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FF_Team 11-26-2020 05:52 PM

derpeyman28 opened issue fortressforever/fortressforever#382 ('Alt-tabbing out of FF while fullscreen and alt-tabbing back in freezes the screen.')

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FF_Team 11-26-2020 10:51 PM

squeek502 commented on issue fortressforever/fortressforever#382 ('Alt-tabbing out of FF while fullscreen and alt-tabbing back in freezes the screen.'):
I believe this is an issue with the 2006 engine that we don't have control over, but I haven't looked into it too closely.
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FF_Team 11-30-2020 07:04 AM

squeek502 opened issue fortressforever/fortressforever#383 ('Lower timeout of jumppad + conc combo nerf')

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FF_Team 11-30-2020 07:55 AM

squeek502 commented on issue fortressforever/fortressforever#383 ('Lower timeout of jumppad + conc combo nerf'):
Tested this out a bit. Here's a best-case-scenario tidal run (with 1.5s timeout):

http://ffpickup.com/temp/2020-11-30%2000-29-53(00h00m43.634s-00h00m49.733s).mp4

Thoughts:
- The old jump pad had a higher speed cap but the same timeout, so in the old tidal route you'd still hit the jump pad +...
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FF_Team 12-02-2020 04:57 AM

squeek502 opened pull request fortressforever/fortressforever#384 ('Lua: Add GetMapName global function')

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FF_Team 12-02-2020 05:21 AM

squeek502 opened pull request fortressforever/fortressforever#385 ('Log the map name after it's loaded for convenience')

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FF_Team 12-02-2020 06:46 AM

squeek502 merged pull request fortressforever/fortressforever#384 ('Lua: Add GetMapName global function') from squeek502 to beta

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FF_Team 12-02-2020 06:46 AM

squeek502 pushed 2 commits to fortressforever/fortressforever:beta

  • b873d4 squeek502: 'Lua: Add GetMapName global function. Have run into a few uses for it, no reason it shouldn't exist'
  • d505b8 squeek502: 'Merge pull request #384 from squeek502/lua-get-map-name. Lua: Add GetMapName global function'

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FF_Team 12-02-2020 06:46 AM

squeek502 merged pull request fortressforever/fortressforever#385 ('Log the map name after it's loaded for convenience') from squeek502 to beta

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FF_Team 12-02-2020 06:46 AM

squeek502 pushed 2 commits to fortressforever/fortressforever:beta

  • ada458 squeek502: 'Log the map name after it's loaded for convenience. Logs on dedicated servers get split into...'
  • e153a0 squeek502: 'Merge pull request #385 from squeek502/log-map-name. Log the map name after it's loaded for...'

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FF_Team 12-14-2022 02:44 AM

squeek502 synchronized pull request fortressforever/fortressforever#388 ('Buildable changes and new Detpack Lua methods')

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FF_Team 12-14-2022 02:45 AM

squeek502 commented on issue fortressforever/fortressforever#388 ('Buildable changes and new Detpack Lua methods'):
Alright, I ended up implementing what I was thinking of and pushed it to this branch. From the commit message:

> Instead of changing the type of the parameters, the extra context is passed as a new second argument to the `onbuild` callback. The new second argument is a table with the keys `type`...
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FF_Team 12-14-2022 02:47 AM

squeek502 merged pull request fortressforever/fortressforever#388 ('Buildable changes and new Detpack Lua methods') from YoYo-178 to beta

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FF_Team 12-14-2022 02:47 AM

squeek502 pushed 3 commits to fortressforever/fortressforever:beta

  • 1ec857 YoYo-178: 'Some buildable and Lua changes. - Changed how the lua function `trigger:onbuild()` behaved. -...'
  • 6907da squeek502: 'Make extra `onbuild` context backwards compatible. Instead of changing the type of the parameters,...'
  • 35a1ae squeek502: 'Merge pull request #388 from YoYo-178/beta. Buildable changes and new Detpack Lua methods'

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FF_Team 12-14-2022 12:29 PM

gumbuknine commented on issue fortressforever/fortressforever#389 ('Possible Sniper rework propositions.'):
So, no counterpoints for a defensive rework?
fine, i'll do it myself.


# Defensive Sniper
### The Sniper Rifle. (still abbreviated as SR)

#### The issue with the current SR mechanics on defense,
boil down to the fact that you can't charge your shots enough to 1-hit kill attackers as they come in...
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FF_Team 12-14-2022 09:54 PM

Dadaskis commented on issue fortressforever/fortressforever#389 ('Possible Sniper rework propositions.'):
I would love to suggest some ideas...

I'm player with quite bad aim and it's really hard to hit moving targets in the most maps due to their design. All classes move quite fast enough to make it complicated to focus on aim and shooting. Even though this class is quite powerful when we talk about...
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FF_Team 12-15-2022 09:15 AM

YoYo-178 opened pull request fortressforever/fortressforever#390 ('Lua: Continuation of #240')

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FF_Team 12-15-2022 09:32 AM

gumbuknine commented on issue fortressforever/fortressforever#390 ('Lua: Continuation of #240'):
what's the difference between a sabotage and a malicious sabotage? i don't get it, isn't there just one kind of sabotage?
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FF_Team 12-15-2022 11:40 AM

YoYo-178 commented on issue fortressforever/fortressforever#390 ('Lua: Continuation of #240'):
> what's the difference between a sabotage and a malicious sabotage? i don't get it, isn't there just one kind of sabotage?

i am confused between both of them but i'm sure, that 1 of them is when you set the sabotage (you know the bar that appears)
and the other is when you actually sabotage...
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FF_Team 12-23-2022 03:47 PM

ph1sh55 commented on issue fortressforever/fortressforever#216 ('Examine possibilities for a 3rd offense class in competitive play'):
IMO the laziest, but quickest way to make pyro/spy more viable on offense is probably to reduce their self damage significantly when handheld grenade jumping and cause a handheld grenade to not cause much splash damage (or zero). Or keep same self gren jump damage but they regen some of it back...
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