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Search: Posts Made By: 93SHADoW
Forum: Plugins 08-29-2021, 01:18
Replies: 229
Views: 101,248
Posted By 93SHADoW
Re: [TF2] Deathrun Redux - Updated 2015-02-15

Once Deathrun Classic finally reaches v1, there will be a new LTS version (as opposed to just a revision), while the pre-v1 LTS version will continue to be supported for a long time with hotfixes...
Forum: Plugins 07-28-2021, 09:19
Replies: 229
Views: 101,248
Posted By 93SHADoW
Re: [TF2] Deathrun Redux - Updated 2021-07-28

As Classic no longer plays TF2, I will be taking over maintenance and development after having a talk with him. However, due to the existence of "Deathrun Redux 2019...
Forum: Plugins 07-26-2021, 13:04
Replies: 229
Views: 101,248
Posted By 93SHADoW
Re: [TF2] Deathrun Redux - Updated 2015-02-15

For those still sticking to Classic's plugin, after having a chat with him, I will now be maintaining Redux, and currently doing some much needed updates.

Please do state which fixes are needed,...
Forum: VSH / Freak Fortress 09-17-2020, 18:05
Replies: 5
Views: 4,411
Posted By 93SHADoW
Re: RavensBro's Bosses (Reposted)

Most of them use default plugins, but I will also check if there are any subplugins that need updating.
Forum: VSH / Freak Fortress 09-08-2020, 00:38
Replies: 11
Views: 10,672
Posted By 93SHADoW
Re: [Abilities] Salmon Summon System v3 BETA

As I need to set up my dev server once again, I will need help testing this build (v0.5.0 Beta) to make sure it still runs as intended. Had to change a function to get rid of a compilation error.
...
Forum: VSH / Freak Fortress 09-08-2020, 00:16
Replies: 30
Views: 20,999
Posted By 93SHADoW
Re: [Subplugin] Saxtoner Ability Pack

v1.7
Arg3 on Gentlemen's rage now allows a custom message to be displayed to team switched minions.
"arg3" "You are now Gentmen's Henchman"



Also, rage_sandman, rage_giftwrap,...
Forum: VSH / Freak Fortress 09-07-2020, 23:47
Replies: 22
Views: 22,672
Posted By 93SHADoW
Re: [Abilities] TFConditions

v1.2 is out after a long hiatus
Converted to modern syntax.
Forum: VSH / Freak Fortress 09-07-2020, 19:53
Replies: 9
Views: 15,721
Posted By 93SHADoW
Re: [Subplugin] War3 Ability Pack

v1.3:
Rewritten in modern syntax

Download: https://forums.alliedmods.net/showpost.php?p=2334852&postcount=4
Forum: VSH / Freak Fortress 09-07-2020, 17:47
Replies: 53
Views: 40,925
Posted By 93SHADoW
Re: [BOSS] Epic Scout (update v1.0.1, critical fix!)

Fixed the inc file compile error, and fixed the compile error that the main subplugin had. Please let me know if it works as intended.
Forum: VSH / Freak Fortress 09-07-2020, 16:34
Replies: 320
Views: 137,163
Posted By 93SHADoW
Re: Koishi's Bosses [BeepMan Updated!]

The project's been on hold due to switching computers recently, and I still have to sort out all my files.
Forum: VSH / Freak Fortress 09-04-2020, 18:02
Replies: 320
Views: 137,163
Posted By 93SHADoW
Re: Koishi's Bosses [BeepMan Updated!]

Bosses & Subplugins have been divided into 2 categories: Legacy & Flagship.

Flagships will continue to be supported for the far future.
Legacy add-ons, while deprecated, will only receive...
Forum: VSH / Freak Fortress 09-13-2019, 00:22
Replies: 320
Views: 137,163
Posted By 93SHADoW
Re: Koishi's Bosses [BeepMan Updated!]

I really need to redo this plugin, I've been slacking for too long with work and other things in the way, but once I have more free time, then I'll be able to update a lot of subplugins and bosses....
Forum: VSH / Freak Fortress 02-11-2019, 01:44
Replies: 140
Views: 62,243
Posted By 93SHADoW
Re: [BOSS] 弾幕ドクター ~ Blitzkrieg (BETA 3.35)

Still in development hell, but no, I have not abandoned Blitzkrieg. Model is pending yet another update to support latest taunts.

