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[Freak Fortress 2] Bug Reports
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SHADoWNiNETR3S
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PostPosted: Sun Jul 19, 2015 7:45 pm Post subject: No icon [Freak Fortress 2] Bug Reports Reply with quote

Please report any bugs relating to FF2 here.

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PostPosted: Sun Jul 19, 2015 9:22 pm Post subject: No icon Re: [Freak Fortress 2] Bug Reports Reply with quote

Point reset is the only bug I notice. Dont know if its fixed already

So true...or well not the only reason :v
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PostPosted: Fri Jul 24, 2015 2:39 pm Post subject: No icon Re: [Freak Fortress 2] Bug Reports Reply with quote

The meem squad only spawns two people and the second meem is either agent smith, tails, or ellis. Depending on which duo was played before the meem squad.

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PostPosted: Sun Jul 26, 2015 11:21 pm Post subject: No icon Re: [Freak Fortress 2] Bug Reports Reply with quote

For some reason the skeleton king has crashed the server 2 times in a row within 10 minutes.

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PostPosted: Tue Jul 28, 2015 3:34 am Post subject: No icon Re: [Freak Fortress 2] Bug Reports Reply with quote

Duo and trios Meem bosses are combing with agent smith and also bosses getting stuck in apature when they teleport and within 5 sec it kills the boss instanley

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PostPosted: Tue Jul 28, 2015 4:30 am Post subject: No icon Re: [Freak Fortress 2] Bug Reports Reply with quote

yeah , I have heard about issues with the duo / trios  - meem      not sure what is up with that, but you are right I think, that it is a valid bug

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PostPosted: Tue Jul 28, 2015 4:45 am Post subject: No icon Re: [Freak Fortress 2] Bug Reports Reply with quote

BigBangTheory wrote (View Post):
yeah , I have heard about issues with the duo / trios  - meem      not sure what is up with that, but you are right I think, that it is a valid bug


It's one Wliu and I are investigating. Since it seems to have also surfaced on the public version.

When he modified the way a forward !ff2boss uses to accept partial matches, it disrupted being able to select bosses with similar names.
Later on, he made a change which was meant to fix that issue, but may have inadvertently introduced that bug.

Also, somewhere along Agent Smith's config is causing the way companions are being selected to completely break.

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PostPosted: Tue Jul 28, 2015 5:00 am Post subject: No icon Re: [Freak Fortress 2] Bug Reports Reply with quote

also took off skeleton king off of server 2 ... ill do 1 and 3 also. Hate to lose that boss as it had a great animation

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PostPosted: Tue Jul 28, 2015 6:52 am Post subject: No icon Re: [Freak Fortress 2] Bug Reports Reply with quote

BigBangTheory wrote (View Post):
also took off skeleton king off of server 2 ... ill do 1 and 3 also. Hate to lose that boss as it had a great animation


Doing a permanent fix to Skeleton King is going to require one hell of a total rewrite of the subplugin. I've attempted some code fixes onto the subplugin it depends on but it seems to completely fail to load (the problem is, the subplugin doesn't precache the model and relies on ff2's precache instead, which is bad practice). I love Skeleton King (and i find myself playing him often when the charset is the Cartoon one) but i guess it is what it is.

Finally fixed the crashing issues with skeleton king. Turns out the subplugin was missing proper checks to ensure a file was valid and the model precached.

Sadly, Ash Williams may need to be disabled temporarily, as there is an issue with the subplugin it depends on, unless according to Friagram, the gamedata it depends on is updated (equipwearable.txt). The gamedata from FF2 dev should fix it though.

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PostPosted: Tue Jul 28, 2015 12:24 pm Post subject: No icon Re: [Freak Fortress 2] Bug Reports Reply with quote

i wondered if the signature of that had changed. I removed Ash for now.
nice job on SK. Is Doom OK, do you know?

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PostPosted: Tue Jul 28, 2015 1:59 pm Post subject: No icon Re: [Freak Fortress 2] Bug Reports Reply with quote

Doom guy is not okay, his powerups don't spawn.

Not 100% certain about Ghost Rider either, sometimes his fireballs work, sometimes they don't.

Grey alien's rage is also slightly broken. People dont die if they touch the top/skybox anymore with the lasers.
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PostPosted: Tue Jul 28, 2015 3:27 pm Post subject: No icon Re: [Freak Fortress 2] Bug Reports Reply with quote

I noticed that on server 3 there are crits for demomen with shields. On server two it doesnt have it and I am wondering if thats a bug or not. I would love to have demo crits back like they were a few months ago when playing demoknight was fun.

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PostPosted: Wed Jul 29, 2015 3:24 am Post subject: No icon Re: [Freak Fortress 2] Bug Reports Reply with quote

As for duo bosses getting the wrong companion, it turns out that Wliu may have accidentally changed the "companion" config value to be case sensitive, therefore, causing this issue. Fortunately, it only affects the Redmond Duo and the Meem Swarm, and not the other duos/trios/swarms.

Example:

On MeeMSwarm's cfg:








Code:




"companion"          "DemoMeem"





since the cfg name is DemoMeeM, it should be








Code:




"companion"          "DemoMeeM"





Otherwise, it will treat as if the config didn't exist, therefore, picking whatever is 1st in the boss list.

Any other bosses that are plagued by this, the "companion" keyvalue has become CASE SENSITIVE, so it must now match what the .cfg file is called.

Both duos have been fixed on Server #1 and #3 after doing tests on FF2 Dev.

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PostPosted: Wed Jul 29, 2015 1:54 pm Post subject: No icon Re: [Freak Fortress 2] Bug Reports Reply with quote

SHADoWNiNETR3S wrote (View Post):
As for duo bosses getting the wrong companion, it turns out that Wliu may have accidentally changed the "companion" config value to be case sensitive, therefore, causing this issue. Fortunately, it only affects the Redmond Duo and the Meem Swarm, and not the other duos/trios/swarms.

Example:

On MeeMSwarm's cfg:








Code:




"companion"          "DemoMeem"





since the cfg name is DemoMeeM, it should be








Code:




"companion"          "DemoMeeM"





Otherwise, it will treat as if the config didn't exist, therefore, picking whatever is 1st in the boss list.

Any other bosses that are plagued by this, the "companion" keyvalue has become CASE SENSITIVE, so it must now match what the .cfg file is called.

Both duos have been fixed on Server #1 and #3 after doing tests on FF2 Dev.



good find !   Server 2 done also

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PostPosted: Sun Aug 02, 2015 9:50 pm Post subject: No icon Re: [Freak Fortress 2] Bug Reports Reply with quote

in the map vsh_magazine_b2b, (server 2 i beilieve), whenever hoovy sauce is the boss.. the entire red team goes to blu team, then red, then blu, and  continously until a few seconds and the round ends. i think its a glitch or something, and i dont really know where else to say this, so i came here.
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