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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 04-15-2014 , 09:59   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #551

Wliu, ill test this some as soon as I can.. I can have like 3 alts in a server. I have just gotten slammed with work related stuff and have not done much testing above 1.9.1

The 1rst thing I think I saw was funny behavior with all that at 1.9.2 but I have not talked about it due to not fully evaluating it yet and gathering facts

when I can return to it, I will be sensitive to be sure I have the latest .inc files
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Eggman
Senior Member
Join Date: Jan 2010
Old 04-15-2014 , 11:50   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #552

Quote:
Originally Posted by Eggman View Post
In DoTaunt function:
Code:
if(RandomSoundAbility("sound_ability", sound, PLATFORM_MAX_PATH, client))
is NOT needed.
This sounds calls from ability plugins.
Forget about it. That IS needed. This is a REALLY bad to insert this into a rage abilities. MY englist is so bad to understand what happends when i tried it.

Spoiler


UPD. Some editing in code, just bugfix.
Attached Files
File Type: sp Get Plugin or Get Source (freak_fortress_2.sp - 110 views - 214.2 KB)
File Type: smx freak_fortress_2.smx (107.1 KB, 101 views)

Last edited by Eggman; 04-15-2014 at 13:17.
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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 04-15-2014 , 20:42   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #553

I'm just going to put this here, as of this commit, all subplugins will break on it(well they did on the first commit I did on the rewrite branch), you can see what I changed to the boss selection plugin(ignore the massive line deletion, it was added to compile it to see if it'll compile) to see how you'll need to change sub plugins(early) before ff2 2.0.0 alpha is ready(which may be a while, depends on if Wliu wants to use my rewrite start) or go with experimental branch.
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Donski
Senior Member
Join Date: Sep 2012
Old 04-15-2014 , 22:45   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #554

Noticed recently that some of our Hales are getting invisible weapons (air shotgun anyone) and just wondering if this is a known bug?
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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 04-16-2014 , 07:05   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #555

Quote:
Originally Posted by Donski View Post
Noticed recently that some of our Hales are getting invisible weapons (air shotgun anyone) and just wondering if this is a known bug?
I think that's TF2Items related or the hale having his starter weapons show 0
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Wliu
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Join Date: Apr 2013
Old 04-16-2014 , 08:27   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #556

Quote:
Originally Posted by Donski View Post
Noticed recently that some of our Hales are getting invisible weapons (air shotgun anyone) and just wondering if this is a known bug?
I should have time to check this tomorrow.
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xXDeathreusXx
Veteran Member
Join Date: Mar 2013
Location: pPlayer->GetOrigin();
Old 04-16-2014 , 12:31   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #557

Quote:
Originally Posted by Wliu View Post
Ojing: This is getting incredibly annoying since it's pretty hard to test queue points out on bots...but I'll try.

Wliu, if you want player testers, to help, I can, would be more then happy to
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xXDeathreusXx
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Join Date: Mar 2013
Location: pPlayer->GetOrigin();
Old 04-16-2014 , 12:32   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #558

Quote:
Originally Posted by Donski View Post
Noticed recently that some of our Hales are getting invisible weapons (air shotgun anyone) and just wondering if this is a known bug?
It will be invisible to other players, but ought to be visible to you, is it invisible to you? As yes, that would be a bug, but not seeing it on other players is Valves fault
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-16-2014 , 14:40   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #559

So... I know I said I wasn't doing anything with FF2 any more, but I made an experimental change to ff2_1st_set_abilities to fix a long-standing bug with the NinjaSpy's rage_maxtrix_attack.

Basically, SourceMod's timers are affected by host_timescale, which provides the slowmo effect. This means that, despite NinjaSpy's ability is set to 2.2 seconds (1 sec is added to the 1.2 sec specified in the config), it actually lasted 11 seconds (2.2 * (1/0.2), where 0.2 is the slo-mo amount).

Now it should last the approximately the 2.2 seconds as specified... it does this by taking 2.2 and dividing it by 5 (1/0.2), so the timer runs for 0.44 seconds (rounded up to 0.5 due to SourceMod only checking timers every 0.1 seconds, so it'll be closer to 2.5 seconds).

Oh, I also made it so RED ninja spy gets the RED bonk particle effect instead of BLU particle effect.

Of course, this needs to be tested.

As usual, you have to rename the .smx to .ff2 when you upload it to your server.
Attached Files
File Type: sp Get Plugin or Get Source (ff2_1st_set_abilities.sp - 96 views - 30.5 KB)
File Type: smx ff2_1st_set_abilities.smx (22.3 KB, 92 views)
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Last edited by Powerlord; 04-16-2014 at 14:42.
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Donski
Senior Member
Join Date: Sep 2012
Old 04-16-2014 , 15:05   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #560

Quote:
Originally Posted by xXDeathreusXx View Post
It will be invisible to other players, but ought to be visible to you, is it invisible to you? As yes, that would be a bug, but not seeing it on other players is Valves fault
Hmm, I've only noticed it being invisible when I am not Hale (iow, I am looking at the Hale), will try to check further. So far I haven't tried having invisible weapons while being Hale. Thanks!

However, we have problems with other bosses doing Civilian on rage when they're supposed to be holding weapons. Not sure if it's a problem with the boss itself or somewhere else.

Last edited by Donski; 04-16-2014 at 15:05.
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