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Old 07-22-2016, 05:02 AM   #1481
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DexterHaslem pushed 1 commit to fortressforever/fortressforever:feature/kill-assists

  • 80144f DexterHaslem: 'add assist to log. simple 'assisted by' on new line for backwards compatibility'

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Old 07-22-2016, 05:02 AM   #1482
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DexterHaslem synchronized pull request fortressforever/fortressforever#288 ('Feature/kill assists')

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Old 07-22-2016, 05:22 AM   #1483
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squeek502 commented on issue fortressforever/fortressforever#288 ('Feature/kill assists'):
@DexterHaslem nice work. I'm unsure if the assist line should be made more stand-alone or not, though (e.g. "%s<%i><%s><%s> assisted in killing %s<%i><%s><%s>").
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Old 07-22-2016, 06:29 AM   #1484
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DexterHaslem synchronized pull request fortressforever/fortressforever#288 ('Feature/kill assists')

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Old 07-22-2016, 06:29 AM   #1485
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DexterHaslem pushed 1 commit to fortressforever/fortressforever:feature/kill-assists

  • afbb88 DexterHaslem: 'assist log formatting'

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Old 07-22-2016, 06:29 AM   #1486
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DexterHaslem commented on issue fortressforever/fortressforever#288 ('Feature/kill assists'):
OK, I matched the kill line formatting (in quotes) too
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Old 07-22-2016, 07:22 AM   #1487
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squeek502 commented on issue fortressforever/fortressforever#288 ('Feature/kill assists'):
Perfect. This good to go, then?

@AfterShockFF, any comments?
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Old 07-22-2016, 08:30 PM   #1488
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AfterShockFF commented on issue fortressforever/fortressforever#288 ('Feature/kill assists'):
One last point - how much of the screen is taken up if people have really long names?
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Old 07-22-2016, 09:45 PM   #1489
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squeek502 commented on issue fortressforever/fortressforever#296 ('Enable hud_deathnotice_highlightself by default and improve it a bit'):
This will almost certainly conflict with #288 (kill assists), so I'll wait to merge it until that gets merged. Any thoughts in the meantime, @AfterShockFF?
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Old 07-22-2016, 09:52 PM   #1490
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squeek502 opened issue fortressforever/fortressforever#297 ('Allow HUD customization without overwriting files.')

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Old 07-22-2016, 10:46 PM   #1491
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doublah commented on issue fortressforever/fortressforever#297 ('Allow HUD customization without overwriting files.'):
Firstly, in source 2007 games, custom files are loaded in a method like such: `FortressForever/custom/customhud/scripts/HudLayout.res`. The `customhud` folder here can be named anything by the end user and still works.

Secondly, this MIGHT make it theoretically possible to be able to change HUDs...
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Old 07-22-2016, 11:03 PM   #1492
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AfterShockFF commented on issue fortressforever/fortressforever#296 ('Enable hud_deathnotice_highlightself by default and improve it a bit'):
Looks good to me :+1:
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Old 07-22-2016, 11:16 PM   #1493
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squeek502 commented on issue fortressforever/fortressforever#297 ('Allow HUD customization without overwriting files.'):
Yeah, I considered that as well. Could have a cvar controlling which subfolder folder to use.
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Old 07-24-2016, 11:54 PM   #1494
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SergeantGrimes commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
Oh no, please... NO!! These ideas are beyong horrible. Basically, these ideas are complete opposite of "a much more fun class to play and play against", but rather kill the only fun aspect what makes Pyro actually fun class to play and somewhat fearsome and interesting to play against. What I...
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Old 07-25-2016, 03:06 AM   #1495
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WillWowmc commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
@SergeantGrimes, I just have to say that Pyro _does not_ mean pyromaniac, it means pyro_technician_. And this nerf is fine, all that he's losing is the flamethrower jetpack (but gets an all around jetpack to make up for it) and getting an afterburn tweak. It's not meaning he can't still burn...
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Old 07-25-2016, 04:56 AM   #1496
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SergeantGrimes commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
> @SergeantGrimes, I just have to say that Pyro does not mean pyromaniac, it means pyro_technician_. And this nerf is fine, all that he's losing is the flamethrower jetpack (but gets an all around jetpack to make up for it) and getting an afterburn tweak. It's not meaning he can't still burn...
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Old 07-25-2016, 09:31 AM   #1497
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caesyum commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
I'm confused, isn't there a difference between class design/balance?
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Old 07-25-2016, 05:14 PM   #1498
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Jitterskull commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
> These people who say things like “exceptionally skill-less mechanics” and that afterburn is mere “free damage” obviously never played Pyro on a more competitive and higher skill level play, and mostly repeating same overused FF community’s stereotypes, or even want to rework Pyro to make him be a...
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Old 07-25-2016, 09:09 PM   #1499
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squeek502 commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
> FF got a lot of crappy updates recently, most of them are absolutely idiotic like that pellet gun

I think this is a really illustrative sentiment. That pellet gun update did literally nothing to affect balance--the single shotgun had its name and sound changed and *that is all*. Zero balance...
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Old 07-25-2016, 09:27 PM   #1500
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DarthMan commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
Please don’t change the Pyro design, I really love the way he is now. Being a hybrid class with ability to deal with any type of class, using flamethrower for jetpack and at the same time as good damage dealing weapon while set enemies on fire, especially on level 3, is what makes pyro a so fun and...
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