Firearms Source 1.0 Released

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Firearms Source 1.0 Released

Postby Blink on Mon Jul 26, 2010 10:12 pm

Hey folks, I hope you have all started enjoying the awesome fragging of Firearms Source. With already filled servers and 2 server patches available, Firearms Source is sure to cure your sweet tooth of FPS ownage. Bringing you back to Quake style gameplay with realistic weaponry content, you are sure to enjoy our first release. Please head over to our website, or download the client on ModDB.



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Clients (Players): Go to our downloads page and download either the executable if you like to have an installer do the work for you, or if you are an advanced user, you can choose to download the ZIP and install it yourself.

Servers: Go to our downloads page and download the FAS Client 1.0 and patch it with FAS Server 1.0b.

So report in Freshmeat! Now's the time you choose your arsenal and get ready for battle.

(via TheMiede)
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Re: Firearms Source 1.0 Released

Postby Terr on Mon Jul 26, 2010 11:39 pm

Firearms always filled a strange kind of niche back in HL1. Something a bit less crazy than TFC and less camptastic than CS but still with that "push onward to victory" sort of feel.

I look forward to trying the many gameplay styles afforded by a mix-n-match loadout.
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Re: Firearms Source 1.0 Released

Postby nub on Tue Jul 27, 2010 12:27 am

This mod is hard as fuck to be good at.
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Re: Firearms Source 1.0 Released

Postby Major Banter on Tue Jul 27, 2010 1:24 am

Looks underwhelming.
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Re: Firearms Source 1.0 Released

Postby thefight on Tue Jul 27, 2010 1:36 am

The levels look meh but I thought the gameplay looked interesting.
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Re: Firearms Source 1.0 Released

Postby Dionysos on Tue Jul 27, 2010 2:38 am

Actually once you get into it it can be a lot of fun. Apparently the armor needs to be nerfed and the weapons aren't strong enough, but it gets really awesome once you get fast reloading and other skills bunching up. Basically, I actually like it, although of course it could do with some balancing.
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Re: Firearms Source 1.0 Released

Postby aTam on Tue Jul 27, 2010 3:41 am

It's terrible, it's not even functional. Waste of bandwidth!

The bleeding system is idiotic, you get shot once in a firefight and suddenly you can't keep aiming to finish the guy off because your screen goes solid red. It's just fucking dumb, you don't need beta testers to tell you that, do you?
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Re: Firearms Source 1.0 Released

Postby Armageddon on Tue Jul 27, 2010 4:01 am

Terr wrote:Firearms always filled a strange kind of niche back in HL1. Something a bit less crazy than TFC and less camptastic than CS but still with that "push onward to victory" sort of feel.

I look forward to trying the many gameplay styles afforded by a mix-n-match loadout.

There is no mix-n-match. Here is how it works.

Machine Guns have 2 fire types, they all do the same damage.

Snipers have 1 fire type, they also have a scope, they all do the same damage.

Pistols have one 1 fire type, they all do the same damage.


:|
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Re: Firearms Source 1.0 Released

Postby Generalvivi on Tue Jul 27, 2010 4:11 am

Congrats on your release boys! Now get that penguin smash mod up and going! XD
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Re: Firearms Source 1.0 Released

Postby Terr on Tue Jul 27, 2010 6:48 am

Armageddon wrote:There is no mix-n-match. Here is how it works.

I can't tell whether that's sarcasm or whether it mean FA:S is very much behind the sort of "points" based loadout found in the original and described in the website.
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Re: Firearms Source 1.0 Released

Postby cz_squishy on Tue Jul 27, 2010 7:11 am

Lighting sucks
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Re: Firearms Source 1.0 Released

Postby SotaPoika on Tue Jul 27, 2010 8:39 am

I just played it. Needs a lot more work. One "life" I was able to pick up medkit/tampons to stop bleeding, but suddenly next "life" I couldn't. I saw the medkit there staying on top crate, nothing happened. I pressed e, I pressed thru all keys. I know b starts fixing the "blood-leak", but I can't pick medkit, I can't do it.

Shit was overall frustrating. Maps are bland one of the maps I played, looked almost all same. Map made no single sense as there was these "tank-x's" around yet the area was closed with walls and cliffs. The areas it had looked mostly same and with same lighting, I was running around in circles to find the cap-points.

