Author Topic: New mod: Fight Fire with Fire (Version 1.11 Fix)  (Read 14974 times)

Offline decino

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New mod: Fight Fire with Fire (Version 1.11 Fix)
« on: June 23, 2010, 08:14:06 PM »
June 24th 2010:

So I finally made my own thread instead of spamming other threads with my mod bullshit.
Fight Fire with Fire (FFWF) is a mod heavily based on Team Fortress 2.

Here's a video explaining the current classes (1080p for the win).

http://www.youtube.com/watch?v=aj2Q6fAt6xI

Please notify me of spelling/grammatical errors.

Current version: version 1.1 beta.

------------------------------------------------------------------------------------------------------------------

June 25th 2010:

Oh shit, new class.

http://www.youtube.com/watch?v=a2of8aFe3aQ

Download the latest files:
http://www.sendspace.com/file/jnovvv

Unzip it in your ffwf folder.

------------------------------------------------------------------------------------------------------------------

July 3rd 2010:

Yay, version 1.1 is finished. Check the changelog below for the changes.

Download the latest files:
http://www.sendspace.com/file/yyk42z

Unzip it in your ffwf folder.

------------------------------------------------------------------------------------------------------------------

July 4th 2010:

Oops, I crashed TheHappyFriar's server, I've fixed the bug.

------------------------------------------------------------------------------------------------------------------

Console commands:
The mod uses a few custom commands.

"cmd primary" - switches to the classes' primary weapon (usually the weapon you respawn with).
"cmd secondary" - switches to the classes' secondary weapon.
"cmd special" - switches to the classes' special weapon (usually melee weapons).
"cmd gunner" - creates a gunner which will fight for you (controller class only).
"cmd brain"- creates a brain which will fight for you (controller class only).
"cmd depot" - creates a depot which regenerates health/ammo/metal for other players (controller class only.)
"cmd remove" - remove the creation you're aiming at (controller/bombardier class only).
"cmd cloak" - turn invisible, use the command again to uncloak (spy class only).
"cmd discharge" - discharge your healer gun to overcharge yourself and other players (medic class only).
"cmd changeclass" - change to a different class without dying. You must be near a depot or spawn points.

Todo:
Stuff that I might add in the future.

-Pyro class (flamethrower, flare gun, fists)
-Buildable teleporters for the controller class.
-Make spy knife damage shitty if not cloaked.
-Custom skins per class (not just per team).
-Voteable game modes: team deathmatch, capture the flag, control points.
-Level up system for creations of controllers. Leveling up will give more health, features, etc.
-Special weapons after killing a certain players or doing other objectives.
-Example: kill 20 players with a rocket launcher, you'll get a second rocket launcher but with a different damage, speed, radius. Like a 'direct hit' rocket launcher, direct hits do 50% more damage, the rocket is faster, but it has no splash damage.

Bugs/Problems:
Not every mod is perfect.

-Depot shouldn't disappear after you die.
-Minigun deals too much damage.
-Monsters should wait a bit before attacking a player that has just respawned.
-Remove sniper unable to walk + charge, will do that, but with lower damage. (Crouching/standing will still deal max damage of 300).
-Half the virus damage.
-Spawn spots seem bugged and falling through floors sometimes.

Changelog:

Version 1.1
-Added bombardier class.
-Medic's heal weapon now searches for players (and cloaked/disguised spies)
-Heavy can walk while shooting now, but slow.
-Added flaming debris for rocket explosions (looks cool).
-Fixed bug with depot removing your overhealth by a medic.
-The owner of the depot will get a warning message if an enemy is using his depot.
-Removed life sapper's gravity, will now fly like a rocket.
-Added models for steel pipe, knife and fists.
-Added headshots (10% more damage) and headshot death messages.
-Added achievements (make a headshot kill, snipe 2 players with only 1 shot, etc)
-When the game ends a song will be played and stats will be displayed: most kills, most captures, etc.
-Changed the scoreboard display.
-Fixed a bug where you could get stuck if you tabbed away the class selection menu.
-Modified the chase cam, you can now also chase brains, gunners, spider mines and even depots.
-Fixed a bug where players could get stuck if they spawned on the spot and were on the same team (no telefrag). It will now telepush.
-Changed medic's melee weapon to a scalpel. Scalpel can heal allies and can infect enemies with a deadly virus.
-Added changeclass command.
-Fixed bug where you could get a bit more health over your max health from a depot.
-Added spawnflags for trigger_push. Spawnflag 2 = ignore red players, spawnflag 4 = ignore blue players.
-Hopefully fixed the bug where a disguised spy dies and its skin wouldn't change back.
-Added an aura to the depot so you don't have to touch the model itself to gain health/ammo/metal.
-Fixed a bug where depot could only regenerate 1 player at a time.
-Added a shortcut to 'class description' while changing class.
-Fixed bug where the depot color shell wouldn't 'light up' if it was getting healed.
-Fixed a bug where life sappers had no effect on depots.
-Changed sniper's way of shooting. If you crouch you'll charge up your sniper. Standing doesn't.
-Sniper's charge will now reset when he takes damage.
-Added say_team support.
-Fixed bug where you could heal damageable brushes.
-Fixed bug where you couldn't remove the life sapper from a depot.
-Default Q2 items won't spawn upon map load (things like health, armor, ammo).
-Fixed a bug with the depot unable to let you changeclass.

