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[TF2] Freak Fortress 2


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ozgaming
SourceMod Donor
Join Date: Aug 2011
Old 04-18-2012 , 09:21   Re: [TF2] Freak Fortress 2
#321

All working good now. For those that are having crashes after todays update

The Fix: http://forums.alliedmods.net/showpos...7&postcount=65

Snapshots -> http://www.sourcemod.net/snapshots.php
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S_W_A_T
Senior Member
Join Date: Dec 2007
Old 04-18-2012 , 09:50   Re: [TF2] Freak Fortress 2
#322

My server is running fine with the latest SM version, w/o snapshots. But the hale HP is kindda weird. Anyone else also facing this?
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-18-2012 , 10:18   Re: [TF2] Freak Fortress 2
#323

I discovered a potential bug today that may be caused by the new update.

If a Medic heals the boss prior to the Medic being moved to the other team, the boss will rapidly lose health until he has the normal HP for the class he's playing (this health loss will not be noted in !ff2hp).
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dylstew
Senior Member
Join Date: Jul 2011
Old 04-18-2012 , 10:20   Re: [TF2] Freak Fortress 2
#324

For some reason I can't set the boss to the horseman(and he is in my characters.cfg)
and sometimes we get the same boss 3 times in a row...
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munkle
Member
Join Date: Nov 2011
Old 04-18-2012 , 10:42   Re: [TF2] Freak Fortress 2
#325

Quote:
Originally Posted by MasterOfTheXP View Post
I've encountered a few OnGetSpecial errors after a mapchange, and sometimes after getting these errors bosses wouldn't spawn. This was all in 1.0, though, haven't seen 'em since.

However, at one point the server crashed after a mapchange because Demopan's giant shako model was not precached. Again in 1.0, but probably not fixed. I've hardcoded the precache just to be safe, though.

EDIT: Oh, and my server crashed a while ago, although I doubt FF2 did that. Who knows, maybe one of the three clients connected to my server did the old-SM crash (I updated after that)
Sorry to bother you..
We just experienced this just now (currently on 1.01)
270/ - prop_phsyics_override: UTIL_SetModel: not precached: models\freak_fortress_2\demopan\giant_shako.m dl

Could you be so kind as to say how you hard coded the precache for the shako model? Kind regards.
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 04-18-2012 , 12:58   Re: [TF2] Freak Fortress 2
#326

Anyway to produce a shield like effect either as rage or charge. Was thinking either over the whole character, dome like or just like a shield in front (energy).
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-18-2012 , 13:54   Re: [TF2] Freak Fortress 2
#327

Quote:
Originally Posted by munkle View Post
Sorry to bother you..
We just experienced this just now (currently on 1.01)
270/ - prop_phsyics_override: UTIL_SetModel: not precached: models\freak_fortress_2\demopan\giant_shako.m dl

Could you be so kind as to say how you hard coded the precache for the shako model? Kind regards.
It's weird, as the demopan.cfg file has a line in the mod_precache section for the shako model...

Anyway, is it possible to put custom properties on the weapon you give to the bosses? I was hoping for a Spy-cicle freeze effect anytime an enemy was killed.
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Last edited by Powerlord; 04-18-2012 at 13:55.
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MarcoPixel
Junior Member
Join Date: Apr 2012
Old 04-18-2012 , 13:55   Re: [TF2] Freak Fortress 2
#328

Hey, first of all i love your mod and i have it running on my little server.
Second is how i can get the VSH Hales in mix with the Freak Fortress 2 ones (so that all can come, not only ff2 or vsh ones)

Greets,
Marco
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MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Old 04-18-2012 , 14:10   Re: [TF2] Freak Fortress 2
#329

Ladies and mentlegen, it's the ever expanding reply post!

Quote:
Originally Posted by S_W_A_T View Post
My server is running fine with the latest SM version, w/o snapshots. But the hale HP is kindda weird. Anyone else also facing this?
As of the latest TF patch, extremely high amounts of health drain incredibly fast. Hooray to Valve for not thinking of things like VSH/FF2/Boss before going through with that. The boss's actual HP should be unaffected by this but whoever's playing the boss is gonna be really annoyed by the super buggy "real" HP counter.

Quote:
Originally Posted by munkle View Post
Could you be so kind as to say how you hard coded the precache for the shako model? Kind regards.
Make a plugin in which both OnPluginStart() and OnMapStart() contain this: PrecacheModel("models/freak_fortress_2/demopan/giant_shako.mdl");

Quote:
Originally Posted by MarcoPixel View Post
how i can get the VSH Hales in mix with the Freak Fortress 2 ones (so that all can come, not only ff2 or vsh ones)
Edit tf/addons/sourcemod/configs/freak_fortress_2/characters.cfg so that there's only one suite of characters that contains all the characters.

Code:
"FF2 and VSH"
{
    "1"    "saxtonhale"
    "2"    "vagineer_hale"
    "3"    "hhh_hale"
    "4"    "brutal_sniper_hale"
    "5"    "seeman"
    "6"    "seeldier"
    "7"    "demopan"
    "8"    "ninjaspy"
}
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Last edited by MasterOfTheXP; 04-18-2012 at 14:15.
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MarcoPixel
Junior Member
Join Date: Apr 2012
Old 04-18-2012 , 14:13   Re: [TF2] Freak Fortress 2
#330

Many thanks, tryed it but it never worked right
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