07-03-2016, 01:38 AM | #1381 |
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squeek502 pushed 1 commit to fortressforever/fortressforever:features/pyro-jetpack-wip
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07-03-2016, 02:23 AM | #1382 |
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DexterHaslem commented on issue fortressforever/fortressforever#287 ('Feature/kill assists'):
gunna create a PR from fortressforever feature/kill-assists directly so its easier for everyone! yay!View on Github |
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07-03-2016, 02:23 AM | #1383 |
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DexterHaslem closed without merging pull request fortressforever/fortressforever#287 ('Feature/kill assists')
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07-03-2016, 02:25 AM | #1384 |
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DexterHaslem created fortressforever/fortressforever:feature/steamworks-server at 2285f9 (+13 new commits)
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07-03-2016, 02:26 AM | #1385 |
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DexterHaslem created fortressforever/fortressforever:feature/steamworks-shim at da2228 (+1 new commit)
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07-03-2016, 02:40 AM | #1386 |
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DexterHaslem created fortressforever/fortressforever-scripts:feature/kill-assists at d4755f (+1 new commit)
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07-03-2016, 03:00 AM | #1387 |
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fpsmoto commented on commit fortressforever/fortressforever@1fd986:
I believe this also happens when you switch to your knife as a Spy.View on Github |
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07-03-2016, 03:05 AM | #1388 |
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DexterHaslem commented on commit fortressforever/fortressforever@1fd986:
I think any weapon switch also goes crazy and plays twiceView on Github |
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07-03-2016, 03:28 AM | #1389 |
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DexterHaslem opened pull request fortressforever/fortressforever#288 ('Feature/kill assists')
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07-03-2016, 03:29 AM | #1390 |
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DexterHaslem synchronized pull request fortressforever/fortressforever#288 ('Feature/kill assists')
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07-03-2016, 03:29 AM | #1391 |
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DexterHaslem pushed 1 commit to fortressforever/fortressforever:feature/kill-assists
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07-03-2016, 03:30 AM | #1392 |
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DexterHaslem opened pull request fortressforever/fortressforever-scripts#59 ('script additions to support kill assists')
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07-03-2016, 03:32 AM | #1393 |
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DexterHaslem commented on issue fortressforever/fortressforever#288 ('Feature/kill assists'):
See also fortressforever/fortressforever-scripts#59 for required event script updatesView on Github |
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07-03-2016, 03:34 AM | #1394 |
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squeek502 commented on commit fortressforever/fortressforever@1fd986:
Yeah definitely affects weapon deploy sounds too.View on Github |
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07-03-2016, 03:51 AM | #1395 |
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squeek502 created fortressforever/fortressforever:fixes/weapon-local-sounds at f1a27e (+1 new commit)
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07-03-2016, 03:51 AM | #1396 |
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squeek502 opened pull request fortressforever/fortressforever#289 ('Fix local weapon sounds (like deploy sounds) playing twice on high ping')
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07-03-2016, 11:34 AM | #1397 |
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AfterShockFF commented on issue fortressforever/fortressforever#289 ('Fix local weapon sounds (like deploy sounds) playing twice on high ping'):
Would it be simpler to use this https://github.com/fortressforever/fortressforever/blob/beta/game_shared/SoundEmitterSystem.cpp#L1175-1199 ?View on Github |
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07-03-2016, 07:01 PM | #1398 |
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squeek502 commented on issue fortressforever/fortressforever#289 ('Fix local weapon sounds (like deploy sounds) playing twice on high ping'):
Not really the same thing--WeaponSoundLocal is meant to *only* be heard by the local player (viewmodel sounds), so using `CSingleUserRecipientFilter` makes more sense. There's no reason for any server-side stuff except potentially for observers (but that wouldn't have worked before anyway).View on Github |
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07-03-2016, 07:19 PM | #1399 |
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AfterShockFF commented on issue fortressforever/fortressforever#289 ('Fix local weapon sounds (like deploy sounds) playing twice on high ping'):
Ok so the server side sound you removed from WeaponSoundLocal was a bug, and won't have any side effects?View on Github |
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07-03-2016, 08:36 PM | #1400 |
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squeek502 commented on issue fortressforever/fortressforever#289 ('Fix local weapon sounds (like deploy sounds) playing twice on high ping'):
Correct. See the comment above the function:View on Github |
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