Thread: Community FAQ
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Old 08-31-2006, 06:13 AM   #34
o_geokill----->
 
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Join Date: Jan 2005
Location: Fort Worth, Tejas
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FAQ's update 01/05/07

Will conc effect/shadders/etc will show up with the game forced to dx7?

Quote:
Originally Posted by Mulchman MM
Funny you mention it... my laptop plays FF in dx7...

The conc effect for dx7 is our old conc effect (still the refraction jazz just not using a 3d model to do the refraction on).

All visual effects will have something in each dx level so you won't be able to 'cheat' by playing in a lower dxlevel to avoid getting certain effects or something.
http://forums.fortress-forever.com/s...12&postcount=6


Quote:
Originally Posted by FooleyCooley
We're planning on making lower-DX versions of the effects more hampering than the high-tech shaders so people will not forcibly lower their DX version purely to gain an advantage.
http://forums.fortress-forever.com/s...1&postcount=56
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Can you hand held in Fortress-Forever?

Quote:
Originally Posted by FooleyCooley
You can hand-held in FF and this will remain as is. You can still drop conc of course in any method similar to TFC's and the versions of TF on the various Quake engines.

How the conc affects aim and/or movement has yet to be decided, currently it's using a TFC-esque illusional sway.
http://forums.fortress-forever.com/s...7&postcount=39
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Will the FF create a wiki?
Quote:
Originally Posted by Defrag
We'll likely be creating a wiki when the game launches. I think we'll probably take the developer wiki as a base, scrub it up a bit and remove/add stuff where necessary.
http://forums.fortress-forever.com/s...3&postcount=19
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Will there be a random player class like in TFC, so it automatically selects one of the nine standard classes (excluding the civilian) after each death?
Quote:
Originally Posted by Blunkka
Yes
http://www.forums.fortress-forever.c...09&postcount=2
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Are flags going to glow like the Sentry Gun?
Quote:
Originally Posted by Defrag
It will be there at some point. You can see the sentry guns glow when damaged, and we can use a similar effect on the flag and other objects, too.
http://forums.fortress-forever.com/s...40&postcount=3
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Will it be possible to trow grenades while still shooting?
Quote:
Originally Posted by FooleyCooley
Yep.
http://forums.fortress-forever.com/s...69&postcount=2
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How will the weapons show when a spy is disguised?

Quote:
Originally Posted by Mulchman_MM
Yeah, as it is now you can change weapons while disguised and the weapons displayed to other players will be the weapons for the class you're disguised as.

An example "mapping" of weapons - spy disguised as soldier:

has knife out -> seen as crowbar
has tranq out -> seen as shotgun
has shotgun out -> seen as supershotgun
has nailgun out -> seen as rpg
http://forums.thecatacombs.net/showp...7&postcount=14
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Q: How's the beta going?

A: Pretty well, I think. As expected, we've uncovered a bunch of new bugs. The beta testers are great and cooperative. Their fresh perspective on FF is appreciated and helpful. Thanks, FF beta testers!

Q: Why isn't the FF beta open to everyone yet?

A: In the modding world as far as we can see, a mod beta is really a release. I mean, a mod really is always a work in progress. Appending "beta" to the end of a mod name is really just an excuse for saying "we know we have bugs, but we're going to give you this software anyways!" Well, shoot, I can tell you right now FF (whether or not it has "beta" in the title) is not going to be completely bug-free once we release it, but we're doing our best to make it stable and fun. So the FF beta isn't open to everyone yet because we're not ready to release it.

Q: Speaking of stability, how's FF's performance?

A: While playing in a conventionally full server (~20 players), the performance isn't that bad. Ambiguous phrase, I know. Some good news, though, is that we've spent very little time optimizing FF so far, and if it performs decently right now under most circumstances then we're in pretty good shape. Some maps cause players to have worse FPS, but we're working on it.

Q: Why haven't there been any main page / media updates since that crazy Dustbowl video was released?

