Horse Riding, new update out!
It never was a big development milestone, in part because gameplay didn't really required vehicles of some sort, but this year came with lots of big changes and additions and... here we are. I'll save you the technical details, isn't really hard to add horses to Source engine if you go the simplest route, but there's a lot more. Riding horses probably wouldn't have happened without the superb animations made by Nimrod Hempel, community member that has helped FoF over the years. The main motivation source came from the sheer will, positiveness and insistence from another community member called Paralhama. Finally, also big thanks to The Saloon people that joined our playtests and helped with final touches.
The inclusion of horse riding into a game known by its small arms and silly footed combat could cause some scepticism at first. So let me clear something up, we don't want to change how most of our maps play. We have chosen a few regular maps as Fistful, Depot or Tortuga for this experiment to take place, there still exist areas (mostly indoors) where cavalry can't enter. A couple of new horse exclusive maps were added, this is probably the main direction where horse riding should be going, but I must say that the experience in some of our larger traditional maps has been very positive so far.
Horses offer great advantages when it comes to movement speed and attack power. For instance, there's no moving penalty while aiming or slowed down speed while reloading. Ramming other players to death is a key advantage for riders.
However, horse riding requires good control, isn't just about speeding around mindlessly. Turning fast at high speed makes horses slide/drift. This side effect may be used to deal with trailing enemies though. The control scheme is quite similar to standard first person view, in short: aiming and movement direction are tied. Some degree of free aiming should be expected in upcoming updates, such improvements were delayed due time constraints.
We are reaching new horizons, do you want to ride along us?
Credits : The Saloon ("Badass Gunslingers" steam group) Playtesters : Nimrod Hempel, Paralhama, El Indio, Chitch, Yami, Flaydin, Kyeki, Papa Pasda, Paollus, Decathlon Antifa, Ranger, sid3wind3r, , Treed. Also thanks to Kyeki for providing a test server for the beta tests. Pass the whiskey!
[ 2022-12-24 14:46:34 CET ] [ Original post ]
It only took 15 years?!
It never was a big development milestone, in part because gameplay didn't really required vehicles of some sort, but this year came with lots of big changes and additions and... here we are. I'll save you the technical details, isn't really hard to add horses to Source engine if you go the simplest route, but there's a lot more. Riding horses probably wouldn't have happened without the superb animations made by Nimrod Hempel, community member that has helped FoF over the years. The main motivation source came from the sheer will, positiveness and insistence from another community member called Paralhama. Finally, also big thanks to The Saloon people that joined our playtests and helped with final touches.
Concerns?
The inclusion of horse riding into a game known by its small arms and silly footed combat could cause some scepticism at first. So let me clear something up, we don't want to change how most of our maps play. We have chosen a few regular maps as Fistful, Depot or Tortuga for this experiment to take place, there still exist areas (mostly indoors) where cavalry can't enter. A couple of new horse exclusive maps were added, this is probably the main direction where horse riding should be going, but I must say that the experience in some of our larger traditional maps has been very positive so far.
Horse riding explained
Horses offer great advantages when it comes to movement speed and attack power. For instance, there's no moving penalty while aiming or slowed down speed while reloading. Ramming other players to death is a key advantage for riders.
However, horse riding requires good control, isn't just about speeding around mindlessly. Turning fast at high speed makes horses slide/drift. This side effect may be used to deal with trailing enemies though. The control scheme is quite similar to standard first person view, in short: aiming and movement direction are tied. Some degree of free aiming should be expected in upcoming updates, such improvements were delayed due time constraints.
And this is just the beginning!
We are reaching new horizons, do you want to ride along us?
Credits : The Saloon ("Badass Gunslingers" steam group) Playtesters : Nimrod Hempel, Paralhama, El Indio, Chitch, Yami, Flaydin, Kyeki, Papa Pasda, Paollus, Decathlon Antifa, Ranger, sid3wind3r, , Treed. Also thanks to Kyeki for providing a test server for the beta tests. Pass the whiskey!
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
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