November 08, 2026, 10:52:50 pm

Author Topic: [JB] Mod Change - Bugs  (Read 850 times)

0 Members and 1 Guest are viewing this topic.

Offline Andrew`

[JB] Mod Change - Bugs
« on: July 19, 2015, 07:54:16 pm »



Take your time playing and be sure to inform us about any Bugs you find at our server.
« Last Edit: September 24, 2015, 08:07:08 pm by P o p a y »

Offline GandElf The Gay

  • @ 30 fps, 300 ms
  • Veteran
  • ***
  • Posts: 1154
  • Total likes: 561
  • Your daily dose of saltiness.
Re: [JB] Mod Change - Bugs
« Reply #1 on: July 19, 2015, 08:08:42 pm »
>>  /mute doesn't work

Offline Red Wolf

Re: [JB] Mod Change - Bugs
« Reply #2 on: July 19, 2015, 08:26:44 pm »
dont remove +paint , best feature ever that JB has had.
Life can only be understood backwards but it must be lived forwards. -Soren Kierkegaard




Offline S.T.

Re: [JB] Mod Change - Bugs
« Reply #3 on: July 19, 2015, 08:37:38 pm »
THE BALL!

:) ST :)

Offline HuniePop

Re: [JB] Mod Change - Bugs
« Reply #4 on: July 19, 2015, 08:38:17 pm »
Minor "not really bugs, just something we've missing at the moment. These prevent us from starting some nice games/days."
Lack of ffa opportunity for ct's (whenever I as a ct try to enabled it, it shows a message telling, that I need to be a prisoner in order to enable ffa..)
Lack of /guns (With ct model changeup it's possible to drop a stack of guns, but can't do that after opening cells).


And what are your plans on /ball?

Take your time on improving the mod, I believe you will make it a GIANT!

And don't remove the model randomisation for everybody, please, that can make some nice clan war games ;)

Quote
THE BALL!
Yeah we can't lift it  :(

Offline 'PL'

Re: [JB] Mod Change - Bugs
« Reply #5 on: July 19, 2015, 09:05:03 pm »
If you read the topic, it says bugs. Not suggestions.

Anyway:

Spoiler (hover to show)
« Last Edit: July 19, 2015, 09:07:56 pm by 'PL' »

Offline HuniePop

Re: [JB] Mod Change - Bugs
« Reply #6 on: July 19, 2015, 09:08:44 pm »
Bugs or not -
Quote
I would like you to post any problems you've faced until now and if you'd like you could also post your opinions for the changes as well.
So I shared my cocerns. :)

I almost forgot -
A CT command in /simon menu to heal prisoners after an accidental freeshot is a MUST HAVE.

PLpostinvade - Or you can tell the guy to go to the gunroom/healing room, if the warning shot is a mistake have the prisoner remind the ct about it. That is if the game that would be played revolves about taking damage by falling/drowning/DoT/gunshots
« Last Edit: July 19, 2015, 09:11:58 pm by 'PL' »

Offline Green.

Re: [JB] Mod Change - Bugs
« Reply #7 on: July 19, 2015, 10:31:59 pm »
In some maps sometimes the guns are bugged,we cant pick up guns.
Remove mic acsess for t
Bring paint command again for cts
And bring commander menu again and  remove simon..
ps:please dont remove shop, its very nice actually.
>Lana Del Rey - High By The Beach</

Offline Navily

Re: [JB] Mod Change - Bugs
« Reply #8 on: July 21, 2015, 09:04:27 am »
First  of all the thing we can no longer stay without
is the ball and i think its a easy thing to put it back
to server.also
/mute and  /time commands no longer working
hope they get fixed
and remove ability for Ts to use mic
they use to much (including me) while cts commanding
fun menu (raffle)
jbmenu for quick access to jb stuff.

Offline Lester The Molester

Re: [JB] Mod Change - Bugs
« Reply #9 on: July 21, 2015, 10:52:42 am »
any idea why Ts sometimes get glowed to pink?
when we use to unglow them,they get pink glow again...
and yes remove /simon and bring back the commander menu,it was better than that one.

