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Old 10-09-2007, 03:55 PM   #1
DrEvil
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FF 1.1 Changelog WIP

Just to keep the community updated on what's going on, and so nobody thinks we aren't working hard towards the patch, I wanted to post to everyone what we've hit on so far in terms of fixes/changes for the upcoming 1.1 patch.

Keep in mind this is a work in progress and is subject to change prior to patch release. I'll do my best to keep it updated as things are done.
  • Fixed buildable_ondamage and player_ondamage script callbacks.
  • Fixed kPlayers flag for lua entity collection.
  • Fixed normal explosion sound being played on top of buildable explosion sound.
  • Fixed player_spawn callback getting called every time a player executes /kill.
  • Fixed suicide logic from running when player is already dead.
  • Fixed score overflow at 32k by increasing size of networked score variable.
  • Fixed missing voice hud icons.
  • Fixed player:AddHealth function so it returns expected value. This fixes bug where you can pick up all ammo and armor bags if you weren't full health.
  • Fixed display is + negative fort points(ie + -100)
  • Fixed voice column to show chat on/off icons for other teams.
  • Fixed # leaving off the rest of the string in chat messages if not matched to a localized string.
  • Fixed disguise "enemy" to choose a random enemy team.
  • Fixed infection/heal sound to play at appropriate times.
  • Fixed kill/death messages not showing/tracking.
  • Fixed tickrate 66 clamp.
  • Fixed death view slant.
  • Fixed %l displaying wrong team.
  • Fixed medkit hit/infection sounds to play properly.
  • Fixed sentrygun not being able to retarget closer targets
  • Fixed sentrygun to favor all visible players over buildables(if they got a player as a target they will not target a buildable, regardless of distance)
  • Added lua callbacks for player_connected & player_disconnected
  • Added lua SetDamageForce for damageinfo
  • Added DamageInfo:ScaleDamage function, exposed to lua
  • Added player_onkill callback for player suicide so scripts can reject it(implemented in ff_hunted)
  • Added DropToFloor() lua function that takes a base entity.
  • Added client side spawn weapon cvars to control what weapon you equip on spawn.
  • Added small spinup to AC so it no longer shoots immediately(and no heat buildup during spinup)
  • Added buildable & grenade flags to the base trigger class & .fgd
  • Added a progress bar to spy disguising.
  • Changed to no blood shooting disguised teammates when ff is off.
  • Changed AC to reduce HW speed when firing(and not dependent on charge level).
  • Changed grenade and pipe damage radius up a bit
  • Changed water exiting push force up a bit.
  • Changed decals not to draw on players & buildables. Pretty certain this accounted for a majority of client crashes.
  • Changed a bunch cvars people were using as cheats to cheat.
  • Changed backpacks to non solid to fix them from blocking doors/elevators.
  • Changed messagemode and messagemode2 binding to support auto starting the chat message. Ie, bind p "messagemode ^2" will begin the chat mode with ^2 already in the chat box.

Spawn Weapon Cvars
  • cl_spawnweapon_scout - default nailgun
  • cl_spawnweapon_sniper - default sniperrifle
  • cl_spawnweapon_soldier - default rpg
  • cl_spawnweapon_demoman - default grenadelauncher
  • cl_spawnweapon_medic - default supernailgun
  • cl_spawnweapon_hwguy - default assaultcannon
  • cl_spawnweapon_pyro - default flamethrower
  • cl_spawnweapon_engineer - default railgun
  • cl_spawnweapon_spy - default tranq
  • cl_spawnweapon_civilian - default tommygun

Valid options are: crowbar, medkit, knife, spanner, shotgun, supershotgun, nailgun, supernailgun, grenadelauncher, rpg, sniperrifle, railgun, flamethrower, assaultcannon, autorifle, tranq, pipelauncher, ic, tommygun, deploysentrygun, deploydispenser, deploydetpack, tommygun, umbrella

New chat macros
%d - disguise team and class
%i - name of last person in crosshairs

%sh - sentry health
%sa - sentry ammo
%sv - sentry level
%sl - sentry location

%dh - dispenser health
%da - dispenser ammo
%dl - dispenser location

%pf - detpack fuse time
%pl - detpack location

Added ^# color markup for chat messages.
^0 - ORANGE
^1 - BLUE
^2 - RED
^3 - YELLOW
^4 - GREEN
^5 - WHITE
^6 - BLACK
^7 - GREY
^8 - MAGENTA
^9 - CYAN
^ - terminates last color


