Releases: Mentrillum/Slender-Fortress-Modified-Versions
Releases · Mentrillum/Slender-Fortress-Modified-Versions
Slender Fortress 1.7.3.3 Modified
Changelog
- Increased the max bosses from 32 to 64
- Added a new config for server owners that'll control the balancing of all 9 classes
- Added 2 new natives, SF2_SetClientSprintState and SF2_IsClientInDeathCam
- Possibly fixed SF2_OnDifficultyChanged and SF2_OnClientTakeDamage
- Fixed a bug where bosses that have teleport off don't spawn proxies
- Made getting new teleport targets and proxy targets more consistent
- Fixed a bug where dying as a proxy while ignore red player death team switch is on puts you in RED anyways
- Ensured that the attribute "death cam on low health" works with silent marked players
- Fixed a bug where bosses weren't auto chasing correctly
- Fixed a bug where forcing RED players as proxies gave you an error
- During Boss Roulette, once a page is picked up the boss name is displayed in chat for those using minimized HUD
Slender Fortress 1.7.3.2 Modified
Changelog
- Rewrote all of the code to fit some coding guidelines (Stage 1)
- Fixed a bug where bosses could attack while in a public death cam
- Fixed a bug where Boxing bosses could jump at an already opened door
- Fixed a bug where statue bosses could not touch any triggers
- Fixed a bug where music themes randomly get set at a random volume upon a specific boss leaving an area
- If a player is killed, escaped, or started a death cam, bosses that are targeting that player will immediately clear that target and switch to the idle state
- Fixed a bug where Boxing bosses thought they were stuck in players even though the hitbox is non-solid
- Hopefully reduced the chances of getting stuck in bosses
- Fixed a bug where the normal sound hook does not make the boss rage sounds play
- Updated the syntax
- Fixed a bug where the hitbox entity still showed model particles
- Added an experimental untested failsafe for pages that may not spawn properly
- If Page Detectors was broken, its now fixed
- Special Rounds now have a start delay of 0.25 seconds (From 1.25 seconds)
Slender Fortress 1.7.3.1 Modified
Changelog
- Fixed a game breaking bug where alert copies and companions would lock bosses in endless chasing
- Possibly fixed a bug where bosses could attack right as they are about to chase
- GetVectorSquareMagnitude is now simpler and is just GetVectorDistance but with the square root call off
- Actually updated the in-game changelog
Slender Fortress 1.7.3 Modified
Changelog
- Added chase_upon_look (So think of SCP-096)
- Reworked the statue boss base to use an experimental CBaseNPC base
- normal_sound_hook now has new functionality
- Fireballs and iceballs now actually work if the player gets too close to a boss
- Fireball and iceball trails can now be customized
- Traps have much more creative freedom and can be customized
- All classes will now walk at the same speed
- You can now use sound_event_%i in combination with sound_footstep_event_%i
- You can now experiment with rocket models
- Hopefully fixed a bug where sound_footstep_event_%i and sound_event_%i would play at inconsistent times
- Decreased the Hardcore, Insane, and Nightmare difficulty modifiers for the final time
- The "ignore non-marked for chase" has been reworked to account for chase_upon_look
- Tiny buffs/nerfs
- Fixed a bug where changing the difficulty would just stop the music, even if no boss overrides the music
- sound_footsteps can now use game event sounds
- Alert copies and alert companions now actually work consistently
- During a running attack, bosses now have their acceleration cranked high for quick running attacks
- Added "teleport_target_ignore_visibility"
- Traps now rotate based off the slanted surface and snaps to the ground
- Whats not changed, the in-game changelog
Slender Fortress 1.7.2 Modified, the Reconnected Update
Changelog
- Removed Marble Hornets
- Fixed a bug where bosses can attack and shoot projectiles on transparent surfaces
- Particles are now optimized to use temp ents
- Grenades, rockets, and cow mangler projectiles had their systems reverted
- Added boss idle music
- Reworked the boss themes to allow multiple idle/chase/visible/20 dollars/alert themes
- Dropped weapons now get deleted permanently, no this change will not be reverted
- More file organization
