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JJ2+ (Updated June 30, 2010)

blurredd

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Feb 15, 2009, 09:20 PM
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Nope. To be honest, I didn't bother testing it thoroughly, though I planned to figure out what I was actually doing and make fixes accordingly.
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Feb 15, 2009, 11:59 PM
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Huh. That's... better than an error, if still somewhat unintuitive. I'm guessing that non-sign ending the second order secret level would return you to the first order secret level, but JJ2 would have forgotten that that was a secret level at all and non-sign ending would work as in any other level.
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Feb 16, 2009, 03:58 AM
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simple question: are you able to fix that bug. that when the host plays windowed and minimize the game that he loses a flag? not that's it really necessary but .


weirdness: there is some weird bug which is discovered today, that when you cycle to another level with low detail mode turned on. you see sprites and animated stuff totally screwed up floating anywhere in the level. when you turn on HD and then again LD it turns back to normal.

another question: is it able to make more teams for Teambattle? like a yellow and a green one. :P could be fun.
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Feb 16, 2009, 03:59 AM
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lol seriously.. do you really need to post in the same minute?
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Feb 16, 2009, 04:02 AM
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Make us able to record macros online instead !
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FawFul

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Feb 16, 2009, 05:16 AM
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Quote:
Originally Posted by Hunter View Post
Have you ever noticed your keyboard has two Shift buttons and a Caps Lock one?
what does that even have to do with that sentence. it makes no sense at all?
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Feb 16, 2009, 05:53 AM
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i am not the guy who starts whining on someone's post on a bunny game forum which starts to complain about "capital letters" on sentences

w/e. i guess i already know who has been on my server.
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Feb 16, 2009, 06:03 AM
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Small (extra) feature that could be added (if I haven't seen it already)

Make the server able to swap more than one player at a time. E.g: /swap players 2 4 6 7 etc...
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Grytolle

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Feb 16, 2009, 07:18 AM
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pathetic discussion
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cooba

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Feb 16, 2009, 09:11 AM
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Quote:
Originally Posted by FawFul View Post
is it able to make more teams (...) like a yellow and a green one
Yes.
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Feb 16, 2009, 09:21 AM
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Quote:
Originally Posted by FawFul View Post
weirdness: there is some weird bug which is discovered today, that when you cycle to another level with low detail mode turned on. you see sprites and animated stuff totally screwed up floating anywhere in the level. when you turn on HD and then again LD it turns back to normal.
Out of interest I've tried to replicate this bug but so far, no luck. Could you be more specific on what happened? Maybe it was just a freak occurrence?
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Feb 16, 2009, 10:35 AM
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Quote:
Originally Posted by BlurredD View Post
I'm also thinking of removing the text for "roasts," "blue," and "red" from the HUD and using colors where appropriate
Does that mean that the new HUD would look approximately like this:
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Feb 16, 2009, 10:41 AM
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Quote:
Originally Posted by CelL View Post
Out of interest I've tried to replicate this bug but so far, no luck. Could you be more specific on what happened? Maybe it was just a freak occurrence?
I get this when I spectate in low detail for a longer period. Some stranges tiles at layer 5, 6 or7.
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Feb 16, 2009, 10:44 AM
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Rule 1) Never use low detail except for IC's levels
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Feb 16, 2009, 12:42 PM
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Quote:
Originally Posted by FawFul View Post
simple question: are you able to fix that bug. that when the host plays windowed and minimize the game that he loses a flag? not that's it really necessary but .
I sincerely doubt that's a bug... if that feature weren't there, there'd be no way for the game to continue until the host deminimized.
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Feb 16, 2009, 07:29 PM
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Quote:
Originally Posted by FawFul View Post
simple question: are you able to fix that bug. that when the host plays windowed and minimize the game that he loses a flag?
It's not a bug; it's an intended, and what Unknown Rabbit said is right.

