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Patch 21, Hotfix

OF Team | July 21, 2024

Tags: News , Updates , Behind the Scenes

Heya everyone!
This is a bit of a smaller one, we originally intended to make an update 1 week after the last to do some final polishing on the jetpack's visuals, however, there were some issues that arose so we had to postpone it untill now.
On the good side though, this let us add a bunch of little goodies in the meantime, we hope you enjoy!
We decided to give some insight on our thought process behind some of the changes this time around.

[Balance]

[Powerups]

"Due to the jetpack powerup frequently being dropped high in the air, we took another look at how powerups behave when dropped, and decided to make them all float down after a while."

  • Dropped powerups now float downwards after a short period
  • Dropped powerups are now dropped slightly spread out if you have multiple

[Weapons]

"While we're personally quite happy with how the Railgun functions and plays, we have noticed many players having trouble fighting it.
The statistics don't indicate that it's overperforming it's use case, however it still seems to be frustrating to fight against.
One big reason it might feel annoying to deal with is the fact that you sometimes can't notice that someone's even attempting to shoot you, so we're trying out giving it more feedback pre and post shot so you always know when you're in danger."

  • Railgun
    • Added noticable draw and hum sound that is audible in third person
    • Added dynamic lighting to the coil

"Internally, we've also been taking a look at the Chaingun and Lightning gun, in particular, their ammo economy, we're happy with how it's going but it needs a slight tuning before we feel comfortable releasing it."
"Lastly, the long awaited Flamethrower rework has started development, not far enough along to be playtested yet however."

Cosmetics

  • Added a Familiar Face
    "Back in the day we'd say this looked top of the line, nowadays we call it a Classic"

Maps

  • Cleaned up mapcycle and our maplist
    • Adding missing maps to the mapcycle
    • Removing some abandoned or accidental maps

[New/Reworked Maps]

  • duel_badplace_dev_pigeon

[Updated Maps]

  • dm/mdom_angeles_dev

Left is the new version, right is the old

  • dm_marine_dev
  • dm_fotia_dev

Left is the new version, right is the old

  • dm/mdom_radiowave_dev
  • dm_lumberyard
  • dm_mannworks

Left is the new version, right is the old

  • dm_painhouse

[Removed Maps]

  • dm_bailey_dev
  • dm_forgecall_dev
  • dm_hungry

"Bailey and Hungry are likely not coming back, Forgecall was commited by accident and it was never in the mapcycle."

[Audio Visual]

[Powerups]

  • Added new pickup model for the jetpack powerup

  • Added unique pickup sound for the jetpack

  • Updated deploy and fly sounds for the jetpack

  • Updated jetpack particles to use a unique particle entries:

    • Jetpack_thrust, jetpack_exhaust and jetpack_overheat
    • Visually they're still the same for now
  • Updated Megahealth model to be a bit beefier

  • Updated Shield powerup player model to be more visible

"Further updates to the visibility of the shield powerup are coming at a later update"

[Mapping]

  • Added Shooting range sign textures:

    • sign_blastjumping
    • sign_bunnyhopping
    • sign_shootingrange
    • sign_surfingandtrimping
  • Pine tree models by stuffy360

    • prop_forest/tree_tallpine01a-f

[System]

  • Added spanish localisation

"While we're glad that server owners continue to improve their servers and the play experience with custom plugins,
if pretty much every server feels like it needs to run a plugin that replaces a function that exists in the game, that is a massive failing on our part.
One such function is voting for the next map.
We have a system in place to call a vote for the next map when a round is nearing it's end, however it's been quite buggy,
often times it doesn't call a vote when it should, and even moreso calls a vote before it should.
And even if it does call the vote correctly, the maps it displays are lackluster, to say the least.
The way the system worked was keep track of the playtime of each map, rank them accordingly, pick the 5 leased played maps and put them in the vote.