A: Good question. As we get closer to releasing FF, it makes sense to build up some hype through media releases. Although we've made some good progress since we released the video, FF exhibits some fundamental problems (like those referred to by jesse in his latest journal) that need to be fixed. I guess I haven't championed any updates for a couple of reasons, namely because I've been investing time in other areas and I didn't want to give out "just a few screenshots" following a video like our Dustbowl clip. We'll probably end up doing the latter anyway, but a big part of me really wanted a full release to follow the video. When will you see the next media update? Not sure.
http://www.fortress-forever.com/?a=devj&dev=2#168
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Should snipers get tracers?
Quote:
Originally Posted by Mervaka - Beta Tester
yes i think they should
http://forums.fortress-forever.com/s...089#post173089
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Can you have LOD on Shaders used for FF and can we disable shaders?
Quote:
Originally Posted by Defrag
Yup, you can LOD effects just as you can models. Enabling any kind of fancy shader effects we include would be purely optional, by the way.
http://forums.fortress-forever.com/s...98&postcount=8
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Are players going to have some sort of motion blur when you conc?
Quote:
Originally Posted by Defrag
We were thinking about making player models use a motion blur shader if they reach a speed that is greater than x units, but that takes time to code and it also means a performance hit. We haven't really considered using shaders for first person stuff if you're going really fast.
http://forums.fortress-forever.com/s...57&postcount=3
Quote:
Originally Posted by Mulchman MM
Yeah, it is, actually. Mirv's awesome.

It's actually a speed motion blur currently - if you're over a certain speed (and not noclipping...).
http://forums.fortress-forever.com/s...42&postcount=6
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Are players going to have icons above their heads to display important content?
Quote:
Originally Posted by Blunkka
There are icons showing up above players when they use a healme or engyme commands. There's also a sign for friendly spies that are disguised.
http://forums.fortress-forever.com/n...reply&p=180314
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How is cloaking going to work for the Spy?
Quote:
Originally Posted by PHISH
Cloaking
there's a silent cloak or a cloak. One requires you to stand still to do right now, presumably this is something you'd do in silence out of sight, the regular cloak 'fakes' a death and can be done on the move...The death sound in there isn't as obnoxious anymore as the one that plays in the vid at least. As you move faster you become more visible, slow down and you become less visible. You're restricted to a walking speed pretty much.

For taking a dudes disguise that only happens if you kill them w/ a perfect backstab.


and one of the reasons we're so tenative to show a vid and such is we are waiting for new animations to be dropped in, which should correct a bunch of the posture and movement oddities (feet not moving fast enough etc) with the models.
http://forums.fortress-forever.com/s...02&postcount=7
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Is the TFC sniper model permanent?
Quote:
Originally Posted by schtoofa
^^ the one you see in the video is just a placeholder model. Over the last week or so decs has been putting the finishing touches on our sniper rifle.
http://forums.fortress-forever.com/s...1&postcount=13
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How is double jumping going to work?

Quote:
Originally Posted by Lost -Beta Tester
That is essentially trimping, meaning you don't hit jump twice to jump higher like in many sidescrollers or fighting games. If you're bhopping out around push and hit that ramp, you can bonk your noggin on the ceiling, completely missing the ball and crashing down on the other side of the barn. I really like the feature myself, so hopefully you guys will too. It adds another learnable skill to the game but will not ever replace concing or rjumping.
http://forums.fortress-forever.com/s...3&postcount=68
Quote:
Originally Posted by PHISH
For double jumping you get more height by jumping off a surface w/in x seconds of your last jump, so naturally that second jump has to occur off a higher object than your first. Trimp doesn't require a jump before it just converts your velocity in say the horizontal direction to contribute to the vertical upon jumping off an incline. So if you approached a ramp really fast horizontally, say from a conc and jumped upon hitting a ramp you would get rocketed upwards to a significant degree.
http://forums.fortress-forever.com/s...&postcount=108
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Can scouts disarm detpacks?
Quote:
Originally Posted by Jiggles
Yup
http://forums.fortress-forever.com/s...&postcount=121
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Can the Engineer undo the Spy Sabotage effect?
Quote:
Originally Posted by Jiggles
You can't undo it directly, but you can either det/dismantle your sg, wait for the 10 seconds to expire (after the Spy activates it) or Kill the Spy (all his sabotages are removed when he dies)
http://forums.fortress-forever.com/s...&postcount=123
Quote:
Originally Posted by Dospac
You can:

Kill the spy
Wait 10 seconds for it to wear off
Detonate SG
Dismantle SG
http://forums.fortress-forever.com/s...7&postcount=18
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Can scouts take enemy spys out of disguise/cloak?
Quote:
Originally Posted by Jiggles
Disguise, yes; Cloak, not atm (though we might add that)

Other things we are considering adding is having EMPs "short out" all Spy cloaks a certain radius from the explosion.
http://forums.fortress-forever.com/s...&postcount=121
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Can scouts undo the SG sabotage?
Quote:
Originally Posted by Jiggles
No
http://forums.fortress-forever.com/s...&postcount=121
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For the Sniper tracer; will the tag only be visible for the sniper only?
Quote:
Originally Posted by Dospac
the tag from the sniper is visible to all your teamates and allies.
http://forums.fortress-forever.com/s...&postcount=116
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Do you know when a sniper has tagged (traced) you?
Quote:
Originally Posted by Dospac
indication of tag, yes you'll know when you are tagged and see when it wears off.
http://forums.fortress-forever.com/s...&postcount=116
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AC (autocannon) sounds too weak, is it going to change?
Quote:
Originally Posted by BritishTang
yeah, don't worry - the AC sound is getting a complete one over.
http://forums.fortress-forever.com/s...3&postcount=86
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After the spy sabotages a SG (sentrygun), can the sniper turn ON when the SG's can attack?
Quote:
Originally Posted by Jiggles
Yeah, after the sabatoge, you have to activate a command (it's a bind right now, but it will be put into the vgui menu at some point) to get the SGs to attack. After you activate the command, the sentries will attack their own team for 10 seconds, then revert back to normal (unsabotaged) operation. If I remember correctly, the sabotage also is removed if the Spy that did it is killed.
http://forums.fortress-forever.com/s...&postcount=110
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Does the AC have a heat bar? If it does then how does it work?
Quote:
Originally Posted by Mervaka - Beta Tester
the AC has a heat bar. when you press and hold fire, it starts firing slowly, and quite quickly gets up to speed (and therefore also gets hotter). upon releasing the button, the AC will fire a few shots, then stop firing and begin to slow/cool. the goal is to ride the top end of the heat bar without going over, which would cause the gun to overheat, and you have to wait for it to cool before firing again (gun cools at the normal rate still)

in short, you cant just hold fire anymore. ammo stocks dont last as long either,you get 200 shots, and that doesnt last long while firing at full speed!
http://forums.fortress-forever.com/s...9&postcount=71
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Is flame damage from the pyro higher? Also is Pyro stronger in FF?
Quote:
Originally Posted by PHISH
Pyro is stronger due to differences in his IC and his increased movement. Damage from direct burn is higher and its easier to hit them directly w/ the flamethrower. The after flame damage still needs to be refined to work how we want it (perhaps w/ stacked flame damage), but functionally and damage wise it works good now.
http://forums.fortress-forever.com/s...&postcount=108
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When the AC gets full warmed up, if you still hold fire it will just cool down and shoot or won't shoot at all until you release the button?
Quote:
Originally Posted by PHISH
Just think of it as the following: pressing +attack increases rotation speed of the barrel, letting off allows it to decelerate. It will fire bullets above a certain rotation speed threshold, regardless of whether you are holding +attack or not. Above a certain speed it will overheat, so you need to throttle it to keep it at a high level in combat. I'd like to halve the ammo consumption, lower the damage and increase the rate of fire..just cause I think it needs to be faster for more awesomeness and coverage. (turning cheats on and increasing the rof to a billion rounds per second is fun...may have an avi of this in the future)
http://forums.fortress-forever.com/s...&postcount=108
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Does the sniper tracer locks on the first person you aim or the first person you shoot? If you shoot another target, will it lock on this one? If yes, is there how to keep tracing the old target?
Quote:
Originally Posted by PHISH
Right now it tags regardless, but there's a timelimit to each tag we will need to tweak. For example maybe there will be a pool of "tag time" of like 40 seconds. If 4 people are tagged theirs would only last for 10 seconds each, if only 1 person is tagged it would last up to 40 seconds. Just an idea, it hasn't been unbalancing in our current implementation, even in hunted w/ president being able to be tagged. It actually makes for some really tense moments for body guards if the prez has a tag. Snipers get a little period to try to be gung ho, if the bodyguards and prez are smart they hunker down in a protected area and don't try to move until it expires.

