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Old 10-03-2015, 09:15 PM   #1001
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alaswell merged pull request fortressforever/fortressforever#212 ('Add in-game on-screen keyboard functionality') from squeek502 to beta

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Old 10-03-2015, 09:15 PM   #1002
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squeek502 closed issue fortressforever/fortressforever#201 ('Add in-game on-screen keyboard functionality')

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Old 10-03-2015, 09:38 PM   #1003
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alaswell merged pull request fortressforever/fortressforever-scripts#51 ('Fix the spanner special hit sound getting covered up by the clang sound') from squeek502 to master

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Old 10-03-2015, 10:38 PM   #1004
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alaswell commented on issue fortressforever/fortressforever-maps#9 ('ff_roasted and ff_crossover sounds are broken'):
Update: deleting them does in fact, fix the issue. However, I still believe that there is probably a better solution to fixing this than just deleting them all and re-compiling.

But, I the mean time that's what I did!! Here's sort of fixed versions:...
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Old 10-10-2015, 07:25 AM   #1005
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squeek502 created fortressforever/fortressforever:fixes/hud_keystate at 93ce77 (+1 new commit)

  • 93ce77 squeek502: 'Fix hud_keystate crashes. * Caused by storing the string returned by vgui::localize()->Find(),...'

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Old 10-10-2015, 07:25 AM   #1006
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squeek502 opened pull request fortressforever/fortressforever#247 ('Fix hud_keystate crashes')

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Old 10-11-2015, 03:54 PM   #1007
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alaswell merged pull request fortressforever/fortressforever#247 ('Fix hud_keystate crashes') from squeek502 to beta

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Old 10-19-2015, 04:08 AM   #1008
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woahjoe commented on issue fortressforever/fortressforever#238 ('Petition to change default server values for secondary grenades for Pyro class'):
Disagree, it should be 3 initial 4 max. The pyro suffers a great deal without napalm grenades to get a quick level three burn going against heavy armor classes and sentry guns. Pyro gameplay/fun factor suffers a lot on maps (dustbowl, ksour, etc) that offer no secondary grenades on spawn.
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Old 10-25-2015, 08:00 AM   #1009
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MaxRideWizardLord commented on issue fortressforever/fortressforever#238 ('Petition to change default server values for secondary grenades for Pyro class'):
No No No and No. Pyro in current state is already suffers a lot at combat against heavy classes, especially HWguy and sentrygun. Napalm grenades are almost essential for the pyro's main combat\assassination role.

And due to the fact that his primary weapon (flamethrower) deals not so good DPS...
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Old 01-13-2016, 10:50 PM   #1010
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mervaka commented on issue fortressforever/fortressforever#207 ('Clean up CompatibilityAttenuation out of sound scripts'):
http://hlcoders.valvesoftware.narkive.com/ckaDgIZ0/compatibilityattenuation

Hi there,

I’m looking for some documentation on how the "CompatibilityAttenuation"
soundscript parameter works. I’ve seen it used in CS:S and some 3rd party
mods, but I’m still clueless as to whether it will fix my...
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Old 01-17-2016, 08:35 PM   #1011
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fpsmoto opened issue fortressforever/fortressforever#248 ('Sabotage meter does not reset if enemy engineer dismantles gun.')

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Old 02-09-2016, 04:53 AM   #1012
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Xylemon commented on issue fortressforever/fortressforever#174 ('Old Maps Pack'):
Was this ever released?
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Old 02-09-2016, 03:55 PM   #1013
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alaswell commented on issue fortressforever/fortressforever#174 ('Old Maps Pack'):
I don't believe it was, no.
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Old 02-10-2016, 04:13 AM   #1014
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Xylemon commented on issue fortressforever/fortressforever#174 ('Old Maps Pack'):
@alaswell I suppose I'll start putting one together since I just got finished downloading the old releases.
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Old 02-27-2016, 06:40 PM   #1015
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AfterShockFF commented on issue fortressforever/fortressforever#221 ('Get FF compiling on more recent Visual Studio'):
It looks like the 3rd option is probably possible - wire new visual studio up to use the old compiler. It's a bit of a pain to do, and I don't have it fully working yet, but you can use something called Daffodil:

https://daffodil.codeplex.com/

You need to install VS2010 then the latest VS...
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Old 02-28-2016, 10:11 AM   #1016
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AfterShockFF commented on issue fortressforever/fortressforever#221 ('Get FF compiling on more recent Visual Studio'):
Ok I can't get this to work - I'm sure someone else probably could if anyone wants to give it a try. The trick is to get it working in 2010 first, it seems. I got as far as making 2012 target the old 2005 compiler but it throws an error:

`C:\Program Files...
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Old 02-28-2016, 04:51 PM   #1017
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DexterHaslem commented on issue fortressforever/fortressforever#221 ('Get FF compiling on more recent Visual Studio'):
I havent looked at all but does this daffodil let you specify which platform SDK the compiler tries to use? I had vs2005 blow up with no error in past trying to use latest platform sdk
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Old 02-28-2016, 08:27 PM   #1018
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AfterShockFF commented on issue fortressforever/fortressforever#221 ('Get FF compiling on more recent Visual Studio'):
Yeah It does. I've actually almost got it working. I get it compiling just the linker blows up. It says it cant find odbc32 which shouldnt be needed. If i install the platform SDK data tools then it gets past that error, then it says something about libcpmtd.lib, which again shouldnt be necessary....
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Old 03-27-2016, 09:29 PM   #1019
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BullyFF opened issue fortressforever/fortressforever#249 ('Jump pads bug on Schtop bridge')

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Old 03-28-2016, 04:42 AM   #1020
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FDA- commented on issue fortressforever/fortressforever#249 ('Jump pads bug on Schtop bridge'):
There's a player clip on that bridge, keeping that grated surface physical level with the side trim on the bridge. I'm assuming the jump pad is just short enough to sit under that. Not really FFs problem, or a bug. Just a simple mapping over sight. Maybe if clover ever stops by again he'll be...
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