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[TF2] Freak Fortress 2


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nope.avi
Senior Member
Join Date: Jan 2012
Location: Australia
Old 07-07-2012 , 01:47   Re: [TF2] Freak Fortress 2
#1691

Quote:
Originally Posted by Powerlord View Post
I verified earlier today that the first boss missing jump/teleport abilities and missing explanation text still exists. I'm going to see if I can find the cause of this hopefully sometime this weekend.
yeah. I still have that issue. It occurs usually at a mapchange?
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 07-07-2012 , 02:04   Re: [TF2] Freak Fortress 2
#1692

Quote:
Originally Posted by nope.avi View Post
yeah. I still have that issue. It occurs usually at a mapchange?
I know for a fact ff2_first_round 0 causes the bug to occur. I don't know if not having this cvar fixes the problem or not.

Having said that, it's possible that something is being run at round end that should be running at round start. Like I said, I'm going to have to do more research to figure out what's causing it.
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 07-07-2012 , 03:31   Re: [TF2] Freak Fortress 2
#1693

Quote:
Originally Posted by Powerlord View Post
I verified earlier today that the first boss missing jump/teleport abilities and missing explanation text still exists. I'm going to see if I can find the cause of this hopefully sometime this weekend.
Would it be related at all to that fact that after I don't know how many VSH/FF2 updates the gosh darn introduction of text or whatever still happens TWICE at beginning. It seems strange to me that this hasn't been pinned down even after all the great minds at work here.

My point being, I am not a programmer or scriptor as some say, but it seems this is a rather fundamental flaw in the code that needs fixed?

And on that point when is the char set going to be fixed so we can mesh the two major projects together?
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Elvin1396
Member
Join Date: Jun 2012
Location: mlp_party
Old 07-07-2012 , 05:02   Re: [TF2] Freak Fortress 2
#1694

Hey does anyone know where to get more bosses? I'm almost done downloading the ones from this thread and from http://fortressfreaks.blogspot.com (really the only one there that isnt here is wheatly). I've tried Google-ing many times sometimes just bosses in general and specific ones but I can't find more. I'm trying to find spyper, intelligent heavy, maybe some random ponies and more but as I said I can't find any. Thanks for any help.
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SlimeCounty
SourceMod Donor
Join Date: Jun 2011
Old 07-07-2012 , 05:34   Re: [TF2] Freak Fortress 2
#1695

Quote:
Originally Posted by MaloModo View Post
...when is the char set going to be fixed so we can mesh the two major projects together?
Do you mean add saxton hale and friends to the freak fortress lineup? If so, a characters.cfg similar to the one below will do just that.

Code:
"FF2 and VSH"
{
    "1"    "saxtonhale"
    "2"    "vagineer_hale"
    "3"    "hhh_hale"
    "4"    "brutal_sniper_hale"
    "5"    "seeman"
    "6"    "seeldier"
    "7"    "demopan"
    "8"    "ninjaspy"
    "9"    "gentlespy"
    "10"   "bionic_commando"
    "11"   "cavejohnson"
    "12"   "duke_nukem"
    "13"   "painiscupcake"
    "14"   "femspy_slim"
}
If that's not what you meant, sorry, ignore me and move along, nothing more to see here.
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Last edited by SlimeCounty; 07-07-2012 at 05:37.
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jasonfrog
Senior Member
Join Date: Mar 2008
Old 07-07-2012 , 10:08   Re: [TF2] Freak Fortress 2
#1696

Quote:
Originally Posted by Otokiru View Post
Range? There's no way i can reduce the bullet range.... Or maybe you meant the Blast Radius? If so, you have to edit (the one in bold) reduce it to 3 or 4, idk up to u...
Quote:
SetEntPropEnt(Boss, Prop_Send, "m_hActiveWeapon", SpawnWeapon(Boss, "tf_weapon_flaregun", 351, 100, 5, "2 ; 3.0 ; 25 ; 0.0 ; 207 ; 2 ; 144 ; 1 ; 99 ; 5 ; 134 ; 1"));
Thanks, I was wondering how to interpret these attributes and values. Is there something I can reference to find out what each one does?
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Powerlord
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Join Date: Jun 2008
Location: Seduce Me!
Old 07-07-2012 , 10:58   Re: [TF2] Freak Fortress 2
#1697

