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					<description>The Fortress-Forever News Feed</description>
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<item>
			<title>Dev. Journal: squeek.</title>
			<description>I wrote a blog post about the technical details of movement on downward slopes:&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;https://www.ryanliptak.com/blog/source-vs-goldsrc-movement-slopes/&quot; target=&quot;_blank&quot;&gt;Source vs GoldSrc Movement: Downward Slopes&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Here’s a snippet:&lt;br /&gt;
&lt;blockquote&gt;The slope-related movement physics in the GoldSrc (Half-Life 1) engine and the Source (Half-Life 2) engine are fairly similar. However, there is one caveat around moving down slopes: in the GoldSrc engine you will bounce down slopes somewhat often, while in the Source engine you will smoothly move down almost any slope unless you collide with them while moving extremely quickly.&lt;/blockquote&gt;&lt;br /&gt;
</description>
			<link>http://www.fortress-forever.com/dev-journals/233</link>
			<pubDate>Mon, 03 Apr 2023 16:57:56 GMT</pubDate>
			<author>fortressforever@gmail.com (squeek.)</author>
			<guid>http://www.fortress-forever.com/dev-journals/233</guid>
		</item>
<item>
			<title>Dev. Journal: squeek.</title>
			<description>I wrote a blog post about the technical details of rampsliding:&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;https://www.ryanliptak.com/blog/rampsliding-quake-engine-quirk/&quot; target=&quot;_blank&quot;&gt;Rampsliding Is a Quake Engine Quirk in the Same Way That Bunnyhopping Is&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Here’s a snippet:&lt;br /&gt;
&lt;blockquote&gt;The obvious assumption would be that [rampsliding] is an intentional feature that uses things like the slope of the surface and the player’s velocity to determine when a player is rampsliding, but that is not the case. In fact, in the same way that bunnyhopping was likely an unintentional quirk of the ‘air acceleration’ code, rampsliding was likely an unintentional quirk of the ‘categorize position’ code.&lt;/blockquote&gt;&lt;br /&gt;
</description>
			<link>http://www.fortress-forever.com/dev-journals/232</link>
			<pubDate>Wed, 29 May 2019 19:30:52 GMT</pubDate>
			<author>fortressforever@gmail.com (squeek.)</author>
			<guid>http://www.fortress-forever.com/dev-journals/232</guid>
		</item>
<item>
			<title>News: 10 Years of Fortress Forever</title>
			<description>Development of Fortress Forever started in 2004, and version 1.0 was released on September 13, 2007. Today marks ten years since that initial release.&lt;br /&gt;
&lt;br /&gt;
In those ten years, Fortress Forever has seen:&lt;br /&gt;
&lt;ul&gt;&lt;br /&gt;
&lt;li&gt; 18 &lt;a href=&quot;http://www.fortress-forever.com/changelogs&quot; target=&quot;_blank&quot;&gt;patches&lt;/a&gt;&lt;br /&gt;
&lt;li&gt; 88 volunteer &lt;a href=&quot;http://www.fortress-forever.com/about&quot; target=&quot;_blank&quot;&gt;developers&lt;/a&gt;&lt;br /&gt;
&lt;li&gt; Hundreds of &lt;a href=&quot;http://forums.fortress-forever.com/forumdisplay.php?f=40&quot; target=&quot;_blank&quot;&gt;community maps&lt;/a&gt;&lt;br /&gt;
&lt;li&gt; 3,948 code commits by 24 different programmers&lt;br /&gt;
&lt;li&gt; 7,860 asset commits by 59 different developers&lt;br /&gt;
&lt;li&gt; 8,477 page edits on the &lt;a href=&quot;http://www.fortress-forever.com/wiki/&quot; target=&quot;_blank&quot;&gt;FF wiki&lt;/a&gt;&lt;br /&gt;
&lt;li&gt; 17,801 pickup games in &lt;a href=&quot;http://ffpickup.com/&quot; target=&quot;_blank&quot;&gt;#ff.pickup&lt;/a&gt;&lt;br /&gt;
&lt;li&gt; 23,374 threads on the &lt;a href=&quot;http://forums.fortress-forever.com&quot; target=&quot;_blank&quot;&gt;FF forums&lt;/a&gt;&lt;br /&gt;
&lt;li&gt; 146,341 downloads since the Steam release (March 2015), and an unknowable number of downloads before then (download numbers weren&apos;t tracked)&lt;br /&gt;
&lt;li&gt; Millions of collective hours played&lt;br /&gt;
&lt;/ul&gt;&lt;br /&gt;
To celebrate, let&apos;s take a look back through the years via various videos made by the community in that time:&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
Thank you to everyone that has played and supported this game--you are what has allowed FF to reach this milestone.</description>
			<link>http://www.fortress-forever.com/news/116</link>
			<pubDate>Wed, 13 Sep 2017 00:32:37 GMT</pubDate>
			<author>fortressforever@gmail.com (Fortress Forever Team)</author>
			<guid>http://www.fortress-forever.com/news/116</guid>
		</item>
<item>
			<title>News: FF v2.7 Released: The Pyro Overhaul Patch</title>
			<description>Some highlights of the patch notes:&lt;br /&gt;
&lt;ul&gt;&lt;br /&gt;
&lt;li&gt;Pyro now has a jetpack and an overhauled damage system&lt;br /&gt;
&lt;li&gt;Kill assists have been added&lt;br /&gt;
&lt;li&gt;Fixed a long-standing collision bug with bullets/projectiles&lt;br /&gt;
&lt;/ul&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://www.fortress-forever.com/changelogs/2.7.x&quot; target=&quot;_blank&quot;&gt;The full changelog is available here&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
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			<link>http://www.fortress-forever.com/news/115</link>
			<pubDate>Sun, 11 Sep 2016 16:36:45 GMT</pubDate>
