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FF2 Freak Fortress 2 1.10.14 Released


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BBG_Theory
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Join Date: Oct 2010
Location: NC USA
Old 01-04-2014 , 11:22   Re: FF2 1.0.8 Released
Reply With Quote #71

we also have too much text in the case 28: //1.0.8

it is exceeding the 256 character limit such that you don't get all the options to deal with the "what is new" window

I would just remove the following

"POWERLORD HAS QUIT FF2 D: As a result,
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Wliu
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Join Date: Apr 2013
Old 01-04-2014 , 11:31   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #72

Will do.

EDIT: Done, now on Github.
EDIT2: Accidentally removed the entire line, will add it back but won't commit it.
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Last edited by Wliu; 01-04-2014 at 11:49.
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babaj
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Join Date: Sep 2011
Old 01-04-2014 , 11:41   Re: FF2 1.0.8 Released
Reply With Quote #73

Quote:
Originally Posted by Wliu View Post
Yeah, sorry, accidentally forgot to comment that line out. Fixed now.
Beta 6 fixes the bat bug as described in my previous post and adds a preliminary changelog. It also adds a new convar, ff2_countdown_health, to determine when the lastman timer should exit according to the boss's health (it was hardcoded to 2000, and the default convar value is still 2000).

@protext: I couldn't replicate the boss change bug.

The Easter Bunny config is giving me trouble; the console keeps telling me there's invalid }'s even when there clearly aren't...

Files attached, and are also on Github.

I bet your version. And while there was no errors. Forward shift map.

Thank you.


Breaks down the server when the map changes: (

Last edited by babaj; 01-04-2014 at 11:47. Reason: new info
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BBG_Theory
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Join Date: Oct 2010
Location: NC USA
Old 01-04-2014 , 11:44   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #74

Quote:
Originally Posted by Wliu View Post
Will do.

EDIT: Done, now on Github.

also same thing with the 1.0.9 data in the case 29

I think I would combine panel 5 and 6 and be more brief


suggestion:

Code:
  case 29:  //1.9.0
  {
   DrawPanelText(panel, "1) Removed checkFirstHale (Wliu)");
   DrawPanelText(panel, "2) [Server] Fixed invalid healthbar entity bug (Wliu)");
   DrawPanelText(panel, "3) Changed default medic ubercharge percentage to 40% (Wliu)");
   DrawPanelText(panel, "4) Whitelisted festive variants of weapons (Wliu)");
   DrawPanelText(panel, "5) [Server] Added convars to control last player highlight and stalemate timer health value (Wliu)");
   DrawPanelText(panel, "6) [Dev] Added debug method used for sending debug messages and a convar to control it (Wliu)");
  }
  case 28:  //1.0.8
  {
   DrawPanelText(panel, "Wliu, Chris, Lawd, and Carge of 50DKP have taken over.");
   DrawPanelText(panel, "1) Prevented spy bosses from changing disguises (Powerlord)");
   DrawPanelText(panel, "2) Added Saxton Hale stab sounds (Powerlord/AeroAcrobat)");
   DrawPanelText(panel, "3) Made sure that the boss doesn't have any invalid weapons/items (Powerlord)");
   DrawPanelText(panel, "4) Tried fixing the visible weapon bug (Powerlord)");
   DrawPanelText(panel, "5) Whitelisted some more action slot items (Powerlord)");
   DrawPanelText(panel, "See next page (press 2)");
  }

Last edited by BBG_Theory; 01-04-2014 at 11:49.
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Wliu
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Join Date: Apr 2013
Old 01-04-2014 , 14:17   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #75

@BBG_Theory Done.

I just realized I'm experiencing the map-change bug too, my local server stops responding and force-closes whenever I do sm_map <map>. Going to disable the Easter Bunny subplugin and see if that's causing it.
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Last edited by Wliu; 01-04-2014 at 14:17.
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BBG_Theory
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Join Date: Oct 2010
Location: NC USA
Old 01-04-2014 , 14:54   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #76

I was getting that too, I need to backchannel you with some info ..ill do that in a bit

it actually crashes the server upon a mapchange, I removed the easter bunny and sub plugin also for now

Last edited by BBG_Theory; 01-04-2014 at 15:34.
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babaj
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Join Date: Sep 2011
Old 01-04-2014 , 16:11   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #77

in my experience this fault saxtonhale.txt
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BBG_Theory
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Join Date: Oct 2010
Location: NC USA
Old 01-05-2014 , 12:26   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #78

babaj, it's not the saxtonhale.txt I am pretty sure

Wliu, cant find <tf2_wearabletemp> when compiling -fyi
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Wliu
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Join Date: Apr 2013
Old 01-05-2014 , 15:37   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #79

@babaj The plugin *should* silently fail, not hang if the gamedata is to blame.
@BBG Resolved already in-game, chat, whatever you want to say .
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Last edited by Wliu; 01-05-2014 at 15:37.
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BBG_Theory
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Old 01-05-2014 , 20:05   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #80

hey Wliu, sorry to report that the botkiller chain/skull is still visible with what is in current github 1/5/2014 6-8pm.

Here is the senerio:
class was pyro, went easterbunny as boss and here is a screen shot
http://cloud-2.steampowered.com/ugc/...BF3B78511C1E5/

here was my demo loadout
http://cloud-3.steampowered.com/ugc/...C02FA726366AA/

hopefully friagram can look at what was done and see if something jumps out at him since he said he had this working

edited:

another thing I am seeing is with ff2_1st_set_abilities.ff2
In particular, Friagram had posted a fix for the clone ability calling on clones of the current boss and not a random clone or 1st boss on list call. I'll try to find the post buried here somewhere in these forums, but I know what he posted did indeed fix this issue and it is either broken again or not added to the current subplugin of ff2_1st_set_abilities

https://forums.alliedmods.net/showth...t=clone+attack

Last edited by BBG_Theory; 01-06-2014 at 11:31.
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