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Old 01-10-2015, 08:35 AM   #161
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AirTrek opened issue fortressforever/fortressforever#107 ('Vertical speed speedometer')

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Old 01-10-2015, 01:23 PM   #162
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twincannon commented on issue fortressforever/fortressforever#107 ('Vertical speed speedometer'):
Altitude display could be cool too, like "current" and "max from last jump"
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Old 01-11-2015, 01:54 AM   #163
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alaswell synchronized pull request fortressforever/fortressforever-scripts#14 ('Fixed defender's objective tracking flag carrier ID')

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Old 01-11-2015, 01:54 AM   #164
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alaswell pushed 3 commits to fortressforever/fortressforever-scripts:features/id-defenders-objective

  • d4eccc alaswell: 'Convert ff_napoli.lua to take advantage of the new base_id.lua'
  • 9dcff9 alaswell: 'Revert/Convert ff_palermo.lua to take advantage of the old base_id.lua'
  • ddf7b2 alaswell: 'Convert ff_ksour.lua to take advantage of the new base_id.lua'

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Old 01-11-2015, 01:55 AM   #165
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alaswell created fortressforever/fortressforever-scripts:features/id-round-timer at d90bd0 (+4 new commits)

  • 7a5a9c alaswell: 'Adds a very simple round timer system to base_id.lua'
  • eb86bc alaswell: 'Convert ff_ksour.lua to take advantage of the new round timer system'
  • 6ede68 alaswell: 'Convert ff_napoli.lua to take advantage of the new round timer system'
  • d90bd0 alaswell: 'Convert ff_palermo.lua to take advantage of the new round timer system'

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Old 01-11-2015, 02:06 AM   #166
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alaswell commented on issue fortressforever/fortressforever#60 ('Investigate AvD round timing issues'):
So I added a [new branch] (https://github.com/fortressforever/fortressforever-scripts/tree/features/id-round-timer) based off of the [objective icon branch] (https://github.com/fortressforever/fortressforever-scripts/tree/features/id-defenders-objective) that will add a new round timer system and...
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Old 01-11-2015, 02:12 AM   #167
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alaswell commented on issue fortressforever/fortressforever-scripts#14 ('Fixed defender's objective tracking flag carrier ID'):
This is ready for review...again.

The base_id file has been cleaned up and all the default ID maps have been updated to include the new system
including ff_palermo which has been reverted from base_id_new.lua per fortressforever/fortressforever#60
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Old 01-12-2015, 11:34 PM   #168
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squeek502 commented on commit fortressforever/fortressforever-scripts@d4eccc:
There's no reason for these lines to be inside startup(), and it's actually a bit confusing for them to be, as they are global variables.
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Old 01-13-2015, 09:21 AM   #169
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R00Ki3 commented on issue fortressforever/fortressforever#63 ('Allow Lua to spawn entities'):
Looking up how to use the entity_maker it seems that the point_template actually copies an entity to be spawned. So here's some more information on it. [https://developer.valvesoftware.com/wiki/Point_template](https://developer.valvesoftware.com/wiki/Point_template)
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Old 01-13-2015, 09:34 AM   #170
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BullyFF commented on issue fortressforever/fortressforever#101 ('Add effect/sound while sharking'):
What actually happens when you shark. Does the model just transverse along the top of the water or does it bounce along like a stone skipping. Speed varies so one long sound file to enhance this may not fit with the speed you are moving at. I'm thinking it needs something short and repetitive, it's...
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Old 01-17-2015, 06:58 AM   #171
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squeek502 opened issue fortressforever/fortressforever#108 ('Lock down the cloak material')

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Old 01-18-2015, 03:52 AM   #172
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FDA- opened issue fortressforever/fortressforever#109 ('creditting kill assists.')

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Old 01-18-2015, 08:01 PM   #173
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Largos opened issue fortressforever/fortressforever#110 ('Hints in Loading Screen')

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Old 01-18-2015, 08:20 PM   #174
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FDA- commented on issue fortressforever/fortressforever#110 ('Hints in Loading Screen'):
"The secret objective of Aardvark is to really just ride the boats."
"Blare the Die Hard soundtrack to channel Bruce Willis, and do increasingly better at the soldier class."

But seriously I completely agree. The current wall of text is pretty much an instant TL;DR. Games with the small one...
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Old 01-19-2015, 02:19 AM   #175
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alaswell commented on issue fortressforever/fortressforever-scripts#14 ('Fixed defender's objective tracking flag carrier ID'):
Crap, yeah, nice catch...thought I fixed that but apparently not
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Old 01-19-2015, 05:43 AM   #176
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alaswell synchronized pull request fortressforever/fortressforever-scripts#14 ('Fixed defender's objective tracking flag carrier ID')

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Old 01-19-2015, 05:43 AM   #177
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alaswell pushed 1 commit to fortressforever/fortressforever-scripts:features/id-defenders-objective

  • 66fab4 alaswell: 'moved DEFENDERS_OBJECTIVE_ONCAP/_ONCARRIER/_ONFLAG out of startup()'

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Old 01-19-2015, 09:40 AM   #178
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squeek502 commented on issue fortressforever/fortressforever-scripts#14 ('Fixed defender's objective tracking flag carrier ID'):
Thanks for doing all of this by the way. I'll just continue to nitpick until the SVN situation is resolved and then merge it. :smile:
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Old 01-19-2015, 09:51 AM   #179
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squeek502 commented on issue fortressforever/fortressforever#110 ('Hints in Loading Screen'):
I remember looking into something like this a while back and realizing that we have very little control over that loading screen. I don't remember all the details, though.

Anyway, this would be nice. The default map loading image is definitely useless as is.
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Old 01-19-2015, 09:53 AM   #180
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squeek502 commented on issue fortressforever/fortressforever#109 ('creditting kill assists.'):
How should they work? Do they earn the assister a frag? How are they shown in deathnotices? Is there a damage dealt threshold for it counting as an assist? Does time since last damage matter?

I don't really know how other games handle this.
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