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Releases: Mentrillum/Slender-Fortress-Modified-Versions

Slender Fortress 1.8.0 Alpha 2.7

26 May 06:16
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Pre-release

-Added Slaughter Run custom boss speeds for each boss
-Increased the boss default static radius from 15 to 150
-Increased the default boss static rate from 0.6 to 0.65
-Added a new up to date spawn/despawn effect section replacing the old tp_effect key values for bosses
-Added the following attack key values "damage_percent" and "disappear"
-Added attack on kill effects for bosses
-Added a new stun section which contains on stun effects, on stun end effects, and replacements for the "add speed on stun" and "add acceleration on stun" attributes
-Added boss on start death and on end death effects
-Added the turn key values for the alert section like the idle section
-Added proper boss resistances to damage sources
-The nightmare sounds no longer are affected by echos
-Fixed a uncommon bug regarding invalid clients
-Added 2 new convars, "sf2_slaughterrun_class_run_speed" and "sf2_slaughterrun_min_boss_run_speed"
-Bosses that are considered dead can now be walked through and no longer produce static
-Fixed a bug where the music system didn't properly register the new stun states
-Fixed the robot proxy sounds not precaching on a new map
-Slaughter Run now always makes all players sprint
-The Escape Plan and the Equalizer no longer stop non-weapon taunts
-Updated the rockets and grenades damage fall off to be more accurate to the default TF2 explosions
-Fixed a bug where the baseball and grenade projectiles hit unnecessary things, the latter of which exploding a lot
-Fixed a bug where the Renevant increase difficulty condition would happen after Apollyon
-Fixed a bug where copies stopped the boss music
-Added dynamic moving animations for bosses (currently always on)
-Fixed a bug where bosses with no FOV and or no LOS range would never be able to attack players
-Fixed a bug where statue bosses could sometimes never kill players
-Fixed a bug where sub plugins could access a target index of 0
-Reintroduced bosses being alerted after being stunned if they're currently idling
-Fixed a bug where bosses in the idle or alert state would always first turn to 0 0 0
-Changed the boss turning to where it wouldn't start immediately on the idle or alert state
-Fixed a bug where custom attacks couldn't utilize the run state
-Reintroduced bosses not being able to use the chase initial state in Slaughter Run
-Fixed a bug where bosses could despawn if they "hug" players
-Fixed a bug where players could stun flashlight stunnable bosses with night vision
-Added damage indicators to flashlight stunnable bosses
-Fixed a bug where shockwaves never had a radius
-Fixed a bug where shockwaves could drain sprint or flashlight if infinite sprint or flashlight is enabled
-Boss attack hit effects should now apply to any attack type
-Fixed some inconsistencies with the endless chase states
-Fixed a bug where debugging boss eyes resulted in a compile error if the gamemode is compiled with debug features turned off #135
-Fixed a bug where optional natives weren't included resulting in compile errors #135
-Fixed the inconsistencies of the randomized boss pack and randomized core pack
-Bosses that are always loaded will always be at the top of the boss list of the appropriate pack
-Fixed a bug where the legacy stun effects could stun lock the players
-Major PvP update thanks to Mikusch's Friendly Fire plugin
-Slaughter Run, Boxing, and Raid now always have infinite sprint
-Fixed a bug where the jarate effect in the apply_conditions section never worked

Slender Fortress 1.8.0 Alpha 2

07 Nov 10:26
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Slender Fortress 1.7.5.10 Modified

05 Jan 21:41
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Changelog

  • Officially 100% fixed proxy random crits, I think I attacked with a melee weapon 100 times in a row to confirm its fixed
  • Fixed a bug where shoot animations didn't work and were inconsistent
  • Corrected any sounds or models that were precached in places that shouldn't be precached
  • Fixed a bug where global death cam sounds didn't play
  • Fixed a rare bug where bosses could fail to get their next nav mesh segment resulting in server lag
  • Fixed a bug where fireball attack impact sounds were using the projectile fireball impact sounds instead of the default impact sound
  • Fixed a bug where custom iceball hit sounds didn't work
  • Likely fixed a bug where .phy files were still being downloaded
  • Particles using temp ents no longer log missing particles, they'll only log if a particle is legitimately missing everywhere (meaning the backup system where an info_particle_system entity can't get a particle as well)

