1. FIREFIGHT RELOADED
  2. News

FIREFIGHT RELOADED News

ENDGAME Monthly Update (April 2022)

Hi everyone, and welcome to this month's ENDGAME blog post! I have a lot of things to discuss about, so let's get on with it!

Last month, I released a snapshot for ENDGAME intended to showcase the fixes I have implemented for crashes. The users who have played it have shared that crashes are reduced or even removed, however I am not done with this yet. I plan on doing more internal playtesting to iron out more crashes and bugs, especially since I implemented more gameplay stuff this month.

However, before we move on, I want to address that as of the latest internal development version, a lot of fixes from the GitHub Source 2013 repo have been implemented in FIREFIGHT RELOADED, as originally discussed in last month's blog post. This means when ENDGAME comes out, it will be the most stable version of FIREFIGHT RELOADED released by far. There's still work to be done on the project, but stability is the number one concern with the project currently to give players the experience I want to deliver with ENDGAME.

NOW, we get into the gameplay stuff. Lots of things have been done recently.

NPC ATTRIBUTE SYSTEM


Last month, I discussed about a NPC attribute system that would dynamically change an NPC's stats and allow for more unique encounters. Well, I just added the system, and I'll explain how it all works!

The attribute system allows the game to load NPC presets based on a file used to manipulate specific stats (speed, health, color, etc.) for NPCs. In addition, NPCS can have custom attributes that change the behavior of NPCs. This means that the modder can create many different NPC types to spawn into a world with no real limits attached to it. This is important for the new wave system to make encounters feel unique but familiar at the same time. Attributes can also be loaded at any time, so anything related to the NPC can be adjusted in real time.

Below is an example of what a script will look like:

//Ministrider
"npc_hunter_preset4"
{
"new_model" "models/hunter_colorable.mdl"
"is_rare" "1"
"new_projectile" "5"
"new_material_color" "26 52 64"
"volley_size" "18"
"use_ministrider_sounds" "1"
"persist" "0"
}


The system can:
- Forcefully give attributes to an NPC (this will be done during the beginning of a wave when NPCs spawn)
- or give a spawned NPC a random preset if there is one (which is done for pre-ENDGAME gamemodes. This can be disabled if you want an experience closer to pre-ENDGAME FR.

Now, enough of the technical blabber, let's showcase the first NPC presets!

[h3]THE SUPER ACE![/h3]



He's stronger, faster, and more deadly than any Combine Soldier in FIREFIGHT RELOADED. He can catch up to the player and destroy them in a matter of moments, unlike the Combine Ace he's built off of. Fortunately, they're easy to see with the red outline around them, so you'll definitely know when one is spawned into the world. They're also super rare, so keep an eye out for them when you see them. All of the following variants are like this.

[h3]THE BOOM SQUID![/h3]



He's stronger than the normal Bullsquid. Unlike his normal brethren, he throws batches of SMG grenades as his enemies, which explains his health buff.

[h3]THE NEW HUNTERS:[/h3]



From left to right:
Anti-Aircraft Hunter: Stronger and fires RPG Rockets.
Demolitions Hunter: Stronger and fires Frag or Immolation Grenades.
Elite Hunter: Stronger and fires Combine Balls.

In addition, the Ministrider has been moved to a variant of the Hunter, and the Elite Metrocop will also sometimes spawn with Metrocop AI!

Currently, the system is limited, however opens up a new host of possibilities for the mod and modders alike. The plan is to not only implement this system to NPCs, but also to allow other entities to be custom. It's too early to tell how many attributes will be added, but this system will be built on and improved as development continues.

THE SDK TOOLS


For most of you eagle eyed players, you might have noticed that the SDK recently received 2 new custom tools in the Snapshot branch: the WORKSHOP UPLOADER and the MAP COMPILER!



The Workshop Uploader allows the modder to upload and edit their mods with relative ease. One can update their mod avatar, description and files with the click of only a few buttons. This is significantly easier than the SteamCMD method, and will be the supported method upon ENDGAME's release. A guide for it will be written eventually, but you can check it out in the latest SDK snapshot.



In addition, a command line tool named the Map Compiler was added recently, allowing for quick and easy compilations of maps. It's way faster than using Hammer for compiling, as there's barely any overhead when compiling a map under it. In addition, you can compile multiple maps in one session. Even though you can only compile 1 map at a time, you can load and compile map after map without needing to restart the program. In addition, it is pre configured for a fast compile experience, while also not sacrificing on map build quality. This tool is also available though the SDK Snapshot.

