[HN Gopher] FortressOne: Quake Team Fortress (1996) mod still un...
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       FortressOne: Quake Team Fortress (1996) mod still under active
       development
        
       Author : drzel
       Score  : 101 points
       Date   : 2020-04-04 09:57 UTC (1 days ago)
        
 (HTM) web link (www.fortressone.org)
 (TXT) w3m dump (www.fortressone.org)
        
       | Svperstar wrote:
       | One of the first mods I ever got into was the original TF. Too
       | bad I pinged like 200 m/s from the majority of the servers so at
       | best I could log in and spam grenades before I died. lol.
        
         | drzel wrote:
         | Our nightly games are played on local servers with 13ms pings,
         | but we still have international matches played on midpoint
         | servers, with most players pinging between 150-200ms. Holds up
         | very well.
        
           | kovek wrote:
           | What if servers always enforced a minimum ping on the users!
           | Never thought of this. Then, I might have had better luck
           | playing shooters games when I was younger.
        
             | drzel wrote:
             | We do exactly this for example, for Australia vs USA
             | matches, hosted in California. With minping, all players
             | ping around 160ms.
        
       | xvf22 wrote:
       | I remember playing team fortress on my IBM Aptiva with the awful
       | modem/soundcard combo which meant I could either play online or
       | with sound but not both. Given the abundance in time inside all
       | of a sudden I think I'll give this a try. Thanks for sharing!
        
         | drzel wrote:
         | Hey - please do! Discord is the best place to connect:
         | https://discord.fortressone.org
        
       | bmn__ wrote:
       | The user experience is from the past millennium.
       | 
       | 1. I downloaded the game and unpacked it. It would not start.
       | Debugging reveals a dependency upon libpcre.so.3. This is not
       | packaged (obsoleted by libpcre2). I hacked around the problem by
       | making a link to libpcre.so.1. Imagine someone who is not a
       | programmer, would he be able to figure that out?
       | 
       | 2. I ran the game and go into the options menu. The text is so
       | small it is almost unreadable and there is no way to make it
       | bigger. We Quake players are all old farts now who more often
       | than not have deteriorated vision.
       | 
       | 3. I got the server list and attempted to join an empty server
       | with low ping in the neighbouring country so I could experiment a
       | bit. The game proceeds to download lots of files at 7 kB/s with
       | no indication of overall progress. After four minutes of waiting
       | I cancel out.
       | 
       | 4. I find the menu to host a local server. Running it errors out
       | in the console: something something DM4 not found.
       | 
       | 5. I decide to write up what happened to HN. I quit the game.
       | Gamma settings for the desktop environment are messed up.
        
         | drzel wrote:
         | Hey thank you for the feedback - you're not wrong. We haven't
         | exaclty given Linux the focus it deserves. We're aware of these
         | issues and working on fixing them.
         | 
         | As for the server, we run servers around the world including
         | FortressOne in the title. These should work well, there are a
         | couple of older community servers which... Literally are from
         | the last millenium.
        
         | starpilot wrote:
         | Ok. I am not even going to try to get it running on Catalina.
        
         | TsomArp wrote:
         | Works perfectly in windows. And I have not the best sight.
        
         | [deleted]
        
       | yesimahuman wrote:
       | This brings back so many memories. What got me into servers and
       | programming in the first place was setting up quakeworld servers
       | and modding them.
       | 
       | What I miss the most are rocketjumping maps. I spent so many
       | hours on those servers but it seems most of the maps are gone
       | from the historical record.
        
         | wgerard wrote:
         | And concjumping maps from TFC! Those were a ton of fun.
        
       | b0rsuk wrote:
       | Long ago when the number of games was much lower, you could count
       | on people to know or hear about all the major games. There was a
       | sense of community, of shared culture. Just like the first years
       | after communism officially ended in Poland - there were 3 TV
       | stations and there were cartoons at 19:00 every single day, with
       | especially good ones on sunday. You could walk up to a random kid
       | in class and start a conversation about his favorite bedtime
       | cartoon. Or there was very limited choice in common household
       | appliances and furniture, so countless people had the same
       | models.
       | 
       | Yes, it's nostalgia too, but it was fun to have a sense of shared
       | culture. Fragmentation has its downsides. I'm not sure how to
       | have the cookie and eat it.
        
       | wgerard wrote:
       | There's also Fortress Forever, for anyone who misses TFC:
       | https://store.steampowered.com/app/253530/Fortress_Forever/
        
         | catblast wrote:
         | This was always cool. Wasn't it released shortly before TF2 and
         | pretty much steamrolled into obscurity after that?
        
           | sitzkrieg wrote:
           | yep, it had a decent community for a few years but is mostly
           | skeleton crew pickups at this point
        
       | Jaruzel wrote:
       | The best and most fun Quakeworld mod was 'Capture the head' (or
       | maybe it was called 'Headhunters' I'm not sure).
       | 
       | Every time you gibbed someone you could pick up their head, and
       | run around with it attached to to you until you 'dropped' on a
       | specific spawn point to score. You could run around with up to 6
       | heads attached to you in a 'chain' - if someone gibbed you, they
       | could then pick up all your heads.
       | 
       | Very tactical, and lots of fun!
        
