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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 03-05-2014 , 13:50   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #1

Quote:
Originally Posted by Wliu View Post
Ok! Once I confirm that the civilian issue after being boss has been fixed (still waiting for people to tell me since I can't reproduce it), I'll most likely be releasing 1.9.0 (with Updater support!).

Also, while I was debugging Easter Abilities, I found another interesting bug in FF2 that probably goes way back. Subplugins weren't being disabled/enabled correctly due to the subplugin flag being incorrectly set. I've fixed that problem, but there's still another where subplugins are not disabled on mapchange like they're supposed to and are instead disabled right *after* the mapchange (then usually promptly re-enabled). Not sure how to fix that right now since I guess ServerCommand() waits until after a mapchange to execute.
yeah keep up the good work the next beta will be the last?
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Wliu
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Join Date: Apr 2013
Old 03-05-2014 , 15:12   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #2

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Originally Posted by xerox_i_ View Post
yeah keep up the good work the next beta will be the last?
Once people tell me the bug's been fixed, I'll release 1.9.0.
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BBG_Theory
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Join Date: Oct 2010
Location: NC USA
Old 03-05-2014 , 15:25   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #3

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Originally Posted by Wliu View Post
Once people tell me the bug's been fixed, I'll release 1.9.0.
the Easter abilities and map change crash? is that the remaining main issue?
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Wliu
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Join Date: Apr 2013
Old 03-05-2014 , 17:16   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #4

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Originally Posted by BBG_Theory View Post
the Easter abilities and map change crash? is that the remaining main issue?
Easter Abilities was fixed here.
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ThatKidWhoGames
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Join Date: Jun 2013
Location: IsValidClient()
Old 03-05-2014 , 10:21   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #5

On my Freak Fortress 2 server, when their is a boss their weapons are invisible (Unless if the model has a custom weapon model). Why is this? Any help is appreciated!

Last edited by ThatKidWhoGames; 03-05-2014 at 11:01.
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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 03-05-2014 , 11:28   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #6

Did you extra all the folders into proper location? Like: extensions; config; scripting?
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xXDeathreusXx
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Join Date: Mar 2013
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Old 03-05-2014 , 11:58   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #7

Quote:
Originally Posted by WildCard65 View Post
Did you extra all the folders into proper location? Like: extensions; config; scripting?
I was talking to him, turns out he was using the web compiler, not the one that came with sourcemod
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Wliu
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Join Date: Apr 2013
Old 03-05-2014 , 18:13   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #8

Oh. No, the last remaining issue is one where you don't get weapons when you respawn after being the boss.
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Research
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Join Date: Nov 2011
Old 03-06-2014 , 04:32   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #9

I test easter ability today and no crashed
nice work Wliu!
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KniL
Senior Member
Join Date: Jun 2012
Old 03-06-2014 , 14:57   Re: FF2 1.0.8 Released (and 1.9.0 betas)
Reply With Quote #10

My admins tell me that the non-weapons issue no longer happens again, since I put the 9-4 beta version.

So, confirmed.

EDIT: People playing on the server told me they respawned after appearing unarmed with a "You did not have any weapons." message.
Very cool

Thanks Wliu!

Last edited by KniL; 03-06-2014 at 15:09.
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