Update for FIREFIGHT RELOADED's Snapshot Released (03-19-2022)
An update for FIREFIGHT RELOADED's Snapshot has been released. The update will be applied when you restart FIREFIGHT RELOADED's Snapshot.
- Fixed Metrocop animation bugs - The SLAM will no longer be autoswitched to a new weapon. - Fixed a crash involving serverside ragdolls. - Player bots no longer take as much damage. - Player bots no longer take damage from friendly fire. - This can be changed with the Friendly Fire option in the ADVANCED OPTIONS.
Be sure to join our Discord server here: https://discord.gg/4MfShzF for more future updates!
Update for FIREFIGHT RELOADED's Snapshot Released (03-18-2022)
An update for FIREFIGHT RELOADED's Snapshot has been released. The update will be applied when you restart FIREFIGHT RELOADED's Snapshot.
- Fixed zombies getting instantly killed with any weapon - Fixed antlions and normal zombies not getting spawned.
Be sure to join our Discord server here: https://discord.gg/4MfShzF for more future updates!
New ENDGAME Snapshot released!
Hi everyone!
As promised, the more stable ENDGAME Snapshot has been released. This moves back to the original FIREFIGHT RELOADED engine branch instead of using Mapbase, however some engine and game bugs and crashes were addressed and fixed! In my testing, this version is more stable than the previous versions of FR, however I cannot be conclusive on this without additional playtesting from other players. In addition, player ally NPCs are now finalized, having health regeneration and multiple models.
To switch to the Snapshot beta branch to check this out, right-click on FIREFIGHT RELOADED, go to properties, go to the Betas tab, and select "snapshot".
ENDGAME Monthly Update (March 2022)
Hi everyone,
Normally, I would wait until the end of the month to post updates about ENDGAME. However, some criticisms have been brought up to me fairly recently, and as the main (and only) developer of the project, I want to address these concerns.
ENDGAME has had a rocky development, with multiple engine changes, and some planned features being announced but were cut. I have said multiple things about the development, which have promised a lot of things about the update. In my recent blog post, I have stated that I won't be changing the engine, which lead to some of you criticizing me for falling back on a promise. I acknowledge that, and I deeply apologize. I respect whatever future decision you make with the mod, and I have no excuses for what I have potentially done. As a result, I'm going to address these concerns in this blog post.
In the Source SDK, the code itself is extremely limited, with zero to no access to the main engine code. However, the engine itself can be fixed using what we have. Valve has given us modders quite a few ways to fix engine-level issues, and a lot of fixes have been made alongside that. During ENDGAME's development, I have been and will be implementing multiple SDK fixes (https://github.com/ValveSoftware/source-sdk-2013/pulls) that will enhance the stability of the engine, alongside implementing bug fixes contained in forks of the SDK code. Some of these fixes have been implemented recently, but I will implement more of these fixes to ensure engine stability. Engine fixes WILL be implemented to make sure FIREFIGHT is a stable mod.
In addition, very recently I have identified 5-6 sources of crashes and have fixed them accordingly. After these fixes were implemented, I have seen less crashes occur when playtesting. This may not be the case on other users' machines, but this is a big step forward towards stability for the mod. This is why i'm planning on releasing a snapshot of the current development process of the mod when it is decently stable. More crashes will be fixed in the future as I work on and playtest the mod. If you would like to view progress on the update, please look at the GitHub commit log here: https://github.com/FIREFIGHT-RELOADED/FIREFIGHT-RELOADED-src-sdk-2013/commits/endgame
I have known for a while that FIREFIGHT RELOADED is a very unstable mod in its current state. I will be implementing new fixes to counteract crashes with the game and engine issues, and delivering a new snapshot to further help with playtesting and debugging. I am committed first hand to focus on enhancing the stability of the mod first before gameplay. Fixing these crashes and issues is one of the main goals of the ENDGAME update. I take criticism of my projects very seriously, and I will work to address criticisms of the mod first-hand.
Now, onto gameplay plans for the update. After the majority of issues are fixed, development will focus solely on the planned wave system. One idea I recently had was to give NPCs attributes that enhance their abilities, such as a Hunter that fires rockets for example. However, I will say that these are merely just ideas at this point, and haven't been implemented in the mod yet. I will post later updates on this in next month's blog post.
Thank you for reading, and thank you for your patience. It has almost been 4 years since I announced this update, and I want to deliver ENDGAME by the end of this year. However, I want to deliver it in the best shape it can be, so fixes and crashes will take priority over gameplay changes. I hope this blog post addresses your concerns about the update. A future blog post will be released when the snapshot is out.
