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Doing work so you don't have to (or atleast less of it)

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freak-fortress-2-rewrite's Issues

[Bug] crash on freak damage taken

edit: ok not crashing anymore after total server file regen with only recommended depend installed being tf2econdata (is actually required btw). will try with the others

edit2: ok no crash even with tfontakedamage, mustve been some other bs i had

Description

yea

Reproduce

Steps to reproduce the behavior:

  1. start server
  2. cause freak to take damage
  3. crash no log msg no error msg

Media

If applicable, add screenshots, videos, logs, to help explain your problem.

Environment

  • win10 64
  • SourceMod 11.1 build 6911
  • Freak Fortress 1.0.75 / package 40
  • all required and recommended dependencies

Other Information

not sure if i have brain worms or something

also i get this on player spawn (even after fixing the crash):
L 08/29/2022 - 21:35:12: [SM] Exception reported: Invalid game event handle 0 (error 4)
L 08/29/2022 - 21:35:12: [SM] Blaming: freak_fortress_2.smx
L 08/29/2022 - 21:35:12: [SM] Call stack trace:
L 08/29/2022 - 21:35:12: [SM] [0] Event.GetInt
L 08/29/2022 - 21:35:12: [SM] [1] Line 209, freak_fortress_2/events.sp::Events_PlayerSpawn

[Bug] Weighdown gravity doesnt reset.

Description

After using weighdown the boss can no longer jump as the gravity is not reset to default values.

Reproduce

Steps to reproduce the behavior:

  1. Compile and install fresh freak fortress rewrite.
  2. Play as a boss with weighdown
  3. Use weighdown
  4. Try to jump

Environment

  • OS: Linux
  • SourceMod 1.11

[Bug] rage_ability_management - cycler switch bug

Description

On selecting "cycler" mode ability system doesn't switch rages at all. Instead, it does something strange - on enabling only one button, reload/special it just plays the switch sound, but on enabling two of them at the same time it switches buttons on HUD - pressing M3/R while [R] is displayed next to selected rage, changes [R] to [M3].

Reproduce

Steps to reproduce the behavior:

  1. Go to Epic Scout's config and set "cycler" option to true
  2. Go in-game and try to switch rages.
  3. See error

Media

https://imgur.com/a/fE5SaJR
https://imgur.com/iUE8ExS

Environment

  • OS: Linux
  • SourceMod Version 1.11.0.6914/Build 1.11.0.6914
  • Freak Fortress Version 1.1./Build (timestamp): 10/14/2022 03:38:45

[Bug] Home teleport block can be circumvented with eureka_teleport 1.

Description

If a player uses eureka_teleport 1 in console when they have the eureka effect they can teleport to home.

Reproduce

Steps to reproduce the behavior:

  1. Download and compile Freak Fortress 2 Rewrite
  2. Play as engineer with eureka effect
  3. At any time put eureka_teleport 1 in console.

Environment

  • OS: Linux

Other Information

This will remove the stun effect and on certain maps make an almost-uncatchable engineer.

[BUG] DHooks crash on Windows when attacking any enemy player as a boss

Reposting this bug here from Discord.

Error: server falls flat on attacking any enemy during boss round as a boss - REDs attacking the boss seems to work fine.
Crashes with error:
[DHOOKS] FATAL: Failed to find return address of original function. Check the arguments and return type of your detour setup.

How to replicate:

  1. Download fresh Rewrite from the repository and compile it.
  2. Launch Windows server.
  3. Hit a player during the boss round.

Any additional plugins do not cause this - it happens even when everything is disabled except the plugins needed for gamemode to work.

Plugins list at the moment of removing everything:
01 "Admin File Reader" (1.11.0.6905) by AlliedModders LLC 02 "Admin Help" (1.11.0.6905) by AlliedModders LLC 03 "Admin Menu" (1.11.0.6905) by AlliedModders LLC 04 "Anti-Flood" (1.11.0.6905) by AlliedModders LLC 05 "Basic Ban Commands" (1.11.0.6905) by AlliedModders LLC 06 "Basic Chat" (1.11.0.6905) by AlliedModders LLC 07 "Basic Comm Control" (1.11.0.6905) by AlliedModders LLC 08 "Basic Commands" (1.11.0.6905) by AlliedModders LLC 09 "Basic Info Triggers" (1.11.0.6905) by AlliedModders LLC 10 "Basic Votes" (1.11.0.6905) by AlliedModders LLC 11 "Client Preferences" (1.11.0.6905) by AlliedModders LLC 12 "Freak Fortress 2: Rewrite" (Beta 7/2/2022) by Batfoxkid based on the original done by many others 13 "Fun Commands" (1.11.0.6905) by AlliedModders LLC 14 "Fun Votes" (1.11.0.6905) by AlliedModders LLC 15 "Nextmap" (1.11.0.6905) by AlliedModders LLC 16 "Player Commands" (1.11.0.6905) by AlliedModders LLC 17 "Reserved Slots" (1.11.0.6905) by AlliedModders LLC 18 "Simple Chat Processor (Redux)" (2.3.0) by Simple Plugins, Mini 19 "[TF2] TF2Attributes" ([email protected]) by FlaminSarge 20 "TF2 Utils" (0.19.1) by nosoop 21 "[TF2] Custom Attributes" (0.4.1) by nosoop 22 "[TF2] Econ Data" (0.18.2) by nosoop 23 "[TF2] OnTakeDamage Hooks" (1.2.0) by nosoop

