Difference between revisions of "Changelog"

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{{Infobox manual/Header}}
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See http://www.fortress-forever.com/changelogs/
==2.0 (1x February 2008)==
 
 
 
==1.11 (15 November 2007)==
 
 
 
* Added blur effect option to menu
 
* Added some missing map files
 
* Fixed waterpolo Lua script
 
* Reduced AC spinup
 
* Fixed AC firing huge salvo
 
* Reverted accidental conc physics change thing
 
 
 
==1.1 (31 October 2007)==
 
 
 
* Fixed buildable_ondamage and player_ondamage script callbacks.
 
* Fixed kPlayers flag for lua entity collection.
 
* Fixed normal explosion sound being played on top of buildable explosion sound.
 
* Fixed player_spawn callback getting called every time a player executes /kill.
 
* Fixed suicide logic from running when player is already dead.
 
* Fixed score overflow at 32k by increasing size of networked score variable.
 
* Fixed missing voice hud icons.
 
* Fixed player:AddHealth function so it returns expected value. This fixes bug where you can pick up all ammo and armor bags if you weren't full health.
 
* Fixed display is + negative fort points(ie + -100)
 
* Fixed voice column to show chat on/off icons for other teams.
 
* Fixed # leaving off the rest of the string in chat messages if not matched to a localized string.
 
* Fixed disguise "enemy" to choose a random enemy team.
 
* Fixed infection/heal sound to play at appropriate times.
 
* Fixed kill/death messages not showing/tracking.
 
* Fixed tickrate 66 clamp.
 
* Fixed death view slant.
 
* Fixed %l displaying wrong team.
 
* Fixed medkit hit/infection sounds to play properly.
 
* Fixed sentrygun not being able to retarget closer targets
 
* Fixed sentrygun to favor all visible players over buildables(if they got a player as a target they will not target a buildable, regardless of distance)
 
* Added lua callbacks for player_connected & player_disconnected
 
* Added lua SetDamageForce for damageinfo
 
* Added DamageInfo:ScaleDamage function, exposed to lua
 
* Added player_onkill callback for player suicide so scripts can reject it(implemented in ff_hunted)
 
* Added DropToFloor() lua function that takes a base entity.
 
* Added client side spawn weapon cvars to control what weapon you equip on spawn.
 
* Added small spinup to AC so it no longer shoots immediately(and no heat buildup during spinup)
 
* Added buildable & grenade flags to the base trigger class & .fgd
 
* Added a progress bar to spy disguising.
 
* Changed to no blood shooting disguised teammates when ff is off.
 
* Changed AC to reduce HW speed when firing(and not dependent on charge level).
 
* Changed grenade and pipe damage radius up a bit
 
* Changed water exiting push force up a bit.
 
* Changed decals not to draw on players & buildables. Pretty certain this accounted for a majority of client crashes.
 
* Changed a bunch cvars people were using as cheats to cheat.
 
* Changed backpacks to non solid to fix them from blocking doors/elevators.
 
* Changed messagemode and messagemode2 binding to support auto starting the chat message. Ie, bind p "messagemode ^2" will begin the chat mode with ^2 already in the chat box.
 
 
 
'''Spawn Weapon Cvars'''
 
 
 
* cl_spawnweapon_scout - default nailgun
 
* cl_spawnweapon_sniper - default sniperrifle
 
* cl_spawnweapon_soldier - default rpg
 
* cl_spawnweapon_demoman - default grenadelauncher
 
* cl_spawnweapon_medic - default supernailgun
 
* cl_spawnweapon_hwguy - default assaultcannon
 
* cl_spawnweapon_pyro - default flamethrower
 
* cl_spawnweapon_engineer - default railgun
 
* cl_spawnweapon_spy - default tranq
 
* cl_spawnweapon_civilian - default tommygun
 
 
 
Valid options are: crowbar, medkit, knife, spanner, shotgun, supershotgun, nailgun, supernailgun, grenadelauncher, rpg, sniperrifle, railgun, flamethrower, assaultcannon, autorifle, tranq, pipelauncher, ic, tommygun, deploysentrygun, deploydispenser, deploydetpack, tommygun, umbrella
 
 
 
'''New chat macros'''
 
 
 
*%d - disguise team and class
 
*%i - name of last person in crosshairs
 
 
 
*%sh - sentry health
 
*%sa - sentry ammo
 
*%sv - sentry level
 
*%sl - sentry location
 
 
 
*%dh - dispenser health
 
*%da - dispenser ammo
 
*%dl - dispenser location
 
 
 
*%pf - detpack fuse time
 
*%pl - detpack location
 
 
 
'''Added ^# color markup for chat messages.'''
 
*^0 - ORANGE
 
*^1 - BLUE
 
*^2 - RED
 
*^3 - YELLOW
 
*^4 - GREEN
 
*^5 - WHITE
 
*^6 - BLACK
 
*^7 - GREY
 
*^8 - MAGENTA
 
*^9 - CYAN
 
*^ - terminates last color
 
 
 
Disable with cl_chat_colorize 0
 
cl_chat_color_default sets default chat message color(defaults to current orange). it's a string, and takes an RGB, so e.g. ''cl_chat_color_default "255 170 0"''
 
 
 
==1.0 (13 September 2007)==
 
 
 
First release.
 
{{Infobox manual/Footer}}
 

Latest revision as of 22:43, 22 July 2016