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Does anyone have a preference for how "captured the flag" messages appear? Currently, clients see each message as either all green or the part after the player's name is blue or red depending on the color of the flag captured. I would like to have consistent behavior for this. |
I like messages being colour coded. Personally I would be interested to see having it so the whole "captured the flag" line is blue or red, along with the "so and so lost the flag/made the score" messages.
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I agree with mike! That sounds like it would make it clear
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EvilMike, I'm assuming that you want the colors corresponding to the player's team. I'm fine with making the changes you suggested.
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^Agreed^
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That's basically what I meant, though I suppose you could have it the other way as well as long as it's completely consistent. What I was really interested in, was seeing the message all in 1 colour, instead of in 2 colours like it is now (see hitch's signature).
I actually have another suggestion somewhat related to that. For some of the messages, is it really necessary to have "Console:" appear before it? A lot of the messages probably don't need that... for example "lost the red flag" or "killing spree" messages. Basically anything that appears automatically. For some other stuff (eg, server settings being changed) things could stay the way they are now. This is a very minor suggestion though. Only reason I'm bringing it up is that the only thing "Console:" does with gameplay messages is tell you that the message is generated by jj2+, and in most cases I don't think that information is important to the player. |
Something I have just recently bumped into while trying out some ideas for the Machinima for JJ2. It is currently unpossible to activate player #3 without having a joystick and it is also currently unpossible tot activate player #4 without having a second joystick as well.
Question in short: Could you please, PLEASE, PLEAZZZE add a 'Keyboard 3' feature? There's plenty of letters on the keyboard anyway. |
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Also when you have 2 players playing on one keyboard already, usually one player gets stuck because you both press too many keys at the same time :P
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It's going to take some getting used to....
[IMG]http://www.jazz2online.com/d3/noconsole01-small.png[/IMG] [IMG]http://www.jazz2online.com/d3/noconsole02-small.png[/IMG] [IMG]http://www.jazz2online.com/d3/noconsole03-small.png[/IMG] By the way, the " |
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Make the console counters appear on the middle of the screen, similarly to the scrolling "JJ2plus" text that appears after plus.dll is loaded!
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It's something to consider.
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As a counter when you just start a game it would be fun. Feels like a race a bit :)
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I should've said it's something to do eventually, when I fix up the message system like I mentioned earlier.
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It will definitely take a bit of getting used to but I think it does look better overall. Much more "natural", and more importantly, consistent.
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Would be nice if the chatlogger didn't automatically scroll down as soon as something is out-putted to it, except if it's already all scrolled down
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Also, I'd like to make clear that I agree that not many players use splitscreen, but it will be impossible to have a perfect timing, if you depend on 4 individual players all playing on different computers. As recording a 4-way splitscreen (or even a normal 2-player splitscreen) wouldn't make an interesting video with resolutions being limited to what people considered 'small' back in 2000 already, we'd already need the LAN for someone else to record the things. Imagine this: the splitscreened computer is the stage and the screen recorder is watching the play from the other computer over an LAN-connection. Now, if we'd have to split up our stage over two computers, timing will suffer. Even if you are still able to press a certain button at both computers at the same time, it would never get as perfect as it would be if everything were done on the same computer due to network slownesses. So that's why I asked it. |
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a /allammo would be nice for the beginning, it saves time, especially in 2v2s or more.
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People should learn to start without ammo, a whole lot more convenient.
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/stop (or /autostart off if you enable it before starting the level) /nomovment on /k all (if people moved) /cstart This magic combination solves all your problems. No need to run around and collect ammo any more. Remember that people started doing that to be fair, since there was no way to enforce people staying still at the beginning back then. I think starting without ammo makes the start of the game a bit more strategic too... obviously the level needs to be balanced though. People who make levels should time the routes very carefully, so critical things like the seeker powerup are the same distance from both spawns. I think with imbalanced levels, it's probably better to start by collecting ammo. |
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If your really that picky maybe have a possibility of a "Duel" gamemode with like 2,4,or 6 plays and just slightly modify battle coding to auto start with ammo. But really thats if your the picky type. Me personally wouldnt care |
I just got around to looking at the latest update of Open Jazz, and the fur animations are awesome. If something similar to this could be added to jj2+, it would be amazing.
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The closest thing that JJ2+ could do is constantly change the fur colors of a rabbit, but that wouldn't work well with how JJ2 handles fur colors, and would probably cause all kinds of lag trouble. |
Reading Rag's post in the Gameplay Theory thread, I got a few suggestions for a few 'fixes':
- Make powerups ALWAYS give you +20 ammo, even if you have <20 ammo. - Powered up ElectroBlaster and Pepperspray do 2 damage. (Make it optional, say, /gun8pudamage on... or something.) |
Will /loadsettings work for remote admins anytime soon?
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Test =)
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Just a couple quick thoughts here.
JJ2 was made in a time when widescreen monitors/displays were not at all common in the mainstream market. As a result, it doesn't support any real widescreen resolutions. I know all too well that modifying JJ2's resolution to something higher than what the game supports doesn't really work (at least, reliably). However, what if there was an option for a widescreen resolution that is lower than 640x480? Personally, I wouldn't mind losing some pixels if the game didn't stretch to fill my widescreen display, which looks rather ugly. |
From what I've seen, JJ2 seems to work fine if it's increased to say 800x600. Common resolutions past that were more problematic. Of course, increasing the resolution is a bit controversial, since it makes some people have a percieved advantage, and also makes some levels ugly, and I think this is one reason why this feature still isn't in jj2+.
With that being said, I don't think it would be too problematic to allow widescreen in the form of something like 640x360. You'd lose a bit of vertical space, but the game would be less ugly. 800x450 might also work - this gives you about the same viewing height as normal (30 pixels is a fairly negligible difference) but with increased width. Unfortunately since it lets you see more, it has the same problems that I mentioned above. I think implementing 640x360 would be the best choice, at least at first. No controversy attached, and it would allow the game to avoid looking all stretched out. |
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The worst I could have found is this: ![]() |
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