Link to crash dump on Accelerator.

[Bug] ff2r_default_abilities "special_anchor"

Description

Attribute 252 "damage force reduction" granted by this ability doesn't decay when player stop using the anchor ability

Environment

  • OS: Windows 10 - 22H2 - 19045.2846
  • SourceMod Version 1.11 - Build 6934
  • Freak Fortress 1.1.110

At the change/start of the map, i can not enter the blue/red team

I don't know if you have the same thing, but please help, either it's my fault or something with the plugin, on changing the map every player can't enter to red or blue team, and then i need to spawn a bot to enter normally, please help.
sorry for my bad english.

[Bug] Attribute 217 "sanguisuge" has no max overheal capacity whatsoever

Description

Attribute 217 "sanguisuge" has no max overheal capacity whatsoever, consistent backstabs cause player have more than boss's max health

Environment

  • OS: Windows 10 - 22H2 - 19045.2846
  • SourceMod Version 1.11 - Build 6934
  • Freak Fortress 1.1.110

Other Information

Tried to override max overhal capacity with different attributes but didn't worked

[Bug] On Win as boss, boss just t-pose with, his minions too + On the first round, the music turns on before the round begins

Description

after winning a round, as the boss on my server, boss loses his weapon and puts himself in the t position, minions do the same thing
second bug; On the first round, the music turns on before the round begins

Reproduce

1.Select any bosses
2.Win Round.
second bug:
1.Play on first round as boss
2. Music will play before round begin.

Media

https://www.youtube.com/watch?v=5_ZjIwurM8E&ab_channel=DemoSamedi
https://www.youtube.com/watch?v=Ul6DPuhBIX0&ab_channel=DemoSamedi
https://www.youtube.com/watch?v=VrNrB927T8I&ab_channel=DemoSamedi

Environment

  • OS: Linux
  • SourceMod Version/Build: 1.11.0.6917
  • Freak Fortress Version/Build: 1.1.91

[Request] ff2r_menu_abilities is missing global ability cooldown

Description

Just like the title says. Old ff2bat_menu_abilities offers cooldownX which applies cooldown to all 'spells' in the menu.
The lack of this feature prevents some of our bosses from being converted to new ff2r_menu_abilities.
I guess I can add the feature after some more source code investigation.

[Bug] Error in console when checking weapon stats as boss

Description

Accessing weapons changes when being a boss and pressing Back in the menu will throw an error.
I would fix the error myself If I knew the preferred way to detect the Back button being pressed.

Reproduce

Steps to reproduce the behavior:
0. Be a boss

  1. !ff2 in chat
  2. Press View Weapons Changes
  3. Press Back
  4. See error

Media

L 10/01/2023 - 14:07:20: [SM] Exception reported: Property "m_iItemDefinitionIndex" not found (entity 0/worldspawn)
L 10/01/2023 - 14:07:20: [SM] Blaming: freak_fortress_2.smx
L 10/01/2023 - 14:07:20: [SM] Call stack trace:
L 10/01/2023 - 14:07:20: [SM]   [0] GetEntProp
L 10/01/2023 - 14:07:20: [SM]   [1] Line 900, tf_custom_attributes::FindWeaponSection
L 10/01/2023 - 14:07:20: [SM]   [2] Line 272, tf_custom_attributes::Weapons_ShowChanges
L 10/01/2023 - 14:07:20: [SM]   [3] Line 257, tf_custom_attributes::Weapons_ChangeMenuH

Environment

  • OS: [e.g. Linux]
  • SourceMod 1.11.0.6936, by AlliedModders LLC
  • Freak Fortress Version/Build

[Bug] special_anchor still won't go away after usage

Description

As #53 said back in Rewrite 1.1.110 - 1.1.112 described before, when using special_anchor the ability does not go away once you stop using it. This also will linger the next time when you play boss.

