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I made a blade gun, that the player can steer/control by moving.
Demo: http://www.youtube.com/watch?v=Qr8pahz-QTs [IMG]http://i.imgur.com/FduPNmo.png[/IMG] |
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.
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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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Also kudos to Stijn for the snippet DB! Quote:
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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... :p |
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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It could be a temporary solution until someone is willing to help out with adapting all commands to take and respect a silence parameter. :p
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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. |
well, I'd say the food thing is a very nice start for a script :)
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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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anyway the answer to your question is yes, and soon. |
Ow... let's hope the project won't die out due to sudden mass-inactivity among the devs.
Anyway, thank you very much for listening to the suggestions. As always, great job; I'm eagerly looking forward to the next release! |
Some show-off! :D
Sorry for the lag burst at 5:00, I just don't know what went wrong 9_6 |
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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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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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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New release!
As ever, click here to download. [IMG]http://www.jazz2online.com/jj2plus/newplus04small.png[/IMG] 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. ( |
Bump for the JCF frontpage...
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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. |
Please. Do you can fix that bug when running JJ2+ in wine that usually when cycling level it crashes?
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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! |
Build 2013-02-05, the minorest of minor updates!
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Sorry for not looking into this two updates earlier, or something. v:7v |
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? |
The procedure is to wait until one of the admins replies to your PM
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Yes, fixed. Change the 0x24 to 0x20.
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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 |
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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. |
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? |
Weirdest. Bug. Ever. It doesn't really crash, it just hangs at the palette.apply() call.
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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... |
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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Wakeman curiously clicked a checkbox back in '98..
Only to see the results almost 15 years later! :p JJ2+, play old levels the way they're meant to be played.. 8D [IMG]http://img829.imageshack.us/img829/7396/pluseluminate.png[/IMG] |
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