
The Fortress Forever mod team for the HL2 Source engine have just released version 2.4 of their Team Fortress Classic modification. The new version has a whole bunch of fixes, map changes, weapon changes and lots of new things which you can all read below in the HUGE changelog.
On-screen messages are now colour-coded for better visibility
- Green messages for us taking/capping their flag/ball
- Yellow messages for any flag/ball being dropped or returned
- Red messages for enemy taking your flag/ball or capping.
Can now display more than 1 on-screen message
- Number of messages shown on the screen at a time controlled by cvar hud_messages
Added deathnotice icons
- Unique per-level-SG icons
- Unique per-level-SG det icons
- Unique per-level burn icons
- Backstab icon
- New IC icon to match the model
Ammo type shown next to the weapon icon in the bottom right
New objective icon glyphs
New flag carried icons
Added border to all buildable icons
When you get an increase of health/armor, it is shown on the HUD
Level specific SG icons on the engi's hud
Added a hit indicator in the form of a customizable crosshair that shows up after you do damage
Changed cl_teamcolouredhud foreground color to default rather than teamcoloured (can see health/armor icons now)
hud_speedometer can now be colorized using hud_speedometer_color (0 for non-colored, 1 for abrupt color changes, 2 for smooth color changes)
Added dropshadow to location text
You now get a status icon when you're locked-onto by an SG
New, better CTF flaginfo:
- Now shows the name of who has your flag
- Now counts down time until flag returns
- Now shows location of dropped flags
- Flaginfo status icons fixed (sometimes they were displaying the wrong icon)
Status of grellow pipes, detpacks, and jump pads are shown on the HUD
Getting damaged slows you down if you're above runspeed
The slow is proportional to damage taken; if you take a little bit of damage you just get slowed a little bit. You can only be slowed to a minimum of your class' base runspeed.
Handheld concs don't push other players
You can now hold jump to bunnyhop rather than having to let go and press between each jump
- You can disable this, and use the old method using cl_jumpqueue 1
sv_friction up from 4 to 5
Reduced flag bounding box (from basic box +24 to basic box +8)
Added logging for sentry and dispenser sabotaging
Nail speed reduced to 50% of old speed
Super shotgun reload speed raised, 0.6 -> 0.5 seconds to move into reload position, then 0.4 -> 0.35 seconds to reload each shell
Single shotgun reload speed raised, 0.4 -> 0.25 seconds to reload each shell.
Grenade throwspeed upped to 700 from 630
Server tickrate defaulted to 66 from 33
cl_cmdrate and cl_updaterate defaulted to 66 from 33
New announcer sounds
New jump sounds
New flag textures with speed highlighting
All worldmodels/projectiles have a minimum light level
Brighter blue and grellow demoman pipe textures
Brighter nail texture
Variable size flames functionality. Burn level 1 is now smaller flames than 2 and 3
Jump pad build status icon is now a jump pad rather than a detpack
Spectator names now work correctly
Mapguide / Flythrough menu no longer appears whilst watching HLTV demos
"View Flythrough" button now views the flythrough rather than showing a menu
Fixed team coloured HUD turning white sometimes
Engineer displays the nail symbol when he picks up nails, rather than cells
Railgun now correctly displays nails as its ammo type
Calling for ammo (ammome) now works
Single shotgun reload end anim fixed
Fixed SG constant locking/delocking at certain odd angles
Fixed SG looking up when you're right below it
Fixed on-boot console errors:
- Parent cvar in server.dll not allowed (conc_ragdoll_push)
- Parent cvar in client.dll not allowed (ffdev_target_speed_min)
- Parent cvar in server.dll not allowed (dump_deletes_flush)
- Parent cvar in server.dll not allowed (ffdev_disableentitydecals)
sentrygun_upgraded log message was missing a space
Medic:
- Made dropped health packs heal by a maximum of 15 hp each
Pyro:
- Flamethrower range reduced by 1/6th (384 back to 320)
Sniper:
- Legshot duration reduced from 10s to 5s
HWGuy:
- Mirv and mirvlet damage reduced to same as frags (180 to 145)
Demoman:
- Yellow pipe radius reduced from 135 to 130
- Added detpipes demoman command - can now bind keys to det pipes and do other things aswell / more scripting flexibility (rather than having to worry about +attack2 and -attack2)
- Mirv and mirvlet damage reduced to same as frags (180 to 145)
Spy:
- Gas grenades have been removed.
- Added smartcloak spy command - will loud cloak if you're moving and silent cloak if you're not
- Old cloak + silent cloak removed from the menu, replaced with a single smartcloak command. A quick right click now defaults to smartcloak.
- cloak and silent cloak old commands are still available from the console / binds / scripts for those who want them.
- HUD now shows what weapon you look like you're holding when disguised.
- Sabotaged items no longer have strange behaviour before the sabotage is activated.