Reproduce

Steps to reproduce the behavior:

  1. Select any boss with "special_anchor"
  2. Crouch and use "special_anchor" then stand back up
  3. Be boss next round
  4. See error

Media

https://youtu.be/R7hM0rIl8RQ

Environment

  • OS: Linux Mint 21.2
  • SourceMod Version/Build: 1.11.0.6934
  • Freak Fortress Version/Build: 1.1.115

Other Information

I made sure to update all my files and subplugins to see if that was the problem but it still persists.

[Request] Add more custom attributes that simulate weapons back from the Unofficial FF2

Description

Add more custom attributes that will allow to replicate weapons from the Unofficial FF2 - like shields blocking either one hit or working as an armor against boss's melee, and Short Circuit's stun/slow attribute.

Applications

Possibility to partially restore weapon stuff back from Unofficial. I'm not really happy to see stun on SC again, but being able to put it back would be very nice.

Other Information

No need to put it inside the default weapon config - I've seen that you add only key things to keep things balanced, but having them on wiki and being served together with Rewrite would be very nice.

[Bug] When Kill For Example Scout Playing sound on kill for medic.

Description

I would like to report a bug, from some update in sound_kill selection
when my boss kills for example scout plays sound on medic kill, I don't know if I am the only one who has this bug.
Sorry for my poor English

Environment

  • OS: Linux
  • SourceMod: 1.11.0.6917
  • Version: 1.1.91

Btw Thanks Batfox For fixed my problem with red.
Edit: Sometimes i must just spawn again bot to ff2 gamemode work again.

[Bug] Bug to join and play in Boss side

Description

There's a bug with BvB disabled that lets you enter to Boss (BLU side) and play with him. You will have minicrits (because it's 2 in the same time, haven't tested with other player, but Crit rules may apply), cannot heal you and the boss, etcetera.

Reproduce

Steps to reproduce the behavior:

  1. When round finish, reconnect to the server.
  2. Skip game tips and choose a class.
  3. You're now in blue team and you can play normally.

Media

FF2r.Bug.mp4

Environment

  • OS: Linux
  • SourceMod 1.12.0.6942
  • Freak Fortress 1.1.95

[Bug] ff2r_menu_abilities: flags arg seems not working

Description

Flags arg seems not working, idk why but in naydef edit where added global cooldown, flags stopped working

Reproduce

Steps to reproduce the behavior:

  1. Use whatever flag you want, (i use 0x0008) (if you're in duo)
  2. When partner died your flag, does not exclude a particular capability from the menu
  3. see a error

[Bug] Attribute 52 "backstab shield" doesn't block boss hits on shield

Description

Attribute 52 "backstab shield" doesn't block boss hits on shield

Media

2023-04-07_04-56-49_Trim_2.mp4
2023-04-07_04-56-49_Trim.mp4

Environment

  • OS: Linux (Ubuntu 20.04)
  • SourceMod Version: 1.12.0.6987
  • Freak Fortress Version: 1.1.109

Other Information

I tried to apply the attribute to both classname and index, so it isn't an override problem

[ADDITION?] More global values for abilities like "buttonmode"

I wanted to suggest a couple of things, but I decided to separate both things into different issues.

In short, I thought of suggesting to add more "global" config values (like "slot" and "buttonmode"), to give ability and make bosses more interesting. One of them is "required rage", that doesn't allow ability to execute if rage is lower than this value (for usage with ragemin and ragemax), and second one is "required health", that does the same but for hale's health.

[Bug] Having a file with a letter beginning in "t" with a backslash causes files to not work properly

Description

When using a file beginning in '"t" with a backslash in my case a sound file, ff2:r will cause the file to not be used and won't be download.

Reproduce

Steps to reproduce the behavior:

  1. Use a file that begins with "t" with a backslash ex: "sound\freak_fortress_2\oddworld\time_to_get_free.mp3" in a config
  2. Start up the server
  3. See error
    L 10/02/2022 - 18:56:20: [freak_fortress_2.smx] [Boss] 'abe' is missing file 'sound\freak_fortress_2\oddworld ime_to_get_free.mp3' in 'download'
    TF2 Console: Failed to create decoder for MP3 [ freak_fortress_2/oddworld ime_to_get_free.mp3 ]

Media

If applicable, add screenshots, videos, logs, to help explain your problem.
https://i.imgur.com/JJkfe1F.png

Environment

  • OS: Fedora Linux 36
  • SourceMod Version/Build: 1.11 - build 6911
  • Freak Fortress Version/Build: 1.0.82

Other Information

Add any other context about the problem here.
Server won't download the file nor use it even if it was downloaded beforehand.
This problem does not happen when using a forward slash only when using backslash ex: "sound\freak_fortress_2\oddworld/time_to_get_free.mp3" or "sound/freak_fortress_2/oddworld/time_to_get_free.mp3" will download and play the file.