Not included with the SDK Snapshots were various changes and modifications did to the SDK tools. Since you can mod the various map compilation tools with the source code included in Source SDK 2013, I have done some modifications to the tools that will allow mappers to have more performance, more resources available to them, and higher limits. These changes include:

- Support for up to 256 threads from the original 16, meaning that modern Ryzen Threadripper processors will be able to compile maps faster.
- Removed useless debug code, allowing for better performance when using the tools
- A slightly higher brush limit, allowing mappers to push the Source Engine's limits even further.

ALLY AI CHANGES.


Back to discussion about the mod for a bit, Player Allies will now use the Rebel AI rather than the Combine AI, allowing them to join your squad and can be recalled to other locations of the map. In addition, they have more models available, and have a chance to use the player's model, as seen here:



Now, in order for this to work with custom playermodels, the following code must be added to the QC files before any animation files:

Masculine models:
$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"
$includemodel "elitepolice_animations.mdl"

Feminine models:
$includemodel "humans/female_shared.mdl"
$includemodel "humans/female_ss.mdl"
$includemodel "humans/female_gestures.mdl"
$includemodel "humans/female_postures.mdl"
$includemodel "alyx_animations.mdl"


If these animations are not included, a warning will tell you to check a command called debug_check_incompatible_models. An example output is displayed here with a playermodel from the Workshop:



NEW ENEMIES????


Yes, you heard that right, 2 new enemies are getting added to the roster: the STALKER and (maybe) the STRIDER.



The Stalker has the same AI from Half-Life 2: Episode 1, but are hostile immediately when spawning. They are currently considered a Common enemy, however I plan on changing it to a Rare enemy at some point, since you don't see them much until the end of Half-Life 2 and into Episode 1. They are weak, but their laser attack can destroy you if you are not moving.

As for the STRIDER, let's address some things first:

As of right now, the Strider cannot move, because the Deathmatch maps are not set up for that. However, they are still devastating enemies and will stomp you when you get close. You can also grapple on them, like this. You can also damage them by kicking and with the usual explosives and combine balls.



Some issues are currently getting worked out with them, such as the "they do not move yet" issue, and an issue where they get flung into the atmosphere when a force is applied to it (This has been fixed with most things that apply a force, like kicks and bullsquids as of the writing of this blog post). They are still a highly experimental enemy which may get removed from the spawner list at any point due to the issues with their design. However, it is one experiment that I want to continue doing as long as I can. Currently, they only spawn in dm_runoff and dm_overwatch as Rare enemies.

KNIFE THROWING




You can now press the secondary fire to throw knifes at enemies. This was a cut change early on when knives were in development, however I figured out how to implement them in a way that functioned properly.

KATANA REBALANCE


The Katana has been completely readjusted, making it the most powerful melee weapon in the game. It has a chance to cut through multiple enemies, improved hit detection, and can cause more damage to most enemies.

In addition, it has a new "Honorbound" mode that activates when in bullettime. I'll let the internal changelog notes explain it for me.

- If you kill an enemy with the Katana in Bullettime mode, half of the enemy's max health will be given to you. 
- On top of that, you can chain kill up to 5 enemies to get up to double the max health of the previously killed enemy. After 15 enemies, the kill multiplier will be disabled.
- After leaving Bullettime you need to wait 5 seconds before you can use the kill multiplier again.
- While the Katana is equipped in Bullettime mode with an active kill multiplier, you will not autoswitch to newly received weapons, nor be able to switch between weapons (unless it is the Grappling Beam).


This allows the wielder to regain health if they are low on it.

With the new additions, the Katana is no longer a weapon the player gets on Spawn. In order to get it, the player must unlock it or receive it from the Buy menu.

Speaking of...

THE BUY MENU UPDATES!




THE BUY MENU HAS BEEN COMPLETELY REDONE! This was done so custom weapon creators can integrate their weapons using a "shopcatalog" script file.


"ShopCatalog"
{
"1"
{
"name" "HealthKit"
"price" "10"
"command" "healthkit"
}
}


You can either modify the "shopcatalog_default.txt" to include your item, or add it in a separate text file named with the "shopcatalog_" prefix. This allows Workshop creators to add weapons to the shop menu without overriding anything.

