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Jun 4, 2005, 03:49 AM
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Thanks for the info! But what do you mean by:I'll send you a file with just jazz

P.S. First time doing this: PAGECLAIM in the name of 3Dness.
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Jun 4, 2005, 03:51 AM
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A little program with just jazz's model in so we can test your computer. I wish i knew what it said the error was.
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Jun 4, 2005, 03:54 AM
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The error for JazzSystemCheck.exe is:
Runtime Error 1502- Screen depth illegal at line 0
This is weird because it used to work on my computer.

The error for the level editor is:
N/A
It doesn't actually give me an error but everything is really jumpy it it kinda gets frozen.
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Jun 4, 2005, 04:41 AM
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hmmm...ok i'll get on it once the small demo is out.
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Jun 4, 2005, 07:02 AM
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Finally, the game worked for me! Now for some critisism.

First, a general comment. That sort of landscape- rolling hills and whatnot- is very unsuited to the abilities of Jazz and Spaz. The maps would have to be much more platform-based, with plenty of oppertunities for jumping of all kinds, for double-jump and expecially copter ears to make sense. However, I would think that this is just a temporary map till you can finish a better one and such.
Next, a more specific comment- you must already know this, but the collision physics are mighty messed up with regards to walls pointing straight up. If you walk straight into one and it's high enough up begin to levitate up it; if you walk in at an angle, you walk through it.
Next, another specific comment. I think that the way the weapons move and act is a bit uninteresting. For example, the basic blaster. It seems capable of rapid fire, yet it fires perfectally straight. It would be so much more interesting if the bullets randomly fired very slightly off, so as to make it look a bit less boring. The same goes with all weapons that fire straight and are capable of rapid fire, and I would say it would make bouncers more interesting also. I think the seekers shouldn't be capable of turning such sharp angles, but that might also give them problems in them hitting their target.
Finally, those mosquitoes are nearly impossible to hit with anything but seekers. I mean, adding the third dimension makes the normal jump-and-fire trick so, so much harder. Maybe make them larger or make them register near-misses as hits or something.
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Jun 4, 2005, 07:45 AM
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Note: This did not work on my computer. It crashed after the choose character thing. I then used my friends computer.
Problems:
-Jazz doesn't move smoothly downhill
-Jazz can't run and turn
-The dragonfly goes through the ground.
-^ ^ gets stuck on Jazz
-Jazz's helicopter ears last a short time.
-you can't jump from block to block when playing as Jazz. (Not sure about Spaz)
-bouncers are too slow

I don't want to nag you or nothing, but that's all i managed to find.
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Jun 4, 2005, 08:29 AM
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I think you shouldn't have the HUD made up of 2D resized images. They look all crappy that way. I think you should apply them to 3D polygons that are locked to the screen and have Z-depth off, so that they stay on the screen. I don't really like that way DBPro does 2D graphics, and I've had ideas on how to use 3D planes to make for much better looking 2D graphics.

Also, I'd like to say that you should turn off the stupid screen resizing thing and make it so it actually changes resolutions. I've seen too many DBPro games that don't actually change the monitor's resolution but just resample the game screen to fit. It lowers FPS and it's kind of pointless (It also seems to interfere with hardware-accelerated Anti-Aliasing).

After you jump, you should make it so you have to press jump again before doing the special jump. Make the jumps variable jumps, and make Jazz's helicopter move last as long as you tap the jump key. Otherwise Jazz is ultimately inferior to Spaz.
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Jun 4, 2005, 11:42 AM
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Wow, some good criticisms here...lets take them one at a time but alot will apply to everyone

Risp: yep your right, this is just a temporay level and im not exactly happy with it !...the reason of the release is just to say "im still here and working"...the editor is far more polished and looks more respectable than the demo. Which is more of a test than anything...just to see if the engine works.
"much more interesting if the bullets randomly fired very slightly off" Noted, i'll put that in, this was kept dead straight as thats how it was in the original...but ive writen it down in a list of updates now.
"I think the seekers shouldn't be capable of turning such sharp angles, but that might also give them problems in them hitting their target."...very true, the sharpness of the movement isnt neat but i thought it would be better for now than having them miss, which is not how they worked in the original atall. Plus this would mean a longer rocket life was needed and i got a comment a long time back that the life for rockets was too long. However i shal see if i can find a happy medium.
With the moskito problem...im suprised actualy, i can hit them but its probably that im so used to the interface...if you were trying to flame them, remember that flames accelerate with you so standing still jumping or moving forewards you are more likely to hit them, also with targeting on, the gun is pointed at them assisting your shot.

