Changelog

From Fortress Forever Wiki
Revision as of 09:27, 30 December 2007 by Mirvinmonkey-3 (talk | contribs) (New page: ==1.11 (15 November 2007)== * Added blur effect option to menu * Added some missing map files * Fixed waterpolo Lua script * Reduced AC spinup * Fixed AC firing huge salvo * Reverted acci...)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

1.11 (15 November 2007)

  • 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

1.1 (31 October 2007)

  • Fixed buildable_ondamage and player_ondamage script callbacks.
  • Fixed kPlayers flag for lua entity collection.
  • Fixed normal explosion sound being played on top of buildable explosion sound.
  • Fixed player_spawn callback getting called every time a player executes /kill.
  • Fixed suicide logic from running when player is already dead.
  • Fixed score overflow at 32k by increasing size of networked score variable.
  • Fixed missing voice hud icons.
  • Fixed player:AddHealth function so it returns expected value. This fixes bug where you can pick up all ammo and armor bags if you weren't full health.
  • Fixed display is + negative fort points(ie + -100)
  • Fixed voice column to show chat on/off icons for other teams.
  • Fixed # leaving off the rest of the string in chat messages if not matched to a localized string.
  • Fixed disguise "enemy" to choose a random enemy team.
  • Fixed infection/heal sound to play at appropriate times.
  • Fixed kill/death messages not showing/tracking.
  • Fixed tickrate 66 clamp.
  • Fixed death view slant.
  • Fixed %l displaying wrong team.
  • Fixed medkit hit/infection sounds to play properly.
  • Fixed sentrygun not being able to retarget closer targets
  • Fixed sentrygun to favor all visible players over buildables(if they got a player as a target they will not target a buildable, regardless of distance)
  • Added lua callbacks for player_connected & player_disconnected
  • Added lua SetDamageForce for damageinfo
  • Added DamageInfo:ScaleDamage function, exposed to lua
  • Added player_onkill callback for player suicide so scripts can reject it(implemented in ff_hunted)
  • Added DropToFloor() lua function that takes a base entity.
  • Added client side spawn weapon cvars to control what weapon you equip on spawn.
  • Added small spinup to AC so it no longer shoots immediately(and no heat buildup during spinup)
  • Added buildable & grenade flags to the base trigger class & .fgd
  • Added a progress bar to spy disguising.
  • Changed to no blood shooting disguised teammates when ff is off.
  • Changed AC to reduce HW speed when firing(and not dependent on charge level).
  • Changed grenade and pipe damage radius up a bit
  • Changed water exiting push force up a bit.
  • Changed decals not to draw on players & buildables. Pretty certain this accounted for a majority of client crashes.
  • Changed a bunch cvars people were using as cheats to cheat.
  • Changed backpacks to non solid to fix them from blocking doors/elevators.
  • Changed messagemode and messagemode2 binding to support auto starting the chat message. Ie, bind p "messagemode ^2" will begin the chat mode with ^2 already in the chat box.

Spawn Weapon Cvars

  • cl_spawnweapon_scout - default nailgun
  • cl_spawnweapon_sniper - default sniperrifle
  • cl_spawnweapon_soldier - default rpg
  • cl_spawnweapon_demoman - default grenadelauncher
  • cl_spawnweapon_medic - default supernailgun
  • cl_spawnweapon_hwguy - default assaultcannon
  • cl_spawnweapon_pyro - default flamethrower
  • cl_spawnweapon_engineer - default railgun
  • cl_spawnweapon_spy - default tranq
  • cl_spawnweapon_civilian - default tommygun

Valid options are: crowbar, medkit, knife, spanner, shotgun, supershotgun, nailgun, supernailgun, grenadelauncher, rpg, sniperrifle, railgun, flamethrower, assaultcannon, autorifle, tranq, pipelauncher, ic, tommygun, deploysentrygun, deploydispenser, deploydetpack, tommygun, umbrella

New chat macros

  • %d - disguise team and class
  • %i - name of last person in crosshairs
  • %sh - sentry health
  • %sa - sentry ammo
  • %sv - sentry level
  • %sl - sentry location
  • %dh - dispenser health
  • %da - dispenser ammo
  • %dl - dispenser location
  • %pf - detpack fuse time
  • %pl - detpack location

Added ^# color markup for chat messages.

  • ^0 - ORANGE
  • ^1 - BLUE
  • ^2 - RED
  • ^3 - YELLOW
  • ^4 - GREEN
  • ^5 - WHITE
  • ^6 - BLACK
  • ^7 - GREY
  • ^8 - MAGENTA
  • ^9 - CYAN
  • ^ - terminates last color

Disable with cl_chat_colorize 0 cl_chat_color_default sets default chat message color(defaults to current orange). it's a string, and takes an RGB, so e.g. cl_chat_color_default "255 170 0"

1.0 (13 September 2007)

First release.