latest 2.0 version! You sure you wish to see the change log? As it is huge! Go check it below: [b]Fortress Forever v2.0 Change Log[/b] [*] [b]GENERIC / Misc stuff:[/b] • Walls no longer apply friction to grenades, concmaps should be possible now! • Small auto-conc for HH concs when you dont jump • Frag grenade damage up to 145 (patch 1.0 was 180, patch 1.11 was 126). Radius the same. • Throwing the flag is now upwards slightly rather than skidding along the floor • Re-added recoil for some weapons (e.g. IC) • Suiciding no longer causes you to lose 100 fortress points • bhop now 1.20 up from 1.10 • Better intermission scoreboard/player handling • Made the currently held grenade timer bar more visible than the dropped ones • pyro scream time only triggers once every 1.7 seconds now • Added cl_reducedexplosions to help fps problem • Added a cvar for ragdoll lifetime • NEW!! assault cannon fire sound [*] [b]Visuals:[/b] • Grenades now have trails and halo's around them • Blue and yellow pipes now have trails • Player models have been tweaked to increase visibility • Grenade models have been tweaked to increase visibility • SG models have been tweaked to increase visibility • SG now throws out sparks when it's below 50% health • Flags now GLOW • Single Shotgun reload animation (thanks a084) • New IC model! • No more ugly background for build timers • New HUD security icons for shutdown style maps • Shotgun muzzle flash more visible • Many visuals now line up correctly in widescreen modes (damage indicators, Context menus etc) • New EMP effect • HUD health / armor no longer flashes red when you are hit. It'll only flash red when you are < 25% health to prevent confusion. (instead it flashes white when hit) • Grenade 2 timer up a bit so it's not so far down • New explosion scorch decal which doesnt make your whole base black. • 'on fire' hud HUD redness reduced a lot • Cvars for turning off targets + gren trails (also in options menu) • Teamcolour hud can now go back to normal again [*] [b]Bug fixes:[/b] • Grenade target timing bug ( • Medkit fix. Should be much easier to heal people with medkit and spanner now, as friendlies are lag predicted now. • Dispenser / SG health now displays properly on the HUD even if you are far away. • CL_CopyExistingEntity crash fixed at last (!!) • SG now tracks properly when built on a slope • Death by burning is no longer a suicide • Fixed LUA error causing security icons to disappear when players connected • Fix for spies being able to sabotage when they're dead • Demoman grenades hopefully dont bounce of people any more • Readded interpolation for projectiles • Put in a fix for grenade timers not showing up [*] [b]Class-specific changes - Scout:[/b] • Caltrops and radar have been removed. Instead they have a buildable jump pad on +attack2. Jumppad is invincible - det it by double right-tapping. You can only carry one, similar to a detpack. They last 60 seconds before auto-detting. Any team can use them. • Players can only use a jump pad once every second, so they dont get multiple triggers. • Max conc speed after using the jumppad • Reduced conc time for Scout down to Medic level • Scouts now don't take fall damage. [*] [b]Sniper:[/b] • Sniper rifle base damage has been reduced from 42 to 35 • Radiotag duration reduced from 60 to 15 seconds. • AR damage down from 7 to 5.5 [*] [b]Soldier:[/b] • RPG damage radius increased slightly (from 108 to 125). • RPG reload time decreased from 1.0 to 0.9 seconds. • Nail grens tweaked a lot. • Soldier special now quickswitches between shotgun and RPG [*] [b]Demoman:[/b] • Blue pipe fuse timer dramatically decreased (from 2.5 to 1.1 seconds). Pipetrap explosion radius increased from 125 to 150. [*] [b]Medic:[/b] • Right click now discards medpacks for teammates to use (thanks mirv). These take 10 cells to use and the medic slowly recharges cells over time. Medpacks last 5 seconds before disappearing so the person you are throwing to has to pick them up soon (you can't leave a supply for your defenders for example) [*] [b]HWGuy:[/b] • New HW AC System! : Overheat removed (!), rof changed from 0.06-0.12 to 0.05-0.15. cof changed from 0.10-0.15 to 0.05-0.30. • New AC clamp system - hold right mouse to clamp, let go to unclamp. Also fires when you are clamping so you can hold right mouse to clamp + fire (you dont have to hold mouse1 and mouse2) [*] [b]Pyro:[/b] • IC base damage has come down (from 60 to 50). • Flamethrower damage increased to 16 from 13 • Flamethrower pushforce cap increased to 850 from 550. • Pyro special now quickswitches between flamethrower and IC. • Pyro vs Pyro now takes 100% damage up from 50% • Flamethrower uppush up to 110 from 50. [*] [b]Spy[/b] • Spy now has a 'last disguise' option on the menu • knife damage up to 50 from 32. • Disguise time halved. [*] [b]Engineer:[/b] • SG health has come down to 113% from 120% of TFC level(ish). • SG bulletpush now works on the ground (thanks jiggs!). • SG air bulletpush reduced to 15 from 24 [*] [b]ALL CLASSES (except medic)::[/b] • Melee weapons now do more damage. Crowbar + spanner up to 30 from 18. Knife up to 50 from 32. [*] [b]Spy[/b] • New scoring system, capping flag results in that teams flag being reset back to cage, other team unaffected and can continue capturing. First to 3 captures wins and everyone resets. [*] [b]New functionality:[/b] • New splash screen to tell you about any updates to FF if you are playing an old version. • New options screen with a load more stuff on it [*] [b]Map Changes - Epicenter:[/b] • New scoring system, capping flag results in that teams flag being reset back to cage, other team unaffected and can continue capturing. First to 3 captures wins and everyone resets • Extended balcony area around cap point for additional SG position • Epicenter ammo bags now give a slight amount of health/armor (thanks gingerlord) • Epicenter 3-cap LUA system added, some various tweaks • Epicenter tweaks [*] [b]Crossover:[/b] • VIS fixed, massive performance increase • Test middle area structure for additional route • Misc brush fixes • Crossover2: More obvious Capture Point, lasers in air lift.(thanks gingerlord) • Various crossover tweaks including a revamped midmap • Crossover tweaks [*] [b]Openfire:[/b] • Revamped version of ff_openfire_b2, with better lighting, clipped lights, decent water, better flag-security system, custom teamcoloured security buttons and stuff [*] [b]Monkey:[/b] • monkey is now Red vs Blue • monkey FPS vastly improved [*] [b]Well:[/b] • Well front door buttons removed, walk up to it = it opens [*] [b]Dustbowl:[/b] • Dustbowl now compiles properly, various visual fixes (gaps in ceilings etc) [*] [b]Dropdown:[/b] • New, polished, bug-fixed version of the community map. Thanks Yann "Sh4x" Richer [*] [b]Waterpolo:[/b] • New revamped version
For those who have been waiting for it, its here! Fortress Forever v2.0! This [b]Patch[/b] will patch up your [url="http://halflife2.filefront.com/file/;84380"]previous version[/url] to the
- File Name:
- ff_111_to_20.exe
- File Size:
- 88.4 MB
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- 10
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