Fortress Forever

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-   -   Steam Pre-release Beta (https://forums.fortress-forever.com/showthread.php?t=24511)

squeek. 11-29-2014 09:17 PM

Steam Pre-release Beta
 
As stated in this thread, we are ready to begin testing the Steam version of FF and need your help.

Head over to the Steam Beta forum to get a key and start testing.

Also of note: FF is now open source.

truplaya 12-01-2014 11:57 PM

Squeek and others,
Is there going to be a time set up for players to beta test as a group?

I am assuming they are going to announced?

homie in reboks' 12-02-2014 01:05 AM

I haven't heard of any group testing being planned. There could be, though

XPelargos 12-02-2014 02:59 AM

Sundays 6PM EST?

FDA_Approved 12-02-2014 04:41 AM

Yeah thanks largos, just muscle into the sunday event we already have trouble running.

trepid_jon 12-02-2014 07:08 PM

OooooOOohhh, sunday funday?

XPelargos 12-02-2014 09:25 PM

Quote:

Originally Posted by FDA_Approved (Post 505011)
Yeah thanks largos, just muscle into the sunday event we already have trouble running.

You must be joking.

Features- 12-02-2014 09:37 PM

Quote:

Originally Posted by XPelargos (Post 505058)
You must be joking.

Nope he's not joking. They are having a hard time.

Credge 12-03-2014 12:04 AM

Just a heads up, Steam announced a new streaming feature. This might be useful for getting more interest in the game.

KubeDawg 12-03-2014 12:12 AM

I hope it's available for Source 2006 mods.

*holds breath*

AfterShock 12-03-2014 01:13 AM

Well you could run a pub game beta session and a pickup game beta session, that way you wouldnt necessarily be ruining any pickup commitments.

Alternatively, we could run a pub game beta session first and then when the main free-for-all pub game beta testing is done, agree to play some pickups on the beta.

Iggy 12-03-2014 01:11 PM

Ok, I'm a little lost here.... do WE need to DL the Steam version, because I'm not seeing a way to do it.

Sorry, it's early, and there is too much blood in my alcohol stream.

KubeDawg 12-03-2014 06:02 PM

Here's a quick video on how to install it:
http://screencast.com/t/ElWR5MGtfXIF

Iggy 12-03-2014 06:35 PM

*facepalm*

Thanks, Kube.... now I feel stupid.

;)

Ricey 12-03-2014 07:05 PM

Quote:

Originally Posted by Iggy (Post 505104)
*facepalm*

Thanks, Kube.... now I feel stupid.

;)

But you are.

Iggy 12-03-2014 07:11 PM

Silence, Jewboy. I don't have enough alcohol to put up with your shit right now.
:-P

ddm999 12-03-2014 07:43 PM

Quote:

Originally Posted by KubeDawg (Post 505076)
I hope it's available for Source 2006 mods.

It literally streams the game (like using the ingame overlay, which is available in 99% of games).
It's an online version of the In-Home Streaming system, except viewers can't send input.
That and it has viewer chat.

Seems a little strange that after implementing CS:GO's system of showing you live Twitch streams and Twitch showing a player's competitive rank if they're streaming CS:GO, that they go and basically go "fuck you twitch" and start making a service to try and destroy Twitch.

The best thing about this? Non-Steam games can be streamed as well (I assume seen as you can play non-steam games over In-Home Streaming), so Steam could potentially make Twitch completely defunct.

I could if I wanted to go and set up use one of my Lua programs to force my desktop to be recorded when I'm not even actually playing a game.
Or I could have capture-card software set to be a non-Steam game, allowing for any console to be streamed through Steam.

[end of really offtopic]

Back to on-topic:
I'm going to post on the JPad nerf issue on GitHub a complete list of all changes to CTF/AvD/IvD default maps caused by the JPad giving you 3/4th the speed it used to (and the height difference).

XPelargos 12-03-2014 08:36 PM

It seems perfectly logical to have an in-house streaming service. Valve doesn't get any of the ad revenue that twitch does, so why not get some revenue of their own?

It's just business.

Curious to see what trimp and rampslide changes happen with the JPad. Hope to see that post soon.

PS - FDA and I sorted it out via PM. Neither of us were joking, but it's all good now. <3

ddm999 12-04-2014 06:13 PM

https://github.com/fortressforever/f...ever/issues/30 at the bottom (8th comment) is a list of all current affects on DEFAULT FF maps.

10 most important changes you should know:
  1. Openfire - Jumppad must be 3/4ths along the bridge to get to upper battlements. Using this JPad can no longer send you flying through the window, you have to hit the sloped part with the team logo in.
  2. Schtop - You can barely get around the corner using a JPad that's on the glowing square. Place it at the far left ON the bridge instead. If you are going to combo JPad's, I'd recommend putting one in the front door archway, followed by one in the very middle of the corner, followed by one in the very middle of the center section.
  3. Aardvark - Putting a JPad on the ledge out of spawn will no longer get you to the water. Place it on the far edge of the rocky section closest to your ledge instead.
  4. Monkey - Yard JPads need to be at the edge of the bridge to be able to get extra speed off the downward slope of the other side of the bridge.
  5. Ksour - A JPad on the Cap 1 Flag spawn will get you flying straight into the doorway on the building to Cap 2.
  6. CZ2 - The best usage of a JPad (for getting across the map) is to put it at the right side exit, and then hop on the left pathway before conc-ing and rampsliding the right side ramp up into/over Cap 3.
  7. 2fort - Cannot JPad into conc from one battlement to another. However, you CAN just conc across. Therefore, I recommend putting a JPad next to the water in front of an entrance.
  8. Dustbowl - Section 1 - Using a JPad at the lower attacker exit can't get you up to the upper section (on the left). You can still get to the right side, but you will lose speed from tapping the edge of the cliff. In the worst case scenario, you may trimp off the ledge and lose your speed.
  9. Napoli - Section 1 - JPads right outside attacker door let you get into each doorway easier, but you have to hit the bridge if you don't want to go through one. You also can't get onto the rooftop part directly in front of you from here.
  10. Destroy - Putting a JPad in the normal spot now gets you to the very middle of the bridge. Using a JPad into conc off of here still gets you to the top of the foyer if you hop off the top of the small enclosed passage holding the bridge.

KubeDawg 12-05-2014 11:47 PM

In 2fort, you cannot use a jpad to go from battlement to battlement in the current FF. You can use the ledges on either side but not make it all the way across.

That said, the FF beta jpad feels useless now. It sends me about 175 units faster than the top scout speed and it doesn't feel like the height of the jump was changed to compensate for the speed change. The current FF jpad allows me to go over 1000 units, a whole 250 unit difference. With the changes already made to the hard cap and flag bounding box, it makes me wonder if a change to the jpad is even needed.

If it has to be changed, then might I suggest a compromise of 125 unit speed boost rather than 250 along with a slightly lower height boost.

Another suggestion is to have another option for the jpad that gives more of a height boost rather than a speed boost, maybe activated with Jump + Right click or something.


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