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Author Topic: [JB] Mod Change - Bugs  (Read 874 times)

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Offline Plzdie3

Re: [JB] Mod Change - Bugs
« Reply #20 on: July 22, 2015, 04:13:18 pm »
Oh shit I get it now. Gungame days ! Ah the thing where you keep killing and get new guns and the first to get a knife and a kill wins or something ? Hmm.. has that been added to jailbreak recently or something cause last I played on Saturday it wasn't there ._. And yes it would be easy to get points on that day. But how about disabling points on this particular day ? And also for Team kills in general ?


Offline supertomi

Re: [JB] Mod Change - Bugs
« Reply #21 on: July 22, 2015, 05:16:29 pm »
Oh shit I get it now. Gungame days ! Ah the thing where you keep killing and get new guns and the first to get a knife and a kill wins or something ? Hmm.. has that been added to jailbreak recently or something cause last I played on Saturday it wasn't there ._. And yes it would be easy to get points on that day. But how about disabling points on this particular day ? And also for Team kills in general ?
its not in the vote day menu, only admins can start it, and yes to reach the knife its like 50 kills, so 50 points, and even more if you keep on getting knifed which makes you lose a level, and u need 3 kills to get a new weapon

Offline 'PL'

Re: [JB] Mod Change - Bugs
« Reply #22 on: July 22, 2015, 05:26:25 pm »
"[UP] Admin Sherlock Holmes teleported Phylogenetic Filoviridae V-rad"

Undercloacked, if amx super is added why this still shows?

It should be AMX... something.


Also Fireday and Hp increments are not fixed.

Offline HuniePop

Re: [JB] Mod Change - Bugs
« Reply #23 on: July 22, 2015, 05:29:53 pm »
New bug

Quote
Thrashmands | QC :  B3
(Prisoners) GameBanana :  currentmap
[JailBreak-Mod] OMG! Thrashmands | QC sucks! He just lost the No Game Yet
"[AMXX] <R@Mb0>@<K!11ER> has been transferred to the Spectators for being AFK"
Thrashmands | QC is joining the Terrorist force
"[AMXX] Thrashmands | QC has been transferred to the Spectators for being AFK"

AFK kicker, the worst friend of ours whenever we have to either freeze or play HNS. No move - kicked for being afk
What's seen in the qoute is, that I just won /lr, but failed to choose an lr and died cuz I was transfered to specs for being "AFK", while I was just freezing and doing the game.

Offline Andrew`

Re: [JB] Mod Change - Bugs
« Reply #24 on: July 22, 2015, 08:07:17 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 ;)


Thank you for your feedback! The gunmenu will probably be changed - either transfered back to the old one or replaced with another one.
The prices of some products on the shop will probably be changed(most possibly increased), including the cell keys. And no, it's not considered as a freeday, it is ONLY considered a FD if the Prisoner opens the cell(s) using the default button of the map.

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)
Thank you for your feedback, I'll look into the weapon bug as soon as possible and let you know. About the +paint, I don't know whether it will return or not, I never thought of it as something very important worth spending time to transfer it to the current mod. About the selfing, well there's always a rule about it and until the CT Bans return(if they do, which is very likely) the admins will be banning people, but for a shorter time of course.

"[UP] Admin Sherlock Holmes teleported Phylogenetic Filoviridae V-rad"

Undercloacked, if amx super is added why this still shows?

It should be AMX... something.


Also Fireday and Hp increments are not fixed.
Some parts of Tony's plugin, as already mentioned, are still enabled, that's why this probably shows up.

About fireday and hp, I'm sorry for that, will work on them shortly to get them fixed, that's a promise.

New bug

Quote
Thrashmands | QC :  B3
(Prisoners) GameBanana :  currentmap
[JailBreak-Mod] OMG! Thrashmands | QC sucks! He just lost the No Game Yet
"[AMXX] <R@Mb0>@<K!11ER> has been transferred to the Spectators for being AFK"
Thrashmands | QC is joining the Terrorist force
"[AMXX] Thrashmands | QC has been transferred to the Spectators for being AFK"

AFK kicker, the worst friend of ours whenever we have to either freeze or play HNS. No move - kicked for being afk
What's seen in the qoute is, that I just won /lr, but failed to choose an lr and died cuz I was transfered to specs for being "AFK", while I was just freezing and doing the game.
Sorry for that as well, I thought I had disabled it again after making some changes, I think I finally did now :)

Offline 'PL'

Re: [JB] Mod Change - Bugs
« Reply #25 on: July 22, 2015, 10:19:21 pm »
How about completely removing UP?

