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JJ2+ (Updated June 30, 2010)

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Aug 26, 2009, 08:04 AM
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Quote:
Originally Posted by yoda View Post
Can someone give full list of the command line arguments?
EDIT : The most important thing to me is setting game mode via command line, ana is it possible to add some more level lists
http://www.jazz2online.com/J2Ov2/wik...Line_Arguments
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Quote:
Originally Posted by JJ2+ readme
17. New Command Line Arguments
========================================
--> Basic

-port=<port>
Sets server port used for listening for client connections. Default port is 10052.
-list
Lists the server on the Internet. Requires -server.
-levellist [<number>]
Enables Level List Cycling and loads the first level (or the level belonging to the specified number)
from the Level List. Requires -server.
-spaz
For offline games, sets character to spaz.
Added for 1.23 only since TSF already has this functionality.
-menu
Skips the intro and goes directly to the menu screen.
-minimize
Minimizes JJ2 to the tray on startup.

--> Custom Mode (requires -server)

-rt
Changes custom mode to Roast Tag.
-lrs
Changes custom mode to Last Rabbit Standing.
-xlrs
Changes custom mode to Extended Last Rabbit Standing.
-pest
Changes custom mode to Pestilence.
-tb
Changes custom mode to Team Battle.
-dctf
Changes custom mode to Death CTF.
-jb
Changes custom mode to Jailbreak.
-fr
Changes custom mode to Flag Run.
-tlrs
Changes custom mode to Team Last Rabbit Standing.
-dom
Changes custom mode to Domination.

--> New formats for -connect

-connect <ip_address>[:<port>] [-password=<password>] [-version=<server_version>]
-connect <ip_address>[:<port>][/[<password>][/<server_version>]]
Values for <server_version>
For 1.23, use: 1.23, 23, 1.21, or 21 (all map to "21 ")
For TSF, use: 1.24 or 24 (both map to "24 ")
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Aug 26, 2009, 08:10 AM
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Quote:
Originally Posted by yoda View Post
Can someone give full list of the command line arguments?
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Aug 26, 2009, 08:13 AM
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Quote:
Originally Posted by yoda View Post
The most important thing to me is setting game mode via command line
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Aug 26, 2009, 12:14 PM
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Ok, now another question. Is it possible to set an server name via command line?
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Aug 26, 2009, 12:33 PM
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Quote:
Originally Posted by yoda View Post
Ok, now another question. Is it possible to set an server name via command line?
I don't think so, but this shouldn't be a big problem anyway. The server name is going to be the same as whatever the last server you hosted was. So, just go into jj2 and change the server name. It's also stored in the windows registry somewhere. The only issue is if you change the name of your server a lot, but most people don't do that.
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Aug 26, 2009, 12:56 PM
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Quote:
Originally Posted by EvilMike View Post
The only issue is if you change the name of your server a lot, but most people don't do that.
That's my problem. I've got two shortcuts. one for hosting battle and one for CTF. And I need to change their names, becouse sometimes I host 2 on the same time.
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Aug 26, 2009, 06:37 PM
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Quote:
Originally Posted by yoda View Post
That's my problem. I've got two shortcuts. one for hosting battle and one for CTF. And I need to change their names, becouse sometimes I host 2 on the same time.
Perhaps you could copy and paste your JJ2 installation into another folder, create the appropriate registry entries, and then have a separate install for each server? It's hardly an ideal solution, but would work.
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Aug 26, 2009, 10:35 PM
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Quote:
Originally Posted by yoda View Post
That's my problem. I've got two shortcuts. one for hosting battle and one for CTF. And I need to change their names, becouse sometimes I host 2 on the same time.
What shorcuts do you have?And you can change the name of the servers through jj2, just open 2 jj2 windows and then make one for CTF and another for Battle.
Or make what BN says
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Aug 27, 2009, 02:53 AM
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Quote:
Originally Posted by Black Ninja View Post
I did that for a while, but the latest Nvidia driver controls make it fairly easy to have JJ2 run fullscreen while preserving the aspect ratio (and I'm sure the ATI drivers probably have something similar). For now I'm just doing that; running in a window kinda sucks for me as 'alt' is usually my jump key.
Just downloaded the latest NVIDIA drivers, and you're right, it's fairly easy now.