[Bug] Crit-a-cola does not give crits when using attribute 179

Description

Back in unofficial ff2, crit-a-cola would give crits when using attribute 179 to make mini-crits into crits for your other weapons like your scattergun. However in rewrite this is not the case and theres no way to make this happen even when using "mod crit type glow" "2"

Reproduce

Steps to reproduce the behavior:

  1. Edit crit-a-cola to have attribue 179 ; 1 or "mod crit type glow" "2"
  2. Use crit-a-cola
  3. Crit-a-cola only gives minicrits
  4. See error

Media

If applicable, add screenshots, videos, logs, to help explain your problem.
https://youtu.be/P7g998PU3aE

Environment

  • OS: Linux Mint 21.2
  • SourceMod Version/Build: 1.12.0.7043
  • Freak Fortress Version/Build: 1.1.137

Other Information

Add any other context about the problem here.

[Bug] ff2r_menu_abilities Mana doesn't work

Description

When using mana for abilities, current mana showing random numbers, even higher than it's desired capacity. But only using cooldowns for abilities doesn't cause any problem

Environment

  • OS: Windows 10 - 22H2 - 19045.2846
  • SourceMod Version 1.11 - Build 6934
  • Freak Fortress 1.1.110

Other Information

Doesn't look like integer/float overflow

[Bug] Bosses get moved to RED team during BvB after some rounds

Description

(BvB) So, this bug tends to remove one boss to another after each round from the blue team and moves them to red, it will continue this until there is no one anymore in blue.

Reproduce

Steps to reproduce the behavior:

  1. Turn on BvB, 12 bosses each team.
  2. Play a few or several rounds of BvB, unsure when it exactly starts happening
  3. See error

Environment

  • Linux
  • SourceMod Version/Build 6936
  • Freak Fortress Version/Build 1.1.125

Other Information

No one will be able to join any team as soon there is no one in blue anymore.

[Bug] Demoshield using attribute 52 does not come back next round when hit

Description

When using a demo shield (ex. chargin' targe) with attribute 52, it can block one hit the first time you use it. But if the shield breaks and the next round starts, the shield wont come back and you cannot block a hit anymore. You can still charge though. One way to get back the shield is to switch classes then switch back to demoman

Reproduce

Steps to reproduce the behavior:

  1. Equip demo shield with attribute 52
  2. Take a hit from the boss
  3. Wait for next round to start
  4. Take a hit again the next round

Media

If applicable, add screenshots, videos, logs, to help explain your problem.
https://youtu.be/JeaaS0i16UM

Environment

  • OS: Linux Mint 21.2
  • SourceMod Version/Build: 1.12.0.7043
  • Freak Fortress Version/Build: 1.1.137

Other Information

Add any other context about the problem here.

[Bug] Boss rage crashes the server on occasion.

Description

Whenever the boss rages theres a seemingly random chance that it crashes the server.

Reproduce

Steps to reproduce the behavior:

  1. Download and compile vanilla Freak Fortress Rewrite
  2. Play as normal
  3. At some point when a boss rages the server crashes.

Environment

  • OS: Linux
  • SourceMod 1.11.0.6906, jit-x86 (build 1.11.0.6906)

Media

https://crash.limetech.org/5i2rzrftqvpw
https://crash.limetech.org/pc3rwotg2vki
https://crash.limetech.org/dj4aoqdglyvk

[Bug] Flying Guillotine Damage

Description

When using "ff2r_default_abilities" "rage_new_weapon" to get a flying guillotine, attribute "2" won't affect its damage.

Reproduce

Steps to reproduce the behavior:

  1. Use "rage_new_weapon" to get a flying guillotine
  2. Use attribute 2 to increase its damage (Ex. 2 ; 2.5)
  3. Use boss with ability
  4. See error (Damage will still be 50)

Media

https://youtu.be/rumvVzC8EOQ

Environment

  • OS: Linux Mint 21.2
  • SourceMod Version/Build: 1.11.0.6934
  • Freak Fortress Version/Build: 1.1.118

Other Information

When looking at the server's console, each hit will display "AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin"

[Bug] Setting "ff2_plugin_subplugins" to a directory inside a directory crashes the server

Description

In issue #47 a request had been made to make sub-plugins load/unload in "freaks" which would be changed to another directory like "disabled". But when trying to do set "ff2_plugin_subplugins" to a directory inside a directory ("disabled/freaks" or "freaks/disabled"), the server crashes with many of the sub-plugins failing to load and being blamed/

Reproduce

Steps to reproduce the behavior:

