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When somebody is dropping carrot, some players see that on the ground, some at the main place (where the carrot event is). I find that annoying when you are trying to get that carrot and suddenly it disappears because somebody is taking that from another place or if you see messages like "nice invisible c". Is possible to fix that?
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I've also noticed a bug involving rf-ammo boxes and /spawnobjects command. Whenever I play on a level containing those boxes, and the command gets used, these boxes sooner or later stop spawning for me. While the command hasn't been used yet, they seem to spawn for me normally. I haven't tried myself yet but I guess this doesn't at least happen for hosts, and other players just don't care/don't pay attention to that, although they would have experienced it. Practically this is a very minor bug, and I can very well live with it, but I think it should be noted about anyway.
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1.what viv states always happens with clients when i am hosting matches in DW. never really saw it myself tough.
2.i like spectating as it is atm. probably because i idle in ZA and de-spectate when something interesting happens. also, i mentioned before.. there is some bug on low detail when you cycle a level to something else with (apparently much background layer eyecandy or a bit foreground). it happens often on some levels. i'll post a screen if you never had this before, and want to fix it. it fixes when you turn it off and on again. |
if splitscreeners play, and one person idles, both get kicked
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Another is the tendency for some weapons to be a bit "random", for example powered up bouncers: that randomness is shown differently on everyone's screen, and can knock down items. Though, only what the server "sees" is actually what can deal damage, which is one of the reasons why a single bullet will often not hurt you. Finally, there's just the netcode itself. I imagine fixing this problem would be pretty difficult, without simply making it impossible to shoot down carrots. And that would destroy the gameplay in a lot of levels. One suggestion that I have is that when you shoot them down, shoot it a bunch of times (even if you see it fall on the first one). Even better, use toasters. In theory, that should increase the chances of all the players "seeing" it happen. |
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Just now I figured out that the problem exists because the unique IDs used in the net code by the server and clients to identify objects aren't truly unique. A true fix won't be simple to make, but it will be done eventually. Quote:
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I'd like to see a vote option in jj+.
When is about 1 min left from the current map admin will select a few maps then put them on screen that people eventualy will vote them. Also if no admin is in the server the jj+ will put a random of maps at vote and so on.. I think is a good idea :) |
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And have the vote system be able to turn off and on for each vote. And maybe let the vote for yes be f1 and for no f2 is it possible? |
not you type votekick2
but the problem is people would bring in clones to force the vote through. And you would get kicked just because they don't like you. |
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This has probably been brought up before but is there a possibility of making server sizes bigger? It would just be easier to do JDC events and stuff.
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You don't need the playerlist for that, heck I don't really keep th playerlist up when playing 16 players, I don't see why I'd do it with more, and that's what levels like DnC are good for!
Plus, if this was actually implemented, I would go the extra mile and make extra large levels just to suit bigger games. Summit would have been bigger had this been possible =o. And as for larger screens, yeah it would definately be cooler, as people who play competetively mostly use JJ2+ anyway, and some of our previous cheaters already had/have access to bigger resolutions anyway. It just narrows the gap! |
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First, i agree with what torkell says: Some players (like me sometimes) play with a friend/little sister that gets pwnd everytime at 2 computers instead of split screen. So maybe if it would be possible you could do one player for each computer ip or something (I dont know much about all those different ips so im might saying something stupid :D)
Second, the idea of map voting is great. You could turn this on and off with something like /mapvoting on/off. However there would be one problem: How could you know wich maps there are on the serverlist? Or can you choose one map from the hosts file? Third (im so good at this counting), when you raise the resolution wont you ruin a lot of levels out there? Last, a suggestion for me: What about a score screen at the end of the level instead of the black screen? So you could check the kills/dies/damage to other players/etc when you finished the game. This could be fore like 5-10 seconds and you could be able to turn it on and off (and ofcourse when you press enter you will skip this, else you'll get more problems with it). And for the map voting you could also put a screen with all maps in a list and a screenshot of the whole lvl + name + filename + tileset + music (ok, the screenshot might be a little unwanted). So the voting screen would come after the scoring screen and you would have a limited time too vote. |
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Also when there are no admin's online server will choose some random lvl's and put on vote.(there will be need an command like this .autovotemap on/off) Quote:
