Half-Life 2 - Fistful of Frags Beta v2.6 Beta Client Info

Half-Life 2 - Fistful of Frags Beta v2.6 Beta Client Download Half-Life 2 - Fistful of Frags Beta v2.6 Beta Client
Filename: 2009-06-24-FoF_Client_2.6_Full.exe
Author: FoF Team
Size: 538.2 MB
Created: 1/2/2008
Updated: 6/26/2009
Downloads:
Also known as: Half-Life II, Half Life 2
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Half-Life 2 - Fistful of Frags Beta v2.6 Beta Client Details
Fistful of Frags is a multiplayer modification for Source engine settled in the Old West. Read below for all the new features included version 2.6 Beta.

Changelog v2.5:

--------------------------------------------------------------------------------

Added:

- Cooperative maps: coop_elpaso (VIP escort), coop_sweetwater (last stand), coop_revenge (last stand), coop_peligro (push the cart)
- Mexican bandit character by Brad Myers
- Winchester 1893 pump shotgun, model and texture by Racer445, animations by Flakk
- Sounds: custom footsteps, many weapon sounds tweaked, whiskey glug, fiery arrow, custom burn sound
- Gatling Gun, model by RYell, skin by Flakk
- New animations: dual Colt Navy and axe by Flakk
- Map fof_loothill by Henri
- Map fof_canyonland by RYell
- Bots available in deathmatch mode: they can work in versus mode or teamdm. Their number is are also set automatically depending how big is the map and how many humans are in server, it means server admin don't need to care about enabling or disabling them, the game itself will add or remove bots if necessary.
- New game mode: "boss murder", both teams must protect a "boss NPC", the first team which kills enemy boss wins. Players spawn near their boss, so moving the boss to other map areas also moves the spawn place. They stop spawning around him when enemies get near enough the boss.
- Classic deathmatch: players begin the game with a starting amount of notoriety which cannot be increased, weapons and power-ups are placed around the levels. Available maps: eliminator_lite and desert.
- New notoriety system in team based game modes: players start every round with 35-50 notoriety plus some extra notoriety (up to +25) depending how good they did in previous round.
- New round system in team based game modes: maps are played during a predefined amount of time, doesn't matter how many rounds. Each round is also shorter, an average of -33%.
- Equipment presets: one click to load all your weapons/perks. The system also allows item stacking if there isn't enough notoriety, select all equipment needed for an entire round at a time.
- Server slots increased to 32, each map has its own player cap if exceeded any player will go to spectator mode until a slot is free. Some large maps in DM mode allow 32 players, the rest keep the same.
- Auto change map feature: if a server gets empty, the map will be changed automatically to a level specified in maps/autochangemap_list.txt
- Backspace Key drops active weapon in CO-OP/Bounty/DM game modes
- Weapons and ammo packs only can be picked up pressing 'USE' key.
- New mod options menu, more accessible, new crosshair customization options.
- New Bounty enabled maps: fof_sweetwater (only Bounty), fof_elpaso, fof_desert, fof_monumentvalley
- fof_tournament server cvar added to allow complete fairness in Bounty matches (no random objectives)
- Some levels have been enhanced with self shadowed bump maps.
- Team cash meter: if a team is about to win, its bar flashes
- Objective icons: now the amount of cash in each one have is also displayed
- Frags and deaths are also saved along notoriety when player leaves the server, in case he/she returns.
- Novice friendly servers can be set: players surpassing a kill:death ratio will be banned for some time.
- Dodge (strafe jump): equip spurs to get this new skill, it requires >75% stamina bar to work (it becomes green when ready). Just press left/right+jump to do this move, tip: keep pressing the direction key to shoot accurately in mid air.
- Rock salt ammo for shotguns: inflicts slightly less damage than buckshot (-15%), but it causes additional pain effect which keeps draining some health for a few seconds after impact. There's an added effect, if initial damage is high enough, the victim will jump a bit due the intense pain, so aiming accuracy is lost during a second :)

Special thanks to: everybody who contributed to enable AI features in Source based multiplayer mods and Battlegrounds 2 for its implementation of custom options menu.

