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Old 03-28-2015, 08:52 AM   #501
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squeek502 opened issue fortressforever/fortressforever#152 ('Dustbowl gates don't sync with the Lua timers')

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Old 03-28-2015, 11:33 AM   #502
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Xylemon opened issue fortressforever/fortressforever#153 ('A console command for last disguise')

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Old 03-28-2015, 01:38 PM   #503
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ProjectMoon opened issue fortressforever/fortressforever#154 ('Managed to fly right through the flag')

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Old 03-28-2015, 03:56 PM   #504
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AfterShockFF commented on issue fortressforever/fortressforever#153 ('A console command for last disguise'):
There is - "disguise last".

I'll add this to the "disguise" description in console.
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Old 03-28-2015, 03:58 PM   #505
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AfterShockFF closed issue fortressforever/fortressforever#153 ('A console command for last disguise')

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Old 03-28-2015, 04:00 PM   #506
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AfterShockFF opened pull request fortressforever/fortressforever#155 ('Add documentation for "disguise last" functionality')

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Old 03-28-2015, 04:08 PM   #507
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AfterShockFF opened issue fortressforever/fortressforever#156 ('Make player models more easily visible')

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Old 03-28-2015, 07:34 PM   #508
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squeek502 commented on issue fortressforever/fortressforever#155 ('Add documentation for "disguise last" functionality'):
:+1:
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Old 03-28-2015, 07:36 PM   #509
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squeek502 commented on issue fortressforever/fortressforever#156 ('Improve visibility of player models'):
It would be difficult to make them more visible without just going all-out full-bright. We already gave them a minimum light level (`"$selfillumtint" "[1.5 1.5 1.5]"`)
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Old 03-28-2015, 10:55 PM   #510
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R00Ki3 commented on issue fortressforever/fortressforever#154 ('Managed to fly right through the flag'):
Thanks for your input, the flag's height is slightly shorter than the actual model. it might feel as you're going through it but its working as intended (might change in the future?). Players don't have hands on their feet so their feet shouldn't be able to grab the flag.
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Old 03-28-2015, 11:04 PM   #511
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R00Ki3 commented on issue fortressforever/fortressforever#156 ('Improve visibility of player models'):
maybe some rimlight?

https://developer.valvesoftware.com/wiki/$rimlight
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Old 03-28-2015, 11:09 PM   #512
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AfterShockFF commented on issue fortressforever/fortressforever#156 ('Improve visibility of player models'):
Rim lights would be awesome, but I think I already looked into it and I think its not supported on our current sdk version. There might be something similar we can do manually, though.
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Old 03-28-2015, 11:42 PM   #513
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AfterShockFF commented on issue fortressforever/fortressforever#146 ('3rd person RPG should point at where the rocket will go'):
I messaged carl, he replied:

I did tweak this, as well as a few other things, in my last commit to the models SVN but I don't know if it ever made it to release. If you run models/trunk/player/ff_player_shared/compile/ff_anim_pF.qc through studiomdl, it should build your animation .mdl.
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Old 03-28-2015, 11:46 PM   #514
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geokills opened issue fortressforever/fortressforever#157 ('Buildiable kill icon not showing player name')

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Old 03-29-2015, 01:16 AM   #515
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squeek502 opened issue fortressforever/fortressforever#158 ('Potentially lower pipe radius')

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Old 03-29-2015, 01:19 AM   #516
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squeek502 opened issue fortressforever/fortressforever#159 ('HH nade speed: deal with discrepency between FF and TFC nade damage')

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Old 03-29-2015, 01:21 AM   #517
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squeek502 commented on issue fortressforever/fortressforever#157 ('Buildiable kill icon not showing player name'):
Is this consistent? I don't think I've noticed this.
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Old 03-29-2015, 01:23 AM   #518
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squeek502 commented on issue fortressforever/fortressforever#154 ('Managed to fly right through the flag'):
Were you on the ground or in the air while you went through it?
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Old 03-29-2015, 01:51 AM   #519
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squeek502 published a release of fortressforever/fortressforever-scripts

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Old 03-29-2015, 01:51 AM   #520
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squeek502 tagged fortressforever/fortressforever-scripts:v2.5.0 at master


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