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And i think the voting could be abused by some who have a proxy. Quote:
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And about the score system it would be nice to see an assist counter that would tell you how many assists you got.So you would still get a point in the counter if someone would steal your kill. |
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![]() Happens in like 1% of levels. And it's not cheating. |
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My idea is a selfkill (!k) because I always get stuck to the wall in The Server and I hate rejoining. And of course, there d be a selfkill on/off. My second idea is teamchat on/off. |
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Also I think the teamchat on/off option is useless because if you want to teamchat you just press shift+t and don't affect's nothing in server. |
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Edit: This could be implented in JJ2+ too |
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The whole point of NAT is to be a mere temporary solution to the infamous IPv4 problem where the number of available/public IP addresses is slowly dwindling. IPv6 seems to solve these problems. NAT achieves this by translating the source/destination IP addresses and ports and makes it seem like they all come from a single IP address, but the sub-network is inaccessable to the outside world. This in fact allows multiple computers to use the service and have access to the internet. Unfortunately NAT also has some undesired side effects - it breaks stuff, prevents many protocols from working properly. Normally there are some workarounds for these problems i.e. port forwarding, but even that has certain limitations. For the address translation to work, the firewall needs to classify each packet passing through the router and assign it to a specific connection. This is normally true for TCP connections where a connection can be in one of the several states i.e. new, related, established, etc. Firewalls that use this kind of connection tracking are called stateful firewalls. A very popular stateful firewall is linux iptables firewall, which lives in many routers today. |
What i would like to see in jj+ is that your able to customize the damage of each weapon.I know this is possible since you can edit the damage of the tnt.(/tntdamage <-6 to 7>).And there power-ups.
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I'll consider implementing 800x600 if you guys will just (-)(-)(-)(-) about higher resolutions once and for all. |
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NAT can also be used in a many-to-many mapping, which is handy if you want a set of devices to have a consistent internal view of IP addresses no matter what network they're actually connected to. But that's well beyond home router territory. |
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What about 1920x1080, so I can play it full-screen at native resolution
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And a note on the ever growing need of high resolution JJ2: -I'd say allow 800x600 as the maximum resolution for all current levels. Things have advanced way beyond 640x480 by now and most levels should work with it. -Implement a little user-definable blacklist of levels that are incompatible with resolutions above 640x480. Servers should pass it on to clients to prevent cheaties. -Define a list of new resolutions that could be used*. Level creators should be able to specify their level's maximum resolution (possibly through an event, which would be much like Battery Check handles water colors in a level, but if it's possible it would be neater to stuff it right into the J2L), which defaults to 800x600. The new resolutions should appear as DirectDraw modes in JJ2+. If technically possible, I'd prefer to eliminate the windowed mode resolution list and make JJ2 a truly resizable application, limited only by the current level's max resolution setting. Otherwise just implement the new resolutions the same way as we've always got the tiny ones. -Usage of higher resolutions should be turn-on/off-able for the whole server in a server command, dropping back to 640x480. *Some I could come up with (feel free to add): Code:
4:3 resolutions: |
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More significant is the fact in offline mode, most objects that are 30 tiles away from you are removed (to see this in effect, jjnowall outside the edge of a level). This means any resolution that is too big in any direction will have problems. This can probably be worked around, but it would likely cause other problems in the process. Basically, 800x600 can be hacked in without much of a problem (it's been done already), and so can others that are around that size; but beyond that, the bigger you get, the more work it takes. However, this isn't going to stop people from demanding more and more, or demanding weird things like in the post above this one. |
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Regarding resolutions, 800x600 makes sense - it doesn't mess things up too bad. Anything higher than that isn't really necessary for JJ2, though.
I might mention widescreen resolutions one more time, though - JJ2 is one of those games that looks pretty ugly when stretched to fill a 16:9 (or 16:10 in my case) aspect ratio. |
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-I minimize all programs except JJ2 and right-click the taskbar and choose to tile the open windows (this way JJ2 will get maximized without actually maximizing, so that it will still be resizable). -Then, I grab the left or right edge of the window to shrink it. As JJ2 runs at a 4:3 resolution by itself, it automatically jumps to a perfect 4:3 ratio window that fills the screen vertically. |
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When try to resize it returns to normal windowed mode. |
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 |
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