
DEVELOPMENT BLOG
RECENT TWEETS
Tweets From OpenFortressRevision 18
OF Team | August 11, 2023
[System]
- With this update comes the removal of native linux client support
- We highly reccomend the usage of proton, the usage of which you can get help for in our Discord's support channel
- Server binaries remain, and will remain, supported
[Fixes]
- Fixed weapon data reading error message not using the schema name
- Fixed typo in Saw Balista code causing it to not do damage
- Fixed localisation file having certain strings and characters messed up
- Fixed localisation strings cutting off early
- Fixed loads of crash-after-crash bugs
- Fixed a race condition with curl
- Fixed a crash that could happen when changing settings
- Fixed a delay that could happen during re-launch
- Misc stability improvements
- Fixed duel shield collision model
[Maps]
Added dm_murano_dev
Updated dm_roughshod_dev
- Reworked the full HP room to be laid out less awkwardly
- Swapped the grenade launcher and railgun spawns
- Widened many doorways
- Replaced the broken lift with a func_plat
- Added a mapdata file
Updated mctf_obzen_dev
- Added jump pads to the sides of the bridge on mid
- Modified lighting
- Modified jump pad triggers
Updated dm_marine_dev
- Moved the shield spawn to the old full ammo spawn
- Replaced the old shield spawn with 3 pills
- Added some pills below the new shield spawn
- Made the kritz spawn easier to get out of
- Changed the small HP next to the upper shotgun spawn to a medium one
- Changed the small HP next to the upper tommygun to a medium one
Updated dm_aerowalk_dev
- Rebuilt the map from the ground up
Partial dm_trisect_dev artpass
Updated dm_fotia_dev
Updated dm_angeles_dev
Updated mctf_angeles_dev
[Visuals]
- Updated Gatling gun texure
- Fixed pistol eject brass being misplaced
[Cosmetics]
- Added Welder mask
- Added the Deconstruction Worker (TFC Engie helmet)
[Mapping]
- Mercenary class added to info_player_teamspawn spawnflags
- Added 'tf' tags to various dev textures that didn't have them
Revision 17, Hotfixes!
OF Team | July 31, 2023
[System]
- Updated how Third person is handled to no longer Break angles in some scenarios
- Updated DM sound cues to also play in objective Merc modes
[Crashes]
- Fixed game freeze during load times when the game is reopening itself
- Fixed null pointer crash related to missing Local player when playing announcer sounds
- Fixed Announcer entity not clearing itself from memory after deletion
- Fixed saw ballista not hitting the shooter in team modes
- Fixed null pointer crash related to bots in CTF
- Fixed null pointer crash related to the DM Rocketlauncher act table
[Fixes]
- Fixed certain systems experiencing Assert messages
- Lessened reloading of the main menu video, improving stability
- Fixed capture point hud having missing textures for upwards captured capture points
- Fixed capture point text being white regardless of background
- Fixed forced class switches in Escort or Infection not factoring in class limits
- Fixed arsenal resupply not properly reselecting your weapons
- Fixed the player movement freeze being the opposite of the winscreen ratio setting
[Visuals]
- Reordered DM Pistol sequences to better support older mods
- Replaced the old melee kill voiceline with a cool new one
(consider this a small sample of whats to come)
[Cosmetics]
- Added a new style for the long-sleeved default shirt: Camoless
[Maps]
- Updated Painhouse
- Removed
"_dev"
suffix - Improved performance
- Added map info images
- Added spectator camera spots
- Removed
ATTENTION, HIRED GUNS!
OF Team | July 31, 2023

