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Howdy there pardners Fistful of Frags, not unlike other source 1 games out there is "under attack" at the moment by the "FastPath" servers. As many of you know the game offers mainly two options for players to access servers, one is the "Highlight Server Browser" (the one with image tiles) and the "Legacy Server Browser" (classic source 1 server browser).
Howdy pardners. It's been some time since you've read from Firstful of Frags so we believe that it's high time to update you on the latest news but also present you with FoF's Halloween "GhostTown" game-mode once more! First things first though... some news.
The stylized texture set is back, with more textures, some improvements and this time as an optional side download, check it out: https://store.steampowered.com/app/1965120/Fistful_of_Frags_Retextured/
Howdy partners, I'm presenting you another update! This time is about level textures.
Over the years we added a bunch of level textures, some new, some taken from Valve games as Half-Life 2, Counter-Strike: Source or Day of Defeat: Source. The end result was a bit of a mess due a inevitable mix of styles, sizes and varying degrees of quality. Another issue is the inherent noise and lack of quality that most of these textures have, because they were made to be played on small monitors and run by not so capable hardware.
So the time for a complete renovation came. The new textures share the same visual style and quality. They are stylized because a multiplayer FPS like this one benefices from simpler graphics, your eyes don't need a lot of noise/details because you'll be playing the same levels over and over and those details simply won't be needed at all. That extra information won't be useful for you, more like the opposite.
The intention, however, was to conserve the same feeling and overall look, so the new textures have many common elements with their ancestors. Their sizes increased, so perhaps you may notice slightly longer loading times.
Finally, feel free to help us improve these new textures with your feedback!
Full size versions:
https://imgur.com/04SKRZQ
https://imgur.com/2zhS7Eb
https://imgur.com/xTetfwp
https://imgur.com/zj64wjB
https://imgur.com/4Q181dK
https://imgur.com/8NWm2Ea
https://imgur.com/F7PRJj2
https://imgur.com/oQtJ0IF
https://imgur.com/toZhNYu
https://imgur.com/LOjrBYp
https://imgur.com/EYeo8Ei
https://imgur.com/ALa5Lbd
Howdy there pardners! The whiskey never stops flowing in Fistful of Frags and as such we've prepared for you a competitive event to try your skills going against some of the very best players at the game at the moment. This event is somehting that happens only once or twice per year so don't miss out! The dates and times that the event will be taking place are as follow
Fistful of Frags existed way before its Steam release in 2014, in fact, only half its existence has happened on this platform. It was the end of year 2007 when this adventure started. Those were other times for sure: YouTube or Facebook? two small start-ups. Smartphones? ha! Freemium exploitative games? Fortunately not.
As a western modification for Half-Life 2, our first public beta was rather small, unpolished, yet engaging. Vigilantes, desperados, team based gameplay (way slower than it is now), 5 maps and a handful of weapons.
Many more betas, weapons, maps, game modes and lots of changes came, and of course, a release on Steam that allowed us to be known and played by millions of persons. Ain't the subject of this modest reminder to talk about all those releases. Some FoF 'historians' around could tell you the positives and negatives of such lengthy development cycle.
Beyond success and failure, what's really important to me is how lot of great people shared their time with each other, making assets, giving feedback or publicising the game around. That's how many stories of friendliness (and even romance!) started. Do you have any story to share? I'd love to read them.
Finally, the past is gone and future is always around the corner. Here's a sneak peak of something we'll be playing soon!
(yep, that in the background is one of our first maps, tramonto_lite)
Howdy pardners This is a reminder, a singal boost one might call it for an event that is bound to take place really soon. This has already been mentioned in the previous news release but it seems people have missed it somehow.
Howdy pardners ! The summer is almost here but the whiskey never stops flowing in Fistful of Frags ! It's been a long time since we had a news release, we aim to rectify this and use this opportunity to fill you in with a surmise, a presentation of all the "latest" important updates the game has seen in the past few months.
