Apr 20, 2009, 04:22 AM | |||||
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One thing I didn't mention is that if a player gets an illegal weapon during Single Player and the game mode is switched to something else, that player risks getting banned if the weapon is used. I'll probably change this eventually.
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Apr 20, 2009, 07:46 AM | |
Blur, is there a way to edit the punishment policy in jj2+ eg. how many times you want a player kicked for cheating before finally getting banned?
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Apr 20, 2009, 10:21 AM | ||||||
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This can be done for JJ2+ users with the next release, and I can just ignore laser shield shots for everyone else.
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Apr 21, 2009, 09:14 AM | ||
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Apr 21, 2009, 06:24 PM | |||||
I'd rather have a kick as the first warning. Most players probably realize spamming chat is annoying. I will be handling chat spamming differently from cheating by the way. I also plan on implementing timed bans sooner or later.
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If you mean lasers used in MCE/SCE events, then they have the same problems as other weapon MCE/SCE events. They will cause players (particularly those without JJ2+) to crash for Battle and CTF mode. If you mean lasers used by players, it has similar issues with laser MCEs, plus it's a bad idea having such an excessively powerful shield available. It would be pretty annoying getting killed by someone from across the entire level.
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Apr 22, 2009, 01:15 AM | |
You should make it so the gem counter doesn't disappear after 100. Would be good for treasure and single player. There's no good reason for it to vanish.
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Apr 22, 2009, 04:42 PM | ||||
Well, other than a persistent reminder of what could have been. Anyway, yeah, I can make the fix.
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Apr 22, 2009, 08:42 PM | |
Apr 22, 2009, 11:58 PM | |
Make it 1000 gems is an extra life
If u set the counter to FF FF in hex, can it then tell the gems until 255x255=65025?? That would be enough |
Apr 23, 2009, 03:32 AM | |
If you're calculating the maximum number for an unsigned short integer then it is 256 * 256 - 1 = 65535. I think most of the variables in jj2 are defined as (32 bit signed) integers, which makes up to 4294967296 different numbers (2147483648 being negative).
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Apr 23, 2009, 06:28 AM | ||
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If the gem counter fix is made, could the gem counter also tell how many gem rings and super gems you've found/shot? Or does JJ2 simply add those as Red Gems, not per sort of event? |
Apr 23, 2009, 08:04 AM | |
Giving seperate counters for different colours of gems would be nice too. That would finally give the purple gem this long awaited third difference with red (1: it's purple, 2: it's got a different event numer and 3: it's got its own counter). Levels could actually use different kinds of gems the same way as coins are used. Just need a setting of some kind to turn on this functionality for the level.
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Apr 23, 2009, 06:51 PM | ||
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Apr 24, 2009, 11:03 PM | |
not sure if this has been asked, but is there any chance this stuff can get ported to TSF? having MP3 support would be cool in there...
Also, regarding lasers - Can the combo event lasers still work? I know of a couple of ground-force levels that use them, and it would be a shame to lose their function. |
Apr 24, 2009, 11:53 PM | |
I feel that I should know this, but does Plus work on the JJ2 demo? If not, might it be wise for us to create a JJ2+ based demo package and release it online?
I am not sure what the legal implications of that would be, but it might be a good way to spark interest in the community. |
Apr 25, 2009, 12:49 AM | ||||||
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I've gone out of my way to preserve the broken functionality of MCEs ever since the Carrotade days, though now I have the capability to surpass this system. What's holding me back is 1.) I don't have a clear idea of how to do this that goes beyond cheap hacks with Area ID events and/or help strings, and 2.) I'd much rather replicate the functionality through some sort of new JCS program (though the current JCS+ project isn't showing much progress as far as I can tell) and a new .j2l format. Quote:
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Apr 25, 2009, 04:54 AM | |
I know this is random and might have been suggested before but:
Is there any chance of pausing respawn times? I know it can be annoying when in 3v3s or whatever, the game is paused, then we all wait for about 40 seconds, and everything's respawned as soon as the person's back, possibly providing an unfair advantage. Although I do not care for this change, someone else suggested it and I can imagine others appreciating it too. Is there a way of allowing swaps to enable players to keep their ammo that they may have gathered beforehand? Not all swaps, maybe just a command that can turn the feature on or off? Is there also a way of resetting players' fastfire speed? It may be unfair also if we cycle and someone has full fast fire, especially in say, a race [where they cant die], or levels with fastfires, followed by those without. [though this is really minor and probably isnt such a big deal] Another thing, in response to the new change of flag colour messages. Make the "Has captured the flag messages" correspond to your team colour, but the "has lost the flag" in the opposite team colour. So it shows the beneficial stuff in your team colour and the negative stuff in their colour. If possible. ;o Last edited by Ragnarok!; Apr 25, 2009 at 09:51 AM. |
Apr 25, 2009, 04:51 PM | ||||||||
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Apr 26, 2009, 12:54 AM | |
To be honest, I'd prefer if fastfire was not reset after each level; at least in gametypes where you can die. I've always thought of it sort of as a sign of skill; if you haven't died for long enough that you've amassed a huge amount of fastfire, good for you. However, in gametypes such as race and treasure, I'd be all for the resetting of fastfire (and food) between levels.
