2.4 (19 September 2009)
User Interface
- On-screen messages are now colour-coded for better visibility
- Green messages for us taking/capping their flag/ball
- Yellow messages for any flag/ball being dropped or returned
- Red messages for enemy taking your flag/ball or capping.
- Can now display more than 1 on-screen message
- Number of messages shown on the screen at a time controlled by cvar hud_messages
- Unique per-level-SG icons
- Unique per-level-SG det icons
- Unique per-level burn icons
- Backstab icon
- New IC icon to match the model
- Ammo type shown next to the weapon icon in the bottom right
- New objective icon glyphs
- New flag carried icons
- Added border to all buildable icons
- When you get an increase of health/armor, it is shown on the HUD
- Level specific SG icons on the engi's hud
- Added a hit indicator in the form of a customizable crosshair that shows up after you do damage
- Changed cl_teamcolouredhud foreground color to default rather than teamcoloured (can see health/armor icons now)
- hud_speedometer can now be colorized using hud_speedometer_color (0 for non-colored, 1 for abrupt color changes, 2 for smooth color changes)
- Added dropshadow to location text
- You now get a status icon when you're locked-onto by an SG
- New, better CTF flaginfo:
- Now shows the name of who has your flag
- Now counts down time until flag returns
- Now shows location of dropped flags
- Flaginfo status icons fixed (sometimes they were displaying the wrong icon)
*Status of grellow pipes, detpacks, and jump pads are shown on the HUD
Generic / Misc Stuff
- Getting damaged slows you down if you're above runspeed
- The slow is proportional to damage taken; if you take a little bit of damage you just get slowed a little bit. You can only be slowed to a minimum of your class' base runspeed.
- Handheld concs don't push other players
- You can now hold jump to bunnyhop rather than having to let go and press between each jump
- You can disable this, and use the old method using cl_jumpqueue 1
- sv_friction up from 4 to 5
- Reduced flag bounding box (from basic box +24 to basic box +8)
- Added logging for sentry and dispenser sabotaging
- Nail speed reduced to 50% of old speed
- Super shotgun reload speed raised, 0.6 -> 0.5 seconds to move into reload position, then 0.4 -> 0.35 seconds to reload each shell
- Single shotgun reload speed raised, 0.4 -> 0.25 seconds to reload each shell.
- Grenade throwspeed upped to 700 from 630
- Server tickrate defaulted to 66 from 33
- cl_cmdrate and cl_updaterate defaulted to 66 from 33
- New announcer sounds
- New jump sounds
Visuals
- New flag textures with speed highlighting
- All worldmodels/projectiles have a minimum light level
- Brighter blue and grellow demoman pipe textures
- Brighter nail texture
- Variable size flames functionality. Burn level 1 is now smaller flames than 2 and 3
Bug Fixes
- Jump pad build status icon is now a jump pad rather than a detpack
- Spectator names now work correctly
- Mapguide / Flythrough menu no longer appears whilst watching HLTV demos
- "View Flythrough" button now views the flythrough rather than showing a menu
- Fixed team coloured HUD turning white sometimes
- Engineer displays the nail symbol when he picks up nails, rather than cells
- Railgun now correctly displays nails as its ammo type
- Calling for ammo (ammome) now works
- Single shotgun reload end anim fixed
- Fixed SG constant locking/delocking at certain odd angles
- Fixed SG looking up when you're right below it
- Fixed on-boot console errors:
- Parent cvar in server.dll not allowed (conc_ragdoll_push)
- Parent cvar in client.dll not allowed (ffdev_target_speed_min)
- Parent cvar in server.dll not allowed (dump_deletes_flush)
- Parent cvar in server.dll not allowed (ffdev_disableentitydecals)
- sentrygun_upgraded log message was missing a space
Class-Specific Changes
- Made dropped health packs heal by a maximum of 15 hp each
- Flamethrower range reduced by 1/6th (384 back to 320)
- Legshot duration reduced from 10s to 5s
- Mirv and mirvlet damage reduced to same as frags (180 to 145)
- Yellow pipe radius reduced from 135 to 130
- Added detpipes demoman command - can now bind keys to det pipes and do other things aswell / more scripting flexibility (rather than having to worry about +attack2 and -attack2)
- Mirv and mirvlet damage reduced to same as frags (180 to 145)
- Gas grenades have been removed.
- Added smartcloak spy command - will loud cloak if you're moving and silent cloak if you're not
- Old cloak + silent cloak removed from the menu, replaced with a single smartcloak command. A quick right click now defaults to smartcloak.
- cloak and silent cloak old commands are still available from the console / binds / scripts for those who want them.
- HUD now shows what weapon you look like you're holding when disguised.
- Sabotaged items no longer have strange behaviour before the sabotage is activated.
