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FF2 Freak Fortress 2 1.10.14 Released


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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 06-04-2014 , 07:13   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #1

K, Wliu has suggested to me to have all 3rd party stuff in a seperate subplugin for 2.0.0
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Wliu
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Join Date: Apr 2013
Old 06-04-2014 , 16:12   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #2

There's only one bug left (again).
This time, though, it's an incredibly minor bug that only affects developers.

Whenever Soldier gets hit while having the Battalion's Backup equipped, it'll insta-fill the rage meter. This action enables a corresponding FF2 flag called FF2FLAG_ISBUFFED. The bug? Soldier NEVER gets this flag removed until respawn, therefore developers can't do anything with it.

Now, the problem is that I have no idea to check for when the soldier activates the Backup rage (OnConditionAdded won't work because of other soldiers). My previous fix was to see when the buff got *removed* in OnConditionRemoved, but that also doesn't work for the exact same reason OCA doesn't work.

EDIT: Think I found out how to fix it.
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Last edited by Wliu; 06-04-2014 at 17:00.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 06-04-2014 , 17:15   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #3

Quote:
Originally Posted by Wliu View Post
There's only one bug left (again).
This time, though, it's an incredibly minor bug that only affects developers.

Whenever Soldier gets hit while having the Battalion's Backup equipped, it'll insta-fill the rage meter. This action enables a corresponding FF2 flag called FF2FLAG_ISBUFFED. The bug? Soldier NEVER gets this flag removed until respawn, therefore developers can't do anything with it.

Now, the problem is that I have no idea to check for when the soldier activates the Backup rage (OnConditionAdded won't work because of other soldiers). My previous fix was to see when the buff got *removed* in OnConditionRemoved, but that also doesn't work for the exact same reason OCA doesn't work.

EDIT: Think I found out how to fix it.
Should I assume you fixed it by hooking the deploy_buff_banner or player_buff events?
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Donski
Senior Member
Join Date: Sep 2012
Old 06-04-2014 , 18:02   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #4

Will upgrading to any of the 1.10 betas possibly break any bosses that are publicly available?

Also what files do I need to update if I'm upgrading from 1.9.3? Everything is all over the place.

Last edited by Donski; 06-04-2014 at 18:03.
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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 06-04-2014 , 18:17   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #5

Quote:
Originally Posted by Donski View Post
Will upgrading to any of the 1.10 betas possibly break any bosses that are publicly available?

Also what files do I need to update if I'm upgrading from 1.9.3? Everything is all over the place.
If your going to go with latest github source, it'll break any bosses using OnLifeLoss forward (I think it's called this)

Last edited by WildCard65; 06-04-2014 at 18:18.
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Wliu
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Join Date: Apr 2013
Old 06-04-2014 , 20:36   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #6

Quote:
Originally Posted by Powerlord View Post
Should I assume you fixed it by hooking the deploy_buff_banner or player_buff events?
deploy_buff_banner. Now I just need to figure out which buff_type is the Battalion's Backup.

Quote:
Originally Posted by Donski View Post
Will upgrading to any of the 1.10 betas possibly break any bosses that are publicly available?

Also what files do I need to update if I'm upgrading from 1.9.3? Everything is all over the place.
I don't believe so. OnLoseLife will NOT break your boss.
From what I remember, you'll need to update:
plugins/freak_fortress_2.smx
plugins/freaks/default_abilities.ff2
plugins/freaks/ff2_1st_set_abilities.ff2
plugins/include/freak_fortress_2.inc
gamedata/saxtonhale.txt
translations/freak_fortress_2.phrases.txt

Once I actually release 1.10.0, which will hopefully be tomorrow, I'll have a proper list ready.
Curse Github for not comparing my branches correctly.
__________________
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Last edited by Wliu; 06-04-2014 at 20:37.
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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 06-04-2014 , 20:43   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #7

Quote:
Originally Posted by Wliu View Post
deploy_buff_banner. Now I just need to figure out which buff_type is the Battalion's Backup.
[/SIZE]
I think it's TFCond_DefenseBuff
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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 06-04-2014 , 20:05   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #8

In less then 40 minutes, I sent Wliu 5 PRs xD

Last edited by WildCard65; 06-04-2014 at 20:09.
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ThatKidWhoGames
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Join Date: Jun 2013
Location: IsValidClient()
Old 06-04-2014 , 21:03   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #9

I'm also having the issue with bgm's not playing for any bosses on my server.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 06-04-2014 , 21:46   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #10

Quote:
Originally Posted by WildCard65 View Post
I think it's TFCond_DefenseBuff
https://wiki.alliedmods.net/Team_For...oy_buff_banner

Quote:
Originally Posted by ThatKidWhoGames View Post
I'm also having the issue with bgm's not playing for any bosses on my server.
Welp. I'll look into it more then.

Also, anybody know what ent prop you can use to get the remaining rage time on banners?
^I can't just set it to 10 seconds because attribute-changing.
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Last edited by Wliu; 06-04-2014 at 21:47.
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