to play single- after multiplayer luckily.
Are you sure it is any server and not a specific game mode or level? I can't seem to reproduce this one either.
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Old January 29th, 2013, 12:44 PM   #28
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Okay, apparently it's not just any server or any circumstance. I tried reproducing it by first running jj2, visiting zeal alpha for a second, then went to sp, but I could receive damage normally. Afterwards, I restarted jj2, visited Zeal Duels 1 without even spectating off, and after the same bug happened again.

EDIT: Okay I guess I figured it out; Whenever the game is stopped you won't receive any damage in multiplayer, and logically neither in single-player. While Zeal Alpha had a game running>it left on the game 'started' for me, meanwhile ZD1 had a game stopped, resulting in my client having itself in stopped-mode. So simply what needs to be done is to have the game 'on' by default in single-player without having the option to stop it from the menus either which is possible now.

EDIT2: There are also more menu-commands that can be abused in single-player such as 'Reset Game' to restore all your health. Actually in my opinion all the multiplayer-commands should be disabled for single-player, even if they can be just considered as alternatives for jjcheats.
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Old January 29th, 2013, 01:06 PM   #29
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Bug number 1:

You still can't destroy the tile with blaster if it's straight above you. This should be fixed.



Bug number 2:

While playing plusJCSFun.j2l, I warped somewhere and felt in pit I think. This is what I got in chatlog.

Code:
[[Tuesday, January 29, 2013 at 22:39:48]]
**Current level: "JJ2+ JCS FunPak" - PlusJCSFun.j2l
**Next level: PlusJCSFun
**Game Mode: Battle
**Custom Mode: OFF
[22:40:17] *** you killed yourself
[22:40:17] *** you killed yourself
[22:40:17] *** you killed yourself
[22:40:17] *** you killed yourself
[22:40:18] *** you killed yourself
[22:40:18] *** you killed yourself
[22:40:18] *** you killed yourself
[22:40:18] *** you killed yourself
[22:40:18] *** you killed yourself
[22:40:19] *** you killed yourself
Bug number 3

While playing plusEnscripted, when I had to destroy 20 lizards to continue, this happened:





Thanks for making all new functions and stuffs. It will improve everything in JJ2.
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Old January 29th, 2013, 01:09 PM   #30
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Request about /ready command; Add alternative command or option for receiving full fastfire along with the command. I and many other players used to always prefer GMR function without fastfire, since it makes me waste ammo easier in multiplayer.
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Old January 29th, 2013, 01:10 PM   #31
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Quote:
Originally Posted by PurpleJazz View Post
A little less serious, but the Game Over function also appears to be broken. If I select Yes on the Continue screen, it'll say something like "could not find level or tileset for BUST A MOVE.j2l", and the game crashes.
Afaik this is an old bug that used to happen to all levels run by Save & Run, until one of older JJ2+ releases fixed it. I checked it and it doesn't seem to have returned with this release though.

Edit: Ah, however, at least according to Trey, it occurs in plusEnscripted.j2l if you use Save & Run, so possibly also some other but not all levels.
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Old January 29th, 2013, 01:12 PM   #32
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The game over screen forces hosts to restart their server during coop.

The laser shield doesn't seem to work for some reason, when the host (I) tried using it, no beam would come out, when a client tried using it, he got kicked off. That happened in PlusTimerEx.j2l.

The platform section right after the falling Devan sequence is buggy, as the platform doesn't return when you die (again, in a coop server). This isn't really related to JJ2+ rather than the angelscript itself.
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Old January 29th, 2013, 01:12 PM   #33
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Quote:
Originally Posted by Vivando View Post
Okay, apparently it's not just any server or any circumstance. I tried reproducing it by first running jj2, visiting zeal alpha for a second, then went to sp, but I could receive damage normally. Afterwards, I restarted jj2, visited Zeal Duels 1 without even spectating off, and after the same bug happened again.

EDIT: Okay I guess I figured it out; Whenever the game is stopped you won't receive any damage in multiplayer, and logically neither in single-player. While Zeal Alpha had a game running>it left on the game 'started' for me, meanwhile ZD1 had a game stopped, resulting in my client having itself in stopped-mode. So simply what needs to be done is to have the game 'on' by default in single-player without having the option to stop it from the menus either which is possible now.

