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Old 03-29-2015, 04:56 AM   #541
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squeek502 opened pull request fortressforever/fortressforever#165 ('Fix players on ladders counting as airshots')

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Old 03-29-2015, 05:05 AM   #542
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FDA- commented on issue fortressforever/fortressforever#163 ('Prevent projectiles colliding with players you are currently soft clipping through'):
It's been a while since I played TF2, but I think it's actually the same there, except knockback is nulled? I seem to remember plenty of times going for a rocket jump only to have a team mate eat the rocket, leaving me damaged but with no boost. But yes it's annoying in FF, the worst thing is,...
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Old 03-29-2015, 04:03 PM   #543
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WiFiDi commented on issue fortressforever/fortressforever#149 ('Replace the single shotgun model with a weak-looking pistol'):
i think leaving some guide lines or developing what you want it to look like or pictures to help the artist get started might help for instance id suggest something like this.

[long range pistol](http://picturearchive.gunauction.com/4181063327/7603984/b76b027e6e6ec5206e0a24e64d88dbec.jpg)

i...
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Old 03-29-2015, 08:28 PM   #544
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rawDawg216 opened issue fortressforever/fortressforever#166 ('Can go right through flag model')

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Old 03-29-2015, 09:12 PM   #545
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squeek502 commented on issue fortressforever/fortressforever#149 ('Replace the single shotgun model with a weak-looking pistol'):
Yeah, I didn't explain it too well. It should behave exactly the same as the current single shotgun, just look different.

So, it needs to do a few things:
- [ ] Look weak
- [ ] Reload single bullets at a time

That could mean a revolver design (but would need to look different from a...
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Old 03-29-2015, 09:54 PM   #546
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R00Ki3 commented on issue fortressforever/fortressforever#149 ('Replace the single shotgun model with a weak-looking pistol'):
"Scatter revolver"

![thunder5](https://cloud.githubusercontent.com/assets/3948413/6887898/e84519a6-d632-11e4-8e86-9bf8c7a172ad.jpg)
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Old 03-29-2015, 10:07 PM   #547
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R00Ki3 opened issue fortressforever/fortressforever#167 ('It's time to update the default name.')

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Old 03-29-2015, 10:45 PM   #548
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squeek502 pushed 2 commits to fortressforever/tfc-reference-data:master

  • 886b51 squeek502: 'Fix botcontrol not adapting to cvar changes'
  • 3a2a9f squeek502: 'Add pipebomb testing plugin (damage and/or radius)'

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Old 03-29-2015, 10:48 PM   #549
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squeek502 pushed 1 commit to fortressforever/tfc-reference-data:master

  • 6a4cda squeek502: 'Add pipelauncher README with damage + radius info'

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Old 03-29-2015, 10:50 PM   #550
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squeek502 commented on issue fortressforever/fortressforever#158 ('Potentially lower pipe radius'):
For further reference, [TFC pipe radius appears to be approximately 120](https://github.com/fortressforever/tfc-reference-data/tree/master/weapons/pl). Tested using [this plugin](https://github.com/fortressforever/tfc-reference-data/blob/master/plugins/test_pipe.sma). Pipes stop doing damage at...
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Old 03-29-2015, 10:52 PM   #551
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squeek502 commented on issue fortressforever/fortressforever#98 ('Investigate self-damage in TFC'):
Further fuel to the fire: [blue/grellow pipes do ~80 self-damage, and a consistent 108 damage to enemies](https://github.com/fortressforever/tfc-reference-data/tree/master/weapons/pl). That is ~75% self-damage.
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Old 03-29-2015, 11:22 PM   #552
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AfterShockFF commented on issue fortressforever/fortressforever#98 ('Investigate self-damage in TFC'):
Out of interest, if we find out that TFC was actually 75%, do we want to mirror that? Do we think that players should hurt themselves more in general?
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Old 03-29-2015, 11:25 PM   #553
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FDA- opened issue fortressforever/fortressforever#168 ('Pain sound spam from high ROF weapons.')

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Old 03-29-2015, 11:41 PM   #554
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AfterShockFF opened issue fortressforever/fortressforever#169 ('Fix downtrimping backwards when falling from height onto upwards ramp')

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Old 03-29-2015, 11:41 PM   #555
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AfterShockFF opened issue fortressforever/fortressforever#170 ('Fix losing speed when jumping onto an upwards ramp at certain angles')

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Old 03-29-2015, 11:42 PM   #556
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squeek502 commented on issue fortressforever/fortressforever#98 ('Investigate self-damage in TFC'):
The thing is is that damage and pushforce are directly linked; pushforce = damage * 8 (in TFC it seems to be more like 8.5-9 but close enough). So, if we up self-damage to 75%, we also increase the boost you receive. I think that might be a good thing, but I'm not sure.

There's also...
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Old 03-30-2015, 12:00 AM   #557
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FDA- opened issue fortressforever/fortressforever#171 ('Visually diferentiate resup from dropped bags.')

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Old 03-30-2015, 12:03 AM   #558
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AfterShockFF commented on issue fortressforever/fortressforever#171 ('Visually diferentiate resup from dropped bags.'):
I've also noticed new players trying to grab default green bags in destroy FR and such. I'd actually like to reduce the size of dropped bags too, they are more visible than players right now.

So maybe:

1. Team coloured versions of the current bag, e.g. for destroy FR
2. Smaller version of...
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Old 03-30-2015, 12:29 AM   #559
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squeek502 created fortressforever/fortressforever:features/default-name at ca80c4 (+1 new commit)

  • ca80c4 squeek502: 'Use the player's Steam Friends name as their default name. * Closes #167'

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Old 03-30-2015, 12:31 AM   #560
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squeek502 opened pull request fortressforever/fortressforever#172 ('Use the player's Steam Friends name as their default name')

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