			<author>fortressforever@gmail.com (Fortress Forever Team)</author>
			<guid>http://www.fortress-forever.com/news/115</guid>
		</item>
<item>
			<title>News: FF 2.7 Teaser: Pyro Overhaul</title>
			<description>Pyro overhaul patch coming soon. Here is a teaser showing a little bit of what is possible using his new jetpack.&lt;br /&gt;
&lt;br /&gt;
&lt;center&gt;&lt;object width=&quot;425&quot; height=&quot;349&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/hqVrsK2wDRY&amp;hl=en&amp;fs=1&amp;color1=0x3a3a3a&amp;color2=0x999999&amp;border=1&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;/param&gt;&lt;embed src=&quot;http://www.youtube.com/v/hqVrsK2wDRY&amp;hl=en&amp;fs=1&amp;color1=0x3a3a3a&amp;color2=0x999999&amp;border=1&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot; width=&quot;425&quot; height=&quot;349&quot;&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/center&gt;</description>
			<link>http://www.fortress-forever.com/news/114</link>
			<pubDate>Wed, 13 Jul 2016 15:29:07 GMT</pubDate>
			<author>fortressforever@gmail.com (Fortress Forever Team)</author>
			<guid>http://www.fortress-forever.com/news/114</guid>
		</item>
<item>
			<title>News: Fortress Forever 2.5.0 released!</title>
			<description>Hello Steam!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;a href=&quot;http://www.fortress-forever.com/download&quot; target=&quot;_blank&quot;&gt;&lt;font size=&quot;7&quot;&gt;Download&lt;/font&gt;&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://www.fortress-forever.com/changelogs/2.5.0&quot; target=&quot;_blank&quot;&gt;&lt;font size=&quot;5&quot;&gt;Full changelog&lt;/font&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Misc Resources&lt;/b&gt;&lt;br /&gt;
&lt;ul&gt;&lt;br /&gt;
&lt;li&gt;&lt;a href=&quot;http://store.steampowered.com//app/253530&quot; target=&quot;_blank&quot;&gt;Steam Store page&lt;/a&gt;&lt;br /&gt;
&lt;li&gt;&lt;a href=&quot;http://forums.fortress-forever.com/showthread.php?t=24513&quot; target=&quot;_blank&quot;&gt;Running a dedicated server&lt;/a&gt;&lt;br /&gt;
&lt;li&gt;&lt;a href=&quot;http://steamcommunity.com/sharedfiles/filedetails/?id=413541997&quot; target=&quot;_blank&quot;&gt;Migrating from FF 2.46&lt;/a&gt;&lt;br /&gt;
&lt;li&gt;&lt;a href=&quot;http://www.fortress-forever.com/contribute&quot; target=&quot;_blank&quot;&gt;Contributing to Fortress Forever&lt;/a&gt;&lt;br /&gt;
&lt;/ul&gt;</description>
			<link>http://www.fortress-forever.com/news/113</link>
			<pubDate>Fri, 27 Mar 2015 10:20:00 GMT</pubDate>
			<author>fortressforever@gmail.com (Fortress Forever Team)</author>
			<guid>http://www.fortress-forever.com/news/113</guid>
		</item>
<item>
			<title>News: Preparing For Release</title>
			<description>Fortress Forever will be released on Steam in 3 days. Here is some info that will help to prepare for that.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;The dedicated server files are publicly available&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
The Fortress Forever dedicated server is now available via steamcmd with anonymous credentials. Server owners that are running a Fortress Forever 2.46 server should migrate to the Steam version before Friday (preferably sooner, to allow for adequate testing).&lt;br /&gt;
&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://forums.fortress-forever.com/showthread.php?t=24513&quot; target=&quot;_blank&quot;&gt;See this thread for more details&lt;/a&gt;&lt;/ul&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;The Steam Store page and Community Hub have launched&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;ul&gt;&lt;br /&gt;
&lt;li&gt;&lt;a href=&quot;http://store.steampowered.com/app/253530&quot; target=&quot;_blank&quot;&gt;Fortress Forever on the Steam Store&lt;/a&gt;&lt;br /&gt;
&lt;li&gt;&lt;a href=&quot;http://steamcommunity.com/app/253530&quot; target=&quot;_blank&quot;&gt;Fortress Forever Community Hub&lt;/a&gt;&lt;br /&gt;
&lt;/ul&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Migrating your settings to the Steam version of the game&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
For all those with Fortress Forever 2.46 installed, here&apos;s a guide to migrating your settings over to the Steam version:&lt;br /&gt;
&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://steamcommunity.com/sharedfiles/filedetails/?id=413541997&quot; target=&quot;_blank&quot;&gt;Migrating from Fortress Forever 2.46&lt;/a&gt;&lt;/ul&gt;</description>
			<link>http://www.fortress-forever.com/news/112</link>
			<pubDate>Tue, 24 Mar 2015 20:10:00 GMT</pubDate>
			<author>fortressforever@gmail.com (Fortress Forever Team)</author>
			<guid>http://www.fortress-forever.com/news/112</guid>
		</item>
<item>
			<title>News: Yet Another Long Overdue Update</title>
			<description>As &lt;a href=&quot;http://www.fortress-forever.com/news/110&quot; target=&quot;_blank&quot;&gt;weeks turn into months&lt;/a&gt;, we are finally ready to make some more announcements.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fortress Forever will be released on Steam March 27th&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
