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Ok, now another question. Is it possible to set an server name via command line?
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Or make what BN says ;) |
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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.) |
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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And yes that spectate list is a good idea ;) |
yeah, would be an idea. but hotkeys goes even faster.
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Rather make a 'free spectate' feature, where you can move the 'camera' around freely.
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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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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. |
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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I aso like the idea of a game end scoreboard |
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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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. |
Indeed. CS is a good example of that. I support the idea.
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Here's another idea: After roast message there is shown kind of ammunition which killed you, something like here: [IMG]http://img405.imageshack.us/img405/3289/30191023.png[/IMG] |
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Robee drank a glass of Penalty's dripping green load. cooba was telefragged by EvilMike. |
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If only JJ2 supported telefragging. |
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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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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:
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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And I like the 'free moving camera' too. |
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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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