Dec 17, 2008, 01:14 PM | ||
...That's why it's called a readme. Although, the commands could be better planted in a more convenient, more dynamic place planted near the game (GUI, or some text file for commands only that can be opened from the plus setting) I admit. Tabs sound good, too.
I like commands. Some of them are preety weird though, like /hfkmaxhealth and /nosplitscreeners (I mean really how can you remember "splitscreeners"? There are plenty of more common names like "multiscreens").
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Dec 17, 2008, 03:06 PM | |
splitscreen is a rather common term, but that "-ers" is quite unnecessary
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Dec 17, 2008, 10:35 PM | |
...chances are you'd remember it's called splitscreen, not multiscreen, because that's how JJ2 and JCS refer to it every single time?
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Dec 18, 2008, 05:38 AM | ||
You are right. I keep looking at both text strings all the time. They are allways in front of my eyes. And it is virtually impossible to confuse splitscreen with multisceen. They both say "one computer with two screens on it" so differently.
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<img src="http://www.majhost.com/gallery/Lijik/Star-Wars-Figures-1/ewjclay.png" alt="I miss the techno Cheat." style="float: left; display: block;"> ((\_/)) ((<a href="http://www.explosm.net/db/files/Comics/Dave/comicbullyroot.jpg" target="_blank">o</a>.<a href="http://drmcninja.com/page.php?pageNum=44&issue=11" target="_blank">o</a>)) (()_()) Classical zombie retro extra fur rabbit. Guys, remember 2010? LOL Quote:
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Dec 18, 2008, 06:50 AM | |
Does it matter?
It´s still BlurredD who are doing this. We shoulde just be happy that he is.
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Dec 18, 2008, 01:39 PM | |
Because it's not complete. Dunno what's to come next but there are still lots more features to be put in and the "Plus Settings" button in the top of the window still does nothing, so that has to be fixed too.
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Dec 19, 2008, 10:12 AM | |
Nah I suppose it's actually safe and working well for real use..
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Dec 21, 2008, 07:40 AM | |
You must have terribly high standards then. Most console FPSes and most console games in general have splitscreen. PCs are a different case since they have networking, in which case you are just using multiple screens.
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Dec 23, 2008, 09:40 AM | ||
That's no bug.
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Dec 23, 2008, 12:19 PM | |
This is an odd request, but I wonder if it'd be possible to have a toggle for whether or not corpses stay on the map indefinitely. Personally, I always found that rather enjoyable before it was removed from the game; however, I do not know what lengths Epic went to in order to remove it. In addition, it is also thoroughly possible that I am the only person in the world who cares.
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Dec 23, 2008, 05:01 PM | |
+1 on BN's suggestion.
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Dec 24, 2008, 05:27 AM | |
Seekers will follow players with health greater than zero.
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Dec 24, 2008, 07:06 AM | |
Would be funny to see Seekers automatically home towards powerups
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Dec 24, 2008, 07:34 AM | |
you pick the words outta my mouth
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Dec 24, 2008, 07:59 AM | |
That would theoretically be possible to code. From the looks of it I'm guessing all that needs to be done is set the seeker target object to the powerup in addition to implementing some method of detecting powerups in range.
In instagib, however, unpowered seekers are worth more than powered as they travel faster.
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Jan 9, 2009, 08:24 AM | |
HEY idea for something that would give level editors much more freedom with triggers: some way (either a new event or a modifier on the event) that lets you force trigger zones to be global. It should be possible since trigger crates can send global. I just see this opening up so many new ideas and concepts and gametypes and it would let me finish the level I've been inspired to make.
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<.<
>.> -.- |
Jan 11, 2009, 12:13 AM | |
yes, it indeed is quite useful if it is possible!
same rule for Trigger crates can Trigger from ID 1 to 0
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Jan 11, 2009, 09:39 AM | ||
Quote:
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Feb 13, 2009, 10:57 AM | ||||
That behavior should've been fixed since Aug 28, 2008. I'm not able to recreate the problem, so I'll need more details.
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Feb 13, 2009, 07:22 PM | |
How about some sort of event that displays a message when people collide with it? For example, if a player named Jazz were to get enough coins, and warp into a room with a seeker powerup, everyone would see "Console: Jazz has the seeker Power-up"
Or in Bank Robbery it could give a warning when someone started robbing the bank.
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Feb 13, 2009, 09:29 PM | ||||
Maybe eventually.
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Feb 13, 2009, 10:59 PM | |
I remember coding a program like that a long while ago. You specified the area and a message to be displayed. So as soon as a player entered the area, the server displayed a message. Black Ninja once used it in his fooville level to automate the gameplay, but that was way back in pre-jj2+ days.
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Feb 13, 2009, 11:11 PM | |
http://www.jazz2online.com/J2Ov2/dow...p?levelID=4316
This probably still works with jj2+. Might not be the same program you are thinking of though.
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Feb 14, 2009, 09:34 AM | |
Hotel Helper! I love using this program, it's so simple.
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Feb 14, 2009, 07:15 PM | ||||
A question: If I fixed the trigger zone switch parameter so that it only switches once on contact, would it break any levels?
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Feb 14, 2009, 08:07 PM | |
Quite unlikely. There might be a couple of levels that use it as a crude randomizer, but overall, the few levels that use this feature use it in such a way that your change would not break anything. In fact, it would make them less broken if anything.
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Feb 14, 2009, 10:45 PM | |
Feb 15, 2009, 01:27 AM | |
i know that neobeo's firetruck uses it.. but it shouldn't screw up the level in any way i think..
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Feb 15, 2009, 02:57 PM | ||||
Alright then. Also, for the Playlog I'm planning on renaming the "points" stat to "score" and the CTF "scores" stat to "returns." I'm also thinking of removing the text for "roasts," "blue," and "red" from the HUD and using colors where appropriate. I want to remove the word "roasts" since what players see isn't strictly the number of roasts of the player for custom game modes and levels with pits (the number you see in the HUD corresponds to the points stat). And I want to remove team names to simplify adding more teams and their scores to the HUD (NOTE: additional teams are NOT a feature I'm adding any time soon).
Any thoughts?
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Feb 15, 2009, 03:34 PM | |
Looking forward to the day when one can play CTF with 3 or 4 teams.
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Feb 15, 2009, 06:17 PM | |
The trigger zone thing got my interest, as it seemed to be the first thing that might actually be a reason to download this, everything else being multiplayer-multiplayer-multiplayer-multiplayer. What does "-Removed constraint where secret levels sometimes cannot cycle to other levels" mean? Is a second SAVEGAME.666 created?
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