  1. Edit "ff2_plugin_subplugins" in /tf/cfg/sourcemod/FF2Rewrite.cfg
  2. Set "ff2_plugin_subplugins" to "disabled/freaks" or "freaks/disabled"
  3. Start the server and wait for a boss to be picked
  4. Before the boss can be picked, the server crashes

Media

Example of errors:
L 07/21/2023 - 19:58:38: [SM] Blaming: disabled/freaks/bill_abilities.smx
L 07/21/2023 - 19:58:38: [SM] Call stack trace:
L 07/21/2023 - 19:58:38: [SM] [1] Line 11, C:\Users\RavensBro\Desktop\knights of god\source mod and meta mod\sourcemod-1.5.1-hg3914-windows-ff2\addons\sourcemod\scripting\include\freak_fortress_2_subplugin.inc::GetThisPluginName
L 07/21/2023 - 19:58:38: [SM] [2] Line 33, C:\Users\RavensBro\Desktop\knights of god\source mod and meta mod\sourcemod-1.5.1-hg3914-windows-ff2\addons\sourcemod\scripting\include\freak_fortress_2_subplugin.inc::OnPluginStart
L 07/21/2023 - 19:58:38: [SM] [4] ServerExecute
L 07/21/2023 - 19:58:38: [SM] [5] Line 3116, freak_fortress_2/bosses.sp::EnableSubplugins
L 07/21/2023 - 19:58:38: [SM] [6] Line 1602, freak_fortress_2/bosses.sp::Bosses_CreateFromConfig
L 07/21/2023 - 19:58:38: [SM] [7] Line 1576, freak_fortress_2/bosses.sp::Bosses_CreateFromSpecial
L 07/21/2023 - 19:58:38: [SM] [8] Line 250, freak_fortress_2/gamemode.sp::Gamemode_RoundSetup
L 07/21/2023 - 19:58:38: [SM] [9] Line 362, freak_fortress_2/dhooks.sp::DHook_RoundRespawn
[SM] Plugin disabled/freaks/bill_abilities.smx failed to load: Error detected in plugin startup (see error logs).

Environment

  • OS: Linux Mint 21.2
  • SourceMod Version/Build: 1.11.0.6934
  • Freak Fortress Version/Build: 1.1.118

Other Information

The server uses some legacy sub-plugins and new rewrite sub-plugins

[Bug] Bosses that use medic dont revert class

Description

When a boss uses the medic class and the round ends the game doesn't revert you back to your desired class

Reproduce

Steps to reproduce the behavior:
Have a boss that's class is the medic
Play the boss
Finish the round

Environment

  • OS: Linux
  • SourceMod 1.11.0.6906

[Request] Add an option for gaining rage on airblast for pyro

Description

Currently airblast does not give rage like how unoffical ff2 had it by default and there isn't an option to give the boss rage on airblast. I think an option to set a % amount of rage per airblast would be a nice optional change. Maybe it could be set like a convar inside ff2rewrite.cfg

Applications

Grants another way to punish airblast spammers other than increasing airblast delay or ammo cost

Code Snippet

If applicable, a code snippet of the feature and the source if it came from someone else.

Other Information

Add any other context about the feature request here.

[Bug] Using short boss cfg names wont recognize boss

Description

Using short boss cfg names wont recognize a boss character

Reproduce

Steps to reproduce the behavior:

  1. Make/rename a boss config that has a short name in sourcemod/config/freak_fortress_2 Ex: "abe.cfg" "abc.cfg"
  2. Edit characters.cfg to include the boss
  3. Load up FF2r server
  4. See error
    L 07/24/2022 - 15:37:09: [freak_fortress_2.smx] ConfigMap Err (addons/sourcemod/configs/freak_fortress_2/.cfg) :: **** Stream failed to open ****
    L 07/24/2022 - 15:37:09: [freak_fortress_2.smx] [Boss] is not a boss character

Media

https://imgur.com/FqWFtUj

Environment

  • OS: Fedora Linux 36
  • SourceMod Version/Build: 1.11 - build 6906
  • Freak Fortress Version/Build: Beta 6-16-22

Other Information

Changing the boss cfg name to be longer appears to work just fine.
Using short boss cfg names in unofficial ff2bat works fine.

