Half Life 2 - Fistful of Frags Server Beta v3.0 to 3.1
Author: Fistful of Frags
Fistful of Frags is a modification for Source engine settled in the Old West. Its key features include: 5 different game modes (including co-op), dynamic objectives, full player and equipment customization, bots, 16 weapons, fist fighting combat, anti-tk built in protection, and much more!
added:
- Duel 'realism' mode. New free aim based system, view and weapon aiming are decoupled. No cone fire, you hit whatever you aim. Load map 'duel_arena' to see it in action or use cvar 'fof_sv_forcefagun' to force it in any map/mode.
*fof_fa_mousemultiplier_peacemaker: Scales mouse speed when controlling Peacemaker free-aim style
*fof_fa_traildotrate_peacemaker: Free aim dot update rate. Set it to 0 to disable dot client side
*fof_sv_traildot_amount: free aim dot helper, trails the amount of time specified. Set it to 0 to disable trailing dots (server side).
*fof_sv_forcefagun: forces the free aim revolver in any map/mode (server side).
- CTF like gameplay for Fistful of Dollars mode. Loot capture zones, team based loot, three maps use these features: peligro, eliminator_classic and tramonto_lite
- Snake npc
- Walk function (ALT key default): same accuracy than stand pose and there isn't strafe penalty.
- 'Quick hands' skill: player isn't required to look at near items to pick them up (dropped bags, loot sacks, weapons), extra health gained from dropped bags (+5HP from friendly players, +10HP from enemies), several items can be picked up at once.
- new map duel_darktower has been added. Last man standing scheme where players spawn with 3 dynamite sticks and 2 lives. There's a Peacemaker inside the tower, protected by deadly snakes!
- New crosshair related cvars: fof_chonlydot: set it to 1 if you want the crosshair to be a dot only, fof_chscalesize: sets the crosshair scale
general fixes:
- respawn issues in boss mode
- respawning in DM couldn't be possible if all players were dead at same time
- tk forgive notoriety related issue
- dual revolvers crouch walk and axe/knife throw animations missed
- falling speed penalty reduced
- shotgun and Henry rifle proper reload abort added
- NPC lag compensation code updated, thanks to £cho for his VDC updates
- idle players check tweaked: players forced to await for respawn don't count as idle
- dm companion re-added
- autobalance in FDM not working at all fixed
- notoriety reward due whishey slightly increased
- whiskey regeneration reworked, initial regen rate is faster and increases slower as it goes up
- invulnerability time after respawn decreased 1sec (default)
- 'stats' chat command fixed
- revolvers crosshair showing accuracy gain when ducked (there was none at all)
- player avoidance function not working in coop maps
- pass the loot hardly working
client fixes:
- loot icon getting stuck issue ameliorated, still may happen sometimes.
- health bars rendered at players feet when using whiskey
- "always show objective icons" in mod options doesn't get saved
- wrong colors displayed in team cash meter bars
- some equipment menu buttons not scaling with resolution
- loot sacks not displaying objective icons properly
maps:
- total cash required to win increased for FDM mode
- many stock textures replaced by custom ones
- new pine tree models
- map fof_robertlee size expanded, player navigation improvements, more slots added (up to 20), clearer lighting
- fof_tramonto_lite: capture zones for each team added
- fof_eliminator_classic: team only loot and capture zones for each team (CTF gameplay)
- fof_peligro: team only loot and capture zones for each team (CTF gameplay). Ladder fixes, layout changes to fit CTF gameplay
- monument valley stage separator wall not working after first round. Train getting broken after some player actions issue has been fixed too. Improved bush collision models
weapon balance:
- shotgun damage over medium range increased a tad, coachgun slightly decreased
- all rifles ironsight time decreased
- Sharps 1874 scope bobbing decreased
- slightly higher innacuracy over time for dual revolvers
- Axe: player speed while holding it increased (each additional axe equipped +5%, up to 3 axes). Throw speed slightly increased. Melee attack range +15%
Fistful of Dollars changes and additions in detail:
- capture time is proportional to loot amount
- If you pick any extra loot, the capture time for that new sack is added to current capture time (DM/FDM). FoD mode doesn't allow any extra loot pick up if you are already capturing.
- If sack is dropped, total capture time for that loot amount will be used once someone picks it up.
- If loot is passed to other player, capture time doesn't get reset.
- Forced capture places: capture bar won't progress until you are inside a loot capture zone. Map must support this feature.
- Team based loot: it's just loot sacks and money chests which cannot be captured by one of the teams. Map must support this feature.
