DEVELOPMENT BLOG
RECENT TWEETS
Tweets From OpenFortressRevision 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
Removed dm_hungry for the moment due to overwhelming problems with implementation
[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!
Release Notes for Revision 15
OF Team | March 26, 2023
Make sure to update by using the batch program or the zips.
[BUG FIXES]
- Fix a bug where cosmetics go invisible while swapping from in-eye to chase cam in spectator mode
- Note: This may still happen on rare occasions, we will look further into it if necessary
- Fixed schema (and custom) weapons having client/server mismatches
- Fixed Duel config from not executing last in the ordered list (See [MISC] section for order)
- Berserk no longer shows quickswitch list while equipped
- Duel should no longer have any HUD elements break and freeze on screen (for real this time)
- Fix empty super weapons being dropped and picked up
[VISUAL AND AUDIO]
- Announcers have now been moved to use FMOD, meaning their volume is seperate from the game with the command "snd_announcervolume"
- No more "white painted" truck model
- Added FGD5's updated vehicles
- Ubercharge's U fixed
- Quad Launcher now have a better physics model and corrected bone when mounted on merc's back
- Merc's crowbar is no longer colored when invis
- In-game tips now change every level change
[GAMEPLAY]
- Add air step-up/up-warping to ledges with "sv_airstepsize"
- Nerfed Saw Ballista's ammo count (16 down to 10)
- In CTF and derivatives:
- Added flag return on touch by default
- Added cvar "of_capture_on_away" for handling flag captures when team's flag is away from base (enabled by default; to disable flag captures when home flag is away, change to 0)
[MISC]
- Removed "mp_fraglimit" from "default_global_config"
- Server Owners! The configs in "cfg" work as follows: server.cfg -> default_global_config -> global_config -> default_gamemode_config -> gamemode_config
- Added "tf_bot_join_after_player" cvar
- "of_duel_winlimit" set to 1 by default
- This means duel winners will be rotated off immediately, allowing the next two players in queue to play. Set this to 0 in the "config_duel.cfg" to revert
[MAPPING]
- "func_plat" added
- Added Armor filter
- Jumppads now have a "reducebackwards" option
- Reduce air accelaration when walking against them, you can now walk onto jumppads facing opposite of you without being shot directly up in the air
- Removed the default sounds in the FGD
- Added support for custom pickup sounds, will revert to default if empty or using another's pickup's sound
[MAPS]
pagoda_dev has been overhauled
- Overall improvements to aesthetics and brushwork, with a focus on curves and spirals
- The layout has been redesigned with both MCTF and MDOM in mind
- The islands over the deathpit have expanded to make room for more interesting fights and a capture point
- The waterfall cave has been expanded for more interesting fights and room for a capture point
- The Quad Launcher has been replaced with the Saw Ballista
- MCTF specific changes:
- The bases now have a clear high ground watching the entrance and flag room
- Flag room is open and easy to get in but tough to get out
- There is a Saw Ballista on the islands near the pagoda
- Teleporters on the deathpit side take players onto the balcony of the base
- MDOM specific changes:
- The 4 capture points have been reduced to 3
- The 2 capture points inside the bases have been removed
- Points are now located on the island, inside the pagoda and inside the cave
- Players will always spawn in their own base, instead of spawning everywhere on the map
- No superweapon for MDOM
- Flag rooms have been blocked off for MDOM
- Teleporters on the deathpit side take players onto the island capture point
dm_angeles_dev
- Shuffled weapon spawns around and added a few more
- Tightened up gameplay spaces
- Added new teleporter taking the player from the first office floor to the second
- Added beach ball to the pool
- Adjusted saw ballista spawn time to 90 seconds from 75
dm_campway_dev
- Minor edits to skybox
- Fixed seams near china lake
- Replaced full ammo pack with Megahealth
- Slightly changed saw ballista placement
- Updated saw ballista spawn times by a few seconds
dm_hungry
- Satiated
Public Bug Tracker Notice
OF Team | February 14, 2023
Just a friendly reminder for those unaware, we have created a bug tracker on GitHub available here: https://github.com/openfortress/public-issue-tracker/issues
If you've got any issues you'd like to report, please make them here. We'll try to keep you posted on any bugs that are being/already fixed in our development build of the game.
Please also be sure to follow the template provided when submitting an issue so we can ensure it can be fixed.
Thanks and have happy fragging!
Hotfix Rev 14
OF Team | February 8, 2023
Patch notes for Rev 14 (Hotfix)
- Fixed VGUI animations not working (Medals, Hide Button in Loadout, ect)
- Updated Saw Ballista's Bucket Icon
Welcome to Revision 13!
OF Team | February 8, 2023
Open Fortress’ small development team may be taking things slow and steady right now, but that doesn’t mean we’re averse to putting out larger updates every now and then; we’ve still been hard at work behind the scenes, whether that’s tinkering with cool new gadgets, improving the existing OF gameplay experience, or dealing with hate mail from unhappy fans. (Well, one unhappy fan, but he’s very unhappy. More on him later.)
