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Patch 0.3 was just released! Full changelog here: https://t.co/4A50m6IKen

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Topics - Lord_Farquaad

Pages: [1] 2
1
JC2-MP / Golf!
« on: November 29, 2016, 12:46:31 am »

I am pleased to announce a server that I have been working on for a while, Golf! Anyone getting a feeling of Déjà vu?

Let's begin with a video.  Watch it here.

There's only one thing you can do on this server - golf.  When you connect, you'll be able to view either the shop or the play menu.

Play Menu
In the play menu, you will be able to see all available courses to play on.  You'll see people as they join the queues and begin their games.  Initially, most of the courses will be locked, but you'll eventually unlock them as you improve.



Once you've queued up for a course, you can wait for more people to join you, or simply go solo.  When you want to begin, hit the red check on the right side of the course you selected and you will be marked as ready.  As soon as everyone is ready, the game starts.

Shop Menu
In the shop menu, you'll be able to buy powerups to use in games.  Once you've bought a powerup, you'll have it forever.  Just make sure the powerup is green and says "Equipped" once you've purchased it.  In order to get points to purchase powerups, you'll need to complete golf courses.  The number of points depends on how many people are playing, what difficulty the course is, and how well you do on the course.



In Game
Once you're in a game, you'll see a bunch of UI that tells you a bunch of stuff.  It's all self explanatory though - your power meter, your current powerup, and your current hole and stroke are all at the bottom.  Your minimap is now filled with flags that tell you the positions of all the holes on the course.  A green flag is your current hole, a blue flag is your next hole, a red flag is a future hole, and a grey flag is a previous hole.  Near the top middle of the screen, you'll also see the course name and difficulty in case you forget.



Holes are clearly marked with a waypoint as well as a large green beam shooting straight up from them, so no matter what height you're at, you'll be able to see where you need to go.

Holding tab will bring up the scoreboard of the current game.  Here, you'll be able to see the par scores for each hole as well as the scores of everyone in the game.

If you fall into water at anytime, you'll be teleported back to a safe position on land.

After you finish the course, you'll begin to spectate other players that are still playing on the course.  Once everyone on the course has finished, you'll be taken back to the play menu.  If you're playing alone, you'll just be taken back to the play menu after you finish.

Unlocking Courses
When you first connect, you'll only be able to play on easy level difficulty courses.  In order to unlock all medium level courses, you'll have to complete at least one of these courses at par or better.  This trend to unlock courses continues for all difficulties (Easy, Medium, Hard, Extreme, Insane).  Powerups can help greatly to improve scores on more difficult courses.

Chat
There's a custom chat here, so if you have any issues with it please let me know.  It features 4 tabs: Global, Lobby, In-Game, and Private.  The Global tab is for general talk and is seen by all players.  The Lobby tab is for players looking to play with others and is not for general talk.  The game will also broadcast messages concerning games that will start soon in this tab.  The In-Game tab is only available while in a game and can only be seen by those who are in the game with you.  The Private tab allows you to create your own chatrooms.  You can only see the messages of players who are in the same chatroom as you.

You can make your chat messages different colors by typing a keyword in parentheses such as (red) before the segment that you want colored.  Only basic colors are available right now, such as red, orange, yellow, etc.

The custom chat is in beta stage, so if it's a complete disaster then I might just revert back to the default chat.  But for now, Golf will use it.  There are a few small graphical bugs sometimes, but it should be usable for the most part.  If you do find a bug, please take a screenshot and send it to me.

Anticipated Questions
I just used a full power stroke and I barely moved! Fix pls!
This is the nature of how it works, and it happens to the best of us.  I'm constantly looking into ways to make it better, but if it happens there's really nothing I can do.  Just hope for better next time.

I pressed Q and my powerup went on cooldown, but nothing happened!
Did you read your powerup when you hovered over it in the shop?  Some specify that they cannot be used when traveling at high speeds, so you might need to wait until you stop moving to use it.

While in game, tab can be used to bring up the scoreboard.

If you've got something to say, you can either type /feedback in game to open up the feedback window or just respond here.

If you've got ideas for courses or powerups, let me know!  I'm very open to ideas right now.

