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Old 11-26-2014, 07:44 AM   #1
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Quick update

So, just wanted to let everyone on the forums know a few things:
  • We finally got the last piece of the puzzle solved in the quest to get everything working on Steam (well, not us, it was all psychonic, who has been a tremendous help [as in, none of this would even be possible without him]). We can now start, see, and connect to dedicated servers (all of which weren't possible before psychonic started helping us).
  • We're planning to run a bit of a closed beta that's only going to be publicized on this forum. I'm planning to start that this weekend, and I'll be handing out keys on the forums that'll allow you to download/play the Steam version of Fortress Forever.
  • The source code repository on Github will be made public at the same time that the closed beta starts. It'll be an unceremonious unveiling.

EDIT:
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Last edited by squeek.; 11-29-2014 at 11:49 PM.
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Old 11-26-2014, 08:33 AM   #2
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Awesome, count me in to test
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Old 11-26-2014, 12:02 PM   #3
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Originally Posted by Bully View Post
Awesome, count me in to test
Same

Any new stuff in this new release? Bugfixes?
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Old 11-26-2014, 04:23 PM   #4
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That's really good news, I'm looking forward to it.
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Old 11-26-2014, 04:24 PM   #5
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Old 11-26-2014, 07:00 PM   #6
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Quote:
Originally Posted by MatiZ View Post
Same

Any new stuff in this new release? Bugfixes?
Yeah. And a few balance changes that'll definitely need testing. Here's a dump of the commits merged to the beta branch so far (not including some WIP stuff)

Quote:
* Merge pull request #68 from fortressforever/build/copy-bins

Convert PostBuild.bat script to a pure batch script

* Move PostBuild.bat into the utils directory

* Convert PostBuild.bat script to a pure batch script

* Merge pull request #67 from fortressforever/fixes/zero-char

Fix instances where '0' is used, but the null char is intended

* Fix instances where '0' is used, but the null char is intended

* Fixes things like:
[SCRIPT] sv_mapluasuffix set to | finding maps\ff_2fort____.lua
[SCRIPT] maps\ff_2fort____.lua not found | reverting to maps\ff_2fort.lua

* Merge pull request #37 from mikeparker/balance/mid-bhop-cap

Added a middle bhop cap (slows players from skimming quicker)

* Fix up some comments and things

* Added a middle bhop cap - when you are over it, reduce speed by more. Currently set to 1.55 speed (620 for scout) and it has a lower pcfactor (0.3 rather than 0.65). This means downtrimping is good for one jump and reduces successive conc skim jumps without reducing the hard cap too much

Increase pcfactor_mid from 0.3 to 0.4 to maintain _slightly_ more speed above the mid cap

Revert accidental downtrimp nerf

* Merge pull request #54 from fortressforever/features/spec-speedometer

Allow the speedometer to show while spectating someone

* Make spectator speedometer code more self-documenting

* Allow the speedometer to show while spectating someone

* Merge pull request #56 from DexterHaslem/build/copy-bins

automagically copy dlls to FF steam directory



checked it doesnt mess linux stuff up

* automagically copy dlls to FF steam directory

used some powershell glue to dig it out of registry. please let me
know if you have any issues with the powershell policy crap

* Merge pull request #53 from DexterHaslem/linux/vprojtomake

linux build uses vc2005 project-

i tested on windows to make sure the memoverride stuff didnt break anything

* update linux compiling to use updated vprojtomake that eats vc2005 projects:

- delete the 2003 project again RIP
- linux needs the memoverride-vc7 to work correctly. i renamed it to linux and included it in the project,
only active w/ a linux preprocessor directive. the opposite is true for memoverride.cpp,
This effectively lets us get away with updating a single project file, hooray.
- xerces xml crap removed from makefile and no longer needed on build machine w/ this change
- still not actually tested. might be gay

* Merge pull request #52 from DexterHaslem/linux/compile-fix

Linux/compile fix mergealerge

* backport the ff_stats removal in server project for 2003. linux compiles hooorwawawyyy

* stick the rare 2006 linux bins here in sources, and point the makefile at them

this has the really nice side effect of not having to install 2gb of crap w/ hlds to compile (not that they're available there anyway)

* restore server VC++ 2003 project only, for linux compiles

* Merge pull request #44 from alaswell/fixes/training-loading-info

fixed ff_training not showing map loading info

* fixed ff_training not showing map loading info

* Merge pull request #26 from fortressforever/features/airshot-detection

Airshot/bounced rail death icons

* Upped airshot height threshold

(cherry picked from commit 10c00ce9b270252922fb418a87f1f779e7524041)

* Added support for airshot detection

* Most non-hitscan weapons will add the DMG_AIRSHOT flag to its DamageInfo's damagetype whenever an airshot happens (must be a direct hit)
* ConVar ffdev_airshot_height_threshold controls how high above the ground a player must be to be able to be counted as an airshot
* Airshots show in the console like so: player killed player with weapon (airshot)
* Airshots are logged to file like so: "player<id><steamid><team>" killed "player<id><steamid><team>" with "weapon" (modifier "airshot")
+ The (modifier "") string only gets added if there actually was an airshot, otherwise the entire parenthetical is absent from the line

(cherry picked from commit 1ab59c563220da0accba653c223c2447141ce214)

Conflicts:
game_shared/ff/ff_weapon_knife.cpp

* * Added support for custom explosion kill types in basegrenade_shared (m_iKillType, sets the damageinfo killtype used for RadiusDamage in Explode)

* Added support for different kill icons for unbounced rails, single bounced rails, and double bounced rails

