Pending [JB] Add RTD Revamped To JB (1 Viewer)

Add RTD Revamped (https://forums.alliedmods.net/showthread.php?p=2813021) to JB


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Gale

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Hey y'all back again with another JB suggestion. Woah crazy. Here's your link! https://forums.alliedmods.net/showthread.php?t=278579&page=29

This one is pretty simple, we'd be replacing the RTD current plugin with the new revamped one that a few servers currently use that would include these new RTDs during RTD wardays and days.
  • 8 new perks added:
    • Sunlight Spear: Hurl a spear of lightning at foes or friends, dealing moderate damage and slowdown, or speed boosting teammates.
    • Elden Stars: Conjure a stream of shooting stars that assail the area.
    • Frog: Can move only by jumping.
    • Paranoia: Spy is gonna get you! Or will he?
    • Heavy Rockets: Your rockets fall to the ground, as they should.
    • Weapon Mixup: Mixes up attack patterns so even you won't know what's coming.
    • Autoheal: Rapid self healing.
    • Team Autoheal: Healing for self and nearby teammate
On top of adding these 8 new perks, it also vastly reworks a lot of the current RTDs! These changes can be toggled and such
Toxic:
  • Updated visuals to a new effect which reflects the perk's range and does not glitch in first person.
  • Increased default range from 128HU to 192HU.

  • Full Übercharge: fixed chance to break another perk when that perk is immediately applied after.
  • Scary Bullets & Drug Bullets: now requires a minimum of 5 damage to trigger the effect (bleed and afterburn deal 4).
  • Timebomb & Fire Timebomb:
    • Slightly updated visuals.
    • Added 25% resistance to all kinds of damage.
    • Cannot die from headshots.
  • Spawn Sentry & Spawn Dispenser:
    • Fixed not being able to spawn buildings on anything other than perfectly flat ground.
    • Limited the configurable building amount to a maximum of 3.
    • Spawn Sentry: disabled in Medieval mode by default.
  • Monochromia: fixed the monochrome overlay being able to be replaced by another (ex. when Übercharge is applied).
  • Earthquake: fixed the effect continuing after the perk was prematurely removed (ex. via command or player death).
  • Bad Sauce: perk is now removed when visiting a Resupply Locker.
  • Powerful Hits: fixed not having increased damage against buildings.
  • Tiny Mann:
    • Increased default scale from 15% to 35% (barely enough not to enter enemy spawn on Dustbowl).
    • Added speed boost.
  • Lag: Added randomization to teleport triggers.
  • Drunk Walk: perk now does nothing on Demoman.
  • PowerPlay:
    • Updated visuals.
    • Replaced full invulnerability with extremely high damage resistance.
    • Rebalanced around melee combat with knockback as counter.
    • On Scout: instead of knockback, the player is slowed down when taking damage.
    • On Heavy: the player does not suffer from knockback whatsoever.
  • Godmode:
    • Upon attacking an enemy, that enemy is allowed to deal damage back.
    • Added high damage resistance.
    • Cannot capture objectives.
  • Bat Swarm:
    • Now must be activated/deactivated via voice command.
    • Activation takes time and leaves the player exposed.
    • When active, player becomes invulnerable but their movement speed is greatly reduced.
  • Blind:
    • No longer complete darkness, bright landmarks are ever so slightly visible.
    • UI shows enemy locations.
    • Damaging an enemy briefly unblinds.
  • Explode:
    • Instead of exploding straight away, the player is confined to a bomb which detonates when the perk ends.
    • Player survives when the bomb is destroyed, either by them or other players.
  • Firework:
    • Updated visuals.
    • Instead of killing the player, they are only set on fire.
  • Smite:
    • Updated visuals.
    • Instead of killing the player, the thunder does percentage of max health.
    • For the duration of the perk, the player is randomly electrocuted for a split second.
    • During electrocution ticks, the player is granted crits.
    • Taking damage increases electrocution frequency.
  • Flying:
    • Fixed "flying" mode awkward controls by rewriting them to imitate noclip's.
    • Changed the default mode from "noclip" to "flying".
  • Strip to Melee:
    • Player's weapons are packed into cases and flung in front of them.
    • Destroying a case gives its weapon back and restocks all ammo.
    • Teammates can help destroy the cases to share the benefit.
  • Frozen:
    • Updated visuals, the player is frozen in place and does not move.
    • Other players can break the ice statue to free the victim, with flamethrowers being particularly effective.
    • Enemies contribute to breaking the statue, albeit damaging the victim in the process.
    • Cannot capture objectives.
  • Invisibility:
    • Player silhouette is briefly shown when bumping into enemies, attacking or taking damage.
    • Increased movement speed.
    • Cannot capture objectives.
  • Team Criticals:
    • Fixed removing crits from players with the Criticals perk.
    • Now works in tandem with other players' Criticals and Team Criticalssuch that two minicrit effects on a player are added up to grant them full crits.
      • For example, if Team Criticals is configured for minicrits, when two players with this effect meet, they will compliment each other and have full crits.
      • This effect is not noticeable by default because both perks are configured to full crits anyway.
    • Updated visuals in an attempt to redirect enemy attention towards the player.
    • Marks for death.
  • Mercs Die Twice:
    • Fixed being able to actually die when the incoming damage matches current health rounded down.
    • Player death now shows up in the killfeed (known issue: uses generic kill icon, regardless of weapon).
    • Decreased the invulnerability period on revival.
    • After dying, the player must wait at least 3 seconds to revive.
    • With each revival, less health is regained.
    • Cannot capture objectives while dead.
  • Low Gravity:
    • Reimplemented to increase jump height instead.
    • Brief speed boost while jumping.
    • No fall damage by default.
  • Hell's Reach:
    • Slowdown is now reset after explosions, and must repeat before the next one.
    • Explosions are much less frequent, but deal more damage.
    • No longer launches or ignites player at the end
Let me know what y'all think! Feel free to use the link yourself and read around to see what you like and don't like. This does seem to still be updated with fixes! Small Credit to @Madact helping find it
 