- Bitl
Big Picture controller configs!
Hi everyone, here's a very small update.
If you're planning on playing FIREFIGHT RELOADED with a controller, phone or Steam Deck, you're in luck! I have created several configs for 4 different controller layouts in Big Picture Mode, which can be transferred over to different controllers:
- Default FIREFIGHT RELOADED Layout: Basic layout configured for Xbox One style controllers, but can be used as a template for every controller, including Switch Pro Controller (No Gyro), PS4, PS5 (No Gyro), 8BitDo SN30 Pro+, Steam Controller, or Steam Deck.
- Default FIREFIGHT RELOADED Layout (SN30 Pro+/Pro 2 Android): Same as the previous one, but configured for the 8BitDo SN30 Pro+ in Android/DirectInput mode.
- Default FIREFIGHT RELOADED Layout (Switch Pro): Same as the Default FIREFIGHT RELOADED Layout, but controls are configured to run on the Switch Pro Controller, with gyro enabled. Gyro settings should work fine on the PS5 controller with minimal tinkering.
- Default FIREFIGHT RELOADED Layout (SteamLink Mobile): Same as the Default FIREFIGHT RELOADED Layout, but configured so it runs on SteamLink Mobile.
Feel free to submit feedback about these controls. These are configured to work with the latest internal version of ENDGAME, so some controls may need to be rebound in-game for them to function.
This is done in an effort to make FIREFIGHT RELOADED support as many controllers as possible, and run fine on Steam Deck after it is compiled for Linux/SteamOS 3.0.
Edit: For those who are wondering, these controls were configured with my 8BitDo SN30 Pro+ controller on the various settings.
Thank you all for you support!
- Bitl
ENDGAME Monthly Update (February 2022)
Hi everyone,
Today I wanted to inform everyone about how the ENDGAME update is going. The plan is to release the ENDGAME update by the end of this year.
The priority is to:
- Implement a wave-based survival mode that will become the default gameplay standard. - Re-balance gameplay and removing enemies and weapons that negatively impact gameplay. - Fix the majority of crashes and issues. - Implement more mod tools to the modding SDK, such as a workshop uploader. - Get the mod working on Linux/SteamOS, alongside adding full controller support for Steam Deck.
I want to release this update in a relatively stable state. Due to the amount of projects I had to work on while working on ENDGAME, this significantly slowed down progress of the update, and I lost track of what I was working on when going back to it. This update will NOT be as big as I originally planned on doing it, but I want to provide a very good experience for players. I have streamlined the main focus to the top 5 goals above to make the completion of this update quicker. However, I've had to cancel some changes.
Mapbase is no longer used as it caused issues during development, as well as planned ports to future SDK engine versions. Due to this, the engine itself won't be updated. Any kind of engine update would have increased development time, which I want to avoid with releasing an update that has taken this long to develop. However, changes to the game that were made during the Mapbase engine were moved over (such as the re-addition of gamemodes).
I plan on releasing monthly blog posts about the development leading to ENDGAME's release. I apologize for the severe lack of updates regarding it over the last few years and hopefully this will be one of the first few updates.
If you would like to suggest any ideas, please post in the steam discussions, in the comments to this post, or on the FIREFIGHT RELOADED Discord server. (https://discord.gg/4MfShzF)
Thank you, and I apologize deeply for the long wait.
- Bitl, Bitl Development Studios.
Update for FIREFIGHT RELOADED Snapshot Released (04-25-2021)
An update for FIREFIGHT RELOADED Snapshot has been released. The update will be applied when you restart FIREFIGHT RELOADED Snapshot.
- Added a setting that allows you to re-enable the "boost" after double jumping. - Disabled double jumping by default. It can still be turned on in the Advanced Options menu. - This is to make room for more ways to traverse around the map. Keep your eyes peeled for updates! - Fixed a bug where g_fr_spawneroldfunctionality didn't work properly. - Setting this option to 0 would enable gamemodes when it should be set to 1 to enable gamemodes. - Fixed a crash upon loading the game. - Increased the air acceleration to 150 for easier bunnyhop control.
Be sure to join our Discord server here: https://discord.gg/4MfShzF for more future updates!
Update for FIREFIGHT RELOADED Snapshot Released (04-24-2021, 2)
An update for FIREFIGHT RELOADED Snapshot has been released. The update will be applied when you restart FIREFIGHT RELOADED Snapshot.
- Fixed the localization text.
