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JJ2+ (Updated June 30, 2010)

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Apr 6, 2012, 06:09 AM
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Oh, ok! Thank you for the info!
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May 12, 2012, 08:33 PM
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Noblink on lets the character blink at spawn. Fixable? Also noted that Morph Frog event is broken and .669 support is lost.
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I understand what "early exploratory stages" mentioned in the news post mean but nevertheless I believe it makes sense to revive this thread now that it's known work on Plus will be continued. I'd like to draw some attention of the new JJ2+ team to a bird death bug. When a client dies as a bird, all objects in the level (including e.g. CTF bases) get locally destroyed. Killing the player another time in their rabbit form restores the objects with an exception of those which have generators on them. Generated objects are only restored when they're meant to re-spawn, which means they have to be taken/destroyed by another player first. This can obviously cause a lot of trouble in concept levels revolving around birds. When or if you get around to fixing it I suppose it makes more sense to try and get rid of the first of these problems, that is, all objects getting destroyed on death. I can promise I will make very good use of such patch if it's implemented in JJ2+.
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Aug 11, 2012, 11:15 PM
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Unrelated to the above post (sorry! will look into it later!), how do people think the Butterfly enemy ought to behave? Remember that it's small and has sprites for flying in any direction except down. I don't really have much of a headcanon for it, but it'd be nice to get it doing something.
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Aug 12, 2012, 08:19 AM
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Maybe have it act like the Birds in Half-Life 2?
Where when you go near it, it flies off the screen and disappears.
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It should have the laser shield.
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Aug 12, 2012, 01:25 PM
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How about making it act like a smoke ring? (I don't know whether to make it destructible or not) Butterflies are wicked creatures after all. If it's possible, you could make it also follow you around for a few tiles. We already have enough enemies that don't have anything special other than appearance.
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Aug 12, 2012, 11:11 PM
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Maybe let it fly up and in the player direction. If it is above the player it could fly left and right above the player at a specific height and if the player moves away from the butterfly it could use the going up animation or standing still animation to let it float down slowly (I'm not sure how these animations look but sometimes this looks fine with enemies).
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I always imagined the butterfly enemy as being the type 4 moth, except you can kill it and get hurt if you touch it.

I am not very imaginative
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Aug 15, 2012, 09:37 AM
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In case the new plus developers doesn't know. When minimizing JJ2 (taskbar or tray), the ping goes up around 10ms. Would be happy if this was fixed.
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Aug 16, 2012, 01:06 AM
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We don't really have anyone all that invested in network code at the moment, I think, but if I see anything obviously causing that I'll try and fix it. If not, 10ms isn't really a big deal, right?
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Sep 6, 2012, 04:39 AM
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Would there be any way to make the Snow event work for everyone in the server rather than the host only?
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Sep 7, 2012, 06:32 AM
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Oh, that's a nice one. I figure it wouldn't be too difficult to fix that, would it?
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Sep 9, 2012, 06:29 PM
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It'd also be great if JJ2+ could tell whether a spectator is idling or not. At present spectators don't get kicked by the KickIdlers function.
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Sep 9, 2012, 06:42 PM
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But not moving is what spectators do.
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Sep 9, 2012, 06:54 PM
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Sometimes they're just taking up space that can be better used by people who are actually playing, and at other times the server is being used for a special event but the spectators there are idling and an admin is required to kick them.
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Unless the non-idle spectators are talkative, then there isn't really any way for the game to know who is idle and who isn't. If they aren't giving any input then as far as the server is concerned they'd be idle. The only thing you could do is kick anyone who hasn't said anything in the past X minutes, and that wouldn't be much fun for people who are trying to watch.
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Sep 10, 2012, 04:42 AM
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I guess you could check to see whether they have been switching spectating targets, or have the new JJ2+ send out a packet saying "I'm still here don't worry" if the JJ2 window is highlighted.
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I guess it would make sense to inform the server of whether the JJ2 window has the focus.
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Sep 29, 2012, 09:10 AM
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Hey there, I recently downloaded the latest release for JJ2+, and I still can't find a way to host a co-op game via LAN, or anything. It just won't give the option.
Can you guys tell me how exactly am I supposed to or what went wrong? Even pointing me to a tutorial would help a lot.
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Once you started your server (just pick a random game mode):
  • Press T to start typing a chat message
  • Type /gamemode coop and press Enter to switch the game mode to co-op
  • Press T, type /r and press Enter to re-start the level (so enemies will show up etc.)