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Apr 26, 2009, 09:14 AM | |
When press left arrow or right arrow in ESC-menu and you're spectating, the spectator switch what player you are spectating at. Plz fix it.
And, also, add more JJ2+ commands to the TCP packages, would be cool if it's more than Start health, Max health, plusOnly, noMovement, noBlink and friendlyFire. noShields, game is stopped/started etc. would be great!
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Apr 26, 2009, 09:36 AM | |
I don't find this much of a big deal since I don't really spectate that much. It hasn't been bothering me.
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Apr 26, 2009, 10:03 AM | ||
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Last edited by plunK; Apr 29, 2009 at 04:07 PM. |
Apr 27, 2009, 08:36 AM | |
The best option
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Apr 27, 2009, 10:37 AM | |
So fix it so that it only travels as far as the line of sight allows it and doesn't go through masked terrain
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Apr 27, 2009, 02:14 PM | |
Hehe just a random DYK...
The laser shield's laser gets visibly wider after each so many tiles (soon enough it fills the whole screen), although the effective part stays the same 1-tile-high beam. Just try it in splitscreen and you'll see it really does grow at some distance.
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Apr 27, 2009, 09:28 PM | ||||||
Just because you have fast fire from the previous level, it doesn't mean it took you any skill to get or keep it. In addition, not all levels use fast fire so you could effectively be using a powerup not available in the level. And good players have enough advantages as it is. They don't need to be rewarded even more.
There's a slight chance that I will go ahead and reset food and fast fire after every level and just say bad luck to those who wanted otherwise. Quote:
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Probably eventually.
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Apr 28, 2009, 03:35 AM | |
Don't forget to exclude single player and co-op mode from the resetting on level load.
And i'd like to see: Ability to use commands in offline games (or have it clearly explained if this is already possible)
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Apr 28, 2009, 07:25 PM | |
Yes. Please implement this if possible, or explain if already possible.
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Apr 28, 2009, 07:43 PM | ||||
I have no intention on adding support for commands in offline games at the moment. Nearly all of the commands are useless offline, and the few that are useful don't need to be used often. If you need to change a setting before playing a Single Player level, I would suggest editing plus.ini beforehand. If you want to play a custom mode (or CTF, Treasure, and Battle for that matter) offline, use LAN.
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Apr 29, 2009, 11:32 AM | ||
May I request a new game type? Rocket arena!
Though I am unsure whether this should be team-based or free for all, but the point is that all pickups (ammo, health, powerups, etc) get removed from the level and all players are given a fixed amount of resources (always random per game). You get only *this* much ammo, now use it in any way you can to eliminate the opposition. Quote:
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Apr 29, 2009, 09:59 PM | ||
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Apr 30, 2009, 10:33 AM | |
I suspect that's completely possible in JCS without any coding trickery.
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Apr 30, 2009, 12:59 PM | |
But as it's a custom gametype it must be added to JJ2+. For when the JJ2+ server lists come.
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Apr 30, 2009, 01:29 PM | |
I support this gamemode. Especially if there will be a way to limit or disable the blaster. That will open up for other gamemodes like sniper (pepper) arena.
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Apr 30, 2009, 02:57 PM | |
You mean the "arena" modification? Such as there's only one weapon with unlimited ammo available, but it's not necessarily blaster.
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