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FF2 Freak Fortress 2 1.10.14 Released


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BBG_Theory
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Join Date: Oct 2010
Location: NC USA
Old 04-04-2014 , 09:52   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #481

Eggman is alive!!!!!
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Powerlord
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Join Date: Jun 2008
Location: Seduce Me!
Old 04-04-2014 , 09:55   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #482

Quote:
Originally Posted by Wliu View Post
I made FF2 check to see if tf_forced_holiday was 2, and if so, that would enable Halloween mode. Apparently something in the patch broke it and made FF2 "find" that tf_forced_holiday was 2 every single time (looking in the patch notes, I do see that they added a new April Fool's holiday mode...).
You do know that SourceMod has a callback for holidays, right? TF2_OnIsHolidayActive. I'm not sure how tf_forced_holidays is related to that. Having said that, if it's set before the check is done, it should make the server callback report back the new holidays correctly.

I'll also warn you that the TF2 Force Holidays plugin also takes over the tf_forced_holiday cvar as the SourceMod callback doesn't do the zombie costumes properly... their checks are never routed through UTIL_IsHolidayActive (or whatever the server code is that SourceMod hooks).

Your best bet would be to copy the IsHolidayActive gamedata from core and make an SDKCall to it. Its signature is bool:UTIL_IsHolidayActive(int), with the int being the holiday number and tf2.inc conveniently has all but the new one in an enum.

Edit: Actually, I think I'll file a bug report about the TF2 extension to have TF2_IsHolidayActive added to the core. (I've written the C++ code for it already, but I need to test it first)

Edit 2: After some testing, UTIL_IsHolidayActive doesn't take tf_forced_holiday into account. Thanks Valve! Having said that, that does confirm my suspicions that the game internally does additional holiday checks somewhere.

Edit 3: Filed Bug 6094 to deal with what I mentioned in Edit 2 and bug 6095 to add a new TF2_IsHolidayActive method to the TF2 extension.
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Last edited by Powerlord; 04-04-2014 at 14:41.
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Wliu
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Join Date: Apr 2013
Old 04-04-2014 , 15:09   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #483

Yeah, I didn't know about the OnHolidayActive thing at the time that I wrote it.
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Powerlord
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Old 04-04-2014 , 16:21   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #484

Quote:
Originally Posted by Wliu View Post
Yeah, I didn't know about the OnHolidayActive thing at the time that I wrote it.
Well, like my edits above said, I've submitted a bug report to get TF2_IsHolidayActive added as well as a bug report to get it switched over to the server's TF_IsHolidayActive (it uses UTIL_IsHolidayActive now). The reason being that the former looks at tf_forced_holiday and latter doesn't.

Then again, my batting average with getting stuff added to SourceMod and its extensions isn't that great... I submitted ReadGameSounds for inclusion in SDKTools half a year ago with some fixes to it 3 months ago without it being approved or declined.
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Last edited by Powerlord; 04-04-2014 at 16:29.
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Donski
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Join Date: Sep 2012
Old 04-05-2014 , 00:25   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #485

The sentries being disabled forever after rage, is it a bug or a feature? XD
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Eggman
Senior Member
Join Date: Jan 2010
Old 04-05-2014 , 08:39   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #486

Hello everyone. I've collected and releases some requests from RandomFortress Main VSH/FF2 server. I hope you will not ignore it.
Here there are:
Quote:
DrawPanelText(panel, "1) Now default health formula is ((460+n)*n)^1.075 (DaNetNavern0 aka DrEggman)");
DrawPanelText(panel, "This doesn't make difference in 15-25 players, but very important for 2-10 and 30 players");
DrawPanelText(panel, "2) Additional natives for pluginmakers (DaNetNavern0)");
DrawPanelText(panel, "3) Now Jarate works like... Jarate (removed nerf) (DaNetNavern0)");
Attached Files
File Type: sp Get Plugin or Get Source (freak_fortress_2.sp - 122 views - 212.3 KB)
File Type: smx freak_fortress_2.smx (106.7 KB, 118 views)
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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 04-05-2014 , 09:39   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #487

Quote:
Originally Posted by Donski View Post
The sentries being disabled forever after rage, is it a bug or a feature? XD
that was fixed in https://github.com/50DKP/FF2-Officia...9c49a2a71a0807
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Wliu
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Join Date: Apr 2013
Old 04-05-2014 , 09:53   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #488

Quote:
Originally Posted by Eggman View Post
Hello everyone. I've collected and releases some requests from RandomFortress Main VSH/FF2 server. I hope you will not ignore it.
Here there are:
I've added the natives you asked for two days ago . I'll also add in the new health formula, not too sure on the Jarate nerf though.

@donski: You know, I should release a 1.9.3 version to fix some bugs...
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Donski
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Join Date: Sep 2012
Old 04-05-2014 , 11:24   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #489

Cheers sorry I don't really keep track of everything

And yes, would be great if it can be added to the stable release (which I assume would be 1.9.x)

Last edited by Donski; 04-05-2014 at 11:25.
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Wliu
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Join Date: Apr 2013
Old 04-05-2014 , 11:53   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #490

Quote:
Originally Posted by Donski View Post
Cheers sorry I don't really keep track of everything

And yes, would be great if it can be added to the stable release (which I assume would be 1.9.x)
Let's see if I can figure out how to do this easily using Git...
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