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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 08-18-2013 , 21:08   Re: Version 1.07 - where are we now?
Reply With Quote #11

Quote:
Originally Posted by MaloModo View Post
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
Well Ravensbro has kind of done this. He keeps a collection of most all the bosses and "everything you need for FF2"
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BBG_Theory
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Join Date: Oct 2010
Location: NC USA
Old 08-18-2013 , 21:33   Re: Version 1.07 - where are we now?
Reply With Quote #12

I've been running pluginV1 all day today and it has been running great!

but do have some log entries

Code:
L 08/18/2013 - 17:15:44: Info (map "vsh_harvest") (file "errors_20130818.log")
L 08/18/2013 - 17:15:44: [SM] Plugin encountered error 25: Call was aborted
L 08/18/2013 - 17:15:44: [SM] Native "SetFailState" reported: [FF2 Model] Failed to initialize call to CTFAmmoPack::SetInitialVelocity
L 08/18/2013 - 17:15:44: [SM] Displaying call stack trace for plugin "freaks/easter_abilities.ff2":
L 08/18/2013 - 17:15:44: [SM]   [0]  Line 57, easter_abilities.sp::OnPluginStart2()
L 08/18/2013 - 17:15:44: [SM]   [1]  Line 31, /home/bigbang/.gameservers/scripting/include/freak_fortress_2_subplugin.inc::OnPluginStart()
L 08/18/2013 - 17:17:16: [SM] Plugin encountered error 25: Call was aborted
L 08/18/2013 - 17:17:16: [SM] Native "SetFailState" reported: [FF2 Model] Failed to initialize call to CTFAmmoPack::SetInitialVelocity
L 08/18/2013 - 17:17:16: [SM] Displaying call stack trace for plugin "freaks/easter_abilities.ff2":
L 08/18/2013 - 17:17:16: [SM]   [0]  Line 57, easter_abilities.sp::OnPluginStart2()
L 08/18/2013 - 17:17:16: [SM]   [1]  Line 31, /home/bigbang/.gameservers/scripting/include/freak_fortress_2_subplugin.inc::OnPluginStart()
L 08/18/2013 - 18:16:42: Error log file session closed.
should probably just remove easter_abilities.ff2 as I don't think any boss configs use that to my memory.

Last edited by BBG_Theory; 08-18-2013 at 21:39.
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 08-20-2013 , 09:39   Re: Version 1.07 - where are we now?
Reply With Quote #13

Yeah that sdkcall dont work afaik, Oh, and you can just spawn the physprop/healthkit on the ground under the player (traceray and offset the normal, if need be just add some rand to the player pos x and y, make the z at eye level, then fire the ray straight down), before that i was parenting it to a prop physics override. If you set the override params to give it a lot of mass, it will drop like a brick and won't rotate when it hits the ground, but it will still slide across terrain, and you can just set the physprop to render none.

Also, powerlord, wtf is with the runcmd on the easter abilities, as far as i can tell, it does nothing.
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Last edited by friagram; 08-20-2013 at 09:45.
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playpo
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Join Date: Oct 2011
Old 08-20-2013 , 11:21   Re: Version 1.07 - where are we now?
Reply With Quote #14

my server 1.07 beta... hale no weapon

where is the 1.07 plugin..
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Powerlord
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Old 08-21-2013 , 22:12   Re: Version 1.07 - where are we now?
Reply With Quote #15

Quote:
Originally Posted by BBG_Theory View Post
Powerlord, since it looks like what got broken in VSH (and repaired???) was the same error is the easter_abilities.ff2 in pluginV1, Does this now mean we have a strategy for fixing the same error in pluginV1?
It uses the same gamedata file.

Granted, has easter_abilities ever even worked?
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Last edited by Powerlord; 08-21-2013 at 22:13.
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friagram
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Old 08-27-2013 , 11:54   Re: Version 1.07 - where are we now?
Reply With Quote #16

Hard to know looking at that completey out of any meaningful context.

Oh.. Also a lot of subplugins also use the same parser for creating weapons, so idk exactly where this error is, you should ask sarge to look into it if he has time since he knows whats up.
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Last edited by friagram; 08-27-2013 at 12:05.
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friagram
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Old 08-31-2013 , 14:40   Re: Version 1.07 - where are we now?
Reply With Quote #17

There is another bug with prepareitemhandle.. When parsing empty strings it tries to grab attribs from the item, when it shiuld just be setting the attrib count to zero,this results in the attrib zero error as well.

Something like this may work for prepareitemhandle, PL suggested checking for the delim, or you could use strlen. I think it's safe to decl the array here, since presumably you will parse out pairs and they will fill the array. If you have bad input for ongivenameditem -- which does not come from boss configs, that's a pretty big problem anyways. I have been using something similar to this, but mine is a bit different.. 99% of my ff2 item handling is done ongivenameditem, and I use a global handle, but I think this will work...

