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1.25 fixes (suggestions)

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Michael

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Jul 25, 2003, 05:43 AM
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-Less flashing time when you get hurt
-Spikes on walls and cieling
-Fix coloured server names to look normal
-Make the gameplay and movement more like Jazz1
-Long range weapons (sniping etc.) and melee weapons (trout etc.)
-Fall damage, parachutes
-Random level genorator??
-Fix jump shoes
-Stop spaz from jumpy dancing like a complete moron on the spot...he's suppose to just be silly.
-Make diffrent looking airboards and stuff

edit: page claimed by me
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Jul 25, 2003, 09:29 AM
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If nobody mentioned this yet, make it so events can be edited further after a generator is put on them. Because from my experience, after you make generator, you can't really edit the event, which can sometimes cause problems. Like with boxes, if they regenerate, you cant put an extra item in them.
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Jul 25, 2003, 11:52 AM
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Quote:
Originally Posted by Nitro
-Make the gameplay and movement more like Jazz1
This is a patch, not a complete recode.
Quote:
-Fall damage, parachutes
See above.
Quote:
-Random level genorator??
HOW ABOUT NO?
Quote:
-Stop spaz from jumpy dancing like a complete moron on the spot...he's suppose to just be silly.
No, actually, he's not.
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Jul 25, 2003, 11:55 AM
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Quote:
Originally Posted by Nitro
-Random level genorator??
Foo Races authors do this job well enough.
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Jul 25, 2003, 04:02 PM
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Be able to edit baddies
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Aug 3, 2003, 03:50 PM
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Ok. My ideas is these:
Delete 256 limit in home cooked list (Delete is nice word...)
Make it to 1.24 version, then all will able play multiplayer games.
Add Rocket Turtle Boss and Tweedle boss.
I think it is not good idea making lot of changes.
Add Lori
And, but this is maybe other thing, make program, what will able make new animations, or edit current. (Characters, enemies...)New characters. There will, abilities of Jazz, Spaz, Lori, Bird or Frog. For example I make Eva with sidekick like Spaz and with ears like Jazz. Good thing. Only, this will new program...
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Aug 3, 2003, 05:24 PM
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Quote:
Originally Posted by danyjel
Ok. My ideas is these:
Delete 256 limit in home cooked list (Delete is nice word...)
Problem is, it would just take forever to load. Remaking the HCL would be more practical, but this is just a patch, so unlikely.
Quote:
Make it to 1.24 version, then all will able play multiplayer games.
1.24? I thought we were talking about 1.25.
Quote:
Add Rocket Turtle Boss and Tweedle boss.
You know, the Rocket Turtle already exists.
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Aug 4, 2003, 01:17 AM
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Quote:
Originally Posted by Unknown Rabbit
You know, the Rocket Turtle already exists.
Yes, but no works.
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Aug 4, 2003, 01:18 AM
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Quote:
Originally Posted by Unknown Rabbit
Problem is, it would just take forever to load. Remaking the HCL would be more practical, but this is just a patch, so unlikely.
Then make two imaginal homecooked lists and give it to one.
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Aug 4, 2003, 01:41 AM
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Quote:
Originally Posted by danyjel
Yes, but no works.
Yes, but yes works. True, it's a little buggy, but what part of JJ2 isn't?
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Aug 4, 2003, 05:27 PM
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Quote:
Originally Posted by Unknown Rabbit
Yes, but yes works. True, it's a little buggy, but what part of JJ2 isn't?
Then, unbuggy it!!!
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Sep 4, 2003, 11:26 PM
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    This -- obviously -- isn't much of a fix, but more of a suggestion.  Add Devan Shell to the Multiplayer Characters roster in Jazz Jackrabbit 2 v1.2x.  He has all the necessary animations, aside from grappling and injury sprites, but I wouldn't think those would be too hard to add.  If so, then just make him unable to grapple, and jerry-rig something with his existing sprites, for his injury sprites.
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I must disagree. Let us compare sprite sheets.

Devan can run left and right, jump left and right, stand still, stand still and shoot, warp, and turn into a demon.

Jazz can do all of this, except for turn into a demon, but he can turn into a frog and back, which Devan can not. He can also hang from things, hold onto swinging vines, bounce off of springs, jump straight up and down, spin through sucker tubes, be hurt, shoot while in midair, duck, shoot while ducking, walk, shoot while walking, rev up to run, use his special moves, buttstomp, hang onto a copter, fly around on an airboard, change directions on an airboard, be drunk from smoke rings, and probably several (many?) others I'm forgetting.