Slender Fortress 1.7.5.09 Modified Patch 2

30 Dec 04:58
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Changelog

  • Fixed the previous phantom models/ bug for both statue bosses and sub plugins, and also ensured this won't happen again
  • Turning on the file check convar now logs missing files
  • Fixed a bug where visible chase themes didn't play
  • Visible chase themes now play whenever the boss is stunned in addition to chasing or attacking
  • Almost very likely or certainly disabled proxy random crits

Slender Fortress 1.7.5.09 Modified Patch 1

29 Dec 03:55
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Changelog

  • Fixed a bug where users would download a phantom models/ directory
  • Fixed a bug where attack icons didn't work
  • Removed the debug logic when you shine a light on a boss

Slender Fortress 1.7.5.09 Modified

29 Dec 02:03
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  • Updated SF2_OnBossProfileLoaded to now include the boss' key value variable by default without needing hacky methods
  • Deprecated SF2_GetBossAttackIndexDamageType, SF2_GetBossAttackIndexDamage, SF2_GetBossAttackIndexSpread, and SF2_GetBossAttackIndexRange
  • Updated PrecacheSound2, TryPrecacheBossProfileSoundPath, PrecacheMaterial2, and PrecacheModel2 to include checks if files exist
  • Added PrecacheParticleSystem and FindStringIndex2 to the INC files
  • Added a new attack type for sub plugins, 5 (custom)
  • The following attack key values now have difficulty prefixes: "damage_force", "damagetype", "delay", "duration", "endafter", "spread", "fov", "range", "begin_range", "begin_fov", "disappear_upon_damaging", "ignore_always_looking", "lifesteal", "lifesteal_duration", "projectile_crits", "laser_duration", "run_enabled", "run_duration", "run_delay", "explosivedance_radius", "dont_interrupt_chaseinitial", "cancel_los", "cancel_distance"
  • Added a new convar, sf2_debug_file_checks, this determines if boss files should be checked if they are missing
  • "model", "model_averagedist", "model_closedist", "key_model", "baseball_model", "rocket_model", and "trap_model" now have their models automatically precached
  • Deprecated mod_download, mod_precache, and sound_precache
  • Fixed a bug where flashlight stuns didn't work somehow
  • Fixed a bug where Renevant's Wall Hax condition persisted throughout rounds and map change

Slender Fortress 1.7.5.08 Modified Patch 1

28 Dec 00:34
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Changelog

  • Fixed a bug where traps spit out a bunch of errors leading to server lag

Slender Fortress 1.7.5.08 Modified

27 Dec 18:29
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Changelog

  • Added a new native, SF2_ClientStartDeathCam
  • Fixed a bug where missing sounds were not being printed
  • Sub plugins can now access the increased volume emit sound without needing to copy and paste code
  • All sound sections now use the increased volume emit sound function
  • Fixed a bug where if an animation index is greater than the number of animation indexes it'll print an error
  • Decreased the default path look ahead distance from 512 to 128
  • Scare sounds, sight sounds, intro sounds, attack killed sounds, attack killed all sounds, and attack killed client sounds now have their correct default values
  • Added a new Renevant wave condition, Wall Hax
  • Added a new convar, sf2_renevant_maxwaves, determines the max waves the Renevant gamemode will push out
  • Fixed a bug where add speed/max speed/acceleration on stun didn't work
  • Possibly fixed a few bugs regarding client for loops
  • Internal code refactors
  • Fixed a bug where proxy weapons didn't work
  • Fixed a bug where death cam model animation sounds didn't play
  • Fixed a bug where boss rage and flee start animations did not work consistently
  • Fixed a bug where the banners didn't gain rage
  • Tweaked how bosses get areas to wander at
  • The system where bosses find a position to go heal somewhere has been upgraded to use the new random position on nav mesh to avoid bosses running into walls

