This modification features nine classes, 10 core maps and 6 different game modes centering around Capture The Flag, and Capture and Defend gameplay. This update will fix various bugs that were encountered in the previous versions.
What's New in This Release: [ read full changelog ]
User Interface:
· Added hud_takesshots cvar (takes a screenshot at end-of-round if enabled) and added it to the Fortress Options menu (disabled by default)
Generic/Misc Stuff:
· Various network optimizations
· Any class can see enemy health on crosshairinfo now (previously only medics could)
· Grenade throwspeed changed to 660 down from 700 (2.3 value was 630)
· Sharking friction lowered to 1 (down from 4)
· Client jump sound volume decreased by half and given its own soundscript definition
· Increased flag bounding box slightly (from basic box +8 to basic box +12; 2.3 value was +24)
Visuals:
· New, less obscuring conc explosion effect
· Added cvar to switch back to the old effect (cl_conc_refract) and put it in Fortress Options
· Tweaked chat colors for a bit better visibility.
· More difference in grenade timer alpha when you throw the grenade, compared to still having it primed
Bug Fixes:
· ShowMenu now works properly
· Fixed security messages, sounds and icons on base_shutdown maps
· Fixed escape door messages, sounds and icons on base_hunted maps
· Fixed being able to use the security button while dead on base_shutdown maps
· Spy/engi menu click underwater fixed
· Fixed single shotgun reload sound (thanks gibz)
· Fixed CurrentClass material proxy (used to be incorrectly named CurrentTeam)
· Fixed chat spamming using #ff_
· Chat now displays properly in clients console. Instead of showing as #ff_ it will show the actual sentence. Color codes no longer display either for easy readability
· Fixed losing control of player when jumping in water
· Fixed HUD items getting stuck on screen after spawning
· Fixed sentries locking on to ghost (unbuilt) buildables
· Fixed server crash in SG code
Class-specific Changes:
· Engineer
· Engineer starts with 1 EMP (down from 2), and has a max of 2 (down from 4)
· Reduced the size of the explosion from bags when hit by EMPs (to compensate for increased ammo count in the normalized death bags)
· All Classes
· All classes drop the same amount of ammo when they die (30 cells, 100 shells, 100 nails, 20 rockets)
Map changes:
Roasted:
· New CTF map
Bases:
· New teleporter model in spawns.
· Lift changed to a real lift instead of a pusher.
· Mid-ramp area near flagroom opened up into courtyard.
· Concing access into balcony made more forgiving.
· Base entrance opened up slightly to reduce spamability.
· Removed clip brushes at the battlements for sniper access.
· Added alcove and lowered lighting at the ladder to battlements.
· Added clip brushes either side of bridge to stop it messing up bunny hop or unintentionally double jumping.
· Added clip brushes on bottom of flagroom ramp so that people can wall strafe again.
Openfire:
· Texturing and lighting improvements.
· New teleporter model in spawns.
· Scout, medic, spy and sniper always spawn balcony. Other classes always spawn flagroom.
· Flagroom bag moved to bottom of steps to make it more obvious.
· Flagroom bag timer reduced from 15s to 8s, and metal increased to 130.
· Lift crushes people under it.
· Few minor bugfixes.
Schtop:
· Flagroom bag timer reduced from 10s to 8s.
Destroy:
· Top ramp bag timer reduced from 20s to 15s.
Lua changes:
· Added SetGameDescription( name )
· Changes what appears in the game column of the server browser (it is appended to "FF ")
· For use in startup()
· Added callback: player_onchat( player, chatstring )
· Fixed a typo, SetFriction was actually using GetFriction
· Added lua functions
· player:IsGrenade1Primed()
· player:IsGrenade2Primed()
· player:IsGrenadePrimed()
· player:GetAmmoInClip()
· player:GetAmmoInClip( weaponname )
· player:SetAmmoInClip( num )
· player:SetAmmoInClip( weaponname, num )
· player:GetAmmoCount( ammotype )
· HasGameStarted() (returns false if still in prematch)
· Pipes now trigger :onexplode()
· HudText can parse %command% strings to show the client's bound key for that command (example: %+attack% would translate to MOUSE1 for someone that has MOUSE1 bound as +attack)