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-   VSH / Freak Fortress (https://forums.alliedmods.net/forumdisplay.php?f=154)
-   -   FF2 Freak Fortress 2 1.10.14 Released (https://forums.alliedmods.net/showthread.php?t=229013)

Wliu 10-30-2013 21:58

Freak Fortress 2 1.10.14 Released
 
6 Attachment(s)
1.10.14 fixes some minor bugs. It's recommended to upgrade especially if you have multiple bosses reliant on rage_cloneattack.

Please note that 1.10 will be the last major version of FF2 v1; however, 1.10.x will still be supported for a while after 2.0.0 comes out. In addition, no more feature additions will be considered for FF2 v1. 1.10.x is solely bugfixes from now on.

Note: The 'plugins' archive now also contains the source code.

Found any bugs? Try to report them over at Github. It makes tracking bugs a lot easier, and will ensure that it doesn't get lost in this forum. Thanks :).

Installing from scratch


Upgrading from 1.0.13, 1.0.12, 1.10.11, or 1.10.10


Convars


Changelog


Have questions? Read these first


Interested in seeing the diff between 1.10.13 and 1.10.14? Try this.


Due to the forum only allowing zip files up to 9MB, the fastdl files are available on Github. Direct link (tar.gz) Direct link (zip)

Thanks to:
-friagram for giving random snippets of fix code on the forums
-BBG_Theory for being extremely supportive and giving me a testing server (and also pointing out bugs I would have never noticed :wink:)
-Powerlord for allowing me to take over FF2
-Shadow for constantly bugging me about bugs
-Maximilian_ for updating Russian translations (and bug reports!)
-wasder, also for updating Russian translations
-CooliMC for German translations
-50DKP for just being there
-Chris for telling me not to commit broken stuff everytime I ask him for help :P
-Lawd for lawdling
-Carge for iunno, sound? Just the random pop-in to tell me about cupcakes or something?
-Anyone who's contributed on the Github repo

Automicbomb 10-31-2013 10:51

Re: 1.0.8
 
I just updated my server to this and will report how it goes.

Im currently running SourceMod Version: 1.5.3-dev+3948 so we will see

Works like a charm. Tough some issues are. You cant see how much damage you have done

Wliu 10-31-2013 16:11

Re: 1.0.8
 
So I forgot to mention some things (I was tired last night, ok? :P).

RELEASE HIGHLIGHTS:
1) FF2 NOW DEPENDS ON morecolors.inc! Get it here: http://forums.alliedmods.net/showthread.php?t=185016. You can remove colors.inc if none of your other plugins depend on it.
2) You can now specify the clip amount while giving a weapon to a boss (on rage/life-loss/etc.). No more reloading :3
3) You no longer have to precache sound_bgm, FF2 will now do it automatically.
4) Translations now are a whole lot less disjointed.
5) freak_fortress_2.inc's info was greatly improved.
6) Ninja Spy/etc. don't get stuck in walls or ceilings anymore!
7) Bosses don't get stuck in ceilings when teleporting anymore!
8) Seeldier's minions can NO LONGER CAP. This was a balance change due to the fact that if you spawned your minions near the point, they would win in a matter of seconds. Also, a x3/x6 cap rate is fast enough, no need for added minions trying to cap.
9) Medigun now overheals 50% more.
10) FF2RoundState was discarded for GameRules_GetRoundState() (which is called through FF2's CheckRoundState()). Should be a whole lot more accurate and should also fix some round-related bugs (hopefully the end-of-round bgm playing).
11) Whitelisted some weapons/action slot items.
12) Added more checks so that spies couldn't exploit the 2s wait timer after backstabbing.
13) If an attribute formatting error is detected in your config, FF2 will default to default attributes to avoid being spammed with errors. Fix dem configs!

As for the damage done not appearing, do you mean the green block of text on the lower part of your screen? Does it NEVER appear, or does it not appear only when you're alive/dead?

Powerlord 10-31-2013 17:22

Re: FF2 1.0.8 Released
 
FF2RoundState really does need to return its old values, though... since subplugins may rely on it. Definitely deprecated and it's recommend that subplugins use GameRules_GetRoundState, though.

Automicbomb 10-31-2013 17:41

Re: FF2 1.0.8 Released
 
Wont appear at all. Also all my hales lost their special ability

Wliu 10-31-2013 20:18

Re: FF2 1.0.8 Released
 
Quote:

Originally Posted by Powerlord (Post 2055289)
FF2RoundState really does need to return its old values, though... since subplugins may rely on it. Definitely deprecated and it's recommend that subplugins use GameRules_GetRoundState, though.

I know, the code is as follows (hurr just realized that it can be simplified into a switch case, will get on that):
Spoiler

The change is reflected in the include files...I think.

@Automicbomb, as far as I can see, the damage display should be working...
What do you mean by special ability? Rage? (If that's broken I might have to take another look at the RoundState stuff...)

BBG_Theory 11-01-2013 01:18

Re: FF2 1.0.8 Released
 
Wliu, thanks for your efforts!

Automicbomb 11-01-2013 04:34

Re: FF2 1.0.8 Released
 
Yes the rage and the super jumo. And for example the demopans charge wont work at all when i was running this. I re-installed stable version of the FF2 today and all works fine

Wliu 11-01-2013 15:15

Re: FF2 1.0.8 Released
 
Might have to do with CheckRoundState(), are there any errors in your logs/dev console?

And thanks, BBG Theory :)

Kanye_East 11-02-2013 18:45

Re: FF2 1.0.8 Released
 
Does anyone else have the issue where the first boss of the map is a bugged soldier who cannot move or attack?

Edit 1: Probably not specifically a soldier, and it's now happened several rounds past the first with no console output to analyze.
http://i42.tinypic.com/qn2zq0.png

Edit 2: I believe I've fixed it by deleting FreakFortress2.cfg
Edit 3: I take that back, still happens every now and then, as well as the last player standing not having crits.


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