Quote:
Originally Posted by jasonfrog View Post
Thanks, I was wondering how to interpret these attributes and values. Is there something I can reference to find out what each one does?
The odd numbers are the attribute definition indexes, the even numbers are their values.
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KniL
Senior Member
Join Date: Jun 2012
Old 07-07-2012 , 19:27   Re: [TF2] Freak Fortress 2
#1698

I have 2 error right now

Code:
L 07/07/2012 - 17:07:49: [SM] Native "TF2Items_GiveNamedItem" reported: Item is NULL. File a bug report if you are sure you set all the data correctly. (Try the FORCE_GENERATION flag.)
L 07/07/2012 - 17:07:49: [SM] Displaying call stack trace for plugin "freaks/special_noanims.ff2":
L 07/07/2012 - 17:07:49: [SM]   [0]  Line 111, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freaks\special_noanims.sp::SpawnWeapon()
L 07/07/2012 - 17:07:49: [SM]   [1]  Line 69, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freaks\special_noanims.sp::Rage_NewWeapon()
L 07/07/2012 - 17:07:49: [SM]   [2]  Line 34, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freaks\special_noanims.sp::FF2_OnAbility2()
L 07/07/2012 - 17:07:49: [SM]   [3]  Line 43, D:\tf2ds\orangebox\tf\addons\sourcemod\scripting\include\freak_fortress_2_subplugin.inc::FF2_OnAbility()
L 07/07/2012 - 17:28:21: Error log file session closed.
Someone can tell me why I get these errors in the logs?
I used the 1.06 version from the main post and I reinstalled it several times.
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Powerlord
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Join Date: Jun 2008
Location: Seduce Me!
Old 07-07-2012 , 19:30   Re: [TF2] Freak Fortress 2
#1699

Quote:
Originally Posted by KniL View Post
I have 2 error right now

Code:
L 07/07/2012 - 17:07:49: [SM] Native "TF2Items_GiveNamedItem" reported: Item is NULL. File a bug report if you are sure you set all the data correctly. (Try the FORCE_GENERATION flag.)
L 07/07/2012 - 17:07:49: [SM] Displaying call stack trace for plugin "freaks/special_noanims.ff2":
L 07/07/2012 - 17:07:49: [SM]   [0]  Line 111, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freaks\special_noanims.sp::SpawnWeapon()
L 07/07/2012 - 17:07:49: [SM]   [1]  Line 69, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freaks\special_noanims.sp::Rage_NewWeapon()
L 07/07/2012 - 17:07:49: [SM]   [2]  Line 34, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freaks\special_noanims.sp::FF2_OnAbility2()
L 07/07/2012 - 17:07:49: [SM]   [3]  Line 43, D:\tf2ds\orangebox\tf\addons\sourcemod\scripting\include\freak_fortress_2_subplugin.inc::FF2_OnAbility()
L 07/07/2012 - 17:28:21: Error log file session closed.
Someone can tell me why I get these errors in the logs?
I used the 1.06 version from the main post and I reinstalled it several times.
It sounds like something's going wrong with one of the boss's rage_new_weapon setup. Do you know which bosses were played on that map/around that time?
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Last edited by Powerlord; 07-07-2012 at 19:30.
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KniL
Senior Member
Join Date: Jun 2012
Old 07-07-2012 , 19:38   Re: [TF2] Freak Fortress 2
#1700

Quote:
Originally Posted by Powerlord View Post
It sounds like something's going wrong with one of the boss's rage_new_weapon setup. Do you know which bosses were played on that map/around that time?
I dont know, have about 20 bosses, including defaults :/

I will test all of them right now and post the results.
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