Fortress Forever

Fortress Forever (https://forums.fortress-forever.com/index.php)
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FF_Team 12-14-2014 03:05 AM

squeek502 opened pull request fortressforever/fortressforever#97 ('Remove the map guide menu as it has never been utilized')

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FF_Team 12-14-2014 03:06 AM

squeek502 commented on issue fortressforever/fortressforever#94 ('Modify the map guide options on team select.'):
#97 does most of this. Greying out the flythrough based on mapguide existence is a bit of a pain so I didn't end up doing that.
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FF_Team 12-14-2014 03:07 AM

squeek502 created fortressforever/fortressforever-scripts:cleanup/map-guide-menu at c9003e (+1 new commit)

  • c9003e squeek502: 'Remove the map guide menu and make the Flythrough button go directly to the flythrough'

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FF_Team 12-14-2014 03:08 AM

squeek502 opened pull request fortressforever/fortressforever-scripts#11 ('Remove the map guide menu and make the Flythrough button go directly to the flythrough')

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FF_Team 12-14-2014 02:56 PM

AfterShockFF commented on issue fortressforever/fortressforever#96 ('Rampslide sparks (take 2)'):
Other than a minor comment this is all good :+1:
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FF_Team 12-14-2014 03:00 PM

AfterShockFF commented on issue fortressforever/fortressforever#97 ('Remove the map guide menu as it has never been utilized'):
Fine with me :+1:
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FF_Team 12-15-2014 12:40 AM

squeek502 closed issue fortressforever/fortressforever#94 ('Modify the map guide options on team select.')

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FF_Team 12-15-2014 12:40 AM

squeek502 merged pull request fortressforever/fortressforever#97 ('Remove the map guide menu as it has never been utilized') from squeek502 to beta

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FF_Team 12-15-2014 12:40 AM

squeek502 merged pull request fortressforever/fortressforever-scripts#11 ('Remove the map guide menu and make the Flythrough button go directly to the flythrough') from squeek502 to master

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FF_Team 12-15-2014 03:02 AM

squeek502 commented on issue fortressforever/fortressforever#41 ('Make handheld frag jumps more TFC-like™'):
Did some testing using a custom TFC server plugin. Here's the resultant data:

vel_before | vel_after | vel_delta_len
-----------|-----------|--------------
-333.065,-58.743,125.128 | -1239.192,-218.548,515.088 | 999.3360694751
-230.221,302.97,236.328 | -735.157,967.452,797.816 |...
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FF_Team 12-15-2014 04:20 AM

squeek502 merged pull request fortressforever/fortressforever#89 ('Fixed CFFCrosshairOptions::UpdateSliders assert and did some cleanup') from squeek502 to beta

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FF_Team 12-15-2014 04:20 AM

squeek502 closed issue fortressforever/fortressforever#87 ('Stop distributing classname.cfg/userconfig.cfg directly')

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FF_Team 12-15-2014 04:20 AM

squeek502 merged pull request fortressforever/fortressforever#88 ('Generate <classname>.cfg/userconfig.cfg files at runtime if they don't exist') from squeek502 to beta

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FF_Team 12-15-2014 04:21 AM

squeek502 deleted fortressforever/fortressforever:features/default-cfgs at 7f0263


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FF_Team 12-15-2014 04:21 AM

squeek502 deleted fortressforever/fortressforever:fixes/xhair-option-assert at 080c35


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FF_Team 12-15-2014 04:21 AM

squeek502 deleted fortressforever/fortressforever:cleanup/map-guides at f523bf


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FF_Team 12-15-2014 06:08 AM

Largos commented on issue fortressforever/fortressforever#93 ('Make weapon slots consistent (3 weapon system revisited)'):
I thank you for using my original post to start this conversation, and if there are some classes that still need 4 slots I say it's okay. The part that was silly was that soldier has NO slot4 yet his primary is in slot5. I'm all for going up to 4 or 5 slots as long as the progression of slot1 to...
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FF_Team 12-15-2014 06:10 AM

Largos commented on issue fortressforever/fortressforever#32 ('Make cz2 more fun for low player numbers'):
What about making the map lock down to just points 2 - 4 when it's a low number of people?
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FF_Team 12-15-2014 06:41 AM

squeek502 commented on issue fortressforever/fortressforever#93 ('Make weapon slots consistent (3 weapon system revisited)'):
Note to myself/anyone that works on this: the weapon script system currently locks weapons into specific slots (all single shotguns occupy slot2, not currently possible to have it in a different slot per class). Would need to implement a solution to that in order to start swapping weapon slots...
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FF_Team 12-15-2014 06:48 AM

squeek502 created fortressforever/fortressforever-scripts:features/remove-nailgun-sniper at d14553 (+1 new commit)

  • d14553 squeek502: 'Remove nailgun from sniper. * Contributes towards fortressforever/fortressforever#93'

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FF_Team 12-15-2014 06:48 AM

squeek502 opened pull request fortressforever/fortressforever-scripts#12 ('Remove nailgun from sniper')

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FF_Team 12-15-2014 07:08 AM

squeek502 opened issue fortressforever/fortressforever#98 ('Investigate self-damage in TFC')

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FF_Team 12-15-2014 07:39 AM

squeek502 created fortressforever/fortressforever:features/tfc-hh-grens at 00ce38 (+2 new commits)

  • 246e62 squeek502: 'Make RadiusDamage a bit more modular. * Split damage/pushforce adjustments into separate functions...'
  • 00ce38 squeek502: 'Make HH explosive grenades (frag/mirv) work like they do in TFC. * HHing a gren simply adds 1000...'

