Difference between revisions of "Changelog"

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First release.
 
First release.
 
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Revision as of 06:12, 23 February 2008


2.0 (15 February 2008)

User Interface

  • Added a Fortress Options menu for many advanced options, including enabling/disabling many of the new features listed below.

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
  • Bunnyhop cap 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
  • DX 8 and DX 9 levels selectable in Start Menu
  • We now have a readme with many handy links at:
SourceMods\FortressForever\README\README.html
  • New sprays! Sprays are selectable in the game options. The path to import them is:
SourceMods\FortressForever\sprays
  • NEW .cfg files!
  • For the 1.0 / 1.11 to 2.0 install:
- You will now see a userconfig.cfg added to your cfg files!
  • For the 2.0 FULL install:
- New <classname>.cfg files and userconfig.cfg file!
File:Note.png Note: You can find a copy of the default files in the Default Configs Category of this wiki.

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

Crossover

  • VIS fixed, massive performance increase
  • Test middle area structure for additional route
  • Lasers! (currently invisible due to engine bug)
  • Misc brush fixes
  • More obvious Capture Point, lasers in air lift.(thanks gingerlord)
  • Various crossover tweaks including a revamped midmap
  • Crossover tweaks

Dropdown

  • Added ff_dropdown - This CTF map was previously released to the community in September 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 being repairable.
  • polished, bug-fixed version of the community map. Thanks Yann "Sh4x" Richer

Dustbowl

  • Dustbowl now compiles properly, various visual fixes (gaps in ceilings etc)

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

Hunted

  • 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.

Monkey

  • Monkey is now Red vs Blue
  • Monkey FPS vastly improved

Openfire

  • Revamped version of ff_openfire_b2, with better lighting, clipped lights, decent water, better flag-security system, custom teamcoloured security buttons and stuff

Waterpolo

  • 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.

Well

  • Well front door buttons removed, walk up to it = it opens

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.

Rating-FilledStar.gifRating-FilledStar.gifRating-FilledStar.gifRating-FilledStar.gif

Excellent