One week from today, Fortress Forever will be available to download (for free) on Steam.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;center&gt;&lt;img src=&quot;http://www.fortress-forever.com/public/steam-release-date.png&quot;&gt;&lt;/center&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fortress Forever is now open source on Github&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
The &lt;a href=&quot;https://github.com/fortressforever/fortressforever&quot; target=&quot;_blank&quot;&gt;code&lt;/a&gt;, &lt;a href=&quot;https://github.com/fortressforever/fortressforever-scripts&quot; target=&quot;_blank&quot;&gt;scripts&lt;/a&gt;, and &lt;a href=&quot;https://github.com/fortressforever/fortressforever-maps&quot; target=&quot;_blank&quot;&gt;maps&lt;/a&gt; of Fortress Forever are publicly available and open to contributions. Check out the &lt;a href=&quot;http://www.fortress-forever.com/contribute&quot; target=&quot;_blank&quot;&gt;Contributing to Fortress Forever&lt;/a&gt; page to see how you can help.&lt;br /&gt;
&lt;br /&gt;
Additional resources:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;https://github.com/fortressforever&quot; target=&quot;_blank&quot;&gt;Fortress Forever on Github&lt;/a&gt;&lt;br /&gt;
&lt;li&gt;&lt;a href=&quot;http://forums.fortress-forever.com/showthread.php?t=24508&quot; target=&quot;_blank&quot;&gt;Some more info about the code repositories&lt;/a&gt;&lt;/ul&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fortress Forever has a new website&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://www.fortress-forever.com/&quot; target=&quot;_blank&quot;&gt;fortress-forever.com&lt;/a&gt; has been redesigned and updated to be more relevant to the current state of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Mapping Contest: ff_volleyball makeover&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
ff_volleyball is a fun little map that needs an aesthetic upgrade before it can be included with the game. &lt;a href=&quot;http://forums.fortress-forever.com/showthread.php?t=24991&quot; target=&quot;_blank&quot;&gt;Check out this thread for all the details&lt;/a&gt;.</description>
			<link>http://www.fortress-forever.com/news/111</link>
			<pubDate>Fri, 20 Mar 2015 20:24:15 GMT</pubDate>
			<author>fortressforever@gmail.com (Fortress Forever Team)</author>
			<guid>http://www.fortress-forever.com/news/111</guid>
		</item>
<item>
			<title>Dev. Journal: squeek.</title>
			<description>Uhh... hello?&lt;br /&gt;
&lt;br /&gt;
So, what has happened in the last year? Well, unfortunately, not a whole lot.&lt;br /&gt;
&lt;br /&gt;
When FF was first Greenlit, we thought it would be best (and also thought it was required of us) to upgrade FF to the &lt;a href=&quot;https://github.com/ValveSoftware/source-sdk-2013&quot; target=&quot;_blank&quot;&gt;latest version of the Source engine&lt;/a&gt;. We started work on that, but our enthusiasm faded fairly quickly; porting FF requires a lot of work, and our goal was to fix/improve things as we upgraded. You can gain some insight into what we wanted to do &lt;a href=&quot;http://alpha.fortress-forever.com/&quot; target=&quot;_blank&quot;&gt;by visiting our never-made-public website about the upgrade&lt;/a&gt;. Note also that we&apos;ll be open sourcing this upgrade attempt, although it is still in the very early stages.&lt;br /&gt;
&lt;br /&gt;
After development stalled on the port, we weren&apos;t really sure what to do. There were talks of waiting for the Source 2 engine or potentially moving to a different engine entirely, but that never really ended up going anywhere.&lt;br /&gt;
&lt;br /&gt;
Since then, there&apos;s been a whole lot of nothing. I basically became a hermit and hid away from the forums/IRC/Steam/etc. I didn&apos;t think it was possible to release on Steam without doing some sort of engine upgrade, and &apos;ffded&apos; was becoming a legitimate reality. It&apos;s very fortunate that Neotokyo has been able to pave the way with regards to releasing a Source SDK 2006 mod on Steam, as this period of inactivity may have just continued indefinitely without that knowledge (big thanks to KubeDawg for pointing out Neotokyo&apos;s Steam release).&lt;br /&gt;
&lt;br /&gt;
On another note, I&apos;m not quite certain what my future with Fortress Forever will entail. I&apos;ve been working on this mod for 6 years now, and my enthusiasm has (clearly) been waning. However, I&apos;m very curious to see what will come of the Steam release, and, who knows, maybe I&apos;ll get a second wind. There were a &lt;i&gt;lot&lt;/i&gt; of experimental changes that we tried at one point or another in the closed beta that never made it into a release, and with the public beta that Steam distribution will allow us to run, it might be fun to revisit some of those ideas and get some more feedback on them.&lt;br /&gt;
&lt;br /&gt;
That&apos;s about it. Just wanted to try to give everyone some info about what went on during this rather strange period of FF&apos;s development.</description>
			<link>http://www.fortress-forever.com/dev-journals/231</link>
			<pubDate>Fri, 17 Oct 2014 19:46:01 GMT</pubDate>
			<author>fortressforever@gmail.com (squeek.)</author>
			<guid>http://www.fortress-forever.com/dev-journals/231</guid>
		</item>
<item>
			<title>News: A Long Overdue Update</title>
			<description>It&apos;s been nearly a year since Fortress Forever was Greenlit, and there&apos;s been a total lack of updates since then. To remedy that, here are two things that will be happening in the coming weeks:&lt;br /&gt;
