Jul 13, 2025, 06:06 PM | |
Should J2O reupload fixed versions of broken scripts?
From time to time, JJ2+ updates to a new version of AngelScript, and a handful of existing scripts can end up breaking as a result. In such cases, if the original authors can't be contacted, should J2O mods/admins reupload those existing scripts so that they can be played again?
For example, Psychomondus straight-up does not compile anymore: the author tried to do something that was never worked to begin with, and at some point AngelScript updated to treat that as a syntax error. The author was last online in November 2022. Should J2O reupload it? Or is that an infringement on the author's rights? Are there other examples out there besides Psychomondus? Does the number of such uploads, or their popularity, affect the decision? Or how much time has passed since the original upload? What about (parts of) levels that never worked to begin with, even for reasons other than AngelScript? |
Jul 15, 2025, 01:28 AM | |
I also found one level where AngelScript won't work:
https://www.jazz2online.com/download...ayer-level-ii/ A Generic Single Player Level II Maybe there will be a solution to fix it. |
Jul 16, 2025, 03:40 PM | |
.
bevore many years, i had in mind to ask the community for help. i saw the same problem, and ye i do have a script, that lost his compatility . to the story: it was 2013, when i played with zepect, a script that was made by Foly zepect showed it me, this script changed a few weapons for example, the seecers, was different, here we saw a purple, bollyship missile and when the missile exploded, there was a fire ring arround it and that fire did gone from the center in form of a ring outside . i do have a screenshots from that script in action: ![]() . as i allready told that script dont works anymore, and lost his compatility. . here you go: http://www.niceclan.de/dev/z/temporary/folta/ . code: Code:
/***************************************************/ /** Made by Foly **/ /** Feel free to use/copy any part of this script **/ /***************************************************/ /***Constants***/ //Bomb Constants const float cBombSpeed = 8; //xSpeed of the bomb const float cBombPlayerSpeed = 6; //xSpeed the bomb can gain by player speed (if a player is running full speed it will add 6 xSpeed) const int cBombLifeTime = 70*2; //Time till the bomb explodes (run away! run away!!!1) //Shard Trail Constants const int cSpreadSpeed = 2; //The higher this value the more the shards will spread perpendicular to the blasterbullet const float cSlowDownSpeed = 6; //How much the shards slow down compared to the bullet const int cTrailLifeTime= 70*1.5; //How long the shards will exist const int cGreenDensityFactor = 6; //A lower factor gives more green shards const int cBlueDensityFactor = 4; //A lower factor gives more blue shards //Heavy Bomb Constants const float cRadiusXFactor = 1.0; const float cRadiusYFactor = 0.95; const float cRadiusXSpdFactor = 1.0; const float cRadiusYSpdFactor = 1.3; //Boomerang gun constants const float cMaxSpeed = 10; //The maximum speed the boomerang can have const float cAcceleration = 0.2; //The acceleration of the boomerang const float cReturnAccMult = 1; //When the boomerang is returning, this is a multiplier for the acceleration (so a value of 2 let's the boomerang return with 2x acceleration) const float cVerSpdMult = 0.7; //When the boomerang is shot vertical and not returning, this is a multiplier for the acceleration (a higher value lets the boomerang go faster and higher upward) const float cReturnSpeed = 0.4; //At what speed the boomerang returns back to the player (WARNING! This constant should always be higher than cAcceleration) const float cReturnRadius = 32; //Radius in pixels at which the player takes the boomerang back //Ice slow constants const int cSlowTime = 18*5; /***Variables***/ int FreezeTime = 0; //Boomerang gun variables array Last edited by FabiAN[NC]; Jul 16, 2025 at 03:47 PM. Reason: kk, now it display the image |
Jul 16, 2025, 08:48 PM | |
Add types to the four arrays, like so:
Code:
array To be clear, though, the point of this topic was asking whether J2O should fix broken scripts that are uploaded to J2O, not asking how to fix scripts. |
Jul 17, 2025, 02:19 PM | |||
Quote:
i tested it, ..and i was able to fix it! now the script works again . . Quote:
J2O have to fix, broken scripts that are uploaded here = im absolutly sure, its also in the interrests of the autors, that there own scripts works fine. (with latest plus) im sure they dont have anything against it so i give my yes Last edited by FabiAN[NC]; Jul 17, 2025 at 02:20 PM. Reason: fixed some things.. |
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