Fortress Forever

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FF_Team 04-24-2015 03:08 AM

squeek502 created fortressforever/fortressforever-scripts:pyro-shotgun at e88453 (+1 new commit)

  • e88453 squeek502: 'Re-add single shotgun (now pellet gun) to pyro'

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FF_Team 04-24-2015 03:09 AM

squeek502 opened pull request fortressforever/fortressforever-scripts#45 ('Re-add single shotgun (now pellet gun) to pyro')

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FF_Team 04-24-2015 03:10 AM

squeek502 created fortressforever/fortressforever:features/hud_keystate at 50a2ee (+5 new commits)

  • 7ae004 squeek502: 'Fix speedometer not showing while spectating in certain cases. * Fixes speedometer not showing up...'
  • c6de17 squeek502: 'Network m_nButtons to spectators'
  • 86c02c squeek502: 'Add visualization of pressed keys to the HUD. - Adds cvars:. hud_keystate (defaulted to 0)....'
  • 230b98 squeek502: 'Clean up HUD visibility logic. * Remove all redundant ShouldDraw implementations. * Fix...'
  • 50a2ee squeek502: 'Hide hud_keystate in sourcetv demos because it won't work there'

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FF_Team 04-24-2015 03:17 AM

squeek502 opened pull request fortressforever/fortressforever#212 ('Add in-game on-screen keyboard functionality')

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FF_Team 04-24-2015 04:32 AM

R00Ki3 commented on issue fortressforever/fortressforever#211 ('Give engi's a choice when upgrading SG's'):
2-3 hits on an undamaged SG to upgrade? While its damaged it always gets repaired first.
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FF_Team 04-24-2015 07:38 AM

caesyum commented on issue fortressforever/fortressforever-scripts#39 ('Increase flag touch bounds a bit'):
So it's getting taller again? sadface :(
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FF_Team 04-24-2015 08:09 AM

caesyum commented on issue fortressforever/fortressforever#211 ('Give engi's a choice when upgrading SG's'):
I like the idea. Non-buggy feeling implementation would be key though, yes - during the upgrade would the engy have to [be and then] stay a certain distance from the SG, or alternatively would he get locked in place?

As well as making repairing/upgrading a choice, which I agree would be good,...
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FF_Team 04-24-2015 09:18 AM

caesyum commented on issue fortressforever/fortressforever-scripts#40 ('Reduce max rockets for soldier (50 -> 30) and demo (50 -> 40)'):
I agree with AfterShock's reasoning and think that decreasing both max rockets/pipes so far as that doesn't significantly affect competitive CTF would seem a sensible goal. To that aim the suggested numbers seem a sensible place to try (then if successful perhaps consider pipes to 30 too...
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FF_Team 04-24-2015 11:30 AM

fpsmoto commented on issue fortressforever/fortressforever#211 ('Give engi's a choice when upgrading SG's'):
Agreed. Having the choice to upgrade is definitely something I'd like to see.
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FF_Team 04-25-2015 07:02 AM

squeek502 created fortressforever/fortressforever:lua/global-callbacks at facb16 (+1 new commit)

  • facb16 squeek502: 'Add global callbacks intermission() and restartround(). * intermission() is called when...'

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FF_Team 04-25-2015 07:03 AM

squeek502 created fortressforever/fortressforever:lua/button-ondamage at 8cda92 (+1 new commit)

  • 8cda92 squeek502: 'Update func_button:ondamage lua callback to use parameters instead of global vars. * This is a...'

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FF_Team 04-25-2015 07:03 AM

squeek502 opened pull request fortressforever/fortressforever#213 ('Add global callbacks intermission() and restartround()')

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FF_Team 04-25-2015 07:03 AM

squeek502 opened pull request fortressforever/fortressforever#214 ('Update func_button:ondamage lua callback to use parameters instead of global vars')

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FF_Team 04-25-2015 01:52 PM

AfterShockFF commented on issue fortressforever/fortressforever-scripts#41 ('Tweak railgun charge sounds'):
The railgun charge sounds are too loud, annoying, too long, and often useless. I toned the volume down to something more sensible and reduced the length of the full-charge sound by reusing the half-charge but pitched up. It's not surprising since we are reusing a HL2 sound rather than creating our...
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FF_Team 04-25-2015 01:54 PM

AfterShockFF commented on issue fortressforever/fortressforever-scripts#41 ('Tweak railgun charge sounds'):
Another thing we could do is try to get the railgun to emit small flashes at half charge and at full charge so there is less reliance on the railgun charge sound.
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FF_Team 04-25-2015 02:31 PM

AfterShockFF opened issue fortressforever/fortressforever#215 ('Add stronger / improve upon negative feedback loops in competitive CTF')

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FF_Team 04-25-2015 02:41 PM

FDA- commented on issue fortressforever/fortressforever-scripts#41 ('Tweak railgun charge sounds'):
"The railgun charge sounds are too loud, annoying, distracting, too long, and often useless." I tend to think it's fine as is. :/ I've spent a lot of time shooting a lot of rails at people, (my team and the other team) I find it to be a generally pleasing experience all around, sounds included.
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FF_Team 04-25-2015 02:44 PM

AfterShockFF commented on issue fortressforever/fortressforever#215 ('Add stronger / improve upon negative feedback loops in competitive CTF'):
Existing negative feedback loops for strong offenses / helping a struggling defense:
* Distance from flag room to capture point (as a flag runner goes to capture the flag, there is a period of 3 offense players rather than 4 - the further the capture point is, the more time a defense has to...
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FF_Team 04-25-2015 02:52 PM

AfterShockFF opened issue fortressforever/fortressforever#216 ('Examine possibilities for a 3rd offense class in competitive play')

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FF_Team 04-25-2015 05:48 PM

R00Ki3 commented on issue fortressforever/fortressforever#216 ('Examine possibilities for a 3rd offense class in competitive play'):
The Demo is used once in awhile as an offensive class. I would like to see the Spy become more viable (hook + secondary grenade?). It would also be nice for the Pyro become a viable class in competitive play as well. Maybe an even heavier alternative to the medic for offensive?

The Sniper will...
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