Ginger Lord
Feb 16th, 2008, 11:54 AM
Seeing as I'm on the team, best promote this!
Fortress-Forever is a free Source Mod that builds on the classic game TFC and is more of a true successor to it than TF2. It is not just TFC:Source!
Changelog:
GENERIC / Misc stuff:
* Walls no longer apply friction to grenades, concmaps should be possible now!
* Small auto-conc for HH concs when you dont jump
* Frag grenade damage up to 145 (patch 1.0 was 180, patch 1.11 was 126). Radius the same.
* Throwing the flag is now upwards slightly rather than skidding along the floor
* Re-added recoil for some weapons (e.g. IC)
* Suiciding no longer causes you to lose 100 fortress points
* bhop now 1.20 up from 1.10
* Flags now GLOW
* Better intermission scoreboard/player handling
* Made the currently held grenade timer bar more visible than the dropped ones
* pyro scream time only triggers once every 1.7 seconds now
* Added cl_reducedexplosions to help fps problems
* Added a cvar for ragdoll lifetime
* NEW!! assault cannon fire sound
Visuals:
* Grenades now have trails and halo's around them
* Blue and yellow pipes now have trails
* Player models have been tweaked to increase visibility
* Grenade models have been tweaked to increase visibility
* SG models have been tweaked to increase visibility
* SG now throws out sparks when it's below 50% health
* New IC model!
* No more ugly background for build timers
* New HUD security icons for shutdown style maps
* Shotgun muzzle flash more visible
* Many visuals now line up correctly in widescreen modes (damage indicators, Context menus etc)
* New EMP effect
* HUD health / armor no longer flashes red when you are hit. It'll only flash red when you are < 25% health to prevent confusion. (instead it flashes white when hit)
* Grenade 2 timer up a bit so it's not so far down
* New explosion scorch decal which doesnt make your whole base black.
* 'on fire' hud HUD redness reduced a lot
* Cvars for turning off targets + gren trails
* Demoman grenades hopefully dont bounce of people any more
* Readded interpolation for projectiles
* Put in a fix for grenade timers not showing up
* Teamcolour hud can now go back to normal again
Bug fixes:
* Grenade target timing bug (
* Medkit fix. Should be much easier to heal people with medkit and spanner now, as friendlies are lag predicted now.
* Dispenser / SG health now displays properly on the HUD even if you are far away.
* CL_CopyExistingEntity crash fixed at last (!!)
* SG now tracks properly when built on a slope
* Death by burning is no longer a suicide
* Fixed LUA error causing security icons to disappear when players connected
* Fix for spies being able to sabotage when they're dead
Class-specific changes:
Scout:
* Caltrops and radar have been removed. Instead they have a buildable jump pad on +attack2. Jumppad is invincible - det it by double right-tapping. You can only carry one, similar to a detpack. They last 60 seconds before auto-detting. Any team can use them.
* Players can only use a jump pad once every second, so they dont get multiple triggers.
* Max conc speed after using the jumppad
* Reduced conc time for Scout down to Medic level
* Scouts now don't take fall damage.
Sniper:
* Sniper rifle base damage has been reduced from 42 to 35
* Radiotag duration reduced from 60 to 15 seconds.
* AR damage down from 7 to 5.5
Soldier:
* RPG damage radius increased slightly (from 108 to 125).
* RPG reload time decreased from 1.0 to 0.9 seconds.
* Nail grens tweaked a lot.
* Soldier special now quickswitches between shotgun and RPG.
Demoman:
* Blue pipe fuse timer dramatically decreased (from 2.5 to 1.1 seconds). Pipetrap explosion radius increased from 125 to 150.
Medic:
* Right click now discards medpacks for teammates to use (thanks mirv). These take 10 cells to use and the medic slowly recharges cells over time. Medpacks last 5 seconds before disappearing so the person you are throwing to has to pick them up soon (you can't leave a supply for your defenders for example)
HWGuy:
* New HW AC System! : Overheat removed (!), rof changed from 0.06-0.12 to 0.05-0.15. cof changed from 0.10-0.15 to 0.05-0.30.
* New AC clamp system - hold right mouse to clamp, let go to unclamp. Also fires when you are clamping so you can hold right mouse to clamp + fire (you dont have to hold mouse1 and mouse2)
Pyro:
* IC base damage has come down (from 60 to 50).
* Flamethrower damage increased to 16 from 13
* Flamethrower pushforce cap increased to 850 from 550.
