03-31-2015, 07:39 PM | #621 |
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squeek502 commented on issue fortressforever/fortressforever-maps#3 ('Unable to open ff_dustbowl in hammer'):
Loads just fine for me.View on Github |
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03-31-2015, 07:41 PM | #622 |
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squeek502 opened issue fortressforever/fortressforever-maps#4 ('Certain editor assets not loading with the new setup')
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03-31-2015, 08:49 PM | #623 |
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squeek502 commented on issue fortressforever/fortressforever-maps#4 ('Certain editor assets not loading with the new setup'):
So, some of this can be fixed by copying the assets from the SourceSDK vpk (materials/models) in a path specified in our gameinfo.txt, but there are two lingering problems:View on Github |
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03-31-2015, 09:21 PM | #624 |
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squeek502 created fortressforever/fortressforever-maps:setup-fix at 950f65 (+1 new commit)
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03-31-2015, 09:26 PM | #625 |
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squeek502 pushed 1 commit to fortressforever/fortressforever-maps:setup-fix
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03-31-2015, 09:27 PM | #626 |
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squeek502 opened pull request fortressforever/fortressforever-maps#5 ('Switch back to dependence on Source SDK Base 2006')
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03-31-2015, 09:46 PM | #627 |
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squeek502 pushed 1 commit to fortressforever/fortressforever-maps:setup-fix
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03-31-2015, 09:46 PM | #628 |
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squeek502 synchronized pull request fortressforever/fortressforever-maps#5 ('Switch back to dependence on Source SDK Base 2006')
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03-31-2015, 09:47 PM | #629 |
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squeek502 merged pull request fortressforever/fortressforever-maps#5 ('Switch back to dependence on Source SDK Base 2006') from squeek502 to master
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03-31-2015, 09:47 PM | #630 |
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squeek502 pushed 4 commits to fortressforever/fortressforever-maps:master
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03-31-2015, 11:04 PM | #631 |
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AfterShockFF commented on issue fortressforever/fortressforever#180 ('Fix spy disguise weapon for classes that got weapons removed in 2.5.0'):
nice, refactoring too! :) :+1:View on Github |
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04-01-2015, 04:24 AM | #632 |
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R00Ki3 commented on issue fortressforever/fortressforever#149 ('Replace the single shotgun model with a weak-looking pistol'):
Great list of sounds on Squeek's link. But perhaps something more 'air' sounding?View on Github |
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04-01-2015, 06:04 AM | #633 |
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Xylemon commented on issue fortressforever/fortressforever#82 ('Get rid of single shotgun on as many classes as possible'):
After playing 2fort with a friend, I noticed pyro is kinda useless underwater and without the single shotty has no form of defense. Was this intentional?View on Github |
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04-01-2015, 06:06 AM | #634 |
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Xylemon commented on issue fortressforever/fortressforever#178 ('Spy weapon visual bug'):
I noticed something today related to this, I saw an enemy Spy disguised as HWGuy, and he was holding out a crowbar with the spy knife animation.View on Github |
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04-01-2015, 06:12 AM | #635 |
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04-01-2015, 06:12 AM | #636 |
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squeek502 merged pull request fortressforever/fortressforever#180 ('Fix spy disguise weapon for classes that got weapons removed in 2.5.0') from squeek502 to beta
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04-01-2015, 06:28 AM | #637 |
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squeek502 commented on issue fortressforever/fortressforever#50 ('Add armor-strip friendly fire support'):
For future reference, in TFC, mp_teamplay 21 (full armor stripping) deals armor damage dependent on armor absorption, meaning that if a shot does 100 damage, and the teammate's armor absorbs 80%, then 80 armor damage would be done. The damage that would have been normally applied to health is...View on Github |
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04-01-2015, 07:02 AM | #638 |
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squeek502 opened issue fortressforever/fortressforever#181 ('Add Lua function to get armor absorption of a player')
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04-01-2015, 08:06 AM | #639 |
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squeek502 commented on issue fortressforever/fortressforever#149 ('Replace the single shotgun model with a weak-looking pistol'):
From [KevinL on the FF forums](http://forums.fortress-forever.com/showpost.php?p=507826&postcount=21):View on Github |
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04-01-2015, 08:41 AM | #640 |
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BullyFF commented on issue fortressforever/fortressforever#149 ('Replace the single shotgun model with a weak-looking pistol'):
@squeek502 I'm free from work next week, i'll have a play around and get some samples up asapView on Github |
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