Unless I'm overlooking some kind of advantageous feature, but before amx super worked really great on it's own. I'm not sure how can the server allow two server management plugins to overlap one another.

Offline Plzdie3

Re: [JB] Mod Change - Bugs
« Reply #26 on: July 23, 2015, 01:23:22 am »
Please get back the paint !!! It's like a commanders right hand.

Offline ~Terminator~

Re: [JB] Mod Change - Bugs
« Reply #27 on: July 23, 2015, 02:55:31 am »
andrew bring the paint back.. its easy to handle the prisoners if u can paint, u can take them in a single straight line nd ofc paint is used in many games that comanders do for prisoners
if a comander wants to tell them to go to some wall ,he paints the wall, if he cant paint he shoots the wall but the bullets r not easy to see nd now as /guns is removed we cant waste the bulets bcz they r limited..
thx :)
I Dont Have an Attitude Problem, I Have Personality U Cant Handle

Offline 'PL'

Re: [JB] Mod Change - Bugs
« Reply #28 on: July 23, 2015, 03:16:05 am »
I still don't foresee another use of paint than just making games and visually instructing the limitations of movement for the prisoners. For purposes of following in a line, is that really difficult for everybody to walk one behind another. Because we sure didn't had the necessities to draw lines for that before and managed quite well in that command. And conserving ammo is a solid fact but I don't believe that where every ct uses ak and m16 to not have sufficient resources to dictate the day with 90+30 bullets. And yes, if you are miserably bad at the aiming department you really need to use a close-range gun like a shotgun and pray you can get close to the rebel with the gun to eliminate the threat potently and quickly. I'm aware that is helpful in scenarios to use lines and all, but you also have a whole gunroom with weapons if it happens that you run out of ammo and use bullets for the exact same purposes like the line. And when we had limited capacity, we handled really well with the default ak and m16.

Words from a oldie, try to adept and understand the longitude of something that jailbreak had to deal with years and use improvised ways to replicate the parts removed from tony's plugin.
When tony's plugin was implemented, it was a improvement and automated help for things that had previous admins occupied and were obligated to do which meant admins sacrificing time to ensure everything was running smoothly. The plugin was devised for the sake of jailbreak administrators to not waste 20 minutes into doing a manual special day, but that also comes with a cost of generating laziness and careless.

Offline WILLIE

Re: [JB] Mod Change - Bugs
« Reply #29 on: July 23, 2015, 03:43:14 am »
I still don't foresee another use of paint than just making games and visually instructing the limitations of movement for the prisoners. For purposes of following in a line, is that really difficult for everybody to walk one behind another. Because we sure didn't had the necessities to draw lines for that before and managed quite well in that command. And conserving ammo is a solid fact but I don't believe that where every ct uses ak and m16 to not have sufficient resources to dictate the day with 90+30 bullets. And yes, if you are miserably bad at the aiming department you really need to use a close-range gun like a shotgun and pray you can get close to the rebel with the gun to eliminate the threat potently and quickly. I'm aware that is helpful in scenarios to use lines and all, but you also have a whole gunroom with weapons if it happens that you run out of ammo and use bullets for the exact same purposes like the line. And when we had limited capacity, we handled really well with the default ak and m16.

Words from a oldie, try to adept and understand the longitude of something that jailbreak had to deal with years and use improvised ways to replicate the parts removed from tony's plugin.
When tony's plugin was implemented, it was a improvement and automated help for things that had previous admins occupied and were obligated to do which meant admins sacrificing time to ensure everything was running smoothly. The plugin was devised for the sake of jailbreak administrators to not waste 20 minutes into doing a manual special day, but that also comes with a cost of generating laziness and careless.

its still useful and should be added imo.