- Duel 'realism' mode. New free aim based system, view and weapon aiming are decoupled. No cone fire, you hit whatever you aim. Load map 'duel_arena' to see it in action or use cvar 'fof_sv_forcefagun' to force it in any map/mode.
*fof_fa_mousemultiplier_peacemaker: Scales mouse speed when controlling Peacemaker free-aim style
*fof_fa_traildotrate_peacemaker: Free aim dot update rate. Set it to 0 to disable dot client side
*fof_sv_traildot_amount: free aim dot helper, trails the amount of time specified. Set it to 0 to disable trailing dots (server side).
*fof_sv_forcefagun: forces the free aim revolver in any map/mode (server side).
- CTF like gameplay for Fistful of Dollars mode. Loot capture zones, team based loot, three maps use these features: peligro, eliminator_classic and tramonto_lite
- Snake npc
- Walk function (ALT key default): same accuracy than stand pose and there isn't strafe penalty.
- 'Quick hands' skill: player isn't required to look at near items to pick them up (dropped bags, loot sacks, weapons), extra health gained from dropped bags (+5HP from friendly players, +10HP from enemies), several items can be picked up at once.
- new map duel_darktower has been added. Last man standing scheme where players spawn with 3 dynamite sticks and 2 lives. There's a Peacemaker inside the tower, protected by deadly snakes!
- New crosshair related cvars: fof_chonlydot: set it to 1 if you want the crosshair to be a dot only, fof_chscalesize: sets the crosshair scale
general fixes:
- respawn issues in boss mode
- respawning in DM couldn't be possible if all players were dead at same time
- tk forgive notoriety related issue
- dual revolvers crouch walk and axe/knife throw animations missed
- falling speed penalty reduced
- shotgun and Henry rifle proper reload abort added
- NPC lag compensation code updated, thanks to £cho for his VDC updates
- idle players check tweaked: players forced to await for respawn don't count as idle
- dm companion re-added
- autobalance in FDM not working at all fixed
- notoriety reward due whishey slightly increased
- whiskey regeneration reworked, initial regen rate is faster and increases slower as it goes up
- invulnerability time after respawn decreased 1sec (default)
- 'stats' chat command fixed
- revolvers crosshair showing accuracy gain when ducked (there was none at all)
- player avoidance function not working in coop maps
- pass the loot hardly working
client fixes:
- loot icon getting stuck issue ameliorated, still may happen sometimes.
- health bars rendered at players feet when using whiskey
- "always show objective icons" in mod options doesn't get saved
- wrong colors displayed in team cash meter bars
- some equipment menu buttons not scaling with resolution
- loot sacks not displaying objective icons properly
maps:
- total cash required to win increased for FDM mode
- many stock textures replaced by custom ones
- new pine tree models
- map fof_robertlee size expanded, player navigation improvements, more slots added (up to 20), clearer lighting
- fof_tramonto_lite: capture zones for each team added
- fof_eliminator_classic: team only loot and capture zones for each team (CTF gameplay)
- fof_peligro: team only loot and capture zones for each team (CTF gameplay). Ladder fixes, layout changes to fit CTF gameplay
- monument valley stage separator wall not working after first round. Train getting broken after some player actions issue has been fixed too. Improved bush collision models
weapon balance:
- shotgun damage over medium range increased a tad, coachgun slightly decreased
- all rifles ironsight time decreased
- Sharps 1874 scope bobbing decreased
- slightly higher innacuracy over time for dual revolvers
- Axe: player speed while holding it increased (each additional axe equipped +5%, up to 3 axes). Throw speed slightly increased. Melee attack range +15%
Fistful of Dollars changes and additions in detail:
- capture time is proportional to loot amount
- If you pick any extra loot, the capture time for that new sack is added to current capture time (DM/FDM). FoD mode doesn't allow any extra loot pick up if you are already capturing.
- If sack is dropped, total capture time for that loot amount will be used once someone picks it up.
- If loot is passed to other player, capture time doesn't get reset.
- Forced capture places: capture bar won't progress until you are inside a loot capture zone. Map must support this feature.
- Team based loot: it's just loot sacks and money chests which cannot be captured by one of the teams. Map must support this feature.
| Filename: | FistfulofFrags_server_v3.1_update.zip |
| Size: | 198.3 MB |
| Post Date: | Sep 09, 2010 5:27am PDT |
| Last Updated: | Oct 29, 2010 1:16pm PDT |
| Downloads: | 4 |
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