Fixed:

- auto team switch with no warning message
- bow particle fire effect keeps working when it shouldn't
- players don't spawn correctly aimed towards objectives
- all sourcemod slot keys added

Changed:

- weapons completely rebalanced to avoid rifles being used at close range and revolvers the opposite.
- damage model has been tweaked, headshots do x2.1 damage instead x3, only rifles can kill in one shot (depending where you hit), killing a player shouldn't take more than 2 hits with any gun if vital zones are damaged.
- Base sprint speed increased 7%
- player forward speed increased 7%
- blood effect on screen when receiving damage has been decreased
- whiskey jug: replenishes faster in normal modes, even faster in co-op
- Colored ammo boxes: green means ammo + health, red only health, brown only ammunition
- Idle players aren't kicked from server if there are free slots, they simply become spectators.
- Beard: healing rate increases proportionally to how low is health level
- Players cannot reload while jumping anymore, weapon switches to fists immediately in that case
- Jump consumes minimal stamina, but each successive jump multiplies the amount consumed
- Sprint while reloading isn't possible in one shot weapons, while the rest (revolvers, Henry, pump shotgun) will stop reloading automatically if sprint key is pressed
- Neckerchief/Bandanna regenerates pain tolerance when player picks ammo packs from enemies killed by himself (max. pain tolerance will be 33 always!)
- Loot sack relocation in Monument Valley map is announced (visual and audible hint)

Weapons:

- Revolvers fire and reload faster, do +10-15% damage, however its effective range is smaller than it was before
- Sharps: going from inaccurate to accurate takes half time, player speed increased while ironsighted
- Bow using explosive arrows: no crosshair and player speed decreased, explosion smoke particle effect is simpler
- Bow using normal arrows: player speed increased, reloads 20% faster
- Smith carbine: much less accurate without iron sights, similar to Henry rifle.
- Deringer and axe: draw animation speed increased
- Fists: punches drain less stamina
- Sharps: switching to iron sight mode takes longer than other rifles (double), during that time aiming is still very inaccurate
- Explosive arrows ammo decreased from 10 to 8.
- Coachgun: pellet spread significantly decreased to get closer real world performance, player movement speed is slower.

v2.1
Added

- Animations completely redone: Smith carbine, Henry rifle, coachgun and Colt Navy (by Flakk)
- added fiery arrow (model by Lordpisang), slower and causing less damage than normal arrow, this new type sets enemies on fire or causes splash damage.
- Bow redone: there's a single bow which can fire any arrow type, use secondary fire to change ammo type
- cvar to tweak several fire particle effects: fof_firequality. Lowest quality effects are used by default, try with 1 or 2 to increase quality up to your computer's performance
- Explosive barrel effect (burning pieces go flying + smoke trails)
- New knife throw sound fx
- fof_bountymaxtime: sets the round duration in Bounty game mode
- fof_bowdisable: server cvar to disable the coolest weapon in game
- fof_disablefire_splash: disables splash damage using fiery arrows
- idle players auto kick, can kick 'idle' spectators too (not all spectators, just those afaik). Set it using fof_maxinactive_time cvar
- high latency players auto kick (minimum allowed to kick 150ms, default is 250ms). Set it using fof_maxping_allowed cvar
- automatic team balancing during the game in FoD/FDM

Fixed

- Servers not being displayed in steam browser
- Crash at the end of round/map
- MOTD not showing
- Henry reload animation

Changed

- Sharps: sway decreases over the time more, there's almost no sway in 7 seconds
- Friendly fire vote: time to decide increased +25%
- Coachgun: spread decreased very slightly
- Pain tolerance: only one item can be equipped, HP added is 33.
- Bounty: alive players cannot read deads
- Explosive arrows are slightly more powerful
- Bow: player speed while using it decreased 10%
- Fists: is easier to hit now

Maps:

- Peligro: easier to jump at spawn exit, spawn points in FoD fixed
- Monument Valley: ranch building is bigger, "emergency exit" added in top floor
- Tijuana is compatible with Bounty game mode
- Desert: new skybox, soundscapes playing in wrong places fixed
==========================================================================