Razzi <3

Offline [MR]^ToXiC^

Re: [JB] Mod Change - Bugs
« Reply #30 on: July 23, 2015, 11:58:20 am »
The /ball is back !! :D
i liked the new ball but one more thing should be added
JB menu  ;)

Offline Red Wolf

Re: [JB] Mod Change - Bugs
« Reply #31 on: July 23, 2015, 03:33:21 pm »
Sometimes during snowball day, the snowball would explode after a period of time.
Life can only be understood backwards but it must be lived forwards. -Soren Kierkegaard




Offline ~Terminator~

Re: [JB] Mod Change - Bugs
« Reply #32 on: July 23, 2015, 05:23:11 pm »
I still don't foresee another use of paint than just making games and visually instructing the limitations of movement for the prisoners. For purposes of following in a line, is that really difficult for everybody to walk one behind another. Because we sure didn't had the necessities to draw lines for that before and managed quite well in that command. And conserving ammo is a solid fact but I don't believe that where every ct uses ak and m16 to not have sufficient resources to dictate the day with 90+30 bullets. And yes, if you are miserably bad at the aiming department you really need to use a close-range gun like a shotgun and pray you can get close to the rebel with the gun to eliminate the threat potently and quickly. I'm aware that is helpful in scenarios to use lines and all, but you also have a whole gunroom with weapons if it happens that you run out of ammo and use bullets for the exact same purposes like the line. And when we had limited capacity, we handled really well with the default ak and m16.

Words from a oldie, try to adept and understand the longitude of something that jailbreak had to deal with years and use improvised ways to replicate the parts removed from tony's plugin.
When tony's plugin was implemented, it was a improvement and automated help for things that had previous admins occupied and were obligated to do which meant admins sacrificing time to ensure everything was running smoothly. The plugin was devised for the sake of jailbreak administrators to not waste 20 minutes into doing a manual special day, but that also comes with a cost of generating laziness and careless.

im not saying that i we cant control the prisoners without paint... i said that its easy to handle them if u can paint
nd about the ammo thing ... when people rebel we have got to use ammo, since this plugin was added(it is a very good 1,excpt some problems that every1 discused here), it already happend to me twice that i was out of ammo bcz prisoners were rebeling
im just sugesting that u bring back the paint if u can nd if it doesnt disturbs the other good things that u have updated by adding the plugin
thx :)
I Dont Have an Attitude Problem, I Have Personality U Cant Handle

Offline HuniePop

Re: [JB] Mod Change - Bugs
« Reply #33 on: July 23, 2015, 05:31:41 pm »
Sometimes during snowball day, the snowball would explode after a period of time.
Critical hit! :D
Keep it that way.

Offline Red Wolf

Re: [JB] Mod Change - Bugs
« Reply #34 on: July 24, 2015, 05:52:15 am »
Sometimes during snowball day, the snowball would explode after a period of time.
Critical hit! :D
Keep it that way.
:(
But i was watching a match, they hadnt seen me, they were fighting and then they ended it and left the place, then i went to kill the other guy when nades started exploding like ak47 with a 2 min delay :D
Life can only be understood backwards but it must be lived forwards. -Soren Kierkegaard




Offline TeeKaaY

Re: [JB] Mod Change - Bugs
« Reply #35 on: July 27, 2015, 10:45:01 am »
Interesting! Fix something that is not broken, and in the process introduce a gazillion new bugs.

You must be on the dev team of Android.

Offline 'PL'

Re: [JB] Mod Change - Bugs
« Reply #36 on: July 27, 2015, 10:59:27 am »
Yes but there is no flexibility with your plugin because you made it and you can only change and modify it. Besides it's been 2 years since ambrosia jailbreak was using your plugin and you never fixed the desired interactions with Fire day and the Hp Limit heal. Not to mention the plugin crushing the server on some maps. And let's not forget the 8 months of constant crushes in the server.

With amx_super back where it belongs in ambrosia, at least the bugs and supposed exploits are known and pretty obvious to bulletproof. And as any head admin in ambrosia, undercloacked will take the journey of countless hours and days trying to sort problems that older Uc and head admins had to for years and he will finally procedurally achieve. Your plugin was implemented in ambrosia because the community believed you will keep on developing it and maintaining it until the plugin was perfected. You however under circumstances of drama and typical ambrosia-like criticism gave up and took all the secrets with yourself.

There is no fixing your plugin, it's just impossible to add and attach thirdparty subplugins for generative needs. So the step was to revert back in 2010-2013 era of server administrator management. And the jailbreak mod induced by stevko.