Not that I know why Devan would be added to MP but not SP.

Edit: Oh yeah, I guess Devan can fall straight down and sit dejectedly as well. But still.
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Sep 26, 2003, 04:10 AM
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Originial Postet by Haze

Wish list:
- Every Jazz Jackrabbit 2(tm) feature
- Replace Epic Megagames intro with Epic Games intro
- Replace Orange Games intro with Lost Boys intro
- Replace Project2 intro with Project 3 Interactive intro
- Full *.xm/*.it-modules support (Update Galaxy Sound System or use FMOD-engine?)
- Full *.mp3/*.wma/*.wav support (FMOD-engine?)
- Any of the above mentioned music formats in their compressed from (zipped: *.xmz/*.itz/etc.)
- Custom music format (*.x2b) similar to that of Unreal (multiple songs per file)
- Custom sound effects using any of the supported sound-formats
- 24 bit colors or full 16 bit colors support (instead of 16 bit whilst using an 8 bit palette)
- Multiple tilesets per level (think Unreal(tm))
- Multiple musics per level (think Unreal(tm)), special event to trigger this
- User customizable player-models (sprites, vector or 3D models/skins?)
- User customizable in-game events (e.g. scripted as in Unreal(tm)) via scripting
- User customizable game modes (think Unreal(tm)) via plug-ins/MODs (*.x2g)
- Visual effects hard-coded instead of e.g. palet-animations (warping backgrounds)
- ********-like server system (no central game-servers)
- Built-in dedicated server system
- Upon unavailability automated level, tilesets, player-models downloading
- Seperate tileset directory
- Seperate level directory
- Seperate music directory
- Episode packs (*.x2e) are renamed zip-files of the required components, e.g.
hh2002.x2e contains the following files:
hhlevel1.x2l - level 1
hhlevel2.x2l - level 2
hhlevel3.x2l - level 3
hhmusic.x2m - music file
title.gif - picture for episode title in selection screen (using magic-pink for transparency)
preview.gif - picture for episode "poster" in selection screen
hh2002.lst - level list
file_id.diz - comments (displayed in selection screen)
- Define order of levels in seperate file rather than in the levels themselves. Use *.lst for this, e.g.
hh2002.lst contains the following lines:
void start() {
hhlevel1.x2l
if ( eol == 0 ) {
hhlevel2.x2l
} else {
hhlevel3.x2l
}
}
- Scripting in levellist, allowing for multiple endings (see example above)
- Backwards compatible multiplayer games, i.e. higher version clients can connect to lower version servers but NOT vice versa
- "No fire zone"-event as a switch rather as a zone-layer, i.e. if "No fire zone" is set to "0" and the player
passes through that block, "no fire" is set to "off". If "No fire zone" is set to "1" and the player passes through that block,
"no fire" is set to "on".
- Lose current carrying weapon upon being roasted, left to be picked up by offending player
- Friendly fire options (think Unreal(tm))
- Spectator mode (think Unreal(tm))
- Easier demo/macro recording and replay options (think Quake 3(tm))
- Fix flag bugs
- Don't get stuck on corners or in (badly masked) tiles after a warp
- Team/private chat messages
- Rocket Turtles
- Ability to vary the shots needed to kill baddies/bosses
- Multiple events per tile (e.g. split specific events up in categories.
You can only use events from different categories on one tile at the same time.)
- Use more memory (if available; probably will need a whole lot more than the original Jazz Jackrabbit 2)
- Don't quit program upon missing a file, instead give an error and the option to go back to the previous/main menu
- Make all weapon powerups really do something (e.g. the TNT powerup does virtually nothing now)
- Fix the Laser Shield event
- Better documentation (JCS Help, Game Help)
- Easier access and usage of the bad-word filter
- Usage of wildcards in the filter
- Expand the supplied filter list
- Serverlist patch standard included
- Slide event (e.g. as in Jazz Jackrabbit 1, where you can slide on the ice)
- "Auto switch weapons"-switch
- Add commands to use in the game for e.g. changing names (e.g. "/set_name Haze")
- Add time-limit as an option for multiplayer games
- Add MOTD for servers
- In CTF and other team-modes have the engine overwrite any coloured names and use the team colours
- Add "auto-kick" option to prevent campers cheaters
- If (in online game) user is using items not present in the level then "auto-kick"
- Add some anti-spam options (e.g. if line is "displayed" more than 5 times it will be blocked out
until a different line of text is inputted)
- Make events work at the bottom and farthest right of the playing field
- Option in the level editor (JCS) to save in an older compatible mode (e.g. v1.23/v1.24 compatible)
- Players that are inputting text or commands are marked with an "!" above their heads ingame
- Bot support (working on the theory)
- Ability to input coloured (server)names ingame instead of using an outside tool
- Add Lori as a standard character (copyright problems?)
- Make local CTF work without having to put a border around the entire level
- Fix the Lori-copter problem (Lori can already use the copter, it's just not implemented right)