EDIT2: There are also more menu-commands that can be abused in single-player such as 'Reset Game' to restore all your health. Actually in my opinion all the multiplayer-commands should be disabled for single-player, even if they can be just considered as alternatives for jjcheats.
Thanks for the details. I wonder how this bug got caused, the concept of stopped games is nothing new. Good thing though that the menus actually allow the game to get started again.

The menu commands in single player stuff is still some 'work in progress' actually. Things like Next Level don't work very well in offline games for whatever reason, and the bulk of Game Options just doesn't work offline.

I will look into this one. Expect it fixed in the next release.

Quote:
Originally Posted by Vivando View Post
Request about /ready command; Add alternative command or option for receiving full fastfire along with the command. I and many other players used to always prefer GMR function without fastfire, since it makes me waste ammo easier in multiplayer.
We've had discussion about including Fast Fire in /ready. In fact, it was a last-minute change (or at least a last week change) to include that. I think an (optional) argument to the command or something like '/readyff' would be a good option for this. (I've also seen someone asking for including a coin increase with /ready. I think that has a smaller chance of making it in because the amount of coins would be arbitrarily chosen at best.)

Quote:
Originally Posted by GoldRabbit View Post
The game over screen forces hosts to restart their server during coop.

The platform section right after the falling Devan sequence is buggy, as the platform doesn't return when you die (again, in a coop server). This isn't really related to JJ2+ rather than the angelscript itself.
I must admit we did little testing in online coop. As has been with any previous release of Plus (as far as I know at least), online coop is a feature that 'just works' without supporting all the rediculous things we can achieve in levels nowadays. Might get fixed someday if someone gets a "Eureka!" moment and comes with a cure.


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The laser shield doesn't seem to work for some reason, when the host (I) tried using it, no beam would come out, when a client tried using it, he got kicked off. That happened in PlusTimerEx.j2l.
This level only works offline. It's the anti-cheat features kicking in there. For the other shields, this be fixed by adding Shield events to the level. The laser shield is still a no-go in servers.
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Old January 29th, 2013, 01:29 PM
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Old January 29th, 2013, 01:34 PM   #34
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Quote:
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The platform section right after the falling Devan sequence is buggy, as the platform doesn't return when you die (again, in a coop server). This isn't really related to JJ2+ rather than the angelscript itself.
It's a single player (or local play coop) level; it's not designed to be played online.
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Old January 29th, 2013, 01:34 PM   #35
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Edit: Ah, however, at least according to Trey, it occurs in plusEnscripted.j2l if you use Save & Run, so possibly also some other but not all levels.
I'll put this one on the list too.
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Old January 29th, 2013, 01:54 PM   #36
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Thanks everyone for answering so quickly, that's dedication. I have a suggestion, though it's quite minor.

The Slide event (which is amazing to finally see work, I remember posting in 2006 or something about it being broken) should have a parameter to designate the sliding distance (in tiles, or something). I almost didn't notice it at first, because the distance was quite small.

Also, what happened to the preview with vertical flipping? I won't mention the one with the numbers 1-9, since I suppose that wasn't official.
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Old January 29th, 2013, 01:54 PM   #37
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The fireball gun seems to not destroy destruct blocks if you fire it fast enough (i.e. while running). Pretty evident in the Survivor level. Also, I love the Worms references
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Old January 29th, 2013, 02:00 PM   #38
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Also, I love the Worms references
Thanks! I couldn't remember the exact messages, so I just opened the Worms Armageddon exe in a text editor (thanks for the advice, Torkell) and searched for them.
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Old January 29th, 2013, 02:12 PM   #39
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The fireball gun seems to not destroy destruct blocks if you fire it fast enough (i.e. while running). Pretty evident in the Survivor level. Also, I love the Worms references
I think this one's gonna be very difficult (if not impossible) to fix. I'd like to see it as a good reason to stop running sometimes.

Quote:
Originally Posted by GoldRabbit View Post
The Slide event (which is amazing to finally see work, I remember posting in 2006 or something about it being broken) should have a parameter to designate the sliding distance (in tiles, or something). I almost didn't notice it at first, because the distance was quite small.
I thought of that myself too. Will see what's possible.

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Also, what happened to the preview with vertical flipping? I won't mention the one with the numbers 1-9, since I suppose that wasn't official.
The number one was indeed unofficial. No idea what that was about. The vertically flipped tile was real but it's one of those few features that didn't make it in just because they were causing too much trouble while we were having so many other awesome ideas. The implementation is half way through, though. So we may get there eventually.
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Old January 29th, 2013, 02:15 PM   #40
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Oh also this is amazing and stuff
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