04-21-2016, 06:24 PM | #1061 |
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squeek502 commented on issue fortressforever/fortressforever#117 ('Spanner swing animation is the most broken thing of all time'):
@WillWowmc, definitely still an issue, and yes, only the third person animation is messed up. Let me know if getting you the model source files we currently have would help you out (although the state of our model source files are unfortunately pretty messy/incomplete).View on Github |
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04-21-2016, 06:30 PM | #1062 |
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squeek502 commented on issue fortressforever/fortressforever#164 ('Give the engineer a better secondary grenade'):
We've never really had an idea for a replacement scout grenade. I'm actually not totally opposed to bringing caltrops back, but the old FF implementation definitely wasn't good (canisters that were primed like normal grens rather than instant deployment like in TFC).View on Github |
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04-21-2016, 06:38 PM | #1063 |
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AfterShockFF commented on issue fortressforever/fortressforever#117 ('Spanner swing animation is the most broken thing of all time'):
Extra support on the animation front would be amazing. https://github.com/fortressforever/fortressforever/issues/146 is another issue which would be awesome to fix.View on Github |
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04-21-2016, 06:46 PM | #1064 |
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AfterShockFF synchronized pull request fortressforever/fortressforever#85 ('Scout movement weapon')
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04-21-2016, 06:46 PM | #1065 |
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AfterShockFF pushed 1 commit to fortressforever/fortressforever:features/scout-movement-weapon
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04-21-2016, 11:11 PM | #1066 |
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AfterShockFF pushed 2 commits to fortressforever/fortressforever:features/spy-overhaul
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04-22-2016, 05:36 AM | #1067 |
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WillWowmc commented on issue fortressforever/fortressforever#114 ('Weapon model for scout movement weapon'):
What type of weapon model do you actually have in mind for this? Like, a concept in particular? My first thought would be something that resembles a player-mounted jump-pad-like backpack with a control switch for first person, like how TF2's medigun has a backpack, and then the gun itself for...View on Github |
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04-22-2016, 08:36 PM | #1068 |
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AfterShockFF pushed 1 commit to fortressforever/fortressforever:features/spy-overhaul
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04-22-2016, 08:50 PM | #1069 |
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AfterShockFF pushed 1 commit to fortressforever/fortressforever:features/spy-overhaul
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04-22-2016, 09:26 PM | #1070 |
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AfterShockFF created fortressforever/fortressforever:features/grapple-hook-gun at 36f6a7 (+1 new commit)
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04-22-2016, 09:57 PM | #1071 |
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AfterShockFF created fortressforever/fortressforever:features/spy-overhaul2 at 6f1c4b (+13 new commits)
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04-22-2016, 10:25 PM | #1072 |
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BullyFF commented on issue fortressforever/fortressforever#245 ('Add sound to rampsliding'):
Sound files now in my shared folderView on Github |
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04-22-2016, 10:25 PM | #1073 |
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BullyFF commented on issue fortressforever/fortressforever#245 ('Add sound to rampsliding'):
https://soundcloud.com/tudberry/sets/ffsoundstuffView on Github |
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04-24-2016, 02:50 PM | #1074 |
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kos8bit commented on issue fortressforever/fortressforever#114 ('Weapon model for scout movement weapon'):
I was thinking about that for couple of days and came up with following concept (i can only describe it in words since my drawing skills weren't improved at all since first grade):View on Github |
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04-24-2016, 05:08 PM | #1075 |
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AfterShockFF pushed 2 commits to fortressforever/fortressforever:features/spy-overhaul2
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04-24-2016, 05:39 PM | #1076 |
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AfterShockFF pushed 2 commits to fortressforever/fortressforever:features/spy-overhaul2
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04-24-2016, 07:25 PM | #1077 |
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squeek502 created fortressforever/fortressforever-scripts:electric-spy at 99c315 (+1 new commit)
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04-24-2016, 07:28 PM | #1078 |
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squeek502 created fortressforever/fortressforever-scripts:disable-gren at a786d1 (+1 new commit)
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04-24-2016, 07:41 PM | #1079 |
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squeek502 created fortressforever/fortressforever:reference/electric-cloak-fx at 151ebe (+1 new commit)
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04-29-2016, 06:08 PM | #1080 |
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squeek502 commented on commit fortressforever/fortressforever@ae6b2c:
@AfterShockFF, I happened to notice that this `m_DmgRadius` is confusing/ambiguous. Unless I'm missing something, it will end up being 100 but only because that's the default in CBaseGrenade. Would be good to make this more explicit (#define or a separate variable/getter).View on Github |
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