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[TF2] RPG Fortress Mod Beta (v1.5 BETA) Updated 2-10-2016


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nergal
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Join Date: Apr 2012
Old 12-30-2014 , 01:42   Re: [TF2] RPG Fortress Mod Beta (v1.12 BETA) Updated 12-30-14
Reply With Quote #71

New update for RPGFortress!

Converted the plugin to the new 1.7 so you NEED Sourcemod 1.7+ for it to work.

I've also moved the source to a repository so you guys can always check out updates if necessary!

I think I should add Updater for RPGFortress but I'll think about it.

Changes------------
converted code to new syntax.
removed individual medic timers for regenerating spells and used a single client loop timer.
simplified and improved the menus by code to be more efficient and code-readable
overall simplification of code to be more "memory" efficient.
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doroemon
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Join Date: Dec 2009
Location: TF2 AFK Server
Old 08-26-2015 , 03:15   Re: [TF2] RPG Fortress Mod Beta (v1.12 BETA) Updated 12-30-14
Reply With Quote #72

Sorry but.....where's the .sp flie?
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Oshizu
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Join Date: Nov 2012
Location: Warsaw
Old 08-26-2015 , 06:12   Re: [TF2] RPG Fortress Mod Beta (v1.12 BETA) Updated 12-30-14
Reply With Quote #73

Quote:
Originally Posted by doroemon View Post
Sorry but.....where's the .sp flie?
Here?
Quote:
Originally Posted by nergal View Post
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doroemon
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Join Date: Dec 2009
Location: TF2 AFK Server
Old 08-26-2015 , 11:36   Re: [TF2] RPG Fortress Mod Beta (v1.12 BETA) Updated 12-30-14
Reply With Quote #74

Quote:
Originally Posted by Oshizu View Post
Here?
Oh I not have see it!Thanks a lot ^^
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nergal
Veteran Member
Join Date: Apr 2012
Old 02-10-2016 , 14:24   Re: [TF2] RPG Fortress Mod Beta (v1.12 BETA) Updated 12-30-14
Reply With Quote #75

RPGFortress Revival Update!

-I've organized the code into 7 source files.
-organized (most) player based code into methodmaps as well as utilizing inheritance.
-new updates planned that are possible now that the code has been cleaned up more and organized.


Planned / Possible Future Updates (suggestions are VERY welcome!)

~internal store for purchasing ammunition for respective classes.
~money is gained by killing enemies and completing map objectives.
~replacing halloween spells with custom, made-from-scratch spell projectiles.
~cleaning up level system to be more concise and less of a headache to modify.
~utilizing level system to allow for unlockable weapons/spells and unlockable weapons/spell upgrades.
~add player inventories to hold multiple items (inventory of 5 spaces perhaps).

Here's link to updated Repository -> clickme

I'll be updating the OP Repository link as well.
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DJPlaya
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Join Date: Nov 2014
Location: Germany
Old 10-08-2016 , 18:19   Re: [TF2] RPG Fortress Mod Beta (v1.5 BETA) Updated 2-10-2016
Reply With Quote #76

Exp Bar > https://forums.alliedmods.net/showthread.php?t=252254
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Last edited by DJPlaya; 10-08-2016 at 18:24.
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Snapman
Junior Member
Join Date: Dec 2004
Location: California
Old 10-16-2016 , 13:25   Re: [TF2] RPG Fortress Mod Beta (v1.5 BETA) Updated 2-10-2016
Reply With Quote #77

Just finished with a fresh install, ran into a few issues. Seems the magic system (medic) does not work, also the xp/lvl display needs to be relocated.
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DJPlaya
Senior Member
Join Date: Nov 2014
Location: Germany
Old 10-26-2016 , 16:58   Re: [TF2] RPG Fortress Mod Beta (v1.5 BETA) Updated 2-10-2016
Reply With Quote #78

Quote:
Originally Posted by Snapman View Post
Ran into a few issues. Seems the magic system (medic) does not work
Works fine for me, the magic needs a spell book in order to work.
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Last edited by DJPlaya; 10-26-2016 at 16:58.
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