Today marks the start of the second season of the Official Ranked Competitive Shootout (O.R.C.S)
Tonight we watch as players form the EU fight eachother for a chance at glory !
Come join us and have fun watching the stream, show your friends if you like... this how it is when the whiskey is passed !
countdown clock
Here's the channel where you can join and enjoy the event.
O.R.C.S [EU] Official Livestream
Pass the whiskey !
Howdy there !
We're proud to announce that the registrations for the second season of the competitve event have already begun !
In order to make sure that all players have been notified we're having this public announcement.
Anyone who's interested in partaking in this event can find more info in the below linked thread !
Official Ranked Shootout Competition Season 2 registration thread
Prizes await the top 3 and top 5 of each region, come and pass the whiskey for a shot at glory !
Register today !
Howdy pardners ! Having Halloween behind us and some cool updates coming in the next couple of months we wanted to take some time to present to you the great work being done by the Fistful of Frags community !
Howdy folks! We would like to invite you to play our *Halloween's exclusive* Ghost Town mode today. You may even find someone from the dev team there :deadmanshead: Free kbooms for everybody! Be there at 21:00 CEST, Mixxed.xyz #37
Howdy. It's this time of the year were spooky things happen. Speaking of spooky things, this Halloween Fistful of Frags has a delightful surprise for you all, here comes our timed limited Halloween themed game mode!
Howdy partners, as you may guessed by now, FoF is like Covid19: seems like it may be gone forever one day... and the next is surprising you with a new feature steamhappy I'll talk today about some recent updates that bring an almost-new playarea and some fancy respawn system for Shootout modes.
https://steamcommunity.com/sharedfiles/filedetails/?id=2082863666 Bringing-back a classic version of one of the core maps - "Robert Lee". That is the side-wheeler steam-ship map. We always liked the older version of the map from earlier-on in the game's history. Weasel found an old copy of the map, extracted it, did some re-packaging tweaks on it, and renamed it to avoid any conflict with the current stock version. Fully tested and now uploaded across all following servers: [F+M] Two-Team / Dual-Faction 162.248.88.40:6311, or Games.FreaksMisfits.club:6311 [F+M] Three-Team / Tri-Faction 162.248.88.40:6313, or Games.FreaksMisfits.club:6313 [F+M] Four-Team / Quad-Faction 162.248.88.40:6315, or Games.FreaksMisfits.club:6315
Howdy! Around October 22 update things started to change, quite a lot. Let me list the meaty part of them:
Howdy! There's no shortage of news these days, good news fortunately. The FoF community keeps producing content and creating new venues for competitive gaming, and it should be known. I'll present you a new weapon -already available- and an initiative to keep the competitive spirit alive.
Howdy partners, as it's tradition, Halloween themed maps and game mode "Ghost Town" have been added to the base game for a limited time. This year's update comes with two additional levels, gt_overtop and gt_nest. Don't miss the chance to play!
Howdy partners, it's better late than never they say. Finally you can share your add-ons with our community in an easy and fast way. Pretty much anything, from skins, maps, sound or particle effects, HUD or weapon replacements belong to our new workshop. Fistful of Frags will be even more community powered from now on.
Howdy partners, it's better late than never they say. Finally you can share your add-ons with our community in an easy and fast way. Pretty much anything, from skins, maps, sound or particle effects, HUD or weapon replacements belong to our new workshop. Fistful of Frags will be even more community powered from now on.
First of all, thank you all for your understanding to my previous announcement, I'm really moved by such a warm response. I just would like to explain myself a bit better and also try to clear any doubts you may have regarding FoF's future.
