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Old 03-29-2015, 01:52 AM   #521
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squeek502 created fortressforever/fortressforever-scripts:fixes/shutdown-backwards-compat at 30d9db (+1 new commit)

  • 30d9db squeek502: 'Fix backwards compatibility issue with base_shutdown. - 'hurt' got removed, which some maps use'

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Old 03-29-2015, 01:52 AM   #522
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squeek502 opened pull request fortressforever/fortressforever-scripts#35 ('Fix backwards compatibility issue with base_shutdown')

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Old 03-29-2015, 02:06 AM   #523
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AfterShockFF commented on issue fortressforever/fortressforever-scripts#35 ('Fix backwards compatibility issue with base_shutdown'):
:+1:
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Old 03-29-2015, 02:08 AM   #524
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squeek502 merged pull request fortressforever/fortressforever-scripts#35 ('Fix backwards compatibility issue with base_shutdown') from squeek502 to master

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Old 03-29-2015, 02:15 AM   #525
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AfterShockFF commented on issue fortressforever/fortressforever#158 ('Potentially lower pipe radius'):
Bear in mind that pipe radius also affects demos with slow reactions, allows dets to be slightly late and still kill.
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Old 03-29-2015, 02:18 AM   #526
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AfterShockFF opened issue fortressforever/fortressforever#160 ('Consider increasing det delay slightly')

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Old 03-29-2015, 02:35 AM   #527
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AfterShockFF merged pull request fortressforever/fortressforever#155 ('Add documentation for "disguise last" functionality') from AfterShockFF to beta

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Old 03-29-2015, 02:36 AM   #528
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squeek502 opened issue fortressforever/fortressforever#161 ('Add cvar for toggling between class config exec on spawn or on class change')

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Old 03-29-2015, 02:40 AM   #529
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R00Ki3 opened issue fortressforever/fortressforever#162 ('Green pipes ability to float')

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Old 03-29-2015, 02:46 AM   #530
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AfterShockFF commented on issue fortressforever/fortressforever#159 ('HH nade speed: deal with discrepency between FF and TFC nade damage'):
Are we seeing more grenade jumps than before? How much damage do they do to yourself and how far do you go? Are defense using it or offense?
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Old 03-29-2015, 02:47 AM   #531
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AfterShockFF commented on issue fortressforever/fortressforever#161 ('Add cvar for toggling between class config exec on spawn or on class change'):
Yeah i think thas what TFC did. I certainly remember having configs that spat out "[ENGINEER] I AM AN ENGINEER NOW" or such like, and it definitely didnt do it every time i respawned.
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Old 03-29-2015, 02:50 AM   #532
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AfterShockFF opened issue fortressforever/fortressforever#163 ('Prevent projectiles colliding with players you are currently soft clipping through')

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Old 03-29-2015, 02:55 AM   #533
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squeek502 commented on issue fortressforever/fortressforever#159 ('HH nade speed: deal with discrepency between FF and TFC nade damage'):
Only really makes a difference in AvD. Frag grens now give +1000 speed in the direction you are moving (see https://github.com/fortressforever/fortressforever/issues/41). Frag grens do 145 damage, and 66% damage to self, so ~97 damage when HH.

The problem with TFC comparisons is that I'm never...
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Old 03-29-2015, 02:57 AM   #534
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squeek502 commented on issue fortressforever/fortressforever#161 ('Add cvar for toggling between class config exec on spawn or on class change'):
Yeah, that's how it was in TFC. I forget why it was changed for FF; that was *way* before my time.
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Old 03-29-2015, 02:59 AM   #535
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AfterShockFF commented on issue fortressforever/fortressforever#159 ('HH nade speed: deal with discrepency between FF and TFC nade damage'):
I suspect you're right - 1000 speed sounds like is a lot in AvD - concs aren't in AvD for a reason!
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Old 03-29-2015, 03:02 AM   #536
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AfterShockFF opened issue fortressforever/fortressforever#164 ('Give the engineer a better secondary grenade')

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Old 03-29-2015, 03:02 AM   #537
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squeek502 commented on issue fortressforever/fortressforever#162 ('Green pipes ability to float'):
I think this actually creates a deep interaction, in that it makes dropping the flag in the water an interesting choice in certain situations. If people aren't intentionally throwing the flag in the water on maps with water next to the flag, then I think there's no reason to change things up (and...
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Old 03-29-2015, 03:13 AM   #538
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fpsmoto commented on issue fortressforever/fortressforever#154 ('Managed to fly right through the flag'):
R00ki3, the pole in which the flag is attached to is as tall as the actual model of the flag. Also, if the argument is that you're hands aren't low enough to grab a flag that's on a lower surface, then what about while you are crouching? Your hands can reach below your feet that way and that's why...
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Old 03-29-2015, 05:31 AM   #539
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Xylemon commented on issue fortressforever/fortressforever#153 ('A console command for last disguise'):
Alright thanks!
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Old 03-29-2015, 05:56 AM   #540
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squeek502 created fortressforever/fortressforever:fixes/ladder-airshots at bb3d78 (+1 new commit)

  • bb3d78 squeek502: 'Fix players on ladders counting as airshots'

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