&lt;ul&gt;&lt;br /&gt;
&lt;li&gt;The current version of Fortress Forever will be released on Steam&lt;br /&gt;
&lt;li&gt;The Fortress Forever code will be made open source on Github&lt;br /&gt;
&lt;/ul&gt;&lt;br /&gt;
&lt;b&gt;Why did it take a year for this to happen?&lt;/b&gt;&lt;br /&gt;
We didn&apos;t think it was possible to release the current version of FF on Steam because we thought that the version of the Source SDK that FF uses was too old. &lt;a href=&quot;http://neotokyohq.com/&quot; target=&quot;_blank&quot;&gt;Neotokyo&lt;/a&gt; proved otherwise, and we are able to follow their lead and finally release FF on Steam.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;What does &apos;released on Steam&apos; mean?&lt;/b&gt;&lt;br /&gt;
It means that you&apos;ll be able to install Fortress Forever directly through Steam and that you will receive updates automatically. As always, Fortress Forever will be completely free.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Why go open source?&lt;/b&gt;&lt;br /&gt;
Fortress Forever&apos;s development has been largely opaque for a huge majority of the playerbase for a very long time, and the reason for that opaqueness has not always been intentional; attempting to keep everyone informed can be pretty labor intensive. By moving our development entirely into public view, it will be easier for everyone to stay in the loop with what will be happening with the game, and will give everyone a chance to participate directly in the development process.</description>
			<link>http://www.fortress-forever.com/news/110</link>
			<pubDate>Fri, 17 Oct 2014 19:42:27 GMT</pubDate>
			<author>fortressforever@gmail.com (Fortress Forever Team)</author>
			<guid>http://www.fortress-forever.com/news/110</guid>
		</item>
<item>
			<title>News: Fortress Forever has been Greenlit!</title>
			<description>&lt;center&gt;&lt;a href=&quot;http://steamcommunity.com/sharedfiles/filedetails/?id=121303449&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://www.fortress-forever.com/public/greenlit-banner.png&quot;&gt;&lt;/a&gt;&lt;/center&gt;&lt;br /&gt;
&lt;br /&gt;
Fortress Forever has been Greenlit by the community! Thank you to everyone that voted and helped to spread the word about our mod. Being Greenlit was considered something of a long shot, and we are thrilled to see it happen.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;What does this mean for FF?&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;It means that sometime in the future, you&apos;ll be able to install Fortress Forever directly through Steam and you will receive updates automatically.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;When will that happen?&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;Unfortunately, this is still something we are trying to figure out. It could be soon, or it could be not soon at all, depending on some information we are still waiting to find out. Sorry to be so ambiguous. Once we get more information, we&apos;ll be able to let you know with more certainty what will be happening.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;hr&gt;&lt;br /&gt;
For anyone having trouble connecting to servers or having trouble compiling maps, see &lt;a href=&quot;http://forums.fortress-forever.com/showthread.php?t=24284&quot; target=&quot;_blank&quot;&gt;this thread&lt;/a&gt;</description>
			<link>http://www.fortress-forever.com/news/109</link>
			<pubDate>Sun, 27 Oct 2013 12:30:36 GMT</pubDate>
			<author>fortressforever@gmail.com (Fortress Forever Team)</author>
			<guid>http://www.fortress-forever.com/news/109</guid>
		</item>
<item>
			<title>News: Steam&apos;s New Content System and FF</title>
			<description>If you try to launch Fortress Forever, you might be prompted to update Source SDK Base 2006 to Steam&apos;s new content system. Doing so will move some base Source engine files around (but not mess with your Fortress Forever at all). If you are not prompted, then you&apos;ll need to force your Source SDK Base 2006 to update in order to be able to connect to servers:&lt;br /&gt;
&lt;blockquote&gt;In Steam, go to Library, select Tools from the dropdown, find Source SDK Base 2006, right click it and go to Properties. In the properties window, go to the Local Files tab and click &quot;Verify Integrity of Tool Cache&quot;&lt;br /&gt;
&lt;br /&gt;
That should update you to the new Steampipe file system and then you should be able to connect to servers.&lt;/blockquote&gt;&lt;br /&gt;
For server owners, you now need to use &lt;a href=&quot;https://developer.valvesoftware.com/wiki/SteamCMD&quot; target=&quot;_blank&quot;&gt;SteamCMD&lt;/a&gt; to install the Source Dedicated Server files (appid 205). For a tutorial, see &lt;a href=&quot;http://www.fortress-forever.com/wiki/index.php?title=How_to_install_a_SRCDS&quot; target=&quot;_blank&quot;&gt;How to install a SRCDS&lt;/a&gt;. If you don&apos;t manually manage your server, you will need your server provider to update your game server to the new content system.&lt;br /&gt;
&lt;br /&gt;
For mappers, you might not be able to compile maps until you copy steam.dll from steamapps\common\Source SDK Base to steamapps\&amp;lt;username&amp;gt;\sourcesdk\bin\ep1\bin. Thanks to &lt;a href=&quot;http://forums.fortress-forever.com/member.php?u=18324&quot; target=&quot;_blank&quot;&gt;Uly&lt;/a&gt; for finding this fix.</description>
