Raised This Month: $ Target: $400
 0% 

[TF2] Freeze Tag


Post New Thread Reply   
 
Thread Tools Display Modes
Snowden42
Junior Member
Join Date: Aug 2010
Old 11-09-2010 , 23:34   Re: [TF2] Freeze Tag
Reply With Quote #61

Unfortunately I have no testing server for you. I can't promise you when I'll get one either, hopefully soon though. I'll let you know.

Is there any definite changelog for the new version?
Snowden42 is offline
Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 11-16-2010 , 01:46   Re: [TF2] Freeze Tag
Reply With Quote #62

Version 0.9.7.4

SOLVED THE TURRET TARGET ISSUE! With some suggestions from the community I successfully solved that problem. A turret will no longer target a frozen player. There is however a single side effect to it.. Wrangled turrets cannot hurt the player. They hit the invisible entity surrounding the player. I think it's good enough though!

I also merged all the CVAR CHANGED callbacks into a single callback which checks for the current CVAR being modified and runs the appropriate code. Much cleaner!

What still needs testing
  • Medic uber is saved and restored correctly to a medic that is frozen

What needs to be done
  • Solve problem with FF and pyro for healing.
  • Create ring mode for finishing off players and thawing players

I have a buddy who is making me a custom ice block model that will show the player stuck inside ice.
Attached Files
File Type: sp Get Plugin or Get Source (TF2_FreezeTag.sp - 107 views - 35.5 KB)
Thraka is offline
SmackDaddy
Veteran Member
Join Date: Oct 2009
Old 11-16-2010 , 19:06   Re: [TF2] Freeze Tag
Reply With Quote #63

When compiling, I got the following errors:

//// TF2_FreezeTag.sp
// TF2_FreezeTag.sp(700) : warning 213: tag mismatch
// TF2_FreezeTag.sp(1030) : warning 204: symbol is assigned a value that is neve
r used: "CFG_AllowClassChangeWhenFrozen"
// Header size: 5056 bytes
// Code size: 26024 bytes
// Data size: 10096 bytes
// Stack/heap size: 16384 bytes; Total requirements: 57560 bytes
//
// 2 Warnings.
//
// Compilation Time: 0.55 sec
SmackDaddy is offline
Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 11-16-2010 , 20:24   Re: [TF2] Freeze Tag
Reply With Quote #64

Yeah. No problem, don't worry about it.

The AllowclassChangeWhenFrozen is something coming soon. The tag mismatch has to do with sending a TF2Team enum to something that takes an int type. I've never done a conversion back to int so I'm not fully aware on how to do it. But it's not an error, just a warning.
Thraka is offline
asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 11-17-2010 , 11:39   Re: [TF2] Freeze Tag
Reply With Quote #65

Quote:
Originally Posted by Thraka View Post
I've never done a conversion back to int so I'm not fully aware on how to do it.
Code:
_:blah
__________________
asherkin is offline
Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 11-17-2010 , 23:13   Re: [TF2] Freeze Tag
Reply With Quote #66

You're the best Asherkin
Thraka is offline
Taz007
New Member
Join Date: Nov 2010
Old 11-18-2010 , 19:39   Re: [TF2] Freeze Tag
Reply With Quote #67

I finally got this plugin running on a server. Turns out my sourcemod was just outdated.

Anywho, Thraka, did you need people to test and record anything specific for you? I can certainly try out some things. If you just wanted people to play it and report bugs, I can't help much. I'd just be able to get a few people in the server and test it out. We (I'm with imoda from page 2) don't have a public server for this, I'm just testing it out on another server. I guess I'll be able to play around with the mod until we decide to have the server go places and start promoting it, so if you needed anything...

Kudos on restoring the mod though. I've heard many good things about it and I'm excited to finally be able to play it since the older version broke before I got TF2.
Taz007 is offline
Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 11-19-2010 , 02:25   Re: [TF2] Freeze Tag
Reply With Quote #68

We did a few smaller play runs and noticed some strange oddities which we couldn't reproduce.. So it's going to take some serious testing to work out those kinks.

The only real major feature is implementing the thaw\kill via distance from player. I think there are a lot better ways to do this than the way FUG did it. Just by watching their videos it's so hard to fully tell who is what when you're in a packed area. But who knows. Maybe they tried a bunch of different ways and landed on that way. We'll see. Once my get the ice cube model from my friend it will look pretty authentic.
Thraka is offline
Snowden42
Junior Member
Join Date: Aug 2010
Old 11-21-2010 , 20:06   Re: [TF2] Freeze Tag
Reply With Quote #69

Sorry about not checking in on this for a while. I've been gone from TF2 for the past week. Nice to see that development is progressing. About the server, I'll see if I can get a 10 person testing server. If I can, I'll post up the IP and let people know testing times, etc.
Snowden42 is offline
sejin513
AlliedModders Donor
Join Date: Dec 2008
Location: ._.
Old 12-11-2010 , 21:00   Re: [TF2] Freeze Tag
Reply With Quote #70

any progress?
i like play in Freefrag.com freezetag.
but too much high ping thats make me hard S:
sejin513 is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 08:34.


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