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Version 1.07 - where are we now?


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BBG_Theory
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Join Date: Oct 2010
Location: NC USA
Old 08-16-2013 , 21:52   Version 1.07 - where are we now?
Reply With Quote #1

There is a lot of confusing posts in various spots of the forum (esp. since the summer update that effected TF2 items)

example https://forums.alliedmods.net/showpo...&postcount=180

I have also read something about Asherkin interacting with Valve developers to perhaps return removed functions or do some sorts of repairing to TF2 to help with TF2Items

I'm wondering if we can get a ver 1.07a that brings us to date given Valve changing the state of TF2 since Dec 14th 2012?? Or is this still as good as it gets?

For example, did we ever find the best solution for the boss improperly holding onto a weapon, not to mention other bugs
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Huntereb
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Old 08-16-2013 , 23:47   Re: Version 1.07 - where are we now?
Reply With Quote #2

pls
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Wliu
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Join Date: Apr 2013
Old 08-17-2013 , 11:29   Re: Version 1.07 - where are we now?
Reply With Quote #3

https://github.com/powerlord/sourcemod-freak-fortress-2 is the best that's out there, I think. As far as I know, not much was changed (nothing you mentioned).
However, I just fixed 3 minor bugs (PluginV1).
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Huntereb
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Join Date: Jul 2012
Old 08-17-2013 , 12:36   Re: Version 1.07 - where are we now?
Reply With Quote #4

Wliu, have any of those bugs been related to stopping FF2 downloads on maps that don't have FF2 loaded, or making it so when FF2 is loaded (but off) on maps that don't use ff2 it won't force players to Red?
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 08-17-2013 , 14:32   Re: Version 1.07 - where are we now?
Reply With Quote #5

Quote:
Originally Posted by Huntereb View Post
Wliu, have any of those bugs been related to stopping FF2 downloads on maps that don't have FF2 loaded, or making it so when FF2 is loaded (but off) on maps that don't use ff2 it won't force players to Red?
Unload the plugin to fix this for now.
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Huntereb
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Old 08-17-2013 , 15:02   Re: Version 1.07 - where are we now?
Reply With Quote #6

Quote:
Originally Posted by friagram View Post
Unload the plugin to fix this for now.
What about the downloading materials? I've already figured out the team switch fix.
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Darthmule
AlliedModders Donor
Join Date: May 2012
Location: Netherlands
Old 08-18-2013 , 08:46   Re: Version 1.07 - where are we now?
Reply With Quote #7

Quote:
Originally Posted by Huntereb View Post
What about the downloading materials? I've already figured out the team switch fix.
Try adding the code from when it executes it's configs to the LoadCharacter function:
Code:
if (IsFF2Map() && GetConVarBool(cvarEnabled))
    {
Close and whitespace where needed, etc.
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BBG_Theory
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Join Date: Oct 2010
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Old 08-18-2013 , 10:27   Re: Version 1.07 - where are we now?
Reply With Quote #8

Quote:
Originally Posted by Wliu View Post
https://github.com/powerlord/sourcemod-freak-fortress-2 is the best that's out there, I think. As far as I know, not much was changed (nothing you mentioned).
However, I just fixed 3 minor bugs (PluginV1).
Everything compiled well in PluginV1 except for natives.sp. I sent you a PM inquiring about what is this natives , is this a new dependency? (thought others might have same question)

Code:
Compiling natives.sp...SourcePawn Compiler 1.5.0-dev+3862
Copyright (c) 1997-2006, ITB CompuPhase, (C)2004-2008 AlliedModders, LLC
/home/xxx/.gameservers/scripting/include/freak_fortress_2.inc(291) : error 0                  25: function heading differs from prototype
/home/xxx/.gameservers/scripting/include/freak_fortress_2.inc(291) : error 0                  59: function argument may not have a default value (variable "enabled")
natives.sp(80) : error 025: function heading differs from prototype
3 Errors.

Last edited by BBG_Theory; 08-18-2013 at 11:18.
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Powerlord
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Join Date: Jun 2008
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Old 08-18-2013 , 14:59   Re: Version 1.07 - where are we now?
Reply With Quote #9

Quote:
Originally Posted by BBG_Theory View Post
Everything compiled well in PluginV1 except for natives.sp. I sent you a PM inquiring about what is this natives , is this a new dependency? (thought others might have same question)

Code:
Compiling natives.sp...SourcePawn Compiler 1.5.0-dev+3862
Copyright (c) 1997-2006, ITB CompuPhase, (C)2004-2008 AlliedModders, LLC
/home/xxx/.gameservers/scripting/include/freak_fortress_2.inc(291) : error 0                  25: function heading differs from prototype
/home/xxx/.gameservers/scripting/include/freak_fortress_2.inc(291) : error 0                  59: function argument may not have a default value (variable "enabled")
natives.sp(80) : error 025: function heading differs from prototype
3 Errors.
natives.sp is compiled as part of the main plugin.
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Last edited by Powerlord; 08-18-2013 at 14:59.
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MaloModo
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Join Date: Aug 2008
Old 08-18-2013 , 15:56   Re: Version 1.07 - where are we now?
Reply With Quote #10

This might fit in well here. I am pretty sure this may have been brought up once before. After going through all the threads and reviewing things I had this "idea". There is ALOT of Freaks, modifications, subplugins and so on and so forth.

Now I know some think FF2 is a "bad" idea. With OP freaks or 100 freaks with basically all the same "powers" with different models, sound, etc ("fluff"). But isn't that the appeal to some? This could easily be a complete MOD/game in itself could it not? The best way to distribute and maintain this mod would be to have a handful of knowledgable people at the helm. Major updates could easily be distributed via, call me crazy I know, but perhaps even thourgh steam itself (think greenlight?). Cause I have noticed that with the addition of many freaks (30 plus) the download can get up in a hurry (like 300-500 megs).

I can all ready imagine some LARGE communities that pride themselves on unique servers will think this is a bad idea (you taking my money away ) but is that really the point of this or any group of "gamers".

Who would do this and why? I have no idea . Maybe I am just talking out my....

PS Regardless, someone needs to go through this forum and update the Freaks, subplugins, plugins list
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