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fortress forever released
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Saint Thoth
Site Admin
Joined: Tue Feb 20, 2007 12:50 am Posts: 1415
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Yes, that was me... My 4th hour of FF that day I think... This is getting dangerous. >_>
I use the charged railgun to take down a sniper around the corner today, was funny - all I had to do was aim at his dot!
_________________
"The world is full of fools and faint hearts; and yet everyone has courage enough to bear the misfortunes, and wisdom enough to manage the affairs, of his neighbor." - Benjamin Franklin
Thothie
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Fri Sep 21, 2007 6:18 pm |
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Saint Thoth
Site Admin
Joined: Tue Feb 20, 2007 12:50 am Posts: 1415
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FF 1.1 is out... They fixed most of the critical issues, but did some bad stuffz too, IMO.
The good:
- Mic icons working
- Hunted and Bodyguard’s teams communication linked (still no %l locations though)
- Bunch of other minor bugs fixed
The bad:
- Medic infection no longer spreads
- HWG nerfed to TF2 level and beyond (slow + spinup + overheat)
They removed the medic contagion for the same reason they nerfed the HWG (“It griefs players”) – which, basically means, the team is taking the same dark road that lead to the hell that is TF2 (midas well remove grenades on the basis that spam grieves players while yer at it, and make teammates no-clip to each other so they can’t push each other about/ use any real team play tactic). Hopefully they turn back by 1.2 – I feel partly responsible pushing them to get the patch out.
Actual changelog:
I love this mod, it really does capture everything that was wonderful about TFC and makes it better. It’s been a long time since I’ve had that warm goey feeling you get with the mad-max TFC medic – bloody thing’s a turbo-charged killing machine. Also seeing, real, honest to goodness TFC teamwork for the first time in like half a decade just brings a tear to my eye.
_________________
"Life is all about A$$... Either you are covering it, kicking it, kissing it, or trying to get it."
Thothie
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Tue Nov 06, 2007 1:07 am |
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fixxor
Joined: Mon Feb 19, 2007 3:25 pm Posts: 483 Location: socal
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They needed to nerf the hw a bit, the medic infection spread is kinda.. odd. Installed the update but have yet to try it.
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Tue Nov 06, 2007 6:20 am |
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effDefender
Jigglyroom Admin
Joined: Tue Feb 20, 2007 12:44 pm Posts: 289 Location: Los Angeles County
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Wtf?
It grief's players? It only griefs ENEMY players -- and isn't that the fucking point?
"Uh oh, someone's running towards our flag and I'm a medic on offense. (Touch) Ah, that will save the flag, the poor bastard."
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Tue Nov 06, 2007 11:16 am |
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Saint Thoth
Site Admin
Joined: Tue Feb 20, 2007 12:50 am Posts: 1415
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That would still work, actually... It just doesn't spread to his fellow teammates by touch.
I think they were on about the occasional llama who goes about deliberately spreading his infection to teammates and/or just keeps walking into the spawn to re-supply, not caring that he's infected (too many TF2 players have gotten into the habit of fearing death, maybe.)
But yeah, it's a bum move. Doesn’t bother me in itself, so much as the precedent it sets – removing key game play aspects because llamas may abuse them or because they annoy certain players is the philosophy that lead to the hell that is TF2. Like I said, midas well remove grenades cuz people don’t like spam, and the ability to launch teammates.
Besides, countering the plague with the a team medic was always fun, and a good way to wrack up massive amounts of free points.
_________________
"Wielding the Raygun Finger of Unrelenting Humiliation in a zeal-fevered studlust of territorial sexhurt domination!!" - Subgenius Bob Dobb's Pamphlet
Thothie
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Tue Nov 06, 2007 9:46 pm |
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Hooray_Yogurt
Joined: Tue Feb 20, 2007 9:35 pm Posts: 522
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Your logic here seems to be so incredibly in line with my own, I have to wonder why you try to keep me inside the maps.