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FF_Team 12-15-2014 07:40 AM

squeek502 opened pull request fortressforever/fortressforever#99 ('Make handheld frag jumps more TFC-like™')

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FF_Team 12-15-2014 07:57 AM

squeek502 pushed 2 commits to fortressforever/fortressforever:features/scout-movement-weapon

  • 0dd656 squeek502: 'Rename jumpdown to jumpgun (not a good name, but it's at least a better codename)'
  • ddb886 squeek502: 'Review: Various cleanup of ff_weapon_jumpgun.cpp'

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FF_Team 12-15-2014 07:57 AM

squeek502 synchronized pull request fortressforever/fortressforever#85 ('Scout movement weapon')

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FF_Team 12-15-2014 12:02 PM

AfterShockFF commented on issue fortressforever/fortressforever#98 ('Investigate self-damage in TFC'):
Pretty sure FF grenades do less damage than TFC.
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FF_Team 12-15-2014 08:11 PM

squeek502 opened issue fortressforever/fortressforever#100 ('Add splashes for entities/players entering water')

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FF_Team 12-15-2014 08:13 PM

squeek502 opened issue fortressforever/fortressforever#101 ('Add effect/sound while sharking')

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FF_Team 12-15-2014 08:34 PM

squeek502 opened issue fortressforever/fortressforever#102 ('We need a better jump animation')

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FF_Team 12-15-2014 08:37 PM

squeek502 opened issue fortressforever/fortressforever#103 ('Add viewmodel bobbing while running')

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FF_Team 12-15-2014 11:03 PM

bigoj commented on issue fortressforever/fortressforever#103 ('Add viewmodel bobbing while running'):
It was me squawk. Match the bobbing with the footstep sounds and the movement + audio game play will be visually and aurally improved . It would be cool to be toggle able as well to further optionality.
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FF_Team 12-15-2014 11:47 PM

FDA- commented on issue fortressforever/fortressforever#103 ('Add viewmodel bobbing while running'):
Slightly related and not really a big deal, but, one thing that always bothered me is how far out of FOV the viewmodels can drift while concing. As in sometimes they drift entirely out of FOV. You might get a stronger aesthetic out of a stronger/snappier initial slant, and then less Z drift...
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FF_Team 12-16-2014 12:44 AM

Xylemon commented on issue fortressforever/fortressforever#103 ('Add viewmodel bobbing while running'):
Will that side swaying feature that was in Quake and in Half-Life (very first release) be added back? Or just simple weapon bobbing?
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FF_Team 12-16-2014 05:42 AM

squeek502 commented on issue fortressforever/fortressforever#98 ('Investigate self-damage in TFC'):
You seem to be correct. TFC grens seem to do ~160-180 damage. Still going to investigate this some more and get some hard numbers, though, as damage in TFC is really perplexing me (it seems to have some randomness to it).
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FF_Team 12-16-2014 08:34 AM

the-cake commented on issue fortressforever/fortressforever#101 ('Add effect/sound while sharking'):
Jaws theme.
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FF_Team 12-16-2014 09:37 AM

the-cake commented on issue fortressforever/fortressforever#82 ('Get rid of single shotgun on as many classes as possible'):
The fact that this is even a thing annoys me a little bit. There are situations when little shotty is the best choice of weapon. Are they obvious or common or easily understandable? no. Should that even matter? Hell no. Niche mechanics add depth. I hate this modern gamer logic of "if I don't...
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FF_Team 12-16-2014 01:51 PM

ddm999 commented on issue fortressforever/fortressforever#101 ('Add effect/sound while sharking'):
quoted from the future: "jaws theme unbalanced they always know where i am underwater as spy"
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FF_Team 12-16-2014 02:54 PM

DarthMan commented on issue fortressforever/fortressforever#82 ('Get rid of single shotgun on as many classes as possible'):
Add teleporters for enginners before the game gets released on Steam (maybe choose between building a jump pad as a scout or a tele as an engi , depending on the map).For example tele is very usesfull on dustbowl , but but not on maps like xpress :)
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FF_Team 12-16-2014 03:37 PM

squeek502 commented on issue fortressforever/fortressforever#82 ('Get rid of single shotgun on as many classes as possible'):
@the-cake
>But yea, removing the little sg and reordering the weapons will slightly increase this game's appeal to the current audience.

I'm pretty sure there's a saying about rearranging deck chairs that fully vindicates this course of action.

I totally get where you're coming from. And for...
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