Calling all mercenaries! The eggheads over at R&D have been looking for new ways to expand our horizons, all in order to best demonstrate our firepower on all fronts both physical and digital, and to let the criminal underworld know this: We. Mean. Business. Long story short, we just discovered this new-fangled "YouTube" thing, and by then it had occurred to us that we now have the technology to show off some of our strongest mercenaries we've got to offer! While at the same time, catching instances of goons goofing around on the job, just for that false sense of security if one were to enlist. Which is why we need YOU!
Yes, that's right. It's about damn time to show this world what you're really made of. Whether you're a godly ass-kicker, or a goofy goober, there's always room for a merc like you! If you've got what it takes, then march right on over to [email protected] and hand over YOUR clips, all for the chance at being showcased in one of our future broadcasts. Now GO! MOVE IT!
(In layman's terms: Send us your clips, whether they're cool frags or assortments of funny moments, and we'll put em' in compilations on our official Youtube channel.)
beans.
intcoms | July 30, 2023
...You're probably thinking, "another downloading tool? this is what, the 4th one?!"
Well it's not without reason. This tool is a stopgap, if you will, between the remnants of our previous two solutions and our next one.
We wanted something that'd help all our current users to update, so with some assistance from our friends over at TF2c, we've been able to put together a temporary solution that should help you update smoothly, regardless of what revision you're currently on. This will also smooth the transition to our new solution which hasn't been completed yet.
Now the reason why that next solution isn't done is due to our commitment to making sure it works perfectly, and due to the scope of the project.
This won't just be for Open Fortress. This'll be for several sourcemods, fixing the downloading solution once and for all. It might be a moonshot but we're aiming for the stars here. Stay tuned for that, but in the mean time, enjoy the new update!
Q: What happened to OFToast II?
A: Unfortunately, OFToast II has been cancelled due to several reasons, mainly stability, efficiency, and the existence of better solutions. Its true replacement however is better, and will be coming soon, hopefully.
Q: What's this new one then?
A: If you're familiar with TF2C's installer then this may look familiar - it's based off of that.
Q: Where's the source code?
A: Here!
Q: Why is it called beans?
A: I'll leave that for you to figure out.
Happy fragging,
-intcoms
Revision 16, Erectin' a Sentry!
OF Team | July 30, 2023

[System]
Added automatic crash reporting!
- On first boot, the game will ask you if you agree to sending anonymous reports on crash
- The only identifiable info sent is your SteamID, more info on https://openfortress.fun/GDPR.txt
For some time now we've been concerned about the stability of the game, however internal tests can only help so much, so gathering crash scenarios from the public will be a massive help
Added of_dom_scorelimit_multiplier
ConVar
- Multiplies points need to win in (mercenary) Domination
Added dynamic spawner time settings:
of_spawners_dynamic_max_mult
- The value weapon spawner respawn times get multiplied by at max player countof_spawners_dynamic_player_start_count
- The player count at which
dynamic weapon spawner times startof_spawners_dynamic_player_max_count
- The player count at which
dynamic weapon spawner times reach their max multiplier
We saw that servers with a larger player cap often ran weaponstay to combat the issue of not enough weapons for that larger player count, however, that deminished the player experience at low to medium player counts, these convars are meant to solve this issue
Added sv_vote_issue_kick_allowed
- Enables/Disables vote kicks
Fixed crash related to picking up the Flag in DM
Fixed jump pad related server crash
Fixed some memory allocation errors related to music
Fixed undefined behavior related to trigger_touch and teleports that caused velocity to not be preserved
Cleaned up some console error messages
[Gameplay]
Updated melee reflection to be more lenient
Fixed use_fire
not properly selecting the Deathmatch Flamethrower
[Cosmetics]
Added new cosmetics:
- PF2 Crossover!
- Old School shirt
- Old School Pants
- Emblem shirt
- The Nostalgic nades - Textures WIP
- The Mighty harness - Textures WIP
Added new styles for The Suit jacket
Updated Camoless pants textures
Updated Burglar shirt cosmetic
Added indicators for which items come from crossovers in the Loadout menu
Fixed many inconsistencies and errors in cosmetic material functions
[Maps]
- Added new dev map dm_fotia_dev
- Fight atop the roof of a seemingly abandoned office complex. Be sure to avoid falling off though.

- Added new dev map dm_marine_dev
- Dive deep into this underwater base, and get lost in its corridors as vast as the ocean

- Added new dev map dm_trisect_dev
- Several other mercenaries have broken in to this mysterious facility and they aren’t gonna let you leave without a fight. Maintain control over each of the three sectors to ensure your survival.

- Added new dev map mpush_tycoon_dev
- Experience the Push gamemode once again in this up and coming map, just try not to go the wrong way, dongus

- Added new version of angeles, MDOM_angeles_dev!
- Fight for your team and take the occasional saw blade to the chest with this new twist to the MDOM formula - a series of sequentially unlocking and locking control points that takes players around the streets and alleys of downtown Los Angeles!

