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)==
 
 
 
 
 
* '''added ff_dropdown''' - ''This CTF map was previously released to the community in Septembre 2007.  It has now been updated with major gameplay changes and a redesigned flag room.  It features a destroyable wall, grate and generator, the last one also beeing repairable.''
 
 
 
* '''updated ff_hunted lua script''' - ''Assassins can now have 7 players, including snipers and 1 spy. Bodyguards can now have Soldiers, Demomen, Medics, HWGuys, Pyros, Engineers, and 1 Sniper. The Hunted now has unagi power and only takes damage from sniper rifle, crowbar, tranq, and knife.''
 
 
 
* '''updated ff_waterpolo''' - ''this map now has gameplay more similar to pigskin, a classic fun map, mainly by making the map bigger, removing the respawn rooms, adding side resupply rooms, adding an invisible wall that gets disabled after a 15 second start timer before each round, and allowing buildables that don't die after goals. Also added soundscapes and locations, replaced side steps with with steep ramps for fun trimping and double jumping.  Oh, and also removed goalie invincibility and boundaries, made goalies have no armor and no ability to pick up resupply items, and made goalies faster than scouts.''
 
 
 
==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