Zapper: "not smooth down hills" very true, will be fixed in the new collision update
"Jazz cant run and turn" can say ive had any problem with this...i can jump forwards and backwards whilst sprinting no problem.
*dragonfly problems* noted will be fixed
"cant jump block to block as jazz" you can super jump hit copter ears and get to the blocks... the actual levels will be muched more balanced and better designed than my crappy one.
"Bouncers are too slow" ok thats easy to fix

Evilmonkey:
"I think you shouldn't have the HUD made up of 2D resized images. They look all crappy that way"
they look crappy due to the fact they are hand editted, not due to dbp's resizing system (as far as i know so far)
"Also, I'd like to say that you should turn off the stupid screen resizing thing and make it so it actually changes resolutions. I've seen too many DBPro games that don't actually change the monitor's resolution but just resample the game screen to fit. It lowers FPS and it's kind of pointless (It also seems to interfere with hardware-accelerated Anti-Aliasing)"
First off the is no antialiasing in Dbpro what-so-ever, secondly i was not aware of this problem and i''ll be looking into it for you. I'll keep you posted.
Also please explain "variable jumps"
Finally not meaning to be harsh but be careful with your tone evilmonkey...your sound quite agressive in your post and i respond far better to calm criticism. Sorry if you had not intended the tone.

Ok people, sorry if its not up to your hopes, so much time is going into the editor I havnt been that up to date on the game itself. Many changes are to come I just released this as it was requested, i had really said before why i adnt released a demo at this stage.
Thanks for the assistiance in the bugs though, I'll get on them as soon as possible

------------------------------------------------

-EDIT-
Ok some easy errors fixed, the blaster shoots more randomly (is this to randomly or still to accurate?) the moskito's collision boundaries are larger so they are easier to hit and the bouncers are faster now (about 50% faster than before)
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Jun 4, 2005, 12:31 PM
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Very nice. One thing though, the blaster doesn't shoot random at all even you said you updated it :S

Also, when I get hit by the mosquoito it doesn't fly away like it should (does that in Jazz 2) and instead pushes me around.

And atlast, could you send me the Spaz model in milkshape form, I want to try to animate it =D!
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Jun 4, 2005, 12:42 PM
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Olsen: Blaster thing is very strange....works fine here ...it still shoots dead straight on yours ?
Mosquoitos have just been fixed...im uploading the update very soon.
I can send the model soon, but it isnt that great !
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Jun 4, 2005, 12:49 PM
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Yes, I'll try one more time though. Need to be sure
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Jun 4, 2005, 12:55 PM
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Your right, and ive fixed it .... going to upload the new version now !

Ok upload complete...should work fine now, just run the updator again
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Jun 4, 2005, 01:11 PM
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Arrgh, the updater crashes for me >_<

I can start downloading the file, but then it just, stops.
(New idea, add a meter to the updater so we can see how much time is left ;D)
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Jun 4, 2005, 01:12 PM
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oh bugger...thats not good, the first crash....im running mine to check
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Jun 4, 2005, 01:20 PM
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So, what did you find out? B)
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Jun 4, 2005, 01:29 PM
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Still works fine for me....wish you could tell me what the error was.

Only thing you could try is to reset the download list.
to do this go to the directory which contains the JazzUpdator
open the file "UpdateLog.jlog" in notepad
Delete everything except the number at the top (should be 14 or 15) and change that to a 0
save the file and run the Updater again.

Im sorry about the bug, thing is this is the first time an internet updater has been made with Dbpro before so im kind of inventing this stuff as I go along !
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Jun 4, 2005, 01:35 PM
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Ok, well, now it works. Except when I try to run the JazzDemoExeUpdate file nothing happens. I'll try again though.

Ok works wonderful!
Yeah, I like that spread of the bullets. Perfect.
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Jun 4, 2005, 01:38 PM
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Hehe it wont do anything you notice...thats a self extracting archive...all you are doing is replacing the files you have updated...the only exes you need to run for the game are in the folders.
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Jun 4, 2005, 01:41 PM
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I see. Now go congratulate me in my birthday thread

I really like the targeting system!
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Jun 4, 2005, 01:42 PM
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Thanks its a bit rough at the edges still but its a start.
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Jun 4, 2005, 01:46 PM
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Yeah, but well, it's just an early demo
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Jun 4, 2005, 01:49 PM
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Quote:
Finally not meaning to be harsh but be careful with your tone evilmonkey...your sound quite agressive in your post and i respond far better to calm criticism. Sorry if you had not intended the tone.
I wasn't trying to sound aggressive though. O.o Sorry if I seemed that way.

Quote:
First off the is no antialiasing in Dbpro what-so-ever
I'm talking about the anti-aliasing feature that you can turn on through your nVidia or ATI card settings that applies to any 3D engine that supports it (Including DBPro).

Quote:
Also please explain "variable jumps"
What I mean by variable jumps is that if you let go of the jump key while you're still going up, you won't jump as high.
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Jun 4, 2005, 01:57 PM
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Sorry if I seemed that way.
No worries man, just checking !