Updated DM Angeles:
- Added Mega powerup in the office
- Reworked office second floor to be tighter
- Added 2 jump pads into the office first floor, one replacing the teleporter in the loading dock
- Added surfable and trimpable surfaces
- Added a lot of road sign props around the map
- Fine tuned jump pads and overall geometry
- Added a tribute for the concerningly large group dedicated to crashing the server every time dm_angeles_dev is played with the power of a mere beach ball
Updated Casino:
- Added New slot machine models made by Wendy
- Added place holder signage
- Added new route going down to the parking area
- Streamlined some areas
- Added jump pad going up to the lightning gun level
- Added new vent path going to the revolver
- Switched around railgun and ar spawns
- New detail added around parking area and upper levels of the building
- New hotel building (might expand layout area into it in the future)
- Doors are now higher to help stop head bumping
- Moved full ammo from bottom of the stairwell dead end into its own new area up further
Updated Grain:
- Made many small doors taller to stop head bonking
- Lowered the displacement on the lower tommygun spawn to stop head bonking
- Widened the door above the lower shotgun
- Replaced the ladder next to the lower shotgun with a jump pad
- Gave the kritz spawn a 20 second spawn delay at the start of the match
- Pushed one of the containers next to the chaingun spawn so it doesn't stick out
- Swapped the rocket launcher and flamethrower spawns
- Replaced all climbable ladder models with the default open fortress ladder model
- Moved spawns that were directly next to each other to be further apart
Updated Painhouse:
- Updated layout
- Added Mostly-complete artpass by Waugh101
- New map info

Updated Thames:
- Optimization pass
- Replaced stock flamethrower pickup with DM flamethrower
- Added second rocket launcher spawn point on lower level embankment
- Added jump pad from lower level gardens to hotel atrium
- Replaced double decker bus ladder with jump pad, allowing for easier access to existing rocket launcher spawn
- Made it easier to jump onto lower level embankment jump pad
- Added ramp on eastern side of gardens for smoother bunnyhopping
- Added decals for pill spawn points
- Increased volume of underground train
- Replaced photo of Soldier on bulletin board newspaper texture with photo of Mercenary
- Various other visual/quality of life improvements
Updated Facility:
- Added incomplete artpass

Updated Mulholland:
- Minor clipping and visual fixes
Fixed cubemaps on dm_campway_dev
Discontinued dm_siberia_dev
Removed dm_watchtower for the moment due to overwhelmingly negative reception
[Visuals]
Added new WIP Chaingun model
The previous iteration of the chaingun model didn't quite hit the notes we wanted it to, so we've been working on a new model that hopefully gets the idea we had across
Updated Nailgun model, special thanks to the Pre-Fortress 2 team!
Updated China Lake grenade model
We've been working on updating the china lake to make it feel more chunky and in line with it's power, for now, you can experience the grenades of it
Updated Saw ballista projectiles to rotate their model when they bounce
Updated animations for the following weapons:
- Merc's Pistol
- Berserk
- Zombie claws
Fixed jitter in the dynamite bundle animation
Updated some of berserk's sound effects
Updated nail gun draw sound
Updated now playing HUD element to support team colors
Fixed an issue where 3D Class model pose would not properly adjust in minmode
[Bots]
Updated Bots' birth certificate
[Mapping]
Ported over func_flagdetectionzone
Added a variety of carpet materials for mappers to use, by MacD11
Added kitty and bunny cutouts for mappers to use, by HypnOS
Added radiator prop for mappers to use, by iiboharz
Added garbage can prop for mappers to use, by Wheat
Added many roadsign props for mappers to use, by Applecakey
Added new variation of spytech doorframe, by Wheat
Added assets from bonesaw ( hacksaw event ), courtesy of Diva Dan
Updated jumppads to require additional confirmation in order to use "No aircontrol" setting
Many mappers started overusing this setting in places where they didn't need to, the amount of maps with this issue has reached a critical amount to the point where we decided to retroactively disable them all
Updated the gameplay zoo
We Want You! (To Join Our Team)
OF Team | April 16, 2023
Listen! Can you hear that in the distance? The sound of marching, the sound of a hundred pairs of boots in formation, the sound of a certain gravel-voiced drill instructor barking commands? That’s the sound of us coming to get you, because we want you - not to court martial you for war crimes (although we’re collecting some compelling evidence on that front), but to recruit you. That’s right: applications to join the Open Fortress development team are now open!
You can apply to contribute to any part of the development process, from the creative to the technical, from the gameplay-related to the promotional - although at the moment we’re particularly interested in recruiting new programmers, 3D modellers and music composers. But no matter your speciality, if you feel you’ve got what it takes, get your butt to the application form and get typing. Who knows - soon enough you too could be a valued and vital member of the team, helping to bring Open Fortress out of the basic training that is alpha and into the flying colors of beta, full release, and beyond!
Right now, we are especially eager to scout out for new programmers to help bring our game together swiftly and successfully. So if you know how to separate lines of code from the frontlines in the trenches, then get those boots of yours on and start marching!
Note: if we don’t reach out to you immediately, that doesn’t necessarily mean that your application has been rejected. Evaluating everybody’s applications might take a while, so sit tight and we’ll get back to you in due course!