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FF2 Freak Fortress 2 1.10.14 Released


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protext
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Join Date: Sep 2012
Old 05-17-2015 , 11:09   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1871

Quote:
Originally Posted by protext View Post
Hi!

I have an weird error: ALL bosses have the huge ERROR model. The path from all models are correct, the clients have the correct models.
Also I created a local server for a few weeks ago to test a boss and everything worked fine, but if I run this server now the boss also
have this ERROR model (I didn't changed anything on server or client and the local server don't have third party plugins).

Maybe it's a problem from the ff2 plugin? I don't know.
Any help please?
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xXDeathreusXx
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Join Date: Mar 2013
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Old 05-17-2015 , 12:45   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1872

Quote:
Originally Posted by JT90INTHEHOUSE View Post
So far everything is working just fine, but one problem with the FastDL files (bz2). Everything is going just fine, players do see the model, sounds etc and the downloads function correctly, but the problem is even though the download files are in bz2 and is supposed to download like quick, it takes them forever. Is there any best option to give the bz2 convert on 7-zip or any recommendations so in that way the downloads can be more faster?
I painstakingly manually bzip all my boss files so that I can customize compression levels

Also note that bzip is the least efficient compression and only reduces file size by a third, it will speed up downloads, but not that much if there's alot of big files(Maps and models being the largest downloads)

It also depends on the bandwidth of the receiver, and your FastDL host(I personally use dropbox, it's not the best, but it does pretty good)
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Nanochip
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Join Date: Jan 2014
Old 05-17-2015 , 15:14   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1873

I haven't found a fix for this yet, maybe it's just me having the issue: Everytime a boss teleports to someone, they're stuck there, next to impossible to get free from the boss when they teleport to you. I have seen threads on this and some posts on this issue, but I haven't seen a fix. Any ideas?
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Wliu
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Join Date: Apr 2013
Old 05-17-2015 , 20:23   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1874

Quote:
Originally Posted by protext View Post
Any help please?
Do you have any errors in your client console?

@Nanochip: friagram and some other people have posted some solutions (mostly changing where the boss teleports). I'll see if I can do a quick fix though.

EDIT: Also, I've been pretty busy on a different project, so sorry for the lack of updates
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Last edited by Wliu; 05-17-2015 at 20:23.
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protext
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Join Date: Sep 2012
Old 05-18-2015 , 11:40   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1875

Quote:
Originally Posted by Wliu View Post
Do you have any errors in your client console?
Yep the default "couldn't find" error:
Code:
Failed to load sound "freak_fortress_2\serpentine\serp_crossbrevon.wav", file probably missing from disk/repository
But as I said the files are exists in the right directory. (Client + Server)
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M76030
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Join Date: Mar 2014
Location: Demoknighting in Neptuni
Old 05-18-2015 , 12:04   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1876

did you try and delete your sound.cache files?
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Nanochip
Senior Member
Join Date: Jan 2014
Old 05-18-2015 , 12:07   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1877

Quote:
Originally Posted by Wliu View Post
@Nanochip: friagram and some other people have posted some solutions (mostly changing where the boss teleports). I'll see if I can do a quick fix though.
I saw those fixes, however I figured they would cause problems whenever the player is in a tight space, such as the boss getting stuck in a wall.

A quick solution could be to rip code from No Block and disable player collisions between the boss and the victim to whom the boss teleported to.
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protext
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Join Date: Sep 2012
Old 05-20-2015 , 15:41   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1878

Okey thats very very strange...

Everytime my server.cfg is over 20 lines then the boss have the "ERROR" model.
If the server.cfg is under 20 lines then all models work.... I mean W T F?

We test it alot and it's wayne which cvar is in the server cfg at the 20. position.

Can someone explain this please? ...
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Last edited by protext; 05-20-2015 at 16:04.
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Maximilian_
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Join Date: Oct 2014
Old 05-20-2015 , 16:18   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1879

server.cfg with your cvars, what makes errors?
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xXDeathreusXx
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Old 05-21-2015 , 00:56   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1880

Quote:
Originally Posted by Wliu View Post
@Nanochip: friagram and some other people have posted some solutions (mostly changing where the boss teleports). I'll see if I can do a quick fix though.
Just remove collisions from the boss for a few seconds on teleport, there's even a handy dandy SetEntData you can use to do this in one line provided you get the CBaseEntity offset for m_CollisionGroup on plugin start

From another plugin: SetEntData(entity, g_offsCollisionGroup, 2, 4, true);
Removes collisions

Also: SetEntProp(ent2, Prop_Send, "m_CollisionGroup", COLLISION_GROUP);
Will also work and doesn't need the offset but is buggier then the other option for some reason

I've been meaning to do this exact thing for some time to that ability, but haven't gotten around to it
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Last edited by xXDeathreusXx; 05-21-2015 at 00:59.
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