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Autor Thema: Fortress Forever 2.4  (Gelesen 854 mal)

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Offline Rancor

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Fortress Forever 2.4
« am: 20. Oktober 2007, 01:37:56 »
Werd ich mir morgen mal runterladen, könnte man vielleicht mal ausprobieren oder?

Zitat
Fortress Forever ist eine Modifikation, die sich an Team Fortress 1.5 orientiert. Das Spielkonzept wurde größtenteils übernommen. Da dieser Mod mit der Source-Engine läuft, können Besitzer dieser Engine ( z.B. enthalten in HL Source, HL 2, Counter Strike Source...) Team Fortress auch ohne die Engine von Halflife 1 spielen.


http://www.fortress-forever.com/
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Offline Holgerius/Bier-Elfe

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Fortress Forever 2.4
« Antwort #1 am: 20. Oktober 2007, 01:48:22 »
Juhu TeamFortress2 ist da :lol:
 
und kein ComicStyleMöchteGernTeamFortress
 
:rofl:
 
und wie es sich für ne MOD gehört ist es umsonnst :rolleyes:
Cheaten ist wenn man mehr als andere säuft, nicht kotzen muss, als letzter pennen geht und keine Kopfschmerzen hat!!!! =D

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Fortress Forever 2.4
« Antwort #2 am: 20. Oktober 2007, 19:34:41 »
Zitat von: Holgerius/Bier-Elfe;13199
und wie es sich für ne MOD gehört ist es umsonnst :rolleyes:

bei dem stimme ich dir zu
"Früher ging ich mit 1 DM zum Kiosk, kam zurück mit 3 Heften, 6 Tüten Chips, 8 Ü-Eiern und 2 Eis. Und heute? Überall Überwachungskameras!"


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Fortress Forever 2.4
« Antwort #3 am: 20. Oktober 2007, 20:05:56 »
Welche Mod kostet denn was? Also ich kenne nur Mods bei denen das Spiel auf das sie bauen was kosten, die Mods sind eigentlich immer kostenlos...
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Fortress Forever 2.4
« Antwort #4 am: 21. Oktober 2007, 00:54:05 »
Zitat von: Rancor;13223
Welche Mod kostet denn was? Also ich kenne nur Mods bei denen das Spiel auf das sie bauen was kosten, die Mods sind eigentlich immer kostenlos...
CS, TeamFrotress2...
Cheaten ist wenn man mehr als andere säuft, nicht kotzen muss, als letzter pennen geht und keine Kopfschmerzen hat!!!! =D

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Fortress Forever 2.4
« Antwort #5 am: 21. Oktober 2007, 11:48:29 »
CS und CS Source kosten nix und TF2 ist keine Mod sondern ein eigenes Spiel bzw. ne eigene Engine...:rolleyes:
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Fortress Forever 2.4
« Antwort #6 am: 21. Oktober 2007, 15:20:07 »
stimmt, hab ich vergessen das es auf einer eigenen Engine basiert.
Aber auch wenn das ein eigenständiger Mod ist glaube ich das man HL2 dafür benötigt. 25€ sind zwar nicht die Welt, kostenlos wäre es aber schon schöner :-)
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Fortress Forever 2.4
« Antwort #7 am: 21. Oktober 2007, 17:18:18 »
TF2 ist nicht ne eigene Engine, aber ne erneuerte Source Engine für die man kein HL² braucht. Und für Fortress Forever braucht man auch HL²...
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Fortress Forever 2.4
« Antwort #8 am: 24. November 2007, 11:36:18 »
So, zwischenzeitlich gibt es schon Fortress Forever 1.1 und 1.11. Eine nicht so aktuelle Changelog für 1.1 findet Ihr hier:

http://www.fortress-forever.com/forum/showthread.php?t=12260

und das ist die Changelog für 1.11:

Zitat
Changelog:
  • Added blur effect option to menu
  • Added some missing map files
  • Fixed waterpolo Lua script
  • Reduced AC spinup
  • Fixed AC firing huge salvo
  • Reverted accidental conc physics change thing kthx
[/LIST]Die Downloadlinks findet Ihr auf der Startseite von http://www.fortress-forever.com/
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Fortress Forever 2.4
« Antwort #9 am: 20. Februar 2008, 06:16:38 »
So, seit ein paar Tagen gibt es die Version 2.0 in der wohl einiges an der Balance der Waffen, der Maps und Klassen sowie an Stabilität und Optik des Spieles geändert. Hier die komplette Changelog:

Zitat
CHANGELOG:

GENERIC / Misc stuff:

    * 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 problems
    * Added a cvar for ragdoll lifetime
    * NEW!! assault cannon fire sound


Visuals:

    * 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

Bug fixes:

    * 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

Class-specific changes:
Scout:

    * 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.

