AlliedModders

AlliedModders (https://forums.alliedmods.net/index.php)
-   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.

Wliu 11-02-2013 21:36

Re: FF2 1.0.8 Released
 
Ok, will add some debug output to CheckRoundState() and/or check the subplugins.

Donski 11-03-2013 12:23

Re: FF2 1.0.8 Released
 
Thanks for this! Just a quick question, if I already have an existing 1.0.7 install, what files do I need to replace? I don't want to upload everything to prevent mistakes like overwriting my config files, etc.

Wliu 11-03-2013 17:29

Re: FF2 1.0.8 Released
 
I'd suggest not installing it right now since it seems like CheckRoundState is acting up, but you'd need to replace freak_fortress_2.smx and subplugins (and the sources if you develop). characters_halloween.cfg is new, and saxton_hale.cfg was modified. Translations were updated. You'll need to add in a few more lines in FreakFortress2.cfg to take advantage of the new halloween cvar.

Donski 11-03-2013 17:54

Re: FF2 1.0.8 Released
 
Thanks for the reply, Wliu. Appreciate all the work you and the other guys are putting into FF2! I think I'll hold off for now until everything becomes stable :)

Kanye_East 11-03-2013 18:02

Re: FF2 1.0.8 Released
 
Code:

public CheckRoundState()
{
    switch(GameRules_GetRoundState())
    {
        case RoundState_Pregame, RoundState_Preround:
        {
            return 0;
        }
       
        case RoundState_RoundRunning, RoundState_StartGame, RoundState_Stalemate:
        {
            return 1;
        }
       
        case RoundState_BetweenRounds, RoundState_GameOver, RoundState_TeamWin, RoundState_Restart, RoundState_Bonus:
        {
            return 2;
        }
       
        default:
        {
            return -1;
        }
    }
   
    return -1;  // for the silly return value warning
}

After messing around with CheckRoundState, the issues with hales not being able to use abilites and 1v1 crits have been fixed (though since I'm not the most familiar with the code these cases might be a little off, not tested to the extreme) . Two outstanding issues remain, the first hale check doesn't quite work as it still ends up with a hale that can't attack, and this end of round text being bugged:
http://i43.tinypic.com/2yyaus7.png

Edit: It should also be noted I get this on startup:
Code:

L 11/03/2013 - 15:21:38: [SM] Native "SetEntProp" reported: Entity -1 (-1) is invalid
L 11/03/2013 - 15:21:38: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 11/03/2013 - 15:21:38: [SM]  [0]  Line 6823, L:\...\addons\sourcemod\scripting\freak_fortress_2.sp::UpdateHealthBar()
L 11/03/2013 - 15:21:38: [SM]  [1]  Line 6926, L:\...\addons\sourcemod\scripting\freak_fortress_2.sp::HealthbarEnableChanged()


Wliu 11-03-2013 20:02

Re: FF2 1.0.8 Released
 
I was thinking to make 2 the default case since it has the most options (unless that was what made everything break?)...

As for the healthbar, it looks like g_healthbar isn't getting initialized in FindHealthBar(), which is odd because FindHealthBar has a check to make sure g_healthbar shouldn't be -1, which would pretty much mean FindHealthBar isn't being called, which would be impossibru... ;_;
Actually, OnEntityCreated also sets g_healthbar, so that's probably what's setting it to -1 (invalid entity? wut).

Arokhantos 11-04-2013 17:52

Re: FF2 1.0.8 Released
 
Seems this vision breaks freak fortress 2 for me it sometimes does't setup but when it works their no rage meter or super jump does't work :|

Wliu 11-04-2013 19:20

Re: FF2 1.0.8 Released
 
Quote:

Originally Posted by Arokhantos (Post 2056949)
Seems this vision breaks freak fortress 2 for me it sometimes does't setup but when it works their no rage meter or super jump does't work :|

It's because of CheckRoundState() doing some silly stuff, once Kanye replies, I'll implement the fix and test it *thoroughly* this time...

Kanye_East 11-04-2013 23:49

Re: FF2 1.0.8 Released
 
Quote:

Originally Posted by Wliu (Post 2056968)
It's because of CheckRoundState() doing some silly stuff, once Kanye replies, I'll implement the fix and test it *thoroughly* this time...

I trust you'll implement this the best way possible, as you're experienced and are one of the code maintainers these decisions are up to you so feel free to make any changes. My goal was just to point out some missing things such as RoundState_Stalemate, which for some reason is GameRules_GetRoundState()'s value throughout the running game.

Wliu 11-05-2013 08:05

Re: FF2 1.0.8 Released
 
Quote:

Originally Posted by Kanye_East (Post 2057016)
I trust you'll implement this the best way possible, as you're experienced and are one of the code maintainers these decisions are up to you so feel free to make any changes. My goal was just to point out some missing things such as RoundState_Stalemate, which for some reason is GameRules_GetRoundState()'s value throughout the running game.