-Make a prog to join jj2 Servers with Buddy list and Favorite list

-Make a prog to make Server stats

-Make the F9 List better

----------------------------------------------------------------------
END of Post
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Originial Postet by Haze

Wish list:
- Every Jazz Jackrabbit 2(tm) feature
- Replace Epic Megagames intro with Epic Games intro
- Replace Orange Games intro with Lost Boys intro
- Replace Project2 intro with Project 3 Interactive intro
- Full *.xm/*.it-modules support (Update Galaxy Sound System or use FMOD-engine?)
- Full *.mp3/*.wma/*.wav support (FMOD-engine?)
- Any of the above mentioned music formats in their compressed from (zipped: *.xmz/*.itz/etc.)
- Custom music format (*.x2b) similar to that of Unreal (multiple songs per file)
- Custom sound effects using any of the supported sound-formats
- 24 bit colors or full 16 bit colors support (instead of 16 bit whilst using an 8 bit palette)
- Multiple tilesets per level (think Unreal(tm))
- Multiple musics per level (think Unreal(tm)), special event to trigger this
- User customizable player-models (sprites, vector or 3D models/skins?)
- User customizable in-game events (e.g. scripted as in Unreal(tm)) via scripting
- User customizable game modes (think Unreal(tm)) via plug-ins/MODs (*.x2g)
- Visual effects hard-coded instead of e.g. palet-animations (warping backgrounds)
- ********-like server system (no central game-servers)
- Built-in dedicated server system
- Upon unavailability automated level, tilesets, player-models downloading
- Seperate tileset directory
- Seperate level directory
- Seperate music directory
- Episode packs (*.x2e) are renamed zip-files of the required components, e.g.
hh2002.x2e contains the following files:
hhlevel1.x2l - level 1
hhlevel2.x2l - level 2
hhlevel3.x2l - level 3
hhmusic.x2m - music file
title.gif - picture for episode title in selection screen (using magic-pink for transparency)
preview.gif - picture for episode "poster" in selection screen
hh2002.lst - level list
file_id.diz - comments (displayed in selection screen)
- Define order of levels in seperate file rather than in the levels themselves. Use *.lst for this, e.g.
hh2002.lst contains the following lines:
void start() {
hhlevel1.x2l
if ( eol == 0 ) {
hhlevel2.x2l
} else {
hhlevel3.x2l
}
}
- Scripting in levellist, allowing for multiple endings (see example above)
- Backwards compatible multiplayer games, i.e. higher version clients can connect to lower version servers but NOT vice versa
- "No fire zone"-event as a switch rather as a zone-layer, i.e. if "No fire zone" is set to "0" and the player
passes through that block, "no fire" is set to "off". If "No fire zone" is set to "1" and the player passes through that block,
"no fire" is set to "on".
- Lose current carrying weapon upon being roasted, left to be picked up by offending player
- Friendly fire options (think Unreal(tm))
- Spectator mode (think Unreal(tm))
- Easier demo/macro recording and replay options (think Quake 3(tm))
- Fix flag bugs
- Don't get stuck on corners or in (badly masked) tiles after a warp
- Team/private chat messages
- Rocket Turtles
- Ability to vary the shots needed to kill baddies/bosses
- Multiple events per tile (e.g. split specific events up in categories.
You can only use events from different categories on one tile at the same time.)
- Use more memory (if available; probably will need a whole lot more than the original Jazz Jackrabbit 2)
- Don't quit program upon missing a file, instead give an error and the option to go back to the previous/main menu
- Make all weapon powerups really do something (e.g. the TNT powerup does virtually nothing now)
- Fix the Laser Shield event
- Better documentation (JCS Help, Game Help)
- Easier access and usage of the bad-word filter
- Usage of wildcards in the filter
- Expand the supplied filter list
- Serverlist patch standard included
- Slide event (e.g. as in Jazz Jackrabbit 1, where you can slide on the ice)
- "Auto switch weapons"-switch
- Add commands to use in the game for e.g. changing names (e.g. "/set_name Haze")
- Add time-limit as an option for multiplayer games
- Add MOTD for servers
- In CTF and other team-modes have the engine overwrite any coloured names and use the team colours
- Add "auto-kick" option to prevent campers cheaters
- If (in online game) user is using items not present in the level then "auto-kick"
- Add some anti-spam options (e.g. if line is "displayed" more than 5 times it will be blocked out
until a different line of text is inputted)
- Make events work at the bottom and farthest right of the playing field
- Option in the level editor (JCS) to save in an older compatible mode (e.g. v1.23/v1.24 compatible)
- Players that are inputting text or commands are marked with an "!" above their heads ingame
- Bot support (working on the theory)
- Ability to input coloured (server)names ingame instead of using an outside tool
- Add Lori as a standard character (copyright problems?)
- Make local CTF work without having to put a border around the entire level
- Fix the Lori-copter problem (Lori can already use the copter, it's just not implemented right)

