Feb 3, 2013, 04:36 AM | ||
Quote:
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Feb 3, 2013, 06:40 AM |
Jerrythabest |
This message has been deleted by Jerrythabest.
Reason: Cooba was first.
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Feb 3, 2013, 01:49 PM | |
I made a blade gun, that the player can steer/control by moving.
Demo: http://www.youtube.com/watch?v=Qr8pahz-QTs
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WebJCS 2 (new and in progress) WebJCS 1 (old but complete) SGIP Simple Games in Progress list Level Packer v2 - With a GUI! PHP Tileset Compiler Last edited by djazz; Feb 3, 2013 at 02:21 PM. |
Feb 3, 2013, 02:01 PM | |
That is remarkably similar to what I was thinking would be cool for the blade gun, minus the not working online very well. EDIT: Oh, wait, now I see the trigger scenery. Never mind.
Last edited by Violet CLM; Feb 4, 2013 at 12:11 AM. |
Feb 3, 2013, 02:20 PM | |
This works very well in online-mode, as long as all the players have the same speed for all clients, as all clients do the same calculation.
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WebJCS 2 (new and in progress) WebJCS 1 (old but complete) SGIP Simple Games in Progress list Level Packer v2 - With a GUI! PHP Tileset Compiler |
Feb 4, 2013, 12:17 AM | |
Okay, that is understandable. A good alternative for now could be a "/s" command prefix that hides console messages for the following command, such as jjChat("/s trigger 2 on") for using triggers as global variables without spamming the console.
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Feb 4, 2013, 12:31 AM | ||
Quote:
Also kudos to Stijn for the snippet DB! Silencing the commands would be nice, but sadly due to the structure of the code it would require quite some work. Maybe we need to expose the features through the API directly, so you wouldn't need to rely on commands.
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Feb 4, 2013, 01:55 AM | ||
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Meh, I wish I could contribute better than just suggesting rough means of implementation based on speculations around the source code... |
Feb 4, 2013, 02:14 AM | |
Hmm, I first thought of having such a bool and passing it on with the commands, but indeed a more quick-and-dirty approach would be to have a global bool to silence the system messages altogether while executing the command. Let's see.
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Feb 4, 2013, 02:17 AM |
Jerrythabest |
This message has been deleted by Jerrythabest.
Reason: wrong topic
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Feb 4, 2013, 02:42 AM | |
I really shouldn't have doubted you developers. I never thought I'd see so much progress in so little time. I saw butterflies following paths, timers for completing tasks, lizard ambushes, poisonous water flows, drivable platforms, timed out bonus stages, weather and daytime changing in a single level, a new boss, immortal skeletons, scrolling rooms ... I thought I'd have not seen any of these until year 2019. Instead, it's all here, already.
I feel so ashamed for doubting you admin/developers and your good intentions towards JJ2. Besides, I can't understand a thing of this Angel Script thing. The only thing I managed to do is making the job seat in a Hotel level spawn food on the tables. |
Feb 4, 2013, 06:47 AM | |
well, I'd say the food thing is a very nice start for a script
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Feb 4, 2013, 09:29 AM | |
Sorry for the scripting feature request spam (maybe you guys just so happen to need someone to implement all of this missing AS stuff), but are we going to see some multiplayer related getter functions anytime soon? Things like checking for started/stopped game, pregame and timelimit, as well as some form of /reset detection would be immensely helpful for creating custom game modes (which is what I am currently doing).
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Feb 4, 2013, 11:57 AM | ||
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anyway the answer to your question is yes, and soon. |
Feb 4, 2013, 12:13 PM | |
Some show-off!
Sorry for the lag burst at 5:00, I just don't know what went wrong 9_6
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WebJCS 2 (new and in progress) WebJCS 1 (old but complete) SGIP Simple Games in Progress list Level Packer v2 - With a GUI! PHP Tileset Compiler |
Feb 4, 2013, 12:58 PM | |
Might be a question? How to insert mp3 or wav music for a level? Because i saw the mp3 and wav support JJ2+.
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"Where I walk, I walk alone. Where I fight, I fight alone" Akuma from Street Fighter Alpha The Animation |
Feb 4, 2013, 01:02 PM | |
Same as .s3m, .mod, .xm, etc. Just put the music file in the same folder as JJ2 and then type the filename in "Music file" in JCS or jjMusicLoad, depending on where you're doing this.
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Feb 4, 2013, 01:23 PM | |
Thanks for your help. Patch was very good anyway. Maybe it's better play with this amazingly good game on online. In addition, I would like to wish good luck to the patch development. Fixes the single player mode or just the multi player mode?
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"Where I walk, I walk alone. Where I fight, I fight alone" Akuma from Street Fighter Alpha The Animation |
Feb 4, 2013, 05:55 PM | |
New release!
As ever, click here to download. This is not intended to be an enormous, game-changing update like last week's. The main point of this release is to plug two memory leaks, one that was our fault (well, mostly mine) and one that existed from JJ2's beginning but became a lot more problematic when AngelScript started invoking it a lot. We also fixed several other bugs, added some new settings, and added a handful of global multiplayer-oriented properties to AngelScript, but the big news probably is the memory leak plugging. Or maybe not? You can find the full list of changes here. ( Last edited by Violet CLM; Feb 5, 2013 at 02:31 PM. |
Feb 5, 2013, 03:52 AM | |
Bump for the JCF frontpage...