PHP Code:
stock Handle:PrepareItemHandle(Handle:hItemString:name[] = ""index = -1, const String:att[] = ""bool:dontpreserve false)
{
    static 
Handle:hWeapon;
    new 
addattribs 0;

    
decl String:weaponAttribsArray[32][32];
    
decl attribCount;

    if(
att[0] != '\0')
    {
        
attribCount ExplodeString(att" ; "weaponAttribsArray3232);
    }
    else
    {
        
attribCount 0;
    }

    new 
flags OVERRIDE_ATTRIBUTES;
    if (!
dontpreserve)
    {
        
flags |= PRESERVE_ATTRIBUTES;
    }
    if (
hWeapon == INVALID_HANDLE)
    {
        
hWeapon TF2Items_CreateItem(flags);
    }
    else
    {
        
TF2Items_SetFlags(hWeaponflags);
    }
    if (
hItem != INVALID_HANDLE)
    {
        if(!
dontpreserve)            // don't bother reading attribs if we are discarding them?
        
{
            
addattribs TF2Items_GetNumAttributes(hItem);
        }
        if (
addattribs 0)
        {
            for (new 
0addattribs+= 2)
            {
                new 
bool:dontAdd false;
                new 
attribIndex TF2Items_GetAttributeId(hItemi);
                for (new 
0attribCount+i+= 2)
                {
                    if (
StringToInt(weaponAttribsArray[z]) == attribIndex)
                    {
                        
dontAdd true;
                        break;
                    }
                }
                if (!
dontAdd)
                {
                    
IntToString(attribIndexweaponAttribsArray[i+attribCount], 32);
                    
FloatToString(TF2Items_GetAttributeValue(hItemi), weaponAttribsArray[i+1+attribCount], 32);
                }
            }
            
attribCount += addattribs;
        }
        
CloseHandle(hItem);    //probably returns false but whatever
    
}

    if (
name[0] != '\0')
    {
        
flags |= OVERRIDE_CLASSNAME;
        
TF2Items_SetClassname(hWeaponname);
    }
    if (
index != -1)
    {
        
flags |= OVERRIDE_ITEM_DEF;
        
TF2Items_SetItemIndex(hWeaponindex);
    }
    if (
attribCount)
    {
        
TF2Items_SetNumAttributes(hWeapon, (attribCount/2));
        new 
i2 0;
        for (new 
0attribCount && i2 32+= 2)
        {
            
TF2Items_SetAttribute(hWeaponi2StringToInt(weaponAttribsArray[i]), StringToFloat(weaponAttribsArray[i+1]));
            
i2++;
        }
    }
    else
    {
        
TF2Items_SetNumAttributes(hWeapon0);
    }
    
TF2Items_SetFlags(hWeaponflags);
    return 
hWeapon;

and for the instances of spawnweapon:
PHP Code:
stock SpawnWeapon(client,String:name[],index,level,qual,String:att[])
{
    new 
Handle:hWeapon TF2Items_CreateItem(OVERRIDE_ALL|FORCE_GENERATION);
    if (
hWeapon == INVALID_HANDLE)
        return -
1;
    
TF2Items_SetClassname(hWeaponname);
    
TF2Items_SetItemIndex(hWeaponindex);
    
TF2Items_SetLevel(hWeaponlevel);
    
TF2Items_SetQuality(hWeaponqual);
    new 
String:atts[32][32];
    new 
count ExplodeString(att" ; "atts3232);
    if (
count 1)        // attribute pairs
    
{
        
TF2Items_SetNumAttributes(hWeaponcount/2);
        new 
i2 0;
        for (new 
0;  count;  i+= 2)
        {
            
TF2Items_SetAttribute(hWeaponi2StringToInt(atts[i]), StringToFloat(atts[i+1]));
            
i2++;
        }
    }
    else
        
TF2Items_SetNumAttributes(hWeapon0);
    new 
entity TF2Items_GiveNamedItem(clienthWeapon);
    
CloseHandle(hWeapon);
    
EquipPlayerWeapon(cliententity);
    return 
entity;

Edit: oh, and as voided pointed out.. if you use the stock version which injects the stupid stock values, you'll need to do something about the trailing semicolon. I think this might work =/

PHP Code:
EquipBoss(index)
{
    
DoOverlay(Boss[index],"");
    
TF2_RemoveAllWeapons(Boss[index]);
    
decl String:s[64];
    
decl String:s2[128];
    for(new 
1; ; j++)
    {
        
KvRewind(BossKV[Special[index]]);
        
Format(s,10,"weapon%i",j);
        if (
KvJumpToKey(BossKV[Special[index]],s))
        {
            
KvGetString(BossKV[Special[index]], "name",s64);
            
KvGetString(BossKV[Special[index]], "attributes",s2128"");
            if(
s2[0] != '\0')
            {
                
Format(s2,128,"68 ; 2 ; 2 ; 3.0 ; 259 ; 1 ; 269 ; 1 ; %s",s2);
            }
            else
            {
                
Format(s2,128,"68 ; 2 ; 2 ; 3.0 ; 259 ; 1 ; 269 ; 1");
            } 
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Last edited by friagram; 09-01-2013 at 00:16.
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