Thanks to the hard-work of Mazter, the Jumpmaze stats are now displayed on a web-page, showing everyone's personal bests for each map and their ranking, as well as an initial global player ranking for Jumpmaze 1, which will be extended to other wads in the future.
Link: http://grandvoid.sickedwick.net:28080/ (note, site has JUST launched, if it is down when you clicked, this is temporary while a few bugs are worked out)
To see stats for a map, click on the map (once) on the left, to see stats for an individual player, double click on his name in the list. To see the top Jumpmaze player rankings, click on "Top Players" on the top right hand corner of the page.
Edit: There has been some confusion on how we calculate average rank. It is important to note that just because you haven't completed a map does not mean you are not ranked on it, for each map not completed your rank is the highest rank recorded on that map + 1, therefore it's not possible for someone to simply create an account, get first on one of the maps and then have an average rank of 1, his average rank will more likely be 20 or 30 something in this case.
NOTE TO MODS: This thread is a work in progress, I intend to continually update the OP with answers to the numerous questions I get about JM. If this is in the wrong sub-forum, please feel free to move it!
So as the Skulltag Forums are well and truly dead with most of the posts being irretrievable, there is no longer a general source of information about Jumpmaze & the various doom platforming projects played every single day on Zandronum. As a result I'm constantly asked all sorts of questions and useful information can be quite scarce, hence me making this thread so that all information can be contained in one place for now on.
If you have any other questions not in the FAQ, maps/updates to submit or general inquiries/comments about jumpmaze then please do not hesitate to post in this thread! Please also find us at #doomjump on the Zandronum IRC network.
What is Jumpmaze?
Jumpmaze is something that evolved out of rocket jumping, a game mode that was very popular in skulltag up to around 2007-2008. Due to Skulltag's unique jumping and air physics, even simple platforming without the use of rockets turned out to be fun and addictive (for some people at least). The all around genius now known as Cyber, already an experienced rocket jumper and rocketjump mapper, decided to start the first megawad dedicated to pure platforming for skulltag, known as jumpmaze.wad. There had been jumping/platforming maps before this project (notably Cutman made a few fairly decent platforming maps himself, if anyone can find these by the way I'd love for you to link to them since I have lost them and cannot find them hosted anywhere), but this was the first wad that had the traditional jumpmaze gameplay as we know it today. The maze in its name is a result of the project initially being more puzzle orientated, with the maps being somewhat 'maze-like'. However later maps and later projects became more racing orientated, and the gameplay evolved to reflect this. Jumpmaze was initially very popular; regularly filling servers, and remains consistently played to this day with many more projects released and typical jumpmaze servers having up to or over 100 maps to race each other on.
Why play jumpmaze online?
Various reasons, often to race each other, while some non linear maps are team based and can benefit from different individuals completing different parts of the map simultaneously. As jumpmaze developed much work has been made to give jumping more of a purpose including a ranking system for competitive play. And jumpmaze can indeed be competitive with many players reaching a very high skill level at maneuvering the courses using various skills and tricks gained from years of practice, racing each other to get ever more absurdly quick finishing times.
What are all these scripts?
Initially some scripts by wario were created to add a timer and a simple 1st, 2nd and 3rd ranking for finishers of the course which recorded their times.
Later on in the development of Jumpmaze 2 I asked the programming genius Positron to help out, and soon after he created a very comprehensive and well polished set of scripts that can be used by all platforming projects to essentially turn jumpmaze into its own game mode. Since then, I have made additional changes to the scripts to make use of Zandronum's new sqlite database and accounts system. The scripts include: a robust ranking system that can rank up to 5 places for finishers on each map and record their times; a team score system for team maps to tally and report the score of each player that helped get to vital points or activate vital switches and the total time to complete the course; a server side record keeping system that stores the record fastest time (and date and name of the author) for each map on the server that persists even after server restart (will be explained in detail later on); survival mode! ; various display scripts to clean up and display more information on the hud as well as many other features that help make jumpmaze a smoother and more enjoyable experience.
