12-14-2014, 03:05 AM | #81 |
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squeek502 opened pull request fortressforever/fortressforever#97 ('Remove the map guide menu as it has never been utilized')
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12-14-2014, 03:06 AM | #82 |
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squeek502 commented on issue fortressforever/fortressforever#94 ('Modify the map guide options on team select.'):
#97 does most of this. Greying out the flythrough based on mapguide existence is a bit of a pain so I didn't end up doing that.View on Github |
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12-14-2014, 03:07 AM | #83 |
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squeek502 created fortressforever/fortressforever-scripts:cleanup/map-guide-menu at c9003e (+1 new commit)
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12-14-2014, 03:08 AM | #84 |
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squeek502 opened pull request fortressforever/fortressforever-scripts#11 ('Remove the map guide menu and make the Flythrough button go directly to the flythrough')
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12-14-2014, 02:56 PM | #85 |
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AfterShockFF commented on issue fortressforever/fortressforever#96 ('Rampslide sparks (take 2)'):
Other than a minor comment this is all good :+1:View on Github |
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12-14-2014, 03:00 PM | #86 |
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AfterShockFF commented on issue fortressforever/fortressforever#97 ('Remove the map guide menu as it has never been utilized'):
Fine with me :+1:View on Github |
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12-15-2014, 12:40 AM | #87 |
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squeek502 closed issue fortressforever/fortressforever#94 ('Modify the map guide options on team select.')
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12-15-2014, 12:40 AM | #88 |
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squeek502 merged pull request fortressforever/fortressforever#97 ('Remove the map guide menu as it has never been utilized') from squeek502 to beta
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12-15-2014, 12:40 AM | #89 |
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squeek502 merged pull request fortressforever/fortressforever-scripts#11 ('Remove the map guide menu and make the Flythrough button go directly to the flythrough') from squeek502 to master
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12-15-2014, 03:02 AM | #90 |
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squeek502 commented on issue fortressforever/fortressforever#41 ('Make handheld frag jumps more TFC-likeā¢'):
Did some testing using a custom TFC server plugin. Here's the resultant data:View on Github |
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12-15-2014, 04:20 AM | #91 |
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squeek502 merged pull request fortressforever/fortressforever#89 ('Fixed CFFCrosshairOptions::UpdateSliders assert and did some cleanup') from squeek502 to beta
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12-15-2014, 04:20 AM | #92 |
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squeek502 closed issue fortressforever/fortressforever#87 ('Stop distributing classname.cfg/userconfig.cfg directly')
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12-15-2014, 04:20 AM | #93 |
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squeek502 merged pull request fortressforever/fortressforever#88 ('Generate <classname>.cfg/userconfig.cfg files at runtime if they don't exist') from squeek502 to beta
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12-15-2014, 04:21 AM | #94 |
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12-15-2014, 04:21 AM | #95 |
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squeek502 deleted fortressforever/fortressforever:fixes/xhair-option-assert at 080c35
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12-15-2014, 04:21 AM | #96 |
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12-15-2014, 06:08 AM | #97 |
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Largos commented on issue fortressforever/fortressforever#93 ('Make weapon slots consistent (3 weapon system revisited)'):
I thank you for using my original post to start this conversation, and if there are some classes that still need 4 slots I say it's okay. The part that was silly was that soldier has NO slot4 yet his primary is in slot5. I'm all for going up to 4 or 5 slots as long as the progression of slot1 to...View on Github |
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12-15-2014, 06:10 AM | #98 |
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Largos commented on issue fortressforever/fortressforever#32 ('Make cz2 more fun for low player numbers'):
What about making the map lock down to just points 2 - 4 when it's a low number of people?View on Github |
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12-15-2014, 06:41 AM | #99 |
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squeek502 commented on issue fortressforever/fortressforever#93 ('Make weapon slots consistent (3 weapon system revisited)'):
Note to myself/anyone that works on this: the weapon script system currently locks weapons into specific slots (all single shotguns occupy slot2, not currently possible to have it in a different slot per class). Would need to implement a solution to that in order to start swapping weapon slots...View on Github |
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12-15-2014, 06:48 AM | #100 |
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squeek502 created fortressforever/fortressforever-scripts:features/remove-nailgun-sniper at d14553 (+1 new commit)
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