1. Custom Fortress - Beta
  2. News
  3. PLEASE, READ THIS.

PLEASE, READ THIS.

[p]We know our mod is not Better at all for most aspects, this is because it's meant to be a public BETA. for collecting testing Feedback, in some sort of way, i will go on describing Why it got released in this current state.

You also have to keep in mind this mod is developed by 2 people in their free time which makes a huge difference from Bigger developent teams, with also these key factors:
  • We got into sourcemodding on the release of the TF2 SDK, originally we have Vscript/Lua knowledge
  • We are not the Greatest coders in some sectors (HUD, NPCs etc)
  • For some people despite this being a community effort, people just don't want to help us, or contribute (not everyone)


THE FIRST ACCIDENTAL RELEASE

So, since this was my first time getting into STEAMWORKS and publishing a game/mod, you can kind of expect, some sort of beginner behavior, originally it wasn't meant for release, but VALVe (or whoever reviewed our mod) was responsable for the damage, when i submitted my mod for review, it did give me errors, i had to change pictures, and all in order to "Pass", but the guy who reviewed it at the end accidentally, causing the game to have an install button, and backlash on us instantly just because of that error.

THE "REAL" RELEASE

I had to choose a release date, realistically, since i had to put it, i had no choice, and i later found out i was unable to change it, so, i was yet again stuck, so i attempted to savage, the mod close to a "somewhat" playable version ready to ship (tho it was far away still), but MvM Versus is in a decent state i may say... [/p]

[h2]The Reason behind goofy stuff (Gangnam Style, Barney Warpaint, and Random Items)[/h2]
This is, in fact, an issue of mine, whenever i do tests, i try with stupid stuff first, as a Crash test dummy kind of thing, or in short terms, a placeholder, because like i stated in old Announcements,
"What's the point in trying with an High effort thing first, if it may not work in the first place?"so i just used dummy assets.

Why the game launched on DX8 normally at some point

From the VALVe Wiki
On some modern systems, or in some games, when a Source 2013 game is run for the first time, the game may default to DirectX 8 level (and DirectX 9.0 level instead of 9.0+ on laptops with Intel HD Graphics or switchable integrated/dedicated GPUs). Not only this would disable certain graphical options (such as "High" shadow detail), running the game in Vulkan (DXVK, through -vulkan) while having DirectX 8 level would cause graphical issues and crashes.

So What's actually Better in this mod?

Most of the stuff, is Vscript/Mapping related, such as new functions, inputs, outputs, and small fixes.
aside some small hard to notice fixes, like the Wrangler making the sentrygun play the fire rockets animation instead of staying still like in the real game, friendlyfire, and misc changes.

[h3]Again, this is a Community Effort, if you wanna help us improve, reach us on our discord, there's no reason to be harsh on us just because the product is broken, you should be harsh if we actually put pay-walls, or acting like a scam product (like the CSGO/TF2 Workshop had as a problem), we help mostly on the coding side in some aspects...[/h3]