OPEN FORTRESS

DEVELOPMENT BLOG

RECENT POSTS

Patch 21, Hotfix

OF Team | July 21, 2024

Playtest Wave TRIPLE!

OF Team | July 17, 2024

Welcome to the Mile High club

OF Team | June 22, 2024

RECENT TWEETS

YOU WANNA PLAYTEST WITH US??

OF Team | December 25, 2023

Tags: News , Behind the Scenes

Tired of dull sawblades, unexpected "BONK!"s, and assault rifles bursting into flames?
Well, we are too! Open Fortress has been in open alpha since its inception, and public testing helps out a lot in discovering bugs. However, since making a public version takes quite a bit longer than making a development version, internal testing has been a major part of our workflow, and unfortunately recent changes have left us unable to accept new internal playtesters for a long while... UNTIL NOW!

That's right, we are re-opening playtester applications, and with a brand new server to boot! If you've been on the nice list this year and have been very active in our Discord, you may have a higher chance of getting accepted. In particular, we're interested in server operators for the next update, as it introduces changes in how they flow.

Well, what're you waiting for, Christmas? Unless you've been on the.. what's the opposite of nice? Not nice? Unless you've been on the not nice list this year, then check out the form below to apply!

https://forms.gle/QYZ6rkkziY3tWp8V7


Revision 19!!

OF Team | August 11, 2023

Tags: News , Updates

[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
  • 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


Revision 18

OF Team | August 11, 2023

Tags: Updates

[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

  • Removed dm_hungry

[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

Tags: Updates

[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 Hungry

    • Requested by dev

ATTENTION, HIRED GUNS!

OF Team | July 31, 2023

Tags: News , Community Spotlight

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

Tags: Behind the Scenes

...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