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[TF2] Freak Fortress 2


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Powerlord
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Join Date: Jun 2008
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Old 04-19-2012 , 14:01   Re: [TF2] Freak Fortress 2
#351

Quote:
Originally Posted by 11530 View Post
I like that idea! The good thing about this is that the frozen corpses remain the entire round since clients never die a second time.
Turns out this is unnecessary for gold statues, as you can just set the attributes key of weapon1 (or weapon2 if they have multiple weapons) to "150 ; 1"

The ice statues are different, as it only applies to backstabs, so I still need a plugin for that.

I may still include the gold ability just for lazy people, since it's just being passed in as an argument anyway.
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FudgePoly
Senior Member
Join Date: Jul 2011
Old 04-19-2012 , 14:13   Re: [TF2] Freak Fortress 2
#352

Quote:
Originally Posted by Powerlord View Post
You mean the server won't start? Odd, I'm running 1.03 right now and haven't seen it crash... however, my server is empty at the moment other than the replay bot.
The mod itself doesn't start because of the errors, the server starts just fine.
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Powerlord
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Old 04-19-2012 , 16:09   Re: [TF2] Freak Fortress 2
#353

Quote:
Originally Posted by FudgePoly View Post
The mod itself doesn't start because of the errors, the server starts just fine.
Hmm... are you getting any errors in the SourceMod errors log (addons/sourcemod/logs/errors_20120419.log)?

I know that TF2Items had some new gamedata files released yesterday to fix issues with GiveNamedItem having a new signature on Windows, but TF2Items gamedata are downloaded automatically by the SourceMod GameData updater.
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Last edited by Powerlord; 04-19-2012 at 16:10.
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FudgePoly
Senior Member
Join Date: Jul 2011
Old 04-19-2012 , 16:51   Re: [TF2] Freak Fortress 2
#354

