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FF2 Freak Fortress 2 1.10.14 Released


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xerox_i_
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Join Date: Mar 2013
Old 05-13-2014 , 13:56   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #651

wliu plz remove the crits for boss "ff2_crits 0" dont work with tauntcrits
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Wliu
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Join Date: Apr 2013
Old 05-13-2014 , 15:20   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #652

Quote:
Originally Posted by xerox_i_ View Post
wliu plz remove the crits for boss "ff2_crits 0" dont work with tauntcrits
Mmm, I think going to an attribute-based system wasn't the best idea after all. Will probably revert to the old mechanism.
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hamza47sohail
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Join Date: Jan 2014
Old 05-13-2014 , 22:57   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #653

Quote:
Originally Posted by BBG_Theory View Post
powerlord, the reason why I said I thought it was a Valve bug is because you can see stuff like this even on Valve pure servers in MvM http://steamcommunity.com/sharedfile.../?id=259054274
This happens on my FF2 server some times.
I am doing a re-install of the FF2 server gonna see if that helps.
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Wliu
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Join Date: Apr 2013
Old 05-14-2014 , 15:22   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #654

It won't.
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hamza47sohail
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Join Date: Jan 2014
Old 05-14-2014 , 15:37   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #655

Quote:
Originally Posted by Wliu View Post
It won't.
Is there any possible fix for it?
Or should I move to the older version of FF2.
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Wliu
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Join Date: Apr 2013
Old 05-14-2014 , 17:16   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #656

Nothing will help, doesn't seem like there's a fix for it (either that or FF2 is doing it wrong).
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 05-14-2014 , 17:32   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #657

Those attachable on ragdolls are client-sided, so they will sometimes detach. You can prevent this bug by making an sdkcall to remove all wearables from clients when they die, but thats pretty much overkill. Perhaps removing ragdolls would work too (just hookspawn them or use event player death)

If you want to stop crits, crit mod disables attribute generally works. Else you can just use ontakedamage and just remove dmg_crit from damagetype on the boss.
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Last edited by friagram; 05-14-2014 at 17:34.
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Wliu
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Join Date: Apr 2013
Old 05-14-2014 , 17:54   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #658

Quote:
Originally Posted by friagram View Post
Those attachable on ragdolls are client-sided, so they will sometimes detach. You can prevent this bug by making an sdkcall to remove all wearables from clients when they die, but thats pretty much overkill. Perhaps removing ragdolls would work too (just hookspawn them or use event player death)

If you want to stop crits, crit mod disables attribute generally works. Else you can just use ontakedamage and just remove dmg_crit from damagetype on the boss.
The only problem with the attribute is that it only prevents random crits. I'm assuming taunt crits force the crit and overrides the attribute (as do the Easter Bunny's ammo packs).

Regarding 1.10.0:
There's only one bug left, which is an exploit where players can join the boss team.
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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 05-15-2014 , 08:50   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #659

Isn't there an attribute that the cowmangler uses to prevent crits?
Edit: Yes, attribute #15 crit mod disabled value of 0, try that Wliu
Edit2: Found problem of 15 you guys had, in items_game.txt, cowmangler had #15 set to 0, you guys had it at 1.

Last edited by WildCard65; 05-15-2014 at 08:54.
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KiRRA
Senior Member
Join Date: Nov 2012
Old 05-15-2014 , 10:22   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #660

In regards to the botkillers hanging around as mentioned earlier, I'm not sure if I am referring to the same issue as the others with wearables being present after death.

Someone posted a screenshot earlier with wearables just floating in the air but unfortunately this isn't the issue I am seeing or atleast haven't come across it yet in FF2. The issue I see is the botkillers detaching themselves from the appropriate weapon and reattaching themselves on every weapon the player uses after that point. Having an equalizer with a engy head isn't a big deal at all, but when you spawn as the boss it likes to attach the botkiller to your face. So you have a fully functioning (bones exist) botkiller that is attached in front of your face that you can't see around, and sticks to you...it's not just floating in mid air in a given spot as you see from some wearables after death.

I'm not sure if we were speaking of the same issues and if so then I apologize but I just wanted to clear it up to make sure it wasn't assumed I was just getting random items floating in set places across the map. I'll try to get a screenshot tonight if it helps understand. I've only had issues in FF2 with botkillers so far, no other wearables or extras.
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