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FF2 Freak Fortress 2 1.10.14 Released


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93SHADoW
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Old 10-02-2015 , 14:09   Re: Freak Fortress 2 1.10.6 Released
Reply With Quote #2361

Quote:
Originally Posted by xXDeathreusXx View Post
We could go back to the old way, which would fix it, but would break swing animations
Or just use render transcolor, at least according to Chdata.
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Maximilian_
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Old 10-02-2015 , 14:12   Re: Freak Fortress 2 1.10.6 Released
Reply With Quote #2362

I used 110

Last edited by Maximilian_; 10-02-2015 at 14:13.
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Wormy
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Old 10-02-2015 , 14:13   Re: Freak Fortress 2 1.10.6 Released
Reply With Quote #2363

I'll try git110 for Linux then, see if that fixes it. Thanks.
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xXDeathreusXx
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Old 10-02-2015 , 14:30   Re: Freak Fortress 2 1.10.6 Released
Reply With Quote #2364

Quote:
Originally Posted by SHADoW NiNE TR3S View Post
Or just use render transcolor, at least according to Chdata.
Eh, guess that works too
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Wormy
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Old 10-02-2015 , 15:47   Re: Freak Fortress 2 1.10.6 Released
Reply With Quote #2365

Where can I check which class ID is for each class? I was hoping it would be sorted from 1 to 9 like how they're placed in TF2 (offense, defence, support), but apparently not.
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93SHADoW
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Old 10-02-2015 , 15:49   Re: Freak Fortress 2 1.10.6 Released
Reply With Quote #2366

Quote:
Originally Posted by Wormy View Post
Where can I check which class ID is for each class? I was hoping it would be sorted from 1 to 9 like how they're placed in TF2 (offense, defence, support), but apparently not.
TFClassType:
TFClass_Scout = 1
TFClass_Sniper = 2
TFClass_Soldier = 3
TFClass_DemoMan = 4
TFClass_Medic = 5
TFClass_Heavy = 6
TFClass_Pyro = 7
TFClass_Spy = 8
TFClass_Engineer = 9
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Wormy
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Old 10-02-2015 , 15:59   Re: Freak Fortress 2 1.10.6 Released
Reply With Quote #2367

Thanks. By the way, where do I specify in the boss config if I want to add music?

Nevermind, found it in https://github.com/50DKP/FF2-Officia...-Configuration.
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Last edited by Wormy; 10-02-2015 at 16:11.
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Akuba
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Old 10-02-2015 , 16:15   Re: Freak Fortress 2 1.10.6 Released
Reply With Quote #2368

Quote:
Originally Posted by Wormy View Post
I'll try git110 for Linux then, see if that fixes it. Thanks.
was git110 working for you on KOTH maps? I have 111 and it does not work D:.
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Wormy
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Old 10-02-2015 , 16:23   Re: Freak Fortress 2 1.10.6 Released
Reply With Quote #2369

Quote:
Originally Posted by Akuba View Post
was git110 working for you on KOTH maps? I have 111 and it does not work D:.
I actually ended up getting git111, and it worked just fine when I tried it on koth_hyrulecastle.

global_filters.cfg looks like this for me just in case yours is any different:

Code:
;;EXAMPLE - remove all physics props
;remove:
;{
;"classname" "/prop_physics.*/"
;}

;;EXAMPLE - replace all garbage cans with a hostage
;modify:
;{
;	match:
;	{	
;	"model" "models/props_junk/garbage_metalcan002a.mdl"
;	"classname" "prop_physics_multiplayer"
;	}
;	replace:
;	{
;	"classname" "hostage_entity"
;	}
;	delete:
;	{
;	"model" "models/props_junk/garbage_metalcan002a.mdl"
;	}
;	insert:
;	{
;	"scale" "0.99"
;	}
;}
modify:
{
	match:
	{	
	"classname" "tf_logic_koth"
	}
	replace:
	{
	"classname" "tf_logic_arena"
	}
}
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Wormy
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Old 10-02-2015 , 18:37   Re: Freak Fortress 2 1.10.6 Released
Reply With Quote #2370

Is there a way to disable the "Team Fortress 2 Arena - Waiting for 1 more player before the round starts." message, so I won't be stuck waiting for players? I'd like it if lonely players that join koth_ maps can at least run around. I tried messing around with mp_waitingforplayers_restart 1 and mp_waitingforplayers_cancel 1 to no avail.
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