Also trying to fix a few issues that should improve stability in...
Forum: VSH / Freak Fortress 12-27-2018, 18:30
Replies: 144
Views: 64,334
Posted By 93SHADoW
Re: Unofficial Freak Fortress

Yay, someone's actually keeping it alive!

On the original fork, the main purpose of ditching the timers was to improve stability, but at the same time, the BBG servers had a unique bug that no...
Forum: VSH / Freak Fortress 12-27-2018, 18:29
Replies: 3,020
Views: 918,984
Posted By 93SHADoW
Re: Freak Fortress 2 1.10.14 Released

FF2 supports static health values in addition to dynamic health values.
Forum: VSH / Freak Fortress 06-13-2018, 17:19
Replies: 320
Views: 137,163
Posted By 93SHADoW
Re: Koishi's Bosses [BeepMan Updated!]

Model by PierreHammit/STONE:

https://i.imgur.com/ynVXBx7.png
Forum: VSH / Freak Fortress 06-11-2018, 05:51
Replies: 320
Views: 137,163
Posted By 93SHADoW
Re: Koishi's Bosses [BeepMan Updated!]

Baldi's coming soon to Freak Fortress.

What will he do? What are his abilities?

Find out soon! There's gonna be a significant twist.
Forum: VSH / Freak Fortress 05-04-2018, 02:58
Replies: 140
Views: 62,243
Posted By 93SHADoW
Re: [BOSS] 弾幕ドクター ~ Blitzkrieg (BETA 3.35)

Older versions can be found here:

https://github.com/shadow93/BlitzRocketHell/releases
Forum: VSH / Freak Fortress 04-27-2018, 16:32
Replies: 3
Views: 1,364
Posted By 93SHADoW
Re: Can anyone explain why the default health formula for ff2 is ((760+n)*(n-1))^1.07

The health formula was changed to match the default health formula of VS Saxton Hale.

In this case, it's actually (((760+n)*(n-1))^1.07)+2048, in which in this case, n stands for players alive....
Forum: VSH / Freak Fortress 04-26-2018, 03:42
Replies: 140
Views: 62,243
Posted By 93SHADoW
Re: [BOSS] 弾幕ドクター ~ Blitzkrieg (BETA 3.3)

Finally giving it an official update after being buried in work. Should be finally out sometime this month or early next month.

Trying to modernize the code to the 1.7+ syntax which will take a...
Forum: VSH / Freak Fortress 04-26-2018, 03:31
Replies: 3
Views: 1,596
Posted By 93SHADoW
Re: Custom Ability Question

It's possible. For a basic plugin, you can use simple timers, which is specified in seconds by the arg

something like

#define NEWABILITY "special_newability"
float abilitytime[3];

public...
Forum: VSH / Freak Fortress 10-30-2017, 05:17
Replies: 140
Views: 62,243
Posted By 93SHADoW
Re: [BOSS] 弾幕ドクター ~ Blitzkrieg (BETA 3.3)

Sorry for the major development hell, just trying to make sure it's ready for the latest updates.
Forum: VSH / Freak Fortress 10-14-2017, 10:06
Replies: 53
Views: 40,925
Posted By 93SHADoW
Re: [BOSS] Epic Scout (update v1.0.1, critical fix!)

New inc file.

Now no longer requires a bool to determine if AMS is present or not, will autodetect for you with just using AMS_InitSubability
Forum: VSH / Freak Fortress 09-02-2017, 03:41
Replies: 53
Views: 40,925
Posted By 93SHADoW
Re: [BOSS] Epic Scout (update v1.0.1, critical fix!)

I might wind up taking over if sarysa abandoned the plugin.
Forum: VSH / Freak Fortress 09-02-2017, 03:37
Replies: 20
Views: 5,059
Posted By 93SHADoW
Re: [HELP] Boss freezing, raqgdoll dropping?

If the weapon isn't compatible with the model's class, it will cause the model to go "civilian" as there is no animation for that specific weapon. This may be the case.

Depending on how the model...
Showing results 1 to 25 of 500

 
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