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FF2 Freak Fortress 2: Rewrite


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JJFortJ2
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Join Date: Jul 2020
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Old 09-21-2023 , 04:27   Re: Freak Fortress 2: Rewrite
Reply With Quote #31

can this thing work with vscript vsh maps?
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Blinx
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Join Date: Oct 2013
Old 09-21-2023 , 19:16   Re: Freak Fortress 2: Rewrite
Reply With Quote #32

Quote:
Originally Posted by JJFortJ2 View Post
can this thing work with vscript vsh maps?
No, the 2 will conflict massively, they're entirely different systems
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hkkelvin1995
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Join Date: Jun 2009
Location: Hong Kong
Old 09-23-2023 , 03:04   Re: Freak Fortress 2: Rewrite
Reply With Quote #33

Got a "freak_fortress_2.smx": Native "DynamicHook.FromConf" was not found using the latest SM 11, TF2Attributes, TF2Item, any idea what could be the cause?
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Naydef
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Old 09-23-2023 , 04:22   Re: Freak Fortress 2: Rewrite
Reply With Quote #34

The plugin also requires the Dhooks extension, which pretty recently got integrated into Sourcemod since build 6820.

So I guess you need to upgrade SM, maybe you can tell us the exact SM build you use.
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hkkelvin1995
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Old 09-23-2023 , 04:33   Re: Freak Fortress 2: Rewrite
Reply With Quote #35

Quote:
Originally Posted by Naydef View Post
The plugin also requires the Dhooks extension, which pretty recently got integrated into Sourcemod since build 6820.

So I guess you need to upgrade SM, maybe you can tell us the exact SM build you use.
Just solved it, it seems all the residual DHooks files from previous versions are causing some conflicts. Deleted all of them and replaced with the latest DHook file from the SM built and now it works.
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hkkelvin1995
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Old 09-26-2023 , 04:35   Re: Freak Fortress 2: Rewrite
Reply With Quote #36

I need to figure a few thing about FF2R:
1. Do subplugins now goes into plugins/freaks or they can just sit at /plugins (or maybe both)?
2. Do some old .ff2 subplugins just work right of the box by just renaming them into .smx?
3. I see .ff2 files being loaded, is that normal?
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DanishSoup
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Old 09-26-2023 , 17:49   Re: Freak Fortress 2: Rewrite
Reply With Quote #37

Quote:
Originally Posted by hkkelvin1995 View Post
I need to figure a few thing about FF2R:
1. Do subplugins now goes into plugins/freaks or they can just sit at /plugins (or maybe both)?
2. Do some old .ff2 subplugins just work right of the box by just renaming them into .smx?
3. I see .ff2 files being loaded, is that normal?
1. You can put subplugins in /plugins/ or /plugins/freaks/. The latter will allow you to only load subplugins when a boss is currently playing and not when the server starts. You can also change the directory by editing
"ff2_plugin_subplugins" in ff2rewrite.cfg
2. Sometimes they do. Sometimes you need to recompile them. But any subplugin that uses AMS coding will refuse to work unless the AMS coding is removed.
3. Pretty sure its normal. Happened on my server if subplugins are left in /plugins/ and not /plugins/freaks
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hkkelvin1995
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Old 09-26-2023 , 21:46   Re: Freak Fortress 2: Rewrite
Reply With Quote #38

Quote:
Originally Posted by DanishSoup View Post
1. You can put subplugins in /plugins/ or /plugins/freaks/. The latter will allow you to only load subplugins when a boss is currently playing and not when the server starts. You can also change the directory by editing
"ff2_plugin_subplugins" in ff2rewrite.cfg
2. Sometimes they do. Sometimes you need to recompile them. But any subplugin that uses AMS coding will refuse to work unless the AMS coding is removed.
3. Pretty sure its normal. Happened on my server if subplugins are left in /plugins/ and not /plugins/freaks
Thanks for the reply! It helps a lot!
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hkkelvin1995
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Old 09-29-2023 , 05:28   Re: Freak Fortress 2: Rewrite
Reply With Quote #39

I noticed there are some useful cvars in the .sp files, like these:
Code:
Cvar[CaptureTime] = CreateConVar("ff2_game_capture_time", "n*15 + 60", "Amount of time until the control point unlocks, similar to tf_arena_override_cap_enable_time, can be a formula");
	Cvar[CaptureAlive] = CreateConVar("ff2_game_capture_alive", "n/5", "Amount of players left alive until the control point unlocks, can be a formula");
I tried to change to a custom value in my server.cfg but it keeps getting overriden back to the default value, am I not doing the right way to set the cvars here?
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Kolaxie
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Join Date: Aug 2021
Location: I live inside internet
Old 09-29-2023 , 08:22   Re: Freak Fortress 2: Rewrite
Reply With Quote #40

Quote:
Originally Posted by hkkelvin1995 View Post
I noticed there are some useful cvars in the .sp files, like these:
Code:
Cvar[CaptureTime] = CreateConVar("ff2_game_capture_time", "n*15 + 60", "Amount of time until the control point unlocks, similar to tf_arena_override_cap_enable_time, can be a formula");
	Cvar[CaptureAlive] = CreateConVar("ff2_game_capture_alive", "n/5", "Amount of players left alive until the control point unlocks, can be a formula");
I tried to change to a custom value in my server.cfg but it keeps getting overriden back to the default value, am I not doing the right way to set the cvars here?
There is a custom cfg for rewrite in "cfg/sourcemod/FF2Rewrite.cfg" allowing to change these values
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