10-09-2007, 03:55 PM | #1 |
Fortress Forever Staff
Join Date: Feb 2005
Location: Los Angeles, CA
Posts Rated Helpful 3 Times
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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.
Spawn Weapon Cvars
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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10-09-2007, 05:20 PM | #2 |
Join Date: Sep 2007
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cool. thanks for update
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10-09-2007, 05:24 PM | #3 |
Join Date: Oct 2007
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# Added a progress bar to spy disguising.
Awesome |
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10-09-2007, 05:31 PM | #4 |
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff |
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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Anime: The Thread: Reloaded The one and only anime thread on these here forums. Select the pistol, and then, select your horse. Last edited by Ihmhi; 10-09-2007 at 05:36 PM. |
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10-09-2007, 05:45 PM | #5 |
Sniper hater.
Join Date: Mar 2007
Location: Ireland
Posts Rated Helpful 0 Times
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Thanks for the info
<3 FF |
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10-09-2007, 05:49 PM | #6 |
QUAD ROCKET
Server Owner
Fortress Forever Staff Join Date: Jul 2007
Class/Position: Soldier Gametype: Rocket Jumping Affiliations: -g1 ]qS[ -eC- :e0: [ESAD] Posts Rated Helpful 11 Times
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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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10-09-2007, 05:52 PM | #7 |
Fortress Forever Staff
Join Date: Feb 2005
Location: Los Angeles, CA
Posts Rated Helpful 3 Times
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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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10-09-2007, 06:00 PM | #8 |
Retired FF Staff
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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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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10-09-2007, 06:00 PM | #9 |
Join Date: Apr 2007
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10-09-2007, 06:01 PM | #10 |
Retired FF Staff
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Err, have another think on that one, shadow.
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10-09-2007, 06:05 PM | #11 |
Better than Never
Join Date: Mar 2007
Location: NYC
Posts Rated Helpful 0 Times
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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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10-09-2007, 07:07 PM | #12 | |
Retired FF Staff
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Quote:
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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10-09-2007, 07:33 PM | #13 |
the pumps dont work
Join Date: Mar 2007
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any added maps? like dropdown or congestus
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10-09-2007, 07:37 PM | #14 |
Sniper hater.
Join Date: Mar 2007
Location: Ireland
Posts Rated Helpful 0 Times
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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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10-09-2007, 07:45 PM | #15 |
Join Date: Sep 2007
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Great bug fixes and no major gameplay changes. :cheers:
-Alastair |
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10-09-2007, 07:49 PM | #16 |
Retired FF Staff
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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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10-09-2007, 08:39 PM | #17 |
Join Date: Apr 2007
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is there a anti grenade spawn area / nobuild tools yet ????
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10-09-2007, 08:40 PM | #18 |
Join Date: Mar 2007
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what about the sg locking in midair, is that gonna be tweaked at all?
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10-09-2007, 08:50 PM | #19 |
When patch will out?
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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are the animations for everything done?
like the medkit and the weak shotgun.
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MAKE MORE ESCAPE MAPS Ingame: punkrock Idle and support #nozoom, #ff.pickup |
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10-09-2007, 08:52 PM | #20 |
Join Date: Apr 2007
Posts Rated Helpful 0 Times
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hehe its not a auto-pump shotgun ? j/k
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