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FF2 1.07 Beta Last (2012/12/14)


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DanK.
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Join Date: Sep 2011
Location: Phoenix AZ
Old 10-05-2012 , 23:30   Re: 1.7 beta coming this weekend
Reply With Quote #11

Looking foward to this. Have a request however. How about taking all item changes (attributes, effects, etc) and collecting all of the changes in one .cfg file instead of coding it in ff2/vsh? Would make editing and changing weapons our selves much easier.
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The Earl of Lemongrab
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Join Date: Oct 2012
Location: Gallifrey
Old 10-05-2012 , 23:44   Re: 1.7 beta coming this weekend
Reply With Quote #12

Looking forward to see this man!
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Powerlord
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Join Date: Jun 2008
Location: Seduce Me!
Old 10-06-2012 , 01:24   Re: 1.7 beta coming this weekend
Reply With Quote #13

Quote:
Originally Posted by DanK. View Post
Looking foward to this. Have a request however. How about taking all item changes (attributes, effects, etc) and collecting all of the changes in one .cfg file instead of coding it in ff2/vsh? Would make editing and changing weapons our selves much easier.
I do plan on having this eventually, but at this point, I just want to get the weapon rebalancing out the door.
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Huntereb
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Join Date: Jul 2012
Old 10-07-2012 , 10:13   Re: 1.7 beta coming this weekend
Reply With Quote #14

Coming out today?
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Powerlord
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Old 10-07-2012 , 15:28   Re: 1.7 beta coming this weekend
Reply With Quote #15

Quote:
Originally Posted by Huntereb View Post
Coming out today?
Likely yes. I had some family things going on this weekend that delayed it. I also want to add a few more things in it this afternoon.
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Huntereb
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Join Date: Jul 2012
Old 10-07-2012 , 17:35   Re: 1.7 beta coming this weekend
Reply With Quote #16

Cool, the more the merrier! I assume one of them is maybe a fix for the over 25 bosses crash?
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 10-07-2012 , 18:56   Re: 1.7 beta coming this weekend
Reply With Quote #17

This may be a bit much to ask, but would it be possible to add in some cvars/options to enable a last player(s) alive option to outline reds so that hale can track them down?

That way something like this could happen:
ff2_track_remaining = 2

Hale kills the 3/3 alive players, it outlines the remaining 2, so hale can see them (like CTF intel).
last 2 players alive are soldiers's sitting on top of trees, or scouts hiding in rocks on some exploitable VSH map. So now he can easily hunt them down and kill them. Some hales really hate capping, and would rather waste everyone's time to kill one hider, than just cap. Also some servers just disable capping
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Powerlord
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Old 10-07-2012 , 19:02   Re: 1.7 beta coming this weekend
Reply With Quote #18

Quote:
Originally Posted by Huntereb View Post
Cool, the more the merrier! I assume one of them is maybe a fix for the over 25 bosses crash?
Depends on if the problem is being caused by the models or sounds stringtables or the downloads stringtable.

Anyway, this is taking longer than I thought, so it may not be ready until tomorrow.
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Old 10-07-2012 , 19:31   Re: 1.7 beta coming this weekend
Reply With Quote #19

As long as it's released. Thanks!
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 10-07-2012 , 23:25   Re: 1.7 beta coming this weekend
Reply With Quote #20

Quote:
Originally Posted by Powerlord View Post
Depends on if the problem is being caused by the models or sounds stringtables or the downloads stringtable.

Anyway, this is taking longer than I thought, so it may not be ready until tomorrow.
I did some more testing, I do not believe the downloads problem is central to FF2. Sounds don't seem to cause any issues. I have tons of saysounds and music. The few extra ff2 pushes isn't a huge issue.

If I add the ff2 models to my downloads via model manager or sm_downloader (or any other custom models in excess of my current ones), I'll crash with the same type of errors - mid map, client will connect to fetch downloads and server engine errors with stringtables.

For now I just have to limit the number of models I use/add, and remove custom models for bosses like gentlespy =/

[Edit] Would also be cool to have a feature to pickrandom shuffle the bosses, 1 boss can not be randomly selected again, until all others have been selected. Or, to set a limit (like 3) so that the same boss can not occur within 3 rounds, etc.

Last edited by friagram; 10-07-2012 at 23:28.
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