[Bug] FF2R Seems to cause MvM waves to not start after the map has changed from FF2 gamemode

Reproduce

  1. Play Freak Fortress 2 for atleast 1 round
  2. Change to a MvM map
  3. Watch the F4 Text not appearing and pressing F4 not doing anything

Media

image
(image showing the F4 text not showing up, and the wave not started

Environment

  • OS: Windows 10 Pro (18362.1500)
  • SM 1.11.6923
  • FF2R 1.1.98

Other Information

I'm still investigating this issue, and getting the you (the owner of the plugin) to give this some attention may be useful into getting it fixed

[Request] Add an option for class based last man rage gain

Description

In unofficial ff2, if the last few players were scouts the boss would gain rage based on how many scouts there are left on red. I'm suggesting the same thing but it could be different where you can select any class who is last left alive to let the boss gain rage.

Applications

Could stop stalling round with running away scouts

Code Snippet

If applicable, a code snippet of the feature and the source if it came from someone else.

Other Information

Add any other context about the feature request here.

[Request] Make horizontal/forward force scale with special_mobility percent

Description

When using super jump (special_mobility) with little charge will give you the about or the same forward force as charging super jump to full.
https://youtu.be/QKfi4u93h8Y
https://youtu.be/XcG9G3wK6HQ

Applications

Super jumping with low percentages can allow the boss to do a "dash" without charging high (this is much more noticeable when the "forward" arg is set much higher than default (ex."2.0 + (n * 0.000275)"). Making it so that super jump scales with percent won't allow bosses to perform a "dash" with low percentages. Optionally it could be toggle-able within "special_mobility"

Code Snippet

If applicable, a code snippet of the feature and the source if it came from someone else.

Other Information

First demonstration shows both tapping and holding super jump but without any vertical differences and then showing both again with a more open area.
Second is the same but with a higher "forward" arg number.

[ADDITION?] Throwing Sapper Implementation.

I wanted to suggest a couple of things, but I decided to separate both things into different issues.
One of them - this one - can be added when the rewrite will be a bit more stable.

In short, wanted to suggest an optional support for throwable sapper - for example ability to remove rage and slow hale when he is in radius of a sapper. Rage drain rate and slowdown can be configurable through custom attributes.
https://github.com/Chdata/TF2-Throwable-Sapper

[Request] Put subplugins in the disabled folder

Description

Put subplugins in the disabled folder instead of the general plugins folder.

Applications

I'm looking at this rewrite and noticed that subplugins are just dropped in the general plugins folder where they will automatically be loaded.

I think you should have people put them in the disabled folder like disabled/freaks/something.smx, that way sourcemod won't automatically load all the plugins at startup.

WIth our FF2 installation, we have over 50 subplugins and it just makes things laggy when they all load at once now. So I think you should try and commit to this convention so they can be loaded on demand.

Code Snippet

If applicable, a code snippet of the feature and the source if it came from someone else.

Other Information

Add any other context about the feature request here.

[Bug] "rage_cloneattack" does not summon from blue team, still summons spectators

Description

Rage cloneattack no longer summons from blue team and still summons from spectators

Reproduce

Steps to reproduce the behavior:

  1. Be on blue when you die
  2. Make boss use "rage_cloneattack"
  3. See error
  4. Be on spectator when you die
  5. Make boss use "rage_cloneattack"
  6. See error

Media

If applicable, add screenshots, videos, logs, to help explain your problem.
https://youtu.be/fXW5QNJc8OU

Environment

  • OS: [e.g. Windows]: Linux Mint 21.2
  • SourceMod Version/Build: 1.12.0.7043
  • Freak Fortress Version/Build: 1.1.149

Other Information

Add any other context about the problem here.

[Bug] Invalid Handle exception on every round start

Description

Everytime a round starts, the console logs a lot about an invalid game event handle:

L 09/22/2022 - 18:06:00: [SM] Exception reported: Invalid game event handle 0 (error 4)
L 09/22/2022 - 18:06:00: [SM] Blaming: freak_fortress_2.smx
L 09/22/2022 - 18:06:00: [SM] Call stack trace:
L 09/22/2022 - 18:06:00: [SM]   [0] Event.GetInt
L 09/22/2022 - 18:06:00: [SM]   [1] Line 209, freak_fortress_2/events.sp::Events_PlayerSpawn

This is because freak_fortress_2/events.sp#L27 has the EventHookMode_PostNoCopy flag which will cause a null event

Reproduce

Steps to reproduce the behavior:

  1. Run an VSH map with this FF2 running
  2. Wait until round starts (or even a pre-game/"Waiting for players" round)
  3. Look into the console or into errors.log

Environment

  • OS: Any
  • SourceMod Version/Build: 1.11.0.6911
  • Freak Fortress Version/Build: 1.0.79

Other Information

(Working in a Pull Request)

[Bug] damage_penalty/damage_bonus doesn't work on boss's weapons

Description

Neither damage_penalty nor damage_bonus attribute are working on the weapons (melee weapons at the very least) - they all deal by default 100 damage. From what I heard from other users, it also do affect the other damage modifiers on weapon, like CARD: damage bonus attribute, except the "dmg penalty vs players" and "dmg bonus vs buildings" attributes.