I only have ATI drivers for my laptop... But in the CCC, there is this option to either center, spread or maximize (while preserving the ratio) the image on the built-in screen. I can't find a similar setting for external monitors in there though, so someone with a normal ATI card will have to check that.
(And though it doesn't really matter here, the CCC also lets me choose how I'd like to have images larger than the built-in screen to be displayed. Which is either shrunken or using some kind of automated scrolling feature that follows your mouse pointer to display a part of the image.)
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Aug 27, 2009, 08:27 AM
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i have some request.. well, sometimes when you are spectating you have loads of players and objects where you can look at. wanting to see someone and mashing 3 times on your arrow "->" and found out you actually wanted to see that other one but forgot you need to push "<-" instead of "->". it's kinda annoying if you want to swap first. like weapon switch, enter stinks. anyway i was thinking of making an list in a corner with numbers of the amount of things you can spectate for example 6 numbers with names with it, that you can push a number and then you spectate the following stuff described. for example :

1.Piet
2.Klaas
3.japie
4.dopie
5.red base
6.blue base

that you swap to the words described after a number and then spectate that. is this maybe a good idea?. you can also scrap the list idea and it just follows the 'player numbers' and 0 can be an additional number for objects like bases.
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Aug 27, 2009, 12:58 PM
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Quote:
Originally Posted by FawFul View Post
i have some request.. well, sometimes when you are spectating you have loads of players and objects where you can look at. wanting to see someone and mashing 3 times on your arrow "->" and found out you actually wanted to see that other one but forgot you need to push "<-" instead of "->". it's kinda annoying if you want to swap first. like weapon switch, enter stinks. anyway i was thinking of making an list in a corner with numbers of the amount of things you can spectate for example 6 numbers with names with it, that you can push a number and then you spectate the following stuff described. for example :

1.Piet
2.Klaas
3.japie
4.dopie
5.red base
6.blue base

that you swap to the words described after a number and then spectate that. is this maybe a good idea?. you can also scrap the list idea and it just follows the 'player numbers' and 0 can be an additional number for objects like bases.
That seems like a reasonable idea. Perhaps there could also just be something like "/follow piet" or "/follow red base"?
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Aug 27, 2009, 01:07 PM
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Quote:
Originally Posted by Black Ninja View Post
That seems like a reasonable idea. Perhaps there could also just be something like "/follow piet" or "/follow red base"?
Or just /spectate piet...
And yes that spectate list is a good idea
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Aug 27, 2009, 10:56 PM
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yeah, would be an idea. but hotkeys goes even faster.
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Aug 28, 2009, 12:47 AM
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Quote:
Originally Posted by Black Ninja View Post
Perhaps you could copy and paste your JJ2 installation into another folder, create the appropriate registry entries, and then have a separate install for each server? It's hardly an ideal solution, but would work.
Good idea, but idk how can I change jazz2 default reg key. Can you help?
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Aug 28, 2009, 06:03 AM
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Rather make a 'free spectate' feature, where you can move the 'camera' around freely.
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Aug 28, 2009, 06:37 AM
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Quote:
Originally Posted by St. Louis View Post
Rather make a 'free spectate' feature, where you can move the 'camera' around freely.
That would be a great idea, you could move with the arrows/new spectating system thats suggested up here from free to bases to other players. Tough you would see things of the level you wouldnt see normally so that might be a bad thing.
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Aug 28, 2009, 07:12 AM
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Quote:
Originally Posted by Foly View Post
That would be a great idea, you could move with the arrows/new spectating system thats suggested up here from free to bases to other players. Tough you would see things of the level you wouldnt see normally so that might be a bad thing.