Version 1.11
-Fixed a bug in the ai that caused a server crash.
-Lowered spider mine damage (from 120 to 90).
-Fixed bug with spider mines where spider mines would explode but not remove the spider mine count. So you could have 5 spider mines out while the hud said you had 8 and you couldn't spawn more.
-Disabled the flaming debris (for now) that spawned when a rocket exploded, it somehow has problems with the Linux lib and spawned debris from the worldspawn instead of the rocket explosion.
« Last Edit: July 04, 2010, 08:21:41 PM by decino »
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Offline [BTF]Defiant!

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Re: New mod: Fight Fire with Fire
« Reply #1 on: June 23, 2010, 09:54:20 PM »

Game is balanced and fun.  Each class is fun, though I have my preferences.  Want to play it again @ Sunday Splatterfest!
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Offline [BTF]adam

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Re: New mod: Fight Fire with Fire
« Reply #2 on: June 24, 2010, 04:00:44 AM »
This actually looks amazing, I would seriously give this a go if it had a dedicated server.
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Offline The Happy Friar

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Re: New mod: Fight Fire with Fire
« Reply #3 on: June 24, 2010, 04:54:35 AM »
q2server.fuzzylogicinc.com

:D

I want more maps, then I'l HAPPILY ANY WILLINGLY set it up for another sunday.  Any way some CTF maps can get overrides?  Those could be good maps for this mod.
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Offline [BTF] Reflex

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Re: New mod: Fight Fire with Fire
« Reply #4 on: June 24, 2010, 07:00:43 AM »
Nice Work  :thumbsup: 
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Offline The Happy Friar

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Re: New mod: Fight Fire with Fire
« Reply #5 on: June 24, 2010, 07:37:06 AM »
nice video.  :)  Didn't know some of the things about the classes.

Q: one of my favoirt things about TF for Quake was the different types of grenades.  Think we can get different types of grenades for classes?  IE heavy gets nail grenade, solder gets cluster, etc.?
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Offline decino

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Re: New mod: Fight Fire with Fire
« Reply #6 on: June 24, 2010, 07:48:58 AM »
Thanks for the super positive feedback.
About the class specific grenades, maybe they will, but that means I should rename the upcoming new class currently named as "Bombardier".

 :)

Updated the todo list a bit.
« Last Edit: June 24, 2010, 08:05:15 AM by decino »
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Offline The Happy Friar

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Re: New mod: Fight Fire with Fire
« Reply #7 on: June 24, 2010, 09:02:17 AM »
Or "Explosive Bastard"

:D
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Re: New mod: Fight Fire with Fire
« Reply #8 on: June 24, 2010, 09:07:09 AM »
He should just get a pistol and fists, but when he is killed he explodes killing everyone from any team in the immediate area. That'd be pretty funny. Maybe not practical but you know I'd use that one!
 :bomb:
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Offline adz1La

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Re: New mod: Fight Fire with Fire
« Reply #9 on: June 24, 2010, 09:22:58 AM »
tf2 is pretty fun...mixed with q2 it is bound to be a blast, sign me up.
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Offline [BTF]adam

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Re: New mod: Fight Fire with Fire
« Reply #10 on: June 24, 2010, 09:29:38 AM »
The only quirk I have atm is, my keybindings are so incompatible that im having to tab-switch weapons and shit, which is more a problem on my end because of the aliases and stuff for drops, but anything I can do other than creating a new config with just binds for this particular mod?
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Offline decino

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Re: New mod: Fight Fire with Fire
« Reply #11 on: June 24, 2010, 09:41:11 AM »
There are 3 binds for weapons, primary, secondary and special.
I have them bound with 1, 2 and 3.

bind 1 primary
bind 2 secondary
bind 3 special

Don't forget you can also bind multiple commands on one key.

bind q "cloak;depot;overcharge"
bind e brain
bind r gunner

That's how my config looks like.
Is that what you meant Adam?
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Offline [BTF]adam

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Re: New mod: Fight Fire with Fire
« Reply #12 on: June 24, 2010, 09:45:27 AM »
I'm an arrow key jew so it'll probably be more ike bind del bind end and bind pgdn but yeah, they're called those? Primary, Secondary and Special?
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Offline gaudy

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Re: New mod: Fight Fire with Fire
« Reply #13 on: June 24, 2010, 09:45:56 AM »
Props, this mod is great.
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Offline Er!c@

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Re: New mod: Fight Fire with Fire
« Reply #14 on: June 24, 2010, 10:23:40 AM »
This actually looks really fun, contains a certain Action Quake 2-esque to it! :P the knives, sniper, pistol, thats awesome. Would definitely try that out :)
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