Sniper:


    * 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

Soldier:

    * 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.

Demoman:


    * Blue pipe fuse timer dramatically decreased (from 2.5 to 1.1 seconds). Pipetrap explosion radius increased from 125 to 150.

Medic:

    * 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)

HWGuy:


    * 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)

Pyro:


    * 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.

Spy:


    * Spy now has a 'last disguise' option on the menu
    * knife damage up to 50 from 32.
    * Disguise time halved.

Engineer:

    * 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


ALL CLASSES (except medic):

    * Melee weapons now do more damage. Crowbar + spanner up to 30 from 18. Knife up to 50 from 32.

New functionality:


    * 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.

Map changes

Epicenter:


    * 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

Crossover

    * 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

Openfire


    * Revamped version of ff_openfire_b2, with better lighting, clipped lights, decent water, better flag-security system, custom teamcoloured security buttons and stuff

Monkey

    * monkey is now Red vs Blue
    * monkey FPS vastly improved

Well

    * Well front door buttons removed, walk up to it = it opens

Dustbowl

    * Dustbowl now compiles properly, various visual fixes (gaps in ceilings etc)

Dropdown

    * New, polished, bug-fixed version of the community map. Thanks Yann "Sh4x" Richer

Waterpolo

    * New revamped version

      I know i've missed a shedload of stuff out... Everythings changed, enjoy the game! :-)

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Fortress Forever 2.4
« Antwort #10 am: 13. September 2008, 19:23:53 »
Und seit heute ist die Version 2.1 freigegeben. Änderungen in diesem Patch findet Ihr hier:

http://www.fortress-forever.com/changelogs/2.1

und die Downloadlinks hier:

http://www.fortress-forever.com/wiki/Downloads
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Fortress Forever 2.4
« Antwort #11 am: 20. Januar 2009, 13:38:09 »
Gestern wurde die Fortress Forever Version 2.2 mit einer sehr großen Changelog released:

Zitat
Changelog:

      User Interface
          o Sound options added for the kill beep

      Generic / Misc Stuff
          o Massive server logging upgrades/changes
          o Beep sound plays when you kill someone (optional client-side)
          o Neutral flag model added
          o Gibs go SQUISH and PLOP instead of CLUNK

      Visuals
          o HW AC now shows tracers for 1 in 2 bullets rather than 1 in 4
          o Smaller, less obscuring flamethrower effect
          o Ragdolls now inherit a large force from fatal non-explosive shots
          o Sped up the conc explosion effect
          o Frag grenade no longer has the pin still attached when you throw it
          o Fixed non-blue engineers with glow-in-the-dark accessories
          o Pilot light added to the flamethrower

      Bug Fixes
          o Fixed various server crashes
          o Fixed bug where if a medic heals a player > 100%, that player picking up a resupply bag "hurts" them
          o Fixed jumppad not building properly on +attack2
          o Fixed flaginfo

      Class-specific Changes
          o Scout:
                + Scouts now take half fall damage (up from zero fall damage)
          o Sniper:
                + AR dmg down from 8 -> 7
                + AR cone down from 0.09 to 0.07
                + Legshot time reduced from 30 sec to 10 sec
          o Soldier:
                + Increased RPG re-fire rate from 0.65 to 0.7
          o Demoman:
                + Reduced starting mirvs from 2 to 1
          o Medic:
                + No changes
          o HWGuy:
                + AC has dual-cone system, one cone at 0.06, one at 0.12
                + HW AC damage up from 6.5 to 8.2
                + HW AC uses half ammo than before
                + AC has 200 ammo rather than 300
                + AC cooldown time reduced from 0.4 to 0.1 seconds
                + AC has a little bullet push
          o Pyro:
                + IC damage down from 70 to 55
          o Spy:
                + No changes
          o Engineer:
                  SG's can now be built overhanging edges more
          o All Classes:
                + Nailgun pushforce reduced