The source and required libraries for all of this can be found inside the latest Jumpmaze 2 pk3 (scripts and ACS folders), plus further useful information on these scripts can be found inside the doc folder in the pk3, however the scripts themselves should be well commented. Unfortunately, jumpmaze does not currently make extensive use of loadacs, therefore maps must include its own acs to interface with the various global jumpmaze ACS libraries to make use of all of the jumpmaze features; look at various maps in jumpmaze 2 to see how this is done or if it's simply too difficult then ask me and I'll probably just do it for you.
What the FUCK is luk?/How do I enable persistent map record keeping on my server?
Luk is the program and associated acs libraries ingeniously created by Positron to store and retrieve finish time records for each map hosted. Information is stored in a database for each map, including the finish time of the record, the author, and the date the record was achieved. If someone is quick enough on a map to beat the current record, luk will update the database with new information regarding the time, date and author. Luk is available for both Windows and Linux, 32 bit and 64 bit. It is located inside the Jumpmaze 2 pk3 in a folder called luk. To use, simply extract the binaries and config files associated with your operating system, edit the config file with the required information (server port and rcon password of the jumpmaze) and then run the executable. This should activate the records system on the server and start storing records to a database file in the same folder. To clear a record for a particular map, run luk with -d [maplump name] on the command line. More information about luk can be found in luk\dev\doc. Luk is free and open source, and the source can also be found within the luk folder.
Luk is essentially an rcon parser, reading information logged into the console by the luk acs library to store into the database. The ingenious part is how luk sends information back into the server in order for the acs to update the hud with the current record, using character arrays and Huffman encoding. Look at the source code to see how this is done exactly.
NOTE: some people are experiencing issues with luk on windows, we recommend you run luk on linux, otherwise you may have to restart the luk executable frequently.
Luk has been replaced with Zandronum's in built database/accounts system, see below. If you still need help setting it up on your server, pm me.
How do I enable stats and records on my server?
Add the following to your config (thanks for reminding me Otaru):
Code: Select all
authhostname [address here] //auth server for logins, below is a list of auth server addresses you may use: // Grandvoid: grandvoid.wickedsick.net:16666 //Funcrusher : authhostname auth.funcrusher.net //enable database databasefile [database filename] set jm_enabledb 1 //you can just set a custom name, or specify a full file path for databasefile
Skulltag_Content, Jumpmaze 1, Jumpmaze_prm2, and the latest Jumpmaze 2 is a must. After that, just look at what Grandvoid is hosting, and choose from there , below is a typical maplist similar to what's on Grandvoid.
As for a config, here is an example:
//This is a config for jumpmaze servers
// This is Jumpmaze
set jm_countdown 1
set jm_enabledb 1
authhostname grandvoid.sickedwick.net:16666 //use any auth you'd like here!
databasefile jumpmazeDB //use any DB name you'd like here
Additionally, Jumpmaze can run either as coop or survival; if survival then you are given until par time for the majority of players to reach the finish or they are all killed with the map resetting - on jumpmaze 2 there are additional powerups to pickup to help you reach the finish before par. Jumpmaze 2 MUST be included for survival to work.
How do I play Jumpmaze?
Please see the training map of Jumpmaze 2 (map00) to learn the basics. SR-50 can also help (although is not required), google zandronum sr-50 guide.
How do I make a good Jumpmaze map?
I made a map, who/where can I submit it to?
Join #doomjump and ask there.
What script numbers do the libraries use?
jm2_cdwn.acs: 851, 852, 853, 854
svmz.acs: 900, 901, 902, 903, 904, 905
item.acs: 910, 911, 912, 913, 915, 916
jmgame.acs: 931, 932, 933
client.acs: 940, 941, 942, 943
rsd.acs: 945, 946, 947
ranker_solo.acs: 840, 841, 842, 843, 950, 951, 952, 953, 954, 955, 956, 998
ranker_team.acs: 960, 961, 962, 963, 964, 965, 966
luk.acs: 970, 971, 972, 973, 974, 975
timer.acs: 985, 986, 987
script_trigger.acs: 990, 991
auto_fist.acs: 995, 996
jmrun: 909, 920, 921, 922, 923, 924, 925, 926, 927, 928, 929
TranslucentPlayers.pk3: 694, 695, 696, 693
How do I git gud?
See the videos here: https://www.youtube.com/user/SparkSnail/videos
More questions coming soon!!