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Seems good! The only concern I have is the updated Strip to Melee RTD
Strip to Melee:
  • Player's weapons are packed into cases and flung in front of them.
  • Destroying a case gives its weapon back and restocks all ammo.
  • Teammates can help destroy the cases to share the benefit.
Does this mean reds can get easy ammo this way?
 
Seems good! The only concern I have is the updated Strip to Melee RTD

Does this mean reds can get easy ammo this way?
Unsure about this specifically. There's a chance that yes. But I'm pretty sure it can be turned off
 
Seems good! The only concern I have is the updated Strip to Melee RTD

Does this mean reds can get easy ammo this way?
If a blu gets that, can reds break it to get ammo? Or how does this work.
 
Not a JB player but figured I'd mention this.

We tried the new RTD version of FF2 not that long ago and it was an absolute disaster, multiple perks straight up didn't work and a lot of them have been severily rebalanced to the point they're completely different from their older versions.

In the end we just ended up reverting to the older version.
 
Not a JB player but figured I'd mention this.

We tried the new RTD version of FF2 not that long ago and it was an absolute disaster, multiple perks straight up didn't work and a lot of them have been severily rebalanced to the point they're completely different from their older versions.

In the end we just ended up reverting to the older version.
That's totally valid, if you don't mind me asking when was this? Since I know there's been a couple of updates fixing stuff since 2024. I think these do mesh a lot more with how jailbreak and if they don't seem to be great we can revert specific rtd options to their older version
 
That's totally valid, if you don't mind me asking when was this? Since I know there's been a couple of updates fixing stuff since 2024. I think these do mesh a lot more with how jailbreak and if they don't seem to be great we can revert specific rtd options to their older version
That was around 3-4 weeks ago. From what I remember the last RTD update was back in 2024.
 
That was around 3-4 weeks ago. From what I remember the last RTD update was back in 2024.
Aye we can test it out then to see what seems to be the troubles specifically. Thank you then for telling us!
 
Not a JB player but figured I'd mention this.

We tried the new RTD version of FF2 not that long ago and it was an absolute disaster, multiple perks straight up didn't work and a lot of them have been severily rebalanced to the point they're completely different from their older versions.

In the end we just ended up reverting to the older version.
Good to know. But unlike FF2 JB has 2 LRs which involve rtd so it wont be as much of a problem. If there has been fixes to fix the problems Kruphixx said, then I´d say we give it a playtest before adding.
 
If what Kruphixx said was true then I think it would be wise to just stick to our current plugin.
Additionally, Semi has said that the new plugin removes the noclip aspect of flying, Which means if we do add the updated plugin we would also need to add a separate admin noclip plugin to allow for admin room lrs as and when applicable.
Would personally just rather stick to what we have now.
 
I'm not against it, but its more of a "better safe than sorry" situation.
 
If it's putting you all off because of the possible issues don't for now. We'll test it tomorrow just to see if it really is that broken.