Variable jumps....hmm a little awkward at the sec...but i'll add it to the list of suggestions for the collision rewrite.
Ive been trying to find out more about this screen resolution issue, but i cant say ive experienced it myself...very odd. Ive asked the people on the forums...so far no luck.
Sorry bout that...i'll keep asking and searching though.


Ok i may have found a soution...however not sure if it will help FPS
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Jun 4, 2005, 02:47 PM
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Quote:
Originally Posted by Baggers
Sorry if I seemed that way.
No worries man, just checking !

Variable jumps....hmm a little awkward at the sec...but i'll add it to the list of suggestions for the collision rewrite.
Ive been trying to find out more about this screen resolution issue, but i cant say ive experienced it myself...very odd. Ive asked the people on the forums...so far no luck.
Sorry bout that...i'll keep asking and searching though.

-Edit-
Ok i may have found a soution...however not sure if it will help FPS
-Another Edit-
Ok this has been cleared up...ok your half right !...yes it is resampling, no it wont boost framerate as it become fixed to a max of 60 (which is fine) but it means i can push the graphics harder before losing fps ... which is just a good as a speed boost !
Next update will have this enabled then !
Thanks for alerting me to this 'EvilMonkey'
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Jun 4, 2005, 03:24 PM
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Actually, I didn't mean with the flamer. I meant with other weapons. The word 'fire' also means to shoot a gun, in general, as I used it there.
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Jun 5, 2005, 05:16 AM
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Risp: Ahh i see, noted.

A beta of the Jazz level editor is now uploaded, run those updaters people !

There are no Help files yet, the first tip to get you started is that you hold down shift and use the mouse and mousebuttons to move around...Ive tried to make the interface reasonably simple...it takes a little time to get use to though.
Also when plaing objects make use of the mouse wheel .... i'll send out a decent help file soon across the updater.
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Jun 5, 2005, 06:16 AM
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chris! you should link to your site in your signature that will bring some more traffic
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Jun 5, 2005, 06:23 AM
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It does !...it goes straight to www.eckhart.da.ru/baggers
Doesnt it work for you ?
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Jun 5, 2005, 06:25 AM
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lol never noticed maybe some text that sayt "our 1337 website is overhere !!!!!"
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Jun 5, 2005, 07:08 AM
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Piet: hehe ok i'll stick some text nearby !

All: Heres the WIP of the goon model...tail obviously not finished and hands maybe needing a little length but a great start...what do you think ?

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Jun 5, 2005, 07:13 AM
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Holy crap that lizard is awesome! Since I'm too blinded by the awesomeness to actually critique, I'm just going to say the concept art is rocking. Who made it?
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Jun 5, 2005, 07:42 AM
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Jonny is the master of the concept art and also is still making the jazz model (which is really looking (-)(-)(-)(-)(-) sweet !)
The Modeling is by Marko and he's doing a (-)(-)(-)(-) good job too !
Hopefully you can start to see that the media will really bring the game to life...ive already been arranging with people on how this project will expand in the future...and if all goes well this is just going to keep growing !
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Jun 5, 2005, 08:06 AM
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Jonny and Marko is my new masters! (Next to you )

Holy madoly. Awesome!
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Jun 5, 2005, 08:10 AM
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[QUOTE=Olsen]Jonny and Marko is my new masters! (Next to you )QUOTE]
You said it man.
The concept art loks like it was pulled straigt from one of today's games (Or maybe I've just seen the Artwork galleries in RC3 and Jak3 too much)
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Jun 5, 2005, 08:18 AM
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Funny thing is for Jonny that was a quick sketch ! baffles me to know end how he does it !...ahh well i still reign on the coding front !....and when the actual level i textured and done youll see how this project will end up !

*smiles excitedly !*
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Jun 5, 2005, 08:55 AM
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The lizard model is awsome! Cant wait to see it textured and see it animated!
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Jun 5, 2005, 10:14 AM
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Quote:
Originally Posted by Baggers
Funny thing is for Jonny that was a quick sketch ! baffles me to know end how he does it !...ahh well i still reign on the coding front !....and when the actual level i textured and done youll see how this project will end up !

*smiles excitedly !*

*Agrees awesomely*
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Jun 7, 2005, 07:00 AM
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I can only agree with everyone else about the Lizard.
..but if you already have such a great concept artist, what do you need me for?
Now my sketches look like sux D=



Should I do the sketches different somehow? I could ink them, which might add a bit more precision.. and color them, too.


EDIT: By the way, I have an idea...
Why don't you add enemies from Jazz Jackrabbit 1 as well?
The JJ2 enemies are mostly pretty boring. Many of them just walk around in circles and look different so they fit into different tilesets.
And enemies like Armor Doofus are simply a must. They'd look so nuttycoolawesome in 3D.
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Jun 7, 2005, 11:34 AM
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I likesh the labrat
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Jun 7, 2005, 11:40 AM
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Yeah looks awesome, gonna check if one of my modelers is free to do him soon.
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