This is a message directed towards those who still care about Fistful of Frags and appreciate the huge effort done by me and others to polish and improve this free game on Steam. I'd like to remark that many updates were released during almost two years for a game that doesn't seek cash or benefice of any kind. We started with 4 maps and 1 game mode, now there are more than 20 for 4 different game modes. FoF did not receive donations or monetization of any kind, it actually costs me some money. I mention it because it also means complete freedom, freedom to stop when you feel is right to stop, and this time has come. Developing a free game is great when you feel connected to its community and your work is appreciated. This isn't the case anymore. It's more or less normal that the so called “haters” pop up from time to time, but signs are too evident to ignore them. Just take a look to highlighted reviews in Steam store and you'll see what I mean. There're pay to win games out there that get less harsh reviews than we are getting now. I also would like to clarify that I banned someone recently that seemed a cheater to me. Don't remember any other ban in the last half year, since I started to change the code to break the public hacks around that time. I was wrong, however his reaction was overly dramatic and it seems to have ignited a campaign not only against my person but the game itself. I may be a jerk but the game and all its player base have no fault and shouldn't be the target of this campaign. Let other people enjoy FoF even if you don't do it anymore. This isn't only about some random persons hiding behind their computers to attack me or this game. I know that I'm not in touch with the community regulars, I don't feel confident in some the feedback gathered by the community so I tend to ignore it. I understand that this pisses some people to no end but that's how things work with me. Do you think I'm a jerk? I could tell you 1001 ways of people being jerks to me along this time but that would be a time waste. So just to clarify, things have to end eventually. No drama, that's just how things are. The game is quite polished right now, lacks content but it can be added if someone feels like creating something. Thank Source engine for being so easy to mod. Just wanted to be as clear as possible, say goodbye and that's all. I prefer to leave it here as things will get worse over the time. That's what happens when a multiplayer game dies, and Fistful of Frags has had a very long life, being an actual free game and all. Pass the Whiskey!
Hey folks, we released yesterday a huge update to our character voices, those used for taunts, commands and the funny death rattles. I'll be explaining another upcoming voice related feature too: the announcer.
Hey folks, we released yesterday a huge update to our character voices, those used for taunts, commands and the funny death rattles. I'll be explaining another upcoming voice related feature too: the announcer.
Don't miss out latest update, already available. It brings quite a few new features, some important fixes and... whiskey.
Don't miss out latest update, already available. It brings quite a few new features, some important fixes and... whiskey.
Howdy! As you probably know, we started a survey a few days ago. I'd like to thank all of you because participation has been massive in quantity and quality too. This data surely will help us to make a better game in the future. Check a summary of the results here. The sensation I get from your replies is a bit mixed. First of all, most people already had some previous experience in first person shooters, and most of them played the game long enough so these results don't come from novice or inexperienced players. The most repeated complain is related to weapon accuracy, it probably was much worse before accuracy numeric meter was added but the problem still persist at certain degree. That's an aspect not explained properly as it requires the player to guess from certain hints. Not knowing what certain keys do (as walking) is also problematic, it should be addressed too. There's also multiple petitions to explain other aspects but they don't seem as critical as those mentioned previously. An in-game tutorial could help here, for sure. I don't think everything should be explained there, just the most important stuff: basic controls (movement, weapon selection, use key), how to shoot accurately in different scenarios, alternative attacks and not really much more. There's already lot of information in the game and guides made by the community for those willing to learn and improve their skills. What do you think?
Howdy! As you probably know, we started a survey a few days ago. I'd like to thank all of you because participation has been massive in quantity and quality too. This data surely will help us to make a better game in the future. Check a summary of the results here. The sensation I get from your replies is a bit mixed. First of all, most people already had some previous experience in first person shooters, and most of them played the game long enough so these results don't come from novice or inexperienced players. The most repeated complain is related to weapon accuracy, it probably was much worse before accuracy numeric meter was added but the problem still persist at certain degree. That's an aspect not explained properly as it requires the player to guess from certain hints. Not knowing what certain keys do (as walking) is also problematic, it should be addressed too. There's also multiple petitions to explain other aspects but they don't seem as critical as those mentioned previously. An in-game tutorial could help here, for sure. I don't think everything should be explained there, just the most important stuff: basic controls (movement, weapon selection, use key), how to shoot accurately in different scenarios, alternative attacks and not really much more. There's already lot of information in the game and guides made by the community for those willing to learn and improve their skills. What do you think?