Offline Phenomenal

Re: [JB] Mod Change - Bugs
« Reply #10 on: July 22, 2015, 11:01:15 am »
any idea why Ts sometimes get glowed to pink?
when we use to unglow them,they get pink glow again...
and yes remove /simon and bring back the commander menu,it was better than that one.

Use /glow instead of /glow2 (for admins). If you wanna unglow some player, you should be an admin for that, say /glow "player" off. To remove the freeday say /unglow in chat. /simon and /commander have certain common commands, just a few are missing and I suppose we should be able to conduct proper commanding without it. The mod isn't that complicated as you are thinking it is. Although an admin would always be required to produce creative games in the jailbreak server and I do notice that an admin is always online.. I don't see any problem with this plugin replacing ultimate jailbreak one.

//EDIT:
Just tried getting the pink glow off the players and it did not work with /glow off.
« Last Edit: July 22, 2015, 11:48:56 am by nAb -FNN »

Offline Andrew`

Re: [JB] Mod Change - Bugs
« Reply #11 on: July 22, 2015, 11:34:53 am »
22/7/2015

/ball menu is back. Not sure who has access to it though yet. The balls in some very often-used maps(like snow) have returned.
Ts can no longer hear each other on mics.
You can now self-trasnfer again to CT by pressing M, it won't kill you like before.
Amx Super Menu is back after a long time.
The fire bug has been fixed, if you touch someone he gets on fire too.
« Last Edit: July 22, 2015, 12:01:02 pm by Andrew~ »

Offline HuniePop

Re: [JB] Mod Change - Bugs
« Reply #12 on: July 22, 2015, 02:50:46 pm »
I love the few changes you've made, Andrew!

Even though I was a bit down when saw that T's mics were removed. But that's no minor problem, as I might get used to this. (I enjoyed it when all T's had mics available for easier cummunication with teammates.)

What I love the most is, that /BALL IS BACK!!!!!!
At the moment, all ct's can use this menu. I am by far the only one who actually uses it to put balls in the field whenever there's no such object or whenever it's bugged out of the field, and make custom nets (I always put those nets back in their default positions after finishing the game). So as long as you don't reconsider, that /ball must belong only to admins, this menu can make our soccer games much more entertaining!

Then, there are still some things that make a big concern -

1. Obivously, the armoryshop a.k.a gun shop menu is available for T's, and the gun abuse keeps happening every day.
2. Cell key is a major concern. It should be decided, if opening cells with cell keys leads to an instant freeday. (I say that it shouldn't be, as cell keys are not expensive at all.)
This concern is met at every map, that has 1 cell arena with 1 cell door. (Jb_cartoons, jail_dark_kampta, Jail_guetta, Jail_Dark_Kampta and many others).

Other than that - good work so far, @Andrew~ ! Keep it up ;)


Offline Red Wolf

Re: [JB] Mod Change - Bugs
« Reply #13 on: July 22, 2015, 03:04:20 pm »
I also want to state that if you picked up a gun or nade pervious round, you are not able to pick up a gun or nade the following round. Not sure if this hapends when you pick up a weapon or when you finish round with it.
Also, can you rethink about +paint?
As above users said: GJ, keep it up and lets hope for the best
EDIT: Also add a rule about selfing or add ctbans back (If possible)
Life can only be understood backwards but it must be lived forwards. -Soren Kierkegaard




Offline Plzdie3

Re: [JB] Mod Change - Bugs
« Reply #14 on: July 22, 2015, 03:19:42 pm »
@gumball . You know the keys isn't that easy to purchase . In the previous mod you would get a point for every new round , when you kill a  ct , headshot.  In this mod you get a point only for killing a ct . So to buy a key which is 45 points . You would need to kill 45 ct's . Which if you ask me is not as easy as it seems . So I feel this is fair and should be kept . The shop is really interesting and is more well organised. Prices are not exorbant as in unreasonable . They are fair and seem to make earning and spending points equally balanced.

