Feb 22, 2009, 01:14 PM | |
For such a short time that's overkill. Their camera could be just held in the spot they died (like in old LRS spectating). And 20 seconds of potential wait is too much for a game like JJ2, too.
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Feb 22, 2009, 04:29 PM | ||
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20 seconds (really 10-20) might be a bit much for some games, but if its in the ini it could just be changed to 7-14 or 5-10 or anything. I could see 10-20 working for a full server domination or assault game. 15 seconds average is a lengthy wait, but some gamemodes just get too crowded, and the tradeoff is that lots of players waiting to respawn means you'll generally live a bit longer anyway, unless you suck.
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Feb 22, 2009, 04:30 PM | |
I think blur is going to put that fix in the next release (it's already in the private version which was used for JDC).
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Feb 22, 2009, 04:33 PM | ||||||
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I plan to make a system to prevent spamming from all types of packets eventually.
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Mar 3, 2009, 06:15 PM | |||||
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Does anyone have a preference for how "captured the flag" messages appear? Currently, clients see each message as either all green or the part after the player's name is blue or red depending on the color of the flag captured. I would like to have consistent behavior for this.
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Mar 4, 2009, 04:51 PM | ||||
EvilMike, I'm assuming that you want the colors corresponding to the player's team. I'm fine with making the changes you suggested.
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Mar 4, 2009, 05:33 PM | |
^Agreed^
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Mar 4, 2009, 08:19 PM | |
That's basically what I meant, though I suppose you could have it the other way as well as long as it's completely consistent. What I was really interested in, was seeing the message all in 1 colour, instead of in 2 colours like it is now (see hitch's signature).
I actually have another suggestion somewhat related to that. For some of the messages, is it really necessary to have "Console:" appear before it? A lot of the messages probably don't need that... for example "lost the red flag" or "killing spree" messages. Basically anything that appears automatically. For some other stuff (eg, server settings being changed) things could stay the way they are now. This is a very minor suggestion though. Only reason I'm bringing it up is that the only thing "Console:" does with gameplay messages is tell you that the message is generated by jj2+, and in most cases I don't think that information is important to the player. |
Mar 5, 2009, 08:12 AM | |
Something I have just recently bumped into while trying out some ideas for the Machinima for JJ2. It is currently unpossible to activate player #3 without having a joystick and it is also currently unpossible tot activate player #4 without having a second joystick as well.
Question in short: Could you please, PLEASE, PLEAZZZE add a 'Keyboard 3' feature? There's plenty of letters on the keyboard anyway.
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Mar 5, 2009, 11:05 AM | |||||
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As useful as many of those suggestions are, don't expect any of them to appear in the next few updates. It's not my main focus right now, and they can be added at almost any time. By the way, if you're the server you can see who timed out by checking the spy log. No. It's not worth the effort. Use LAN connections if you really have to.
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Mar 5, 2009, 11:38 AM |
Raven aka StL |
This message has been deleted by Raven aka StL.
Reason: Who the hell plays in splitscreen anyway?! EDIT: Except Veg and Jul...
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Mar 5, 2009, 09:48 PM | ||||
It's going to take some getting used to....
By the way, the "
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Mar 6, 2009, 08:02 AM | |
FYI, this is usually a limitation of the keyboard and not the game itself.
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Mar 6, 2009, 08:15 AM | |
Make the console counters appear on the middle of the screen, similarly to the scrolling "JJ2plus" text that appears after plus.dll is loaded!
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Mar 6, 2009, 03:07 PM | ||||
It's something to consider.
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Mar 6, 2009, 09:07 PM | ||||
I should've said it's something to do eventually, when I fix up the message system like I mentioned earlier.
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Mar 7, 2009, 04:49 AM | ||
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Also, I'd like to make clear that I agree that not many players use splitscreen, but it will be impossible to have a perfect timing, if you depend on 4 individual players all playing on different computers. As recording a 4-way splitscreen (or even a normal 2-player splitscreen) wouldn't make an interesting video with resolutions being limited to what people considered 'small' back in 2000 already, we'd already need the LAN for someone else to record the things. Imagine this: the splitscreened computer is the stage and the screen recorder is watching the play from the other computer over an LAN-connection. Now, if we'd have to split up our stage over two computers, timing will suffer. Even if you are still able to press a certain button at both computers at the same time, it would never get as perfect as it would be if everything were done on the same computer due to network slownesses. So that's why I asked it.
