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FF2 Unofficial Freak Fortress | Unsupported


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Batfoxkid
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Join Date: Nov 2018
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Old 12-24-2018 , 20:30   Unofficial Freak Fortress | Unsupported
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An unofficial fork/edit of Freak Fortress.


What differs from official and other forks?

This one is a public fork, currently active, lots of new features and less hard-coded stuff to freely customize without digging in the code.


What kind of features does this have?

Features like built-in boss selection and toggle menu, cvars for FF2's triple bat/knife damage, boss self-knockback, etc. See the Wiki section in the GitHub


You took those lines of code from another fork.

Yes I did, most of the new features are indeed from SHADoW's fork but I don't intend to go to far in completely redoing FF2's code and staying away from the breaking first-round glitch.


Can I request some features?

Yep, I'm happy to do whatever I can to improve this fork.


Download? Installation guide?

On GitHub here. Installation is also on the README but I'll explain it here too.

Required:
TF2Items

Recommended:
TF2Attributes
SteamWorks

Supported:
SteamTools
Goomba Stomp
Classic RTD
Newer RTD

1. Download "Source code" in GitHub releases along with the Resources.zip (if you want default bosses).
2. Install what is inside the FreakFortressBat-1.X.X into tf/ dictionary
3. Delete/backup FreakFortress2.cfg in tf/cfg/sourcemod/ this fork will generate new ConVars and freely adjust them.
4. Move characters.cfg, doors.cfg, and maps.cfg into tf/addons/sourcemod/data/freak_fortress_2/ as those are moved there. (If upgrading from official)


What is the list of ConVars?

Well you can also head over to the Wiki section in the GitHub to see detailed information, but I'll leave a list here too.
ConVars



List of Credits?

Also on the README but I'll list it here too.

SHADoW NiNE TR3S for FreakFortressBBG (and I use most of the code from)

WhiteFalcon for new additions

Marxvee for healing, look-based teammate stats HUD, spies disguising as bosses, and backstab animation fix

Naydef for newer versions of official Freak Fortress

Fearts for various boss settings and feedback

MAGNAT2645 for Russian translations and pointing out errors

sarysa for the improved stun code

Bacon Plague and M76030 for their boss self-knockback code

JuegosPablo for skip a boss turn code

xXDeathreusXx for the current boss in server name

And the original FF2 team(s)
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Last edited by Batfoxkid; 10-10-2022 at 13:38. Reason: Unsupported
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Naydef
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Join Date: Dec 2015
Location: Doom Town, Nevada
Old 12-25-2018 , 09:17   Re: Unofficial Freak Fortress
Reply With Quote #2

Your modification has some features I really like(!ff2companion for example), sadly the community where I play installed it and there were some gamebreaking bugs(some rages/abilities not working, rounds not starting). About rounds not starting, line https://github.com/Batfoxkid/FreakFo...ess_2.sp#L7270 should be:
PHP Code:
// Only block the commands when FF2 is actively running
    
if(!Enabled || RoundCount<arenaRounds || CheckRoundState()==-1)
    {
        return 
Plugin_Continue;

https://github.com/50DKP/FF2-Officia...ess_2.sp#L5326

Also you're right about FF2 is not currently actively updated. What about you make some pull requests with features?
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Last edited by Naydef; 12-25-2018 at 09:19.
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Batfoxkid
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Join Date: Nov 2018
Location: ''On the map''
Old 12-25-2018 , 14:00   Re: Unofficial Freak Fortress
Reply With Quote #3

Quote:
Originally Posted by Naydef View Post
Your modification has some features I really like(!ff2companion for example), sadly the community where I play installed it and there were some gamebreaking bugs(some rages/abilities not working, rounds not starting). About rounds not starting, line https://github.com/Batfoxkid/FreakFo...ess_2.sp#L7270 should be:
PHP Code:
// Only block the commands when FF2 is actively running
    
if(!Enabled || RoundCount<arenaRounds || CheckRoundState()==-1)
    {
        return 
Plugin_Continue;

https://github.com/50DKP/FF2-Officia...ess_2.sp#L5326

Also you're right about FF2 is not currently actively updated. What about you make some pull requests with features?
Fixed, but it is unusual that the main server I have this running on has no issues with abilities and rounds not starting and I'm not sure what features will be appropriate in official like the strange rank or other outside plugins into FF2 itself.

EDIT: And now my GitHub profile is flagged, rip me

EDIT 2: And that should be resolved now
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Last edited by Batfoxkid; 12-26-2018 at 13:06.
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93SHADoW
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Join Date: Jul 2014
Location: Houston, TX
Old 12-27-2018 , 18:30   Re: Unofficial Freak Fortress
Reply With Quote #4

Yay, someone's actually keeping it alive!

On the original fork, the main purpose of ditching the timers was to improve stability, but at the same time, the BBG servers had a unique bug that no matter how many workarounds I did to it, I just simply couldn't fix it properly. That's one main thing that led to the infamous "first round bug".
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Last edited by 93SHADoW; 12-27-2018 at 18:32.
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M76030
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Join Date: Mar 2014
Location: Demoknighting in Neptuni
Old 01-19-2019 , 05:20   Re: Unofficial Freak Fortress | 1.17.1
Reply With Quote #5

I have one suggestion: Make an cvar, that let's people choose, whenever they want FF2 to 'check' materials, models etc. or not.

I'm still against it, as it ruins more than helps, but i say, let the people decide, if they want to use it or not.
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Batfoxkid
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Join Date: Nov 2018
Location: ''On the map''
Old 01-19-2019 , 11:26   Re: Unofficial Freak Fortress | 1.17.1
Reply With Quote #6

Quote:
Originally Posted by M76030 View Post
I have one suggestion: Make an cvar, that let's people choose, whenever they want FF2 to 'check' materials, models etc. or not.

I'm still against it, as it ruins more than helps, but i say, let the people decide, if they want to use it or not.
Sure, I'll probably leave it off by default.
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The Great Weegee
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Join Date: Dec 2017
Location: vsh_egyptyspot_b4
Old 01-20-2019 , 05:16   Re: Unofficial Freak Fortress | 1.17.2
Reply With Quote #7

One suggestion: can you make a cvar "lastplayerglow" more adjustable, like set the number of players glowing?

Sometimes hale just can't find other players, because they are hiding in hale "blind spots".
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Batfoxkid
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Join Date: Nov 2018
Location: ''On the map''
Old 01-20-2019 , 10:54   Re: Unofficial Freak Fortress | 1.17.2
Reply With Quote #8

Quote:
Originally Posted by The Great Weegee View Post
One suggestion: can you make a cvar "lastplayerglow" more adjustable, like set the number of players glowing?

Sometimes hale just can't find other players, because they are hiding in hale "blind spots".
Yeah I know that case too well, also noted.
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epicwindow
Senior Member
Join Date: Jan 2018
Old 02-09-2019 , 12:23   Re: Unofficial Freak Fortress | 1.17.6
Reply With Quote #9

much appreciated unoffical update,hope it works on my server(even thr it means i gotta edit it again for my custom stuff)
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epicwindow
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Join Date: Jan 2018
Old 02-09-2019 , 12:28   Re: Unofficial Freak Fortress | 1.17.6
Reply With Quote #10

do you accpet donations?:thonk:
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