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JJ2+ (Updated June 30, 2010)

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Dec 17, 2008, 01:14 PM
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...That's why it's called a readme. Although, the commands could be better planted in a more convenient, more dynamic place planted near the game (GUI, or some text file for commands only that can be opened from the plus setting) I admit. Tabs sound good, too.

I like commands. Some of them are preety weird though, like /hfkmaxhealth and /nosplitscreeners (I mean really how can you remember "splitscreeners"? There are plenty of more common names like "multiscreens").
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I sure miss non-living in ancient Greece!
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Dec 17, 2008, 03:06 PM
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splitscreen is a rather common term, but that "-ers" is quite unnecessary
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Dec 17, 2008, 10:35 PM
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...chances are you'd remember it's called splitscreen, not multiscreen, because that's how JJ2 and JCS refer to it every single time?
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Dec 18, 2008, 05:38 AM
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Quote:
Originally Posted by Unknown Rabbit View Post
...chances are you'd remember it's called splitscreen, not multiscreen, because that's how JJ2 and JCS refer to it every single time?
You are right. I keep looking at both text strings all the time. They are allways in front of my eyes. And it is virtually impossible to confuse splitscreen with multisceen. They both say "one computer with two screens on it" so differently.
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Guys, remember 2010? LOL

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Originally Posted by Classical zombie retro extra fur rabbit
I sure miss non-living in ancient Greece!
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Dec 18, 2008, 06:18 AM
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I have never heard the term "multiscreen" ever before.
Ever.

At all.

It is always called split-screen in games. At least the ones worth playing.
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Dec 18, 2008, 06:50 AM
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Does it matter?
It´s still BlurredD who are doing this. We shoulde just be happy that he is.
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Dec 18, 2008, 01:35 PM
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Random question... Why is it JJ2+ Beta? It isn't really a beta is it?
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Dec 18, 2008, 01:39 PM
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Because it's not complete. Dunno what's to come next but there are still lots more features to be put in and the "Plus Settings" button in the top of the window still does nothing, so that has to be fixed too.
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Dec 19, 2008, 12:28 AM
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Well every time one features or more will be dicovered and implemented so it is beta all time
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Dec 19, 2008, 10:12 AM
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Nah I suppose it's actually safe and working well for real use..
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Dec 20, 2008, 01:57 AM
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BlurredD, when spectating a flagcarrier you don't get to see the players health anymore ;(.
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Dec 21, 2008, 05:58 AM
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maybe you were spectating the flag and not the carrier? :P today I was hosting a duel and I could see the carriers' health.
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Dec 21, 2008, 07:40 AM
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Quote:
Originally Posted by Hunter View Post
Most games worth playing don't have support for split-screen at all.
You must have terribly high standards then. Most console FPSes and most console games in general have splitscreen. PCs are a different case since they have networking, in which case you are just using multiple screens.
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Dec 23, 2008, 09:24 AM
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I'm too good for jj2+
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Dec 23, 2008, 09:40 AM
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That's no bug.
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Guys, remember 2010? LOL

Quote:
Originally Posted by Classical zombie retro extra fur rabbit
I sure miss non-living in ancient Greece!
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Dec 23, 2008, 12:19 PM
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This is an odd request, but I wonder if it'd be possible to have a toggle for whether or not corpses stay on the map indefinitely. Personally, I always found that rather enjoyable before it was removed from the game; however, I do not know what lengths Epic went to in order to remove it. In addition, it is also thoroughly possible that I am the only person in the world who cares.
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Dec 23, 2008, 05:01 PM
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+1 on BN's suggestion.
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Dec 24, 2008, 04:18 AM
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Wasn't the problem with those that seekers follow the corpse? I don't remember to be honest. ;P
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Dec 24, 2008, 05:27 AM
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Seekers will follow players with health greater than zero.
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Dec 24, 2008, 07:04 AM
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"Objects" instead of "players"?
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Would be funny to see Seekers automatically home towards powerups
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Quote:
Originally Posted by cooba View Post
Would be funny to see Seekers automatically home towards powerups
you pick the words outta my mouth
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That would theoretically be possible to code. From the looks of it I'm guessing all that needs to be done is set the seeker target object to the powerup in addition to implementing some method of detecting powerups in range.

