Fortress Forever

Go Back   Fortress Forever > Community > General Discussion

Closed Thread
 
Thread Tools Display Modes
Old 12-15-2014, 07:48 AM   #101
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 opened pull request fortressforever/fortressforever-scripts#12 ('Remove nailgun from sniper')

View on Github
FF_Team is offline  


Old 12-15-2014, 08:08 AM   #102
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 opened issue fortressforever/fortressforever#98 ('Investigate self-damage in TFC')

View on Github
FF_Team is offline  


Old 12-15-2014, 08:39 AM   #103
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 created fortressforever/fortressforever:features/tfc-hh-grens at 00ce38 (+2 new commits)

  • 246e62 squeek502: 'Make RadiusDamage a bit more modular. * Split damage/pushforce adjustments into separate functions...'
  • 00ce38 squeek502: 'Make HH explosive grenades (frag/mirv) work like they do in TFC. * HHing a gren simply adds 1000...'

View on Github
FF_Team is offline  


Old 12-15-2014, 08:40 AM   #104
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 opened pull request fortressforever/fortressforever#99 ('Make handheld frag jumps more TFC-likeā„¢')

View on Github
FF_Team is offline  


Old 12-15-2014, 08:57 AM   #105
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 pushed 2 commits to fortressforever/fortressforever:features/scout-movement-weapon

  • 0dd656 squeek502: 'Rename jumpdown to jumpgun (not a good name, but it's at least a better codename)'
  • ddb886 squeek502: 'Review: Various cleanup of ff_weapon_jumpgun.cpp'

View on Github
FF_Team is offline  


Old 12-15-2014, 08:57 AM   #106
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 synchronized pull request fortressforever/fortressforever#85 ('Scout movement weapon')

View on Github
FF_Team is offline  


Old 12-15-2014, 01:02 PM   #107
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
AfterShockFF commented on issue fortressforever/fortressforever#98 ('Investigate self-damage in TFC'):
Pretty sure FF grenades do less damage than TFC.
View on Github
FF_Team is offline  


Old 12-15-2014, 09:11 PM   #108
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 opened issue fortressforever/fortressforever#100 ('Add splashes for entities/players entering water')

View on Github
FF_Team is offline  


1 members found this post helpful.
Old 12-15-2014, 09:13 PM   #109
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 opened issue fortressforever/fortressforever#101 ('Add effect/sound while sharking')

View on Github
FF_Team is offline  


Old 12-15-2014, 09:34 PM   #110
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 opened issue fortressforever/fortressforever#102 ('We need a better jump animation')

View on Github
FF_Team is offline  


Old 12-15-2014, 09:37 PM   #111
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 opened issue fortressforever/fortressforever#103 ('Add viewmodel bobbing while running')

View on Github
FF_Team is offline  


Old 12-16-2014, 12:03 AM   #112
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
bigoj commented on issue fortressforever/fortressforever#103 ('Add viewmodel bobbing while running'):
It was me squawk. Match the bobbing with the footstep sounds and the movement + audio game play will be visually and aurally improved . It would be cool to be toggle able as well to further optionality.
View on Github
FF_Team is offline  


Old 12-16-2014, 12:47 AM   #113
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
FDA- commented on issue fortressforever/fortressforever#103 ('Add viewmodel bobbing while running'):
Slightly related and not really a big deal, but, one thing that always bothered me is how far out of FOV the viewmodels can drift while concing. As in sometimes they drift entirely out of FOV. You might get a stronger aesthetic out of a stronger/snappier initial slant, and then less Z drift...
View on Github
FF_Team is offline  


Old 12-16-2014, 01:44 AM   #114
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
Xylemon commented on issue fortressforever/fortressforever#103 ('Add viewmodel bobbing while running'):
Will that side swaying feature that was in Quake and in Half-Life (very first release) be added back? Or just simple weapon bobbing?
View on Github
FF_Team is offline  


Old 12-16-2014, 06:42 AM   #115
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 commented on issue fortressforever/fortressforever#98 ('Investigate self-damage in TFC'):
You seem to be correct. TFC grens seem to do ~160-180 damage. Still going to investigate this some more and get some hard numbers, though, as damage in TFC is really perplexing me (it seems to have some randomness to it).
View on Github
FF_Team is offline  


Old 12-16-2014, 09:34 AM   #116
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
the-cake commented on issue fortressforever/fortressforever#101 ('Add effect/sound while sharking'):
Jaws theme.
View on Github
FF_Team is offline  


Old 12-16-2014, 10:37 AM   #117
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
the-cake commented on issue fortressforever/fortressforever#82 ('Get rid of single shotgun on as many classes as possible'):
The fact that this is even a thing annoys me a little bit. There are situations when little shotty is the best choice of weapon. Are they obvious or common or easily understandable? no. Should that even matter? Hell no. Niche mechanics add depth. I hate this modern gamer logic of "if I don't...
View on Github
FF_Team is offline  


Old 12-16-2014, 02:51 PM   #118
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
ddm999 commented on issue fortressforever/fortressforever#101 ('Add effect/sound while sharking'):
quoted from the future: "jaws theme unbalanced they always know where i am underwater as spy"
View on Github
FF_Team is offline  


Old 12-16-2014, 03:54 PM   #119
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
DarthMan commented on issue fortressforever/fortressforever#82 ('Get rid of single shotgun on as many classes as possible'):
Add teleporters for enginners before the game gets released on Steam (maybe choose between building a jump pad as a scout or a tele as an engi , depending on the map).For example tele is very usesfull on dustbowl , but but not on maps like xpress :)
View on Github
FF_Team is offline  


Old 12-16-2014, 04:37 PM   #120
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 commented on issue fortressforever/fortressforever#82 ('Get rid of single shotgun on as many classes as possible'):
@the-cake
>But yea, removing the little sg and reordering the weapons will slightly increase this game's appeal to the current audience.

I'm pretty sure there's a saying about rearranging deck chairs that fully vindicates this course of action.

I totally get where you're coming from. And for...
View on Github
FF_Team is offline  


Closed Thread


Currently Active Users Viewing This Thread: 2 (0 members and 2 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 11:37 AM.


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