			<link>http://www.fortress-forever.com/news/108</link>
			<pubDate>Tue, 15 Oct 2013 21:56:00 GMT</pubDate>
			<author>fortressforever@gmail.com (Fortress Forever Team)</author>
			<guid>http://www.fortress-forever.com/news/108</guid>
		</item>
<item>
			<title>Dev. Journal: squeek.</title>
			<description>As discussed in &lt;a href=&quot;http://www.fortress-forever.com/forums/showthread.php?t=23912&quot; target=&quot;_blank&quot;&gt;a recent dev journal&lt;/a&gt;, a client-only bugfix patch (version 2.46.1) has been released using our new auto-updater. You should be prompted to update next time you load the game. Let me know if you have any trouble using it.&lt;br /&gt;
&lt;br /&gt;
Here is the changelog (&lt;a href=&quot;http://www.fortress-forever.com/changelogs/2.46&quot; target=&quot;_blank&quot;&gt;which can also be found on our changelogs page&lt;/a&gt;):&lt;br /&gt;
&lt;blockquote&gt;&lt;b&gt;Bug Fixes&lt;/b&gt;&lt;ul&gt;&lt;li&gt;Fixed a bug that made the team menu disappear if you joined a server and toggled the scoreboard while still looking at the MOTD&lt;br /&gt;
&lt;li&gt;Fixed cloak screen effect being drawn while in a slowfield instead of while cloaked&lt;br /&gt;
&lt;li&gt;Reverted cl_ragdolltime fix because it caused unexcepted problems; removed the cl_ragdolltime cvar temporarily&lt;br /&gt;
&lt;li&gt;Fixed first-person spectator view going insane if the player you&apos;re spectating dies while concussed&lt;/ul&gt;&lt;/blockquote&gt;&lt;br /&gt;
Also, for anyone that needs or just prefers it, here is an .exe installer for 2.46.1 (to patch from 2.46 to 2.46.1):&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://www.fortress-forever.com/files/246/FF_2.46.1_Patch.exe&quot; target=&quot;_blank&quot;&gt;http://www.fortress-forever.com/files/246/FF_2.46.1_Patch.exe&lt;/a&gt;&lt;/ul&gt;</description>
			<link>http://www.fortress-forever.com/dev-journals/230</link>
			<pubDate>Sun, 19 May 2013 01:31:26 GMT</pubDate>
			<author>fortressforever@gmail.com (squeek.)</author>
			<guid>http://www.fortress-forever.com/dev-journals/230</guid>
		</item>
<item>
			<title>Dev. Journal: squeek.</title>
			<description>Just wanted to write a quick little journal about some bugs found in 2.46 and what we plan to do about them. These are all client-side changes and therefore we are planning to release a client-only hotfix (2.46.1) using our newly implemented auto-updater as soon as we get all the bugs squashed.&lt;br /&gt;
&lt;ul&gt;&lt;br /&gt;
&lt;li&gt;&lt;b&gt;Bug&lt;/b&gt;: If you join a server and toggle the scoreboard before closing the MOTD, the team menu doesn&apos;t show up when you close the MOTD.&lt;br /&gt;
&lt;b&gt;Status&lt;/b&gt;: &lt;font color=&quot;green&quot;&gt;Fixed&lt;/font&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;li&gt;&lt;b&gt;Bug&lt;/b&gt;: While in a slowfield, the cloak screen effect gets incorrectly applied. While cloaked, the cloak screen effect is not applied.&lt;br /&gt;
&lt;b&gt;Status&lt;/b&gt;: &lt;font color=&quot;green&quot;&gt;Fixed&lt;/font&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;li&gt;&lt;b&gt;Bug&lt;/b&gt;: While first-person spectating someone that dies while concussed, your view goes absolutely insane in between them dying and them respawning.&lt;br /&gt;
&lt;b&gt;Status&lt;/b&gt;: &lt;font color=&quot;blue&quot;&gt;Working on a fix&lt;/font&gt;&lt;br /&gt;
&lt;/ul&gt;&lt;br /&gt;
In addition, the fixed cl_ragdolltime cvar has caused a few new bugs (CL_CopyExistingEntity errors and &quot;cl_ragdolltime 0&quot; spawning floating player models in the center of the map). Unfortunately, the fix for the CL_CopyExistingEntity errors is rather involved and will require some fairly significant changes in how ragdolls are handled. Therefore, we will rollback the cl_ragdolltime &quot;fix&quot; that was put in 2.46 (and temporarily remove the cvar since it will no longer work) and work on a more robust fix for the next patch.&lt;br /&gt;
&lt;br /&gt;
If you are aware of any other bugs in 2.46, let us know.</description>
			<link>http://www.fortress-forever.com/dev-journals/229</link>
			<pubDate>Mon, 13 May 2013 21:54:24 GMT</pubDate>
			<author>fortressforever@gmail.com (squeek.)</author>
			<guid>http://www.fortress-forever.com/dev-journals/229</guid>
		</item>
<item>
			<title>News: 2.46 Released!</title>
			<description>Bug fixes, bug fixes, bug fixes! This patch is long overdue, but it&apos;s finally here. Also, don&apos;t forget to vote for us on &lt;a href=&quot;http://steamcommunity.com/sharedfiles/filedetails/?id=121303449&quot; target=&quot;_blank&quot;&gt;Steam Greenlight&lt;/a&gt; if you haven&apos;t already.&lt;br /&gt;
&lt;br /&gt;
&lt;center&gt;&lt;a href=&quot;http://www.fortress-forever.com/changelogs/2.46&quot; target=&quot;_blank&quot;&gt;&lt;b&gt;&lt;font size=&quot;3&quot;&gt;2.46 Changelog&lt;/font&gt;&lt;/b&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://www.fortress-forever.com/public/246_preview/2.46_gibs.jpg&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://www.fortress-forever.com/public/246_preview/2.46_gibs_thumb.jpg&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;i&gt;New gib effect&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://www.fortress-forever.com/wiki/?title=Downloads&quot; target=&quot;_blank&quot;&gt;&lt;b&gt;&lt;font size=&quot;6&quot;&gt;Download&lt;/font&gt;&lt;/b&gt;&lt;/a&gt;&lt;br /&gt;
