Jailbreak 2004c: Bug fixes we've got already, so what about features?

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tarquin

design is flawed
Oct 11, 2000
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Vatcilli zeitchef said:
What do you think of a regeneration effect when in defense radius to your own switch like 2 health per sec. Might prevent switchcamping, as the defending team will have a slight advantage (or with the healgun I menitoned before only let it replenish in that radius)
Also one of the chaos things I liked was the TurretLauncher
maybe putting a light version of it that you can swap with the redeemer.

None of these require Jailbreak.

The regeneration effect when in defense radius could be a fun Add-on. Quite simple to code too. Maybe someone would want to do it :)
But since JB uses GameObjectives for switches, you could code it as a mutator that works with any team game.

The other two, the healgun and the TurretLauncher don't really fit with the Jailbreak idea of changing the gametype rather than the gameplay. But you could make them as standalone mutators that you can then combine with Jailbreak if you like.
 
Apr 15, 2004
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How about a tutorial? Like the ones for ONS, BR, etc. (TUT-ONS) where you can click on that one little button under the game selection screen. Should be pretty simple, right?
 

Jrubzjeknf

Registered Coder
Mar 12, 2004
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+ some sort of admin support. If an admin is logged in, you can't see who it is by hitting F1. Maybe you can bolden the admin's name or color it green or something like that
 

ZedMaestro

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May 18, 2003
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SteelTalon said:
How about a tutorial? Like the ones for ONS, BR, etc. (TUT-ONS) where you can click on that one little button under the game selection screen. Should be pretty simple, right?
I actually started making one ages ago but never completed it.

The UTJB tutorial was fully interactive. At points during the tutorial you would actually play in the tutorial map. While I didnt know how to do that, I did attempt to set up bots which would react as you'd expect them to. However I couldn't get the bots to fight realistically in the arena and I couldn't demonstrate any GUI components, because I don't know how to script or code for the game.

Most people get the idea of the game anyway. If Jailbreak is made for the next version of UT then I would definitely try again at another tutorial.
 
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UnrealGrrl

Enemy flag carrier is Her!
Jun 16, 2000
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tutorial = good stuff...

on the arena, i dont see the attraction of more than 2 players in the arena, and dont think its such a great idea... seems to take away from the whole point. the arena is just a lucky chance to get out of jail quick, not have a 2v2 or 3v3 or whatever match on the side.
 

Vatcilli zeitchef

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May 16, 2005
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Is anyone thinking of remaking the
JBmadmen, Jailfight and Wrongjail addons for UT2004?
(The last might be difficult to code as you also have shared jails and stuff now) But I think that might bring some of the JB-III feel back.
 

Jrubzjeknf

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UnrealGrrl said:
on the arena, i dont see the attraction of more than 2 players in the arena, and dont think its such a great idea... seems to take away from the whole point. the arena is just a lucky chance to get out of jail quick, not have a 2v2 or 3v3 or whatever match on the side.

how about an arena buddie? One who's limited in movement (ie. room with windows) and snipe from there to help the other guy win the match.
 

tarquin

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Oct 11, 2000
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Jrubzjeknf said:
Guys, how's this patch coming along?

As you can guess from the deafening silence... not very much.

Mych is extremely busy with Real Life, and it seems Wormbo isn't around very much either.
That's our two coders out of action.
Hence... not very much work being done.
 

Vatcilli zeitchef

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May 16, 2005
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dalton said:
Idea - Team Jailfight

If there is an equal number of prisoners on each side, let them all battle for freedom.
Dont know if this is possible in existing maps (due to no mapping experience), one problem I could come up with is that there are only two spawn points in any arena ?

I know something that clould do.. Let them battle in either of the jails
and don't spawn them till the fights are over.
 

The_Head

JB Mapper
Jul 3, 2004
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From over in irc just now:
a couple more options to go along with teleporter releases etc.

1) No jail escapes

-would mainly be used for competative matchs, as some people seem to be put off by certain maps as you can escape from them.
Ikkuh pointed out that escapes are map dependant, Jrubzjeknf says it would be possible to sense when someoen has been released but not through the jail release, they can then be killed / turned into a llama.

2) Llama kills count + releases

-we all know how hard it is getting a kill as a llama, and its good fun when it happens, I think an option to count them should be interesting, also being able to release. Fully configurable ofcourse
 

G.Lecter

Registered Tester
Dec 31, 2004
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Counting llama kills separately is a good idea, a llama kill could also count 2 points...
Allowing Llamas to release isn't something I like that much. Llamas are 'cheaters' really. Giving them any chance to release could make some people to disconnect and reconnect... It could become a Llama-invasion then! :lol:
It could be 'fixed' by making players that reconnect spawn directly on jail, though... Another option to make llamas release both teams when they hit the switch could also be interesting... :D

Other fixes I remember now...
- You shouldn't be able to get into the enemy jail.
- Translocator shouldn't be removed once you're in jail (yeah, JB with trans sucks, but it's a bug anyway, isn't it?). TranslocatorBeacon should bounce/disappear if you try to shoot it out of the jail...
- Killing Sprees shouldn't reset at the end of a round. [Already commented]
- Maximum releases per round could be a new option. The number of remaining releases would appear in the HUD as a number inside each circle. [Already suggested. It would discourage switch camping, but noobs could waste releases stupidly...]
- Number of rounds per match might be interesting too, if you want more options... :p
- The powerups should always spawn 30 seconds after the begining of a round (IMO). I haven't timed it but I think the Amp doesn't spawn as often as it should...
- In shared jails, both teams can't be released simultaneously.
- Teleport Releaser addon could have an extra option for an optional teleport: 'if you don't hit Q after releasing you won't go back to base'.
- Vehicle maps should have a RadarMap, showing the position of your allies (and maybe an option to show your enemies too... ). [Already suggested, I think]
 
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