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-   -   FF2 Freak Fortress 2: Rewrite (https://forums.alliedmods.net/showthread.php?t=337675)

Batfoxkid 05-07-2022 03:00

Freak Fortress 2: Rewrite
 
It's back

A new version of Freak Fortress 2, rewritten from the ground up while keeping support for previous configs and subplugins.

What's new?
  • You can now use bosses outside the gamemode, this of course requires subplugin changes
  • A new subplugin format that's available to use
  • A new boss config format that also allows mix matching old and new styles
  • A redesign of existing configs, weapons, and HUDs
  • Runs faster and easily takes on multiple bosses at once

What will be broken?
  • Dynamic Defaults, Drain Over Time, and other includes (Modifiy .ff2 extension with .smx extension)
  • Abilities are no longer activated in a set order
  • Bosses can not have the multiple abilities with the same name
  • FF2_GetSpecialKV no longer can modify boss stats
  • Subplugins that do unintended things (such as starting music before a round starts)

GitHub Page

Credits:
VSH2 - ConfigMap system which this now uses
Artvin - Boss vs Boss testing and support
Marxvee - Ideas for new HUD layout and score
Contributors to the classic, better, spicy, and crazy versions of FF2.

Sardonyx 05-07-2022 03:27

Re: Freak Fortress 2: Rewrite
 
Such a perfect job Batfox, you shined <33

GANGST 05-07-2022 04:57

Re: Freak Fortress 2: Rewrite
 
Now I don’t know if this would be too possible, but with the “use bosses outside the gamemode,” would that allow me to try to convert FF2 into a “single player” type of thing or something like that? (Let’s just say, there is some creative and different stuff I want to try utilizing FF2, any and all bosses I make, and my new VSH map.)

Batfoxkid 05-07-2022 14:26

Re: Freak Fortress 2: Rewrite
 
Quote:

Originally Posted by GANGST (Post 2778827)
Now I don’t know if this would be too possible, but with the “use bosses outside the gamemode,” would that allow me to try to convert FF2 into a “single player” type of thing or something like that? (Let’s just say, there is some creative and different stuff I want to try utilizing FF2, any and all bosses I make, and my new VSH map.)

It basically allows you to use bosses without the arena gamemode, you would need to make your own plugin to summon bosses if you want to make your own gamemode with them.

A_T_R 05-07-2022 15:37

Re: Freak Fortress 2: Rewrite
 
perfect

MrSpaps 05-13-2022 12:51

Re: Freak Fortress 2: Rewrite
 
This nice, thanks bat.

LeAlex14 06-21-2022 08:23

Re: Freak Fortress 2: Rewrite
 
Hello, I currently trying to use the new menu system, I think the config is good butthe result is to have an infinite amount of mana.
Also I'm not sure but the mana cost since a bit bugged too. So idk, maybe I made a mistake somewhere.
Can you help me with that?

What happen in game: Click here

The cfg:
Spoiler


Many thanks for all your hard work too.

Batfoxkid 06-24-2022 01:24

Re: Freak Fortress 2: Rewrite
 
Quote:

Originally Posted by LeAlex14 (Post 2782058)
Hello, I currently trying to use the new menu system, I think the config is good butthe result is to have an infinite amount of mana.
Also I'm not sure but the mana cost since a bit bugged too. So idk, maybe I made a mistake somewhere.
Can you help me with that?

What happen in game: Click here

The cfg:
Spoiler


Many thanks for all your hard work too.

Because ability slots 1 & 2 passively generate charge.

The Great Weegee 06-24-2022 02:15

Re: Freak Fortress 2: Rewrite
 
How to insert abilities in the current menu? I'm curious, I've checked the source code and find nothing on that matter.

Batfoxkid 06-25-2022 17:08

Re: Freak Fortress 2: Rewrite
 
Quote:

Originally Posted by The Great Weegee (Post 2782300)
How to insert abilities in the current menu? I'm curious, I've checked the source code and find nothing on that matter.

It activates abilities based on their ability slot, eg. "slot" "4" will activate when "low" "high" are set for 4.


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