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FF2 Freak Fortress 2 1.10.14 Released


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93SHADoW
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Join Date: Jul 2014
Location: Houston, TX
Old 02-27-2016 , 10:02   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2601

Quote:
Originally Posted by Naydef View Post
I have a question. Why Eureka Effect wrench was blacklisted in FF2. (I know that it can be enabled with setting cvar) I want the reason.
Actually the simplest reason:
  • Potential to stall the round by spamming M2
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Wliu
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Old 02-27-2016 , 11:15   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2602

More than that actually:
It wasn't so much that you could delay the round by pressing M2, since the boss will eventually catch you inside the spawn room.
The bigger problem is that it replenishes your health and metal, leading to very unfair fights.
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Naydef
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Location: Doom Town, Nevada
Old 02-27-2016 , 11:27   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2603

Quote:
Originally Posted by Wliu View Post
More than that actually:
It wasn't so much that you could delay the round by pressing M2, since the boss will eventually catch you inside the spawn room.
The bigger problem is that it replenishes your health and metal, leading to very unfair fights.
... but I doesn't fills ammo and health any more(both on teleporter and spawn teleportation). Tested this on my FF2 server and one non-FF2 (ctf_turbine) server(I didn't used Eureka Effect for a very long time), which may be reason to set the eureka cvar default to 1.
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Last edited by Naydef; 02-27-2016 at 11:32.
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Ovicior
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Old 02-27-2016 , 14:10   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2604

Quote:
Originally Posted by Naydef View Post
I have a question. Why Eureka Effect wrench was blacklisted in FF2. (I know that it can be enabled with setting cvar) I want the reason.
It literally lets the engi get themselves out of ANY dangerous situation in a matter of seconds. That's OP enough.
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Naydef
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Old 02-27-2016 , 15:34   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2605

But if the hale is smart enough and destroys the exit teleporter, the engineer will only teleport to his spawn where the hale will be waiting.
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Last edited by Naydef; 02-27-2016 at 15:36.
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Wliu
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Old 02-27-2016 , 17:29   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2606

Quote:
Originally Posted by Naydef View Post
But if the hale is smart enough and destroys the exit teleporter, the engineer will only teleport to his spawn where the hale will be waiting.
And if the spawn is on the other side of the map where they were fighting?
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Jose76Tron
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Join Date: Feb 2015
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Old 02-28-2016 , 11:11   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2607

What happened to the jenkins web for dev builds? I need to download version 341
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Jose76Tron
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Old 02-28-2016 , 11:25   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2608

Please i need this version right now, theres a music bug on the latest commit on github
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Wliu
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Old 02-28-2016 , 19:33   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2609

I haven't been maintaining it recently, so it probably broke or something (or the server lease ran out, not sure). Will find some time later today or tomorrow to try to fix it.
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Wliu
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Old 02-28-2016 , 19:54   Re: Freak Fortress 2 1.10.8 Released
Reply With Quote #2610

Jenkins is back up for the time being. The cleanup scripts weren't running properly which led to 40GB of backups being accumulated over the months (including a 16GB Jenkins log file).

Be aware though that Jenkins will most likely be shutting down for a few months once the server lease runs out, which should be happening soon. I should be able to get a replacement up in around October (hopefully).
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Last edited by Wliu; 02-28-2016 at 19:55.
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