Today we’re pleased to announce the fruit of our labors with Revision 13, the latest major update for OF. Read on to find out more!
The Saw Ballista
Three out of four medical professionals agree that an intact spinal column is necessary for higher cognitive reasoning. The other medical professional, adamant that a lack of vertebrae can be creatively worked around, is DEAD - his belief violently disproven by a Saw Ballista to the torso. This versatile addition to the Deathmatch super weapon roster is one mean piece of machinery, capable of slicing and dicing opponents in all manner of gruesome ways, from point-blank carnage to creative round-the-corner trick shots. (Did you know that the saws it shoots are made of 0.9% rubber - just bouncy enough to bounce off walls, but not quite enough to bounce off human flesh? Or kevlar, if that’s what your opponent’s wearing. Either way that sucker’s going down, and it ain’t gonna be pretty!)
Deathmatch Maps
What use is a superweapon if you haven’t got an equally super battleground to try it out on? Today’s update adds dm_angeles_dev, the first new OF map to feature the Saw Ballista and the second to take place in sunny L.A., following last year’s duel_mulholland. Angeles is a tight, vertically-oriented warren of alleyways, rooftops and offices, with players encouraged to make the most of the space through jump pads and slipgates. If Mulholland is the responsible older sister of the OF map family, Angeles is the scrappy younger brother, stealing expensive muscle cars and joyriding them down Interstate 405 while drinking milkshakes and firing sawblades at little old ladies - a habit not even the map’s eventual artpass will cure it of. Fun for target practice though.
We’ve also added the Saw Ballista to dm_campway, an existing Deathmatch map and a remake of the DOOM II classic Entryway. The demon-infested corridors of the original map may now be a secret spy base disguised as a holiday campground, but you’ll be getting in just as much ripping and tearing with the new addition to your arsenal. As the old campfire song goes: “YOU ARE HUGE! THAT MEANS YOU HAVE HUGE GUTS!”
Another homage to the golden age of the FPS, dm_facility_dev takes the classic GoldenEye 007 map and retools it from the ground up, bridging the quarter-century gap between our mod and the original game in a way that James Bomd himself would no doubt be proud of. (That’s not a typo - James Bomd is the founder of the American Dev Texture Fan Society, and he’s been pestering us for many years to promote his little club on one of our blog posts. Here you go, Mr. Bomd!)
But the new maps in this update don’t just hark back to the oldest generation of multiplayer shooters. dm_auxiliary_dev takes its inspiration from TF2 fan favorites such as cp_steel and cp_foundry, throwing a unique hexagonal layout and an intricate network of scaffolding into the mix. And while the Saw Ballista may be a gruesome newcomer to the old frontier, no doubt Auxiliary’s eventual artpass will make veterans of the Gravel Wars feel right at home.
Right at the opposite end of the spectrum, dm_hangar’s new artpass is quite simply out of this world. Our finalized rendition of DOOM’s E1M1 map aims to do the iconic level justice, building on the outer space theme partially developed by Valve in rd_asteroid and taking it in all-new directions. Just make sure you watch out for those pools of toxic green sludge - shipping breathable air up to the Moon is pretty expensive, and doesn’t leave much left in the budget for OSHA safety certification.
Finally, dm_control has received a cool new artpass, with a cliffside facility theme that James Bomd would surely feel right at home in. There, two shoutouts in one blogpost - hope you’re finally happy, Mr. Bomd! Now will you please stop sending us aggressively worded letters?
MCTF Maps
Outside of Deathmatch, today’s update adds two new work-in-progress maps for the Mercenary Capture The Flag gamemode. Halloween may be behind us but spooky shenanigans still abound in mctf_obzen_dev, a throwback to the torchlit dungeons of classic Quake and Unreal Tournament maps. Meanwhile, mctf_august_dev finds the mercs battling in a partially flooded submarine base that would no doubt raise a knowing smile from the mouth of James Bomd. (Turns out he’s also the editor of Tallahassee Model Submarine Digest Monthly, so shoutout to those guys as well or whatever. Look, would you argue with a man who’s started sending you cow manure in the mail? We’ve had to fumigate the offices five times already, and he’s said he’s considering sending it in larger envelopes. If this isn’t the end of it we’ll have to start returning the favor, and God knows where we’re gonna find a cow in this economy.)
Finally, as part of our wider efforts to broaden the gamemodes covered by the OF map pool, mctf_badworks_dev adds a new spin to Badworks, already represented in both Mercenary Domination and Deathmatch. Three gamemodes, two teams, and only one rule - out here in the desert it’s kill or be killed. Or maybe that’s two rules? Eh, we’re game developers, not mathematicians.
Note: with the sheer number of work-in-progress maps added in this update, we’ve also decided to add a new #map-feedback channel in our Discord server. Head there if you have any suggestions or encounter any map-specific bugs that need reporting