-Make a prog to join jj2 Servers with Buddy list and Favorite list

-Make a prog to make Server stats

-Make the F9 List better

-Make a Auto Relist Option for better pings
----------------------------------------------------------------------
END of Post
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Quotes: hmm....- Xayo
fool.-Yumoma
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Fastfood Quotes:
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Stud

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Dec 19, 2003, 11:29 PM
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This all are nice fixes, but i don't think that a version
1.25 is coming.
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XAYo HR

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make .jjskin files for chaneging skins

MAke a console

and make a prog for renaming in Game

and make Smiely Quickies how ---->
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Germany RuLeZ!
Quotes: hmm....- Xayo
fool.-Yumoma
I thanched the rules.-Stud
Fastfood Quotes:
"Try the new McPlastic burger today!"-defalcon
That's goin' in my sig, right now.-Coppertop
The dad of Jazz,Spaz and Lori:
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Quote:
Originally Posted by XAYo HR
MAke a console
Try the Spy window. You can't give commands in it but that has no use for JJ2 either I guess.
Odin

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Ideas:

*-Allow choice to play as Jazz, Spaz, or Lori when running level from JCS.
*-Create password retriveal system.
*-Allow Ambient Lighting in hardware mode.

Also, I've noticed that when using textured backgrounds, the back of the screen is black unless values are assigned to the color fades. Program the JCS so it takes all the pixel colors in the textured background, finds the medium, and uses that color in the back, like in the offical levels. I hope I made sense.

Oh, and some special moves for Devan (If he becomes a character):

Special Move: Weight Shift (Press Jump + direction you want to thrust while in midair)

Special Attack: Shell Hide (Press Duck, then Jump to hide in your shell, invulrnible for 3 seconds, then come popping out, hurting all enemies nearby)

-RoW_Odin314
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Quote:
Originally Posted by RoW_Odin314
*-Create password retriveal system.
...a password to access the password?
Quote:
Also, I've noticed that when using textured backgrounds, the back of the screen is black unless values are assigned to the color fades. Program the JCS so it takes all the pixel colors in the textured background, finds the medium, and uses that color in the back, like in the offical levels. I hope I made sense.
Just play in 8-bit color. This "problem" is pretty much fixed there. Alternatively, the level creator could just bother to set a few color fades while making their level.
Quote:
Special Attack: Shell Hide (Press Duck, then Jump to hide in your shell, invulrnible for 3 seconds, then come popping out, hurting all enemies nearby)
This is ok for single player, though it would probably get quite boring, but it would be all too useless in multiplayer. People would just stand there shooting at you until you popped out, and you'd be powerless to dodge. And who would walk over and stand near to someone who's about to pop out and cause damage?
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How would weight shift work?
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Weight shift would by Devan shifting his weight in the chosen direction, acting like Jazz's power jump or Spaz's Karate kick. It would be a compromise between helicoper ears and double jump.

Forget shell poping.

And a password retriveal system would work by asking you a question who only the password setter would know, like the name of his first pet, or his favorite type of wood.

Allow talking by microphone through chat. THAT would be cool. However, you could still chat by typing.

-RoW
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Quote:
Originally Posted by RoW_Odin314
And a password retriveal system would work by asking you a question who only the password setter would know, like the name of his first pet, or his favorite type of wood.

-RoW
My favorite type of wood is Red Wood.

Quote:
Originally Posted by RoW_Odin314
Allow talking by microphone through chat. THAT would be cool. However, you could still chat by typing.

