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Old 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.

However, certain things appear not to get loaded properly when Hammer is configured using [the instructions in the readme](https://github.com/fortressforever/fortressforever-maps#setting-up-hammer) (a bunch of editor-specific things like 2d-view displacements, player...
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Old 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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Old 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:

* Models in the 2d view show the missing texture instead of materials/editor/wireframe.vmt (I'm guessing that's what it...
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Old 03-31-2015, 09:21 PM   #624
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squeek502 created fortressforever/fortressforever-maps:setup-fix at 950f65 (+1 new commit)

  • 950f65 squeek502: 'Switch back to dependence on Source SDK Base 2006. * See #4. * Needs a common/Fortress...'

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Old 03-31-2015, 09:26 PM   #625
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squeek502 pushed 1 commit to fortressforever/fortressforever-maps:setup-fix

  • c9f162 squeek502: 'README: Small formatting fix'

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Old 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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Old 03-31-2015, 09:46 PM   #627
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squeek502 pushed 1 commit to fortressforever/fortressforever-maps:setup-fix

  • 695313 squeek502: 'setup.bat: Write the necessary gameinfo.txt as well'

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Old 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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Old 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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Old 03-31-2015, 09:47 PM   #630
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squeek502 pushed 4 commits to fortressforever/fortressforever-maps:master

  • 950f65 squeek502: 'Switch back to dependence on Source SDK Base 2006. * See #4. * Needs a common/Fortress...'
  • c9f162 squeek502: 'README: Small formatting fix'
  • 695313 squeek502: 'setup.bat: Write the necessary gameinfo.txt as well'
  • f64f0c squeek502: 'Merge pull request #5 from fortressforever/setup-fix. Switch back to dependence on Source SDK Base...'

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Old 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:
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Old 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?
http://www.audioblocks.com/stock-audio/air-cannon-shot.html

I think a sound change and re-name would go a long way. Maybe add a co2 can to the side of the shotgun and some pipes kinda like the tranq gun.
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Old 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?
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Old 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.
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Old 04-01-2015, 06:12 AM   #635
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squeek502 closed issue fortressforever/fortressforever#178 ('Spy weapon visual bug')

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Old 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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Old 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...
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Old 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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Old 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):
> As a guy who just started playing the game but played some TFC before, I'd also like the Pyro to have its shotgun back. To solve the problem of players misuing it as soon as possible, I think...
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Old 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 asap
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