A bad thing... You might know, levelmakers put LOTS of garbage in areas not normally visible, just for those who open it in jcs to find out. Even I have done it... But hey, that kind of spectate would be awesome too.
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Quote:
Originally Posted by St. Louis View Post
Rather make a 'free spectate' feature, where you can move the 'camera' around freely.
I remember Sfaizst made this once... move camera with arrows

Edit: There would be cool to have zoom controls, but I think it's hard to make. And it's maybe cheating in some levels.
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Aug 28, 2009, 07:55 AM
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Sounds very cool. Also gives those lazy level makers a reason to fill it completely.
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Ummm, the level filesize is lower if you leave spaces open. That's a good thing.
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Aug 28, 2009, 09:56 AM
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Quote:
Originally Posted by St. Louis View Post
Rather make a 'free spectate' feature, where you can move the 'camera' around freely.
I likes this, i was about to suggest it actually.

I aso like the idea of a game end scoreboard
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Aug 28, 2009, 10:35 AM
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What would i like to see in Cooperative Internet/LAN play is that you can chose your difficulty level(Easy,Normal,Hard) when hosting it.

And is it possible to add Cooperative and Race to the list before you start a server at the settings screen?
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Aug 28, 2009, 11:32 AM
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Quote:
Originally Posted by Unknown Rabbit View Post
Ummm, the level filesize is lower if you leave spaces open. That's a good thing.
Well it keeps the filesize lower, but more importantly, it's a complete waste of time to fill in areas no one will ever see when playing normally. Some people actually make eyecandy in those spots. It's much better not to devote effort to them. I usually leave them empty or use solid tiles that are copied from another part of the level.

No problem if spectators can view that part though. Lots of 3d games let you clip through walls and even outside the level when spectating.
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Indeed. CS is a good example of that. I support the idea.
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Aug 30, 2009, 01:13 AM
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Originally Posted by plunK View Post
I aso like the idea of a game end scoreboard
Actually that's a good idea. When you cycle level on the blackscreen(the time of showing that could be 10 seconds) there will be kills, deaths, scores, captures of every player.

Here's another idea: After roast message there is shown kind of ammunition which killed you, something like here:

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Quote:
Originally Posted by Robee View Post
Here's another idea: After roast message there is shown kind of ammunition which killed you, something like here:

Why not just add different kill messages for every weapon... unreal style.
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Quote:
Originally Posted by Penalty View Post
Why not just add different kill messages for every weapon... unreal style.
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Please yes.

If only JJ2 supported telefragging.
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Quote:
Originally Posted by Robee View Post
Actually that's a good idea. When you cycle level on the blackscreen(the time of showing that could be 10 seconds) there will be kills, deaths, scores, captures of every player.

Here's another idea: After roast message there is shown kind of ammunition which killed you, something like here:

I support this idea. Maybe you could even get some image to represent stomp/kick/uppercut kills.
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Aug 30, 2009, 12:34 PM
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Originally Posted by Black Ninja View Post
If only JJ2 supported telefragging.
Perhaps that can be implemented. Suppose you place a warp and a warp target somewhere in the level. Player 1 takes the warp and emerges at the warp target, but he doesn't move outside it. Now player B takes the same warp and emerges at the same warp target tile where player 1 is standing. Player 1 gets telefragged by player 2.
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Is it possible to implant kill notes on the top right, like in Team Fortress 2? I really like it this way.
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Yes.
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Sweet. This way it won't interfere with the chat, especially on big games like in JDC events and such. Does anyone support this idea at all?
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Aug 30, 2009, 03:23 PM
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Quote:
Originally Posted by Penalty View Post
Perhaps that can be implemented. Suppose you place a warp and a warp target somewhere in the level. Player 1 takes the warp and emerges at the warp target, but he doesn't move outside it. Now player B takes the same warp and emerges at the same warp target tile where player 1 is standing. Player 1 gets telefragged by player 2.
And player B === player 2, I suppose?