Be sure to join our Discord server here: https://discord.gg/4MfShzF for more future updates!
Update for FIREFIGHT RELOADED Snapshot Released (04-24-2021)
An update for FIREFIGHT RELOADED Snapshot has been released. The update will be applied when you restart FIREFIGHT RELOADED Snapshot.
- Added a new option that restores the old spawner functionality. - Gamemodes have been re-added that support this option when enabled.
Be sure to join our Discord server here: https://discord.gg/4MfShzF for more future updates!
Responding to feedback on the mod and update to the "snapshot" beta.
Hi everyone, I have decided to make an announcement regarding the reviews on the Steam store page. I mostly look at the reviews on the store page as they give me excellent feedback on the mod, and I want to address the concerns they bring up. As the developer, it's my responsibility to give everyone the best possible experience with the mod, so all of these issues are taken to heart.
Crashes This is a known issue and it has happened quite a few times on my end. As far as I know, it has something to do with a few enemies that cause issues in the code alongside engine-related bugs that I cannot fix. Fortunately, I have decided to move the mod over to Mapbase as it is a very stable and reliable base for the creation of mods. The amount of crashes should dwindle just from that, but I'm not excusing any crashes caused by the game logic code itself. I hope that this next major update will fix as many issues as possible just with the move to Mapbase alone.
No Challenge/Too much challenge The ENDGAME update will bring a slew of balance overhauls that will add more balance to the game, such as a more balanced weapon and enemy roster, an overhauled spawn system, and more. Balance is a known issue with the mod, and I definitely plan on overhauling it in this next update.
The spawners act way too much like GMod spawners Like I stated above, the spawner system will be overhauled. The infinite enemy spawners will be replaced with a more traditional wave-based spawner system seen in many other horde mode games. This way, there can be challenge without the enemy counts feeling overwelming.
Why use HL2DM maps? I am mainly a programmer. I have tried making maps in Hammer before, but I found that what I made was very mediocre, so I used HL2DM maps instead. Fortunately though, I plan on incorporating more custom-made maps in the future, so there will be more arena variety.
I would like to apologize again for the lack of updates regarding FIREFIGHT RELOADED's development, and would like to thank you all for your patience. I plan on working on FIREFIGHT RELOADED again, and as I want to be more interactive with the fans, I have decided to open up the internal beta branch. As of today, FRIREFIGHT RELOADED's "snapshot" branch contains the latest "cutting edge" version of FIREFIGHT RELOADED. Keep in mind that this is still very much in a pre-alpha state, and this will not represent the final release.
Here's the changelog from the past "Phase 1" version of the snapshot:
- Fixed the version number being wrong. - Fixed the store menu files being in the wrong directory. - The Grappling Beam now grapples onto and damages NPCs. - Fixed a bug where ammo/items couldn't spawn. - Elite Metrocops can no longer jump. - When the player dies, they will keep half of the EXP they gained. If the player keeps losing EXP, they'll eventually drop down a level. - Fixed a bug where the game kept setting the player's Kash to their Starting Kash amount on respawn. - Removed Multiplayer options from the Main Menu. - Changed the color of the Ministrider's armor to be the same color as the original Half-Life 2 Episode 1 variant. - Fixed an issue where the Max Health upgrade only brought you to 300 health. - You can now only bunnyhop if you are not double jumping. - Reduced default player speed from 320 to 280. - Added a new NPC: npc_player! - These spawn rarely and randomly. You will be notified first hand when these spawn. - They have a distinctive blue outline and will follow you if they see you. They dynamically switch weapons depending on how far an enemy is away from them. - Updated to the latest Source SDK 2013 engine branch. - Now built off of Mapbase! - Removed all gamemodes in favor of making FIREFIGHT RUMBLE the default gamemode. (mainly for the wave based stuff I mentioned earlier) - You can now slice Zombies in half with the Katana. - Zombies will now have a random chance of burning on fire after an explosion. dev stuff: - Rewrote the reward system to use switch statements!!
Known bugs with this snapshot branch: - Grappling beam does not currently function. - Player model animations are very buggy. - npc_player notifications do not show up. - the store page/modding page do not show up.
More updates to the snapshot branch will be communicated on this blog. These posts should not be confused with actual updates as they will explicitly state "snapshot" in the name and description. There will also be a new "snapshot discussion" board in the Discussions where you can report bugs and issues with the snapshot.
Thank you all for your feedback, patience, and support. I plan on focusing more on this mod in the near future, so keep your eye peeled for new updates.