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-   -   JJ2 game bug fixing (http://www.jazz2online.com/jcf/showthread.php?t=14407)

Grytolle Jan 6, 2006 10:16 AM

Gl hf dd

UNKNOWNFILE Jan 6, 2006 11:33 AM

OK, here's a faq.

Code:

Jazz Jackrabbit 2 1.25 Patch Frequently asked Nonsense (FAN)
written by the project leader, UNKNOWNFILE (certifiedunknownfile@gmail.com)

Here are some questions I often get when working on this project. I will give you
my answers to them.

Q: Add support for (so and so), plz kthx.

A: No. I don't have the source code for the game, and besides I can't do that as
  I have no knowledge of C.

Q: Fix (memory-related issue) please!

A: I can't do that unless there is a trace address to something like that.
  The traces are usually xrefs, but other than that, I can't get any reads
  to memory related issues.

Q: Can I be part of the team?

A: 100% YES if you have experience in one of the following fields:

  - reverse engineering of video games or other software
  - C++ knowledge (for external program patching which is planned)
  - Knowledge of basic x86 assembly language or experience with ASM
    on another CPU platform
  - knowledge of how to inject/edit packets

  If you want to join, you can contact me above.

Q: Who's on the team?

A: Currently the team consists of myself and Black Ninja.

Q: Is this patch available for TSF?

A: Not now. I'm currently planning on making a laser shield fix for TSF, but
  nothing other than that.

Q: Where can I get the patch?

A: http://www.fooproducts.com/125patch.shtml

Q: (whine whine complain complain)

A: Shut up.


CrimiClown Jan 6, 2006 11:49 AM

Quote:

Originally Posted by UNKNOWNFILE
Q: (whine whine complain complain)

A: Shut up.

\o/

Grytolle Jan 6, 2006 03:48 PM

Nice FAQ d00d!

UNKNOWNFILE Jan 6, 2006 04:16 PM

JJ2 1.25h will be coming out in two different flavors - exe, and if the exe doesn't work, ips. It should be out never if Black Ninja keeps up his pace. ;p

Grytolle Jan 6, 2006 07:40 PM

What is it that BN is doing/supposed to be doing?

UNKNOWNFILE Jan 6, 2006 07:53 PM

He's providing me with memory addresses, a j2e file that should help save space in the main jj2 episode select*, and moral support.

* This feature might be taken out later in the patch's lifespan deciding whether I decide to drop the project after the next release.

Anyways, for SPIFFY 1.25h, you get the following patches (as of now):

Code:

-added patch for Holiday Hare '98 levels so the nonworking xmas enemies will be changed to non-xmas but working 1.23 enemies. (UNKNOWNFILE)
-replaced main JJ2 episodes (excluding Home.j2e) with single episode. This should save some space in the main menu. (Black Ninja)
-added missing text string for German, Dutch and French translations. (CrimiClown, Fawriel, UNKNOWNFILE)

As for Mr. Respawn bug of DEATH the only way to fix it is to remove the limiter on ammo pickup (the one where you can't pick up more ammo when you have 99 of that ammo). This was present in 1.20 - thanks to Dizzy for pointing that out.

Bobby aka Dizzy Jan 6, 2006 11:08 PM

Quote:

As for Mr. Respawn bug of DEATH the only way to fix it is to remove the limiter on ammo pickup (the one where you can't pick up more ammo when you have 99 of that ammo). This was present in 1.20 - thanks to Dizzy for pointing that out.
I have to disagree actually. I don't think this is the only way to fix it. I also might not have been clear earlier, but in 1.20 you were able to take loose ammo from the level even when you had 50 pieces already. Much like carrots in jj1 where you can always pick them up even if you are at full health.

Removing the check on ammo limits would work; but an alternate solution would be to find where jj2 handles the packet for networked player picked up ammo and see if that code is separate from when the current player picks up a piece of ammo. Given the history of the jj2 code (1.20-1.23 this may be true but it also may not). I have not been able to locate where the incrementing of ammo takes place, I am also not sure how to go about finding it.

