DEVELOPMENT BLOG
RECENT TWEETS
Tweets From OpenFortressRevision 19!!
OF Team | August 11, 2023
[System]
Updated FMOD to newer version
Enabled FMOD debug mode
SourceMod now officially supports Open Fortress
[Gameplay]
Big projectile and Explosion update
- Changed how blastjump knockback is stored
- Now saved separately from damage
- Self damage reduction or increase now doesn't affect it anymore
- Shield now properly protects you, without sacrificing blast jump height
- Fixes weapons like the China lake doing more self damage than intended
- Changed how collision detection is handled
- Should be more consistent across the board now
- All damage is now done from the PROJECTILE'S team, rather than the shooters, which fixes changing teams allowing for friendly fire
- Changed how visuals are networked
- Visual information should now be stored in the projectile itself, which fixes edge cases where the weapon is deleted after a projectile is fired
- Changed how blastjump knockback is stored
Added self damage stat for weapons
- Reduced Gravity gauntlets self damage
Wait to respawn no longer works in duel
Re-implemented bot_spawner entity
[UI]
Added patch version to the main menu
Added "include_res" option to res files
- Allows a res file to include another res file within itself ( With depth support )
- To use, create a "include_res" container anywhere in your res file, ex:
"include_res"
{
"include" "resource/ui/foreground.res"
"include" "resource/ui/background.res"
}
Added edit_line_number parameter to combo box
- Set the number of items in the dropdown menu.
Added command to open the loadout menu while In-Game
open_charinfo_direct
Main menu submenus are now precached and will only load once, so opening and closing them should be faster now
[Bugfix]
- Fixed "map" command no showing the loading screen when used
- Fixed loading dialog not closing upon being disconnected
- Fixed options menu and server browser lingering in the background after being deselected
- Fixed Lockdown bots counting towards balance
- Fixed Lockdown bots not thinking
- Fixed bots forgetting how to put one leg after the other every other tick
- Fixed bots ignoring players in FFA entirely
- They still have a small FOV and don't look around often
- Fixed Spectators "ragequitting" duel matches
- Fixed certain weapons causing the crit sound to play on loop when headshotting
- Fixed projectiles hitting teammates if the shooter changed team midway through
- Fixed Flamethrower and GIB AOE not hitting teammates with friendlyfire
- Fixed projectile visuals like explosions using the wrong effects if the weapon is removed early
- Fixed cl_quickzoom_out_time and cl_quickzoom_in_time not being clientside
- Fixed jitter when colliding with players in FFA
- Fixed jitter when colliding with teammates when of_teamplay_collision is enabled
- Fixed superweapons not dissolving
- Fixed Shotgun not having the two extra reload sounds that were erroneously removed at some point
[Stability]
- Updated libcurl version, fixing a major security flaw
- Added few more failsafes to prevent FMOD Play sound from crashing
- Base class information for bot_spawner bots is now also precached, which should reduce lag on first spawn
- Fixed crashes related to animation handling
- Cleaned up how class precache is handled
- Minor crash fixes related to bots
- Quickzoom is now more stable on high ping scenarios
[Maps]
Trisect
- Reset length to from 60 to 30 seconds and decreased respawn time on invisibility, shield, and duel shield powerups.
- Expanded the yellow section
- Completely remade the green section to fit circular gameplay better.
- Removed the elevator for now (will most likely be back in a future version)
- New slipgate from the yellow section’s display case to the catwalk over the blue section.
- Added various health and ammo pickups across the map
- Added more spawn points
- Much better lighting
- More artpass progress
- Included navmesh for bot pathfinding
Fotia
- Reworked the indoors Office section
- Now less cramped and more spacious
- Reworked haste powerup room
- Rest of the map scaled down for sake of flow
- Adjusted the angling of some slopes on the B-side of the map for better flow
- Added a new route into the fan room
Hungry
- Removed from the map pool due to poor reception
- Layout may be repurposed later
[SourceMod]
With this update comes Official support from SourceMod.
To use SourceMod now, you simply need to get the latest version off of their website:
https://www.sourcemod.net/downloads.php
Alongside this version of OF-Tools, which is much more lightweight:
https://github.com/openfortress/SM-Open-Fortress-Tools/tree/first-party-sm