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What do you use /quirks for?

Violet CLM Violet CLM's Avatar

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Dec 16, 2022, 11:19 AM
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What do you use /quirks for?

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Enables/disables Quirks Mode. When disabled (default), it becomes harder to get stuck in ceilings, it's possible to morph to Lori by physically destroying a morph box, destroying a morph box with a special move morphs you once instead of twice, getting hurt while on an H-Pole event doesn't get you stuck in the floor, and Wind and Belt events can't get you stuck against walls. Turning Quirks Mode on temporarily reenables all those old bugs
Right now /quirks is a hodgepodge of settings that we tend to think of as only mattering for test levels. A few old non-test levels (particularly BlurredD's Survivor pack) make use of the "get stuck in ceilings" part to test whether players are Spaz, but there are scripted solutions for that which are more reliable and are easier on the player. And because /quirks is something you turn on in response to specific things in the current level, it seems likely that when one person wants /quirks to be on, other players probably want it too.

Therefore, there is a strong temptation to
  1. Make /quirks a server setting, rather than a client setting, along the same lines as /allowwalljump: all players in the server either do or don't have these weird physics differences available to them, depending on what the host (or remote admins) decide.
  2. Specifically, this server setting would not be named /quirks anymore but would instead be a new "Test" gamemode that would, at minimum, also prevent players from colliding with one another. Currently the solution to this is to host in a CTF-based gamemode but disable all but one team, so all players are on the same team; however, this has the unfortunate side effect of disabling colored names. A dedicated Test gamemode would get around this problem.
  3. Additionally, apply all those same physics changes to the eventual speedrun mode.
In summary, getting stuck in the ceiling as Spaz (and the other weird stuff) would be possible in a server hosting the Test gamemode, or in a local Speedrun game, but in no other contexts.

Are there reasons I'm not thinking of that this would be a bad idea? Let me know!
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Dec 16, 2022, 11:07 PM
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I think it would be great to finally get rid of the blue names in test servers. Also, tests have been hosting on teambattle mode for a while now with the reason to prevent people from cycling by using the flags, instead of the commands that the test manager mutator provides.
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Dec 16, 2022, 11:24 PM
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Isnt walljumping part of quirks as well?
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Violet CLM Violet CLM's Avatar

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Dec 16, 2022, 11:45 PM
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No, /allowwalljump is a separate command because its use patterns are thought to be different. I'm not proposing merging the two at this time.
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Jun 25, 2024, 08:05 AM
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Request to make the /allowwalljump accessible through the jj2 windowed mode, similar to other SP options like quirks.

Also request to add the "sidekick bosses" back to quirks.

And maybe quirks could be renamed to vanilla mode. I feel like the word doesn't really give a new player any idea as to what it does or intends to do. Open to other ideas too.
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Jun 25, 2024, 08:30 AM
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So to be clear, you are against the proposals outlined in the original post?
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Jun 27, 2024, 10:14 AM
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Quote:
Originally Posted by Violet CLM View Post
So to be clear, you are against the proposals outlined in the original post?
There's a lot of proposals to uncover in the original post. Some I agree with, some I disagree with, some I partially agree with and i'll try to explain in detail how I would tweak the design a little. I think first it's good to understand there's roughly two groups of players that use quirks. SP/Co-op players and test players. I think combining everything into one and slapping just 'test' or 'vanilla' onto them is going to add confusion.

I'm more in favour of introducing two settings, each for their original purpose: /vanilla, or /oldphysics or /standardjj2. (name can be maybe polled later) for what I assume to be the same as speedrunmode to reintroduce all the original behaviours and from vanilla jj2. I think /test is mainly to introduce a neutral team that can pass through others, maybe with a better win condition at the end than flags and maybe some kind of level/timer from the test manager. I'm in favour of seeing /test similar to how /plusonly and /latestversiononly interact, whereas /test gives a "you can only run /test if you enable /vanillamode first'" checkbox. This gives gives /test the oppurtunity to expand to test manager settings and guides, and makes it very clear that /vanillamode is just that, for original settings. I don't assume every player knows what all quirks are, but the intention is clear.

I'm in favour of seeing /test similar to how /plusonly and /latestversiononly behave, whereas /test gives a "you can only run /test if you enable /vanillamode first'" check. This gives gives /test the oppurtunity to expand to test manager settings and guides, but also keeps /vanillamode to just a clear intention for original settings. I don't assume every player knows what all quirks are, but the intention is clear. I would like to see /test as a server setting only, and /vanillamode for both SP and as a server setting, similar to /allowmouseaim, but instead defaults to true. (so you can always change your mode clientside and in SP and the server can disallow it to always be on or off, whatever the server decides).
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