New Project Lead: AfterShock

Posted 1 decade ago by Fortress Forever Team
Greetings Fortress Fans! I am delighted to say that I (AfterShock) have taken over the project lead position, following in the footsteps of Schtoofa and Phish.

Having enjoyed the relative quiet that followed the mod's release, I am now back hungering for more fortress action. Here's some of the stuff we will be focusing on in the next month or two:

  • Squashing more bugs. Jiggles has already started fixing some nice major ones, DrEvil and Mulchman are still going strong.
  • Increasing bunny hop cap back to 108%. Upwards trimping looked at.
  • Grenade throw speed slightly higher.
  • More community-facing interaction. We're going to keep you up to date on the latest goings on, and ideas being kicked around. I want to include the community in dev decisions as much as possible. I'll be frequenting IRC, the forums, and servers.
  • Updated website. Much of the site is out of date and will be updated.
  • Improved visuals: to make models easier to see, including SGs, grenades, player models etc. Possibility of removing motion blurs, improving conc visuals etc as options.
  • Continued innovation. There is still much to improve on - Watch out for Dev I+S threads over the next few weeks. To give you a taster of what we'll be discussing over the next few weeks:

    • Scout - replacement for radar
    • Sniper - Enabling him to work inside the base, not just in the mid-map.
    • Soldier - Nail grenade changes / combo's with weapons
    • Demoman - Improving blue grenade launcher
    • Pyro - Reaching burn 3 without napalm nades
    • Spy - Improving backstabs, the gas grenade, sabotage user-friendliness

  • Helping new players. The manual and training videos are almost complete.
  • Official servers to provide a base for the community (passworded clan server), a place to learn how to play (help the newbies server) and possibly others such as funmaps, skill servers etc. We'll need a fair amount of admins for this.
  • End of game stats / awards
  • Increasing FPS and decreasing loading times
  • Patch 2.0 with all the changes synchronised with a big PR campaign, advertising on Steam.
  • Recruitment: We'll need a few more guys to help fill out the dev team, not only for development but for PR, leagues, website updating and more. I'll post more on the positions available when they come up.
  • New maps: We want to finish 2fort of course, but also schtop and openfire converts. Funmaps and skillmaps are also needed. If you're interested in doing any of these, get in touch.

I'll be leading by example, coding/writing as much as I can, whilst listening and keeping up to date as to what the community wants.

See you on the forums & servers!

Discuss on the forums →


Posted 1 decade ago by Fortress Forever Team
Hey, here's a wiki: click me!

It might not be the most up to date document but here it is. Thanks to mirvin_monkey for making it public.
Discuss on the forums →

Fortress Forever 1.11 is out!

Posted 1 decade ago by Fortress Forever Team
Hi folks, version 1.11 is out. This is a small patch to address some issues found in 1.1. You will need to have version 1.1 already (ie. this patch is incremental).

If you're a CrosuS user simply click this text here to get the latest version (doesn't matter what version you currently have). Don't have CrosuS? Click here! If you're not a CrosuS user then you'll have to download from our amazing selection of mirrors listed below. (If you can mirror the file please do so and let us know the url!)

Please make sure to back up your scripts or any content that could get lost should files be overwritten!


  • 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

Amazing Selection of Mirrors:


  • This is an incremental update - you need 1.1 (or just go through CrosuS by clicking here)
  • Backup any scripts/configs/anything you'd be upset to lose (just to be safe)
  • It's named 1.11 to try and trick you all! See, that's 1.1 with an extra 1!
  • A huge thanks to DrEvil for making this patch possible
Discuss on the forums →

Fortress Forever 1.1 is out!

Posted 1 decade ago by Fortress Forever Team
The 1.1 patch is out!

Edited in note:
1. Be sure to back up any configs you have as they'll get overwritten it seems!
2. We accidentally added a handful of incomplete maps. Most of them aren't even playable or up to date; they were included by mistake. I.e. if the map wasn't in the initial release, don't run it on your server unless you want to empty it.

We recommend downloading it through CrosuS - if you have CrosuS then click here!. Don't have CrosuS? Click here!

Otherwise there is a full 597 MB version or an 87 MB version to take you from 1.0 to 1.1:

Incremental (1.0 to 1.1):


Mirrors will be added as they become available.
Discuss on the forums →

1.1 Patch Imminent

Posted 1 decade ago by Fortress Forever Team
Just a heads up that the 1.1 patch is about to come out - like tonight (Wednesday) PST or tomorrow morning (Thursday) PST.

We're planning to primarily release through CrosuS (click this text to go to the site) with torrents as well. CrosuS is similar to STEAM - here's a blurb from the site:

CrosuS is a complete game management system. It provides a central download and update mechanism for an ever-expanding list of games and mods, plus it displays a browsable list of games along with screenshots, descriptions, user ratings and comments to help you find new things to play. In addition to the download features, CrosuS also contains a built-in IRC chat client to help find other players to talk to, it contains a news notification system to keep you updated on Isotx or game developments, and we're planning to host some game tournaments through CrosuS.

Our vision for CrosuS is for it to become a community-driven tool. We allow users add mods to CrosuS themselves so that content appears quickly, and reflects what the gaming community want, we're working on a matchmaking system to help schedule games, and we're working on integrating more of these items into the Hive website.

Through CrosuS you'll be able to easily update your 1.0 version of Fortress Forever to 1.1 by only downloading the files that have changed (and all with the click of one button).

DrEvil says:
Why are we using Crosus?

There is a lot to gain by having the ability to provide small incremental updates to the game, especially for a small team. Had we released 1.0 on CrosuS we could have been rolling out more frequent updates all this time. The 'release early and often' concept is very difficult to pull off on a small team. Alot of effort goes into just the packaging and uploading of distributable content, finding mirrors, etc. CrosuS saves time on the developer and user side.

We'll also have a full 1.1 .zip file (597 MB) and a 1.0->1.1 incremental .zip file (87.1 MB) available via .torrent from the start.

If you would like to host a mirror please let us know somehow.
Discuss on the forums →