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Old 03-30-2015, 08:08 PM   #601
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squeek502 merged pull request fortressforever/fortressforever#173 ('Fix schedule/timer/menuman memory leak') from squeek502 to beta

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Old 03-30-2015, 08:24 PM   #602
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R00Ki3 opened issue fortressforever/fortressforever#178 ('Spy weapon visual bug')

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Old 03-30-2015, 08:32 PM   #603
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squeek502 commented on issue fortressforever/fortressforever#178 ('Spy weapon visual bug'):
Haha that's really weird. Will take a look.
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Old 03-30-2015, 09:03 PM   #604
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WiFiDi commented on issue fortressforever/fortressforever#174 ('Old Maps Pack'):
Whatever did happen to DropDown i can't figure out why it was removed?
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Old 03-30-2015, 09:23 PM   #605
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fpsmoto opened issue fortressforever/fortressforever#179 ('Fixed version of ff_schtop to replace current one')

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Old 03-31-2015, 12:12 AM   #606
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squeek502 created fortressforever/fortressforever:fixes/spy-disguise-wep at 9be213 (+1 new commit)

  • 9be213 squeek502: 'Fix spy disguise weapon for classes that got weapons removed in 2.5.0. * Fixes tranq for...'

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Old 03-31-2015, 12:12 AM   #607
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squeek502 opened pull request fortressforever/fortressforever#180 ('Fix spy disguise weapon for classes that got weapons removed in 2.5.0')

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Old 03-31-2015, 12:32 AM   #608
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squeek502 commented on issue fortressforever/fortressforever#179 ('Fixed version of ff_schtop to replace current default map'):
Done.
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Old 03-31-2015, 12:32 AM   #609
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squeek502 closed issue fortressforever/fortressforever#179 ('Fixed version of ff_schtop to replace current default map')

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Old 03-31-2015, 12:36 AM   #610
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squeek502 merged pull request fortressforever/fortressforever-scripts#37 ('Remove unused DamageRadius keys from PL/RPG weapon scripts') from squeek502 to master

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Old 03-31-2015, 06:28 AM   #611
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Rawretta commented on issue fortressforever/fortressforever#166 ('Flag touch bounds are too small'):
I have noticed a big change in the flag that's for sure. I've conc'd directly into it and never picked it up, I've jumped over it somehow, but know that my character has clipped through it, but no pickup at all. I agree with rawdawg and maybe the flag needs some tweaking. I'm not saying to go back...
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Old 03-31-2015, 06:44 AM   #612
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DexterHaslem commented on issue fortressforever/fortressforever#166 ('Flag touch bounds are too small'):
I can double that notion, as a casual pubber this change has been surprisingly noticeable. I cant drive by HH w/ solly on AVD maps, which I guess is the intention. but sometimes It's flying right near center of the flag, so I'd suggest + 15%~20% flag bbounds height (from what it currently is, not...
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Old 03-31-2015, 12:31 PM   #613
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ProjectMoon commented on issue fortressforever/fortressforever#166 ('Flag touch bounds are too small'):
It should be increased enough that it's not possible to jump over the flag, or apparently conc through it.
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Old 03-31-2015, 01:29 PM   #614
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WiFiDi commented on issue fortressforever/fortressforever#171 ('Visually diferentiate resup from dropped bags.'):
that sounds like it be alot better :+1:
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Old 03-31-2015, 01:30 PM   #615
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WiFiDi commented on issue fortressforever/fortressforever#156 ('Improve visibility of player models'):
honestly if we improve visablity any more they'll have to be bright neon green :P
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Old 03-31-2015, 01:44 PM   #616
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WiFiDi commented on issue fortressforever/fortressforever#164 ('Give the engineer a better secondary grenade'):
an idea i had awhile back is to instead of removing all the grenades to make each class hvae 2 secondary grenades to choose from.

for instance a heavy has slowfeild they had to get rid of demo nade (forgot what its is called) why not give players the option to pick which grenade it wants. youd...
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Old 03-31-2015, 02:31 PM   #617
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WiFiDi commented on issue fortressforever/fortressforever#151 ('Doors sometimes fly through the map!'):
me and darknight were messing with doors on a map by putting buildibles inbetween the doors would cause them to bug out, i don't think thats the same bug but id figure id mention it.just in case.

damn i forgot ilost all my screens when i delted FF 2.46 :(
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Old 03-31-2015, 03:17 PM   #618
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WiFiDi commented on issue fortressforever/fortressforever#149 ('Replace the single shotgun model with a weak-looking pistol'):
what if instead of changing the model we changed the sound and renamed it the "pellet gun" would give it a weaker feel and ofc the model could change also but iheritly the model isn't nesscarly the issue.?
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Old 03-31-2015, 07:05 PM   #619
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fpsmoto opened issue fortressforever/fortressforever-maps#3 ('Unable to open ff_dustbowl in hammer')

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Old 03-31-2015, 07:29 PM   #620
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squeek502 commented on issue fortressforever/fortressforever#149 ('Replace the single shotgun model with a weak-looking pistol'):
That's true, maybe a simple change in sound effect/name would be enough.

@BullyFF, want to try cooking up a pellet gun sound? Something like this would probably work: https://www.sounddogs.com/sound-effects/58/mp3/549071_SOUNDDOGS__pe.mp3
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