In the case that this is not a suitable fix it might be possible to add in a jump to wherever ammo amounts are decremented from firing when another player fires a weapon. However, the process of setting up the stack for what would likely be calling a method of an object could take a fair amount of code injection and a lot of very difficult problems to figure out first.

R3ptile Jan 7, 2006 12:03 AM

Please, do us a favor and REMOVE THAT STUPID LIMITER (not on carrot pickup, though).

Why? It is useless (if you want to pick a weapon when you already have 50 of it, you have to shoot and only then you're able to pick it.. it's always been a waste of a time), regenerates lots of lag and since there isn't one in UT2004 then there should also not be one in JJ2.

CrimiClown Jan 7, 2006 03:08 AM

I comepletely agree, but let me add a 'please?'. =D The limiter must be dead.

blurredd Jan 7, 2006 05:09 AM

Quote:

Originally Posted by R3p
Please, do us a favor and REMOVE THAT STUPID LIMITER (not on carrot pickup, though).

Why? It is useless (if you want to pick a weapon when you already have 50 of it, you have to shoot and only then you're able to pick it.. it's always been a waste of a time), regenerates lots of lag and since there isn't one in UT2004 then there should also not be one in JJ2.

So you're saying hogging ammo just isn't easy enough? Without the limiter, more players would be encouraged to hog ammo, which could needlessly slow down games. I can't see how the ammo limiter directly creates lots of lag--only too much shooting or too many respawning events could. And the last time I checked JJ2 wasn't UT2004, and what works in one game won't necessarily work in the other. Moreover, I haven't played UT2004 in a while but I don't recall being able to pick up more ammo after reaching the limit.

R3ptile Jan 7, 2006 05:53 AM

Quote:

Originally Posted by BlurredD
I can't see how the ammo limiter directly creates lots of lag

15+ crates wouldn't create as much lag because you would be able to pick them way quicklier, for example.

Besides, it's kinda stupid that I always have to waste my ammo so I can steal it before my opponent picks it.

UNKNOWNFILE Jan 7, 2006 07:00 AM

It's notable that JJ2 uses zlib compression for a lot of external file types. (Why do you think that there would be a CRC check for levels?)

FQuist Jan 7, 2006 07:13 AM

I think it's smart to stay away from altering the game play (like removing certain limits) on a whim. That would just create confusion, and is not something that should be done 123, especially if the patch is compatible (party-mode wise) with older patches so you get players with two different gameplays and advantages in the same server.

blurredd Jan 7, 2006 07:32 AM

Quote:

Originally Posted by R3p
15+ crates wouldn't create as much lag because you would be able to pick them way quicklier, for example.

Or if it was possible for the exe to recognize other players picking up ammo from these crates. It would also help if the weapon crates and barrels couldn't respawn until a certain amount of ammo was picked up.

Quote:

Originally Posted by R3p
Besides, it's kinda stupid that I always have to waste my ammo so I can steal it before my opponent picks it.

It's more like a trade-off for preventing your opponent from getting certain ammo pickups--not that this tactic always works anyway.

I agree with what FQuist said on altering the gameplay. It's a better idea to fix other bugs first.

UNKNOWNFILE Jan 7, 2006 07:47 AM

Well there goes any hope of allowing thy to have no respawn bug no more.

Grytolle Jan 7, 2006 09:08 AM

Just make invisible respawn that only takes effect when serving be run automatically?

Erik Jan 8, 2006 02:16 AM

i can join because i have knowledge of c++ and c64 asm \o/

D4shRed Jan 8, 2006 03:43 AM

Looks like lots are fixed. Great job ^_^

UNKNOWNFILE Jan 8, 2006 02:34 PM

I managed to get enemies working in multiplayer. I can see why they did this:

"Jazz Jackrabbit has caused an access violation at 004BA580h"

erk

NeonPSY Jan 8, 2006 06:40 PM

I seem to have this trouble with the install. It tells me that it can't figure out what version my Jazz2.exe is. Any ideas?

Oh, and I'm sure I've posted this before.

