New map and a completely reworked respawn system
https://youtu.be/OQepn2iMmR4 We had a small version of this map, recreated as a nocturnal, 12 slots level from a former version originally made by Resi. There was some community interest in having some more night maps, so I decided to create a full version that adds undergrounds, a large elevator and a better crafted flow among other things. Hope you enjoy it. Other maps also received small updates to improve navigation, respawn room, aesthetics or layout tweaks. The list may include: revenge, overtop, depot and impact. Be sure to check them out!
Respawns in FoF never resulted easy for anyone, except for the cheeky bastards that may have exploited the system to farm frags. I know who you are steamfacepalm This ain't a goddam joke, people should not only die in peace but respawn in peace too! In my defence, FoF maps are too intricate and tight packed to just slap a "normal" respawn system and call it a day, so the old system tried really hard but it never came to the state that something so important should get. It also was performance hungry, as it involved many calculations to figure out walking distances. With all those issues in mind a better replacement wasn't that easy, so things kept going... until now. The new system pre-generates such walk-based calculations so they aren't executed realtime, it's much lighter for servers out there. It controls all respawn points in real-time though, so this way it knows how dangerous is each respawn area and how much benefit could a player obtain from starting there (for instance: a near crate or being into a highly travelled area). There are several key gameplay related advantages from this approach:
since the game already knows which spots are free at any time
as the system has memory it tries to even out advantages or disadvantages between each players' respawns. Check end game console stats to know such details.
saves you from visiting the same locations because it tracks all pasts respawns for each player and weights them along other variables.
However, the new system requires some fine-tuning to correct certain issues that may arise after the automatic pre-generation phase, so if you notice enemies too close from your respawn point make a capture and post it on our boards. Also check this respawn bug catching contest out!
[ 2021-02-16 19:01:38 CET ] [ Original post ]
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.
FOF_NEST
https://youtu.be/OQepn2iMmR4 We had a small version of this map, recreated as a nocturnal, 12 slots level from a former version originally made by Resi. There was some community interest in having some more night maps, so I decided to create a full version that adds undergrounds, a large elevator and a better crafted flow among other things. Hope you enjoy it. Other maps also received small updates to improve navigation, respawn room, aesthetics or layout tweaks. The list may include: revenge, overtop, depot and impact. Be sure to check them out!
ONCE UPON A TIME, RESPAWNING IN THE WEST
Respawns in FoF never resulted easy for anyone, except for the cheeky bastards that may have exploited the system to farm frags. I know who you are steamfacepalm This ain't a goddam joke, people should not only die in peace but respawn in peace too! In my defence, FoF maps are too intricate and tight packed to just slap a "normal" respawn system and call it a day, so the old system tried really hard but it never came to the state that something so important should get. It also was performance hungry, as it involved many calculations to figure out walking distances. With all those issues in mind a better replacement wasn't that easy, so things kept going... until now. The new system pre-generates such walk-based calculations so they aren't executed realtime, it's much lighter for servers out there. It controls all respawn points in real-time though, so this way it knows how dangerous is each respawn area and how much benefit could a player obtain from starting there (for instance: a near crate or being into a highly travelled area). There are several key gameplay related advantages from this approach:
almost instant
since the game already knows which spots are free at any time
more fair
as the system has memory it tries to even out advantages or disadvantages between each players' respawns. Check end game console stats to know such details.
less repetitive
saves you from visiting the same locations because it tracks all pasts respawns for each player and weights them along other variables.
However, the new system requires some fine-tuning to correct certain issues that may arise after the automatic pre-generation phase, so if you notice enemies too close from your respawn point make a capture and post it on our boards. Also check this respawn bug catching contest out!
Fistful of Frags
Fistful of Frags Team
Fistful of Frags Team
2014-05-09
Action Indie F2P
Game News Posts 50
🎹🖱️Keyboard + Mouse
Very Positive
(35888 reviews)
https://store.steampowered.com/app/265630 
The Game includes VR Support
linux [90.85 M]
Fistful of Frags: Retextured
Fistful of Frags born years ago as a Wild West themed modification for Source engine. It has been completely renewed for its Steam release, paying special attention to combat mechanics.
Also note this is a completely *free* standalone mod, no micro-transactions exist, no registration required. Just install and play. You may see ads when joining certain third party servers that host our game for free. That's however completely unrelated to FoF dev team, we do not profit from them.
Also note this is a completely *free* standalone mod, no micro-transactions exist, no registration required. Just install and play. You may see ads when joining certain third party servers that host our game for free. That's however completely unrelated to FoF dev team, we do not profit from them.
Features
- Shootout (classic death-match / Free For All) and up to 4 teams death-match: non stop, all around action. FFA supports ladder based global ranks.
- Teamplay-objective based game mode: zone capture or 'push the cart' levels.
- 'Break Bad' mode: team based death-match like mode featuring custom rules as unarmed players that get you jailed when harmed and different objective based missions that grant cash to buy better weapons
- Team Elimination mode (ranked): kill the entire enemy team once at least to win the round, highly tactical and suspenseful mode
- Versus mode (ranked): 1 vs 1 duel matches, each map features different arenas, fair match creation based on player rank/skill
- Detailed dual wield system: double dynamic crosshair, weapon flip for extra accuracy options, drop or throw your handguns as projectile attack
- Advanced multiplayer bots for off-line practice
- Historical black gunpowder based weapons as Colt Peacemaker/Navy/Walker, S&W Schofield, Volcanic pistol, Deringer, Smith Carbine, Sharps rifle or Henry Rifle
- Customization options: choose primary/secondary weapons and special perks
- Skill based scoring system: the more skill required to accomplish an attack, the higher score is
- Source Engine 2013: community managed dedicated servers, LAN support, 3rd party level design and user customization allowed
MINIMAL SETUP
- OS: Ubuntu 12.04
- Processor: Dual core from Intel or AMD at 2.8 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: nVidia GeForce 8 series or better. ATI/AMD Radeaon HD2600/3600 (Graphic Drivers: nVidia 310. AMD 12.11). OpenGL 2.1Network: Broadband Internet connection
- Storage: 4 GB available space
- Storage: 4 GB available space
GAMEBILLET
[ 5946 ]
GAMERSGATE
[ 4464 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB