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FF2 Freak Fortress 2 1.10.14 Released


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wasder
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Join Date: Oct 2009
Location: That country
Old 04-10-2014 , 17:25   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #521

Quote:
Originally Posted by Wliu View Post
I'm guessing that the crashes hard-crash the server with no error logs?
Yep.
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hamza47sohail
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Join Date: Jan 2014
Old 04-11-2014 , 07:07   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #522

Quote:
Originally Posted by wasder View Post
Yep.
If its a linux server make sure all the files are readable by the user which is starting the process.
For eg, if you are starting the server with a user "tf2" and the server files were made by and owned by "root" that would cause crashes and problems.

Also just try a fresh install and make sure you got the right files

Last edited by hamza47sohail; 04-11-2014 at 07:07.
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wasder
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Location: That country
Old 04-11-2014 , 11:48   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #523

Quote:
Originally Posted by hamza47sohail View Post
If its a linux server make sure all the files are readable by the user which is starting the process.
For eg, if you are starting the server with a user "tf2" and the server files were made by and owned by "root" that would cause crashes and problems.

Also just try a fresh install and make sure you got the right files
There was quite a mess with permissions of server files (different ftp users). BUT the server was still crashing on those maps, after I fixed the perms.

I wasted about 2 more hours to find the cause of it, and finally remembered of this plugin. And guess what? It helped. There were really no info_observer_points on those maps. And Valve still haven't fixed it after 5 years.
I guess it will help others.

Last edited by wasder; 04-11-2014 at 11:49.
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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 04-11-2014 , 11:50   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #524

Quote:
Originally Posted by wasder View Post
There was quite a mess with permissions of server files (different ftp users). BUT the server was still crashing on those maps, after I fixed the perms.

I wasted about 2 more hours to find the cause of it, and finally remembered of this plugin. And guess what? It helped. There were really no info_observer_points on those maps. And Valve still haven't fixed it after 5 years.
I guess it will help others.
Since your running linux, try asherkin's accelerator.
https://forums.alliedmods.net/showpo...&postcount=136

Last edited by WildCard65; 04-11-2014 at 11:51.
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Eggman
Senior Member
Join Date: Jan 2010
Old 04-11-2014 , 17:16   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #525

freak_fortress_2.sp line 7378 procedure UseAbility:
Code:
			new Float:angles[3];
			GetClientEyeAngles(Boss[client], angles);
			if(angles[0]<-45.0)
			{
				Call_PushCell(3);
				Call_Finish(action);
				new Handle:data;
				CreateDataTimer(0.1, Timer_UseBossCharge, data);
				WritePackCell(data, client);
				WritePackCell(data, slot);
				WritePackFloat(data, -1.0*GetAbilityArgumentFloat(client, plugin_name, ability_name, 2, 5.0));
				ResetPack(data);
			}
			else
			{
				Call_PushCell(0);
				Call_Finish(action);
				BossCharge[client][slot]=0.0;
			}
I have no idea why it prevents Boss release charge abilities when angles[0]<-45.0, but this is bad and this makes a problems to make new charge abilities.
Cnarge abilities doesn't work when Boss looking up. So, it sould be replaced with
Code:
			Call_PushCell(3);
			Call_Finish(action);
			new Handle:data;
			CreateDataTimer(0.1, Timer_UseBossCharge, data);
			WritePackCell(data, client);
			WritePackCell(data, slot);
			WritePackFloat(data, -1.0*GetAbilityArgumentFloat(client, plugin_name, ability_name, 2, 5.0));
			ResetPack(data);
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Wliu
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Join Date: Apr 2013
Old 04-11-2014 , 18:16   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #526

Quote:
Originally Posted by Eggman View Post
*snip*
Isn't that to make sure you can't super-jump while looking forward? Though if you think that should be removed, then I'll get rid of it .
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Wliu
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Join Date: Apr 2013
Old 04-11-2014 , 18:47   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #527

Beta 7!

This beta adds a new convar, ff2_updater, to control whether or not Updater should update FF2 (courtesy of I believe WildCard for suggesting it). Eggman's suggestion for a sound_full_rage has also been implemented (not tested). More importantly, FF2 now recognizes when it reaches an invalid map...the healthbar also no longer displays when FF2 is not enabled. I hope to get enable/disable support fully working by Beta 8 if it's not already working (it's the last issue remaining on Github, so if you have any suggestions/bugs, be sure to post them now ).

Updater has also been updated to point to 1.9.3 instead of Beta 6...whoops .
Attached Files
File Type: sp Get Plugin or Get Source (freak_fortress_2.sp - 91 views - 215.3 KB)
File Type: smx freak_fortress_2.smx (108.2 KB, 105 views)
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Darthmule
AlliedModders Donor
Join Date: May 2012
Location: Netherlands
Old 04-12-2014 , 03:10   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #528

Quote:
Originally Posted by Eggman View Post
freak_fortress_2.sp line 7378 procedure UseAbility:
I have no idea why it prevents Boss release charge abilities when angles[0]<-45.0, but this is bad and this makes a problems to make new charge abilities.
Cnarge abilities doesn't work when Boss looking up. So, it sould be replaced with
I suggest adding a 4th case for a charge ability to be casted where-ever the player is looking, just making it like you suggested would completely break superjump and the Versus Saxton Hale superjump as it is based on the client's eye angle.
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Powerlord
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Join Date: Jun 2008
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Old 04-12-2014 , 04:11   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #529

Quote:
Originally Posted by Wliu View Post
Isn't that to make sure you can't super-jump while looking forward?
That's exactly what it's for. That code's been there since back in the VSH days. I do find it somewhat funny that the person who wrote that code in the first place is asking why it's there...
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Eggman
Senior Member
Join Date: Jan 2010
Old 04-12-2014 , 08:46   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #530

Quote:
Isn't that to make sure you can't super-jump while looking forward?
Is not. Super-jump cheking located in default_abilities.sp

UPD.Actually, it is. Now i'm trying move this restriction to default_abilities.sp

Quote:
who wrote that code in the first place is asking why it's there...
It's not guaranteed what I wrote that code.

Last edited by Eggman; 04-12-2014 at 08:56.
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