If it is no point, suggestion just gets declined and that's the end of it. But don't let it be your only deciding factor in this when we don't have confirmation it'll blow up on jailbreak.

As for the no fly for admins we have a fix for that. It's also not the end of the world if admins don't have noclip, in fact it's not intentional for admins to have noclip :rolleyes:
 
Forgot to mention why this got pushed forward in the first place and that it is works on another jailbreak community hence our interest. However I believe they are running redux jailbreak which is different to us.

I've put it on hold for now. Once we've playtested, I'll post results and depending on them either the suggestion stays open or it's just a decline. We don't particularly want to push a suggestion if it needs major fixes. If we can fix it though, it depends if in time.
 
Ok so here it what we found out:

It works as intended apart from one perk so far. No crashing. New perks work as intended. Old perks have new features which I'll get to any concerns here:

Godmode - Did not work as intended in new version. Best to keep it off still.

Flying - @SirKrookodile The new version does not let you go through walls but does make to zoom around the map so long as you don't bump into collisions. Checking documentation you can revert flying back to it's old setting by setting it to 1.

Strip to melee - @Sunsob So it does drop boxes in front of you but others cannot break them, at least on opposite teams. Breaking my own box as a red gives me nothing.

Any other perks I'd want to test official on panda off the main US server. Me and Stabbin will probably apply it to eu jb while making edits.

Also, and this is a really big perk for admins, we don't have to use a number system anymore. We can use /forcertd madact flying and it'll give me flying. No more typing out numbers!
This is also a benefit for players as admins will be able to respond to forcertd requests for lrs much faster then trying to find it's assigned number.


So if anybody has any concerns please post here, me and stabbin will check out the rtd effect of concern.
The only thing that could stop this is it breaks on panda servers. The playtest was done off panda with similar features but not 100% original.
 
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Ok so here it what we found out:

It works as intended apart from one perk so far. No crashing. New perks work as intended. Old perks have new features which I'll get to any concerns here:

Godmode - Did not work as intended in new version. Best to keep it off still.

Flying - @SirKrookodile The new version does not let you go through walls but does make to zoom around the map so long as you don't bump into collisions. Checking documentation you can revert flying back to it's old setting by setting it to 1.

Strip to melee - @Sunsob So it does drop boxes in front of you but others cannot break them, at least on opposite teams. Breaking my own box as a red gives me nothing.

Any other perks I'd want to test official on panda off the main US server. Me and Stabbin will probably apply it to eu jb while making edits.

Also, and this is a really big perk for admins, we don't have to use a number system anymore. We can use /forcertd madact flying and it'll give me flying. No more typing out numbers!
This is also a benefit for players as admins will be able to respond to forcertd requests for lrs much faster then trying to find it's assigned number.


So if anybody has any concerns please post here, me and stabbin will check out the rtd effect of concern.
The only thing that could stop this is it breaks on panda servers. The playtest was done off panda with similar features but not 100% original.
Im changing my vote to a yes because all of this looks really good to me. Im hoping it works on panda.
 
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Sounds good, as long as it functions as expected. The only other thing worth mentioning is will we keep stuff like powerplay turned off since it seems like they've been changed to be not as stupidly overpowered.
Additionally since flying is able to be reverted to the original will that also apply to tiny mann, just as mayanjungle has a secret that relies on having tiny mann to fit through a tiny hole. Also I just think original tiny mann is funnier.
 
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It works yeah, but I still dont see a reason to change it.

Two of the things I noticed:

1: Invisibility now gives you a particle effect that flashes on and off, making it not invisible, and defeating the purpose.

2: Smite no longer instantly kills you, in fact it barely does anything at all. I rolled it while in cells as a light class and lived the experience, which again, defeats the purpose.

I haven't seen anything thats really improved during playtesting, so I dont see why we should change it when our current rtd works fine.
 
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Also question I just thought of, would this potentially effect lr's that rely on rtd effects i.e. krits for all or melee only? Or are those separate from the lr plugin?
 
Also question I just thought of, would this potentially effect lr's that rely on rtd effects i.e. krits for all or melee only? Or are those separate from the lr plugin?
melee only and those lrs run seperately from the rtd plugin, kritz for all has yet to be added I think so that'll get it's own plugin too.
 
kritz for all has yet to be added I think so that'll get it's own plugin too.
kritz for all has been added and it appears to use the same rtd plugin, as it gives the timer at the bottom of the screen
 
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