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FF2 Freak Fortress 2 1.10.14 Released


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BBG_Theory
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Join Date: Oct 2010
Location: NC USA
Old 01-26-2014 , 22:19   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #131

read what the message tells you when compiling. You are probably missing something needed and it will report what you are missing in the /includes
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Graffiti
AlliedModders Donor
Join Date: Aug 2013
Location: Russia
Old 01-27-2014 , 10:53   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #132

Quote:
Originally Posted by Wliu View Post
How does it not work? The picture makes it look like it is...
Add me http://steamcommunity.com/id/graffiti_
I will show server
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Wliu
Veteran Member
Join Date: Apr 2013
Old 01-27-2014 , 15:28   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #133

Quote:
Originally Posted by dikkid View Post
Not for me tho, used both SM with MM 1.11.0-hg898 for windows, update them with steamcmd, dragNdrop the files, double click spcomp.exe and it just keep crashing. No compiled folder were made.
Why are you using spcomp.exe (which I believe compiles all files regardless) and not compile.exe?

@Graffiti:
Is it possible for you just to give me a video or a description of the bug? I'm having problems with Steam right now.
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xXDeathreusXx
Veteran Member
Join Date: Mar 2013
Location: pPlayer->GetOrigin();
Old 01-27-2014 , 16:16   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #134

Quote:
Originally Posted by dikkid View Post
Not for me tho, used both SM with MM 1.11.0-hg898 for windows, update them with steamcmd, dragNdrop the files, double click spcomp.exe and it just keep crashing. No compiled folder were made.

You don't use spcomp, you use compile, spcomp is ran by compile which includes the extra files spcomp needs to run.

That's what I can tell as it doesn't run on it's own if I double click it
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dikkid
Member
Join Date: Jul 2013
Old 01-27-2014 , 22:12   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #135

It is what they put in the scripting folder, there were no compile.exe
i have to copy an older version with compile.exe and it did compile.
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MadaraXDude
Member
Join Date: Oct 2013
Location: Vienna
Old 01-30-2014 , 10:41   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #136

wen I want to compile cames this
http://gyazo.com/aeac845d30969da3023ea183dc2a38d9
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TheWreckingCrew6
Member
Join Date: Aug 2012
Location: Waco, TX
Old 01-30-2014 , 12:57   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #137

May I ask. What is the stability of this plugin. I'm a server builder for my community that gave up on this plugin a while ago because it would crash every ten seconds. Have we ironed out the old errors? It seems like what I see you have but just wanted some opinions.

Also is there an ETA when version 1.9.0 will come out of the beta?

Last edited by TheWreckingCrew6; 01-30-2014 at 12:58.
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BBG_Theory
Veteran Member
Join Date: Oct 2010
Location: NC USA
Old 01-30-2014 , 14:37   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #138

1.9.0 beta6 worked fine but has a 1st boss glitch and easterbunny ability doesn't work.
1.07 is ok to use.
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Snaggle
AlliedModders Donor
Join Date: Jul 2010
Location: England
Old 01-30-2014 , 14:48   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #139

Quote:
Originally Posted by MadaraXDude View Post
wen I want to compile cames this
http://gyazo.com/aeac845d30969da3023ea183dc2a38d9
You're missing the "Sourcemod.inc" file in your /include folder.

You can download a Snapshot of Sourcemod and extract the file from sourcemod/scripting/include folder. Or alternatively, just drag and drop your .sp file into sourcemod/scripting and use the compile.exe in there.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 01-30-2014 , 15:23   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #140

Quote:
Originally Posted by MadaraXDude View Post
wen I want to compile cames this
http://gyazo.com/aeac845d30969da3023ea183dc2a38d9
Exactly what version of the source are you compiling from (Ctrl+F PLUGIN_VERSION)?
Do what Snaggle said, and make sure compile.exe can access the folder (eg if compile.exe is in C:/Users/SomeUser, /include/ has to be in C:/Users/SomeUser/include/).
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