Today we release an upgraded version of one of our most appreciated maps, take some time to check the impressive new visuals and gameplay changes. CrippleCreek, created by our fellow level designer and artist RedYager, was part of the mod before Steam version. The original map, for those who didn't played it, was way larger and included caves, more creeks and a longer train section. We had to rethink it for a more death-match oriented game as the standalone version is. RedYager decided to push the boundaries again and here's the new version. I won't describe the changes because these images should speak for themselves: http://steamcommunity.com/sharedfiles/filedetails/?id=537893572 http://steamcommunity.com/sharedfiles/filedetails/?id=537894214 http://steamcommunity.com/sharedfiles/filedetails/?id=537895385 http://steamcommunity.com/sharedfiles/filedetails/?id=537894831 http://steamcommunity.com/sharedfiles/filedetails/?id=537895201 Feel free to share your feedback with us, we are always looking forward to any improvements.
Today we release an upgraded version of one of our most appreciated maps, take some time to check the impressive new visuals and gameplay changes. CrippleCreek, created by our fellow level designer and artist RedYager, was part of the mod before Steam version. The original map, for those who didn't played it, was way larger and included caves, more creeks and a longer train section. We had to rethink it for a more death-match oriented game as the standalone version is. RedYager decided to push the boundaries again and here's the new version. I won't describe the changes because these images should speak for themselves: http://steamcommunity.com/sharedfiles/filedetails/?id=537893572 http://steamcommunity.com/sharedfiles/filedetails/?id=537894214 http://steamcommunity.com/sharedfiles/filedetails/?id=537895385 http://steamcommunity.com/sharedfiles/filedetails/?id=537894831 http://steamcommunity.com/sharedfiles/filedetails/?id=537895201 Feel free to share your feedback with us, we are always looking forward to any improvements.
Hi partners, our Halloween 2015 update was released today. What's in there may you wonder? We have extended the shootout game mechanic quite a bit by adding a new power-up...
Hi partners, our Halloween 2015 update was released today. What's in there may you wonder? We have extended the shootout game mechanic quite a bit by adding a new power-up...
Howdy, just wanted to make clear something to avoid confusion among all of you. Maybe you didn't noticed but we released a large update a few days ago that fixes all the infamous security holes and also brings the most recent version of Source engine to our game. Happy fragging and pass the whiskey. The second part of this brief news is dedicated to our upcoming update to commemorate Halloween. There will be Halloween themed maps as past year and a special 32 slot shootout-alike game mode featuring ghost and a new power-up. I'll just say this. Discuss.
Howdy, just wanted to make clear something to avoid confusion among all of you. Maybe you didn't noticed but we released a large update a few days ago that fixes all the infamous security holes and also brings the most recent version of Source engine to our game. Happy fragging and pass the whiskey. The second part of this brief news is dedicated to our upcoming update to commemorate Halloween. There will be Halloween themed maps as past year and a special 32 slot shootout-alike game mode featuring ghost and a new power-up. I'll just say this. Discuss.
Hi folks, Valve released updated client libraries that include some security related fixes so we are going to test them before merging the new files into the main branch. So the changes are just security fixes. Please note that this new beta breaks compatibility with current public version so you cannot play on any non beta server. Same for dedicated servers joining the beta, only beta clients can join without issue. Please follow these instructions to join the beta: Client: go to Steam library, select FoF, right mouse button click on 'properties', betas tab and select 'upcoming'. Remember to opt out when the beta period concludes. Dedicated Server: use this line in your steamcmd script app_update 295230 -beta upcoming validate Update September 12: - 'upcoming' branch updated, isn't compatible anymore with 'release' branch due major base engine changes and updates - Linux and OSX clients currently crash, awaiting for updated libraries from Valve to fix this.
