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FF2 Freak Fortress 2 1.10.14 Released


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Donski
Senior Member
Join Date: Sep 2012
Old 04-20-2014 , 01:22   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #571

Quote:
Originally Posted by Tank Missile View Post
Thank you! The models aren't invisible anymore! I could have found the links myself, but I guess I was a bit impatient....
You're welcome
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Eggman
Senior Member
Join Date: Jan 2010
Old 04-20-2014 , 04:08   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #572

Quote:
Originally Posted by Powerlord View Post
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).
<...>
This is not needed, bacause it was planned as 11 seconds.

UPD. Important!

I suggest add this into event_player_spawn function
Code:
	if (CheckRoundState()==1)
		CreateTimer(0.1, CheckAlivePlayers);
It means "Check Alive Players when someone respawns when round in progress". Some servers uses respawns with FF2.

Last edited by Eggman; 04-20-2014 at 04:14.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 04-20-2014 , 10:23   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #573

Quote:
Originally Posted by Eggman View Post
I suggest add this into event_player_spawn function
Code:
	if (CheckRoundState()==1)
		CreateTimer(0.1, CheckAlivePlayers);
It means "Check Alive Players when someone respawns when round in progress". Some servers uses respawns with FF2.
Definitely.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-20-2014 , 14:03   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #574

Quote:
Originally Posted by Wliu View Post
Definitely.
On a side note, if you use the Valve round states (GameRules_GetRoundState()), remember that Arena is considered Sudden Death, so returns RoundState_Stalemate during the actual round. Other game types return RoundState_RoundRunning during the round.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 04-20-2014 , 14:55   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #575

Quote:
Originally Posted by Powerlord View Post
On a side note, if you use the Valve round states (GameRules_GetRoundState()), remember that Arena is considered Sudden Death, so returns RoundState_Stalemate during the actual round. Other game types return RoundState_RoundRunning during the round.
Yeah, I figured that out the hard way when I received 3 billion complaints after 1.0.8 :/. Currently CheckRoundState() returns 1 if it's RoundRunning or Stalemate.

@Eggman: Your fixes for sound_ability and sound_full_rage have been implemented, as well as that CheckAlivePlayers thing. I'm thinking on keeping the 45 degrees thing for 2.0.0. Also, what does UPD mean anyway?
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Last edited by Wliu; 04-20-2014 at 14:56.
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Donski
Senior Member
Join Date: Sep 2012
Old 04-20-2014 , 15:28   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #576

Update maybe?
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Huntereb
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Join Date: Jul 2012
Old 04-20-2014 , 15:47   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #577

Hey guys, is FF2 still broken and horrible like it used to be a year ago? I might get back into it if it isn't an incredible hassle like before.
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Eggman
Senior Member
Join Date: Jan 2010
Old 04-20-2014 , 16:42   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #578

Quote:
I'm thinking on keeping the 45 degrees thing for 2.0.0.
Please do not do it. It's important to another charge abilities. If you will save this, charge abilties will not work when boss looks up (except brave jump and tp)
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Wliu
Veteran Member
Join Date: Apr 2013
Old 04-21-2014 , 16:13   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #579

Quote:
Originally Posted by Eggman View Post
Please do not do it. It's important to another charge abilities. If you will save this, charge abilties will not work when boss looks up (except brave jump and tp)
Looks like my previous comment didn't go through, so typing it again:
I'm going to change it in 2.0.0, but not 1.10.0 since that might break a few charge abilities.

@Huntereb: There's still some bugs (most notably queue points and invisible clients/weapons right now I think), but other than that, it seems to be fine.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 04-22-2014 , 21:22   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #580

Beta 8!

Changelog:
-Fixed sound_full_rage
-Better SMAC integration (read below)

Thanks to WildCard pointing out a SMAC forward, SMAC integration has been greatly improved. The previous method of getting around the bans was a semi-hacky way of seeing if the SMAC plugin existed and was loaded, then sending server commands to disable checking of 2 cvars by smac_cvars.
The new way waits patiently until SMAC detects a hack and is about to react to it. FF2 "intercepts" the hack info through a forward provided by SMAC and checks to see if it matches one of the 2 cvars that FF2 modifies. FF2 then checks to see if the boss is currently supposed to have a changed cvar through the use of a new flag, FF2FLAG_CHANGECVAR. If all that is true, then FF2 tells SMAC to not ban the player. If FF2FLAG_CHANGECVAR is NOT set, then the boss is banned.

At least, that's how it's supposed to work. I haven't tested it yet.

ff2_enable also appears to have been fixed as of Beta 7. I played a few normal arena rounds without any problem on koth_sawmill, then switched over to cp_dustbowl, where everything worked perfectly. Somebody might want to verify this though.

If everything works perfectly, 1.10.0 will be released sometime next week at the earliest.

IMPORTANT NOTE: FF2 now requires smac.inc and smac_stocks.inc to compile. FF2flags was also moved to freak_fortress_2.inc.
Attached Files
File Type: sp Get Plugin or Get Source (freak_fortress_2.sp - 76 views - 215.1 KB)
File Type: sp Get Plugin or Get Source (ff2_1st_set_abilities.sp - 90 views - 29.2 KB)
File Type: inc freak_fortress_2.inc (16.8 KB, 82 views)
File Type: smx freak_fortress_2.smx (108.0 KB, 78 views)
File Type: smx ff2_1st_set_abilities.smx (22.2 KB, 84 views)
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