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Fortress Royale 2 Mega Issue #49

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Mikusch opened this issue Jun 21, 2023 · 7 comments
Open

Fortress Royale 2 Mega Issue #49

Mikusch opened this issue Jun 21, 2023 · 7 comments

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@Mikusch
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Mikusch commented Jun 21, 2023

Report any problems with Fortress Royale 2 here.

@M60TM
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M60TM commented Jun 21, 2023

L 06/22/2023 - 00:58:04: [SM] Exception reported: Property "m_hOwner" not found (entity 487/tf_wearable_demoshield)
L 06/22/2023 - 00:58:04: [SM] Blaming: disabled/royale.smx
L 06/22/2023 - 00:58:04: [SM] Call stack trace:
L 06/22/2023 - 00:58:04: [SM]   [0] SetEntPropEnt
L 06/22/2023 - 00:58:04: [SM]   [1] Line 110, royale\callbacks.sp::ItemCallback_CreateDroppedWeapon
L 06/22/2023 - 00:58:04: [SM]   [3] Call_Finish
L 06/22/2023 - 00:58:04: [SM]   [4] Line 639, royale\config.sp::Config_CreateItem
L 06/22/2023 - 00:58:04: [SM]   [5] Line 204, royale\config.sp::Open
L 06/22/2023 - 00:58:04: [SM]   [6] Line 212, royale\entity.sp::FRCrate.DropItem
L 06/22/2023 - 00:58:04: [SM]   [7] Line 171, royale\data.sp::FRPlayer.TryToOpenCrate
L 06/22/2023 - 00:58:04: [SM]   [8] Line 465, C:\suspawn\br\scripting\royale.sp::EnumerateCrates
L 06/22/2023 - 00:58:04: [SM]   [10] TR_EnumerateEntitiesBox
L 06/22/2023 - 00:58:04: [SM]   [11] Line 455, C:\suspawn\br\scripting\royale.sp::OpenCrateInRange
L 06/22/2023 - 00:58:04: [SM]   [12] Line 342, C:\suspawn\br\scripting\royale.sp::OnPlayerRunCmd
L 06/22/2023 - 00:58:04: [disabled/royale.smx] Failed to call callback 'create' for item 'Splendid Screen'
L 06/22/2023 - 01:55:44: [SM] Exception reported: Property "m_hOwner" not found (entity 247/tf_wearable)
L 06/22/2023 - 01:55:44: [SM] Blaming: disabled/royale.smx
L 06/22/2023 - 01:55:44: [SM] Call stack trace:
L 06/22/2023 - 01:55:44: [SM]   [0] SetEntPropEnt
L 06/22/2023 - 01:55:44: [SM]   [1] Line 110, royale\callbacks.sp::ItemCallback_CreateDroppedWeapon
L 06/22/2023 - 01:55:44: [SM]   [3] Call_Finish
L 06/22/2023 - 01:55:44: [SM]   [4] Line 639, royale\config.sp::Config_CreateItem
L 06/22/2023 - 01:55:44: [SM]   [5] Line 252, royale\config.sp::Open
L 06/22/2023 - 01:55:44: [SM]   [6] Line 212, royale\entity.sp::FRCrate.DropItem
L 06/22/2023 - 01:55:44: [SM]   [7] Line 171, royale\data.sp::FRPlayer.TryToOpenCrate
L 06/22/2023 - 01:55:44: [SM]   [8] Line 465, C:\suspawn\br\scripting\royale.sp::EnumerateCrates
L 06/22/2023 - 01:55:44: [SM]   [10] TR_EnumerateEntitiesBox
L 06/22/2023 - 01:55:44: [SM]   [11] Line 455, C:\suspawn\br\scripting\royale.sp::OpenCrateInRange
L 06/22/2023 - 01:55:44: [SM]   [12] Line 342, C:\suspawn\br\scripting\royale.sp::OnPlayerRunCmd
L 06/22/2023 - 01:55:44: [disabled/royale.smx] Failed to call callback 'create' for item 'Gunboats'

It seems to fail to create wearable weapon(gunboat, shield, boots).
Maybe using m_hOwnerEntity instead of m_hOwner will solve this.