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Mar 8, 2009, 04:17 PM | ||||
I tried fixing this issue a while ago and then failed miserably. It's not a good chat logger.
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Mar 11, 2009, 07:59 AM | |
a /allammo would be nice for the beginning, it saves time, especially in 2v2s or more.
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Mar 11, 2009, 02:06 PM | |
People should learn to start without ammo, a whole lot more convenient.
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Mar 11, 2009, 05:54 PM | ||
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/stop (or /autostart off if you enable it before starting the level) /nomovment on /k all (if people moved) /cstart This magic combination solves all your problems. No need to run around and collect ammo any more. Remember that people started doing that to be fair, since there was no way to enforce people staying still at the beginning back then. I think starting without ammo makes the start of the game a bit more strategic too... obviously the level needs to be balanced though. People who make levels should time the routes very carefully, so critical things like the seeker powerup are the same distance from both spawns. I think with imbalanced levels, it's probably better to start by collecting ammo. |
Mar 11, 2009, 07:06 PM | ||
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If your really that picky maybe have a possibility of a "Duel" gamemode with like 2,4,or 6 plays and just slightly modify battle coding to auto start with ammo. But really thats if your the picky type. Me personally wouldnt care |
Mar 19, 2009, 03:24 PM | |
I just got around to looking at the latest update of Open Jazz, and the fur animations are awesome. If something similar to this could be added to jj2+, it would be amazing.
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Mar 20, 2009, 01:23 AM | ||
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The closest thing that JJ2+ could do is constantly change the fur colors of a rabbit, but that wouldn't work well with how JJ2 handles fur colors, and would probably cause all kinds of lag trouble.
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Mar 21, 2009, 10:49 AM | |
Reading Rag's post in the Gameplay Theory thread, I got a few suggestions for a few 'fixes':
- Make powerups ALWAYS give you +20 ammo, even if you have <20 ammo. - Powered up ElectroBlaster and Pepperspray do 2 damage. (Make it optional, say, /gun8pudamage on... or something.) |
Mar 22, 2009, 09:51 AM | |
Why would you 'test' if posting a message works? Can't you see we're all able to post messages, so you most likely will not have any problems either?
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Mar 22, 2009, 05:18 PM | ||||||
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Probably, now that I came up with a cheap solution.
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Mar 22, 2009, 07:22 PM | |
Just a couple quick thoughts here.
JJ2 was made in a time when widescreen monitors/displays were not at all common in the mainstream market. As a result, it doesn't support any real widescreen resolutions. I know all too well that modifying JJ2's resolution to something higher than what the game supports doesn't really work (at least, reliably). However, what if there was an option for a widescreen resolution that is lower than 640x480? Personally, I wouldn't mind losing some pixels if the game didn't stretch to fill my widescreen display, which looks rather ugly. |
Mar 22, 2009, 10:36 PM | |
From what I've seen, JJ2 seems to work fine if it's increased to say 800x600. Common resolutions past that were more problematic. Of course, increasing the resolution is a bit controversial, since it makes some people have a percieved advantage, and also makes some levels ugly, and I think this is one reason why this feature still isn't in jj2+.
With that being said, I don't think it would be too problematic to allow widescreen in the form of something like 640x360. You'd lose a bit of vertical space, but the game would be less ugly. 800x450 might also work - this gives you about the same viewing height as normal (30 pixels is a fairly negligible difference) but with increased width. Unfortunately since it lets you see more, it has the same problems that I mentioned above. I think implementing 640x360 would be the best choice, at least at first. No controversy attached, and it would allow the game to avoid looking all stretched out. |
Mar 22, 2009, 11:36 PM | |
Mar 23, 2009, 09:06 AM | |
As shown by this post, it's hardly an advantage.Very few levels look uglier in 800x600 - a large factor here are the background layers, which can cause problems in high resolutions if there's some unfortunate use of Tile Height.
The worst I could have found is this:
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