05-07-2015, 11:35 AM | #861 |
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muldy opened issue fortressforever/fortressforever#223 ('Team Balancing Public server [SERVER side setting]')
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05-07-2015, 01:33 PM | #862 |
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muldy commented on issue fortressforever/fortressforever#216 ('Examine possibilities for a 3rd offense class in competitive play'):
Medic class on the offence... it's only because he has concussion grenades...View on Github |
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05-15-2015, 12:38 AM | #863 |
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fpsmoto commented on issue fortressforever/fortressforever#222 ('Fix cl_spawnweapon_spy tranq'):
Is this also an issue for the class cfg files with the ffc_spawnslot cvar? I can't seem to get them to work for any class.View on Github |
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05-15-2015, 11:09 PM | #864 |
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squeek502 commented on issue fortressforever/fortressforever#222 ('Fix cl_spawnweapon_spy tranq'):
What is ffc_spawnslot? Searching 'spawnslot' in this repo turns up no results.View on Github |
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05-15-2015, 11:50 PM | #865 |
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fpsmoto commented on issue fortressforever/fortressforever#222 ('Fix cl_spawnweapon_spy tranq'):
I got it from the FF wiki page here:View on Github |
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05-16-2015, 01:18 AM | #866 |
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squeek502 commented on issue fortressforever/fortressforever#222 ('Fix cl_spawnweapon_spy tranq'):
Yeah, almost all the info on that page is incorrect (if you check the history, it hasn't been meaningfully updated since July 2006). ffc_ cvars don't exist.View on Github |
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05-18-2015, 02:30 AM | #867 |
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alaswell created fortressforever/fortressforever-scripts:features/disabling-security-rewards at 827af8 (+1 new commit)
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05-18-2015, 02:31 AM | #868 |
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alaswell opened pull request fortressforever/fortressforever-scripts#47 ('gives a player fortress points and displays a HUD message whenever a …')
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05-18-2015, 03:19 PM | #869 |
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alaswell commented on issue fortressforever/fortressforever#212 ('Add in-game on-screen keyboard functionality'):
looks great :+1:View on Github |
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05-18-2015, 03:40 PM | #870 |
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R00Ki3 commented on issue fortressforever/fortressforever#223 ('Team Balancing Public server [SERVER side setting]'):
I have something like this as a [lua plugin](http://forums.fortress-forever.com/showthread.php?t=24502) but it's not perfect. If we get lua cvars implemented I could work on it more and make it easy to use with a cvar.View on Github |
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05-18-2015, 10:30 PM | #871 |
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ddm999 commented on issue fortressforever/fortressforever-maps#4 ('2d model wireframe/model picker not working with standalone setup'):
Using the Source SDK 2013 Multiplayer version of the editor models copied to FF's HL2 directory works fine for me in both 3D and 2D viewports.View on Github |
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05-18-2015, 11:53 PM | #872 |
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ddm999 commented on issue fortressforever/fortressforever#219 ('Make sniper deck ladder in ff_aardvark team-only or remove it altogether'):
Perhaps with a team-only elevator replacing the ladder?View on Github |
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05-19-2015, 02:59 AM | #873 |
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fpsmoto commented on issue fortressforever/fortressforever#219 ('Make sniper deck ladder in ff_aardvark team-only or remove it altogether'):
I like that, though how about making that wall from the plat to the floor span around the whole platform and have the lift where it is on the side, but as an indented part of the platform. Here's a quick mock up:View on Github |
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05-19-2015, 05:07 PM | #874 |
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ddm999 commented on issue fortressforever/fortressforever#219 ('Make sniper deck ladder in ff_aardvark team-only or remove it altogether'):
More like this, then:View on Github |
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05-21-2015, 09:29 PM | #875 |
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fpsmoto commented on issue fortressforever/fortressforever#219 ('Make sniper deck ladder in ff_aardvark team-only or remove it altogether'):
Yeah that looks great.View on Github |
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05-21-2015, 10:28 PM | #876 |
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05-22-2015, 12:44 AM | #877 |
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Chickenprotector commented on issue fortressforever/fortressforever#224 ('Pyro Rework ideas'):
Speed DOES NOT need to be nerfed when using it, it defeats the purpose of how the pyro's supposed to play, on offense or on defense. The primary role of a pyro is DPS. Plain and simple. In other words, clearing out the enemy be it a boat load of scouts, medics, or such on offense or eliminating an...View on Github |
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05-22-2015, 01:19 AM | #878 |
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fpsmoto commented on issue fortressforever/fortressforever#224 ('Pyro Rework ideas'):
The problem is Pyro is as fast as 4 out of 5 FF classes, so when hit by a flamethrower, a lot of the time it's impossible to escape. With the speed decrease while using it, you'd still be able to alternate between bhopping and firing the flamethrower to maintain some of your speed. It's either that...View on Github |
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05-22-2015, 02:01 AM | #879 |
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05-22-2015, 05:11 AM | #880 |
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FDA- commented on issue fortressforever/fortressforever#224 ('Pyro Rework ideas'):
Remove afterburn entirely. Cross post from https://github.com/fortressforever/fortressforever/issues/216View on Github |
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