10 March 2010

How Does I Map?

Since FAS is moving to the Orange Box engine, that means that anyone creating third party maps for FAS can not use HL:DM or any other Source engine games due to the engine change.

If you are looking for another game to use in the meantime, DysPatch recommends using the HL2:EP2, but be warned that the foliage included will not be a part of FAS.

Beta Time

The FAS Alpha Tester's Journal has been renamed FAS Beta Tester's Journal. As PFS states, "this is more or less the first version that would/could be released."

Player testers now are working on making sure there are no "exploits, bugs, [or anything]
that could detract from gameplay."

The forum still has moderated post: FAS team members have to view post before they can be posted. While this prevents leaks, it does not make it easier for testers to post game play experiences.

Do not expect more use out of this forum.

What the Orange Box Means To You

FAS is moving to the Orange Box engine, but what does it mean to you?

According to Naota in a post on the FAS Forums, these improvements include:
  • Phong shader masks in texture alpha channels.
  • Newer vertex lighting and prediction code.
  • Orange Box graphics settings (real-time shadows on dynamic lights, user-controlled motion blur, and improved HDR among them)
  • Steamworks compatibility (stats tracked on Steamfriends, persistent achievements, automatic updates, easy FAS downloads from the Steam store)
To see a complete list of these improves, you can check out Valve's Developer Community page.

FAS NEWS (3 MARCH 2010)

FAS's news post has made it official that FAS is moving over to the Orange Box engine. The reason for the change of engines is because of the problems in the older code, making the game very hard to debug and code. This change however does not effect FAS being released this year. As DysPatch states, "game balance down for what we would like to be released with RC1, so its as simple as moving the functioning clean code over, optimizing old code, and leaving behind the bugs." All of these improvements are made possible FA coding veteran, Mazor, who has done various work on the Half-Life version of FA and FA related projects.

FAS has also released new screen shots of ps_snowstorm. The map has undergone revisions since its last showcase. DysPatch has stated in his developer's journal he has been working on "finishing up the brushwork and the lighting on the map."


In addition to ps_snowstorm, there is a new render of the M18A1 Claymore Mine, modeled by Racer445


As well as the Gerber Gator Machete: modeled by Naota, textured by Dr. Hubbler, and animated by Thisismyname09.


Finally StealthSilver has updated and users who have Desura will be able download FAS though that distribution platform.

05 February 2010

Gone But Not Forgotten

Looking though the source code in FAS's Map Page, you can see some cut maps that are either no longer included in FAS such as ps_forest and maps that may be included in later RCs, such as sd_durandal. Below are a list of the cut maps or maps that may be included in later RCs.

Durandal

A quiet Middle Eastern town is torn apart when a coalition task force moves into the northern outskirts to set up a forward operating base. Red Forces are positioned across a bridge leading to the highway, which serves as a strategic vantage point for all traffic coming into this part of the city.

Author: Hitman
Game Mode: Search and Destroy

Asylum

Red Force para-military units have infiltrated Blue lines and freed all the inmates at a local mental hospital. Some of the inmates are leaders of various militias allied to the Red forces, held there temporarily, while others are homicidal psychopaths. Blue Force units quickly respond, cordon off the area and take measures to storm the building. Inside, however, it's now the inmates that run the Asylum...

Author: Hitman
Game Mode: Team Control

Forest

As the battle wages on between both the Blue and Red forces, each side has taken heavy losses. In their never ending war, resources have been become scarce as their deadlocked troops fight to survive. Whoever crushes their opponent will gain a vast amount of natural resources to further their campaign and become the dominant force on the battlefield.

Author: Airwolf
Game Mode: Push

Juarez

A combined South American and Mexican invasion of America co-incides with violent illegial alien protests and revolt. The southwest United States is thrown into immediate disarray and chaos. Innocent citizens are slaughtered wholesale by roaming gangs, government offices taken over by illegalsb flying Mexican flags, or captured by the invading armies. News broadcasts trickle in to CNN from behind the lines, where the leaders of the revolt are demanding that 'Aztlan', or the states of New Mexico, Texas, Arizona and California, rightfully belong to them. Within weeks, however, the Texas National Guard has gone on the offensive, smashing through to El Paso and linking up with the encircled Army units holding out in Fort Bliss. Now, their mission is to take the fight to the enemy by crossing the border into Ciudad Juarez.