       | AdmiralAsshat wrote:
       | I played TFC a little bit back in the day (missed its heyday,
       | unfortunately, but the TFC Gold servers continued to be active on
       | Steam long after TF2 was released).
       | 
       | It's easy to think that TF2 "streamlined" the experience by
       | removing bunny hopping and grenades, but honestly, whenever I try
       | to go back to it, grenades are just annoying. They render much of
       | the well-tuned class distinctions obsolete when even the medic
       | can blow you up
        
         | wgerard wrote:
         | The medic in TFC was really an offensive assault class, MUCH
         | more analogous to TF2s scout than TF2s medic.
         | 
         | The scout class itself was actually rarely used because the
         | medic was significantly more dangerous!
        
         | catblast wrote:
         | In most servers you carry like two or three grenades though,
         | usually not reloadable. It's doesn't imbalance that much.
        
       | partisan wrote:
       | I had nothing but good times playing TF in 1997/1998. I joined
       | clans and made friends online in a way that seems almost
       | impossible to do nowadays.
       | 
       | Action Quake 2 and CS through 1.6 offered similar opportunities
       | to make good friends, but TF was the advent of that for me.
        
       | drzel wrote:
       | This game is a beautiful piece of living internet history. We
       | still play competitively, the emergent gameplay continues to
       | evolve. Most of the community have been playing for over 20
       | years, and a huge percentage of the players are contributing to
       | code, art etc.
        
         | twistt wrote:
         | Hey Zel! Congrats to you and all involved for keeping this
         | historic game alive.
        
           | drzel wrote:
           | And thanks for one of the best game videos of all time twist.
        
       | bladespirit wrote:
       | Same awsome game updated to 2020 standards !
        
       | pugworthy wrote:
       | I worked for Rogue Wave Software years ago, and we used to play
       | this on the corporate LAN at lunch time. IT guys were in on it
       | too, and would quietly upgrade all the players to be on the "good
       | LAN" for better connectivity.
       | 
       | Once the head of Tech Support from Boulder showed up during lunch
       | hour and saw me playing, and says "You guys play too?!" - so then
       | we each shifted lunch hour by half an hour and had cross site
       | fun.
       | 
       | I will say that it was by far the best and most effective social
       | engagement thing that existed cross organization on each site,
       | and between sites. Well that and the free bagels and espresso
       | machine.
        
       | jaequery wrote:
       | TF was good but I miss Rocket Arena more
        
         | evanmoran wrote:
         | Couldn't agree more. For those wondering, Rocket Arena was an
         | amazing team game (last team alive gets a point, or optionally
         | CTF rules) where each player starts with ALL of the weapons,
         | armor and ammo in the game. Since everyone had a rocket
         | launcher, railgun, grenade launcher, shotgun, etc, this focused
         | the game on team strategy / communication and shooting accuracy
         | rather than on timing the weapon / player health spawns. This
         | would have been awesome by itself, but Rocket Area also made it
         | so that rockets didn't do damage to your health (though they
         | did hurt your armor!) so you could freely move with rocket
         | jumping. This created unbelievable mobility and many beautiful
         | custom maps were made; just imagine huge castles where your
         | skill at rocket jumping allowed you to soar from turret to
         | turret.
         | 
         | Here's a good video showing the mobility and skill involved in
         | using all the weapons at once:
         | https://www.youtube.com/watch?v=XhzK5fL1mj0
         | 
         | Here's some of the maps that were common:
         | http://www.bosskey.net/q3a/maps/standard.html
        
           | tomc1985 wrote:
           | This reminds me of Instagib mode in UT ... same gameplay
           | twist: since everyone is on an even playing field with a
           | hitscan instakill gun, accuracy and agility were much more
           | important
        
       | bberrry wrote:
       | Oh wow, QWTF was my absolute first contact with online gaming and
       | it is so dear to my heart. They were such innocent times. People
       | asking strangers on servers to join their clan and I remember
       | cherishing my clan tag so much. I was on dialup and didn't start
       | using the mouse for a least a couple of months, but like I did,
       | innocent times and no one was whining or rude.
        
       | rhexs wrote:
       | Speaking of older games, are there any (other) active communities
       | these days that still play competitive capture-the-flag style
       | games? CTF seemingly died years and years ago and most games
       | these days are sort of regressing to various spins on deathmatch
       | style modes.
       | 
       | Miss TFC/Unreal Tournament style CTF communities, but I'm not
       | sure there's anything left aside from obscure discord communities
       | that occasionally throw together a few matches.
        
         | highstep wrote:
         | 2fort on TF2 is still popular. CTF can also be found in the new
         | Quake Champions. Both games are free to play.
        
         | richardboegli wrote:
         | Diabotical [0] will be free to play when it is released.
         | 
         | [0] Diabotical.com
        
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       (page generated 2020-04-05 23:00 UTC)