OTHER CHANGES


Here's some other changes done recently:

- Added Rocket Jumping, allowing for players to reach great heights
- Increased grappling beam speed when holding down the crouch button, allowing players to reach new areas fast.
- Fixed various "double body" issues with zombies.
- Increased the spread of the M249 Para to affect hordes of enemies.
- Combine Elites, Aces, and Elite Hunters will fire instant-kill Combine Balls on the Very Hard difficulty and above.
- You can now adjust how slow time moves in Bullettime.
- The player now moves faster when in Bullettime mode.
- Disabled double jumping due to incompatibility with bunnyhopping.
- Improved the Combine Assassin AI and Model. (Credits to Maestra Fénix! https://github.com/MaestroFenix/restored_assassin)
- A playermodel based on this model was also added!
- Assassins are now able to throw Frag and Fire grenades (Fire grenades on Hard difficulty and above)!
- Added more models for the Player Ally to use.
- Hunters can now jump.
- Reverted from automatic navmesh based node placement to manual node placement due to issues.


REBALANCING


Let's now discuss about the future going forward. Now that a lot of crashes and bugs have been ironed out, gameplay changes will become the main focus of ENDGAME. One plan I discussed in the past was to remove or rebalance weapons and NPCs, so let's talk about what's happening with that.

During development of the Endgame update, a few weapons and 2 enemies were cut. The Gluon Gun was removed early in Endgame's development due to the overpowered nature of the weapon. However, I want to address the other elephants in the room.

Our first one is the flare gun. The flare gun is the only weapon currently in FIREFIGHT RELOADED that can set an enemy on fire, which gives it a use in the weapon sandbox. What makes it a candidate for rebalancing or removal though is the fact that it is a single-shot pistol with a slow reload time. Since you can't just spray it at other enemies, you have to exclusively prioritize a single target to get shot with the flare. While this isn't inherently a bad thing, it's kind of the antithesis of FIREFIGHT RELOADED in a way. The mod is about not just focusing on a single target, but many targets all at once with the weapons you have. The quicker you can deal out damage, the greater chance you'll succeed.

To keep it in FIREFIGHT, it has to dish out plenty of damage between multiple enemies, rather than one at a time. So if that's the case, why not just increase the fire rate, increase the damage of the projectile, and decrease the reload time? While that's not a bad idea for the flare gun, it still has the issue of being a single shot weapon. With the sniper rifle, it has only 2 shots per reload and has a large amount of damage that can be dealt to enemies. The flare gun on the other hand is a single shot pistol that even if you rebalanced the damage of the flare it still wouldn't deliver enough damage to be an effective weapon.

The solution to this is to have a weapon that can dish out a ton of damage, while also setting fire to a decently large area. That's where the upcoming incendiary grenade will come in. Like the original fragmentation grenade, it will set off an explosion, however it will also set a small area on fire for a small period of time. Enemies who walk over the fire will be engulfed in flame, similar to shots from the flare gun. It will also be a fire mode for the original grenade, allowing you or the enemy (on hard or higher difficulties) to use this new fire grenade type.



The flare gun at that point would basically be obsolete. All of the issues with it would be null and void because there would be a weapon that does the same thing as the flare gun, but better for the game in general.

Next up: the Deagle. The Deagle was basically the .357 Magnum, but with Pistol fire rate and magazines. The .357 Magnum basically made the Deagle's use case irrelevant and it was redundant as a result. The .357 Magnum does the same things the Deagle does, so there was no point in reinventing the wheel.

In addition, the Cremator was cut from the game, although not for balance or redundancy reasons. The Cremator was originally added in as a way for FIREFIGHT RELOADED to clean enemy corpses. However, due to a crash discovered during its implementation, the corpse cleaning functionality was removed. The Cremator became a slow moving neutral enemy that attacked the player when provoked. However, this didn't fit FIREFIGHT's gameplay style of "run around and kill everything in sight". Although I didn't want to remove the Cremator (it is one of my favorite enemies after all), it had to be removed because it just didn't fit FIREFIGHT, and the original purpose of it was basically nullified.

The Combine Guard was also removed, as its purpose was overridden by the Elite Hunter, in addition to its slow movement.

The double-jumping ability was also removed due to conflicts with the Bunnyhop ability, and making movement unreliable. As a result, it ended up getting removed from the mod.

I don't like removing things from the mod that were there before, but it had to be done to address concerns I had with balancing the mod.

Now, back to better news.