WHAT. JUST WHAT. That doesn't make any sense, but I'll implement and then test it, thanks.

Wliu 11-05-2013 08:13

Re: FF2 1.0.8 Released
 
Also fixed the end of round damage displays, was due to a slight formatting error.
(While replacing i-->client, I accidentally also replaced %i, which was screwing it up)

EDIT:
Honestly, I'm not sure how checkFirstHale fixes anything-it just makes the boss suicide and change to a different class (with all weapons removed).

Kanye_East 11-05-2013 19:01

Re: FF2 1.0.8 Released
 
Quote:

Originally Posted by Wliu (Post 2057085)
WHAT. JUST WHAT. That doesn't make any sense, but I'll implement and then test it, thanks.

Yeah, I know. When I added a simple output message whenever the function was called it would output as '7' throughout the round.

Wliu 11-07-2013 20:21

Re: FF2 1.0.8 Released
 
So as a side-effect of stalemate being considered as a normal running round, scores won't show up anymore if the round ends in a stalemate (will be fixed by re-implementing FF2RoundState to cover CheckRoundState()'s quirks).

Something seems wrong with the 0 value too, so time for more debugging!

friagram 11-08-2013 05:20

Re: FF2 1.0.8 Released
 
You can check the reason a round ends, get it from the event. Teamplay round win should also fire on stalemate, atleast im pretty damn sure it does.... If not just hook stalemate to the same callback as win?

Wliu 11-08-2013 18:49

Re: FF2 1.0.8 Released
 
3 Attachment(s)
I think I tracked down most/all of the bugs, so here's 1.0.8 again.

Changelog:
RoundState_PreGame was changed from 0 to -1.
RoundState_Stalemate was changed from 2 to 1 because logic.
Fixed a bug in ClientTimer.
More formatting.
Barely noticeable translation changes.
ff2_halloween's default value was changed from 0 to 2 (which still might not work :P).

checkFirstHale is broken and I have no idea to fix it, mostly because all it does is respawn the boss with no weapons. BGMs will still play if a Hale suicides on round start, which I'll be looking into for the next version.

Also, I was wrong when I said the "scoreboard" wouldn't show if the round ended in a stalemate. GameRules is stupid and counts stalemate as a round win and a running round as a stalemate.

I'm thinking of changing the versioning format to major.minor.bugfix (eg for this one it would be 1.8.1), so that I can easily change the number without doing something like 1.0.8_01.

Arokhantos 11-08-2013 20:35

Re: FF2 1.0.8 Released
 
First person to become hale after each map change bugs into civilian btw.
also their no health bar.

Wliu 11-09-2013 08:20

Re: FF2 1.0.8 Released
 
Quote:

Originally Posted by Arokhantos (Post 2058570)
First person to become hale after each map change bugs into civilian btw.
also their no health bar.

See
Quote:

checkFirstHale is broken and I have no idea to fix it, mostly because all it does is respawn the boss with no weapons.
Do you have something like the following in your console?
Code:

L 11/03/2013 - 15:21:38: [SM] Native "SetEntProp" reported: Entity -1 (-1) is invalid
L 11/03/2013 - 15:21:38: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 11/03/2013 - 15:21:38: [SM]  [0]  Line 6823, L:\...\addons\sourcemod\scripting\freak_fortress_2.sp::UpdateHealthBar()
L 11/03/2013 - 15:21:38: [SM]  [1]  Line 6926, L:\...\addons\sourcemod\scripting\freak_fortress_2.sp::HealthbarEnableChanged()


Arokhantos 11-09-2013 19:16

Re: FF2 1.0.8 Released
 
Don't known have to check it next time, anyway their also a bug where new boss play's the boss theme of previous chosen boss, tough its very rare.

Wliu 11-09-2013 19:52

Re: FF2 1.0.8 Released
 
Quote:

Originally Posted by Arokhantos (Post 2058934)
Don't known have to check it next time, anyway their also a bug where new boss play's the boss theme of previous chosen boss, tough its very rare.

See
Quote:

BGMs will still play if a Hale suicides on round start, which I'll be looking into for the next version.

Arokhantos 11-09-2013 22:36

Re: FF2 1.0.8 Released
 
Quote:

Originally Posted by Wliu (Post 2058941)
See

thats different bug, what i meant is old theme starts to play instead of new theme from new boss.

babaj 11-10-2013 05:04

Re: FF2 1.0.8 Released
 
Hello
i use this version http://forums.alliedmods.net/showpos...4&postcount=25

ss mm MetaMod:Source v1.10.0-devV, SourceMod v1.6.0-dev+3971

Quote:

