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FF2 Freak Fortress 2 1.10.14 Released


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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 03-03-2014 , 06:54   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #231

Quote:
Originally Posted by BBG_Theory View Post
the botkiller chain showing is not a FF2 bug, you can get this from anything running tf2items
I infact find this 100% true, happens alot on the tf2 server I'm running where I'm modifying the weapons to be op admin weapons.
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Wliu
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Join Date: Apr 2013
Old 03-03-2014 , 15:20   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #232

I know it's a TF2/TF2Items issue, but I'm trying to fix it inside FF2 .
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xerox_i_
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Join Date: Mar 2013
Old 03-03-2014 , 16:03   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #233

Quote:
Originally Posted by Wliu View Post
It should. I'm pretty sure the test server runs on Ubuntu.

What do you mean, "attach"?
i mean if have a way to add new attrib as default to all hales weaps

and what do you mean, "It should"? its working or you dont know?
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Last edited by xerox_i_; 03-03-2014 at 16:05.
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Wliu
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Join Date: Apr 2013
Old 03-03-2014 , 18:14   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #234

Yes, you can. Search 3.0 or 3.1 (forget which) in the code and you should find it eventually.

I say "it should" because I don't have a Debian-based test server (I did, but it was eating up too much memory on my laptop), but I'm pretty sure BBG's test server runs on Ubuntu, and that works .

Anyway, I've managed to pinpoint the Easter Abilities crash to one line. I think.
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Wliu
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Join Date: Apr 2013
Old 03-03-2014 , 18:28   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #235

Ok, so this time I've actually managed to confirm that I've "fixed" the crash (using 2 bots ).
Something's up with CheckRoundState() where I guess it's reporting the wrong value when changing map. So, to get around that, I removed the check. Hopefully other bad things don't happen.

Also, there's another tiny bug where subplugins were not being correctly detected as loaded or unloaded (I'm currently trying to fix that).

Per what we've been doing for like the past 5 times, rename easter_abilities.smx to easter_abilities.ff2 and put it in /plugins/freaks/.
Attached Files
File Type: smx easter_abilities.smx (7.5 KB, 142 views)
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xerox_i_
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Join Date: Mar 2013
Old 03-04-2014 , 06:07   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #236

Quote:
Originally Posted by Wliu View Post
Yes, you can. Search 3.0 or 3.1 (forget which) in the code and you should find it eventually.

I say "it should" because I don't have a Debian-based test server (I did, but it was eating up too much memory on my laptop), but I'm pretty sure BBG's test server runs on Ubuntu, and that works .

Anyway, I've managed to pinpoint the Easter Abilities crash to one line. I think.
yeah thx for the info

talking about the code i found this on sp:

if(BossCrits)
{
Format(attributes, sizeof(attributes), "68 ; 2.0 ; 2 ; 3.0 ; 259 ; 1.0 ; %s", attributes);
//68: +2 cap rate
//2: x3 damage
//259: Mantreads effect (broken)
}
else
{
Format(attributes, sizeof(attributes), "68 ; 2.0 ; 2 ; 3 ; 259 ; 1.0 ; 15 ; 1 ; %s", attributes);
//68: +2 cap rate
//2: x3 damage
//259: Mantreads effect (broken)
//15: No crits
}
}
else
{
if(BossCrits)
{
attributes="68 ; 2.0 ; 2 ; 3 ; 259 ; 1.0";
//68: +2 cap rate
//2: x3 damage
//259: Mantreads effect (broken)
}
else
{
attributes="68 ; 2.0 ; 2 ; 3 ; 259 ; 1.0 ; 15 ; 1";
//68: +2 cap rate
//2: x3 damage
//259: Mantreads effect (broken)
//15: No crits
}
}

i apply on that part and compile to get workin?
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Last edited by xerox_i_; 03-04-2014 at 06:08.
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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 03-04-2014 , 06:45   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #237

there's a cvar for boss crits. I believe if you look in the autogenerated config for it.
Edit: ff2_crits 0

Last edited by WildCard65; 03-04-2014 at 06:48.
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protext
Senior Member
Join Date: Sep 2012
Old 03-04-2014 , 09:01   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #238

Hi Wliu,

how can i install the "!ff2boss" / "!setboss" plugin? I have to overwirte your smx but if i do this then FF2 is broken again. Is there another way to install this plugin?

---------------------------
Thanks in advance!

Protext
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xerox_i_
Member
Join Date: Mar 2013
Old 03-04-2014 , 09:45   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #239

Quote:
Originally Posted by protext View Post
Hi Wliu,

how can i install the "!ff2boss" / "!setboss" plugin? I have to overwirte your smx but if i do this then FF2 is broken again. Is there another way to install this plugin?

---------------------------
Thanks in advance!

Protext
its easy put the smx inside "plugins" folder and the txt inside "translations" folder and run/restart your server

the plugin isn't mine all credits go to Eggman
Attached Files
File Type: smx ff2_boss_selection.smx (4.7 KB, 125 views)
File Type: txt ff2_boss_selection.txt (175 Bytes, 114 views)
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Last edited by xerox_i_; 03-04-2014 at 09:46.
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xXDeathreusXx
Veteran Member
Join Date: Mar 2013
Location: pPlayer->GetOrigin();
Old 03-04-2014 , 13:58   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #240

Quote:
Originally Posted by WildCard65 View Post
there's a cvar for boss crits. I believe if you look in the autogenerated config for it.
Edit: ff2_crits 0
That runs off the code TF2_CalcAttackIsCritical, which doesn't work... He wants to append to nocrits attribute so that it's more reliable to block the crits on the boss, plus to block the tauntcrits reward on the boss.
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