Slender Fortress 1.7.5.07 Modified

21 Nov 04:10
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Changelog

  • When taunting, your flashlight now automatically turns off and you cannot turn it back on until you stop taunting
  • All prefixes (that being [SF2]) now have a consistent style (previously it could be [SF2]text or [SF2] text, now its [SF2] text)
  • Auto chase thresholds can no longer be only added if the boss is alerted making auto chasing more consistent
  • Fixed a bug where bosses could instantly switch to a new target when finishing an auto chase
  • When setting the next boss using the admin menu, all players will now be able to see the boss' exact name rather than the profile name
  • Hopefully fixed a bug where escaped RED players couldn't hear BLU players' voice chat (this does not work for regular chat, that system is black magic I can't touch)
  • Added 2 new admin commands, sm_sf2_endless_chasing and sm_sf2_red_player_death_switch
  • If the boss' add sound threshold is 0, it will no longer properly alert the boss and add an auto chase threshold
  • It is now possible for boss sounds to have a volume above 1.0 (this will not work if the sound channel is not SNDCHAN_AUTO)
  • Fixed a bug where rainbow outlines didn't show whenever a boss was spawning

Slender Fortress 1.7.5.06 Modified

09 Nov 19:15
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Requires a new version of the config rewriter

Changelog

  • Added a new sound section key value, "chance", can only be used on boss voice sections (such as sound_idle, sound_alertofenemy, etc) which will force any sound to have chance to be played, defaults to 1.0 (100% chance)
  • Added 2 new key values that determine how long it'll take for a boss to enter a wander state, "wander_enter_time_min" and "wander_enter_time_max", defaults to 2.0 and 4.5 respectively
  • Increased the default wander min and max time from 3.0-4.5 to 8.0-12.0
  • Bosses will no longer wander into walls and will always consider the navmesh (unless the map navmesh is that bad)
  • Proxies should no longer random crit
  • Whenever a player escapes, all bosses chasing that target should now abort the chasing state
  • Changed certain player speed calculations to make the maximum potential speed decrease slower
  • Increased the lowest speed threshold that'll happen from 7 points of sprint to 8 points of sprint
  • Made the lowest speed threshold even lower
  • Random pitches can now be applied to footsteps, event footsteps, and event sounds
  • Fixed a bug where Tiny Bosses did not include random pitches
  • Fixed a bug where bosses couldn't jump over certain gaps
  • Footstep intervals will be more accurate
  • Renamed the following key values:
  • search_alert_gracetime -> alert_gracetime
  • search_alert_duration -> alert_duration
  • search_chase_duration -> chase_duration
  • search_chase_duration_add_visible_min -> chase_duration_add_visible_min
  • search_chase_duration_add_visible_max -> chase_duration_add_visible_max
  • search_chase_persistency_time_init -> chase_persistency_time_init
  • search_chase_persistency_time_init_attack -> chase_persistency_time_init_attack
  • search_chase_persistency_time_add_attack -> chase_persistency_time_add_attack
  • search_chase_persistency_time_init_newtarget -> chase_persistency_time_init_newtarget
  • search_chase_persistency_time_add_newtarget -> chase_persistency_time_add_newtarget
  • search_chase_persistency_time_add_visible_min -> chase_persistency_time_add_visible_min
  • search_chase_persistency_time_add_visible_max -> chase_persistency_time_add_visible_max
  • search_chase_persistency_time_init_stun -> chase_persistency_time_init_stun
  • search_chase_persistency_time_add_stun -> chase_persistency_time_add_stun
  • search_wander_range_min -> wander_range_min
  • search_wander_range_max -> wander_range_max
  • search_wander_time_min -> wander_time_min
  • search_wander_time_max -> wander_time_max
  • search_range -> search_view_distance
  • search_sound_range -> hearing_range
  • engine_sound -> constant_sound
  • engine_sound_level -> constant_sound_level
  • engine_sound_volume -> constant_sound_volume