A list of all commands can be found in the Plus readme.
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Sep 30, 2012, 08:37 PM
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I am not sure if this has been said here already, but it appears that if a server is relisting and then cycles to another level, the server crashes. Players start to find out and start using it to crash servers.
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Just an idea, is there any possible way you could add support for custom videos. What I mean is like how putting the correct name into the next level field plays the ending animation.

I have no idea how the game handles these animations, so I doubt it's possible to do. But it would be cool to be able to make actual cutscenes with third party software.
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The J2V format has been figured out (see Neobeo's thread), so somene could theoretically write a converter...
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Hmm, someone not knowing how to host up coop brought me up something useful...

How about expanding the server startup options? Allow backtyping and put the plus gamemodes in the starting gamemodes, which would probably mean smaller text to make sure things to fit into the screen too. Also making a servername should allow the oppurtunity to give/preview colour, like with user screen names. Also, battle maps in the maplist should be compatible with roast tag, team battle, lrs, xlrs and tlrs, instead of having to add them individually for each gamemode in the ini, also so that people don't have to keep switching back to battle mode just to make the cycling work for non-hosts.

Also, plus should have that if you try to cycle to a level in your cache where you don't have the tileset in your folder, if would come up with something like "Error: (tilesetfile).j2t not found!" in red console text, instead of crashing the game completely forcing you to restart.

Also, having the option to put an actual music file instead of boss music ID for activating bosses would be really awesome and far more convenient.
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I agree with you that Plus options like this should be integrated into JJ2's ingame menus. Though I wouldn't try to display a full list of all possible game modes in the server setup window, but instead allow some scrolling mechanism like in the HCL and server lists.

Next, I wonder how you'd end up with a level without a tileset? I guess it would be possible to check for that... but still, what the heck?! After all, level downloads always come with their respective tilesets...

Also, there has been discussion about the boss music thing you mentioned. However, it will be made more or less obsolete by a new feature Violet has coming
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Quote:
Originally Posted by Vegito View Post
I am not sure if this has been said here already, but it appears that if a server is relisting and then cycles to another level, the server crashes. Players start to find out and start using it to crash servers.
Hope this gets fixed.
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Quote:
Originally Posted by DanZeal View Post
Hope this gets fixed.
Fix: don't let every player have remote admin.
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Quote:
Originally Posted by Jerrythabest View Post
Next, I wonder how you'd end up with a level without a tileset? I guess it would be possible to check for that... but still, what the heck?! After all, level downloads always come with their respective tilesets...
You can do /c cache/(level file) to get a cache level. This sometimes means the tileset level is in your cache, which means when you cycle to a cache level on your server and don't have the tileset in your actual folder, the game crashes. Also, not all level downloads have all the tilesets with them, but those are usually noob levels anyway. Sometimes I find good levels that haven't been uploaded on j2o.
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Hey, maybe JJ2 should check the cache folder for tilesets if they are not in the main folder too, then.
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Oct 4, 2012, 09:58 AM
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I believe that something must be done about crashes due to levels lacking the appropriate start positions. A memory increase wouldn't hurt either, seeing as some levels still crash due to apparently too many baddies and/or animations. However, seeing the progress that's already been made, I'm sure you've already thought of these things.

An additional feature I'm sure many would like included is the ability to trigger a music change (or more) during the level, but seeing this quote:
"Also, there has been discussion about the boss music thing you mentioned. However, it will be made more or less obsolete by a new feature Violet has coming." by Jerry it seems that this is already in the works.
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Quote:
I believe that something must be done about crashes due to levels lacking the appropriate start positions.
I'm pretty sure that 1.23+ had that
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As long as we're talking about music, how about being able to start/end at specific mod patterns? Or would nobody else use that?
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I've proposed that in a feature request somewhere in the preceding 52 pages of this thread too, but I don't have a clue about how that would be done with the bass.dll audio library.
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Oct 9, 2012, 06:02 AM
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How about having different music when you enter the level and when you actually start playing it? After the /cstart countdown the music changes.
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Just a thought, but if we were able to add a method to enable a server to change between two different multiplayer levels depending on which team were to win, that could lay the foundations for a new kind of game mode.

More specifically, if such an option were made available, I'm thinking a string of connected levels could be linked in this way by means of a configurable variable (ie. setting this to 5 for a series of five different maps) -- the difference here being that rather than looping through them, the server would move back and forth through the list depending on which team were to win, adjusting the variable accordingly for reference.