Code:
L 04/19/2012 - 15:18:01: [freak_fortress_2.smx] [Freak Fortress 2] Warning: your config may be outdated. Back up your tf/cfg/sourcemod/freak_fortress_2/ folder and delete it, and this plugin will generate a new one that you can then mod$
L 04/19/2012 - 15:18:42: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/19/2012 - 15:18:42: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/19/2012 - 15:18:42: [SM]   [0]  Line 832, freak_fortress_2.sp::event_round_start()
L 04/19/2012 - 15:18:52: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/19/2012 - 15:18:52: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/19/2012 - 15:18:52: [SM]   [0]  Line 1060, freak_fortress_2.sp::event_round_end()
L 04/19/2012 - 15:18:53: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/19/2012 - 15:18:53: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/19/2012 - 15:18:53: [SM]   [0]  Line 2029, freak_fortress_2.sp::Timer_changeclass()
L 04/19/2012 - 15:18:55: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/19/2012 - 15:18:55: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/19/2012 - 15:18:55: [SM]   [0]  Line 3821, freak_fortress_2.sp::RandomSound()
L 04/19/2012 - 15:18:55: [SM]   [1]  Line 4593, freak_fortress_2.sp::HookSound()
L 04/19/2012 - 15:18:55: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/19/2012 - 15:18:55: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/19/2012 - 15:18:55: [SM]   [0]  Line 3821, freak_fortress_2.sp::RandomSound()
L 04/19/2012 - 15:18:55: [SM]   [1]  Line 4593, freak_fortress_2.sp::HookSound()
L 04/19/2012 - 15:42:22: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/19/2012 - 15:42:22: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/19/2012 - 15:42:22: [SM]   [0]  Line 3920, freak_fortress_2.sp::PickSpecial()
L 04/19/2012 - 15:42:22: [SM]   [1]  Line 830, freak_fortress_2.sp::event_round_start()
L 04/19/2012 - 15:42:30: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/19/2012 - 15:42:30: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/19/2012 - 15:42:30: [SM]   [0]  Line 2029, freak_fortress_2.sp::Timer_changeclass()
L 04/19/2012 - 15:42:32: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/19/2012 - 15:42:32: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/19/2012 - 15:42:32: [SM]   [0]  Line 1060, freak_fortress_2.sp::event_round_end()
L 04/19/2012 - 15:42:36: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/19/2012 - 15:42:36: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/19/2012 - 15:42:36: [SM]   [0]  Line 3821, freak_fortress_2.sp::RandomSound()
L 04/19/2012 - 15:42:36: [SM]   [1]  Line 4593, freak_fortress_2.sp::HookSound()
L 04/19/2012 - 15:42:36: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/19/2012 - 15:42:36: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/19/2012 - 15:42:36: [SM]   [0]  Line 3821, freak_fortress_2.sp::RandomSound()
L 04/19/2012 - 15:42:36: [SM]   [1]  Line 4593, freak_fortress_2.sp::HookSound()
Code:
L 04/19/2012 - 16:56:11: [SM] Native "FF2_HasAbility" reported: Error encountered while processing a dynamic native
L 04/19/2012 - 16:56:11: [SM] Displaying call stack trace for plugin "freaks/default_abilities.ff2.old":
L 04/19/2012 - 16:56:11: [SM]   [0]  Line 63, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freaks\default_abilities.sp::StartBossTimer()
L 04/19/2012 - 16:56:11: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/19/2012 - 16:56:11: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/19/2012 - 16:56:11: [SM]   [0]  Line 3701, freak_fortress_2.sp::HasAbility()
L 04/19/2012 - 16:56:11: [SM]   [1]  Line 5020, freak_fortress_2.sp::Native_HasAbility()
L 04/19/2012 - 16:56:11: [SM] Native "FF2_HasAbility" reported: Error encountered while processing a dynamic native
L 04/19/2012 - 16:56:11: [SM] Displaying call stack trace for plugin "freaks/default_abilities.ff2":
L 04/19/2012 - 16:56:11: [SM]   [0]  Line 65, default_abilities.sp::StartBossTimer()
L 04/19/2012 - 16:56:11: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/19/2012 - 16:56:11: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/19/2012 - 16:56:11: [SM]   [0]  Line 3701, freak_fortress_2.sp::HasAbility()
L 04/19/2012 - 16:56:11: [SM]   [1]  Line 5020, freak_fortress_2.sp::Native_HasAbility()
L 04/19/2012 - 16:56:11: [SM] Native "FF2_HasAbility" reported: Error encountered while processing a dynamic native
L 04/19/2012 - 16:56:11: [SM] Displaying call stack trace for plugin "freaks/special_noanims.ff2":
L 04/19/2012 - 16:56:11: [SM]   [0]  Line 51, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freaks\special_noanims.sp::Timer_Disable_Anims()
L 04/19/2012 - 16:56:31: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/19/2012 - 16:56:31: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/19/2012 - 16:56:31: [SM]   [0]  Line 3701, freak_fortress_2.sp::HasAbility()
L 04/19/2012 - 16:56:31: [SM]   [1]  Line 5020, freak_fortress_2.sp::Native_HasAbility()
L 04/19/2012 - 16:56:31: [SM] Native "FF2_HasAbility" reported: Error encountered while processing a dynamic native
L 04/19/2012 - 16:56:31: [SM] Displaying call stack trace for plugin "freaks/ff2_1st_set_abilities.ff2":
L 04/19/2012 - 16:56:31: [SM]   [0]  Line 545, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freaks\ff2_1st_set_abilities.sp::event_player_death()
L 04/19/2012 - 16:56:31: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/19/2012 - 16:56:31: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/19/2012 - 16:56:31: [SM]   [0]  Line 3701, freak_fortress_2.sp::HasAbility()
L 04/19/2012 - 16:56:31: [SM]   [1]  Line 5020, freak_fortress_2.sp::Native_HasAbility()
L 04/19/2012 - 16:56:31: [SM] Native "FF2_HasAbility" reported: Error encountered while processing a dynamic native
L 04/19/2012 - 16:56:31: [SM] Displaying call stack trace for plugin "freaks/default_abilities.ff2":
L 04/19/2012 - 16:56:31: [SM]   [0]  Line 455, default_abilities.sp::event_player_death()
L 04/19/2012 - 16:56:31: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/19/2012 - 16:56:31: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/19/2012 - 16:56:31: [SM]   [0]  Line 3701, freak_fortress_2.sp::HasAbility()
L 04/19/2012 - 16:56:31: [SM]   [1]  Line 5020, freak_fortress_2.sp::Native_HasAbility()
L 04/19/2012 - 16:56:31: [SM] Native "FF2_HasAbility" reported: Error encountered while processing a dynamic native
L 04/19/2012 - 16:56:31: [SM] Displaying call stack trace for plugin "freaks/default_abilities.ff2.old":
L 04/19/2012 - 16:56:31: [SM]   [0]  Line 441, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freaks\default_abilities.sp::event_player_death()
I just noticed it says something about the config, but I wouldn't want to start messing with it because of the recent Valve fiasco with SM. 1.02 works great for me right now, I'll wait for another update. Too many errors to care about it when you have such a nicely working version.

P.S. On a COMPLETELY unrelated note I've probably been spamming you (Powerlord) for quite a bit about this, but I'd really appreciate you having a look at the Mapchooser Extended thread or the PM I sent you since I'd really like to know if such a feature is possible... Probably more irritating than anything else but you have to be selfish as a server administrator sometimes.