- Added 2 new boss effects, sprite and point spotlight
- More precaching
- Added boss taunt alert range
- Any boss that gets added that is a copy is no longer logged
- You can now use game event sounds in animation events
- You can now use sound_event_%i to represent sounds for any non-footsteps
- Possibly more optimizations
- Added experimental rocket models
- Added PauseTimer and ResumeTimer in the map entities
- Fixed inconsistent PVP countdowns when entering multiple trigger brushes
- Added "teleport_allowed" (Difficulty prefixes)
- Adjusted projectile deviation
- Fixed a bug where gesture animations play multiple times when bosses shoot multiple projectiles at once
- Fixed some inconsistent model ground speed playback rates
Slender Fortress 1.7.1.5 Modified
Changelog
- Fixed a bug where the hud settings would not save to the cookies
- Added a CVar that'll determine what hud settings the server should use by default, hud settings can still be changed by the player (sf2_default_legacy_hud)
- Added a command that'll automatically direct you to the hud settings (!slhud)
Slender Fortress 1.7.1.4 Modified
Changelog
- Added boss attack gesture animations
- Attack animations that can normally loop are now able to loop
- Added boss animation cycles, these determine what start time offset an animation should have
- Updated the RED HUD, the old HUD can be accessed via !slsettings
- 1-Up should no longer cause false won rounds after a timer kills everyone
- Bosses with chase initial animations and chase on scare attributes should now play the chase initial animations
- Boss effects can now spawn depending on the difficulty
- Increased the CBaseNPC hitbox size to 11x11x55 to fix the bug where bosses couldn't trigger thin brushes
Slender Fortress 1.7.1.3 Modified
Changelog
- Fixed a bug where the SourceTV name change was delayed
- Reduced the chances of players getting stuck in bosses
- In Boxing, players can now phase through bosses but can still hit them
- Difficulty modifiers are no longer reset when reloading the plugin, they persist depending on the CVar set
- Bosses can now use gestures on attacks if enabled
- Bosses can now use loopable animations on attacks if needed
- Hopefully reduced the chances of the bosses randomly calling the unstuck function built into CBaseNPC
- Hopefully fixed a bug where bosses can unstuck inside of players
- Bosses can now use animation cycles on most animations
- Fixed a bug where players couldn't stun bosses
Slender Fortress 1.7.1.2 Modified
Changelog
- Upgraded the grace period states to be easier to use
- func_nav_prefer can now be used properly again
- mp_scrambleteams_auto is always set to false now
- All trigger_teleport brushes that have the client flag but don't have the NPC flag or the collide everything but debris flag will get the NPC flag
- Added the optional CVar sf2_kill_feed_players allowing the game to use BLU players or other players over SourceTV for the killfeed (Created by Batfoxkid)
- Projectiles reflected in PvP will no longer be deleted upon exiting the PvP brush
- Fixed a bug where bosses won't trigger all trigger brushes when they should trigger them
- Bosses can now phase through deathcam players
- Set the boss' entity health to the 32-bit integer value minus 1 (2147483646)
- Bosses spawned in endless chasing or RAID will no longer have the no teleport flag put on them
- Updated the unstuck code where it gets a available area in a smaller radius
- Updated the jump code to match CBaseNPC's default jump code
Slender Fortress 1.7.1.1 Modified
Changelog
- Upgraded the map entities once again
- Admins can now use a command to hear everyone (sm_sf2_alltalk or +alltalk and -alltalk)
- Renevant and Slaughter Run no longer spawns proxies
- Fixed a bug where bosses can spawn when grace period ends yet all collectibles are not picked up in Renevant
- Fixed a bug where you get weird movement while going inside of the boss' model
- Bosses will no longer be able to see through clip brushes
- Fixed a bug where the built in CBaseNPC unstuck method gets triggered randomly
- Added a fail safe to when bosses add themselves just before all collectibles are picked up in Renevant
- GetVectorSquareMagnitude's method is now reverted to the old method
- Hopefully fixed a bug where external damage sources like env_explosion kills the boss' hitbox