ESF 1.2 Full installer
| File name: | ESF_B12_Full.exe |
| File size: | 213.76 MB |
| Downloads this week: | 0 |
| Downloads total: | 71,984 |
| Date Added: | 05-10-2004 |
| Popularity: | 21% |
Short description:
ESF 1.2 Full installer.
Installation & Getting Started
WON USERS
1) Download the latest beta installer from the esf site.
2) Run the installer. *note* it may take a few minutes to scan for the hl.exe so be patient, it didn't freeze.
3) Launch ESF using the desktop or start menu shortcuts provided.
4) Configure your video settings and controls.
5) From there click on Multiplayer > Custom and choose a name for yourself.
6) Go to Multiplayer > Internet games and select filters. check the "are running game box" and select esf from the drop down menu.
7) Click update and you will get a list of servers. *note*: Remember, the more green dots by a server, the faster it is. The green dots represent ping.
STEAM USERS
1) Download and install the Steam engine from here.
2) Run Half-Life once so that Steam has the files and directories required by ESF's installer.
3) Install ESF beta 1.2 using the installer from this page.
4) Launch Steam, go to Games and double click on Earth's Special Forces under Third Party Mods to start a game of ESF.
5) Click Find Servers.
6) Click Change Filters, make sure ESF is selected.
Keyboard Controls
Red – Movement
W – Forward
S – Backwards
A – Strafe Left
D – Strafe Right
Green – (Q) Block
Pink - Select attacks by using the number keys. The mousewheel may also be used.
Light Brown – (R) Power Up (charge up KI)
Blue – (T) Turbo (Increased PL and speed at cost of KI)
Light Blue – (F) Toggle fly mode
Brown – (G) Teleport (Teleports in the direction you are moving)
Purple – (Space Bar) Jump & Rise (while in flight)
Gold – Transform/Descend [(Z) to Transform / (X) to Descend]
Camera Controls
(By default)
Home - Resets camera view to default location
I - Zoom in
K - Zoom out
J - Rotate camera to the left
L - Rotate camera to the right
Heads Up Display (HUD)
1) KI & PL: KI (energy) is your "ammunition" for ki attacks. The blue bar represents KI. The white numbers above it is your Power Level (PL) (how strong you are).
2) LF: (Life Force) Your current health. You start to lose PL under 10 LF. When you reach 0 you die (duh!).
3) CF: (Change Form) The amount of PL (Powerlevel) needed until transformation (you cannot transform by using turbo's PL increase). Once the gauge is full press Z to transform.
4) Selected Attack: A picture will show you what attack you currently have selected.
5) Sensu Beans: On some levels there are small brown bags that contain sensu beans. When you eat a sensu bean your health, ki, and pl will be restored to normal (its max).
KI Attacks
Energy attacks are KI in the form of a beam or a blast. Every character has an energy attack. There are two(2) types of energy attacks, instant, and minimum charge.
(This is the charge bar.)
1) Minimal charge energy attacks: These attacks must have a minimum amount of ki put into them before they can be fired. The yellow line shows where the minimum is. You may further charge after the minimum has been reached in order to fire a larger, more damaging, blast. When the charge is at it's maximum the attack can be held (at the cost of draining ki).
2) Instant energy attacks: These attacks are shot instanly and require no charge.Some attacks have a delay in between shots.
(Goku controlling a KameHameHa.)
Beams:
(Ex. Kamehameha, Final Flash, Generic Beam)
Beams can be controlled and directed by mouse movement. They may also be detonated prematurely by pressing the secondary mouse button (right click).
Splash Damage:
Even if an attack doesn't directly hit someone the splash damage can still reach them. The radius of splash damage depends on the size and strength of the attack.
Blasts:
(Ex. Spirit Bomb, Big Bang, Kiblasts)
Blasts are energy attacks that are unable to be controlled or directed once you released them.
Discs:
(Ex. Freeza Disc, Destructo Disc)
Discs are one-hit-kill attacks made of KI. Frieza's disc is controlable, while Krillin's Destructo Disc is not. If you press right click with the Freeza disc it will return to you. This does not work with the Destructo disc. Discs can go through anything and can't be blocked.