Planned Upcoming Features:
Ability to switch current spectating player
Syncing spectated player's powerup and power meter
Highscores
More ways to spend points (such as persistent player models and funky fx)
Shop overhaul once there is more to buy
Better camera
More courses
More points for the overall winner of a game and an announcement of the winner
Spectating without being in game
Dynamic courses
Robot golfers



The server's IP is 144.217.5.198:1337
Or you can find it in the server browser under the name of Golf!

2
Bug reports / Ragdoll sync issue
« on: October 25, 2016, 03:14:24 am »
I've noticed that when players are ragdolls for a while and are moving, they become out of sync with their bodies for other players.  For example, the nametag that should be over the player's head is over nothing while the player's body is about 30m away.  The body desyncs with the player's actual position (using GetPosition() or GetBonePosition()).  Sometimes the desync become extremely bad and the nametag flies rapidly around a certain area.  The desync can sometimes correct itself, but it usually does not.

This is all clientside.

3
Releases / Paint!
« on: August 18, 2016, 05:49:45 am »
You can now paint in JC2MP!

(Click for bigger images)






Download Here

Press P (default) to open the paint menu to adjust color, change brush size, change brush layer, and toggle painting on/off.

Paintings currently stay in the world until the module is reloaded.

If you make edits and want to re-release this please contact me first.

Have fun!


EDIT: Forgot to mention that this requires Sinister's timers, so if you don't have them in autorun you'll need to stick it in the client folder.

4
By collisions, I mean from skydiving and hitting walls at high velocities, not cars.  I am already restoring health on PreTick, but sometimes a collision can cause the player to go from 100 to zero.  The game events (ply.invulnerable and ply.makeinvulnerable) do not modify collision damage.

I could also use raycasts to detect collisions before they occur, but this is inaccurate without lots of raycasts and will make collisions look bad.

Is there any way to completely disable collision damage on players?

5
Bug reports / Modules not working properly in a linux server [Solved]
« on: November 18, 2015, 02:58:40 am »
Recently I began using the JC2MP 0.2 server on a Linux machine, however I have had some problems with a few scripts that work fine on a Windows server.  The main issue is this within a file reading section where it separates a single line from a file into different parts:
Code: [Select]
attempt to index field '?' (a nil value)and the line in question looks like this:
Code: Lua
  1. self.vspawns[tokens[7]][vector] = angle
where the tokens[7] value is a string corresponding to 1 of 8 different empty tables within self.vspawns.  As I said, it works flawlessly on a Windows server.  The vector is a Vector3 location and the angle is a valid angle, but those aren't the problem.  The problem is that the server isn't recognizing the tokens[7] value to be the same as the strings that I created.  I print tokens[7], I tostring() tokens[7], I assign it to different variable, and it still does not have the same "value" as the string it should have.  If I do
Code: Lua
  1. print(tokens[7])
  2. print(self.vspawns[tokens[7]])
the first print will give me a string that matches one of the empty tables within self.vspawns, and the second gives me nil.  It's as if the value of tokens[7] does not match the actual string that was used to create the table.  I can use string.match() and that compares it fine, but I don't see why this isn't working on Linux.  Any ideas on why it's not working?  I also don't really want a workaround, because I can do that fine.  I would like the scripts that work on Windows to work the same on Linux.

This has also occurred on a few other modules in similar says (creating Vector3s) when loading information from files.

6
Bug reports / Server crashes when modules are unloaded from code [Solved]
« on: October 15, 2015, 05:23:34 am »
I've written some code to make it easier to load default modules, however when I unload all of the already loaded ones it causes the server to crash.  I've tried to unload the modules in two ways.
Code: Lua
  1.         Console:Run("unloadall")
and
Code: Lua
  1.        
  2.         for name, loaded in pairs(Server:GetModules()) do
  3.                 if loaded then
  4.                         Console:Run("unload "..name)
  5.                 end
  6.         end
Both of these execute successfully, unload the modules, and then later load all of the modules I want.  Once it's done, it prints a message (that I put in the code which says they've been loaded) and the server closes abruptly without any errors in the log.  This only happens with unloading; I can load as many modules as I want and it works fine.

