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Old 08-21-2016, 07:23 PM   #1621
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AfterShockFF synchronized pull request fortressforever/fortressforever#270 ('WIP: Pyro revamp')

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Old 08-21-2016, 07:23 PM   #1622
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AfterShockFF pushed 1 commit to fortressforever/fortressforever:features/pyro-jetpack

  • 40f244 AfterShockFF: 'Reduce napalmlet burn level amount from 20 to 10, made buildable damage the same as player damage'

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Old 08-21-2016, 07:25 PM   #1623
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AfterShockFF pushed 1 commit to fortressforever/fortressforever:features/pyro-jetpack

  • 5f72ee AfterShockFF: 'Increased napalmlet burn height and exposed as cvar (40 -> 70)'

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Old 08-21-2016, 07:25 PM   #1624
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AfterShockFF synchronized pull request fortressforever/fortressforever#270 ('WIP: Pyro revamp')

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Old 08-21-2016, 07:59 PM   #1625
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AfterShockFF pushed 1 commit to fortressforever/fortressforever:features/pyro-jetpack

  • 21f287 AfterShockFF: 'Remove unused network var - iArmorType'

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Old 08-21-2016, 07:59 PM   #1626
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AfterShockFF synchronized pull request fortressforever/fortressforever#270 ('WIP: Pyro revamp')

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Old 08-22-2016, 03:46 AM   #1627
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userfiltr commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
I don't disagree with the idea of the jetpack and removing the pushback on the flamethrower, just the jetpack seems too powerful now with this. I also think afterburn should stay but it should be buffed and/or reworked because it doesn't seem too fun to use. IC getting a clip + faster fire rate is...
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Old 08-22-2016, 04:45 AM   #1628
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squeek502 created fortressforever/fortressforever:fixes/bullet-traces at 410f1e (+1 new commit)

  • 410f1e squeek502: 'Fix bullets/flamethrower/etc being blocked by projectiles. - Closes #291'

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Old 08-22-2016, 04:50 AM   #1629
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squeek502 opened pull request fortressforever/fortressforever#299 ('Fix bullets/flamethrower/etc being blocked by projectiles')

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Old 08-22-2016, 07:08 PM   #1630
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squeek502 commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
Updated the OP to better reflect the current state of the branch.
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Old 08-22-2016, 07:11 PM   #1631
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AfterShockFF commented on issue fortressforever/fortressforever#299 ('Fix bullets/flamethrower/etc being blocked by projectiles'):
> An alternate solution would be to create a new COLLISION_GROUP specifically for weapon traces and make sure to use that for every relevant trace. That would be less prone to unintended side-effects (and give more fine-grained control), but we'd need to make sure that we convert everything to the...
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Old 08-22-2016, 07:15 PM   #1632
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squeek502 commented on issue fortressforever/fortressforever#299 ('Fix bullets/flamethrower/etc being blocked by projectiles'):
> That doesnt sound like much work, there are only a handful of weapons?

True, but it seems like it should also be applied to some non-weapon traces as well (off the top of my head, things like the crosshair info trace). We'd probably have to go through every instance of traces with...
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Old 08-22-2016, 07:19 PM   #1633
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AfterShockFF commented on issue fortressforever/fortressforever#299 ('Fix bullets/flamethrower/etc being blocked by projectiles'):
Probably the SG aiming trace too. I'm OK with just testing the current fix, it shouldnt be too hard to play around and see whats changed?
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Old 08-22-2016, 07:33 PM   #1634
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squeek502 commented on issue fortressforever/fortressforever#299 ('Fix bullets/flamethrower/etc being blocked by projectiles'):
Yeah, the current blanket fix might not actually be a problem. There was nothing obvious broken in the tiny amount of testing I did (rockets still collide with stuff, etc). I'm not really sure how common it is that we'd actually want a COLLISION_GROUP_NONE trace to collide with a...
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Old 08-22-2016, 09:04 PM   #1635
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FDA- commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
So you've slightly altered burn effects again. I'm kind of curious as to how that works specifically. Say you light with FT, then you pull out IC. It now does bonus damage, and has the ability to add a level 2 burn. At that point do you need to pull the FT back out for the level 2 bonus damage? Or...
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Old 08-22-2016, 10:47 PM   #1636
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AfterShockFF pushed 1 commit to fortressforever/fortressforever:features/pyro-jetpack

  • 898f77 AfterShockFF: 'Increase flame size of burn level 1; reduce flame size of burn level 3'

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Old 08-22-2016, 10:47 PM   #1637
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AfterShockFF synchronized pull request fortressforever/fortressforever#270 ('WIP: Pyro revamp')

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Old 08-22-2016, 11:15 PM   #1638
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AfterShockFF pushed 2 commits to fortressforever/fortressforever:features/pyro-jetpack

  • bc6b1b AfterShockFF: 'Cleanup: Tidy up ff_hud_jetpackfuelbar.cpp'
  • 0684b6 AfterShockFF: 'Cleanup: Delete old charge-up / groundboost jetpack code'

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Old 08-22-2016, 11:15 PM   #1639
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AfterShockFF synchronized pull request fortressforever/fortressforever#270 ('WIP: Pyro revamp')

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Old 08-23-2016, 01:25 AM   #1640
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squeek502 commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
@FDA- We added the FT bonus damage after we last played so I haven't had a chance to test it yet. I can definitely see where you're coming from, though.
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