- Quietly sabotaged SG no longer fires slightly inaccurately
- Quietly sabotaged dispenser no longer reduces armor class of teammates that touch it
- Quietly sabotaged dispenser no longer skips the "enemies are using your dispenser" message, and displays it as normal
- Lockon time decreased from 0.5s to 0.2s
- Bullet pushforce doubled
- Bullet damage increased by about 17%
- Level 2 fire rate reduced by around 25%
- Turn speed increased by about 5%
- Stays aiming at where target was last seen for 1 second if a target was lost not killed
- Angular acceleration capped (it now behaves like a real object with a mass)
- Lowest pitch-down angle raised from -90 to -85 degrees
- Idle scan range reduced from +-40 to +-30 degrees
- Level 1 health increased by 10%
- Dispensers now eat bags that touch them, with an appropriate sound ;)
Map Changes
- New Attack/Defend the Zone map
- New Invade/Defend the Zone map
- Major rebuild for gameplay, optimisation and visual improvements (loads of stuff!)
- Defence classes spawn lift side, offence classes spawn other side
- Bag resources redesigned (fr:30h/30a/130c/full-ammo/20s; rr-walkway/top-lift/lower:50h/50a/130c/full-ammo/1gren1/15s)
- Made all capture points into bucket caps
- Changed CP3 start area to be more like TFC, added a bag near the gate
- Opened the left-side room's window to be more SG-friendly
- Added more countdown messages, etc
- Lowered run speed of flag carrier
- Flags moved to middle of routes out
- Visual improvements and fixes
- Texturing fixes and tweaks
- Engy spawns at top spiral respawn, other defence classes spawn at far respawn, offence classes and snipers still spawn randomly at both
- All door triggers bigger so you can bhop through
- Sides of hole dropdown extended to obscure view of flag room from in hole
- Alarm bell added in basement that rings when someone comes via hole
- Bag resources redesigned (respawns:full-h-a-c-ammo/2s/team-only; resup-grenpacks:2gren1/2gren2/15s/team-only; btm-lift/mid-sp:50h/50a/130c/full-ammo/20s/team-only; water-exit:50h/50a/80c/full-ammo/30s/any-team)
- Security timer reduced to 40 seconds from 60
- Improved bag by security (130 cells up from 100, full ammo, and 10 seconds respawn time down from 30)
- Engy spawns at security side respawn
- Visual improvements and fixes
- Added ceiling to bottom of arch around back of flag room
- Defence classes spawn bottom, offence classes spawn top, demomen still spawn randomly
- Removed spawn turrets and put enemy kill triggers on resup doors instead
- No-annoyances in resups
- All door triggers bigger so you can bhop through
- Bags in resups give full ammo
- Fixed location bugs
- Much more user-friendly airlift
- Added locations
- Ladder guides only block players
- Fixed cubemap bugs
- Fixed lift sound
- No-annoyances in resups
- All door triggers bigger so you can bhop through
- Enemy kill triggers on resup doors
- Fixed a bug regarding generator fires
- Fixed a visual issue resulting from detting the generator during prematch
- Made it really easy for server admins to change the map's sniper limit if they want
Lua Changes
- Added player:ReloadClips()
- Message duration/color can now be controlled
- BroadCastMessage( message, duration )
- BroadCastMessage( "message", duration, colorid e.g. Color.kRed )
- BroadCastMessage( "message", duration, colorstring e.g. "255 255 255" )
- BroadCastMessageToPlayer() equivalents
- SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorid, colorid, colorid )
- SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorid, colorid, colorstring )
- SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorid, colorstring, colorid )
- SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorstring, colorid, colorid )
- SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorid, colorstring, colorstring )
- SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorstring, colorid, colorstring )
- SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorstring, colorstring, colorid )
- SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorstring, colorstring, colorstring )
- SmartTeamMessage( team, "teammessage", "otherteamsmessage", colorid, colorid )
- SmartTeamMessage( team, "teammessage", "otherteamsmessage", colorid, colorstring )
- SmartTeamMessage( team, "teammessage", "otherteamsmessage", colorstring, colorid )
- SmartTeamMessage( team, "teammessage", "otherteamsmessage", colorstring, colorstring )
- Added: Color.kDefault, Color.kBlue, Color.kRed, Color.kYellow, Color.kGreen, Color.kWhite, Color.kBlack, Color.kOrange, Color.kPink, Color.kPurple, Color.kGrey, Color.kInvalid
- "SmartSpeak(player, "CTF_YOUGOTFLAG", "CTF_GOTFLAG", "CTF_LOSTFLAG")" replaced by "RandomFlagTouchSpeak( player )" to randomly play 1 of 4 flag touched announcer sounds
- Fixed Lua support of all non-ff-specific entity inputs (things like func_breakable:onbreak() work now)
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
- 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.
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