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FF2 Utility to fix ff2 files for sourcemod 1.11


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bottiger
AlliedModders Donor
Join Date: Dec 2010
Old 12-07-2022 , 20:30   Utility to fix ff2 files for sourcemod 1.11
Reply With Quote #1

Sourcemod 1.11 does not allow you to load .ff2 files. However just renaming .ff2 to .smx does not work because include files in all ff2 plugins have .ff2 hardcoded into the logic in freak_fortress_2_subplugin.inc and other custom includes like ff2_ams.inc.

Over the years our server has accumulated a lot of .ff2 plugins and some of the source code has been lost to time. Some only exist as broken links to dead dropboxes or the forum is filled with countless older versions.

I've uploaded a tool that will automatically fix the ff2 files so you do not have to recompile them.

Thanks to Kailo for making this tool that makes it possible. https://forums.alliedmods.net/showthread.php?t=304137

Instructions.
  1. unzip the file somewhere
  2. put your ff2 files in the ff2fix/freaks folder
  3. Install Python https://www.python.org/downloads/
  4. Go into command prompt and go into the ff2fix directory and type python fix.py
  5. Upload the fixed files in the freaksdone folder

NOTICE

You also need to edit the ff2 plugin and replace ff2 with smx to get this to work.
Attached Files
File Type: zip ff2fix.zip (58.9 KB, 90 views)
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Last edited by bottiger; 12-08-2022 at 17:40.
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GANGST
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Join Date: Oct 2019
Old 12-08-2022 , 00:51   Re: Utility to fix ff2 files for sourcemod 1.11
Reply With Quote #2

Am I doing something wrong? evetime I try to use "python fix.py" I get this error.

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Naydef
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Join Date: Dec 2015
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Old 12-08-2022 , 06:46   Re: Utility to fix ff2 files for sourcemod 1.11
Reply With Quote #3

Execute the command in the C:\Users\rober\Desktop\ff2fix folder, not in the /freaks subfolder.
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Old 12-09-2022 , 15:27   Re: Utility to fix ff2 files for sourcemod 1.11
Reply With Quote #4

Okay so I got it to work but is there a specific area I need to put the new smx files? Also, I'm still using the unoffical FF2 build
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bottiger
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Old 12-11-2022 , 17:34   Re: Utility to fix ff2 files for sourcemod 1.11
Reply With Quote #5

You put it in the same place and you need to edit the plugin to replace all instances of .ff2 with .smx
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DIO the trash
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Join Date: Dec 2022
Old 12-13-2022 , 03:20   Re: Utility to fix ff2 files for sourcemod 1.11
Reply With Quote #6

Hi there
I turn all my sub-plugins into .smx files by using this tool,but still there are a lot of plugins being unable to load,specifically, sub-plugins related to rage abilities,everything else works fine(dynamic defaults and stuff).Any way to get rage plugins get back on work again?
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Last edited by DIO the trash; 12-13-2022 at 03:40. Reason: added attachment
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Naydef
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Join Date: Dec 2015
Location: Doom Town, Nevada
Old 12-14-2022 , 07:17   Re: Utility to fix ff2 files for sourcemod 1.11
Reply With Quote #7

Quote:
Originally Posted by DIO the trash View Post
Hi there
I turn all my sub-plugins into .smx files by using this tool,but still there are a lot of plugins being unable to load,specifically, sub-plugins related to rage abilities,everything else works fine(dynamic defaults and stuff).Any way to get rage plugins get back on work again?
The exact error is not on the screenshot...
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JuegosPablo
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Old 12-14-2022 , 13:12   Re: Utility to fix ff2 files for sourcemod 1.11
Reply With Quote #8

Quote:
Originally Posted by Naydef View Post
The exact error is not on the screenshot...
the error is native is not bound
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Naydef
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Old 12-14-2022 , 13:19   Re: Utility to fix ff2 files for sourcemod 1.11
Reply With Quote #9

Quote:
Originally Posted by JuegosPablo View Post
the error is native is not bound
Probably load order issue. The freak_fortress_2.smx plugin needs to load first. Since subplugins now have .smx extension and they are in a folder, they seem to get loaded before the FF2 plugin.
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Last edited by Naydef; 12-14-2022 at 13:22.
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JuegosPablo
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Old 12-14-2022 , 13:21   Re: Utility to fix ff2 files for sourcemod 1.11
Reply With Quote #10

Quote:
Originally Posted by Naydef View Post
Probably load order issue. The freak_fortress_2.smx plugin needs to load first. Since subplugins now have .smx extension and they are in a folder, the seem to get loaded before the FF2 plugin.
that explain a lot tbh
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