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Releases: Mentrillum/Slender-Fortress-Modified-Versions

Slender Fortress 1.6.05 Dev 2 Modified

20 Mar 00:23
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  • Fixed a bug where when a boss kills someone with a projectile, it'll return with an invalid entity.

Slender Fortress 1.6.05 Modified

17 Mar 05:26
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  • Fixed a bug where when someone dies, the round will sometimes not end
  • After the weapon restrictions refresh, if players are not in the PvP arena or are not eliminated from the game, the weapons refresh on those players
  • RED's collision group is now non-solid for ghosts to pass through easily

Slender Fortress 1.6.05 Dev 1 Modified

17 Mar 20:24
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  • Reverted the RED collision change to prevent getting stuck in proxies

Slender Fortress 1.6.04 Modified

08 Mar 08:47
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This update requires a content pack provided below


Changelog

  • In The 90s music is finally back
  • The old ghost mode system using CollisionHooks is back (If you don't have CollisionHooks, get it here)
  • Slaughter Run prints in the chat the time when the bosses will spawn rather than just be a debugging function
  • In RED, if players are disguised, they should no longer have their disguise
  • Shields no longer provide their speed unless its a RAID or Boxing map
  • Proxy weapons are finished and now work
  • Auto chase sprinters is now dependent on the boss' search sound range #25
  • jump_cooldown no longer provides the annoying deprecated message
  • Silent Slender spawns only 3 bosses now
  • Used a new Special Round Vote system that actually works

Slender Fortress 1.6.03 Modified

17 Feb 15:35
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  • Fixed a bug where the auto chase counts for footsteps and voice were inverted (So footsteps added 8 and voices added 2 compared to now)
  • Max jump speed for bosses no longer divide by 2
  • Reverted the code for head bobbing to not use the square magnitude method
  • The default Slaughter Run boss speed reduced from 600 to 580

Slender Fortress 1.6.02 Patch 1 Modified

15 Feb 20:17
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  • Fixed a bug where SteamWorks would break the whole gamemode, literally

Slender Fortress 1.6.02 Modified

15 Feb 06:16
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  • Special round change interval timer reduced from 0.2 seconds to 0.1 seconds
  • Fixed the Escape Plan jittery movement bug
  • The Warrior's Spirit no longer has health on kill
  • Reduced the Powerjack's health on kill from 33% to 20%
  • Reduced increased sprint speed from the speed boost from an additional 1.75% to an additional 1.65% (Note that a speed documentation cannot be created)
  • Reduced sprint speed for the Gloves of Running Urgently from an additional 1% to an additional 0.75% (Hang tight Bread Bite users, you'll get your speed boost soon)
  • Fixed a bug where sound_attack_killed and its counterparts break if not using the new attack array system
  • Fixed a bug where when getting killed by a entity spawned by the boss like a rocket or fireball wouldn't utilize the new kill effects
  • SteamWorks is now back as an optional extension allowing cross compatibility

Slender Fortress 1.6.01 Modified

08 Feb 01:23
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  • Fixed a bug where advanced deathcam bosses would break on AFK people
  • Fixed a bug where jumpscare_duration had no default value
  • Added a CVar (sf2_slaughterrun_divide_time) that determines how much the Slaughter Run spawn time should be divided by
  • Added a CVar (sf2_alternateconfigs) that determines if config files should be located at data/ rather than configs/

