Raised This Month: $ Target: $400
 0% 

FF2 Freak Fortress 2 1.10.14 Released


Post New Thread Reply   
 
Thread Tools Display Modes
Spyper
Senior Member
Join Date: Sep 2013
Old 10-04-2014 , 10:02   Re: Freak Fortress 2 1.10.2 Released
Reply With Quote #1171

Quote:
Originally Posted by wasder View Post
Maybe it will be possible to disable player's hud on bosses? I mean to remove characters portrets from HUD to make it feel more like you are unique character on the map.
Spyper is offline
Wliu
Veteran Member
Join Date: Apr 2013
Old 10-04-2014 , 10:03   Re: Freak Fortress 2 1.10.2 Released
Reply With Quote #1172

Quote:
Originally Posted by wasder View Post
Maybe it will be possible to disable player's hud on bosses? I mean to remove characters portrets from HUD to make it feel more like you are unique character on the map.
I'm pretty sure you'll need a custom HUD for that.
__________________
~Wliu
Wliu is offline
slavko17
SourceMod Donor
Join Date: Aug 2014
Old 10-05-2014 , 07:35   Re: Freak Fortress 2 1.10.2 Released
Reply With Quote #1173

Quote:
Originally Posted by Otokiru View Post
Not sure if its just me but yesterday TF2 update broke some stuff on my server, any of you guys experincing this?

- 1st round hale unable to jump
- some boss who spawns as heavy or spy can't die as their hp would just go negative and keeps on decreasing.
- pyro detonator/flaregun doesnt give jump boost

ok looks like the error logs if filled with errors;

L 10/04/2014 - 1328: [SM] Native "TF2Items_SetFlags" reported: Invalid TF2ItemType handle 12600ce3 (error 1)
L 10/04/2014 - 1328: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 10/04/2014 - 1328: [SM] [0] Line 3336, freak_fortress_2.sp:repareItemHandle()
L 10/04/2014 - 1328: [SM] [1] Line 3280, freak_fortress_2.sp::TF2Items_OnGiveNamedItem ()

and this;

L 10/04/2014 - 126:03: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 10/04/2014 - 126:03: [SM] [0] Line 7738, freak_fortress_2.sp::UseAbility()
L 10/04/2014 - 126:03: [SM] [1] Line 4543, freak_fortress_2.sp::BossTimer()
L 10/04/2014 - 126:03: [SM] Native "ReadPackCell" reported: DataPack operation is out of bounds.
Yup, I have similiar issues.

- Crusader's Crossbow isn't adding 10% of uber on hit
- Flare Gun jump is broken
- First and second round are normal arenas, while second one should already be FF2.
- Sometimes multi-life bosses spawn with only one life

Server restart fixes the issue for short time, but then it comes back.

EDIT:
All Crusader's Crossbow bosses can have unlimited ammo on this weapon by simply picking up ammo packs or fallen weapons.
__________________


Last edited by slavko17; 10-05-2014 at 09:32.
slavko17 is offline
Spyper
Senior Member
Join Date: Sep 2013
Old 10-05-2014 , 17:41   Re: Freak Fortress 2 1.10.2 Released
Reply With Quote #1174

Wliu will you release a new beta
Also on first round reds have endless hp

Last edited by Spyper; 10-05-2014 at 17:51.
Spyper is offline
Wliu
Veteran Member
Join Date: Apr 2013
Old 10-05-2014 , 19:28   Re: Freak Fortress 2 1.10.2 Released
Reply With Quote #1175

Quote:
Originally Posted by Spyper View Post
Wliu will you release a new beta
Also on first round reds have endless hp
Yes, tomorrow. There were some problems with the caber, and I'm still fine-tuning SetAmmo.
__________________
~Wliu
Wliu is offline
friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 10-06-2014 , 03:09   Re: Freak Fortress 2 1.10.2 Released
Reply With Quote #1176

PHP Code:
public Action:MakeBoss(Handle:hTimerany:client)
{
    if(!
Boss[client] || !IsValidEdict(Boss[client]) || !IsClientInGame(Boss[client]))
    {
        return 
Plugin_Continue;
    }

    
KvRewind(BossKV[Special[client]]);
    
TF2_RemovePlayerDisguise(Boss[client]);
    
TF2_SetPlayerClass(Boss[client], TFClassType:KvGetNum(BossKV[Special[client]], "class"1)); 
This replacing of boss[index] with boss[client] when boss[index] = a client index is a @*&#@* stupid thing to do, whoever decided to do it should be shot, because it makes editing ff2's stupid code even worse.