Offline supertomi

Re: [JB] Mod Change - Bugs
« Reply #15 on: July 22, 2015, 03:33:42 pm »
@gumball . You know the keys isn't that easy to purchase . In the previous mod you would get a point for every new round , when you kill a  ct , headshot.  In this mod you get a point only for killing a ct . So to buy a key which is 45 points . You would need to kill 45 ct's . Which if you ask me is not as easy as it seems . So I feel this is fair and should be kept . The shop is really interesting and is more well organised. Prices are not exorbant as in unreasonable . They are fair and seem to make earning and spending points equally balanced.
You can easily collect them in a gungame day

Offline Plzdie3

Re: [JB] Mod Change - Bugs
« Reply #16 on: July 22, 2015, 03:42:00 pm »
@gumball . You know the keys isn't that easy to purchase . In the previous mod you would get a point for every new round , when you kill a  ct , headshot.  In this mod you get a point only for killing a ct . So to buy a key which is 45 points . You would need to kill 45 ct's . Which if you ask me is not as easy as it seems . So I feel this is fair and should be kept . The shop is really interesting and is more well organised. Prices are not exorbant as in unreasonable . They are fair and seem to make earning and spending points equally balanced.
You can easily collect them in a gungame day
Which happens only on 1 day on a map ? . So say on an avg  there are 15 T which implies there would be a max of 5 ct . Supposing you manage to kill all 5 ct you earn about 5 points. This isn't that much considering the fact that it happens only once a map. Again seeing 5 people on the CT team is quite  a rare sight. Also managing to kill all 5 ct in a gunday while all your 14 other teammates have the same agenda is quite difficult .
Wait I think I might have misunderstood  what you meant by a gungame
Is it the day which is T vs T ? . If that's the case and if you get points for those kills against your teammates yes then it would pretty easy to collect those points. A solution would be to disable points for Team kills ?
« Last Edit: July 22, 2015, 04:04:45 pm by Plzdie3 »

Offline supertomi

Re: [JB] Mod Change - Bugs
« Reply #17 on: July 22, 2015, 03:59:28 pm »
@gumball . You know the keys isn't that easy to purchase . In the previous mod you would get a point for every new round , when you kill a  ct , headshot.  In this mod you get a point only for killing a ct . So to buy a key which is 45 points . You would need to kill 45 ct's . Which if you ask me is not as easy as it seems . So I feel this is fair and should be kept . The shop is really interesting and is more well organised. Prices are not exorbant as in unreasonable . They are fair and seem to make earning and spending points equally balanced.
You can easily collect them in a gungame day
Which happens only on 1 day on a map ? . So say on an avg  there are 15 T which implies there would be a max of 5 ct . Supposing you manage to kill all 5 ct you earn about 5 points. This isn't that much considering the fact that it happens only once a map. Again seeing 5 people on the CT team is quite  a rare sight. Also managing to kill all 5 ct in a gunday while all your 14 other teammates have the same agenda is quite difficult .
Wait I think I might have misunderstood  what you meant by a gunday
Is it the day which is T vs T ? . If that's the case and if you get points for those kills against your teammates yes then it would pretty easy to collect those points. A solution would be to disable points for Team kills ?
gungame not gunday

Offline Plzdie3

Re: [JB] Mod Change - Bugs
« Reply #18 on: July 22, 2015, 04:06:12 pm »
Can you be kind enough to explain what you mean by "gungame" day ? I am a bit confused here.

Offline HuniePop

Re: [JB] Mod Change - Bugs
« Reply #19 on: July 22, 2015, 04:08:28 pm »
@gumball . You know the keys isn't that easy to purchase . In the previous mod you would get a point for every new round , when you kill a  ct , headshot.  In this mod you get a point only for killing a ct . So to buy a key which is 45 points . You would need to kill 45 ct's . Which if you ask me is not as easy as it seems . So I feel this is fair and should be kept . The shop is really interesting and is more well organised. Prices are not exorbant as in unreasonable . They are fair and seem to make earning and spending points equally balanced.

Consider this -
1. Gungame equals to tons of points, because it's also tons of kills.
2. Many people play in the server, so they all can have many points after such events, and they can waste their points for cell keys for the whole map, because it would have been totally enough from each.
Even as they are wasted, they play new gungame + rebel + ffa games for fast points.

Notice, that you respawn in gungame after each death until certain someone has passed the knife level.

You need to try this out by yourself, plzdie. Won't spoil you.
« Last Edit: July 22, 2015, 04:10:02 pm by Thrashmands »