Once the variable hits zero or goes over the set maximum, the appropiate team "wins" the set, and the server changes the map to the starting level in the list (determined by options related to the variable) to begin the set again, as well as changing the variable to match the level's location in the list.

Were this functionality available, I believe a territory-based game mode could be created: when a team wins on a level, they "capture" that territory and drive the other team back to another level behind it (relative to the losing team). Basically, losing a battle does not mean that team loses the war, so to speak. The level on each end of the list would be the associated team's base and "last line of defense", so the opposing team would win the set and therefore game if they win on that level.

If it were possible to have this kind of JJ2+ functionality obtain the two level options from the level data itself rather than from a server-determined list, I believe an "assault" style approach would become possible: throw in some modifications to the Domination mode (a means to determine which team is attack and which is defending, a way to give the defending team the win once time runs out, a longer delay before capture and some way to indicate it, and also making a control point captured by the attackers not recoverable during that match), and I think a clever network of "versioned" levels between the first and last ones on the list could create a highly realistic atmosphere. If not possible, then I believe having this scrolling level list method be an option for Team Battle, Team Last Rabbit Standing, CTF, Death CTF, Flag Run, and Domination.

Of course, this would all simply be an automated method of having /autostop set to ON and manually changing the map server-side, but I believe it would enhance the overall JJ2+ experience, as well as serve as a foundation for other innovations in the future.
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Hello forumers. It seems there is a more or less game-breaking glitch in the game, that hasn't been brought well to the public yet. I am basing the theory on my own experiences in gameplay, which means that I am not 100% sure how it happens, but I am quite convinced about it.

To begin with another glitch that was discovered some while ago, which involved bullets shot in a diagonal direction underwater that couldn't been seen by the server. This caused for example Powerups that were shootable underwater or from there to disappear for the clients after someone had taken them, since the host never registered the Powerups being shot.

I believe this glitch is somewhat kind of a similar fashion, because it involves bullets shot while the player is moving diagonally, in slopes. So, there are two kind of ammo types that can be shot through a solid slope or wall while in the move, bouncers and EB. So now if there was for example a Powerup inside the solid wall behind the slope(but shootable only from the slope), it would again stop respawning after taken once, as it seems the bullets shot this way aren't registered at the server itself.

I discovered this the first time for real when I had just created my latest CTF-level 'Black Jack', where I originally placed an RF-Powerup inside a hill with a slope on both sides. In the earliest betatesting games that powerup was mostly not there after it was taken a few times, due to players shooting it while on the move up the slope.

But another example that comes to my mind on a quick thought that demonstrates my theory, was in E.Prime by BlurredD, which means that he would have originally discovered the bug himself, but never either bothered or could fix it in the earlier pluses(possibly because it didn't involve that many levels.) Instead he fixed his level from that glitch. In the original level the bouncer-Powerup was located in the bottom right inside a wall, with a little slope on the left of it. In the SC2-version of E.Prime the slope has been cut and the area squared where you are able to shoot the powerup from.

So, due to me talking about this bug with a couple of persons, we thought it should be nominated for future plus work, which would give freedom to future JCS'ing without having to watch out for this glitch, even if it isn't as present in the most popular levels.
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Quote:
Originally Posted by ColdMetal View Post
Just a thought, ...
Yes!
Quote:
Originally Posted by Vivando View Post
Hello forumers...
I can't reproduce the problems you mentioned with walking diagonally. I even modified E. Prime to have a slope there, but no matter how hard I try: I can't get the glitch. I think we are to blame that to network lag. (We might be able to counteract this by making /spawnobjects more intelligent and also run some code client-side to spawn objects that are missing only for clients.)

Then, I decided to set E. Prime underwater and try shooting diagonally. This indeed caused trouble even at the first try. It's definitely something we need to fix.
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Could you please implement a command that lets admins check players' IP in a more polite way than kicking them off the server?
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(4 and a half months pass)
(look at JJ2+ thread)
(suddenly realize that I didn't answer a question I should have)

Quote:
Originally Posted by Jerrythabest View Post
I've proposed that in a feature request somewhere in the preceding 52 pages of this thread too, but I don't have a clue about how that would be done with the bass.dll audio library.
http://www.un4seen.com/doc/#bass/BAS...tPosition.html
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