&lt;/center&gt;</description>
			<link>http://www.fortress-forever.com/news/107</link>
			<pubDate>Mon, 06 May 2013 13:43:37 GMT</pubDate>
			<author>fortressforever@gmail.com (Fortress Forever Team)</author>
			<guid>http://www.fortress-forever.com/news/107</guid>
		</item>
<item>
			<title>News: FF on Greenlight</title>
			<description>&lt;center&gt;&lt;a href=&quot;http://steamcommunity.com/sharedfiles/filedetails/?id=121303449&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://www.fortress-forever.com/public/greenlight-banner.jpg&quot;&gt;&lt;/a&gt;&lt;/center&gt;&lt;br /&gt;
First of all, at long last, &lt;a href=&quot;http://steamcommunity.com/sharedfiles/filedetails/?id=121303449&quot; target=&quot;_blank&quot;&gt;Fortress Forever has been submitted to Steam Greenlight&lt;/a&gt; (read &lt;a href=&quot;http://steamcommunity.com/workshop/about/?appid=765§ion=faq&quot; target=&quot;_blank&quot;&gt;about Steam Greenlight&lt;/a&gt;). If FF gets Greenlit, you would be able to install and update Fortress Forever through Steam like you would a commercial game. Because Fortress Forever is still being actively developed, this is actually a big deal. It would both make it easier for players to install and update the game and easier for us to release updates.&lt;br /&gt;
&lt;br /&gt;
Please feel free to encourage your friends to vote for FF on Greenlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, a new bug fix patch will be coming soon (with many fixes relating to spectating). Be on the look out.</description>
			<link>http://www.fortress-forever.com/news/106</link>
			<pubDate>Sun, 20 Jan 2013 09:46:00 GMT</pubDate>
			<author>fortressforever@gmail.com (Fortress Forever Team)</author>
			<guid>http://www.fortress-forever.com/news/106</guid>
		</item>
<item>
			<title>News: 2.45 Released!</title>
			<description>It has been nearly a year since the last patch, but we&apos;re still alive and kicking. This update brings some much needed/long-awaited changes (new class selection screen) as well as bug fixes, balance tweaks, and a large amount of added Lua scripting functionality.&lt;br /&gt;
&lt;br /&gt;
&lt;center&gt;&lt;a href=&quot;http://www.fortress-forever.com/changelogs/2.45&quot; target=&quot;_blank&quot;&gt;&lt;b&gt;&lt;font size=&quot;3&quot;&gt;2.45 Changelog&lt;/font&gt;&lt;/b&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://www.fortress-forever.com/public/245_preview/sg_engi.jpg&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://www.fortress-forever.com/public/245_preview/sg_engi_thumb.jpg&quot;&gt;&lt;/a&gt; &lt;a href=&quot;http://www.fortress-forever.com/public/245_preview/class_select.jpg&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://www.fortress-forever.com/public/245_preview/class_select_thumb.jpg&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.fortress-forever.com/public/245_preview/laser_gren.jpg&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://www.fortress-forever.com/public/245_preview/laser_gren_thumb.jpg&quot;&gt;&lt;/a&gt; &lt;a href=&quot;http://www.fortress-forever.com/public/245_preview/overpressure.jpg&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://www.fortress-forever.com/public/245_preview/overpressure_thumb.jpg&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://www.fortress-forever.com/wiki/?title=Downloads&quot; target=&quot;_blank&quot;&gt;&lt;b&gt;&lt;font size=&quot;6&quot;&gt;Download&lt;/font&gt;&lt;/b&gt;&lt;/a&gt;&lt;br /&gt;
&lt;/center&gt;</description>
			<link>http://www.fortress-forever.com/news/105</link>
			<pubDate>Sun, 09 Dec 2012 06:57:30 GMT</pubDate>
			<author>fortressforever@gmail.com (Fortress Forever Team)</author>
			<guid>http://www.fortress-forever.com/news/105</guid>
		</item>
<item>
			<title>News: 5th Anniversary</title>
			<description>Fortress Forever was released &lt;a href=&quot;http://www.fortress-forever.com/changelogs/1.0&quot; target=&quot;_blank&quot;&gt;5 years ago to the day&lt;/a&gt;. This post is way overdue, but I want to take some time to thank everyone that has helped FF over the years.&lt;br /&gt;
&lt;br /&gt;
&lt;ul&gt;&lt;br /&gt;
&lt;li&gt;A gigantic thanks to all the developers that came and left before I joined the team. Seriously, I don&apos;t think I can possibly express the gratitude they deserve. The scope of this mod is truly unbelievable and they did an amazing job.&lt;br /&gt;
&lt;li&gt;Thank you to AfterShock, GreenMushy, Dexter, caesium, Crazycarl, Elmo, and all the rest of the current dev team for sticking with the game through some bleak times&lt;br /&gt;
&lt;li&gt;Thank you to Bully for providing us with fantastic voiceover work (announcer and training voiceover). Sorry if we didn&apos;t show enough appreciation, your contributions have been invaluable.&lt;br /&gt;
&lt;li&gt;Special thanks to anyone that has stuck with the game since 1.0&lt;br /&gt;
&lt;li&gt;Thank you to everyone that has helped populate public servers all this time&lt;br /&gt;
&lt;li&gt;Thank you to anyone that has hosted a FF server&lt;br /&gt;
