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FF2 Freak Fortress 2 1.10.14 Released


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Huntereb
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Join Date: Jul 2012
Old 04-23-2014 , 00:31   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #581

No response? I guess it's still shit, then. Thanks for the help!
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Powerlord
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Join Date: Jun 2008
Location: Seduce Me!
Old 04-23-2014 , 00:49   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #582

Quote:
Originally Posted by Huntereb View Post
No response? I guess it's still shit, then. Thanks for the help!
Quote:
Originally Posted by Wliu View Post
@Huntereb: There's still some bugs (most notably queue points and invisible clients/weapons right now I think), but other than that, it seems to be fine.
Or did you think he was responding to some other Huntereb?
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Tank Missile
Member
Join Date: Aug 2013
Old 04-23-2014 , 01:28   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #583

Quote:
Originally Posted by Wliu View Post
Beta 8!

Changelog:
-Fixed sound_full_rage
-Better SMAC integration (read below)

Thanks to WildCard pointing out a SMAC forward, SMAC integration has been greatly improved. The previous method of getting around the bans was a semi-hacky way of seeing if the SMAC plugin existed and was loaded, then sending server commands to disable checking of 2 cvars by smac_cvars.
The new way waits patiently until SMAC detects a hack and is about to react to it. FF2 "intercepts" the hack info through a forward provided by SMAC and checks to see if it matches one of the 2 cvars that FF2 modifies. FF2 then checks to see if the boss is currently supposed to have a changed cvar through the use of a new flag, FF2FLAG_CHANGECVAR. If all that is true, then FF2 tells SMAC to not ban the player. If FF2FLAG_CHANGECVAR is NOT set, then the boss is banned.

At least, that's how it's supposed to work. I haven't tested it yet.

ff2_enable also appears to have been fixed as of Beta 7. I played a few normal arena rounds without any problem on koth_sawmill, then switched over to cp_dustbowl, where everything worked perfectly. Somebody might want to verify this though.

If everything works perfectly, 1.10.0 will be released sometime next week at the earliest.

IMPORTANT NOTE: FF2 now requires smac.inc and smac_stocks.inc to compile. FF2flags was also moved to freak_fortress_2.inc.
Just want to point some things out.... This version relies on rtd and smac to be loaded on the server. I don't want any of those plugins on my server. I may use smac in the future, but making ff2 dependent on it is an inconvenience. Queue points don't work either, as they remain at 0. I can, however, confirm that boss weapons are now visible. I'm also curious as to weather or not ff2_1st_set_abilities.smx and ff2_1st_set_abilities.ff2 need to be both running.

Last edited by Tank Missile; 04-23-2014 at 01:36.
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hamza47sohail
Senior Member
Join Date: Jan 2014
Old 04-23-2014 , 07:16   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #584

Quote:
Originally Posted by Tank Missile View Post
Just want to point some things out.... This version relies on rtd and smac to be loaded on the server. I don't want any of those plugins on my server. I may use smac in the future, but making ff2 dependent on it is an inconvenience. Queue points don't work either, as they remain at 0. I can, however, confirm that boss weapons are now visible. I'm also curious as to weather or not ff2_1st_set_abilities.smx and ff2_1st_set_abilities.ff2 need to be both running.
FF2 doesn't depend on them (I think) If you don't have them it should run fine without them.
for any abilities if you have them ending in .smx you need to rename them to .ff2 and put them in the freaks folder, thats all you need to do.

Also, Thanks Wliu for updates
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WildCard65
Veteran Member
Join Date: Aug 2013
Location: Canada
Old 04-23-2014 , 07:18   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #585

Quote:
Originally Posted by Tank Missile View Post
Just want to point some things out.... This version relies on rtd and smac to be loaded on the server. I don't want any of those plugins on my server. I may use smac in the future, but making ff2 dependent on it is an inconvenience. Queue points don't work either, as they remain at 0. I can, however, confirm that boss weapons are now visible. I'm also curious as to weather or not ff2_1st_set_abilities.smx and ff2_1st_set_abilities.ff2 need to be both running.
ff2 has been made to rely on smac and not rely on rtd(as rtd is in a #tryinclude), next ff2_1st_set_abilities.smx gets renamed to ff2_1st_set_abilities.ff2
Finally, queue thing is suppose to work.

