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Releases: Mentrillum/Slender-Fortress-Modified-Versions

Slender Fortress 1.7.3.3 Modified

05 May 02:29
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  • 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

27 Apr 01:37
2de35fe
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  • 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

23 Apr 00:11
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  • 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

22 Apr 06:23
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  • 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

26 Mar 01:55
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  • 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

14 Jan 04:07
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  • 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

12 Jan 04:30
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  • 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

09 Jan 08:12
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  • 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

07 Jan 03:50
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  • 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

03 Jan 12:55
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  • 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