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Update for FIREFIGHT RELOADED Snapshot Released (04-24-2021)

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

- Added a new option that restores the old spawner functionality.
- Gamemodes have been re-added that support this option when enabled.

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

Responding to feedback on the mod and update to the "snapshot" beta.

Hi everyone, I have decided to make an announcement regarding the reviews on the Steam store page. I mostly look at the reviews on the store page as they give me excellent feedback on the mod, and I want to address the concerns they bring up. As the developer, it's my responsibility to give everyone the best possible experience with the mod, so all of these issues are taken to heart.

Crashes
This is a known issue and it has happened quite a few times on my end. As far as I know, it has something to do with a few enemies that cause issues in the code alongside engine-related bugs that I cannot fix. Fortunately, I have decided to move the mod over to Mapbase as it is a very stable and reliable base for the creation of mods. The amount of crashes should dwindle just from that, but I'm not excusing any crashes caused by the game logic code itself. I hope that this next major update will fix as many issues as possible just with the move to Mapbase alone.

No Challenge/Too much challenge
The ENDGAME update will bring a slew of balance overhauls that will add more balance to the game, such as a more balanced weapon and enemy roster, an overhauled spawn system, and more. Balance is a known issue with the mod, and I definitely plan on overhauling it in this next update.

The spawners act way too much like GMod spawners
Like I stated above, the spawner system will be overhauled. The infinite enemy spawners will be replaced with a more traditional wave-based spawner system seen in many other horde mode games. This way, there can be challenge without the enemy counts feeling overwelming.

Why use HL2DM maps?
I am mainly a programmer. I have tried making maps in Hammer before, but I found that what I made was very mediocre, so I used HL2DM maps instead. Fortunately though, I plan on incorporating more custom-made maps in the future, so there will be more arena variety.

I would like to apologize again for the lack of updates regarding FIREFIGHT RELOADED's development, and would like to thank you all for your patience. I plan on working on FIREFIGHT RELOADED again, and as I want to be more interactive with the fans, I have decided to open up the internal beta branch. As of today, FRIREFIGHT RELOADED's "snapshot" branch contains the latest "cutting edge" version of FIREFIGHT RELOADED. Keep in mind that this is still very much in a pre-alpha state, and this will not represent the final release.

Here's the changelog from the past "Phase 1" version of the snapshot:


- Fixed the version number being wrong.
- Fixed the store menu files being in the wrong directory.
- The Grappling Beam now grapples onto and damages NPCs.
- Fixed a bug where ammo/items couldn't spawn.
- Elite Metrocops can no longer jump.
- When the player dies, they will keep half of the EXP they gained. If the player keeps losing EXP, they'll eventually drop down a level.
- Fixed a bug where the game kept setting the player's Kash to their Starting Kash amount on respawn.
- Removed Multiplayer options from the Main Menu.
- Changed the color of the Ministrider's armor to be the same color as the original Half-Life 2 Episode 1 variant.
- Fixed an issue where the Max Health upgrade only brought you to 300 health.
- You can now only bunnyhop if you are not double jumping.
- Reduced default player speed from 320 to 280.
- Added a new NPC: npc_player!
- These spawn rarely and randomly. You will be notified first hand when these spawn.
- They have a distinctive blue outline and will follow you if they see you. They dynamically switch weapons depending on how far an enemy is away from them.
- Updated to the latest Source SDK 2013 engine branch.
- Now built off of Mapbase!
- Removed all gamemodes in favor of making FIREFIGHT RUMBLE the default gamemode. (mainly for the wave based stuff I mentioned earlier)
- You can now slice Zombies in half with the Katana.
- Zombies will now have a random chance of burning on fire after an explosion.
dev stuff:
- Rewrote the reward system to use switch statements!!


Known bugs with this snapshot branch:
- Grappling beam does not currently function.
- Player model animations are very buggy.
- npc_player notifications do not show up.
- the store page/modding page do not show up.

More updates to the snapshot branch will be communicated on this blog. These posts should not be confused with actual updates as they will explicitly state "snapshot" in the name and description. There will also be a new "snapshot discussion" board in the Discussions where you can report bugs and issues with the snapshot.

Thank you all for your feedback, patience, and support. I plan on focusing more on this mod in the near future, so keep your eye peeled for new updates.

A statement regarding the development of the ENDGAME Update.



Hi everyone.

I want to address the development of the endgame update by stating what is going on and why it's taking so long to get a release out.

As stated in my last post about this topic, Endgame wasn't being worked on because I was focused on other projects. Alongside that there was a lack of direction on where I personally wanted to go with the project, as there are a couple features outside of the development document that were considered and weren't added to the document. Alongside that, I wasn't following the document closely during the development of this update, which was also a major contributing factor.

The features that weren't planned originally included:

- The implementation of PBR to the Source engine. Currently, the shader is implemented but none of the textures are converted to use the new system.
- A new gore system that allows you to shoot off enemy limbs (and allows enemies to shoot off your limbs) ala Soldier of Fortune or Open Fortress. This system has been mostly implemented for the player, but it hasn't been done yet for the NPC ragdolls.
- A (planned) rebalancing of the weapon sandbox that involves the removal of a few weapons that don't improve on the sandbox and are just there. This is next on the agenda after the gore system implementation.

On top of that, I have been thinking about rebuilding FIREFIGHT RELOADED from the ground up, as I have learned a lot since 2015 and I want to improve the spaghetti code. However, this isn't entirely definite.

As a result, the development hasn't been on track. This means that development may be pushed to 2021, however I am not definite on when it will be ready.

The good news though is that FIREFIGHT RELOADED ENDGAME will be the main focus of development for the rest of 2020, and the next phase of the beta should be out before the end of the year. As for the crash reports, the planned move to a wave based horde mode system (read the design document a few posts back for details) will give me more ways to iron out crashes and polish up the mod as a whole.

I apologise for the long development cycle. I hope that this post addresses some questions about the development.

In the meantime, this is where I get off.

- Bitl.


Update for FIREFIGHT RELOADED SDK Released (06-16-2020, 3)

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

1.1.2:
- Fixed an issue where VPROJECT wasn't set correctly. Last SDK update for today, I SWEAR.

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

Update for FIREFIGHT RELOADED SDK Released (06-16-2020, 2)

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

1.1.1:
- Fixed an issue where application loading message boxes would just stay there, menacingly, until you clicked OK.

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