Last edited by WildCard65; 04-23-2014 at 07:18.
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M76030
Senior Member
Join Date: Mar 2014
Location: Demoknighting in Neptuni
Old 04-23-2014 , 08:08   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #586

just a quick question, where can i download smac?
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Huntereb
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Join Date: Jul 2012
Old 04-23-2014 , 08:20   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #587

Quote:
Originally Posted by Powerlord View Post
Or did you think he was responding to some other Huntereb?
Heh, I've gotten used to being alerted of people Quoting and Tagging you on other forums, I didn't notice it.

Looks like I could probably work with something, but only if it works okay with multiple Game Modes for different maps, because I remember having a ton of issues with FF2 not completely unloading before. If it's still as bad as I remember I'll use Saxton Hale for the mean time.
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Powerlord
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Join Date: Jun 2008
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Old 04-23-2014 , 09:38   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #588

Quote:
Originally Posted by M76030 View Post
just a quick question, where can i download smac?
Unfortunately, we can't answer that.

However, I can tell you that its official domain ends in .sx... however, Google will no longer give you the domain name because Kigen filed a DMCA request there as well... but the appropriate search terms should still give you some idea.
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Last edited by Powerlord; 04-23-2014 at 09:46.
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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 04-23-2014 , 11:28   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #589

For anyone who wants to not have smac as a required plugin for ff2, in freak_fortress_2.sp find the following:
PHP Code:
#include <sourcemod>
#include <freak_fortress_2>
#include <sdktools>
#include <sdktools_gamerules>
#include <sdkhooks>
#include <smac>
#include <tf2_stocks>
#include <morecolors>
#include <tf2items>
#include <clientprefs>
#undef REQUIRE_EXTENSIONS
#tryinclude <steamtools>
#define REQUIRE_EXTENSIONS
#undef REQUIRE_PLUGIN
#tryinclude <updater>
#tryinclude <goomba>
#tryinclude <rtd>
#define REQUIRE_PLUGIN 
and replace all that with this:
PHP Code:
#include <sourcemod>
#include <freak_fortress_2>
#include <sdktools>
#include <sdktools_gamerules>
#include <sdkhooks>
#include <tf2_stocks>
#include <morecolors>
#include <tf2items>
#include <clientprefs>
#undef REQUIRE_EXTENSIONS
#tryinclude <steamtools>
#define REQUIRE_EXTENSIONS
#undef REQUIRE_PLUGIN
#tryinclude <smac>
#tryinclude <updater>
#tryinclude <goomba>
#tryinclude <rtd>
#define REQUIRE_PLUGIN 
Edit: I forgot about something else:
Find this also in freak_fortress_2.sp
PHP Code:
public Action:SMAC_OnCheatDetected(client, const String:module[], DetectionType:typeHandle:info)
{
    if(
type==Detection_CvarViolation)
    {
        
decl String:cvar[PLATFORM_MAX_PATH];
        
KvGetString(info"cvar"cvarsizeof(cvar));
        if((
StrEqual(cvar"sv_cheats") || StrEqual(cvar"host_timescale")) && !(FF2flags[Boss[client]] & FF2FLAG_CHANGECVAR))
        {
            return 
Plugin_Stop;
        }
    }
    return 
Plugin_Continue;

and replace it with this:
PHP Code:
#if defined _smac_included
public Action:SMAC_OnCheatDetected(client, const String:module[], DetectionType:typeHandle:info)
{
    if(
type==Detection_CvarViolation)
    {
        
decl String:cvar[PLATFORM_MAX_PATH];
        
KvGetString(info"cvar"cvarsizeof(cvar));
        if((
StrEqual(cvar"sv_cheats") || StrEqual(cvar"host_timescale")) && !(FF2flags[Boss[client]] & FF2FLAG_CHANGECVAR))
        {
            return 
Plugin_Stop;
        }
    }
    return 
Plugin_Continue;
}
#endif 
and because Wliu forgot about this, find the follow lines:
PHP Code:
    if(StrEqual(name"updater"))
    {
        
Updater_RemovePlugin();
    } 
and replace with this:
PHP Code:
    #if defined _updater_included && !defined DEV_VERSION
    
if(StrEqual(name"updater"))
    {
        
Updater_RemovePlugin();
    }
    
#endif 
Then save and recompile and move compiled smx from scripting-->compiled to plugins folder

Last edited by WildCard65; 04-23-2014 at 13:02.
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M76030
Senior Member
Join Date: Mar 2014
Location: Demoknighting in Neptuni
Old 04-23-2014 , 12:20   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #590

hello again,
i've got 2 errors when i try to compile:
2 errors 017: undefined symbols:
1."Detection_CvarViolation and
2.Updater_RemovePlugin

some help pls?
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