04-06-2015, 01:23 AM | #681 |
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squeek502 opened pull request fortressforever/fortressforever#193 ('Fix HH nades not doing damage to nearby players while standing still')
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04-06-2015, 01:37 AM | #682 |
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AirTrek commented on issue fortressforever/fortressforever#185 ('Improperly tagged airshot kills.'):
If you frag someone who's climbing a ladder - you get the airshot tag as well. Is that how it's supposed to be?View on Github |
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04-06-2015, 01:41 AM | #683 |
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squeek502 commented on issue fortressforever/fortressforever#185 ('Improperly tagged airshot kills.'):
Ladder airshots were fixed by https://github.com/fortressforever/fortressforever/pull/165View on Github |
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04-06-2015, 01:46 AM | #684 |
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squeek502 created fortressforever/fortressforever:lua/armor-absorption at 19f93d (+1 new commit)
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04-06-2015, 01:46 AM | #685 |
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squeek502 opened pull request fortressforever/fortressforever#194 ('Lua: Add player:GetArmorAbsorption')
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04-06-2015, 02:03 AM | #686 |
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squeek502 created fortressforever/fortressforever:features/armorstrip at 668857 (+1 new commit)
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04-06-2015, 02:05 AM | #687 |
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squeek502 opened pull request fortressforever/fortressforever#195 ('Add basic armorstrip convar: mp_armorstrip')
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04-06-2015, 02:55 AM | #688 |
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squeek502 opened issue fortressforever/fortressforever#196 ('Laser grenades doing damage through walls')
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04-06-2015, 02:57 AM | #689 |
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squeek502 created fortressforever/fortressforever:fixes/laser-gren-passthru at fee1fa (+1 new commit)
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04-06-2015, 02:58 AM | #690 |
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squeek502 opened pull request fortressforever/fortressforever#197 ('Fix laser grenade beams getting drawn through walls')
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04-06-2015, 03:25 AM | #691 |
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squeek502 commented on issue fortressforever/fortressforever#173 ('Fix schedule/timer/menuman memory leak'):
I'm going to revert this because I've been getting some mysterious crashes while changing map that seem to be related to Lua shutting down and freeing memory. Reverting this locally seemed to fix those crashes as well.View on Github |
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04-06-2015, 03:25 AM | #692 |
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squeek502 created fortressforever/fortressforever:revert-173-fixes/man-memory at f181ee (+1 new commit)
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04-06-2015, 03:26 AM | #693 |
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squeek502 opened pull request fortressforever/fortressforever#198 ('Revert "Fix schedule/timer/menuman memory leak"')
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04-07-2015, 11:55 PM | #694 |
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04-08-2015, 01:15 PM | #695 |
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FDA- commented on issue fortressforever/fortressforever#199 ('Crouch bug in STV demos.'):
Other common STV bugs are player view clipping through ceilings, and player view animating behind the rest of the game state. (i.e. projectiles flying out at funny angles, getting hitscan kills before the shot is lined up.)View on Github |
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04-08-2015, 01:49 PM | #696 |
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AirTrek commented on issue fortressforever/fortressforever#166 ('Flag touch bounds are too small'):
I like the smaller flag a lot - more of a challenge to snag it and funner to defend. I do agree with some people that the bounds aren't perfect and may need to be tweaked.View on Github |
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04-08-2015, 08:47 PM | #697 |
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WiFiDi opened issue fortressforever/fortressforever#200 ('Seing shadows of invised spys on the floor above you.')
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04-10-2015, 04:25 PM | #698 |
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WiFiDi commented on issue fortressforever/fortressforever#200 ('Seing shadows of invised spys on the floor above you.'):
DOH forget what i said i realized it most likely has to do with medieval b13 not the game... (facepalm)View on Github |
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04-10-2015, 08:21 PM | #699 |
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squeek502 commented on issue fortressforever/fortressforever#200 ('Seing shadows of invised spys on the floor above you.'):
No, it's a legitimate bug that plagues the Source engine (not sure about newer versions). We tried to minimize it by locking the shadow angle at 90 degrees (straight down), but it still pops up in certain places. For example, I know that if you crouch underneath the middle ramp in the shutdown2...View on Github |
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04-10-2015, 08:55 PM | #700 |
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hlstriker commented on issue fortressforever/fortressforever#200 ('Seing shadows of invised spys on the floor above you.'):
Some reason I remember "fixing" this in CS:S by tweaking maximum shadow cast distance (as well as setting the angle 90 degrees like you said). Not sure if it can be tweaked further in FF using the cast distance.View on Github |
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