V2.0

New:

- More than 30 new 3rd person reload animations and poses. Every weapon has 3rd person reload animation now. New 1st person view animations: fists and coachgun
- fof_desperados map added, this is a conversion from a well know CS:S map called cs_desperados, by jackennils, used under permission. We barely
modified the brushwork in any way, as the layout is pretty good for Bounty game mode, but the texturing and props were completely revamped.
Conversion by R_Yell (also new textures) and Freak.
- fof_tramonto map added. This is the final version of our classic map tramonto_lite, it has received a considerable work around the spawn areas
and some new effects, but gameplay is basically the same.
- Dynamic respawn system completely remade, much more optimized regarding resource usage and gameplay. Teams will spawn together in Few Dollars More and Bounty, increasing the chances for teamplay. The system will try to spawn players near other teammates, avoiding confusion and deathmatchy games. No more waiting messages will appear anymore and is guaranteed than it´ll work 100% of the time!
- Translations to: French (Yester), Traditional Chinese (pedro0930), German (Cromwell), Spanish (Ryell)
- Type ´stats´ in chat to know your accuracy stats during the game.
- Basic info panel added in loading screen.
- Different sound fx´s are played when you receive equipment, pick up ammo or knives/ares from the ground
- New objective crate, model by Freak / textures and animation by RYell.

Fixed:

- SourceMod HUD menus should work now
- Color_correction entity is functional now
- Game mode tag won´t show constantly, other redundant messages also removed. Use fof_nohint to disable any in-game help or Options/Multiplayer/Advanced
- Bounty poster not showing some players properly
- Eliminator map: DM spawn point fixed.
- Respawn points in Nowhere map
- Recovery notoriety system


Modified:

- Several improvements/changes in Bounty game mode: distance from both objectives is controlled tightly, vigilantes will be able to pick up physic items to barricade, scoring system is tweaked: desperados will be rewarded as a team (not only those players getting near the objective while capturing it)
- FDM: time to capture loot increased 2:10->2:30, carrier cannot sprint anymore but normal speed is slightly higher. Boots are still effective, so
they decrease the speed penalization.
- Dynamite: player speed decreased while using it, time to detonate increased (6.5->7 seconds), added randomness to max time (-0/0.5sec.), visual indication added to know if dynamite is lit when player holds it, self kill notoriety penalization increased (5->8)
- Whiskey jug replenishes 30% faster, notoriety reward is 40% lower. Use secondary attack to call teammates to stop for healing. The whiskey jug won´t work until it reaches a minimum replenishing level (20). Now you can see teammate´s health as a bar on top of their heads to ease the whiskey man´s job. The healing range has been increased so whiskey man doesn´t need to be close to heal.
- Crosshair: added fof_chcolor to define color, size reduced, dot added. Use fof_chadditive to make the crosshair texture additive
- Team balancing: end round balancing will happen if there is a difference of notoriety between each team bigger than 15% (previously 25%)
- Presidio map: both side buildings are accessible now, objectives and respawns position changed
- El Paso: added moving train
- Deathmatch: extra spawns added in peligro_lite, improved spawn system.
- Jumping is a bit less restrictive


Weapons:

- Single revolvers are slightly less accurate using primary fire, fanning is slightly more accurate
- Dual revolvers can fire simultaneously now
- Coachgun: faster fire and draw animations
- Explosive bow: damage increased +25%
- Dual Navy has a new first person pose, reworked animations
- Fists: new pose/animations. Damage is inflicted now using the correct timing regarding the animation, not immediately as it was done previously (crowbar legacy code). Therefore, left punch is faster but causes less damage than right punch, and both still can combined in a super punch when enemy is punched two times straight using alternate hands.
- Notoriety acquired using thrown knife, axe, dynamite and explosive bow is proportional to distance between player and target. So long distance shots are better rewarded now, while close one are less rewarded than previously.
- Bow produces 30% less notoriety in DeathMatch.
- Added Henry rifle sight again, this time doesn´t block view as much as it did before.
- Faster draw animation in some weapons
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