Author: Hitman
Game Mode: Push

Novospassky

As Blue force freedom fighters bear down on the Russian capitol, the remaining Red Force loyalists hole up in the last remaining sections of the city still under their control. A brutal fight ensues over the Novospassky bridge as both teams try and steal the others' intelligence assets, in bloody attempts to gain the upper hand.

Author: Hitman
Game Mode: Capture the Item

Force

(NO DESCRIPTION)

Author: Inveramsy
Game Mode: Search and Destroy

River

(NO DESCRIPTION)

Author: velvety (ported by Shinobi)
Game Mode: Push

09 January 2010

The Best and The Rest

Naota has made a great post on what makes FAS, FAS as well as what makes it unique from other games out now. In summarization, FAS stands out from the rest because of:

Guns... copious amounts of guns
A Genuinely Balanced Skill System
A Unique Loadout System
Reinforcement-based Victory Conditions
Reloading that makes logical sense
The Firearms Menkey
Ludicrous amounts of other interesting mechanics

To find out more, you can view Naota's post in the FAS Forums.

FAS Skills Revealed

As show in the FAS Manual

  1. Marksmanship I
    • 25% Accuracy Increase
    • Recoil Reduction
  2. Marksmanship II
    • +25% Accuracy Increase
    • Further Recoil Reduction
  3. Field Medic I
    • Diagnose teammates via HUD
    • Bandage bleeding teammates
    • Apply sulfur to self for +10 HP, once
    • Apply sulfur to teammates for +20 HP, continuously
    • Two free bandages upon respawn
  4. Field Medic II
    • Suture yourself for +25 HP, once
    • Suture teammates wounds for +50 HP, continously
    • Four free bandages upon respawn
  5. Weapon Handling
    • 25% Faster Reloads
    • 25% Faster Magazine Merges
  6. Battlefield Agility
    • 9% Faster Movement
    • Faster Stamina Regeneration
    • Stamina Drain Decrease while Sprinting
    • 50% Fall Damage Decrease
  7. Leadership
    • 9% Faster Movement for Nearby Teammates
    • 10% Less Damage for Nearby Teammates
    • 50% Accuracy Increase for Nearby Teammates
  8. Stealth
    • 75% Quieter Footsteps
    • 200% Knife Damage
    • Frags with silenced weapons are hidden from the enemy
  9. Artillery Support I
    • Place Artillery Markers
    • Request Artillery Fire
  10. Artillery Support II
    • Assemble Mortars
    • Fire Mortars & Select Markers using TAC Map

Derailed Update

Shinobi has greatly updated ps_derailed in terms of gameplay and texture work. The map's progressive spawns - which make you spawn closer to the enemy depending on what flag you hold - have been updated with the most notable change is that they are farther away from the middle cap point.


In addition to the spawn changes, the number of upper level areas has doubled and the texture work has been refined to give the map or more uniform theme, making the map much more industrial looking than before.

Finally, HRD in the map has been reduced but still keeping the areas that need to be light, light.

You can find more screen shots in Shinobi's developer's blog.

Crossfire Updates

Shinobi has updated some aspects of ps_crossfire, detailed in his personal developer blog. The map before had some problems with the placement of some of the flags. One flag was hard to defend with "270 degrees of overwatches focused on it" and has been moved into a warehouse for safe keeping.

In addition, "the ghetto" flag will mostly likely be updated in this same fashion, making its defense easier.
Finally, beside the flag updates, Shinobi has also added "a sewer system under the park area, hopefully this will make it easier for blue to hold as well as make it easier for red to cap."

FAS NEWS (9 JANUARY 2010)

FAS has released two wallpapers and an online manual for FAS to help new players become familiar with the game before it's release.

The first wallpaper is the new FAS logo designed by undertone with a release date show as "2010". The FAS team is still working on a few aspects of the mod to ensure that it is ready for the public which is why the release date is vague at "2010". Some coding issues still have to be worked out as well as more polish applied to the maps. However, all the art aspects of the mod are complete which has allowed the art team to go ahead and start working on content for after FAS's release.

As you can see, the new logo is more modern instead of the almost 10 year old stencil font that was previously used.

The second wallpaper is the same logo applied to an in game screen shot of FAS.

In addition to the wallpapers, there is now an online manual for FAS which is still being updated. The manual outlines the basic features of FAS, such as how to install the game, descriptions for each categories of weapons, list of skills and what benefits they provide, as well as a section for "pro tips and hits" which explain game play features in depth.

Some areas of the manual aren't finished, most notably the HUD section, but these will be updated soon.