(cherry picked from commit 86967d9aec5f81b4f39ab4d129c2d4ae3800453a)

* Merge pull request #28 from fortressforever/features/flag-size

Better info_ff_script bounds

* Fixed a silly compile error

(cherry picked from commit 98587765cd644ce398aa426a234ceba6f9a259e7)

* * Fixed flags getting stuck in ceilings

* Fixed flag touch bounds being 1 unit high while the flag is moving (it used to only get reset to the correct size once it had 0 velocity)
* Added support for separate collision and touch bounds for info_ff_scripts, but it's kind of a hacky way to do it (set size before physics calculations and then reset it after). The sizes are now controlled by Lua functions:
+ <entity_name>:gettouchsizes( mins, maxs ) passes min and max vectors by reference for the function to alter in place
+ <entity_name>:getphysicssizes( mins, maxs ) passes min and max vectors by reference for the function to alter in place
+ <entity_name>:getbloatsize() expects a float return value, uses the value to inflate the touch bounding box (default bloat is 12)

(cherry picked from commit 6cf7c863f8954bbb64c4a1ed440bc037f7362251)

Conflicts:
dlls/ff/ff_item_flag.cpp

* Merge pull request #14 from mikeparker/refactoring/remove-2003-files

Delete 2003 files, no-one uses 2003 any more and one less thing to maint...

* Remove all *-2003.vcproj files

* Delete 2003 files, no-one uses 2003 any more and one less thing to maintain

* Merge pull request #36 from mikeparker/balance/reduce-skim

Reduce skim - bhop_cap_hard reduced from 2.0 to 1.9

* Review: Remove weird degen variable, add "hard cap result" speed variable (== hard cap at the moment)

* Reduce skim - bhop_cap_hard reduced from 2.0 to 1.9

* Merge branch 'linux-makefile' into beta

* fix makefile paths kinda wrong (centos 5.11 x86)

* fix windows line endings on makefile

* Merge pull request #25 from fortressforever/cleanup/remove-2008-proj

Remove unused 2008 sln/vcproj

* Remove unused 2008 sln/vcproj

* Merge pull request #15 from mikeparker/refactoring/add-folders

Remove unused string class, add folders to structure the solution a bit

* Add "hud" and "fx" folders for client

* Remove unused stats classes, clean up folder structure

* Fixed compile errors from ff_string still being including in the server project and ff_string.h being referenced in the stats code
* Renamed lib to SDK

* Remove unused string class, add folders to structure the solution a bit

* Merge pull request #23 from fortressforever/fixes/falling-grens-disappearing

Remove the speed check in IsInWorld for grenades/projectiles

* Increase negative Z bounds of grenade velocity SendPropFloat to match player bounds

* Remove the speed check in IsInWorld for grenades/projectiles

* Fixes #22: Grenades disappearing after falling too far

* Reverted explosion falloff test code that accidentally slipped into a commit (0d3fe8d971cd037551611091c3bd16023f6f1652)

(cherry picked from commit 24eb0aa5e59ea64ee7b52564113551cbd34c432

* Get rid of ff_weapon_flag entirely

* Fixed getting a frag added when using the 'spectate' console command (it used to be to compensate for the -1 frag from suiciding)

(cherry picked from commit e886ecfc7406d65cd658571ab8f446c8f653ec02)

* Fixed spectators not getting their kills/deaths/fortpoints reset on restart round

(cherry picked from commit f05ec37458eba8a2d58da5a561deb81e396ff16c)
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Beta FF_Myth - FF_Redlight_Greenlight

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Last edited by squeek.; 11-26-2014 at 07:05 PM.
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Old 11-26-2014, 07:04 PM   #7
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Old 11-26-2014, 09:31 PM   #8
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Old 11-27-2014, 01:52 AM   #9
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Old 11-27-2014, 03:56 AM   #10
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Old 11-27-2014, 05:56 AM   #11
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WTS helpful posts, pm me with offer
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Beta FF_Myth - FF_Redlight_Greenlight

Sick of the people on the internet, always moanin'. They just moan.
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Old 11-27-2014, 10:25 PM   #12
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Old 11-29-2014, 08:54 PM   #13
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This is awesome. So glad to see the FF community still going! Been a huge fan of FF for many years and can't wait to see it spread! Where are the closed beta keys going to be handed out?

EDIT: I also run an FF server (144.76.51.10:27115) however wouldn't we have to change game IDs or such if it's changing from a mod to an official game?

Last edited by Terrum; 11-29-2014 at 08:57 PM.
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Old 11-29-2014, 09:15 PM   #14
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Quote:
Originally Posted by Terrum View Post
This is awesome. So glad to see the FF community still going! Been a huge fan of FF for many years and can't wait to see it spread! Where are the closed beta keys going to be handed out?

EDIT: I also run an FF server (144.76.51.10:27115) however wouldn't we have to change game IDs or such if it's changing from a mod to an official game?
Opened a forum for the Steam beta: http://forums.fortress-forever.com/f...play.php?f=115

I'll write up a guide for running a dedicated server in a little bit.
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Old 11-29-2014, 09:24 PM   #15
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Quote:
Originally Posted by squeek. View Post
Opened a forum for the Steam beta: http://forums.fortress-forever.com/f...play.php?f=115

I'll write up a guide for running a dedicated server in a little bit.
Sweet! I've made a request in for my key now If you could link the guide here when you've done it that would be great!
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Old 11-29-2014, 10:20 PM   #16
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Thanks Squeek.
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Old 12-01-2014, 08:36 AM   #17
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Cool, many thanks.
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