Fortress Forever

Go Back   Fortress Forever > Community > General Discussion

Closed Thread
 
Thread Tools Display Modes
Old 11-26-2020, 06:52 PM   #2281
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
derpeyman28 opened issue fortressforever/fortressforever#382 ('Alt-tabbing out of FF while fullscreen and alt-tabbing back in freezes the screen.')

View on Github
FF_Team is offline  


Old 11-26-2020, 11:51 PM   #2282
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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.
View on Github
FF_Team is offline  


Old 11-30-2020, 08:04 AM   #2283
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 opened issue fortressforever/fortressforever#383 ('Lower timeout of jumppad + conc combo nerf')

View on Github
FF_Team is offline  


Old 11-30-2020, 08:55 AM   #2284
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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 +...
View on Github
FF_Team is offline  


Old 12-02-2020, 05:57 AM   #2285
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 opened pull request fortressforever/fortressforever#384 ('Lua: Add GetMapName global function')

View on Github
FF_Team is offline  


Old 12-02-2020, 06:21 AM   #2286
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 opened pull request fortressforever/fortressforever#385 ('Log the map name after it's loaded for convenience')

View on Github
FF_Team is offline  


Old 12-02-2020, 07:46 AM   #2287
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 merged pull request fortressforever/fortressforever#384 ('Lua: Add GetMapName global function') from squeek502 to beta

View on Github
FF_Team is offline  


Old 12-02-2020, 07:46 AM   #2288
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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'

View on Github
FF_Team is offline  


Old 12-02-2020, 07:46 AM   #2289
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 merged pull request fortressforever/fortressforever#385 ('Log the map name after it's loaded for convenience') from squeek502 to beta

View on Github
FF_Team is offline  


Old 12-02-2020, 07:46 AM   #2290
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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...'

View on Github
FF_Team is offline  


Old 12-14-2022, 03:44 AM   #2291
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 synchronized pull request fortressforever/fortressforever#388 ('Buildable changes and new Detpack Lua methods')

View on Github
FF_Team is offline  


Old 12-14-2022, 03:45 AM   #2292
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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`...
View on Github
FF_Team is offline  


Old 12-14-2022, 03:47 AM   #2293
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 merged pull request fortressforever/fortressforever#388 ('Buildable changes and new Detpack Lua methods') from YoYo-178 to beta

View on Github
FF_Team is offline  


Old 12-14-2022, 03:47 AM   #2294
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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'

View on Github
FF_Team is offline  


Old 12-14-2022, 01:29 PM   #2295
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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...
View on Github
FF_Team is offline  


Old 12-14-2022, 10:54 PM   #2296
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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...
View on Github
FF_Team is offline  


Old 12-15-2022, 10:15 AM   #2297
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
YoYo-178 opened pull request fortressforever/fortressforever#390 ('Lua: Continuation of #240')

View on Github
FF_Team is offline  


Old 12-15-2022, 10:32 AM   #2298
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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?
View on Github
FF_Team is offline  


Old 12-15-2022, 12:40 PM   #2299
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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...
View on Github
FF_Team is offline  


Old 12-23-2022, 04:47 PM   #2300
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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...
View on Github
FF_Team is offline  


Closed Thread


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 01:50 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.