Reproduce

Steps to reproduce the behavior:

  1. Make a boss with any damage multiplier except the "dmg penalty vs players" and "dmg bonus vs buildings" attributes.
  2. Launch server and pick this boss
  3. Deal damage to players
  4. Add "dmg penalty vs players" attribute to boss weapon instead of damage bonus/damage penalty
  5. Reload charset and pick this boss again
  6. Deal damage to players again

Environment

  • OS: Linux
  • SourceMod Version 1.11.0.6914/Build 1.11.0.6914
  • Freak Fortress Version 1.1./Build (timestamp): 10/14/2022 03:38:45

Other Information

I've had this bug before on both my test server, and a server I've been setting up for my friend - I'm not sure if this was fixed in the newest versions, but decided to still report it.

[Bug] Using "special_mobility" teleport with "fists" melee will instant kill teleportee

Description

When using a heavy boss or any melee that allows you to attack with mouse2, you can teleport inside a player and instantly kill them if the attack is timed correctly. It does not matter how much stun is given upon teleporting

Reproduce

Steps to reproduce the behavior:

  1. Use "special_mobility" and set "options" to "2"
  2. Use a heavy boss or a boss with "fists"
  3. While charging, time it right to where you can teleport before another swing could happen
  4. See error

Media

If applicable, add screenshots, videos, logs, to help explain your problem.
https://youtu.be/viPNKbMKiDc

Environment

  • OS: Linux Mint 21.2
  • SourceMod Version/Build: 1.12.0.7043
  • Freak Fortress Version/Build: 1.1.137

Other Information

Add any other context about the problem here.

ff2r_default_abilities handle errors

The first error happens when you use rage_cloneattack and the second one when you die as a boss.

L 05/08/2022 - 02:24:54: [SM] Exception reported: Invalid Handle 0 (error: 4)
L 05/08/2022 - 02:24:54: [SM] Blaming: freaks\ff2r_default_abilities.smx
L 05/08/2022 - 02:24:54: [SM] Call stack trace:
L 05/08/2022 - 02:24:54: [SM]   [0] ArrayList.FindValue
L 05/08/2022 - 02:24:54: [SM]   [1] Line 1324, C:\Users\Suza\Documents\GitHub\Freak-Fortress-2-Rewrite\addons\sourcemod\scripting\ff2r_default_abilities.sp::Timer_RageTradeSpam

L 05/08/2022 - 02:26:03: [SM] Exception reported: Invalid timer handle 2fa00287 (error 3)
L 05/08/2022 - 02:26:03: [SM] Blaming: freaks\ff2r_default_abilities.smx
L 05/08/2022 - 02:26:03: [SM] Call stack trace:
L 05/08/2022 - 02:26:03: [SM]   [0] KillTimer
L 05/08/2022 - 02:26:03: [SM]   [1] Line 654, C:\Users\Suza\Documents\GitHub\Freak-Fortress-2-Rewrite\addons\sourcemod\scripting\ff2r_default_abilities.sp::FF2R_OnBossRemoved
L 05/08/2022 - 02:26:03: [SM]   [3] Call_Finish
L 05/08/2022 - 02:26:03: [SM]   [4] Line 51, freak_fortress_2/forwards.sp::Forward_OnBossRemoved
L 05/08/2022 - 02:26:03: [SM]   [5] Line 2146, freak_fortress_2/bosses.sp::Bosses_Remove
L 05/08/2022 - 02:26:03: [SM]   [6] Line 59, freak_fortress_2/gamemode.sp::Gamemode_RoundSetup
L 05/08/2022 - 02:26:03: [SM]   [7] Line 333, freak_fortress_2/dhooks.sp::DHook_RoundRespawn

[Bug] CTFPlayer::DropAmmoPack uses unsupported pass flags

Description

When trying to use a fresh compile of the rewrite, the dhooks gives an error when CTFPlayer::DropAmmoPack is being setup.

