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Old 12-15-2014, 06:48 AM   #101
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squeek502 opened pull request fortressforever/fortressforever-scripts#12 ('Remove nailgun from sniper')

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Old 12-15-2014, 07:08 AM   #102
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squeek502 opened issue fortressforever/fortressforever#98 ('Investigate self-damage in TFC')

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Old 12-15-2014, 07:39 AM   #103
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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...'

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Old 12-15-2014, 07:40 AM   #104
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squeek502 opened pull request fortressforever/fortressforever#99 ('Make handheld frag jumps more TFC-likeā„¢')

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Old 12-15-2014, 07:57 AM   #105
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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'

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Old 12-15-2014, 07:57 AM   #106
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squeek502 synchronized pull request fortressforever/fortressforever#85 ('Scout movement weapon')

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Old 12-15-2014, 12:02 PM   #107
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AfterShockFF commented on issue fortressforever/fortressforever#98 ('Investigate self-damage in TFC'):
Pretty sure FF grenades do less damage than TFC.
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Old 12-15-2014, 08:11 PM   #108
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squeek502 opened issue fortressforever/fortressforever#100 ('Add splashes for entities/players entering water')

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Old 12-15-2014, 08:13 PM   #109
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squeek502 opened issue fortressforever/fortressforever#101 ('Add effect/sound while sharking')

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Old 12-15-2014, 08:34 PM   #110
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squeek502 opened issue fortressforever/fortressforever#102 ('We need a better jump animation')

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Old 12-15-2014, 08:37 PM   #111
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squeek502 opened issue fortressforever/fortressforever#103 ('Add viewmodel bobbing while running')

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Old 12-15-2014, 11:03 PM   #112
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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.
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Old 12-15-2014, 11:47 PM   #113
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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...
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Old 12-16-2014, 12:44 AM   #114
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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?
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Old 12-16-2014, 05:42 AM   #115
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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).
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Old 12-16-2014, 08:34 AM   #116
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the-cake commented on issue fortressforever/fortressforever#101 ('Add effect/sound while sharking'):
Jaws theme.
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Old 12-16-2014, 09:37 AM   #117
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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...
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Old 12-16-2014, 01:51 PM   #118
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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"
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Old 12-16-2014, 02:54 PM   #119
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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 :)
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Old 12-16-2014, 03:37 PM   #120
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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...
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