Grytolle Jan 9, 2006 03:26 AM

aegis, you should try to fix brackets for red teamchat then :]

R3ptile Jan 9, 2006 04:17 AM

Quote:

Originally Posted by Grytolle
aegis, you should try to fix brackets for red teamchat then :]

yes please

UNKNOWNFILE Jan 10, 2006 05:46 PM

Ok, now for the moment you've been waiting for.

JAZZ JACKRABBIT 1.25h IS OUT LOL

This time it isn't in crappy exe autoupdating format so as to prevent CRC checking errors. And oh boy is there a lot for you today:
Code:

-patch has returned to IPS because CRC checks suck
-removed enemy limitations in multiplayer - WARNING: do NOT use enemies in battle or ctf games! (UNKNOWNFILE)
-removed process limitations - multiple JJ2 instances can now run at once (UNKNOWNFILE)
-removed "Video file not found" limitations as this is not required to play the game (UNKNOWNFILE)
-added German string that was missing in the German language file (Fawriel)
-added Dutch string that was missing in the Dutch language file (CrimiClown)
-added French string that was missing in the French language file (UNKNOWNFILE)
-changed "Hollands" to "Nederlands" (UNKNOWNFILE)

It should be up on foo products within a few minutes because Black Ninja pwns your face right out of your head.

Grytolle Jan 10, 2006 11:06 PM

I can't find it @ foo products :(

UNKNOWNFILE Jan 11, 2006 01:15 PM

ok, its up

http://unknown.halleyscometsoftware.com/jj2/jj2125h.zip

UNKNOWNFILE Jan 12, 2006 02:33 PM

I just found out from Nimrod that the list server hardcoding has been causing problems for servers attempting connections to jazz.madskills.org. I have fixed that along with another problem which is broken warps. If you enter a broken warp, you will end up at 0,0.

1.25i, because you suck. :P

Black Ninja Jan 12, 2006 05:14 PM

The latest versions are now all on Foo Products. Rock on, UF.

n0 Jan 12, 2006 05:18 PM

Aw, crap. I was just making a level that utilized broken warps.

UNKNOWNFILE Jan 12, 2006 05:20 PM

You could just add checkpoints near a thing that instantly kills you, thus giving a player a game over.

NeonPSY Jan 12, 2006 06:32 PM

Thanks UF for the non-CNC thing. Works well, I'd say.

EDIT: No Target warps send you to Start pos not 0, 0 Unless there is not start pos. Just to clear that up.

Michael Jan 12, 2006 09:29 PM

When will the final release be?
PS good work, screw the source code!! ((:

Cpp Jan 13, 2006 01:27 AM

Can you make it so that if a warp has no warp target, it will not warp a player at all rather than throw an error?

NewSonic Jan 13, 2006 04:05 AM

1.25 Patch
 
I got a question:

Is this patch only for Bugfixing or also for adding Features?

CrimiClown Jan 13, 2006 04:08 AM

Quote:

Originally Posted by NewSonic
I got a question:

Is this patch only for Bugfixing or also for adding Features?

You could have taken some time to read through the posts. UNKNOWNFILE is able to fix minor bugs, he can't add features.

UNKNOWNFILE Jan 13, 2006 06:25 AM

That would require a source code which I don't have access to. I'm able to patch existing instructions, but I'm limited to just that. See the faq for more details: http://www.jazz2online.com/jcf/showp...&postcount=206

R3ptile Jan 13, 2006 07:52 AM

Just fix the CTF bugs already :(

UNKNOWNFILE Jan 13, 2006 08:21 AM

Once again, that is beyond my limits, so do it yourself.

and OMG PAGECLAIM

CrimiClown Jan 13, 2006 08:23 AM

Quote:

Originally Posted by UNKNOWNFILE
Once again, that is beyond my limits

I can only grant you three wishes

=P

UNKNOWNFILE Jan 13, 2006 08:29 AM

FINE FINE FINE

I'll consult with Black Ninja on how to fix the flagbug. Just please stop whining! It's really annoying!


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