In instagib, however, unpowered seekers are worth more than powered as they travel faster.
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HEY idea for something that would give level editors much more freedom with triggers: some way (either a new event or a modifier on the event) that lets you force trigger zones to be global. It should be possible since trigger crates can send global. I just see this opening up so many new ideas and concepts and gametypes and it would let me finish the level I've been inspired to make.
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Jan 11, 2009, 12:13 AM
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yes, it indeed is quite useful if it is possible!
same rule for Trigger crates can Trigger from ID 1 to 0
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Jan 11, 2009, 09:39 AM
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Quote:
Originally Posted by n0 View Post
HEY idea for something that would give level editors much more freedom with triggers: some way (either a new event or a modifier on the event) that lets you force trigger zones to be global. It should be possible since trigger crates can send global. I just see this opening up so many new ideas and concepts and gametypes and it would let me finish the level I've been inspired to make.
Absolutely! I am very much in favor of this.
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Feb 13, 2009, 06:16 AM
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I had a weird bug in JJ2+ where someone stopped the game with no movement on, while i was shooting, and the moment it was stopped, I shot all my ammo in one second and lost it (like the effect of cheating infinity fastfire).
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Feb 13, 2009, 10:57 AM
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That behavior should've been fixed since Aug 28, 2008. I'm not able to recreate the problem, so I'll need more details.
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How about some sort of event that displays a message when people collide with it? For example, if a player named Jazz were to get enough coins, and warp into a room with a seeker powerup, everyone would see "Console: Jazz has the seeker Power-up"
Or in Bank Robbery it could give a warning when someone started robbing the bank.
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Feb 13, 2009, 09:29 PM
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Maybe eventually.
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I remember coding a program like that a long while ago. You specified the area and a message to be displayed. So as soon as a player entered the area, the server displayed a message. Black Ninja once used it in his fooville level to automate the gameplay, but that was way back in pre-jj2+ days.
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http://www.jazz2online.com/J2Ov2/dow...p?levelID=4316

This probably still works with jj2+. Might not be the same program you are thinking of though.
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Hotel Helper! I love using this program, it's so simple.
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A question: If I fixed the trigger zone switch parameter so that it only switches once on contact, would it break any levels?
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Quote:
Originally Posted by BlurredD View Post
A question: If I fixed the trigger zone switch parameter so that it only switches once on contact, would it break any levels?
Quite unlikely. There might be a couple of levels that use it as a crude randomizer, but overall, the few levels that use this feature use it in such a way that your change would not break anything. In fact, it would make them less broken if anything.
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Feb 14, 2009, 10:45 PM
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Quote:
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A question: If I fixed the trigger zone switch parameter so that it only switches once on contact, would it break any levels?
I can't think of any level that uses this, even in the way that Mike brought up. I'd say that would be an awesome change.
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i know that neobeo's firetruck uses it.. but it shouldn't screw up the level in any way i think..
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Alright then. Also, for the Playlog I'm planning on renaming the "points" stat to "score" and the CTF "scores" stat to "returns." I'm also thinking of removing the text for "roasts," "blue," and "red" from the HUD and using colors where appropriate. I want to remove the word "roasts" since what players see isn't strictly the number of roasts of the player for custom game modes and levels with pits (the number you see in the HUD corresponds to the points stat). And I want to remove team names to simplify adding more teams and their scores to the HUD (NOTE: additional teams are NOT a feature I'm adding any time soon).

Any thoughts?
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Looking forward to the day when one can play CTF with 3 or 4 teams.
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The trigger zone thing got my interest, as it seemed to be the first thing that might actually be a reason to download this, everything else being multiplayer-multiplayer-multiplayer-multiplayer. What does "-Removed constraint where secret levels sometimes cannot cycle to other levels" mean? Is a second SAVEGAME.666 created?
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