Lasers:
(Ex. Finger Laser “Freeza”, Eye Laser “Piccolo”)
Lasers are quick attacks made of KI. Blocking will not impair the damage on this attack. While using Freeza's finger laser attack you can right-click and do rapid laser fire.
KI Blobs:
If you shoot many KI blasts into a spot it will form a KI bubble or blob. It will constantly damage anything inside of it. The cool thing about KI blobs is that you can detonate the ki blob with explosive power using a beam or blast attack. All you need to do it shoot a beam or blast into the KI bubble and it will cause a massive explosion.
Blocking & Teleporting
Blocking: The block feature in ESF allows you to shield yourself from attacks with your arms. This causes the attack to inflict less damage. You can also “swat” away weak attacks with block. When blocking melee there will be a .8 second delay before you may attack them.
Teleporting: When there isn't enough time to block an attack, teleporting will help you make a quick escape. Teleporting is also used to quickly position yourself while in melee combat and to fool your opponent with the after image effect.
Power Struggles & Block Struggles
Block Struggle: A block struggle happens while trying to block an attack that is too powerful to swat away. You may turn on turbo to increase your chances of winning. The beam will be thrown back in the direction your aiming after winning a block struggle. If you are pushed into the ground or a wall, you will recieve crushing damage.
(The person firing the beam may also use turbo and/or "pump ki" into the beam by holding the primary mouse button (left click) to increase their chances of winning)
Struggle Meter: While in a BS (Block Struggle) or PS (Power Struggle) the struggle meter will appear. When the opponent is winning the line will be in the red area. When you are winning a struggle the line will be in the blue area.
Power Struggle: Power Struggles are when 2 or more beams collide. Hold down the primary mouse button (left click) to try to over power the other beam. Once 2 people are in a power struggle more may join in to do a multiple powerstruggle. *note* only beams powerful enough will be able to enter a multiple powerstruggle.
Transformations
Your CF Bar increases as your power level goes up. You cannot transform with the increased power level from Turbo mode.
Transform: To ascend press Z when your CF meter is full. When you transform your power level will be multiplied by 2 or 1.5 (depending on the character) which increases your speed and strength dramitically. Some transformation cost ki (such as SSJ).
Descension: Pressing X will make your character to descend to their previous for (etc ssj -> normal state) If you run out of KI you will also be forced to descend. Some Characters will not descend once they transform.
Perfect Transformation: The higher your power level is, the less time it will take to transform. Once your power level reaches the point where it takes no time to transform (its instant) you’ve reached Perfect Tranformation. Each character transforms at a different power level and has different perfect transformation power levels.
Scouter & Radar
(Hitting F9 [by default] activates the scouter/rader)
Player Mode: Player mode is for reading an opponent's powerlevel only.
Radar Mode: Radar mode lock the scouter so that only the overhead map of dots and dragonballs will show up.
Mixed Mode: Mixed scouter mod displays radar mode until your crosshair is placed over a player and is then changed into player mode.
How to read the scouter:
Black: This is you (whoo!)
Red: Enemy (they will also have a red diamond over their head)
Green: Teammate (they will also have a green diamond over their head)
Orange: Dragonball
Dot Size: The player dot size on the radar will change size in relation to your powerlevel.
-MELEE-
Swooping
All highspeed movement now requires a "Double Tap" in order to swoop. Simply tap any direction (up,down,left,right,forward,backward) twice and hold down the directonal key on the second instance. You may "chain swoop" by double tapping in a different direction while still holding your last direction to make a fluid, yet sudden change in direction.
There is no longer a need to target opponents, swooping is free form 360 degree movement.
Basic Melee
While you are swooping at an opponent hold down secondary mouse button (right click) to attack them with basic melee.You may also attack an opponent while stationary by tapping secondary mouse button (right click) within the basic melee range.
Advanced Melee
(At the end of every advanced melee battle, both players involved(as well as any close by) will be blown back/away from each other to ensure fairness)
Advanced melee is automatic, you must come in contact with an opponent while swooping in order to begin the auto prepunch sequence.
Prepunch has a max of Twelve(12) hits. Successful hits up to and including Six(6) increase your maximum stun time, any hits thereafter decrease maximum stuntime. Stuntime is the time you have to create your own unique combos.
