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Custom Fortress - Beta News

Loadout patch & item quality's

Loadout updating should take less time (BetaM)
Updated MOTD
Changed Cvar flags serverside instead of cheat only
- bread teleporter
- sandman
Added 2 quality descriptions
- community
- scrapped
Added publisher to Dev Tag (Mixer)

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]

Small first patch

  • Fixed crash bug from teleporters due to bread.
  • Fixed a bug where health values are inconsistent on bots when tf_mvmvs_use_loadout is set to 0.
  • Added tf_robot_cosmetic_opt_in to allow hiding robot cosmetics on players.
  • Added cl_clear_chat_on_disconnect to clear chat on disconnecting from a server.
  • Added both of these ConVars to the advanced options menu.
  • Fixed some bot definitions in robot_standard.txt. Fixed the Attributes key being non-functional.
  • Removed offensive discord RPC message (dev joke lol).
Added 3 new tf_mvm_arena_first_blood convars, to adjust the durations.
  • tf_arena_first_blood_time
  • tf_arena_first_blood_fast_time
  • tf_arena_first_blood_slow_time
Horseless Headless Horsemann changes
  • now respects members or entities on same team as him.
  • Restored Hurt sound on Critical hits
  • Monoculus has a new Input "Enrage" using the value as duration for how long he stays mad.

No more SDK 2013 Multiplayer

VVis epic work :)

What is Better Fortress 2?

[p]
1] Why does this mod exist?

Better Fortress 2 originally started, as a small test mod by me, later i invited my friend main_thing
to work on it, to mess around, chaning some stuff, and use it as a Testground for pushing our fixes/changes to the Source SDK 2013 Github repo, for a chance for these to end up in-game, so
in short, think this mod as a "Staging Branch" for TF2, with slight changes

The main Goal of the mod (aside having new content, and funny stuff), is to make stuff less hardcoded as possible, for mappers and Vscripters to experience the usage.

For Example: The Ability to give custom text to Intelligence flags, like VALVe used to do in Doomsday.

2] Why there's Content from the Workshop or Community Projects?
Offshore Content is there, because this Mod was also used to record in-game previews of Taunts, and items (not all of them). and Since i worked on the project i got permission to use it.

There's also some Content such as the Mini-Dispenser, and small stuff. we added a credits menu (by BetaM) listing people, we may have missed some people, but we are trying our best, please reach us on discord, possibly in a calm manner, we don't want to give the impression of bad people, we are just 2 (working) on the Mod itself, it's not easy to keep track of some stuff :(

3] What do you mean by Community Effort?
This is a project aiming to have contributions from the community too, so for example, let's say:

"I fixed the broken MvM upgrades, and i would like to add my code"

We can implement it in-game and credit people for it, we do NOT state that we are owning the code,

4] Why is there Funny/Random/Cringe Stuff? This is stupid.
This is a nature of mine that i can't keep on a leash, basically for testing if was able to make custom stuff, i use placeholder/dumb stuff, to see if it actually works, i have the knowledge and power to make something propper, but if you think about it.
"What's the point in making something Properly made for a first test, if there's the risk it may NOT work?"

5] For a short period of time, this mod had the Install button ready, but i couldn't install, why?
This was a mistake from the Review process of the store page Not caused by us, we are unsure of what happend, but from what we could tell, the Reviewers from VALVe, once they finished and approved, they accidentally set the page to Public, despite having some small errors in the Mod banner pictures and such, preventing me from changing, i had to re-send the updated Pictures in order to be able to Post, and also have the ability to make Steam Announcements, like this one.

IN SHORT: This mod is meant to improve TF2 in a few ways, we are not making it EXTREME or such, we can add new content sure, but the main focus, is to add features for Creators, that normally in vanilla TF2 is only possible with what's currently available in VScript, or use Sourcemod Plugins. We want to Credit everyone, as well reach them out, but with some people sadly this is impossible, so often they ignore us... since well, we are a nobody.
[/p][p]We strongly advise to visit us on our Discord, so it's easier to contact us, hopefully it's understandable [/p]