There's going to be lua control for who can and cannot be tagged. For example we think its a good idea for the president to showup as tagged all the time for the bodyguards, so they can always know where he is if they are in the area.
http://forums.fortress-forever.com/s...&postcount=108
Quote:
Originally Posted by Lost -Beta Tester
The tag effect is limited to a certain range and has a set duration, meaning its invisible after so far and will only stay active for so long.
http://forums.fortress-forever.com/s...26&postcount=7
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With the spy when you backstab one enemy, you instantly puts his clothes? Using the knife will take out your disguise (without backstabing, which will get you a new one right away)?
Quote:
Originally Posted by PHISH
I think you only get the disguise of the player if you were disguised before the one hit kill stabbing. So you could be cloaked and disguised and take out the player w/ a backstab, instantly assuming his position. If you are undisguised before backstabbing it will not take the disguise (I think..).
http://forums.fortress-forever.com/s...&postcount=108
Quote:
Originally Posted by Jiggles
The way it works is that if you pull off a successful backstab (while disguised), you will instantly disguise as the person you killed -- thus not triggering the Sentries. Screwup, though, and you're sentry-food.
http://forums.fortress-forever.com/s...8&postcount=14
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Can we removed the sniper's tracer for certain maps?
Quote:
Originally Posted by Jiggles
Yes, though we will be giving mappers the ability to disable them for map types that won't suit tracers (Sniper vs Sniper, etc)
http://forums.fortress-forever.com/s...&postcount=131
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Do sniper tracer expire after a while? Is it balance to have tracers?
Quote:
Originally Posted by Jiggles
Tracers expire, they're removed when the tracered player dies, and they're not visible outside a certain distance, so we haven't seen any significant balance issues (so far) during playtesting.
http://forums.fortress-forever.com/s...&postcount=131
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Do sabotage SG get kills for the spy?
Quote:
Originally Posted by Lost -Beta Tester
Its supposed to give the spy the kills but I don't know if it does yet. The icons show up for a TK.

The SG's will probably do damage if friendly fire was on, they target dispensers too, hehe.
http://forums.fortress-forever.com/s...2&postcount=16
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How can a spy ruin his cloak?
Quote:
Originally Posted by Lost
Cloaked spy is still visible, with no nades and any fast movement ruins his cloak. So its not overpowered, just far more useful than before, especially to average players.
http://forums.fortress-forever.com/s...26&postcount=7
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Is damage from the nailgun hitscan?
Quote:
Originally Posted by Mervaka -Beta Tester
nails are still projectile based.
http://forums.fortress-forever.com/s...38&postcount=9
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Stuff shown in the video, is it final?
Quote:
Originally Posted by Jiggles
Yeah, and keep in mind things are certainly subject to change if we find it's way too unbalanced. The vid was intended more as a snapshot of progress, rather than saying "this is the way it's going to be"
http://forums.fortress-forever.com/s...1&postcount=11
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The HUD shown on the video; does it resize on lower resolutions?
Quote:
Originally Posted by Jiggles
Yup.
http://forums.fortress-forever.com/s...&postcount=147
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Sniper can see through walls?
Quote:
Originally Posted by schtoofa
In our latest build, a sniper hit on an enemy lets your teammates view where that enemy is behind a wall, within reason. We call it "Radio tagging." It's part of an effort to get people to play sniper more in all circumstances (pubs, clan matches, whatever).
http://forums.thecatacombs.net/showp...2&postcount=11
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In the video, bhop seem a bit faster than TFC, is it faster?
Quote:
Originally Posted by schtoofa
In that video it might be. The class speeds (ground or bhop) are similar to TFC's but we're still tweaking that stuff.
http://forums.thecatacombs.net/showp...2&postcount=11

Last edited by o_geokill----->; 01-06-2007 at 12:54 AM. Reason: New FAQ's
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