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FF2 Freak Fortress 2 1.10.14 Released


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ZAGOR
AlliedModders Donor
Join Date: Sep 2015
Old 12-05-2015 , 08:07   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2491

now 14, but when 5 people alive server say "disabled control points" but i can take control points
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Maximilian_
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Join Date: Oct 2014
Old 12-05-2015 , 10:32   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2492

When 5 alive, then this enables (by default), so what your problem?
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Transit Of Venus
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Join Date: May 2014
Location: Australia
Old 12-05-2015 , 23:39   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2493

You can change this in FF2's Config.
"freak_fortress_2.cfg"
I set mine to 2 people.
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Wliu
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Join Date: Apr 2013
Old 12-06-2015 , 11:46   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2494

Quote:
Originally Posted by Transit Of Venus View Post
You can change this in FF2's Config.
"freak_fortress_2.cfg"
I set mine to 2 people.
It's FreakFortress2.cfg (in the tf/cfg/sourcemod folder).
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Transit Of Venus
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Join Date: May 2014
Location: Australia
Old 12-08-2015 , 01:05   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2495

That was off the top of my head lol. But he would of found it. I hope D:
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utaker
Senior Member
Join Date: Dec 2013
Old 12-10-2015 , 13:21   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2496

recently lots of crashes

0 KERNELBASE.dll!RaiseException + 0x48
1 engine.dll + 0x1fac1a
2 engine.dll + 0x1faa91
3 engine.dll + 0x1fb5a5
4 tier0.dll + 0x52e0
5 server.dll + 0x30174a
6 server.dll + 0x15bb15
7 0x1f256f37
8 bintools.ext.dll!CallWrapper::Execute(void *,void *) [CallWrapper.cpp:128 + 0xb]
9 sdktools.ext.2.tf2.dll!sm_SetEntityModel [vnatives.cpp:1150 + 0xf]
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Akuba
Senior Member
Join Date: Oct 2013
Old 12-10-2015 , 14:45   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2497

Do you updated sourcemod? If not, try to update it.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 12-10-2015 , 16:16   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2498

Quote:
Originally Posted by utaker View Post
recently lots of crashes

0 KERNELBASE.dll!RaiseException + 0x48
1 engine.dll + 0x1fac1a
2 engine.dll + 0x1faa91
3 engine.dll + 0x1fb5a5
4 tier0.dll + 0x52e0
5 server.dll + 0x30174a
6 server.dll + 0x15bb15
7 0x1f256f37
8 bintools.ext.dll!CallWrapper::Execute(void *,void *) [CallWrapper.cpp:128 + 0xb]
9 sdktools.ext.2.tf2.dll!sm_SetEntityModel [vnatives.cpp:1150 + 0xf]
Nothing in there points to FF2 as the culprit. Like Shadow said try updating SM.
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uNg0veRNab1e
Member
Join Date: Jan 2013
Location: Russia, Siberia
Old 12-11-2015 , 08:17   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2499

I have a problem: subplugins not reloading/unloading.
Code:
[SM] Failed to unload plugin XXX.
...
[SM] Plugin freaks/xxx.ff2 is already loaded.
...
I've tried various sm snapshots (cause I think this happens bacause of SM), but it's still not work.
Regular plugins reloads/unloads fine.
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Wliu
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Join Date: Apr 2013
Old 12-11-2015 , 10:54   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2500

Quote:
Originally Posted by uNg0veRNab1e View Post
I have a problem: subplugins not reloading/unloading.
Code:
[SM] Failed to unload plugin XXX.
...
[SM] Plugin freaks/xxx.ff2 is already loaded.
...
I've tried various sm snapshots (cause I think this happens bacause of SM), but it's still not work.
Regular plugins reloads/unloads fine.
Yeah, FF2 just shells out to sm plugins unload, so it's probably SM's fault. Then again it could be some core FF2 code keeping the subplugins alive. Does it work on 1.10.6?
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