Except that your first argument is moot by two points:I don't believe this will go active on VSH EU but rather VSH US. Past changes to 'new and updated' plugins have been rather un-reliable and once a tf2 update comes they break. Not to say that this will but Panda Community has a laid back rare updates so even with help from the originally plugin creator, if something goes wrong, it'll stay wrong for a while. Possible leaving of lots of regulars unhappy with the update and then a dead server.
No multi bosses by the way. That's one of the main complaints that us ff2 got updated and though fun at first ends up annoying and chaotic. A lot of sitting around waiting for either boss to kill each other.
To be clear its not about you but about Kevin.1. the fact that VSH2 is in very active development
If it's more complexity, then how would it have the cookie cutter methodology of FF2?The main issue with VSH2 is that you need to learn sourcepawn to create custom hales, which is fine but the VSH/FF2 playerbase is pretty small and only about 1% of folks actually have the time and mental resolve to learn to code. What will probably happen is that folks who want to create custom hales for VSH2 will just copy from other custom VSH2 hales, change the models, maybe tweak a few numbers and release. So the cookie cutter methodology of FF2 remains, except with even more complexity, though I definitely see the benefits of having the hale plugins somewhat embedded into the hale files themselves.
I do not know if VSH2 will get enough traction to sustain itself with willing coders, though I hope am wrong. Nice to see your helping that by taking in requests yourself however.
Voting no, would rather have the VSH community and FF2 community merged, with the panda FF2 server having a more recent version and larger player cap. This schism needs to end.
That you're right about. No amount of code can fix that.To be clear its not about you but about Kevin.
Because if you look at the suggestions list more closely, you'll see that many many suggestions are atleast a couple months old (heck some even years) and when something goes wrong it will also probably take a long time to update. Long enough to make people leave the servers simply of how unfun/unbalanced it would be.
While i absoluetly hated to read what Madact had to say, I eventually understood that it was the most logical and safest route to go through
I want to add some videos showcasing VSH2 across a few communities:
A quick note that these videos use some custom, player-side or server-side content that isn't included nor affiliated with VSH2.
Skial VSH2 HHH Jr Gameplay:
FF2's BlightCaller (VSH2 port) - TFF community
Genos from One Punch Man (The Brew Crew - not upstream but a fork of VSH2)
Obama Gameplay (The Brew Crew)
The boss health bar from the first video is a custom HUD from the player recording. The first video, besides the visuals, is a good example of VSH2 on its own as well.I'm loving the visuals for the first video with the boss healthbar and all that but as you said some things aren't the effect of VSH2. Do you have a test of your plugin just on it's own, like a video or screenshots demonstrating it that isn't on a community?
nah. The clip shows 40K HP because that server has a VSH2 addon that universally modifies boss health with their own custom health formula. I know this because their server manager asked me for help in achieving this.Nergral, will this effect any current ingame mechanics? For example how much damage market gardens and back stabs do? Alongside this I assume the reason u have 40k hp on the clip you showed is because the server is 32 players?
Honestly, VSH2 is just FF2 but just renamed to VSH2 loli have VSH2 up and running on my dev server incase some admins want to test it hit me up.
That's why VSH2 can run FF2 bosses with the compatibility plugin right?Honestly, VSH2 is just FF2 but just renamed to VSH2 lol
What makes VSH2 different from FF2 and why should I use VSH2 over FF2?
FF2 handles bosses through a combination of config file parsing and subplugins that act as boss abilities.
VSH2 uses a more powerful mechanism through a combination of gamemode and boss events that boss modules/subplugins can hook to and perform actions accordingly along WITH optional config file parsing.
Of course, VSH2's mechanism comes with tradeoffs. You need to know SourcePawn coding in order to create bosses. You don't need to be an expert but you need to know a little more than the basics.
The benefit with VSH2's mechanism is that you can make truly unique bosses through gameplay and mechanics while FF2's drawbacks is that, though easier to create bosses, their gameplay is cookie-cutter and generic.
VSH2 also supports boss packs like FF2 but VSH2 does NOT require switching between boss packs at a time.
Another thing is that VSH2 allows you to make any combination of multibosses using existing bosses. Not to mention that VSH2 bosses also have more data you can work with such as boss states, lives, ultimate powers, and you can expand the kind of data bosses can use by adding new properties to a boss' property map!
no disrespect there but i doubt i'd use VSH2 for my FF2 server if i'd need bridges and what not sounds to me not very efficient usage and may cause after tf2 related updates just unnecessary more headaches.That's why VSH2 can run FF2 bosses with the compatibility plugin right?
Also from its README + Alliedmodders page:
none taken, it's just an option for communities that want to switch over from FF2 to VSH2 but they don't want to lose all the FF2 bosses they currently have.no disrespect there but i doubt i'd use VSH2 for my FF2 server if i'd need bridges and what not sounds to me not very efficient usage and may cause after tf2 related updates just unnecessary more headaches.