1. The trade part of Lethal Zone has fully been taken over by FoG (Fortress of Gamers) and this site can no longer be used to make appeals. If you feel that your tag is unjust, please file an appeal over at https://f-o-g.eu.trade instead.

FF Update Topic

Discussion in 'Team Fortress 2' started by Snelvuur, Oct 12, 2012.

  1. Snelvuur

    Snelvuur King of Sand

    Joined:
    Sep 27, 2008
    Messages:
    4,036
    Likes Received:
    76
    Fix an issue where FF2 was trying to read cvars before config files were executed. This change should also make the game a little more multi-mod friendly.
    Fix OnLoadCharacterSet not being fired. This should fix the deadrun plugin.
    Prevent boss rage from being activated if the boss is already taunting. This prevents a crash from bosses who are in damage zones that can repeatedly activate their abilities. Needs testing to make sure it works as intended.
    Cache the result of the newer backstab detection rather than checking if it's supported every time a player takes damage.
    Reworked Medic damage code slightly; will change back if it isn't working correctly.
    Merge changes from Vs. Saxton Hale made between 1.38 and 1.39c.

    Except the last item needs a lot more explanation:

    Now attempts to integrate tf2items config
    Changing the game description now requires Steam Tools. This allows us to update the game description mid-map.
    SDKHooks removes OnGetGameDescription in version 2.2 for the Orange Box release, so this will be the only way to set the game description in TF2 starting very soon.
    Backstabs now prevent Spies from attacking with their revolvers for 2 seconds in addition to preventing the knife and Dead Ringer.
    Reworked the crit code a bit. Should be more reliable now.
    The Boss queue now accepts negative points.
    Help panel should stop repeatedly popping up on round start.
    Backstab disguising using the YER or Wanga Prick should be smoother/less obvious; i.e. it should now use the standard YER disguise instead of the method it was using.
    Removed crits from sniper rifles, now do 2.9x damage
    Sydney Sleeper does 2.4x damage, 2.9x if boss's rage is >90pct
    Minicrit- less damage, more knockback
    Scaled sniper rifle glow time a bit better
    Fixed Dead Ringer spy death icon (this may not have been merged in correctly, let me know)
    Baby Face's Blaster will fill boost normally, but will hit 100 and drain+minicrits. In other words, it acts more like the Soda Popper.
    Phlogistinator Pyros are invincible while activating the crit-boost taunt.
    Can't Eureka+destroy dispenser to insta-teleport
    Eureka Effect can now be enabled using the new ff2_enable_eureka cvar, but is disabled by default for balance reasons.
    Bosses can be forced to a specific team using the new ff2_force_team cvar. 0 = Random, 1 = Normal FF2 behavior, 2 = RED team, 3 = BLU team. Default is 1, but I highly recommend 3 when using plugins that affect a specific team.
    Normal FF2 behavior is to have Bosses on BLU for vsh_ and zf_ maps, but on other maps the bosses only start on BLU and have a 50% chance of switching the teams after round 3... and every round thereafter until the boss is switched. This repeats every 3 rounds after the boss team switches.
    Heatmaker gains Focus on hit (varies by charge)
    Bosses get short defense buff after rage
    Crusader's Crossbow damage has been adjusted to compensate for its speed increase. It's Uber charge amount remains unchanged, as it was already less powerful than the Syringe Guns.
    Equipping the Cozy Camper now gives you an SMG as well, but it has no crits and reduced damage.


    Things that aren't being carried over from VSH:

    Teleport abilities will not remove glow. This will require new natives in Freak Fortress 2, as teleport is done by a subplugin while glows are handled by the FF2 core. These may be added in a later version (or maybe even before 1.7 is released).
    Bushwacka wall climbing ability.
    This ability does not work well in FF2 due to the differences in jump physics between VSH and FF2; bosses in FF2 do not jump as high as in VSH by default (if you have a recent default_abilities.ff2, setting ff2_old_jump changes it back).
    This ability is supposed to be disabled when bosses lack super jump, but FF2's separation of abilities from the core makes this much more difficult to detect.
    Knockback resistance on certain bosses has not yet been implemented, but may be before 1.7 is released.