Offline TeeKaaY

Re: [JB] Mod Change - Bugs
« Reply #37 on: July 27, 2015, 11:30:00 am »
Yes but there is no flexibility with your plugin because you made it and you can only change and modify it. Besides it's been 2 years since ambrosia jailbreak was using your plugin and you never fixed the desired interactions with Fire day and the Hp Limit heal. Not to mention the plugin crushing the server on some maps. And let's not forget the 8 months of constant crushes in the server.

With amx_super back where it belongs in ambrosia, at least the bugs and supposed exploits are known and pretty obvious to bulletproof. And as any head admin in ambrosia, undercloacked will take the journey of countless hours and days trying to sort problems that older Uc and head admins had to for years and he will finally procedurally achieve. Your plugin was implemented in ambrosia because the community believed you will keep on developing it and maintaining it until the plugin was perfected. You however under circumstances of drama and typical ambrosia-like criticism gave up and took all the secrets with yourself.

There is no fixing your plugin, it's just impossible to add and attach thirdparty subplugins for generative needs. So the step was to revert back in 2010-2013 era of server administrator management. And the jailbreak mod induced by stevko.

Dude what you on about? You have the source code. You can do whatever you want with it. So you are telling me that the server is crashing because of my plugin? You are mistaken my friend, when I was UC the server was not crashing at all. You just have to know what bullshit you are installing to the server. If you can't edit a plugin, how do you expect to solve the countless bugs with the mod you are using. The mod that you are using is older than mine by double the age. It has not been supported by its author for god knows how long.

Offline 'PL'

Re: [JB] Mod Change - Bugs
« Reply #38 on: July 28, 2015, 12:06:09 am »
What can the source code help with when there is no plausible method to integrate something with your plugin other than butchering your code and derailing your subprograms in the plugin. And if the generative needs require new plugins to be implemented, the head admin requires 2x the work to find a workaround in your plugin and than the new plugin. I have never seen your source code and how much you optimized it for thirdparty coders, but the plugin was to "function" if tony was a UC.

If the older plugin is back, any additional and exquisite plugin can be just "slapped" on the server and amx won't make any problem with it, where your plugin will give the head admin nightmares from the error console.

Having the idea that the primitive amx_super doesn't have support is not an argument for removing your plugin. If you were still Uc, I could see no need for removing your plugin. But since it's obviously just a plugin that has surpassed value because of no caretaker, the server can revert back to something that it worked for years without much problems. Your UP is still in jailbreak, and I'm waiting for that to be also removed because it just provides lazy admins to not open console to use commands. As in the moment amx_super and UP commands conflict each other.

Not to mention the amx_super does not crush the server at all, and quite frankly the only thing for jailbreak is just amx and amx_super. That jailbreak mod is not even needed. But it does help the lazy admins if anything.

Sometimes the simplest and oldest of things are the most easier to understand and manipulate with.
« Last Edit: July 28, 2015, 12:10:49 am by 'PL' »

Offline Ed

Re: [JB] Mod Change - Bugs
« Reply #39 on: July 28, 2015, 01:48:02 pm »
If I may put my perspective on this as I vaguely looked at latest replies. I as a complete novice understood the code and made work around the things which were "hardcoded" in the plugin, in fact they weren't that hard coded, it was of course a lot of head scratching, trial and error, but there are ways to work around any problem you have, due to being that Tony's plugin is quite flexible although it doesn't seem so at the first glance.

Also on performance compared to old retro style where bunch of plugins were munched together, the crashes happen a lot less than it did then. Therefore the optimization is working well within the plugin. It is extremely difficult to catch and understand why the crashes happen, because it can be multiple reasons. Sometimes the maps themselves are badly optimized and are surpassing the data value, if I am not mistaken it was around 4k max. If you have it on old style, some maps which doesn't work with Tony's plugin might work, but some maps which worked, might not.

Lastly, but not least, if you give the right tools for Administrators to administrate the server with ease and efficiency, they have the time to enjoy the game themselves, productively and effectively follow the environment within the server and act quickly to any problems/misbehaving occurring whilst in the server.

These are my thoughts and only to be taken as thoughts and opinion which does not need and endless argument about. Think about it, if you disagree, you disagree I am perfectly fine with that.
« Last Edit: July 28, 2015, 01:49:50 pm by Eros »
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