-RoW
Uh... no. With like 5 people in the game all trying to chat at once with the mic AND trying to chat over the music and sound effects it would get loud. So just stick to text okay?

EDIT: Oh yeah and the mic sounds would probobly come out all fuzzed up and hurt your ears.

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I meant like talking into the microphone, and JJ2 would turn what you said into text. No confusion.

Also, there should be a button you could press on your gamepad to access chat mode.

-RoW
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Exclamation Bah...

All the replies here posted by really bored people... v1.25 will never release, we can't do much (I think we can't do something at all...), then don't waste your time in this page.
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2 player chat
T by itself - Player 1's name and chat text
T+(players number eg 2) - Player 2's name would appear with chat text
This would come in handy for people with split screen.

A built in Tileset editor

When you click a persons name on the list in multiplay it brings up a personal details menu like age and where they come from to save people from asking where are you from whats your age and stuff like that

Eva as a playable character (she is in my fangame)

A built in uploader. When you start JJ2 it has and upload menu which allows you to upload levels quickly and easily without any hassel

This sounds stupid but because there Vertical and Horizontal spilt screen how about diagonal for 2 players only to make it a bit harder to see
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Quote:
Originally Posted by Shiverz CC
A built in Tileset editor
This has been talked about before. And it would not be built in, no more than JCS is built into JJ2. Really, who needs Epic for that sort of thing?

Quote:
When you click a persons name on the list in multiplay it brings up a personal details menu like age and where they come from to save people from asking where are you from whats your age and stuff like that
JJ2 doesn't Use the mouse.

Quote:
Eva as a playable character (she is in my fangame)
This is a patch, not a expansion like TSF. Besides, do you really want to have Eva capture the flag (guarded by Eva) and get kissed by Eva when a frog? It wouldn't make much sense.

Quote:
A built in uploader. When you start JJ2 it has and upload menu which allows you to upload levels quickly and easily without any hassel
...upload to what?

Quote:
This sounds stupid but because there Vertical and Horizontal spilt screen how about diagonal for 2 players only to make it a bit harder to see
JJ2 is rectangle based. It has readouts in all four corners. This wouldn't work too well if the screen was split diagonally.
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*higher res (like maybe 800, 600 or something)
*More JCS flexibilty (like JCS94)
*If you could decode the animation librarys perhaps there could be an animation library viewer/editor. I'm sure this could be done if we got the source code.
*Ability to add your own ambient sounds
*Allow more music formats (MP3, perhaps Midi or wav but I think MP3 would be most acceptable)
*If you stomp Devan when he is almost at Demon form he only takes one shot to kill as a Demon, I'm not sure if this was intended but its pretty much like cheating and should probobly be dropped.
*Said it before but we should be able to put atleast 3 or 4 different events on one tile, think about it a distruction block thats also a hurt tile thus resulting in a fully working custom enemy!
*said many times but more layers, perhaps 20 or so maybe 50!
*Make regenerating trigger box's work!
*Fix that annoying CTF bug where it won't stop displaying: "Bob has captured the flag, Bob has captured the flag, Bob has captured the flag, Bob has captured the flag ect!
*Make it so that you can resize windows in JCS (like the tile set window ect) horrizontily as well. This would be helpful in some cases!

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Last edited by Derby; Feb 1, 2004 at 09:19 AM.
XAYo HR

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Jan 31, 2004, 11:47 AM
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A user prog (for all CS players(like Steam)) with friend list and Favorit servers User Database and a ID to ban CHeaterz form the network
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Jan 31, 2004, 11:49 AM
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Quote:
Originally Posted by XAYo HR
A user prog (for all CS players(like Steam)) with friend list and Favorit servers User Database and a ID to ban CHeaterz form the network
Anyone can ban anybody they like from the listserver? Isn't that... bad?
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Feb 1, 2004, 06:39 AM
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- Fix all the flagbugs and the carrot bug.
- View JJ2 in high resolutions.
- Option to make screenshot by press F11 as *.jpg
- Option to record a replay of your and the people in your server's JJ2 playing in the server by press F12.
- Option to view your records in JJ2... (with option to change player to view, stop, pause, play, etc..)
- Option to be spectator...
- Fix the bug that the teamchat doesn't work if you joined as red\blue.
- Option to an idle server. (only watch and host, the players can't see you in the game)
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Quote:
Originally Posted by R3ptile
- Fix all the flagbugs and the carrot bug.
- View JJ2 in high resolutions.
- Option to make screenshot by press F11 as *.jpg
- Option to record a replay of your and the people in your server's JJ2 playing in the server by press F12.
- Option to view your records in JJ2... (with option to change player to view, stop, pause, play, etc..)
- Option to be spectator...
- Fix the bug that the teamchat doesn't work if you joined as red\blue.
- Option to an idle server. (only watch and host, the players can't see you in the game)
Good things but,
-Make a script Language like the UT Console Language for Clanmods Adminmods.....
-make .j2s files for changin SKins
-Make it possibly to kill players in your time on CTF
-Make a nice new layout