This happens on 0.1.4 and 0.2

7
Scripting support / ClientActor Issues
« on: September 17, 2015, 03:52:14 am »
I've been working with ClientActors recently, but have run into a few problems.  The main issue is that I can't get them to reload, and I've tried a bunch of things.  Setting their input, animations, etc does nothing (animations work though).  I then thought that I could just give them their weapon again with a full clip, but giving them the same weapon doesn't seem to do anything, and same with giving them a different weapon and then the same one.  When giving them the weapon, if I set the clip to a large number, they will only shoot a maximum of 7 bullets before stopping, so that didn't work either.  I also thought that I could clear their inventory like you can do for players, but realized that that was server-side only, so now I'm stuck.

Overview: ClientActors run out of bullets in their clips, and can't reload.  Tried different things.

8
Download RainbowFish here

RainbowFish is now.

As it was once said ... "You'll get 3 bananas in the Morning and 4 in the afternoon."
All monkeys are upset.
"OK. How about 4 bananas in Morning and 3 in the afternoon?"
Hearing this, the monkeys are content.
One should realize that sometimes a change in phrasing does not represent a real change.



People have often wondered how we would traverse the lands in the future.  Perhaps, by a flying car?  Or, by teleportation?  Nay, I say, and that time is now.  Experience the future yourself.

Press K to enter the revolution.

9
I'm trying to use SQL to see if it is the first time a player has been on a server, and if it is, then it creates new values for them and stores it using SQL.  I'm able to store and load data using SQL, but I'm having trouble making a case so that if it doesn't find any values on the player in the database, then it creates new ones.  I'm wondering if there is any way to check if a player has been on the server before or check if they exist in the database.  I've googled the problem and I've tried many things and none of them have worked.

10
Scripting support / Need advice on starting a script
« on: May 12, 2015, 03:28:56 am »
Hello everyone.  I'm pretty inexperienced at lua, but I've done a very small amount in another game.  I just had a great idea for a gamemode and I'm going to make it.  I'm slowly learning what everything does and I've messed around with scripts in the server before (once I had nearly 100 players on my server, back when servers were new).  Right now I don't have any specific questions about the functions that JC2MP has, but rather questions about how to get started with lua.  Do you guys know of any good (free) resources that I can use to learn lua?  I want to learn it, but if you all know of any especially relevant resources then those would be much appreciated.  For now, I found a series on youtube but I don't know if that's the best way I can learn the language.

I'm planning on the script(s) being similar to ING's survival script, but different in a lot of ways.  That means it's going to be very complex and I'll need to know what I'm doing.

11
Suggestions / Refresh Button
« on: January 20, 2014, 08:11:43 pm »
It should be near the 'Add to Favorites' and 'Connect' buttons.  This way, we actually see it.  It's in an odd position right now.

12
Scripting support / Object destruction = money via script
« on: December 19, 2013, 07:04:11 am »
Is there any way to sync the destruction of an object to money?  Say, someone destroys a fuel tank and they get $500.  I've looked around for functions having to do with objects on the wiki but I haven't found any.  Is this possible or not quite yet?

13
JC2-MP / Thanks people
« on: December 19, 2013, 06:25:33 am »
I don't even know why people logged on to my server called MEGA, but they did, and it reached a maximum of 89 players.  Wow.



Not too far from the top!



And then my internet went crazy.



And a ton of people left.  Then the lag went away but the damage was done so I took the server down.  I just want to say thanks to all who joined.  It made my night.

14
Scripting support / Taking a variable from text
« on: December 19, 2013, 06:18:45 am »
I'm trying to make it so you can type a command like /set 42 and it will set something to 42.  However, I'm having trouble "obtaining" the 42 after someone types it.  I'm not sure how to make it so it will take whatever is after the /set and put it in whatever I'm going to put it in.  Help is greatly appreciated.

Sorry if it was confusing.

15
Scripting support / Enable moonbase alpha for all
« on: December 19, 2013, 05:57:50 am »
Hey all.  I know palaver 1 is a console command, but I'm wondering if I could use a script to enable it for everyone.

I've tried:
palaver1 =  function(args)
      palaver = 1
   end
Events:Subscribe("ClientModuleLoad", palaver1)
In both the client and server folders.  No results.  Any help, or is it really just a console command?

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