Reproduce

Steps to reproduce the behavior:

  1. Download and compile a fresh version of the rewrite.
  2. Put on server
  3. Reload, change map, or restart.

Media

[DHOOKS] Function "CTFPlayer::DropAmmoPack" uses unsupported pass flags in argument "info". Flags are only supported for virtual hooks: line: 331 col: 4
[DHOOKS] Function "CTFPlayer::DropAmmoPack" uses unsupported pass flags in argument "info". Flags are only supported for virtual hooks: line: 331 col: 4
[SM] Exception reported: Function signature "CTFPlayer::DropAmmoPack" was not found.
[SM] Blaming: freak_fortress_2.smx
[SM] Call stack trace:
[SM]   [0] DynamicDetour.FromConf
[SM]   [1] Line 95, freak_frotress_2\dhooks.sp::CreateDetour
[SM]   [2] Line 63, freak_fortress_2\dhooks.sp::DHook_Setup
[SM]   [3] Line 272, freak_fortress_2.sp::OnPluginStart

Environment

  • OS: Linux
  • SourceMod V1.11.0.6906
  • Freak Fortress Version/Build

Other Information

If the line "flags" "byref" is removed from "info" the error vanishes and plugin operates as normal (to my knowledge).

[Bug] Prevent spectators from being spawned using "rage_cloneattack"

Description

When a player is in spectator mode, using "rage_cloneattack" will summon in players who are in spectator mode to be spawned in.

Reproduce

Steps to reproduce the behavior:

  1. Use "rage_cloneattack"
  2. Be in spectator mode
  3. See error

Media

If applicable, add screenshots, videos, logs, to help explain your problem.
https://youtu.be/Rloo-1zp4Tg

Environment

  • OS: Linux Mint 21.2
  • SourceMod Version/Build: 1.12.0.7043
  • Freak Fortress Version/Build: 1.1.137

Other Information

Add any other context about the problem here.

[Bug] Clipless ammo weapons won't switch after running out of ammo

Description

When using "rage_new_weapon" with a clipless weapon, after running out of ammo the weapon will still be held out and can be switched back to.

Reproduce

Steps to reproduce the behavior:

  1. Use "rage_new_weapon" on a boss with a clipless weapon (Ex. flare gun, mad milk, minigun, etc)
  2. Waste all ammo on the gun
  3. See error

Media

Clipless weapon behavior: https://youtu.be/HaWsdo-Sabs
Weapon with clip behavior: https://youtu.be/fiDsyFjcWIk

Environment

  • OS: Linux Mint 21.2
  • SourceMod Version/Build: 1.11.0.6934
  • Freak Fortress Version/Build: 1.1.118

Other Information

Add any other context about the problem here.

[Bug] Monoculus doing damage will generate errors

Description

The title says it. If monoculus spawns and does damage, errors will be thrown.
Pretty funny to see that, since the original FF2 plugin suffered of similar monoculus issues for long time.

Reproduce

Steps to reproduce the behavior:

  1. Have a boss
  2. Spawn monoculus

Media

L 10/03/2023 - 13:56:44: [SM] Exception reported: Property "m_bOnlyIterateItemViewAttributes" not found (entity 211/eyeball_boss)
L 10/03/2023 - 13:56:44: [SM] Blaming: freak_fortress_2.smx
L 10/03/2023 - 13:56:44: [SM] Call stack trace:
L 10/03/2023 - 13:56:44: [SM]   [0] GetEntProp
L 10/03/2023 - 13:56:44: [SM]   [1] Line 755, freak_fortress_2/attributes.sp::Attributes_GetByDefIndex
L 10/03/2023 - 13:56:44: [SM]   [2] Line 710, freak_fortress_2/attributes.sp::Attributes_FindOnWeapon
L 10/03/2023 - 13:56:44: [SM]   [3] Line 371, freak_fortress_2/sdkhooks.sp::TF2_OnTakeDamage
L 10/03/2023 - 13:56:44: [SM]   [5] Call_Finish
L 10/03/2023 - 13:56:44: [SM]   [6] Line 129, scripting/tf_ontakedamage.sp::CallTakeDamageInfoForward
L 10/03/2023 - 13:56:44: [SM]   [7] Line 83, scripting/tf_ontakedamage.sp::Internal_OnTakeDamage

Weapon Attributes

Move from Attribute IDs to Named Attributes

I think it'd be beneficial to move away from attribute IDs and replace them with named attributes.
It's easier to understand what attributes a weapon has and it's faster to change the value, rather than having a number that doesn't make any sense unless you have the attributes spreadsheet at hand.
It's way easier to understand hands down. That would / could also be applied to boss weapons.

It's a system that we use and here is an example:

image

This is what it could look like if FF2-Re used a similar system:

image


What about backwards compatibility?

We can easily keep the previous system by simply checking if it has a subsection. People wouldn't have to be forced to change every config if they're switching from FF2.

[QUESTION] About adding CWX weapons.

How exactly does adding CWX weapons work, and how do you define in config damage limit for "On Kill: do X" attributes?

Do you need to write every weapon manually in your weapon config instead of CWX's default system, or you can just add those weapon's names to your weapon config and freely add new attributes?
How do you write "On Kill: do X" damage stuff - is it sort of a specific attribute or it is a global ConVar?

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