Quote:
Originally Posted by FawFul View Post
weirdness: there is some weird bug which is discovered today, that when you cycle to another level with low detail mode turned on. you see sprites and animated stuff totally screwed up floating anywhere in the level. when you turn on HD and then again LD it turns back to normal.
Like what CelL said, give more details, such as which levels it happens on and whether or not it always happens.

Quote:
Originally Posted by FawFul View Post
another question: is it able to make more teams for Teambattle? like a yellow and a green one.
Like I said, I'm not implementing additional teams any time soon. I really just want to focus on HUD and Playlog changes.

Quote:
Originally Posted by Hunter View Post
Sounds nice, I also wonder, could there be a feature that disables the HUD at all?
Probably eventually, though I never found the HUD that distracting.

Quote:
Originally Posted by Hunter View Post
Make a feature allowing you to rename teams, just as a cosmetic change.
It might be nice, but don't count on such a feature.

Quote:
Originally Posted by Hunter View Post
Yet another suggestion, can there be an auto screen shot taking option? Like taking a picture every time you get a killing spree or score or whatever you want.
Just curious, is this a standard feature in any game? I may consider adding this but it's unlikely for the time being.

Quote:
Originally Posted by Hunter View Post
Speaking of sprees, would it be possible for players who got 5 (or 10, or 15, it should be adjustable) kills in a row without getting killed to get HFK turned on? Or some other bonus for achieving such stats.
In my opinion, good players get rewarded enough as it is, so I'm hesitant to make more features which do exactly that. Really, just having HFK on the whole time benefits good players. Something I would like to implement in the near future is logging player achievements.

Quote:
Originally Posted by Grytolle View Post
Make us able to record macros online instead
I'm not sure if you really want this feature, but it isn't practical. Macros as they are won't capture the movement of other players. And there (currently) isn't any way to quickly play macros via JJ2--it's a feature I want to add, but it's of low priority. If you want to record games, you should just use some other program to do so. I believe Xfire has video recording though I have no clue how good it is.

Quote:
Originally Posted by Hitch View Post
Make the server able to swap more than one player at a time. E.g: /swap players 2 4 6 7 etc...
This is something I should add sooner than later, but it probably won't be in the next update.

Quote:
Originally Posted by cooba View Post
Does that mean that the new HUD would look approximately like this:
This is what I had in mind, though on second thought I might want to try something different. Maybe white text with blue or red behind it. I'm open to more ideas and mockups.
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Feb 16, 2009, 08:18 PM
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Quote:
Originally Posted by BlurredD View Post
Just curious, is this a standard feature in any game? I may consider adding this but it's unlikely for the time being.
Some games auto-screenshot your score at the end of games, but thats all I can think of.

Quote:
This is what I had in mind, though on second thought I might want to try something different. Maybe white text with blue or red behind it. I'm open to more ideas and mockups.
I think cooba's picture looks good.
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blurredd

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Feb 16, 2009, 09:36 PM
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Any thoughts on my proposed changes to the Playlog?
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Feb 17, 2009, 01:53 AM
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Is it possible to make so the data from the playlog is uploaded to a mysql database after each map?
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Feb 17, 2009, 01:56 AM
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Proposed changes to the playlog seem good to me as it doesn't matter much what name you give to team scores and stuff long as it's obvious to people what they're looking at. The new naming seems logical. With "removing the word roasts" do you mean the playlog won't record roasts for team games anymore tho'? In my opinion it's always good to have as much statistics as possible for things such as JDC so I wouldn't remove that.

Also, any chance the playlog can be made to record treasure games as well? (preferably both players and amount of gems but just a playerlist would be nice) This is also a change purely for JDC reasons as I had some trouble recording during the Ground Force and Treasure events last season.
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Feb 17, 2009, 03:27 AM
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The proposed HUD is acceptable/good. Maybe you should do something for the colour-blind, though (Maybe something like an "R" or "B")... but even then, until more teams are added, most colour-blind people can see a clear contrast between the darker JJ2 Red and the lighter JJ2 Blue. Adding Yellow or Purple later on will make this a bit more difficult to distinguish.
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Feb 17, 2009, 06:15 AM
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I think it would be a real nice addition if the amount of scores (and possibly key kills too) could be shown after the roast:fall for each player.
When playing CTF, of course.

