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FF2 Freak Fortress 2 1.10.14 Released


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babaj
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Join Date: Sep 2011
Old 11-10-2013 , 05:04   Re: FF2 1.0.8 Released
Reply With Quote #31

Hello
i use this version http://forums.alliedmods.net/showpos...4&postcount=25

ss mm MetaMod:Source v1.10.0-devV, SourceMod v1.6.0-dev+3971

Quote:
L 11/10/2013 - 141:18: [SM] Native "SetFailState" reported: [FF2 Model] Failed to initialize call to CTFAmmoPack::SetInitialVelocity
L 11/10/2013 - 141:18: [SM] Displaying call stack trace for plugin "freaks/easter_abilities.ff2":
L 11/10/2013 - 141:18: [SM] [0] Line 57, C:\Users\Winston.S-PC\Documents\GitHub\sourcemod-freak-fortress-2\addons\sourcemod\scripting\freaks\easter_ab ilities.sp::OnPluginStart2()
L 11/10/2013 - 141:18: [SM] [1] Line 31, C:\Servers\TF2\Testing\tf\addons\sourcemod\sc ripting\include\freak_fortress_2_subplugin.in c::OnPluginStart()
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Wliu
Veteran Member
Join Date: Apr 2013
Old 11-10-2013 , 08:52   Re: FF2 1.0.8 Released
Reply With Quote #32

Code:
StartPrepSDKCall(SDKCall_Entity);
PrepSDKCall_SetFromConf(hGameConf, SDKConf_Signature, "CTFAmmoPack::SetInitialVelocity");
PrepSDKCall_AddParameter(SDKType_Vector, SDKPass_Pointer);
hSetObjectVelocity = EndPrepSDKCall();
Which would mean essentially what your error message was. Does it happen every time? Have you tried with SM 1.5.2?
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 11-11-2013 , 10:11   Re: FF2 1.0.8 Released
Reply With Quote #33

Uiodate gamedata? Also I don't think most of the easter stuff ever worked, so try removing that.
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babaj
Member
Join Date: Sep 2011
Old 11-18-2013 , 03:20   Re: FF2 1.0.8 Released
Reply With Quote #34

Quote:
Originally Posted by Wliu View Post
Code:
StartPrepSDKCall(SDKCall_Entity);
PrepSDKCall_SetFromConf(hGameConf, SDKConf_Signature, "CTFAmmoPack::SetInitialVelocity");
PrepSDKCall_AddParameter(SDKType_Vector, SDKPass_Pointer);
hSetObjectVelocity = EndPrepSDKCall();
Which would mean essentially what your error message was. Does it happen every time? Have you tried with SM 1.5.2?
MetaMod:Source v1.10.0-devV, SourceMod v1.5.2

L 11/18/2013 - 12:41:19: Error log file session closed.
L 11/18/2013 - 12:411: SourceMod error session started
L 11/18/2013 - 12:411: Info (map "arena_granary") (file "errors_20131118.log")
L 11/18/2013 - 12:411: [SM] Plugin encountered error 25: Call was aborted
L 11/18/2013 - 12:411: [SM] Native "SetFailState" reported: [FF2 Model] Failed to initialize call to CTFAmmoPack::SetInitialVelocity
L 11/18/2013 - 12:411: [SM] Displaying call stack trace for plugin "freaks/easter_abilities.ff2":
L 11/18/2013 - 12:411: [SM] [0] Line 57, C:\Users\Winston.S-PC\Documents\GitHub\sourcemod-freak-fortress-2\addons\sourcemod\scripting\freaks\easter_ab ilities.sp::OnPluginStart2()
L 11/18/2013 - 12:411: [SM] [1] Line 31, C:\Servers\TF2\Testing\tf\addons\sourcemod\sc ripting\include\freak_fortress_2_subplugin.in c::OnPluginStart()
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Wliu
Veteran Member
Join Date: Apr 2013
Old 11-18-2013 , 16:13   Re: FF2 1.0.8 Released
Reply With Quote #35

I don't think I can fix that, it's something on SDKTools end or something with your gamedata.
Also, you're using a *slightly* outdated version.
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Snaggle
AlliedModders Donor
Join Date: Jul 2010
Location: England
Old 11-21-2013 , 03:39   Re: FF2 1.0.8 Released
Reply With Quote #36

A tiny feature request. Can you possibly add an option to enable beacon on the last surviving players? On large maps it can take a long time for the two to find each other. Although there is a countdown, a beacon would at least attempt to keep the action going instead of just ending in a stalemate. I added this in to 1.07 myself as a ServerCommand, but it would be cool to see it officially added.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 11-21-2013 , 16:50   Re: FF2 1.0.8 Released
Reply With Quote #37

I'll add a glow (as in when a sniper hits Hale) instead (per Lawd's suggestion/comment).
Will be added in 1.9.0, which I'm trying to either get configurable weapon attributes or TF2Attributes working.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 11-21-2013 , 18:05   Re: FF2 1.0.8 Released
Reply With Quote #38

Just committed it, it uses a new cvar since some people might not want to enable it. ff2_last_player_glow.
Grab it off of Github if you want.
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Snaggle
AlliedModders Donor
Join Date: Jul 2010
Location: England
Old 11-21-2013 , 19:28   Re: FF2 1.0.8 Released
Reply With Quote #39

Brilliant! Thanks a lot that's much better than Beacon. Appreciated.
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AeroAcrobat
AlliedModders Donor
Join Date: Apr 2011
Location: lives in a circus
Old 11-21-2013 , 21:44   Re: FF2 1.0.8 Released
Reply With Quote #40

Quote:
Originally Posted by Wliu View Post
I'll add a glow (as in when a sniper hits Hale) instead (per Lawd's suggestion/comment).
Will be added in 1.9.0, which I'm trying to either get configurable weapon attributes or TF2Attributes working.
That's a very nice idea
Thanks for the update!


I've asked this in the very beginning of FF but is there any chance of getting the copeh climber for the sniper in the game ?
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Last edited by AeroAcrobat; 11-21-2013 at 22:12.
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