L 11/10/2013 - 14:31:18: [SM] Native "SetFailState" reported: [FF2 Model] Failed to initialize call to CTFAmmoPack::SetInitialVelocity
L 11/10/2013 - 14:31:18: [SM] Displaying call stack trace for plugin "freaks/easter_abilities.ff2":
L 11/10/2013 - 14:31:18: [SM] [0] Line 57, C:\Users\Winston.S-PC\Documents\GitHub\sourcemod-freak-fortress-2\addons\sourcemod\scripting\freaks\easter_ab ilities.sp::OnPluginStart2()
L 11/10/2013 - 14:31:18: [SM] [1] Line 31, C:\Servers\TF2\Testing\tf\addons\sourcemod\sc ripting\include\freak_fortress_2_subplugin.in c::OnPluginStart()

Wliu 11-10-2013 08:52

Re: FF2 1.0.8 Released
 
Code:

StartPrepSDKCall(SDKCall_Entity);
PrepSDKCall_SetFromConf(hGameConf, SDKConf_Signature, "CTFAmmoPack::SetInitialVelocity");
PrepSDKCall_AddParameter(SDKType_Vector, SDKPass_Pointer);
hSetObjectVelocity = EndPrepSDKCall();

Which would mean essentially what your error message was. Does it happen every time? Have you tried with SM 1.5.2?

friagram 11-11-2013 10:11

Re: FF2 1.0.8 Released
 
Uiodate gamedata? Also I don't think most of the easter stuff ever worked, so try removing that.

babaj 11-18-2013 03:20

Re: FF2 1.0.8 Released
 
Quote:

Originally Posted by Wliu (Post 2059174)
Code:

StartPrepSDKCall(SDKCall_Entity);
PrepSDKCall_SetFromConf(hGameConf, SDKConf_Signature, "CTFAmmoPack::SetInitialVelocity");
PrepSDKCall_AddParameter(SDKType_Vector, SDKPass_Pointer);
hSetObjectVelocity = EndPrepSDKCall();

Which would mean essentially what your error message was. Does it happen every time? Have you tried with SM 1.5.2?

MetaMod:Source v1.10.0-devV, SourceMod v1.5.2

L 11/18/2013 - 12:41:19: Error log file session closed.
L 11/18/2013 - 12:41:31: SourceMod error session started
L 11/18/2013 - 12:41:31: Info (map "arena_granary") (file "errors_20131118.log")
L 11/18/2013 - 12:41:31: [SM] Plugin encountered error 25: Call was aborted
L 11/18/2013 - 12:41:31: [SM] Native "SetFailState" reported: [FF2 Model] Failed to initialize call to CTFAmmoPack::SetInitialVelocity
L 11/18/2013 - 12:41:31: [SM] Displaying call stack trace for plugin "freaks/easter_abilities.ff2":
L 11/18/2013 - 12:41:31: [SM] [0] Line 57, C:\Users\Winston.S-PC\Documents\GitHub\sourcemod-freak-fortress-2\addons\sourcemod\scripting\freaks\easter_ab ilities.sp::OnPluginStart2()
L 11/18/2013 - 12:41:31: [SM] [1] Line 31, C:\Servers\TF2\Testing\tf\addons\sourcemod\sc ripting\include\freak_fortress_2_subplugin.in c::OnPluginStart()

Wliu 11-18-2013 16:13

Re: FF2 1.0.8 Released
 
I don't think I can fix that, it's something on SDKTools end or something with your gamedata.
Also, you're using a *slightly* outdated version.

Snaggle 11-21-2013 03:39

Re: FF2 1.0.8 Released
 
A tiny feature request. Can you possibly add an option to enable beacon on the last surviving players? On large maps it can take a long time for the two to find each other. Although there is a countdown, a beacon would at least attempt to keep the action going instead of just ending in a stalemate. I added this in to 1.07 myself as a ServerCommand, but it would be cool to see it officially added.

Wliu 11-21-2013 16:50

Re: FF2 1.0.8 Released
 
I'll add a glow (as in when a sniper hits Hale) instead (per Lawd's suggestion/comment).
Will be added in 1.9.0, which I'm trying to either get configurable weapon attributes or TF2Attributes working.

Wliu 11-21-2013 18:05

Re: FF2 1.0.8 Released
 
Just committed it, it uses a new cvar since some people might not want to enable it. ff2_last_player_glow.
Grab it off of Github if you want.

Snaggle 11-21-2013 19:28

Re: FF2 1.0.8 Released
 
Brilliant! Thanks a lot that's much better than Beacon. Appreciated.

AeroAcrobat 11-21-2013 21:44

Re: FF2 1.0.8 Released
 
Quote:

Originally Posted by Wliu (Post 2063724)
I'll add a glow (as in when a sniper hits Hale) instead (per Lawd's suggestion/comment).
Will be added in 1.9.0, which I'm trying to either get configurable weapon attributes or TF2Attributes working.

That's a very nice idea :)
Thanks for the update!


I've asked this in the very beginning of FF but is there any chance of getting the copeh climber for the sniper in the game ?


All times are GMT -4. The time now is 17:03.

Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.