&lt;li&gt;Thank you to Scuzzy and the O-T clan. No matter your opinion on them, they have supported the game since before release and have helped FF countless times over the years (running the FF beta server, hosting the website for a time, etc, etc).&lt;br /&gt;
&lt;li&gt;Thank you to []Zer0 and infy for supporting #ff.pickup and helping it survive all these years (and everyone that has hosted a server for #ff.pickup)&lt;br /&gt;
&lt;li&gt;Thank you to Dr.Satan and PoC/marxist for running successful seasons of UGC&lt;br /&gt;
&lt;li&gt;Thank you to everyone that has stuck with #ff.pickup since it started (the_cake, rodox, Hoopajoo, hadeZ, SiSCoS, GreenMushy, exoskeletaL, WATER, VinnyTheBoss, R00Kie [come back!], BananaHammock) and to everyone that has played in pickups over the years&lt;br /&gt;
&lt;li&gt;Thank you to everyone that played in the Quakenet #ff.pickup channel before the channels merged (sadly, I&apos;m not as familiar with these players)&lt;br /&gt;
&lt;li&gt;Thank you to anyone that has helped promote FF in any way&lt;br /&gt;
&lt;li&gt;Thank you to ryu^ for making Fortress Forever - The Movie&lt;br /&gt;
&lt;li&gt;Thank you to anyone that has made a FF video (off the top of my head: 1337CaLeB, FDA, Lateralols [POTMs], SiSCoS, Hoopajoo, caesium, ryu^, Mase)&lt;br /&gt;
&lt;li&gt;Thank you to Jiggles and Dr.Evil for helping me out with code edits while I was on the beta team&lt;br /&gt;
&lt;li&gt;Thank you to NeoNL, R00Kie, and nine` for being the nicest and most helpful people of all time&lt;br /&gt;
&lt;li&gt;Thank you to the_cake and rodox for being tremendous helps while beta testing and giving valuable feedback&lt;br /&gt;
&lt;li&gt;Thank you to all current and past beta team members (2.1 beta testing was the most fun I&apos;ve ever had playing FF; those epic rounds of hunted were amazing)&lt;br /&gt;
&lt;li&gt;Thank you to anyone that has made a map for FF (of particular note: zE)&lt;br /&gt;
&lt;li&gt;Thank you to anyone that has made custom models/textures/HUD elements/etc for FF (of particular note: Jester)&lt;br /&gt;
&lt;li&gt;And finally, thank you to anyone that has done so much as played and enjoyed Fortress Forever in the past 5 years&lt;br /&gt;
&lt;/ul&gt;&lt;br /&gt;
&lt;br /&gt;
We&apos;ve come a long way, but we still have a long way to go. I hope you&apos;ll continue to support the mod in any way you can. It means a lot.</description>
			<link>http://www.fortress-forever.com/news/104</link>
			<pubDate>Thu, 13 Sep 2012 15:39:47 GMT</pubDate>
			<author>fortressforever@gmail.com (squeek.)</author>
			<guid>http://www.fortress-forever.com/news/104</guid>
		</item>
<item>
			<title>Dev. Journal: squeek.</title>
			<description>As &lt;a href=&quot;http://forums.fortress-forever.com/project.php?issueid=395&quot; target=&quot;_blank&quot;&gt;KubeDawg suggested&lt;/a&gt;, since we probably won&apos;t get Steamworks support, including our own auto-updater would be nice. I&apos;ve been looking into doing just that over the past few days and might have found something that could work. Here is a quick test of a dummy update:&lt;br /&gt;
&lt;br /&gt;
&lt;object width=&quot;425&quot; height=&quot;349&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/RtetgM9qlNM&amp;hl=en&amp;fs=1&amp;color1=0x3a3a3a&amp;color2=0x999999&amp;border=1&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;/param&gt;&lt;embed src=&quot;http://www.youtube.com/v/RtetgM9qlNM&amp;hl=en&amp;fs=1&amp;color1=0x3a3a3a&amp;color2=0x999999&amp;border=1&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot; width=&quot;425&quot; height=&quot;349&quot;&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;
&lt;br /&gt;
This is using &lt;a href=&quot;http://wyday.com/wyupdate/&quot; target=&quot;_blank&quot;&gt;wyUpdate&lt;/a&gt;, a free, open-source auto-updater. However, the program used to create the actual updates (the development team side of things) is not free. Each license is $86, which we might need only 1 of, but I&apos;m not sure yet.&lt;br /&gt;
&lt;br /&gt;
For now, I&apos;ll continue looking to see if there are other options, but I just wanted to share that it definitely seems possible.</description>
			<link>http://www.fortress-forever.com/dev-journals/228</link>
			<pubDate>Tue, 26 Jun 2012 16:13:19 GMT</pubDate>
			<author>fortressforever@gmail.com (squeek.)</author>
			<guid>http://www.fortress-forever.com/dev-journals/228</guid>
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<item>
			<title>News: The Steamworks Situation</title>
			<description>&lt;a href=&quot;http://www.steampowered.com/steamworks/&quot; target=&quot;_blank&quot;&gt;Steamworks&lt;/a&gt; is an API intended to help with developing and publishing a game or mod. If Valve gives you access, it means that your game/mod will be distributed by Steam and will have access to features like achievements and matchmaking, among other things. Essentially, though, if we were granted access, it&apos;d mean you could update or install Fortress Forever using Steam just as you would update or install a commercial Valve title. Unfortunately, Valve never contacted us about being included when they were inviting &lt;a href=&quot;https://developer.valvesoftware.com/wiki/Steamworks#Mods&quot; target=&quot;_blank&quot;&gt;other Source mods&lt;/a&gt; to be part of the program.&lt;br /&gt;
&lt;br /&gt;
After a lot of uncertainty surrounding the issue, we now have something definitive. This is the last correspondence with Valve we have had regarding Steamworks. I replied and asked for some clarification but have gotten no response.&lt;br /&gt;