@Joaquel
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Joaquel commented Jun 24, 2023

Boxes spawns weapons for miliseconds but instantly dissapears.

Royale.Rewrite.Weapons.mp4

Ammo seems to work good (same with health packs).

Royale.Rewrite.Ammo.mp4

@Mikusch
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Mikusch commented Jun 25, 2023

Boxes spawns weapons for miliseconds but instantly dissapears.
Royale.Rewrite.Weapons.mp4

Ammo seems to work good (same with health packs).
Royale.Rewrite.Ammo.mp4

Is tf_dropped_weapon_lifetime set to 0 or something like that?

@M60TM
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M60TM commented Jun 25, 2023

I've had that problem, too. It occurred even though tf_dropped_weapon_time was set to 30, but it will be solved by changing the value in the middle.

@cfnnit
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cfnnit commented Jun 27, 2023

It's about balance and some attributes.
Since we added Battle Royale as a default state, we've had a lot of balance issues.
Here are some of the biggest adjustments I've made.

First. Spies being born with a watch and using a cloak and dagger makes the game lazy.

Previously, this was not a problem because the watch was also a chest drop, and the cloak and dagger were tier 4 (now legendary weapons).

And I don't know if it's possible to modify the cloak watch in item.cfg now.
There are no Invis clocks or construction tool in the item.cfg, which also ties into the engineer's issue about later.

Because of this problem, I ended up disabling the spy class.

Second. I nerfed the Engineer's Sentry significantly by putting an attribute on the wrench, since the Engineer now spawns with a construction tool.
This, along with several other issues, made it harder for classes that would destroy the Sentry Gun to survive the early game, making it too easy for the Engineer to win the game once the Sentry Gun was built.

Third. Scouts were a strong class in previous versions, but they're even stronger now.

In previous versions, weapons were obtained by directly attacking the chests, and the Scout had to attack the chest 3 times to get the weapon, so he got the weapon he wanted at a slower rate than everyone else, but now everyone spends the same amount of time opening the chests, so the Scout with the fastest movement speed will get the weapon he needs faster than anyone else.

Soldier in this exact same position of this problem.
The Soldier used to be able to use his rocket launcher to break far away chests first, but he can no longer do that, and rocket jumping is too much of a risky behavior, so I buffed him across the board by reducing the self-damage of his rocket jump.

In this regard, some players said that the process of opening normal chest was better in the previous version.

Fourth. This was a problem in previous versions, but it's about a feature we added in a fork of foolishserver.

After adjusting a weapon with an attribute related to clip size, the weapon will be obtained with the original weapon's clip count when it is acquired, and the item will not start using the clip count adjusted by the attribute until the preloaded amount is consumed or the item is reloaded.

A customized weapon with the auto fires full clip attribute added will have a similar problem, and when it is acquired, it will have one magazine preloaded and will not be able to be reloaded until it has been fired.

It would also be nice to have the ability to set the classname and index of a weapon separately, allowing for more weapon customization.

Thanks as always for a great mod.

@cfnnit
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cfnnit commented Dec 15, 2023

I recently started playing Battle Royale mode on the server again.

A few bugs, suggestions, and questions:

  1. sometimes the round ends and the victory crit doesn't disappear, it just starts the next round and the round doesn't end properly, even if it's just the last person left.
    We haven't found a cause for this to happen, and suspect it's related to when the demoman dies.

  2. the overlay obscures the view excessively when the player is outside the zone.

  3. This is related to configs.
    Is it possible to have multiple types of crates that the battlebus drops?
    Also, can the deprecated mannpower subtype of grappling hook actually be used to create mannpower?

This is a suggestion for a feature that I think would be nice to have.
It would be nice if the battlebus could respawn during a round like an SF2 proxy for item drops for dead players to reduce the boredom of waiting.

@mrnoahfink
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mrnoahfink commented Apr 30, 2024

We are unable to pick any weapons, nor our own class weapon.

EDITED: Seem I can pick melee as heavy, but still no minigun or shotgun. other class still can't pick melee and their weapon.

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