LOC Veteran Posted September 21, 2009 Veteran Share Posted September 21, 2009 As one of my favorite mods, it is my duty to inform you guys that Fortress Forever 2.4 has been released! YAY. Here is the changelog: 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 [*]Added deathnotice icons 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 General/Misc Stuff: Getting damaged slows you down if you're above runspeedThe 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: Medic:Made dropped health packs heal by a maximum of 15 hp each [*]Pyro: Flamethrower range reduced by 1/6th (384 back to 320) [*]Sniper: Legshot duration reduced from 10s to 5s [*]HWGuy: Mirv and mirvlet damage reduced to same as frags (180 to 145) [*]Demoman: 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) [*]Spy: 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 [*]Engineer's SG: 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% [*]Engineer (other) Dispensers now eat bags that touch them, with an appropriate sound ;) Map changes: NapoliNew Invade/Defend map [*]Ksour New Invade/Defend map [*]Genesis New Attack/Defend the Zone map [*]Fusion New Invade/Defend the Zone map [*]Bases 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) [*]Dustbowl 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 [*]2Fort 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) [*]Schtop 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 [*]Monkey 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 [*]Destroy Much more user-friendly airlift Added locations Ladder guides only block players Fixed cubemap bugs [*]Shutdown2 Fixed lift sound No-annoyances in resups All door triggers bigger so you can bhop through Enemy kill triggers on resup doors [*]Dropdown Fixed a bug regarding generator fires Fixed a visual issue resulting from detting the generator during prematch [*]Aardvark 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) Hopefully that pastes in alright. Also with this new version is a new movie showing off the new stuff and runs about 7 minutes: Head on over to the Fortress Forever homepage for the full version and patch links :) Link to comment Share on other sites More sharing options...
+Audioboxer Subscriber² Posted September 21, 2009 Subscriber² Share Posted September 21, 2009 Great mod when I played it but it got overshadowed by how good TF2 turned out, even although they are different experiences. Only thing I'm gutted about TF2 is Valve have neglected to bring back lots of the classic maps, maps which are in Fortress Forever :) Might give this another spin but I'm guessing the community is fairly quiet? Link to comment Share on other sites More sharing options...
Minimoose Posted September 21, 2009 Share Posted September 21, 2009 Great mod when I played it but it got overshadowed by how good TF2 turned out, even although they are different experiences.Only thing I'm gutted about TF2 is Valve have neglected to bring back lots of the classic maps, maps which are in Fortress Forever :) Might give this another spin but I'm guessing the community is fairly quiet? A lot of the old maps just wouldn't work in TF2, i would prefer if they released new maps which were specifically designed for TF2 :yes: Link to comment Share on other sites More sharing options...
LOC Veteran Posted September 21, 2009 Author Veteran Share Posted September 21, 2009 Great mod when I played it but it got overshadowed by how good TF2 turned out, even although they are different experiences.Only thing I'm gutted about TF2 is Valve have neglected to bring back lots of the classic maps, maps which are in Fortress Forever :) Might give this another spin but I'm guessing the community is fairly quiet? Depends on when you play. There are always over 100 servers to play on, but only a dozen or so are populated at any given time. But there are 3 or 4 that are either always full or pretty close to full so you can always find a game. Link to comment Share on other sites More sharing options...
mounty Posted September 22, 2009 Share Posted September 22, 2009 The bunny hopping is by far the worst aspect of this mod. Couldn't hit anything! Wish they'd remove it Link to comment Share on other sites More sharing options...
The_Decryptor Veteran Posted September 22, 2009 Veteran Share Posted September 22, 2009 The bunny hopping is by far the worst aspect of this mod. Couldn't hit anything! Wish they'd remove it Yeah, doubtful. Link to comment Share on other sites More sharing options...
LOC Veteran Posted September 22, 2009 Author Veteran Share Posted September 22, 2009 The bunny hopping is by far the worst aspect of this mod. Couldn't hit anything! Wish they'd remove it The bunny hopping is a key aspect of the mod. They won't remove it, and if anything will make it either easier or faster (as they've done over the course of the mod now). Link to comment Share on other sites More sharing options...
+Audioboxer Subscriber² Posted September 22, 2009 Subscriber² Share Posted September 22, 2009 The bunny hopping does look a bit excessive in that video, don't think it was that extreme in TFC. Link to comment Share on other sites More sharing options...
LOC Veteran Posted September 22, 2009 Author Veteran Share Posted September 22, 2009 It isn't that fast in-game actually. The speed was increased in the video for those scenes. You can BH fast, and can BH around corners etc, but it isn't THAT fast. Link to comment Share on other sites More sharing options...
The_Decryptor Veteran Posted September 22, 2009 Veteran Share Posted September 22, 2009 Why in that video does it say the medic is an offensive class? Doesn't that kinda fly against the point of him being a medic? (since he's meant to support other players, not replace them) Link to comment Share on other sites More sharing options...
Vice Posted September 22, 2009 Share Posted September 22, 2009 It said the Medic was Defensive at the start. The bunny hopping in it this mod is excessive. Also I don't think anyone expected TF2 to be as good as it is so this mod sort of missed its audience due to TF2 being so good. I've played Team Fortress Forever a while ago and it just felt like every other multiplayer HL2 mod. Corridors, not very much detail in the levels just large textured boxes. TF2 is a lot better and higher detailed and although it isn't free to play it is priced very cheaply. Link to comment Share on other sites More sharing options...
The_Decryptor Veteran Posted September 22, 2009 Veteran Share Posted September 22, 2009 Link to comment Share on other sites More sharing options...
+Audioboxer Subscriber² Posted September 22, 2009 Subscriber² Share Posted September 22, 2009 The medic is a fairly offensive class in TFC/Fortress forever, mostly due to the conc grenades, medics and scouts are key attackers of the flag. Not to mention in this mod/TFC the medic can affect the enemy with healing. In TF2 the medic is far more defensive, mainly because he lacks both abilities above and spends the majority of the team getting assist kills, not kills on his own. Link to comment Share on other sites More sharing options...
LOC Veteran Posted September 22, 2009 Author Veteran Share Posted September 22, 2009 Yes one of the main things TF2 is missing is the medic's ability to infect the enemy. This is a major drawback for me, along with nades and a few other things. FF you can conc jump, infect enemies, really rocket jump (the RJ in TF2 sucks) among other things. Of course, I can't stand TF2 now since all the changes they've done. But that's another thread. Link to comment Share on other sites More sharing options...
Udedenkz Posted September 24, 2009 Share Posted September 24, 2009 Reminds of 1999. Link to comment Share on other sites More sharing options...
Minifig Posted September 24, 2009 Share Posted September 24, 2009 Bunny hopping is a joke, you don't bunny hop in real combat, you shouldn't bunny hop in games. Link to comment Share on other sites More sharing options...
LOC Veteran Posted September 24, 2009 Author Veteran Share Posted September 24, 2009 Bunny hopping is a joke, you don't bunny hop in real combat, you shouldn't bunny hop in games. There aren't sentry guns you can plop down, or throw EMP grenades or rocket jump in real combat either. In realistic shooters like AA or OpFor sure, bunny hopping is stupid. In a game like this, it fits in perfectly with the theme (aka, over the top combat). Link to comment Share on other sites More sharing options...
Udedenkz Posted September 29, 2009 Share Posted September 29, 2009 Bunny hopping is a joke, you don't bunny hop in real combat, you shouldn't bunny hop in games. Play Quake Live. It is perfect there. Link to comment Share on other sites More sharing options...
Recommended Posts