^1blue^2red^3yellow^4green^5white^6black^7grey^8ma genta^9cyan^0orange

Nested shiz

^1t^2a^3s^4t^5e ^7t^8h^9e^ r^a^i^n^b^o^w

disable with cl_chat_colorize 0

cl_chat_color_default sets default chat message color(defaults to current orange). it's a string, and takes an RGB, so

cl_chat_color_default "255 170 0"

Last edited by DrEvil; 10-19-2007 at 06:21 AM.
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Old 10-09-2007, 05:20 PM   #2
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cool. thanks for update
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Old 10-09-2007, 05:24 PM   #3
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# Added a progress bar to spy disguising.

Awesome
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Old 10-09-2007, 05:31 PM   #4
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The new additions are reflected in The FRA Thread. Blue are confirmed implemented ideas, and red are partially implemented ideas.

I will be trying to keep up to date with the patch changelog so I can keep the FRA Thread up to date in kind.
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Last edited by Ihmhi; 10-09-2007 at 05:36 PM.
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Old 10-09-2007, 05:45 PM   #5
Stephen
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Thanks for the info

<3 FF
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Old 10-09-2007, 05:49 PM   #6
hlstriker
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Nice update list.

The color chat could get really annoying for some people seeing a bunch of rainbow on their screen. Maybe add a cvar to use the color chat or not?
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Old 10-09-2007, 05:52 PM   #7
DrEvil
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Yea I'm adding a cvar to disable the chat color stuff. It's unfortunate that with anything useful people are going to abuse it. At least colors won't be usable in your names, like the Q3 engine where you can make your name look like a skittles orgy on the scoreboard.
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Old 10-09-2007, 06:00 PM   #8
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Will it still be possible to abuse the overheat mechanism by holding your gun just under the overheat threshold? (I hope not...)
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Old 10-09-2007, 06:00 PM   #9
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Old 10-09-2007, 06:01 PM   #10
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Err, have another think on that one, shadow.
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Old 10-09-2007, 06:05 PM   #11
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Sweet! I'm really glad that you are going to add in spawn weapon cvars. Also those new chat macros are cool; especially the spy disguise one.
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Old 10-09-2007, 07:07 PM   #12
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Quote:
Originally Posted by Dospac
Err, have another think on that one, shadow.
While I do like the bit of skill introduced by the overheat system, it seems to me that the sweet spot right before complete overheat outputs way too much damage (whether from RoF or actual damage). It is not difficult to maintain this level on the overheat mechanism, and any competent HW should be able to do so. It was my belief that the overheat would force HWs to stop shooting every once and a while, and so far it seems to be failing in that regard.

This increased damage makes the HW more powerful than his TFC counterpart, leading more than a few games of ff_dustbowl ruined on the first point when a few HWs form an insurmountable defense
(Often I play the role of the HW here... and by the way the bags around offensive spawn at CP1 are rediculous, full health/armor with near instant respawn? Do I even need to stop shooting at all? ).
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Old 10-09-2007, 07:33 PM   #13
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any added maps? like dropdown or congestus
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Old 10-09-2007, 07:37 PM   #14
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I find that if i'm hitting the sweet spot just before the AC overheats i'm out of ammo in a few seconds anyway.
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Old 10-09-2007, 07:45 PM   #15
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Great bug fixes and no major gameplay changes. :cheers:

-Alastair
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Old 10-09-2007, 07:49 PM   #16
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Let's wait for after the patch to talk about it, shadow. The hw and his ac are being rebalanced quite significantly.
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Old 10-09-2007, 08:39 PM   #17
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is there a anti grenade spawn area / nobuild tools yet ????
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Old 10-09-2007, 08:40 PM   #18
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what about the sg locking in midair, is that gonna be tweaked at all?
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Old 10-09-2007, 08:50 PM   #19
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are the animations for everything done?
like the medkit and the weak shotgun.
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Old 10-09-2007, 08:52 PM   #20
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hehe its not a auto-pump shotgun ? j/k
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