If you are really going to rewrite the code, get rid of the index system entierly, or make it more transparent, not LESS.
__________________
Profile - Plugins
Add me on steam if you are seeking sp/map/model commissions.

Last edited by friagram; 10-06-2014 at 03:09.
friagram is offline
ClassicGuzzi
Veteran Member
Join Date: Oct 2013
Location: Argentina
Old 10-06-2014 , 04:06   Re: Freak Fortress 2 1.10.2 Released
Reply With Quote #1177

Sorry to bother you guys with some errors but I got this sometimes:
Quote:
L 10/06/2014 - 00:47:07: [SM] Native "SetEntProp" reported: Entity -1 (-1) is invalid
L 10/06/2014 - 00:47:07: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 10/06/2014 - 00:47:07: [SM] [0] Line 8208, C:\Servers\TF2\FF2-Official\tf\addons\sourcemod\scripting\freak_ fortress_2.sp::HealthbarEnableChanged()
And also, I recently added a random spell plugin with those monoculus and my logs got spammed with this:
Quote:
L 10/06/2014 - 00:49:48: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 10/06/2014 - 00:49:48: [SM] [0] Line 5490, C:\Servers\TF2\FF2-Official\tf\addons\sourcemod\scripting\freak_ fortress_2.sp::OnTakeDamage()
L 10/06/2014 - 00:49:49: [SM] Native "GetEntProp" reported: Property "m_iItemDefinitionIndex" not found (entity 127/eyeball_boss)
My users love those spells, but I know that it's not a FF2 problem.

Edit: if you want to know my ff2's version: "ff2_version" = "1.10.0"

Last edited by ClassicGuzzi; 10-06-2014 at 04:07.
ClassicGuzzi is offline
93SHADoW
AlliedModders Donor
Join Date: Jul 2014
Location: Houston, TX
Old 10-06-2014 , 08:13   Re: Freak Fortress 2 1.10.2 Released
Reply With Quote #1178

I wonder if in the future there would be a cvar to select either ForcePlayerSuicide(client) or ForceTeamWin(0) when the countdown timer expires.
__________________
93SHADoW is offline
Send a message via AIM to 93SHADoW Send a message via Skype™ to 93SHADoW
Wliu
Veteran Member
Join Date: Apr 2013
Old 10-06-2014 , 08:30   Re: Freak Fortress 2 1.10.2 Released
Reply With Quote #1179

Quote:
Originally Posted by friagram View Post
PHP Code:
public Action:MakeBoss(Handle:hTimerany:client)
{
    if(!
Boss[client] || !IsValidEdict(Boss[client]) || !IsClientInGame(Boss[client]))
    {
        return 
Plugin_Continue;
    }

    
KvRewind(BossKV[Special[client]]);
    
TF2_RemovePlayerDisguise(Boss[client]);
    
TF2_SetPlayerClass(Boss[client], TFClassType:KvGetNum(BossKV[Special[client]], "class"1)); 
This replacing of boss[index] with boss[client] when boss[index] = a client index is a @*&#@* stupid thing to do, whoever decided to do it should be shot, because it makes editing ff2's stupid code even worse.

If you are really going to rewrite the code, get rid of the index system entierly, or make it more transparent, not LESS.
I did that back when I didn't exactly understand that, so yeah. I've been going back and switching those to boss, but yes, I am trying to get rid of those indexes. This all would have been solved if Boss[0] never happened...
__________________
~Wliu
Wliu is offline
VoiDeD
AlliedModders Donor
Join Date: Mar 2009
Location: Illinois, USA
Old 10-06-2014 , 13:24   Re: Freak Fortress 2 1.10.2 Released
Reply With Quote #1180

Quote:
Originally Posted by friagram View Post
This replacing of boss[index] with boss[client] when boss[index] = a client index is a @*&#@* stupid thing to do, whoever decided to do it should be shot, because it makes editing ff2's stupid code even worse.
I've turned editing the FF2 code into a normal routine:

1. Couple screwdrivers and margaritas.
2. Try to remember how to open up an IDE.
3. Go wild.
__________________
VoiDeD 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 15:56.


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