The problem with this was that, once you pick one of the maps, the other 4 leased played maps will stay the leased played maps, so the same ones will be suggested again.
What this means is, you'll pretty much always get the same few choices over and over again, which definitely felt boring and restrictive.

For these reasons, server hosts preffer using the 'nativevotes' plugin on their server, which offers other benefits such as rock the vote and map nomination.

To address these issues of our core system, we reworked how the map picking algorythm works and cleaned up the code that triggers nextmap voting to be more consistent.
Last update we already did add a 'rock the vote' option, though we're still thinking about how best to encourage the usage of the vote menu.
Some ideas were talked about like having chat macros work off the gate, adding a search function to longer lists like the maplist, adding a bind to open it or simply making it more obvious in the pause menu."

  • Updated nextmap vote

    • Now uses discrete distribution based on maptime
    • In short, this means that it picks the maps randomly, but it's biased towards maps that haven't been played much on the server
  • Cleaned up the way automtic nextmap voting works

    • Now properly respects mp_maxrounds and mp_maxrounds_ffa
    • No longer accidentally starts during waiting for players and at the start of the round
    • When using mp_timelimit, the game used to forcibly end if the time left was less than 5 minutes and a round ended in order to not start a round that will likely not end in time
      • This time has been lowered to 2 minutes and can now be adjusted using mp_timelimit_cutoff

"Another big issue with community servers we've noticed is the very frequent usage of mp_weaponstay and of_spawners_resupply.
Weapon and ammo economy is something we've been messing around with since Deathmatch was first started, managing it is a big part of how we want OF to play.
Unfortunately though, our smaller playerbase usually necessitates that play sessions converge into a single server, meaning those servers need to contain more players than intended.
More players means some of those players wont be able to find a free weapon to take, leading to a less than ideal play experience, so, easiest fix for most seemed to simply disable weapon respawns.
Disabling respawns is usually acompanied by enabling of_spawners_resupply, which lets you get ammo from weapon spawners, usually they'd go on cooldown once they give you ammo, but with cooldowns disabled, you essentially get full ammo for whichever weapon you picked up instantly.

A few updates ago we tried solving this issue by introducing dynamic weaponstay, which hastens weapon respawn times the more players are on a server, however, it seems that server owners have ignored this command.
Once again that is our fault, we didn't properly communicate this change, and furthermore, it's disabled by default, with no frame of reference to what values would work.
We playtested and adjusted this value on our internal servers and we decided to enable this command by default with a value that should suit most needs.
We encourage you to try and use these settings on your servers for a bit.
The commands are prefixed with of_spawners_dynamic_"

  • Updated the default value of of_spawners_dynamic_max_mult to be 0.2

  • Updated the default value of of_spawners_dynamic_player_start_count to be 6

  • Fixed dynamic weaponstay continuing to increase rapidly after the max cutoff was reached

  • Updated jetpack and powerup convars to show notifications when changed

  • Fixed some jetpack convars being marked as cheats

  • Fixed superweapons not always dropping on death

  • Fixed quadlauncher dropping before the last rockets stop homing

  • Fixed TDM not enabling Merc only

  • Fixed stuttering on local servers when walking, related to the jetpack

  • Fixed hint hud not always working as its supposed to ( for example when using Sourcemod )

  • Fixed certain convar autocompletion functions reading memory they're not supposed to

  • Fixed bots spamming softzoom cvar errors in the console when developer mode is enabled

  • Fixed crash related to projectiles despawning during map change

  • Fixed crash related to entities being removed when changing maps

  • Fixed crash related to weapon statistic tracking

  • Fixed crash related to headshots

  • Fixed crash related to lightning gun sounds

  • Fixed crash related to weapon and animation particles

  • Cleaned up many unneeded dx80 and sw files

  • Fixed and cleaned up several textures with incorrect parameters and broken strings

  • Fixed an error in the predifined cosmetic vmts that gave certain cosmetics incorrect lighting