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Tue Nov 06, 2007 10:14 pm |
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Saint Thoth
Site Admin
Joined: Tue Feb 20, 2007 12:50 am Posts: 1415
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Same reason I ban llama's who deliberately team infect.
Infecting the enemy / curing your teammates is a legitimate aspect of gameplay in TFC. /stucking out of the map is not a legitimate aspect of gameplay in any game.
…but of course, you know that.
_________________
"You're the disease; cure me." - Graffiti on wall, Gun Grave
Thothie
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Tue Nov 06, 2007 10:36 pm |
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fixxor
Joined: Mon Feb 19, 2007 3:25 pm Posts: 483 Location: socal
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They could just make it if the teammate goes into spawn it doesnt infect teammates at all, and you cant get health either. You just sit there and die.
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Wed Nov 07, 2007 8:57 am |
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TheDoc
Joined: Mon Feb 19, 2007 8:51 pm Posts: 1011 Location: Texas
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That would defeat the purpose of aids, it's supposed to spread, and the respawn is the best place to spread it, much like the rest stops in california.
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Wed Nov 07, 2007 12:21 pm |
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Hooray_Yogurt
Joined: Tue Feb 20, 2007 9:35 pm Posts: 522
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Until the map makers fix their maps I can only disagree with you
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Wed Nov 07, 2007 7:58 pm |
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effDefender
Jigglyroom Admin
Joined: Tue Feb 20, 2007 12:44 pm Posts: 289 Location: Los Angeles County
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I'd agree with you Yogurt, except that I believe that /stuck is a mod, isn't it?
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Wed Nov 07, 2007 10:38 pm |
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Hooray_Yogurt
Joined: Tue Feb 20, 2007 9:35 pm Posts: 522
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A mod that has been around forever and incorporated into every mainstream server (case in point the mod free jiggly room). The developers are aware of it and have not yet removed the ability to /stuck out. Add to this the fact that thoth can prevent me from using most of them and you have no excuse on behalf of the developers to have not fixed it. Thus they are in there intentionally.
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Wed Nov 07, 2007 11:11 pm |
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Saint Thoth
Site Admin
Joined: Tue Feb 20, 2007 12:50 am Posts: 1415
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The mod is designed in such a way that the developers CAN'T prevent you from /stucking out without MAJOR map restructuring that would impact game performance. In addition, there are so many different /stuck plugins, that there's no way for the developers to simply block the plugin itself. The developers said they would work up their own /stuck plugin at one point, but as with all things, they instead opted to concentrate on things there’s no existing fix for, as per their usual policy.
I’ve been involved in enough half-life modding to know how frustrating it is to run into something like that. >_> (Effing AMX scripters sploiting our MSC maps and inventory all the effing time. You can‘t tell me that spawning yourself “The Sword of a Thousand Truths”, or what not, via a long existing plugin isn‘t cheating either.)
Outside of the map = outside of the game / out of bounds / CHEATING; team penalty, 50 yards. If you were supposed to be there, there’d be something to look at besides sky box and null brushes.
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Thu Nov 08, 2007 3:12 am |
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spellman23
Joined: Wed May 30, 2007 10:48 am Posts: 70
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yeah.
Most mappers nowadays tend to account for the /stuck hack with sufficiently thick walls, but somehow the jerks find a way out of the map.
Also, /stuck is a standard issue in the AmxModx plugin load out if I remember correctly. Still, accounting for it can be a pain, but why crazy people actually take time to figure crap like this out is beyond me.
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Thu Nov 08, 2007 3:43 pm |
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Hooray_Yogurt
Joined: Tue Feb 20, 2007 9:35 pm Posts: 522
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In said case how were you able to block me without restructuring the maps? With your work I didn't even need to re-download the map. Why don't you submit your fixes to the developers if its a feat of map making that they are unable to accomplish?
On a side note. Every /stuck point deals with corners, thin walls, holes in walls or some combination of the aforementioned. It's not magic getting outside it's just a keen eye and a sense of adventure.
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Thu Nov 08, 2007 8:28 pm |
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