During the prepunch sequence you have Three(3) options:
(If your opponent blocks your prepunches, you may only use combos or cease adv. melee )
1) Prepunch all Twelve(12) hits and cease Advanced Melee.
(Do not hold any mouse buttons)
Combos
2) Hold the primary mouse button (left click) at anytime during prepunching to begin the combo sequence.
2a) The combo sequence begins, you'll see a Charge bar at the bottom of the screen, this represents your "combo time".
You may now press any direction (diagonals included). There are Three(3) levels of attack, Weak(Green), Medium(Blue), and Strong(Red).
Holding the secondary mouse button (right click) while pressing a direction will use kicks instead of punches.
Stronger attacks inflict more damage, but use up more time. Strong attacks will cause the defender to receive a multi-directional arrow 35% of the time. In other words, the defender won't know what direction you pressed for the strong attack.
Medium attacks, are well.. in the middle, this will cause the defender to receive a mutli-direction arrow 25% of the time.
Weaker attacks use up less time, but inflict less damage. However, weak attacks can be put out more quickly, causing more arrows for your opponent to try and fumble through. They also cause the defender to receive a multi-direction arrow 15% of the time.
(Releasing the primary mouse button (left click) at anytime during the combo process will end your combo time prematurely)
Block Stun
When a Strong or Medium hit lands, your opponent receives a "Block Stun".
If a Strong attack lands, your next medium attack or your next two(2) weak attacks will hit, regardless of whether your opponent blocked it.
If a Medium attack lands, your next weak attack will hit, regardless of whether your opponent blocked it.
On The Defense
2b) So your unfortunate enough to be on the other side of the spectrum, now, you must dodge your opponent's onslaught.
After the prepunch sequence finishes you will see white arrows appear at the top of the screen, these are your opponents attacks! You must match the same directions, a successful dodge will turn the arrow green, while an unsuccessful attempt will turn it red. Multi-directional(random) arrows will start to appear if you take too long to defend or your opponent's attack may be random, depending on the strength they've chosen. The stronger the attack, the higher % of randomness.
Doing nothing will end the melee sequence after the enemies turn, however, holding the primary mouse button (left click) or secondary mouse button (right click) will give you a chance to retaliate with your own combos. Stun time(your combo time) for retaliation is calculated with this formula:
Stun time * ( blocked moves / total moves )
For example, if you block 1/2 of your opponent's moves, you'll get 1/2 the original time.Then if he blocks 1/2 of your moves, he'll get 1/4th the original time, and so on.
(To dodge a diagonal you can press any direction adjacent to it. For example, to block an upper-left diagonal you can press up or left)
Throwing, the other white meat
3) Holding the secondary mouse button (right click) during the prepunch sequence will allow you to throw your enemy. Throwers beware, throwing uses up ki and your opponent may resist by holding the primary mouse button (left click).
Once the charge bar passes the yellow line, you may release the secondary mouse button (right click) at any time to throw your opponent, the longer you charge up, the farther he/she will fly. Thrown enemies will "stick" to walls, or can be thrown into other players. Pressing the jump button while stuck on a wall will allow you to jump off.
(Using up all your ki at anytime will cancel the whole throwing process)
Melee Struggles
Adv. Melee vs. Adv. Melee: (When two(2) players swoop at each other both using prepunch) A stream of arrows will appear at the top of your screen, some may be random. The person with the most correct, wins and is rewarded with a special combo. Ties will reset the stream of arrows and you will begin again until someone wins.
Adv. Melee vs. Basic Melee:(When two(2) players swoop at each other, but one player is holding the secondary mouse button(right click)) Basic melee hits first then the person using Adv. Melee is allowed to prepunch up to Twelve(12) hits, he or she cannot throw or start combos.
Basic Melee vs. Basic Melee:(When two(2) players swoop at each other, both holding the secondary mouse button(right click))Both players hit each other and are knocked back.
