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)
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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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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:View on Github |
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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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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.View on Github |
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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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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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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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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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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?View on Github |
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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.View on Github |
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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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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.View on Github |
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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.View on Github |
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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!View on Github |
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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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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...View on Github |
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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...View on Github |
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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!View on Github |
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03-29-2015, 05:56 AM | #540 |
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squeek502 created fortressforever/fortressforever:fixes/ladder-airshots at bb3d78 (+1 new commit)
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