* Pyro special now quickswitches between flamethrower and IC.
* Pyro vs Pyro now takes 100% damage up from 50%
* Flamethrower uppush up to 110 from 50.
Spy:
* Spy now has a 'last disguise' option on the menu
* knife damage up to 50 from 32.
* Disguise time halved.
Engineer:
* SG health has come down to 113% from 120% of TFC level(ish).
* SG bulletpush now works on the ground (thanks jiggs!).
* SG air bulletpush reduced to 15 from 24
ALL CLASSES (except medic):
* Melee weapons now do more damage. Crowbar + spanner up to 30 from 18. Knife up to 50 from 32.
New functionality:
* New splash screen to tell you about any updates to FF if you are playing an old version.
* New options screen with a load more stuff on it.
Map changes
Epicenter:
* New scoring system, capping flag results in that teams flag being reset back to cage, other team unaffected and can continue capturing. First to 3 captures wins and everyone resets.
* Extended balcony area around cap point for additional SG position
* Epicenter ammo bags now give a slight amount of health/armor (thanks gingerlord)
* Epicenter 3-cap LUA system added, some various tweaks
* Epicenter tweaks
Crossover
* VIS fixed, massive performance increase
* Test middle area structure for additional route
* Lasers! (currently invisible due to engine bug)
* Misc brush fixes
* Crossover2: More obvious Capture Point, lasers in air lift.(thanks gingerlord)
* Various crossover tweaks including a revamped midmap
* Crossover tweaks
Openfire
* Revamped version of ff_openfire_b2, with better lighting, clipped lights, decent water, better flag-security system, custom teamcoloured security buttons and stuff
Monkey
* monkey is now Red vs Blue
* monkey FPS vastly improved
Well
* Well front door buttons removed, walk up to it = it opens
Dustbowl
* Dustbowl now compiles properly, various visual fixes (gaps in ceilings etc)
Dropdown
* New, polished, bug-fixed version of the community map. Thanks Yann "Sh4x" Richer
Waterpolo
* A bunch of gameplay changes for this fun map. Give it a shot!
Release thread and download links:
http://www.fortress-forever.com/forum/s ... post327967 (http://www.fortress-forever.com/forum/showthread.php?p=327967#post327967)
Fortress-Forever is a free Source Mod that builds on the classic game TFC and is more of a true successor to it than TF2. It is not just TFC:Source!
Changelog:
GENERIC / Misc stuff:
* Walls no longer apply friction to grenades, concmaps should be possible now!
* Small auto-conc for HH concs when you dont jump
* Frag grenade damage up to 145 (patch 1.0 was 180, patch 1.11 was 126). Radius the same.
* Throwing the flag is now upwards slightly rather than skidding along the floor
* Re-added recoil for some weapons (e.g. IC)
* Suiciding no longer causes you to lose 100 fortress points
* bhop now 1.20 up from 1.10
* Flags now GLOW
* Better intermission scoreboard/player handling
* Made the currently held grenade timer bar more visible than the dropped ones
* pyro scream time only triggers once every 1.7 seconds now
* Added cl_reducedexplosions to help fps problems
* Added a cvar for ragdoll lifetime
* NEW!! assault cannon fire sound
Visuals:
* Grenades now have trails and halo's around them
* Blue and yellow pipes now have trails
* Player models have been tweaked to increase visibility
* Grenade models have been tweaked to increase visibility
* SG models have been tweaked to increase visibility
* SG now throws out sparks when it's below 50% health
* New IC model!
* No more ugly background for build timers
* New HUD security icons for shutdown style maps
* Shotgun muzzle flash more visible
* Many visuals now line up correctly in widescreen modes (damage indicators, Context menus etc)
* New EMP effect
* HUD health / armor no longer flashes red when you are hit. It'll only flash red when you are < 25% health to prevent confusion. (instead it flashes white when hit)
* Grenade 2 timer up a bit so it's not so far down
* New explosion scorch decal which doesnt make your whole base black.
* 'on fire' hud HUD redness reduced a lot
* Cvars for turning off targets + gren trails
* Demoman grenades hopefully dont bounce of people any more
* Readded interpolation for projectiles
* Put in a fix for grenade timers not showing up
* Teamcolour hud can now go back to normal again
Bug fixes:
* Grenade target timing bug (
* Medkit fix. Should be much easier to heal people with medkit and spanner now, as friendlies are lag predicted now.