-Beta 1.2-
Features
Added features
o Gamemodes
o Option for character limits (so, say only 2 gokus, vegeta’s, etc)
o Allow spectators cvar
o Cease fire cvar
o Advanced movement
o Walljumps
Weapons
o Generic balls
o Frieza’s telekinesis
Improved features
o Advanced melee
o SDK2.3 Spectator
o Blockstruggles
o Crushing damage
o Beams attached to hands during blockstruggle
Tweaks
o Keep the sb, when hit beam explosions
o Clicking the auto-assign button should let you join the team with the least players, or if the # of players is equal, the team with the lowest score
o Add an extra model dir for piccolo, so mod-modders can change the model
o Voicecom support
o Removed beamjumping on players
o Powerstruggles will be detonated if they don’t move for 5 secs
o Cvar to disable the mp3player
o Automaticly set boundingboxes for envmodels, if they are not provided within the model itself
o Powerlevel shouldn’t catchup when you kill yourself
o Buu’s chocolate gives you 50,000 pl + 40 hp, instead of full ki
o Add classname in scoreboard
o Short period of invulnerability during spawn
Graphics/Sounds/Animations
o Added trail to scatterbeam
o Trail length for flares varying with amount of charge
o Half-models for being killed with the sword/discs
o Shuffle button + current song name and time on mp3player
o Env model animation
o Teleport after-images
o Explosion fx
o New maps
o New Piccolo model
o New sounds
o Optional Japanese soundpack
Fixed bugs
o Buu now has the right scouter sprite
o The weapon select sprites for Trunks sword are working now
o The finishing buster has a blue explosion now
o Fixed the kametorpedoes fov
o You can't get an extra frag by killing someone who's about to be candified now
o Fixed the names above the picture on the class select menu in realistic team mode
o Players in a ps/bs now can't be pushed away/fall down due to other explosions
o Beta1.2 has a fully recoded sdk2.3 spectator, hopefully removing all od spectator bugs
o The thrown deathball is now the same size as the charged one
o If you select generic beam while ascending and descend before the ascending is done, the generic beam will have now have the correct color
o Fixed persistant discs and beams on map edges
o Improved beam shooting from the ground/map edges
o Decreased view screwups on map edges
o Beam swatting now works correctly on beams
o Fixed the fully charged disc crash bug
o Fixed several crashing bugs with Gohan’s shield
CVAR List
Server Side (default)
am_maxextanges : 4
am_mediumrange : 0.900
am_minrange : 0.300
am_percentblocked : 0.750
am_prepunch_delay : 0.200
am_prepunch_delaystruggle : 0.100
am_prepunch_driftspeed : 280
am_prepunch_max : 12
am_prepunch_maxstun : 6
am_prepunch_mincombo : 3
am_prepunch_stunperpunch : 0.750
am_strongrange : 1.350
am_struggle_arrowtime : 0.500
am_struggle_enddelay : 1.500
am_struggle_maxarrows : 6
am_struggle_maxextanges : 2
am_struggle_startdelay : 0.750
am_wallstick_canstick : 1
am_wallstick_maxtime : 2
am_wallstick_mintime : 1
am_weakrange : 0.500
mp_allowsensubeans : 1
mp_allowspectator : 1
mp_ceasefire : 0
mp_characterlimit : 1
mp_dbrespawntime : 25
mp_gamemode : 0
mp_laydowntime : 1.500
mp_lockmodels : 1
mp_melee : 1
mp_multipleps : 0
mp_nomeleehittime : 1
mp_plcatchup : 1
mp_realteams : 0
mp_simplemelee : 0
mp_spawn_invulnerable_time : 4
mp_wishlimit : 0
Client Side (default)
cam_xoffset : 0
cam_yoffset : 0
cam_zoffset : 10
cl_3drocks : 0
cl_aurabend : 1
cl_beamquality : 1
cl_drawdiamonds : 1
cl_dusttrails : 1
cl_dusttrailslbl : 100
cl_explosionsmoke : 1
cl_forwardspeed : 216
cl_fxquality : 2
cl_gaitestimation : 1
cl_gg : 0
cl_hightexture : 0
cl_himodels : 0
cl_motionblur : 1
cl_mp3player : 0
cl_smoothflyinganim : 1
Miscellaneous
Beam Jumping - Hold down jump while firing a beam into the ground or wall and you will be propelled by your beam.
Wall Jumping - Hold any direction (Forward,Backward,Left Strafe, Right Strafe) towards a wall, then hold jump. The character will then charge up a jump, jumping distance is determined by the length of charge.