&lt;br /&gt;
&lt;blockquote&gt;&lt;span class=&quot;quotehead&quot;&gt;Originally posted by &lt;strong&gt;Valve&lt;/strong&gt;&lt;/span&gt;Thank you for submitting “Fortress Forever” for potential Steam distribution.  We have taken a look at the information provided and determined that Steam is not a good fit for distribution.  It is our company policy not to provide specific feedback on a submission but we would like you to consider Steam distribution for your future products.&lt;/blockquote&gt;&lt;br /&gt;
The way I see it, this can mean one of a few things:&lt;br /&gt;
&lt;ol&gt;&lt;li&gt;&lt;i&gt;&lt;b&gt;Fortress Forever is ineligible for Steamworks for some specific reason&lt;/b&gt;&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
Reasons could include things like:&lt;br /&gt;
&lt;ul&gt;&lt;br /&gt;
&lt;li&gt;We need to be on the 2007 engine to be eligible for Steamworks support&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;I don&apos;t believe this is a requirement for Steamworks, as I think a mod has gotten Steamworks support while on the 2006 engine&lt;/ul&gt;&lt;br /&gt;
&lt;li&gt;We are not popular/established enough to be eligible for Steamworks support&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;If the mods that have received Steamworks support are any indication, this (hopefully) shouldn&apos;t apply to Fortress Forever. We&apos;ve been actively developing the game for almost 5 years and have maintained a small but loyal playerbase&lt;/ul&gt;&lt;br /&gt;
&lt;/ul&gt;Whatever the reason, though, it seems like if there is some requirement that we do not meet, then it&apos;d be nothing but beneficial for them to let us know what that is so that we could work on those specific aspects and re-apply. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;li&gt;&lt;i&gt;&lt;b&gt;Valve has some sort of grudge against this mod specifically and/or doesn&apos;t want it to &quot;compete&quot; with TF2&lt;/b&gt;&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
While this would make for a good pity party/movie plot, I don&apos;t think there is any evidence to support this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;li&gt;&lt;i&gt;&lt;b&gt;Valve is moving away from supporting mods in general&lt;/b&gt;&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, I think this is the most likely answer. Mod support from Valve has been getting increasingly small over the past years. Here&apos;s a select few things that point to this:&lt;br /&gt;
&lt;ul&gt;&lt;br /&gt;
&lt;li&gt;Zero mods have received Steamworks support since around 2009&lt;br /&gt;
&lt;li&gt;When using Create a Mod in Source SDK to create a 2007 (OB) engine mod, it gives you source code that &lt;a href=&quot;https://developer.valvesoftware.com/wiki/Source_SDK_missing_files&quot; target=&quot;_blank&quot;&gt;&lt;i&gt;doesn&apos;t compile&lt;/i&gt; because it is missing files&lt;/a&gt;. This has been the case for a while and has not been fixed&lt;br /&gt;
&lt;li&gt;The 2009 engine update has not received mod support (the Portal 2 engine with Mac support); it seems likely at this point that it never will&lt;br /&gt;
&lt;li&gt;Mods are somewhat buried in the Steam store (as a &quot;fun&quot; game, try to find Fortress Forever&apos;s Steam store listing without searching for it directly), and the Steamworks mods have been removed from the Library tab if they are not installed&lt;br /&gt;
&lt;li&gt;The &lt;a href=&quot;https://list.valvesoftware.com/mailman/listinfo/hlcoders&quot; target=&quot;_blank&quot;&gt;hlcoders mailing list&lt;/a&gt;, where you used to be able to get responses from Valve employees about Source mod programming, has been almost entirely abandoned by Valve&lt;br /&gt;
&lt;/ul&gt;&lt;/ol&gt;&lt;br /&gt;
Essentially, this boils down to the fact that we probably won&apos;t be getting Steamworks support. However, Steamworks support isn&apos;t as big of a  deal as it once was and is more likely to get worse for mods over time  (due to #3 above) rather than better. It seems unclear at this point if  getting on Steamworks would even increase FF&apos;s visibility in the Steam UI.&lt;br /&gt;
&lt;br /&gt;
I&apos;d love to be proven wrong and see Valve release updated tools and a new mod-supported engine version. In the meantime, though, we&apos;ll keep plugging away at improving Fortress Forever. With Steamworks no longer in the picture, we must make our own way forward, meaning that community support is as necessary as it&apos;s ever been. If you&apos;d like to help us out with anything, let us know on the &lt;a href=&quot;http://forums.fortress-forever.com/index.php&quot; target=&quot;_blank&quot;&gt;forums&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
Also, be on the look out for a new patch in the near future (give or take a few &lt;a href=&quot;https://developer.valvesoftware.com/wiki/Valve_Time&quot; target=&quot;_blank&quot;&gt;soon&lt;/a&gt;&apos;s).</description>
			<link>http://www.fortress-forever.com/news/103</link>
			<pubDate>Thu, 21 Jun 2012 18:12:47 GMT</pubDate>
			<author>fortressforever@gmail.com (squeek.)</author>
			<guid>http://www.fortress-forever.com/news/103</guid>
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