* Dispenser / SG health now displays properly on the HUD even if you are far away.
* CL_CopyExistingEntity crash fixed at last (!!)
* SG now tracks properly when built on a slope
* Death by burning is no longer a suicide
* Fixed LUA error causing security icons to disappear when players connected
* Fix for spies being able to sabotage when they're dead
Class-specific changes:
Scout:
* Caltrops and radar have been removed. Instead they have a buildable jump pad on +attack2. Jumppad is invincible - det it by double right-tapping. You can only carry one, similar to a detpack. They last 60 seconds before auto-detting. Any team can use them.
* Players can only use a jump pad once every second, so they dont get multiple triggers.
* Max conc speed after using the jumppad
* Reduced conc time for Scout down to Medic level
* Scouts now don't take fall damage.
Sniper:
* Sniper rifle base damage has been reduced from 42 to 35
* Radiotag duration reduced from 60 to 15 seconds.
* AR damage down from 7 to 5.5
Soldier:
* RPG damage radius increased slightly (from 108 to 125).
* RPG reload time decreased from 1.0 to 0.9 seconds.
* Nail grens tweaked a lot.
* Soldier special now quickswitches between shotgun and RPG.
Demoman:
* Blue pipe fuse timer dramatically decreased (from 2.5 to 1.1 seconds). Pipetrap explosion radius increased from 125 to 150.
Medic:
* Right click now discards medpacks for teammates to use (thanks mirv). These take 10 cells to use and the medic slowly recharges cells over time. Medpacks last 5 seconds before disappearing so the person you are throwing to has to pick them up soon (you can't leave a supply for your defenders for example)
HWGuy:
* New HW AC System! : Overheat removed (!), rof changed from 0.06-0.12 to 0.05-0.15. cof changed from 0.10-0.15 to 0.05-0.30.
* New AC clamp system - hold right mouse to clamp, let go to unclamp. Also fires when you are clamping so you can hold right mouse to clamp + fire (you dont have to hold mouse1 and mouse2)
Pyro:
* IC base damage has come down (from 60 to 50).
* Flamethrower damage increased to 16 from 13
* Flamethrower pushforce cap increased to 850 from 550.
* Pyro special now quickswitches between flamethrower and IC.
* Pyro vs Pyro now takes 100% damage up from 50%
* Flamethrower uppush up to 110 from 50.
Spy:
* Spy now has a 'last disguise' option on the menu
* knife damage up to 50 from 32.
* Disguise time halved.
Engineer:
* SG health has come down to 113% from 120% of TFC level(ish).
* SG bulletpush now works on the ground (thanks jiggs!).
* SG air bulletpush reduced to 15 from 24
ALL CLASSES (except medic):
* Melee weapons now do more damage. Crowbar + spanner up to 30 from 18. Knife up to 50 from 32.
New functionality:
* New splash screen to tell you about any updates to FF if you are playing an old version.
* New options screen with a load more stuff on it.
Map changes
Epicenter:
* New scoring system, capping flag results in that teams flag being reset back to cage, other team unaffected and can continue capturing. First to 3 captures wins and everyone resets.
* Extended balcony area around cap point for additional SG position
* Epicenter ammo bags now give a slight amount of health/armor (thanks gingerlord)
* Epicenter 3-cap LUA system added, some various tweaks
* Epicenter tweaks
Crossover
* VIS fixed, massive performance increase
* Test middle area structure for additional route
* Lasers! (currently invisible due to engine bug)
* Misc brush fixes
* Crossover2: More obvious Capture Point, lasers in air lift.(thanks gingerlord)
* Various crossover tweaks including a revamped midmap
* Crossover tweaks
Openfire
* Revamped version of ff_openfire_b2, with better lighting, clipped lights, decent water, better flag-security system, custom teamcoloured security buttons and stuff
Monkey
* monkey is now Red vs Blue
* monkey FPS vastly improved
Well
* Well front door buttons removed, walk up to it = it opens
Dustbowl
* Dustbowl now compiles properly, various visual fixes (gaps in ceilings etc)
Dropdown
* New, polished, bug-fixed version of the community map. Thanks Yann "Sh4x" Richer
Waterpolo
* A bunch of gameplay changes for this fun map. Give it a shot!
Release thread and download links:
http://www.fortress-forever.com/forum/s ... post327967 (http://www.fortress-forever.com/forum/showthread.php?p=327967#post327967)