High Jump - The height of your jump can be controlled by the length and pressure you put on your jump key.
Credits
Boss man:
Andrew 'Mastasurf' Skinner
2d Artists:
Andrew 'Mastasurf' Skinner
Chris 'Zero' Leone
Joshua 'Vassago' Stubbles
Thomas Joseph 'Metro-tek' Ciccarelli Jr.
Smo 'Mr Smo' Pennington
Mappers:
Tim 'Stryker' Skinner
Chris 'Zero' Leone
Michael 'DJ-Ready' Reddehase
Player Models:
Eric 'SS_Vegeta' Woll
Joshua 'Vassago' Stubbles
Derek 'Xstortionist' Bess
Turk
Smo 'Mr Smo' Pennington
Misc Models:
Chris 'Zero' Leone
Joshua 'Vassago' Stubbles
Thomas Joseph 'Metro-tek' Cicscarelli Jr.
Animators:
Damien 'Darktooth' Demeter
Crowd control:
Phil the three-headed emu
PR:
Andrew 'Mastasurf' Skinner
Paul 'Freedom' General
Joseph 'pcJoe' Florencio
Webmasters:
Mike 'vt' Wilkinson
Greg 'G-spot' Macsok
Sound FX:
Paul 'Freedom' General
Mp3 Music:
Lanethan
Matt Zembrusk
Coders:
Herwin 'harSens' van Welbergen
Joseph 'pcJoe' Florencio
Game balancing:
Chris 'Zero' Leone
Playlisteditor:
Peter 'Nretep' Steil
Installer:
Peter 'Nretep' Steil
Linux version:
Herwin 'harSens' van Welbergen
Jerry 'beez0r' Thomas
Linux administration:
Herwin 'harSens' van Welbergen
Jerry 'beez0r' Thomas
Manual:
Paul 'Freedom' General (Main)
Gaurav 'grOOvy' Verma (HTML)
Pants stealing:
Mike 'vt' Wilkinson
Head Tester:
Gaurav 'grOOvy' Verma
Testers:
Charles 'NightShade' Gunnells
Rich 'Cucumba' Hernandez
Chris 'Hibiki' Malinski
Nikolaus 'Valkyrie Alpha' Lasnau
Brandon 'Hsu' Dubyk
Jeff 'Awol95' Hallinan
Sacha 'Navanax' Noij
Matthew 'Majin_You' Paschak
Josh 'Magus' Rowe
Adam 'Evil_Trunks' Coleman
Klaas 'Prozac' Bonnema
Rick 'Cookster' Cook
Albert 'Halorin' Hailey
Retired Head Testers:
Arthur 'NightHawk' McCann
Nikolaus 'Valkyrie Alpha' Lasnau
Charles 'NightShade' Gunnells
Retired Testers:
Marc 'Ecchi_Pr0n' Hokoana
Michael 'MSF' Fink
Peter 'Nretep' Steil
xCallum 'Cheeseman' Bruce
Matt 'Deverz' Wilkinson
Marlon 'O_o' Clay
Anthony 'Antoine3323' Declusin
Adam 'Gamesage2000' Birke
Michael 'Spitfire'
Joshua 'Pintail' Falgout
Craig 'OFFSPRiNGCo16' Spergel
Cliff 'Chimpbot' Foster
Steven 'BrunO' McCutcheon
Noah 'greentaco' Diegel
Johnmark 'Jonka' Adair
Anthony 'Phobius' Lipovac
enforcer
Thanks to:
Adrian 'Fireball' LaVallee
Blake Grant
rkzad
Corvidae
MoOg
PsychoDude
Gr|m
IceBryce
SpInNa
Eastside
Blobby
Justme
war450
Chip
MiKeDBZ
Ox King
SuperSonic
Xenocide
Big J
Ansel
Another1
Mr. Satan
JeS
kotoro
A Anema
KilledWithStyle
Robin Walker
Sluggo
Commando
omega
Entropy
Laurie Cheers
Major Goober
X-out
CS-Land
Everyone on the esf forum
And you for reading this
And remember:
Reality is just a mass-hallucination
caused by a lack of alcohol
©Earth's Special Forces 2004 - www.esforces.com