I like this idea too, although I'm not quite sure if this is possible. At least, we have the text for the one gun already:
Jazz roasted Spaz. Now you go figure which gun that is.
Quote:
Originally Posted by IconGuy View Post
Sweet. This way it won't interfere with the chat, especially on big games like in JDC events and such. Does anyone support this idea at all?
I do. Separating chat from system messages is done in many more games.

The first one that pops into my mind is the MMORPG Yohoho! Puzzle Pirates. It has 3 chat modes to use when you're not playing any puzzle (and thus are either idling or walking around):
-Chat lines are displayed in the lower left corner. Much like JJ2. System messages are displayed as rectangular boxes in the upper left corner. They build up in diagonal lines so the window space they appear on is a triangle. Each item in either area vanishes after a few seconds.
-Same as the first mode, but chat lines will not vanish after a few seconds. Instead, the last 5 lines are shown. This also adds a scrollbar, which makes the area in which the chat lines appear practically a transparent window. (I'm not entirely sure... but if I remember correctly this mode also shows the system messages between the text lines... which would be pointless and annoying and everything as they are already showing up as boxes at the top of the screen... let's just pretend they don't show up in the chat.)
-The practically-transparent-chat-window is spread over the whole view and the system messages are shown between the chat lines. This might sound like an annoying and unusual way to display chat, but it's actually my favourite mode because it allows you to read chat way back, which can be useful if there are a lot of people talking on the same 'chat channel'. As lines usually don't get that long, there's plenty of space to the right of the chat lines.

I think all three of these are nice and could potentially be nice in JJ2+ too, if properly implemented and fine-tuned (timings, sizes, placement and stuff) to offer a good "space occupation : usefulness" ratio.


Y!PP also features a regular in-game chat window that doesn't really serve much purpose. In puzzles the chat system is built into the UI and works pretty much the same as the third chat system. Just so you know. Also, I wished there would be some kind of chat channel separation tool that hacks into Y!PP to filter all chat lines and system messages and puts them in a separated box for the channel they came from. Right now all channels blend in the chat view and you'll have to tell them apart from the artwork around it (which is pretty clear actually, but still it makes things difficult if peoples are spamming like ...)
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Aug 30, 2009, 10:49 PM
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Quote:
Originally Posted by IconGuy View Post
Sweet. This way it won't interfere with the chat, especially on big games like in JDC events and such. Does anyone support this idea at all?
I support this Is a very good idea.
And I like the 'free moving camera' too.
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Quote:
Originally Posted by IconGuy View Post
Sweet. This way it won't interfere with the chat, especially on big games like in JDC events and such. Does anyone support this idea at all?
I support this, too. Sometimes i can't read the chat because of lots of killing messages. Mainly with the instagib mode.
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Quote:
Originally Posted by IconGuy View Post
Sweet. This way it won't interfere with the chat, especially on big games like in JDC events and such. Does anyone support this idea at all?
He said it's possible to do, not that he's going to make it.
Old Aug 31, 2009, 03:21 AM
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Quote:
Originally Posted by Hunter View Post
Could a command line parameter that disables playing of demo files be added?
http://downlink.lordprime.com/jazzja...p_antidemo.zip

Quote:
Originally Posted by Hunter View Post
May we also have the no-automatic-weapon-change patch added to JJ2+?
http://downlink.lordprime.com/jazzja...s/p_weapon.zip
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These are good, but those need to be implemented in nxt jj+ I think.
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Imo, there should be a menu option to enable or disable automatic weapon switch. There should also be a weapon priority list where a user can customize which weapons he prefers most by sliding the weapons up and down the list. If a weapon has a greater priority then the game will automatically switch to it upon pickup. This is how I attempted to program it in the weapon project. There should also be a list of disabled weapons - these never get switched to. This is how most modern games handle the weapon autochange feature.
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