Last edited by FudgePoly; 04-19-2012 at 16:54.
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MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Old 04-19-2012 , 17:05   Re: [TF2] Freak Fortress 2
#355

This error appears in client console on Ninja Spy round start sometimes, looks like "mentlegen" is typo'd in the config.

Code:
Failed to load sound "freak_fortress_2\ninjaspy\mentelgen.wav", file probably missing from disk/repository
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 04-19-2012 , 17:13   Re: [TF2] Freak Fortress 2
#356

Quote:
Originally Posted by Powerlord View Post
I know that TF2Items had some new gamedata files released yesterday to fix issues with GiveNamedItem having a new signature on Windows, but TF2Items gamedata are downloaded automatically by the SourceMod GameData updater.
Nope, TF2Items uses a virtual offset and didn't need an update.
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Powerlord
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Old 04-19-2012 , 17:14   Re: [TF2] Freak Fortress 2
#357

Quote:
Originally Posted by asherkin View Post
Nope, TF2Items uses a virtual offset and didn't need an update.
Hmm, I thought I saw one for TF2Items because the Windows offset changed... guess not.

On another topic, I've noticed it's completely random whether special boss abilities start with arg0 or arg1 even in default_abilities. Which is recommended?

While I'm here, why do some bosses have "slot5" "1" and things in their sound_ability section? From looking at the existing bosses, I'm assuming they're used to denote the sound with that number as being used for charge_bravejump, but it's not exactly clear.
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Last edited by Powerlord; 04-19-2012 at 17:20.
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Torqus
Member
Join Date: Apr 2012
Location: Uruguay
Old 04-19-2012 , 22:02   Re: [TF2] Freak Fortress 2
#358

Hi.
I have a question...
I make a simple Boss called Robot, is the Soldier whit the robot sounds.
I dont know why but when I play in my server whit my friends, all the bosses can be played, but Robot doesnt exist, I try whit !ff2_special robot and doesnt work.
Anyone can tell me what I do bad?

And how to change the boss select system because one time the seeldier and the seeman was played 4 rounds in a row, and the ninja spy, and others.

There is the robot.cfg and the characters.cfg files.
thx.
Attached Files
File Type: cfg robot.cfg (1.7 KB, 156 views)
File Type: cfg characters.cfg (235 Bytes, 160 views)
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Powerlord
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Join Date: Jun 2008
Location: Seduce Me!
Old 04-19-2012 , 23:36   Re: [TF2] Freak Fortress 2
#359

While creating the logic for special_ragdoll, I noticed something strange... the method for checking if a DeadRinger is being used in ff2_1st_set_abilities is incorrect. The game no longer includes the feign_death boolean unless some other plugin (or SourceMod) reinserts it.

Instead, the correct way of checking if the death is fake is this:

PHP Code:
    new deathflags GetEventInt(event"death_flags");
    if (
deathflags TF_DEATHFLAG_DEADRINGER)
        return 
Plugin_Continue
Note: TF_DEATHFLAG_DEADRINGER is in tf2_stocks.

On another subject, since I'm importing a Spy model that wasn't built for FF2, it has a bunch of spy mask materials... do I need to force clients to download those? For that matter, I don't plan on giving this boss invulnerability, but there are a bunch of invuln skins... can I skip those, too?


Quote:
Originally Posted by Torqus View Post
Hi.
I have a question...
I make a simple Boss called Robot, is the Soldier whit the robot sounds.
I dont know why but when I play in my server whit my friends, all the bosses can be played, but Robot doesnt exist, I try whit !ff2_special robot and doesnt work.
Anyone can tell me what I do bad?

And how to change the boss select system because one time the seeldier and the seeman was played 4 rounds in a row, and the ninja spy, and others.

There is the robot.cfg and the characters.cfg files.
thx.
In the characters.cfg you posted, it appears that everything after the ninja spy is on one line. As far as I'm aware, FF2 reads this file line-by-line from the top down. Make sure you're not mixing line endings between Windows and UNIX styles.
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Last edited by Powerlord; 04-20-2012 at 14:47.
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S_W_A_T
Senior Member
Join Date: Dec 2007
Old 04-19-2012 , 23:40   Re: [TF2] Freak Fortress 2
#360

Quote:
Originally Posted by Torqus View Post
Hi.
I have a question...
I make a simple Boss called Robot, is the Soldier whit the robot sounds.
I dont know why but when I play in my server whit my friends, all the bosses can be played, but Robot doesnt exist, I try whit !ff2_special robot and doesnt work.
Anyone can tell me what I do bad?

And how to change the boss select system because one time the seeldier and the seeman was played 4 rounds in a row, and the ninja spy, and others.

There is the robot.cfg and the characters.cfg files.
thx.
Your boss no. "11" is missing
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