Perhaps BR and FR etc scores could be shown in the same manner, but CTF is most important.
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Feb 17, 2009, 07:34 AM
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Or as in some other games (UT) a flagscore add 5 points to the player.
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Feb 17, 2009, 02:41 PM
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Quote:
Originally Posted by St. Louis View Post
Looking forward to the day when one can play CTF with 3 or 4 teams.
I completely support this idea, but i hate how all games have the same team one is read, 2 is blue, 3 is green, 4 is gold/yellow, I would forward the idea of being able for the host to choose team colours

Quote:
Originally Posted by FawFul View Post

weirdness: there is some weird bug which is discovered today, that when you cycle to another level with low detail mode turned on. you see sprites and animated stuff totally screwed up floating anywhere in the level. when you turn on HD and then again LD it turns back to normal.
This occurs on Vista when playing in 8bit mode, i have seen several variants of the effects they range from discolouration, random colour change as a map progresses, pallette editing, random sprite changes and appearences:

Simple Solution: Use 16bit

Quote:
Originally Posted by Daniel zeal View Post
Or as in some other games (UT) a flagscore add 5 points to the player.
I would forward the idea of it having a Killseaths:Score, similar to in UT where each gamemode poses different scores, such as 5pts for a CTF(as mentioned above), 3 points per dom point on a node you captured, 2 pts for each kill while at a 1 heart standing (excluding instagib and maxhealth = 1)
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Feb 17, 2009, 06:13 PM
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Quote:
Originally Posted by BlurredD View Post
I'm not sure if you really want this feature, but it isn't practical. Macros as they are won't capture the movement of other players. And there (currently) isn't any way to quickly play macros via JJ2--it's a feature I want to add, but it's of low priority. If you want to record games, you should just use some other program to do so. I believe Xfire has video recording though I have no clue how good it is.
It would indeed be rather useless if other players won't show. It would save a lot of space if the graphics didn't need to be saved per frame though
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Feb 17, 2009, 06:52 PM
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Roasts for scores would be absurd. I'd much rather see individual scores (and key kills) calculated for each player next to the roast:fall.
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Feb 18, 2009, 12:48 PM
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Quote:
Originally Posted by Daniel zeal View Post
Is it possible to make so the data from the playlog is uploaded to a mysql database after each map?
It's certainly possible, though I have no experience doing this. I would want to redo how logging works so that I can allow different methods of output. In the meanwhile, you may be able to parse the stats from the Playlog as it is.

Quote:
Originally Posted by CelL View Post
With "removing the word roasts" do you mean the playlog won't record roasts for team games anymore tho'?
I meant only removing the word "roasts" from the HUD. There will still be a roasts stat, and it will still indicate the total number of kills a player has with no subtractions.

Quote:
Originally Posted by CelL View Post
Also, any chance the playlog can be made to record treasure games as well? (preferably both players and amount of gems but just a playerlist would be nice) This is also a change purely for JDC reasons as I had some trouble recording during the Ground Force and Treasure events last season.
I actually already started making changes so that Treasure games can be logged, although it probably won't help keep track of where all players place in Ground Force games all that much.

Quote:
Originally Posted by CrimiClown View Post
The proposed HUD is acceptable/good. Maybe you should do something for the colour-blind, though (Maybe something like an "R" or "B")... but even then, until more teams are added, most colour-blind people can see a clear contrast between the darker JJ2 Red and the lighter JJ2 Blue. Adding Yellow or Purple later on will make this a bit more difficult to distinguish.
I'll consider this.