Updated October 10, 2015: Fistful of Frags is already patched so the security issues described below are outdated and therefore shouldn't be taken in consideration. --------------------------- Howdy partners, maybe you heard about a security hole that affects certain Source engine based games and modifications. You can read about it here. The attack involves a client machine to download custom content from a server (maps, game textures and sounds). That should be completely safe except there seems to be a way to embed malicious code into these files that is executed thanks to an engine exploit. To put this in perspective, any image or sound you download from the internet can potentially contain a virus, however such payload is not harmful by itself so it needs to be executed somehow from an external source. That's the problem here, the Source engine is vulnerable so a 2-step infection of this kind is possible. We are hoping a fix from Valve for the base engine functions soon but current state of the game is *safe* as explained below. I'd like to make clear that one of the main vector attacks involve player sprays / jingles which do not work at all in our game. A related security hole that allowed to run malicious code was patched a month ago in our game, I'm not completely sure there may exist additional holes though so I decided to disallow any custom content download for the upcoming time. While this feature can be turned on again on each client machine, my advice is you leave it as is. This should be completely safe as long you don't install manually custom content from other sources. Other than that, I'm hoping no one got infected in Fistful of Frags but if you think you did please let us know. I'll keep you posted.
Fistful of Frags on Steam will be one year old in not much more than 2 months. It was downloaded more than 1 million times. I'll leave for other day some of my thoughts about making a game on the largest online distribution platform for PC. Today I'd like to tell you about the future. What do you expect, what I'd like to do, what's actually feasible.
Added: - fof_tramonto_12 by R_Yell, which means it only will load on dedicated servers supporting 12 or less slots. A normal sized version will be released in a further update. - [Teamplay] cvar fof_sv_switchsides: teams are switched mid game when one of the sides reaches the score set by fof_sv_winlimit (mp_timelimit must be 0). Cash is reset and a second half is played. Game finishes when a team scores double of fof_sv_winlimit or first team outscoring the opposite team's first half score. - updated Swedish translation by Woozie Changed: - Pump Shotgun: -9% damage Fixed: - [Teamplay] score and round time panel not showing on STV demos/broadcast - [Elimination] certain standoff related issues http://steamcommunity.com/sharedfiles/filedetails/?id=394153245 http://steamcommunity.com/sharedfiles/filedetails/?id=394152909 http://steamcommunity.com/sharedfiles/filedetails/?id=394152881
This isn't something strictly related to Fistful of Frags, it's just I'd like to thank this old chap named Henri Tervapuro. He created lots of nice things for this project, back in the day when we weren't on Steam and most of you had barely any idea we existed. If you like maps as Snowy or Loothill, that's for the most part his work.
However his true love isn't FoF sadly! Here's some of his work as comic author, feel free to follow him on his holy quest.
