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FF2 Freak Fortress 2 1.10.14 Released


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Donski
Senior Member
Join Date: Sep 2012
Old 03-30-2014 , 03:52   Re: FF2 1.9.2 Released
Reply With Quote #421

So by rtd and goomba support, that means we don't need separate plugins for RTD and Goomba nymore?
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Darthmule
AlliedModders Donor
Join Date: May 2012
Location: Netherlands
Old 03-30-2014 , 05:07   Re: FF2 1.9.2 Released
Reply With Quote #422

Quote:
Originally Posted by BBG_Theory View Post
On 1.9.2 I witnessed some funny behavior with who was supposed to be boss. It was like it would get stuck on someone, same person kept getting to be hale. I rolled back to 1.9.1 for now (not sure if I did something wrong)

anything change in subplugins between 1.9.1 and 1.9.2 ?


++edited re. above - im not sure I used the new 1st abilities.ff2 .. I will need to test it again

also I am interested in the BGM bug fix. Can the fix be easily applied to all versions of FF2?

at "public PrecacheCharacter(characterIndex)", add

Code:
else if(!strcmp(s3, "sound_bgm"))
{
    for(new i=1; ; i++)
    {
            Format(s2, sizeof(s2), "%s%d", "path", i);

            KvGetString(BossKV[characterIndex], s2, s, PLATFORM_MAX_PATH);
            if(!s[0])
                break;
            PrecacheSound(s);
    }
}
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WildCard65
Veteran Member
Join Date: Aug 2013
Location: Canada
Old 03-30-2014 , 07:49   Re: FF2 1.9.2 Released
Reply With Quote #423

Quote:
Originally Posted by Donski View Post
So by rtd and goomba support, that means we don't need separate plugins for RTD and Goomba nymore?
No, the support makes them balanced with ff2.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 03-30-2014 , 09:12   Re: FF2 1.9.2 Released
Reply With Quote #424

Quote:
Originally Posted by BBG_Theory View Post
On 1.9.2 I witnessed some funny behavior with who was supposed to be boss. It was like it would get stuck on someone, same person kept getting to be hale. I rolled back to 1.9.1 for now (not sure if I did something wrong)

anything change in subplugins between 1.9.1 and 1.9.2 ?


++edited re. above - im not sure I used the new 1st abilities.ff2 .. I will need to test it again

also I am interested in the BGM bug fix. Can the fix be easily applied to all versions of FF2?
1.9.2 was supposed to fix that bug...there was an invalid client check in 1.9.1 that was causing it in the first place.
As for changed subplugins: Only ff2_1st_set_abilities (rage_cloneattack), I believe.

For the BGM fix, what Darthmule posted already exists in the code (that just automagically precaches BGMs for you)...
At the very beginning of "Timer_MusicPlay", add the following:
Code:
if(CheckRoundState()!=1) {     return Plugin_Continue; }
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Last edited by Wliu; 03-30-2014 at 09:14.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 03-30-2014 , 12:09   Re: FF2 1.9.2 Released
Reply With Quote #425

Fix for ability timers not resetting (aka Hale having a 45-second recharge timer for his first superjump because HHH was before him) is coming soon. I'll be away this afternoon, but expect it hopefully today (I just need to test out the fix).
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SmackDaddy
Veteran Member
Join Date: Oct 2009
Old 03-30-2014 , 15:00   Re: FF2 1.9.2 Released
Reply With Quote #426

What is "BGM"?

And, Is there anything specific to add to my server.cfg for FF2 plugin to work properly? (In the past it had to be "arena" mode -- so what needs to be in the server.cfg for optimal FF2 settings?

How do I get the players to stop respawning? When the boss dies, he ends up going to the other team on spawning and someone else is the boss..... the material and model files should be in the "custom" folder correct or do they work best putting them in their respective model/material folders within tf2?
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ClassicGuzzi
Veteran Member
Join Date: Oct 2013
Location: Argentina
Old 03-30-2014 , 16:54   Re: FF2 1.9.2 Released
Reply With Quote #427

I'm not sure if anyone has the same problem, but I got my error logs with a lot of this 3 errors:

Code:
L 03/30/2014 - 16:39:15: [freaks\ff2_1st_set_abilities.ff2] [FF2] Couldn't load SDK function (CTFPlayer::RemoveWearable). SDK call failed.
L 03/30/2014 - 16:39:17: [freak_fortress_2.smx] [FF2] Couldn't load SDK function (CTFPlayer::RemoveWearable). SDK call failed.
L 03/30/2014 - 16:39:20: [freaks\default_abilities.ff2] [FF2] Couldn't load SDK function (CTFPlayer::IsWearable). SDK call failed.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 03-30-2014 , 17:19   Re: FF2 1.9.2 Released
Reply With Quote #428

Quote:
Originally Posted by SmackDaddy View Post
What is "BGM"?

And, Is there anything specific to add to my server.cfg for FF2 plugin to work properly? (In the past it had to be "arena" mode -- so what needs to be in the server.cfg for optimal FF2 settings?

How do I get the players to stop respawning? When the boss dies, he ends up going to the other team on spawning and someone else is the boss..... the material and model files should be in the "custom" folder correct or do they work best putting them in their respective model/material folders within tf2?
BGM is "background music", eg CBS's "millionaire holiday".
I don't think there's anything specific-we're running on almost default settings and it's working fine. It sounds like you have something wrong with your FF2 installation. I don't have mat/model files in /custom/ yet, but that shouldn't matter...

Quote:
Originally Posted by ClassicGuzzi View Post
I'm not sure if anyone has the same problem, but I got my error logs with a lot of this 3 errors:

Code:
L 03/30/2014 - 16:39:15: [freaks\ff2_1st_set_abilities.ff2] [FF2] Couldn't load SDK function (CTFPlayer::RemoveWearable). SDK call failed.
L 03/30/2014 - 16:39:17: [freak_fortress_2.smx] [FF2] Couldn't load SDK function (CTFPlayer::RemoveWearable). SDK call failed.
L 03/30/2014 - 16:39:20: [freaks\default_abilities.ff2] [FF2] Couldn't load SDK function (CTFPlayer::IsWearable). SDK call failed.
Make sure equipwearable.txt exists in /addons/sourcemod/gamedata/ (and has stuff in it). If it exists, what SM version are you using?
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WildCard65
Veteran Member
Join Date: Aug 2013
Location: Canada
Old 03-30-2014 , 17:38   Re: FF2 1.9.2 Released
Reply With Quote #429

Oh ya, we(me and Wliu) need some feed back on the mantreads stomping(https://github.com/50DKP/FF2-Official/issues/33) to know if it's actually broken or how it works is changed.

Last edited by WildCard65; 03-30-2014 at 17:39.
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ClassicGuzzi
Veteran Member
Join Date: Oct 2013
Location: Argentina
Old 03-30-2014 , 17:40   Re: FF2 1.9.2 Released
Reply With Quote #430

Quote:
Originally Posted by Wliu View Post
Make sure equipwearable.txt exists in /addons/sourcemod/gamedata/ (and has stuff in it). If it exists, what SM version are you using?
I added it yesterday, I don't have the "equipwearable.txt is missing" error anymore. Oh and my SourceMod Version: 1.5.3-dev+3957
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