So that all and then have whe UT 2D
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Feb 8, 2004, 03:04 AM
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I dont know if this is alredy said or possible, but:




Make jj2 1.25 connect via more common HTTP (80 instead of 10052~10057) or so ports, those that are connected trough in a router for normal website acces, so that everyone can play without having to set their router.
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Quote:
Originally Posted by scatman
Make jj2 1.25 connect via more common HTTP (80 instead of 10052~10057) or so ports, those that are connected trough in a router for normal website acces, so that everyone can play without having to set their router.
You don't want a game to default to using a common port because that port may already be in use. Most routers block those common ports by default anyway to protect against trojans and backdoors. I don't know of any game servers that don't use thier own special ports, and don't require setting up routers to open those ports.

It's still a good idea to possibly make the ports that JJ2 servers listen on a user setting.
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Old Feb 18, 2004, 07:51 AM
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I cannot wait until 1.25 is released all these bugs fixed and heeps of gr8 ideas, keep up the good work evri1.
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TNT, unfortunately there is actually like no chance that 1.25 will ever come out . At least not from Epic's side. However, if such a project could come from the community, that would be awesome.
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Feb 26, 2004, 01:11 PM
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You know, this one should be obvious: IDs for collapsing scenery. That way, you could have platforms that go at once.

A less obvious, and probably tougher one: loops, and the events that go with them. People routinely use Layers 3 and 4 for their level layers. Loops could easily use a second masking scheme for Layer 3, with a 'side switch' event that could be placed near the top of the loop. The only thing that would be more difficult are sprites, but how hard could it be to make a set of walking/running sprites that are rotated 45 degrees (the other 6 positions could easily be made with clever use of flips and mirrors of the other 2 sets)?

Other, more outlandish ideas include:

Doing away with the clunky 32x32 tiles. 16x16 is the way to go. There'd be alot of tileset space saved, especially in tilesets that rely heavily-to-solely on other games' graphics, which usually use 16x16 or even 8x8 tiles.

A 'Custom Bridge' event. Using the current bridge 'engine', be able to use your own art (designated in the tileset, or just where the event is placed) to be able to create your own 'sagging bridge' graphics (even better would be if it were to use the 16x16 tiles, or have it split a 32x32 tile into left and right halves to create the effext).
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Quote:
Originally Posted by Tiberious
You know, this one should be obvious: IDs for collapsing scenery. That way, you could have platforms that go at once.
That would be pretty cool, but in the meantime, see my "Fun with Belts" topic. You can do this sort of thing already, to an extent.

Quote:
A less obvious, and probably tougher one: loops, and the events that go with them. People routinely use Layers 3 and 4 for their level layers. Loops could easily use a second masking scheme for Layer 3, with a 'side switch' event that could be placed near the top of the loop. The only thing that would be more difficult are sprites, but how hard could it be to make a set of walking/running sprites that are rotated 45 degrees (the other 6 positions could easily be made with clever use of flips and mirrors of the other 2 sets)?
*cough* sonic ripoff *cough*

Quote:
Doing away with the clunky 32x32 tiles. 16x16 is the way to go. There'd be alot of tileset space saved, especially in tilesets that rely heavily-to-solely on other games' graphics, which usually use 16x16 or even 8x8 tiles.
Why dont't we just lower the tiles to 1x1? Seriously, this would require a whole lot of rewriting, and I have no idea if JCS would be able to load previous levels.
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Quote:
Originally Posted by Unknown Rabbit
Why dont't we just lower the tiles to 1x1?
Level files would be huge, but that would PWN. Remember that old Possum fangame where the levels were just a picture and a mask?
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I suppose levels would basically be like three 256 color images put together.
Wait... ten. Forgot the other layers. And then all the event parameters... not a good idea.

Last edited by Violet CLM; Feb 26, 2004 at 07:55 PM.
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