[quote]Knights: we are two travelling monsterhunters, our aim is to cleanse the world of witches, demons, ghosts, redheads, and otherwisely suspicious people.[/quote]
I just wanted to share something with all you. Fistful of Frags on Steam has gone past 1 million installs. People from 187 countries know about us. Maybe we are a small drop in the Steam ocean, but it just feels good to see that so much effort from many people during many years didn't go into oblivion. While I consider myself the 'father' of this creature, FoF wouldn't exist without other amateur devs, testers, translators, etc that joined me along this journey. So many to mention them but hey, you can check the credits while in-game. I can't forget all those youtubers that dedicated some of their time to tell others about FoF, and of course, thanks for your positive reviews too! Well, that's it. What will the future bring to FoF? Who knows, good things I hope :)
Added: - [Elimination] Standoff circle's size now can be scaled up/down Changed: - tp_loothill: saloon doors use a mechanical system instead physics based. Breakable railings added. Physics disabled for chairs - fof_cripplecreek: some breakable fences added - Pump Shotgun costs +$5 - Henry rifle costs -$5. Rate of fire decreased around 15% - Peacemaker costs -$5 - Coachgun costs -$5 Fixed: - [Teamplay] Mine cart/raft moving after round is over - fof_cripplecreek and fof_winterlong: several exploits removed
Added: - icon displayed on top of weapon crates when they are being open, so other players know if someone else is using them and how much time lefts Changed: - [Elimination] weapon crates take double time to open for disarmed players Fixed: - [Elimination] players stuck when stepping into an enemy respawn - [Elimination] exploit that allows a player to spawn with guns and become invincible during standoff (thanks to Lazop) - [Elimination] player stuck in standoff if weapon selection menu wasn't used before draw stage
Changed: - tp_abandoned: players receive slightly less cash, additional cover added to middle area and less sniping from spawn places Removed: - "alias" and "wait" commands Fixed: - Teamplay/Elimination servers whose slots are lower than 16 not loading maps properly - wrong map name in mapcycle_12.txt (thanks to Cedarlug) - normal skin for black dynamite
Added: - fof_sawmill by Resi. Please note that this is the first FoF map that only can be played on a dedicated server if it's set to 12 or less slots. It won't work in a rotation along normal or 32 slot maps!! - Highlighted community servers: an alternative server browser that showcases servers playing game modes as Teamplay, Break Bad, Elimination or Last Man Standing (unofficial game mode). Head over this thread to discuss it. - cvar fof_sv_maxrounds: specifies max rounds to be played in a TP/ELI mode, requires mp_timelimit set to 0 - cvar fof_sv_winlimit: specifies the score needed to win a map in a TP/ELI mode, requires mp_timelimit set to 0 - cvars fof_sv_mapcycle_dm_12 and fof_sv_mapcycle_dm_32, they set the proper map cycle file for 12 and 32 slots maps - check that prevents regular/large maps to be loaded in dedicated servers whose slots are lower than 16 Changed: - Kill assist improved: now there's no minimum damage needed to count towards assist. The accumulated damage still needs to be 40 or higher. If a players heals by drinking whiskey, any assist accumulated damage is decreased by the amount of whiskey drunk - tp_abandoned: end round score rewards teams defending their home cap point (keep the points gained through that round while attackers lose them). Less sniping from base to base - Elimination game mode: weapon crates become available progressively: first blue, then red and finally gold Fixed: - [Elimination] players able to kill/use weapons after Standoff has been announced, several glitches related to standoff http://steamcommunity.com/sharedfiles/filedetails/?id=378853548 http://steamcommunity.com/sharedfiles/filedetails/?id=378853510 http://steamcommunity.com/sharedfiles/filedetails/?id=378853372
Added: - wall/body penetration icon in death notices (when a shot goes through something before killing a player) - [level design] New functionality for entity fof_teamplay: output "OnNewRoundRemove" is only executed when cvar fof_sv_optional_output is set to 1. This way mappers can make certain features optional, for server admins to set on or off - [level design] new brush based entity "fof_dynamite_remover": it just removes any dynamite stick touching this volume Changed: - fof_robertlee: performance optimizations - tp_abandoned: end areas redesigned (team spawns, final capture zone), tornado can be disabled by using cvar "fof_sv_optional_output 1" - tier 1 weapons equipped from spawn drop less in Team Shootout
Added: - tp_abandoned: a map featuring zone capture with a new twist. Teams must capture a central capture point (neutral), first team completing the capture gets the option to capture enemy base. Defending team can't recapture neutral point but still can force a draw if their home cap point is defended successfully. Credits: Yester/R_Yell - 2 new sdk maps that show the inners of push the cart game mode. Check fof/mapsrc folder to open them. http://steamcommunity.com/sharedfiles/filedetails/?id=372121907
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