[HN Gopher] FortressOne: Quake Team Fortress (1996) mod still un... ___________________________________________________________________ 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 ___________________________________________________________________ (page generated 2020-04-05 23:00 UTC)