Quote:
Originally Posted by Hunter View Post
Just so I know, will there be some protection against cheaters any soon? I've been told it was easy to prevent people from getting their fire too fast. Could Plus also check which types of weapons are in the current level and automatically kick anyone who uses a gun that is not available in it? The same way with power ups and shields.
I'm actually now more capable of kicking players who use illegal weapons, so expect this type of additional anti-cheat protection sooner than later. Part of the reason I haven't done this sooner is because I usually don't see a lot of cheating when I play online, though this may be because most people know better than to cheat in my server or they only target specific servers.

Quote:
Originally Posted by St. Louis View Post
I think it would be a real nice addition if the amount of scores (and possibly key kills too) could be shown after the roast:fall for each player.
When playing CTF, of course.
Quote:
Originally Posted by Daniel zeal View Post
Or as in some other games (UT) a flagscore add 5 points to the player.
I'm more likely to do what DZ said.

Quote:
Originally Posted by plunK View Post
I completely support this idea, but i hate how all games have the same team one is read, 2 is blue, 3 is green, 4 is gold/yellow, I would forward the idea of being able for the host to choose team colours
I'll consider this, though personally I think it's not worth the effort.

Quote:
Originally Posted by plunK View Post
I would forward the idea of it having a Killseaths:Score, similar to in UT where each gamemode poses different scores, such as 5pts for a CTF(as mentioned above), 3 points per dom point on a node you captured, 2 pts for each kill while at a 1 heart standing (excluding instagib and maxhealth = 1)
I may end up implementing the first two suggestions but not the last one.

Quote:
Originally Posted by Grytolle View Post
It would indeed be rather useless if other players won't show. It would save a lot of space if the graphics didn't need to be saved per frame though
True, though most people have fast connections and more than enough free space on their hard drives these days so it shouldn't matter that much.

Quote:
Originally Posted by St. Louis View Post
Roasts for scores would be absurd. I'd much rather see individual scores (and key kills) calculated for each player next to the roast:fall.
I plan on eventually having additional stats displayed on the screen, but not on the F9 player list as it is. If I ever keep track of key kills, it would be split into separate stats.
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Feb 18, 2009, 01:02 PM
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Adding roasts in the roast:fall for a score is completely ridiculous.
...Unless I completely misunderstood what DZ said.
Roasts aren't 'points' or anything, they've got pretty much nothing to do with scores.

Seeing how many times any given player has scored during the game would be mighty convenient, however.
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Feb 18, 2009, 01:35 PM
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I don't know if this really matters, but I feel without the word 'roasts' on-screen the game would lose its distinctive feel, something different from 'kills' or 'frags...' This warm-hearted jumping bunny competitive fun, y'know...
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Words like fragged will destroy the warm feeling you get when you innocently roast rabbits.
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Feb 18, 2009, 02:17 PM
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Quote:
Originally Posted by DoubleGJ View Post
I don't know if this really matters, but I feel without the word 'roasts' on-screen the game would lose its distinctive feel, something different from 'kills' or 'frags...' This warm-hearted jumping bunny competitive fun, y'know...
Well, it won't say "kills" or "frags" in its place, and you'll still see "player a roasted player b" in the chat. But I understand what you mean.
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Feb 20, 2009, 03:41 PM
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Is it possible for you to make something like map vote?
Like special map with 30sec timelimit and crates where players vote for next map.
Dont know if its realy possible.

And are you going to add Grytolles multiport code? http://www.jazz2online.com/J2Ov2/dow...p?levelID=5253
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Feb 20, 2009, 04:15 PM
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Quote:
Originally Posted by Daniel zeal View Post
Is it possible for you to make something like map vote?
Like special map with 30sec timelimit and crates where players vote for next map.
Dont know if its realy possible.
I've been meaning to work on map vote (or level vote?) for a while now. I haven't since how the Level List works is a mess.