      Map changes
          o Impact
                + New map with a new gametype (!)
          o Palermo
                + All new visuals/lighting
                + Various layout changes, bug fixes
                + HDR added
          o Vertigo
                + Engineers and demomen limited to 2, removed defender detpacks
                + Objective icon fixed
          o Waterpolo
                + Objective icons added
          o 2fort
                + "Cheap" water added in the yard
                + Noannoyances added to spawns
                + Can't grab gren bag through wall in ramp room anymore
                + Spawn doors behave better
          o Schtop
                + New map (capture the flag)
          o Destroy
                + New map (capture the flag)
          o Aardvark
                + Working security icons
          o Openfire
                + Visual/lighting updates
                + Working security icons
                + Small resupply bag added in the flag room - 50/50 h/a every 15 seconds.
          o Monkey
                + Improved ladders, new ramp on flag point
          o All Maps
                + Players start with full health/armor/ammo by default unless map overrides it


Download:

http://www.fortress-forever.com/wiki2/index.php?title=Downloads
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Fortress Forever 2.4
« Antwort #12 am: 25. Mai 2009, 13:55:25 »
Schon eine ältere News, aber egal. Seit Anfang Februar gibt es schon die Version 2.3 von Fortress Forever mit diesen Änderungen:

Zitat
   Patch 2.3
    Released February 2009
                     User Interface
                    
  • In the team selection menu, the team numbers (AKA hotkeys) are drawn before the team names
         
       
                  Generic / Misc Stuff
                    
  • Altered the version checker to allow us to release future FF updates that don't require new client/server code binaries
  • Reduced conc explosion sound attenuation
         
       
                  Visuals
                    
  • Made HW tracer frequency different between client (1 in 2 shots for your ac) and server (1 in 8 shots for another player's ac)
  • Fixed SG muzzle flash not drawing
  • Added dynamic light to SG muzzle flash
         
       
                  Bug Fixes
                    
  • Fixed player MaxSpeed function always returning 0 for disconnected players (was specifically an issue in CP maps)
  • More attemps at fixing a rare, stupid scoreboard-related crash
  • Fixed crash related to players disconnecting while in a CP zone (base_cp)
         
       
                  Class-specific Changes
                    
  • Medic:
    • Made dropped health packs only heal to 100%
                
  • Engineer:
    • Made maliciously sabotaged sentries not be spotted by other SGs for 2.5 seconds
                
Map changes
                    
  • Impact
    • Made a more informative hud
    • Added timed defensive points
    • Added a doorway to the back corner of the third floor
    • Made secondary gate open 1 minute after the main gate opens
    • Locked mp_timelimit once the round times are determined
    • Disabled D scouts
                
  • Waterpolo
    • Optimized objective icon updates
    • Made everyone (other than the ball carrier) always see the ball as their objective
    • Fixed bug where goalies weren't always respawned when inside the enemy zone
    • Moved goal objective locations into the goals
                
  • Schtop
    • Fixed security getting broken and out of sync
                
  • Aardvark
    • Security timer shorter
    • Fixed shadows
    • Bags redone
    • Sniper limit 1
                
  • Destroy
    • Labeled security buttons
    • Fixed shadows
    • Put in door triggers, so players can now bhop through
                
  • Openfire
    • Shadows fixed
                
  • Dustbowl
    • Made door triggers open their doors with OnTrigger instead of OnStartTouch, so they don't close in players' faces
    • Increased grenade bag timers from 5 to 15 seconds.
                
  • Monkey
    • Made bags in resupplies give 200 metal instead of 90
    • Fixed door triggers
    • Aligned a few textures
                
  • Shutdown2
    • Made the top respawn room a resupply only
                
  • All ID Maps
    • Made a more informative hud
                
  • All AvD Maps
    • Made a more informative hud
    • Locked mp_timelimit to 24
    • Fixed scoring bugs, so now the winning team always wins with 120 points
                
Lua changes
                    
  • Added set_cvar( cvarname, value ) function that only calls SetConvar if the cvar isn't already set to value
  • Added lowercase c "Broadcast" functions, because uppercase C "BroadCast" functions are lame
  • base_teamplay: Made resupply bags float by default
         
       
    
 



Download:

http://www.fortress-forever.com/wiki2/index.php?title=Downloads
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Fortress Forever 2.4
« Antwort #13 am: 15. Oktober 2009, 22:54:02 »
Seit Ende Oktober ist die Version 2.4 mit einer riesen Changelog raus:

http://www.fortress-forever.com/changelogs/2.4

Die Downloads dazu findet Ihr hier:

http://www.fortress-forever.com/wiki2/index.php?title=Downloads
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