Slender Fortress 1.6.0 Modified

07 Feb 08:25
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This update requires a content pack provided below


Changelog

  • Removed unused special rounds (Single Player and Glitched Pages)
  • Added a Linux check to allow the Linux animating system due to the Windows system being buggy
  • Death cam bosses now actually animate via outline
  • Added a new forward, SF2_OnRenevantWaveTrigger(int iWave)
  • SF2_BossIndexToEntIndexEx is now actually explainable
  • Added 8 natives, SF2_GetBossAttributeName, SF2_GetBossAttributeValue, SF2_GetBossProjectileType, SF2_GetBossCurrentAttackIndex, SF2_GetBossAttackIndexDamageType, SF2_GetBossAttackIndexDamage, SF2_GetBossAttackIndexType, and SF2_IsSlaughterRunMap
  • Added a new mini gamemode (In development for solo play), Slaughter Run
  • Optimized A LOT of things (Courtesy of MAGNAT2645, #14)
  • Fixed a bug where using sm_sf2_getbossindexes would print an error if used in the server console #22
  • Chat messages now only use OnClientSayCommand #19
  • Increased string length for special rounds #18
  • UNTESTED: Potentially fixed a bug where special round votes don't work #20
  • The Ducks special round now actually changes page models and plays the desired sounds
  • Fixed a bug where bosses would get stuck during a death cam state if a player disappeared for any reason
  • Added 7 new kill types, burn, gib, delete, push, dissolve, plasma (Kind of), and resize
  • The kill effects now appear faster
  • Boss teleport min ranges and max ranges can now be affected by difficulty
  • Changed Triple Bosses music (Hydra X9K Music - Never Let Up Remix)
  • Fixed the default 20 Dollars music at the cost of slightly increased file size
  • Triple Bosses music volume decreased from 100% to 80%
  • Replaced OnGameFrame() with a timer (I hear its a bit more stable)
  • Packet drops from bosses no longer occur, somehow
  • Bosses can now hear weapons
  • Auto chase now has extended key values, hearing voices, weapons + flashlights, footsteps, and general
  • Added an auto chase cooldown of 0.3 seconds
  • Class Scramble now actually works
  • Due to naughty names being present in group names, sm_slgroupname can now only be used by admins until pre-defined names are made (Suggest them if you want to)
  • Optimized timers
  • All timer handles now reset after map change to avoid crashes
  • No points can now be accessed by admins that have the slay command access and show proper messages
  • Added 2 new admin commands, sm_sf2_toggle_boss_teleports and sm_sf2_toggle_attack_waiters
  • Almost all of GetVectorDistance has been replaced with the more stable GetVectorSquareMagnitude (Old method was slower)
  • GetVectorLength now returns the value that hasn't been square rooted (It was really slow)
  • Dropped weapons now immediately delete themselves
  • Most of AcceptEntityInput(entity, "Kill") has been replaced with RemoveEntity(entity)
  • Added 6 new page rewards, jarate, gas, speed buff, overheal, and defense (Suggested by Dookster)
  • Fixed a bug where turning on the 20 Dollars CVar wouldn't do anything
  • Refined the code for kill effects (Minus Multieffect)
  • All of TeleportEntity functions come before DispatchSpawn to avoid crashes
  • Fixed a bug where backstab icons persisted after backstabbing someone in PvP
  • Backstabbing works in warmup rounds now, so have fun kiddies during warmup 👍 :)
  • The credits menu has been updated to no longer block off the Next and Back functions
  • Removed more unused functions
  • The two for loops in the boss' think function have been merged to only one for loop
  • Boss attacks now start at the origin point rather than an offset created based off the boss' hitbox
  • Bacon Spray now makes bosses choose their closest player rather than breaking
  • Fixed a bug where the fireballs and iceballs hitboxes were horrible
  • Increased the boss' default max jump height from 190.0 to 360.0
  • Decreased the sound level for the smite sound
  • You can no longer edit the boss' step size
  • sound_hitenemy and sound_missenemy now have customizable levels, volumes, pitches, and channels
  • Added an alternative method to multi attack, hit, and miss sounds
  • Removed the Hyper Argonite Giant Boxing special round, no one could really use it
  • Escape Tickets now forcefully ends gracetime and changes the difficulty to Insane
  • Special Round Vote now only shows the name of the special rounds and not the whole description

This was really tough to make, 2 months passed, and we've finally upgraded to version 1.6.0, did you think we would do 1.5.5.7? Not really.

Slender Fortress 1.5.5.6b The New Year

30 Dec 02:18
3fd58b7
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This update requires a content pack provided below and Steamtools found here

As the new creator of the public versions of Slender Fortress, I want to thank each and every one of you for sticking around and playing this new era of Slender Fortress, it has been a successful year for the gamemode and hopefully 2021 will be just as good for it. Thank you all...

Changelog

  • Removed CollisionHooks, Send Proxy Manager, and SteamWorks due to either causing crashes or no longer needed (Feel free to remove all 3 extensions from your server assuming Steamtools is installed)
  • Steamtools is now required
  • Fixed a bug where players can noclip after the advanced deathcam stage from a fake boss
  • Added a new attribute, "block walk speed under difficulty"
  • Hopefully reduced the number of crashes per server session
  • Ghosts can now noclip as a replacement for the original CollisionHooks functions

Boss additions

  • Sett [PLUS BOXING VARIANT], Jhin, and Dark Candy Fiddlesticks [CHRISTMAS EXCLUSIVE] (From League of Legends, created by Diviously)
  • Kart Merasmus (Created by Alox)
  • Memphis Tennessee (From Sonic 06 Real-Time Fandub Games, created by Diviously)
  • Woormy Charles (From Spooky's Jump Scare Mansion, created by Dookster)
  • Tinky Winky (From Slendytubbies 1, created by Astolfo Alter)

Map additions

  • Aquatica V5A (Created by Diviously)
  • Offices V6A (Created by Diviously and Sterben | GunTheR)
  • Backrooms R1 (Created by KanP and Diviously)
  • Mario Circuit B2A (Created by Alox)
  • Bowser's Castle (Created by Alox)