Firefights. Damn, is there bullet penetration? I shot at enemy thru wooden wall (8 Hammer-units thick) and it didn't die. I hit him already alot before he went behind that cover so I thought these few bullets finish him. NO! I got killed by him. Also, some guns have almost zero recoil, yet Sako 95 spray lead all over the place. And as I was just beginning, I didn't have these fancy "ranks" or anything to enhance my possibilities to be unbeatable.

Animations need work. When I see someone shooting, the solder doesn't move at all (from the recoil/kick). It's like he's shooting with airsoft gun as there was no muzzleflash either. This made it insanely hard to spot a guy shooting from darkness as it didn't light up the surroundings of the shooting enemy. Also, knife animations are crap. Who let them in build should be ashamed.

I don't know if this was supposed to imitate "realistic warfare" because it didn't. Where's ironsights? I expected to see ironsights in this game, otherwise I don't know what really makes this game different to be played instead of TF2 or CSS.

I know mod is beta, but I expected more from this. I guess I'll wait few weeks/months before trying again.
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Re: Firearms Source 1.0 Released

Postby Dionysos on Tue Jul 27, 2010 9:32 am

Well, muzzleflash works and you can pick bandages in the load-out. Oh and the reload animation is a little buggy. Also the maps can be *very* confusing at first. And I also missed Iron Sights.
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Re: Firearms Source 1.0 Released

Postby TheMiede on Tue Jul 27, 2010 2:09 pm

Fair criticisms all. I appreciate the feedback, and we will have a patch out this Friday. Here is a sample of our changelog.

Changelog
- Heavy weapon moving view model effect changed to a more suitable one.
- Heavy weapons with scopes can be unscoped while moving (right click will unscope rather than going to the next zoom level on the M82 while moving)
- Certain hitbox damage multipliers buffed (head: 3x - from 2x, chest: 1.3x - from 1x, stomach: 1.0x, arms: 0.7x, legs: 0.5x), no longer using cvars
- Bandage key doesn't set IFAK as last weapon
- M24 should unzoom on reload
- Scoped/ironsight recoil modifiers should now function
- M3 reload animations should be smoother
- Skippable M3 reload (either +attack or +attack2 will do it)
- Transition for aiming down the sight shouldn't jitter as much
- Hospice flag placement now uses Valve's progress bar code
- "Healing target" HUD element now stays on the player you're healing as you're healing them
- M24 no longer takes ages to cock after shooting
- Weapons don't play the idle animation as much - this is most noticeable on the G36C
- Within the radius of a hospice flag, medics heal twice as much as they would do normally, rather than just adding 10 onto the healed HP
- AK-47 bayonet's damage now matches the Machete's, slight range buff.
- Stamina drain for sprinting reduced, low stamina penalty now waits until you're on 5% stamina rather than 15%
- Fixed instance where last player on 0 reins team disconnects and doesn't end the game
- View model bob cycle tweaked, should give off a less "floating" feel
- G36C has half the recoil when scoped now
- Bleeding players will spurt blood when they go through a bleed cycle
- Push and Territorial Control areas will show in the screen overlay (just like the S&D entities do)
- Claymore damaged has been amplified
- Fixed ammo caches not giving ammo
- Added randomisation to the player model appearance
- Exploit in tc_iwojima fixed where you could get behind some of the displacements and shoot at unsuspecting players
- Drop primed grenades on death
- Added radio and voice command menus
- Added hints relating to IFAK
- Mappers: fas_game_logic_reins now checks to see if the new reins value dipped below the threshold when the previous value was above it
- Decreased Assault Rifle Semi-Auto accuracy cone from 90% to 75%
- Decreased SMG Semi-Auto accuracy cone from 95% to 85%
- Increased Assault Rifle recoil
- Increased Damage required for Bleeding


A few mentioned realism and Ironsights, so I will just touch on that briefly. This game is meant to have realistic weaponry (Models, Textures, Animations, and Mechanics), but the gameplay is supposed to be very arcade, like its original counter-part. As you can see, we have plenty of fixes that will help balance, and we will be trying to improve the lighting on our maps (or at least brightening some areas so that it is easier to distinguish between friend and foe).

Thanks a lot for the constructive crit, and I hope you try out our fixes this Friday.
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Re: Firearms Source 1.0 Released

Postby Penney on Tue Jul 27, 2010 2:43 pm

Finally, I've been waiting some 5 years for this!
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