Quote:
Originally Posted by Daniel zeal View Post
And are you going to add Grytolles multiport code? http://www.jazz2online.com/J2Ov2/dow...p?levelID=5253
Eventually.
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Feb 21, 2009, 12:48 PM
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Quote:
Originally Posted by Hunter View Post
Level voting would be a nice addition. It'd be interesting if players were able to rate the level that is currently being hosted. And then the levels with the highest mark get hosted more often than the ones with lower rating.
On second thought, it's not a such a good idea as it'll probably lead to servers hosting one and the same levels over and over again.
But skipping levels by voting for it would be nice.
I don't know about rating levels, though I intended to make a skip vote feature eventually.

Quote:
Originally Posted by Hunter View Post
And I wonder, is it possible for private message support to be implemented?
I no longer have any intention to implement this. JJ2 isn't a chat room.

Quote:
Originally Posted by Hunter View Post
Also, I believe I've suggested this before but could you allow players to use /k on themselves even if they do not have administrator access in a server? Of course, servers admins/the host should be able to toggle this feature on/off. And there should be a time limit before the player could use the suicide command again.
This will be added eventually.
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Feb 21, 2009, 06:38 PM
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Quote:
Originally Posted by BlurredD View Post
I've been meaning to work on map vote (or level vote?) for a while now. I haven't since how the Level List works is a mess.
I support this fully..... This way i wont have to play rainbow hills ever again (No offense to the map/mapper but i have played that map more than any other, even battle1)


Also a nice possible addition would be a reinforcements system for certain gamemodes sim ilar to that seen in Unreal Tournament 2004. Essentially instead of you spawning whenever the host sets a reinforcements time (usually 7-14 seonds) and instead of people spawning when ready all people to die in the last 7-14(or whatever its set at) seconds respawn all at once.
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Feb 22, 2009, 03:04 AM
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Quote:
Originally Posted by plunK View Post
Also a nice possible addition would be a reinforcements system for certain gamemodes sim ilar to that seen in Unreal Tournament 2004. Essentially instead of you spawning whenever the host sets a reinforcements time (usually 7-14 seonds) and instead of people spawning when ready all people to die in the last 7-14(or whatever its set at) seconds respawn all at once.
Seconded.

Hunter, stop being 13 years old, please and thanks.
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Feb 22, 2009, 05:07 AM
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The spawn delay would be great help in making gametypes like Flag Run better (dying becomes a stronger punishment, so no more fire-and-forget at the flag area).
Quote:
Originally Posted by Hunter View Post
Oh, am I supposed to know what plunK's speaking about when he can't even explain it?
No, but comments like "Go back to playing UT" or "You are allowed to leave a server any time you want" are not welcome, especially not in a thread where people's suggestions are appreciated.
Grytolle

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Feb 22, 2009, 10:47 AM
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Add this IP to your block-list: 87.98.250.172
I'm afraid it might block the GIP at j2o too though... Btw, I'm working on an update to our GIP-script, so np


Also, if your opinion is "none of his business", then it doesn't belong in this thread. If you don't want people reacting on it, don't state it.
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EvilMike

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Feb 22, 2009, 11:51 AM
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Regarding that spawn delay suggestion, I think the best way to do it is probably the way it is handled by TF2, and possibly other games. Spawns occur every 10 seconds (or some other arbitrary interval). When you die, you are put into the spawn wave AFTER the next one. In other words, you will wait a minimum of 10 seconds, but no more than 20. This prevents people from getting lucky and respawning instantly, and also guarantees that if you kill someone, they still stay dead for a while.

This is easy to make in jcs, but probably would be a good feature in jj2+. Dead people would be put into spectator mode.
Cpp

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Feb 22, 2009, 01:13 PM
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You could make the game log down join attempts (IP addresses) and block any of those that join more than let's say... 3 times per 5 seconds for 2 minutes... to minimize the join spam. I'm not sure about the actual numbers here as I'm only guessing, but take it as a suggestion.

Quote:
Originally Posted by EvilMike View Post
Dead people would be put into spectator mode.
Also, be sure to include a timer indicating when the next respawn is going to occur.
Which game types would have this change? All team-based ones I suppose.
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