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Feb 5, 2013, 05:01 AM | |
The ready-start feature is broken somehow:
[14:18:06] -t3>CJ: /readystart on [14:18:06] *** -t3>CJ is READY! [14:18:08] -t3>CJ: /readystart off [14:18:08] *** -t3>CJ is READY! It worked fine in my own server, but once Zeal servers got updated, I couldn't toggle the feature on/off as a remote admin in any case, it only displayed the ready-text above(without getting me ready of course.) DanZeal set the feature to default to true in plus.inis. However, the zeal servers themselves also have /idleserver on by default, whenever started/restarted. This mode seems to break the feature for the players because the game counts the non-spectated idleserver as a player participating, so until the server types /ready as well, the game won't start. However toggling idleserver off/on once in each zd seemed to fix the problem, because it made the server hide itself from the playerlist and it finally didn't count as a participant. Typing /ready as a server didn't work anymore. Anyway, it's not a very urgent fix as logical.
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Find It Out SP: https://www.jazz2online.com/downloads/9371/find-it-out-single-player/ MP: http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=5021 |
Feb 5, 2013, 07:47 AM | |
Please. Do you can fix that bug when running JJ2+ in wine that usually when cycling level it crashes?
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Sega Satan somewhat |
Feb 5, 2013, 07:58 AM | |
From now on I will only download Angel Scripted levels!
You can make hail from a little ball sprite and the Ice Bullet object, make the whole room turn red when you get hurt, set the maximum weapons to 10, set the Tuf Turt's health to 32 ... the possibilities are unlimited! |
Feb 5, 2013, 02:35 PM | |
Build 2013-02-05, the minorest of minor updates!
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Feb 5, 2013, 06:52 PM | |
Feb 6, 2013, 01:16 AM | ||
Quote:
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Feb 6, 2013, 05:09 AM | |
I've got this identified: this is true, but only in TSF.
Sorry for not looking into this two updates earlier, or something. vv
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff Last edited by cooba; Feb 6, 2013 at 05:36 AM. |
Feb 6, 2013, 05:29 AM | |
I'm eager to upload some levels made with JJ2+ and AngelScript, but I'm still blocked because of my spam uploads. I sent a message to 3 of the admins, but I got no response yet.
Which is the procedure to follow if I want to be able to upload levels again? |
Feb 6, 2013, 01:25 PM | |
Huh. How the heck did we break that? Funny how things that work precisely the same in 1.23 and 1.24 from the outside, turn out to work differently inside. Sigh.
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Feb 6, 2013, 01:29 PM | |
startup.cpp, line 6984 would be my guess.
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Feb 6, 2013, 03:36 PM | |
Yes, fixed. Change the 0x24 to 0x20.
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Feb 6, 2013, 04:12 PM | |
This is absolutely amazing. I'm definitely going to look into making some cool AngelScript codes.
Anyways, suggestions: -the Ability for JCS to load and run through JJ2+ -the Abiltiy to create new coloured gems, with customizable gem values -keep being awesome |
Feb 6, 2013, 08:24 PM | |
Assuming you're using Plusifier rather than manually injecting the DLL every time (eech!) you can just name the result Jazz2.exe. JCS will use it then, as will things like CaptainCook. Renaming the original Jazz2.exe to, say, Jazz2notplus.exe, won't break anything.
Random idea: onTrigger function. As in, call it when the trigger is turned on (but not for remaining on). Maybe split into onTriggerOn (call when turned on), onTriggerOff (call when turned off), onTriggerSwitch (any change). You can imitate this with existing capabilities of course but it's a bit cumbersome and I'm worried about checking too many conditionals every frame (what if we go up to 256 trigger IDs some day?), though I suppose that probably isn't a concern nowadays. |
Feb 6, 2013, 11:12 PM | |
There is a major regression in the latest update. Applying a palette in a level with many animated tiles can cause a crash. This does not occur with the Jan 28 version. The behavior seems to be random, but it usually happened within 70 calls in the level I was using.
Demonstration ___test.j2l almost always crashes, ___test2.j2l never crashed (it has most animated tiles removed). Removing the destruct scenery events from the animated tiles did not change anything, but removing the tiles did. Editing jjPalette directly is not the culprit either (tried a new one, didn't help). Maybe a bug tracker of some sort would be a good idea? |
Feb 7, 2013, 02:06 AM | |
Weirdest. Bug. Ever. It doesn't really crash, it just hangs at the palette.apply() call.
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Feb 7, 2013, 02:20 AM | |
if with "hangs" you mean that it breaks, the call is "jjPalette.apply()" as far as I remember.
Unless with "palette" you meant the generic use of this word... |
Feb 7, 2013, 02:27 AM | |
I did mean to say "jjPalette.apply()". But it doesn't matter much, either way it hangs on the apply() method in the jjPAL class.
I've found the line of code that causes this. Let's see what we can do about it. EDIT: For now, a workaround to avoid the problem is to use 8-bit color mode in problematic levels. This way you can continue building your level while we prepare a patch
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Feb 7, 2013, 02:50 AM | ||
Quote:
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I am an official JJ2+ programmer and this has been an official JJ2+ statement. Last edited by Sir Ementaler; Feb 7, 2013 at 03:01 AM. |
Feb 7, 2013, 03:05 AM | |
Wakeman curiously clicked a checkbox back in '98..
Only to see the results almost 15 years later! JJ2+, play old levels the way they're meant to be played..
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Add SlazRabbit on Xbox Live if you want to play some GoW1/2/3/J or Destiny1/2. Jazz Jackrabbit 2 Forever!! Civilian Defence Force - Jazz2 Visual Fantasers |
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