- Quietly sabotaged SG no longer fires slightly inaccurately
- Quietly sabotaged dispenser no longer reduces armor class of teammates that touch it
- Quietly sabotaged dispenser no longer skips the "enemies are using your dispenser" message, and displays it as normal
Engineer's SG:
- Lockon time decreased from 0.5s to 0.2s
- Bullet pushforce doubled
- Bullet damage increased by about 17%
- Level 2 fire rate reduced by around 25%
- Turn speed increased by about 5%
- Stays aiming at where target was last seen for 1 second if a target was lost not killed
- Angular acceleration capped (it now behaves like a real object with a mass)
- Lowest pitch-down angle raised from -90 to -85 degrees
- Idle scan range reduced from +-40 to +-30 degrees
- Level 1 health increased by 10%
Engineer (other)
- Dispensers now eat bags that touch them, with an appropriate sound

- Dispensers now eat bags that touch them, with an appropriate sound
Napoli
- New Invade/Defend map
Ksour
- New Invade/Defend map
Genesis
- New Attack/Defend the Zone map
Fusion
- New Invade/Defend the Zone map
Bases
- Major rebuild for gameplay, optimisation and visual improvements (loads of stuff!)
- Defence classes spawn lift side, offence classes spawn other side
- Bag resources redesigned (fr:30h/30a/130c/full-ammo/20s; rr-walkway/top-lift/lower:50h/50a/130c/full-ammo/1gren1/15s)
Dustbowl
- Made all capture points into bucket caps
- Changed CP3 start area to be more like TFC, added a bag near the gate
- Opened the left-side room's window to be more SG-friendly
- Added more countdown messages, etc
- Lowered run speed of flag carrier
- Flags moved to middle of routes out
- Visual improvements and fixes
2Fort
- Texturing fixes and tweaks
- Engy spawns at top spiral respawn, other defence classes spawn at far respawn, offence classes and snipers still spawn randomly at both
- All door triggers bigger so you can bhop through
- Sides of hole dropdown extended to obscure view of flag room from in hole
- Alarm bell added in basement that rings when someone comes via hole
- Bag resources redesigned (respawns:full-h-a-c-ammo/2s/team-only; resup-grenpacks:2gren1/2gren2/15s/team-only; btm-lift/mid-sp:50h/50a/130c/full-ammo/20s/team-only; water-exit:50h/50a/80c/full-ammo/30s/any-team)
Schtop
- Security timer reduced to 40 seconds from 60
- Improved bag by security (130 cells up from 100, full ammo, and 10 seconds respawn time down from 30)
- Engy spawns at security side respawn
Monkey
- Visual improvements and fixes
- Added ceiling to bottom of arch around back of flag room
- Defence classes spawn bottom, offence classes spawn top, demomen still spawn randomly
- Removed spawn turrets and put enemy kill triggers on resup doors instead
- No-annoyances in resups
- All door triggers bigger so you can bhop through
- Bags in resups give full ammo
- Fixed location bugs
Destroy
- Much more user-friendly airlift
- Added locations
- Ladder guides only block players
- Fixed cubemap bugs
Shutdown2
- Fixed lift sound
- No-annoyances in resups
- All door triggers bigger so you can bhop through
- Enemy kill triggers on resup doors
Dropdown
- Fixed a bug regarding generator fires
- Fixed a visual issue resulting from detting the generator during prematch
Aardvark
- Made it really easy for server admins to change the map's sniper limit if they want
Added player:ReloadClips()
Message duration/color can now be controlled
BroadCastMessage( message, duration )
BroadCastMessage( "message", duration, colorid e.g. Color.kRed )
BroadCastMessage( "message", duration, colorstring e.g. "255 255 255" )
BroadCastMessageToPlayer() equivalents
SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorid, colorid, colorid )
SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorid, colorid, colorstring )
SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorid, colorstring, colorid )
SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorstring, colorid, colorid )
SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorid, colorstring, colorstring )
SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorstring, colorid, colorstring )
SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorstring, colorstring, colorid )
SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorstring, colorstring, colorstring )
SmartTeamMessage( team, "teammessage", "otherteamsmessage", colorid, colorid )
SmartTeamMessage( team, "teammessage", "otherteamsmessage", colorid, colorstring )
SmartTeamMessage( team, "teammessage", "otherteamsmessage", colorstring, colorid )
SmartTeamMessage( team, "teammessage", "otherteamsmessage", colorstring, colorstring )
Added: Color.kDefault, Color.kBlue, Color.kRed, Color.kYellow, Color.kGreen, Color.kWhite, Color.kBlack, Color.kOrange, Color.kPink, Color.kPurple, Color.kGrey, Color.kInvalid
SmartSpeak(player, "CTF_YOUGOTFLAG", "CTF_GOTFLAG", "CTF_LOSTFLAG")" replaced by "RandomFlagTouchSpeak( player )" to randomly play 1 of 4 flag touched announcer sounds
Fixed Lua support of all non-ff-specific entity inputs (things like func_breakable:onbreak() work now)
You can grab the new version from their website over here.



















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