Fortress Forever

Go Back   Fortress Forever > Community > General Discussion

Closed Thread
 
Thread Tools Display Modes
Old 04-21-2016, 06:24 PM   #1061
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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
FF_Team is offline  


Old 04-21-2016, 06:30 PM   #1062
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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).

The gas grenade was removed...
View on Github
FF_Team is offline  


Old 04-21-2016, 06:38 PM   #1063
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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
FF_Team is offline  


Old 04-21-2016, 06:46 PM   #1064
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
AfterShockFF synchronized pull request fortressforever/fortressforever#85 ('Scout movement weapon')

View on Github
FF_Team is offline  


Old 04-21-2016, 06:46 PM   #1065
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
AfterShockFF pushed 1 commit to fortressforever/fortressforever:features/scout-movement-weapon

  • f188df AfterShockFF: 'Remove jumpgun cvars; change effect lifetime from 0.5 to 0.3'

View on Github
FF_Team is offline  


Old 04-21-2016, 11:11 PM   #1066
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
AfterShockFF pushed 2 commits to fortressforever/fortressforever:features/spy-overhaul

  • fef642 AfterShockFF: 'Remove GetLegacyAbsOrigin as it was removed'
  • 07e648 AfterShockFF: 'Fix compilation errors'

View on Github
FF_Team is offline  


Old 04-22-2016, 05:36 AM   #1067
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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
FF_Team is offline  


Old 04-22-2016, 08:36 PM   #1068
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
AfterShockFF pushed 1 commit to fortressforever/fortressforever:features/spy-overhaul

  • 08a3c5 AfterShockFF: 'Fix final compilation bugs - largely auto reload related'

View on Github
FF_Team is offline  


Old 04-22-2016, 08:50 PM   #1069
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
AfterShockFF pushed 1 commit to fortressforever/fortressforever:features/spy-overhaul

  • 74f025 AfterShockFF: 'Remove some commented code'

View on Github
FF_Team is offline  


Old 04-22-2016, 09:26 PM   #1070
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
AfterShockFF created fortressforever/fortressforever:features/grapple-hook-gun at 36f6a7 (+1 new commit)

  • 36f6a7 AfterShockFF: 'Fix comments'

View on Github
FF_Team is offline  


Old 04-22-2016, 09:57 PM   #1071
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
AfterShockFF created fortressforever/fortressforever:features/spy-overhaul2 at 6f1c4b (+13 new commits)

  • 68b464 AfterShockFF: 'Merge across of spy grappling hook gun, removal of ff_weapon_flag'
  • 6a02ac AfterShockFF: 'First merge of the spy ShockEMP / Disable grenade. Only does generic damage and destroys pipes at...'
  • bf1db0 AfterShockFF: 'Bit of cleanup'
  • f955ee AfterShockFF: 'Spy secondary disable / shockEMP grenade - disables SGs now. Also checked for allied teammates so...'
  • 94dc98 AfterShockFF: 'Fixed short disables overwriting long ones'
  • ae6b2c AfterShockFF: 'Tidy up'
  • fa8f2b AfterShockFF: 'Made DevMsg function which prepends "SERVER" or "CLIENT" depending on which side it's running on,...'
  • 0f1d20 AfterShockFF: 'Slight tidy up to the most stupid 7 lines of code FF has ever seen (potentially the source of...'
  • 276617 AfterShockFF: 'Electric knife weapon / Cloakstab / Shockblade / whatever we're going to call this new weapon....'
  • 6850cc AfterShockFF: 'Added a trail to the hook projectile, needs making team coloured'
  • 5371df AfterShockFF: 'Fixed a bug where sounds from weapons, grenades etc weren't being correctly filtered from clients...'
  • 5959c1 AfterShockFF: 'Finished electric knife:. * Electrifying now loses your SG lock. * Fixed laggy weapon switching...'
  • 6f1c4b AfterShockFF: 'Overpressure breaks hooks'

View on Github
FF_Team is offline  


Old 04-22-2016, 10:25 PM   #1072
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
BullyFF commented on issue fortressforever/fortressforever#245 ('Add sound to rampsliding'):
Sound files now in my shared folder
View on Github
FF_Team is offline  


Old 04-22-2016, 10:25 PM   #1073
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
BullyFF commented on issue fortressforever/fortressforever#245 ('Add sound to rampsliding'):
https://soundcloud.com/tudberry/sets/ffsoundstuff
FFslide1 - 5 tracks ?
View on Github
FF_Team is offline  


Old 04-24-2016, 02:50 PM   #1074
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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):
In my vision, it should be a round metal fan turbine, with handles on sides, so it's being held with both hand in...
View on Github
FF_Team is offline  


Old 04-24-2016, 05:08 PM   #1075
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
AfterShockFF pushed 2 commits to fortressforever/fortressforever:features/spy-overhaul2

  • e82ca9 AfterShockFF: 'Fix merge error'
  • 596198 AfterShockFF: 'Fix project files'

View on Github
FF_Team is offline  


Old 04-24-2016, 05:39 PM   #1076
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
AfterShockFF pushed 2 commits to fortressforever/fortressforever:features/spy-overhaul2

  • 907948 AfterShockFF: 'Fix more merge issues'
  • 9c4597 AfterShockFF: 'Added more HUD states for charging the electric knife to make it cleared when you're fully charged'

View on Github
FF_Team is offline  


Old 04-24-2016, 07:25 PM   #1077
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 created fortressforever/fortressforever-scripts:electric-spy at 99c315 (+1 new commit)

  • 99c315 squeek502: 'Electric cloak/knife soundscript definitions from ff_dev. * Not sure why the knife sounds are in...'

View on Github
FF_Team is offline  


Old 04-24-2016, 07:28 PM   #1078
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 created fortressforever/fortressforever-scripts:disable-gren at a786d1 (+1 new commit)

  • a786d1 squeek502: 'Disable gren script from ff_dev'

View on Github
FF_Team is offline  


Old 04-24-2016, 07:41 PM   #1079
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 created fortressforever/fortressforever:reference/electric-cloak-fx at 151ebe (+1 new commit)

  • 151ebe squeek502: 'Electric cloak: Very unfinished tesla experimentation. - This will not compile on its own, this is...'

View on Github
FF_Team is offline  


Old 04-29-2016, 06:08 PM   #1080
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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
FF_Team is offline  


Closed Thread


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 03:49 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.