PLANNED CONTENT

In addition, I have some things in mind for planned content to add to the game, namely maps.

dm_underpass is currently fully noded and ready to place spawners and items in. It will be the next Half-Life 2 Deathmatch map to make it to FIREFIGHT RELOADED.

In addition, I was experimenting with the possibility of adding maps from Half-Life 2 Survivor Ver2.0. Theyare noded out of the box, making them easy to implement straight into FIREFIGHT with a mapadd script. However, I am still experimenting with this addition, so it may or may not be added in the future.

gm_flatgrass in the images is only used for illustration purposes and won't be adapted for FIREFIGHT RELOADED gameplay, sadly :(

I've also been thinking about adding Alien Swarm aliens to the game, as I thought they would fit in with the general Half-Life aesthetic. I'm still figuring out if they'll ACTUALLY fit in, however.

Maybe I'll also add in Half-Life Alyx enemies, who knows?

I plan on adding content as soon as I finish the Wave System, which is planned to get worked on during May and/or June. More content is planned to be announced soon.

WALLPAPERS


Finally, I made some new backgrounds for FR in SFM to cerebrate the new update. I decided that FIREFIGHT should have something better than a reused dark messiah wallpaper, so I made these:



Feel free to use these as your desktop or phone background!

I hope you all enjoyed the lengthy blog post. It was a lot of things to report on, and I heavily doubt people will like the fact that I have cut content. However, I hope that the addition of more content and features balances all of that out.

- Bitl

Update for FIREFIGHT RELOADED's SDK Snapshot Released (04-01-2022)

An update for FIREFIGHT RELOADED's SDK Snapshot has been released. The update will be applied when you restart FIREFIGHT RELOADED's SDK Snapshot.

- Added the Map Compiler!
- Allows one to compile multiple maps in one session.
- Made app loading more stable.

EDIT: 12:49 PM: An additional patch was released:
- Fixed a bug where the Map Compiler wouldn't close when closing the SDK.
- Made the Map Compiler a console application.

EDIT 12:59 PM: An additional patch was released:
- Fixed a bug where the message boxes don't close.

EDIT 6:11 PM: An additional patch was released:
- Improved the performance and compile quality of the Map Compiler.

No, this is not a joke. there IS an SDK Snapshot update, just poor timing. :)

Be sure to join our Discord server here: https://discord.gg/4MfShzF for more future updates!

Update for FIREFIGHT RELOADED's SDK Snapshot Released (03-31-2022)

An update for FIREFIGHT RELOADED's SDK Snapshot has been released. The update will be applied when you restart FIREFIGHT RELOADED's SDK Snapshot.

- Re-added Steam integration.
- Improved Steam integration.

Be sure to join our Discord server here: https://discord.gg/4MfShzF for more future updates!

Update for FIREFIGHT RELOADED's SDK Snapshot Released (03-30-2022)

An update for FIREFIGHT RELOADED's SDK Snapshot has been released. The update will be applied when you restart FIREFIGHT RELOADED's SDK Snapshot.

- Separated the Workshop Uploader from the SDK due to Hammer not loading. The Workshop Uploader is now its own separate application.
- Updated Slartibarty's Slammin Source Tools to v1.6 (ENDGAME)
- Removed Mapbase definitions from FGD files (ENDGAME)
- You can no longer load FIREFIGHT from the SDK due to the removal of the Steam Integration. You are still able to test FIREFIGHT RELOADED maps in Hammer.

EDIT: 2:08 PM:
- Removed the Slammin' Source tools as they didn't work under launching the SDK with Steam. (ENDGAME)

EDIT: 3:05 PM: If you have issues starting FIREFIGHT RELOADED after this update, re-verify your game cache.

Note that the ENDGAME changes will also be visible in older versions of FIREFIGHT with the SDK installed. This will not brick your installation, but it's recommended to use the ENDGAME snapshot branch due to the FGD changes.

Be sure to join our Discord server here: https://discord.gg/4MfShzF for more future updates!

Update for FIREFIGHT RELOADED's SDK Released (03-23-2022)

An update for FIREFIGHT RELOADED's SDK has been released. The update will be applied when you restart FIREFIGHT RELOADED's SDK.

- The SDK will now launch under its own appid when launching the SDK.
- It will only show up in your status as FIREFIGHT RELOADED when the game or Workshop Uploader is launched.
- Fixed a crash with the Workshop Uploader if the ID is missing.
- The Workshop Uploader is now centered to the screen on launch.

Be sure to join our Discord server here: https://discord.gg/4MfShzF for more future updates!