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Old 07-17-2016, 10:20 AM   #1441
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MaxRideWizardLord commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
> And what if pyro is an offense class? What does he need then?

Offense doesn't mean scout clone, offense means having enough power for strike and ability to take someone down, which pyro was somewhat capable to do to begin with help of his teammates. Plus, hybrid really fits for pyro role since...
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Old 07-17-2016, 10:48 AM   #1442
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AfterShockFF synchronized pull request fortressforever/fortressforever#270 ('WIP: Pyro revamp')

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Old 07-17-2016, 10:49 AM   #1443
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AfterShockFF merged features/pyro-jetpack-wip into fortressforever/fortressforever:features/pyro-jetpack

  • 8bdaff AfterShockFF: 'Added Jetpack fuel bar - large boost takes 50% fuel; hovering takes 20% per second. You recharge 7%...'
  • bd6b9c AfterShockFF: 'Drastically reduce damage taken from a pyros own IC so they can rocket jump a lot more'
  • 6a259e AfterShockFF: '* Remove afterburn damage-over-time. * Remove red-screen effect when on fire. * Expose a cvar for...'
  • 2262dc AfterShockFF: '* Reduce jetpack horizontal push in air; Remove ground boost; halve the size of the fuel tank'
  • 52091e AfterShockFF: 'Undo a few jetpack nerfs - increase horizontal speed to 0.8, enlarge fuel tank slightly, recharge a...'
  • ecc86b AfterShockFF: 'Fix compilation'
  • 749b2e AfterShockFF: 'HW Overpressure now puts out fire from everyone nearby'
  • b74a07 AfterShockFF: 'Going over 500 speed extinguishes flames'
  • 1a7a27 AfterShockFF: 'Increase speed at which most weapons can fire after being deployed (DeployDelay default from 0.5 to...'
  • 5f2fc1 AfterShockFF: 'Changed fire-extinguish speed to be horizontal movement only'
  • 1a0c2a AfterShockFF: 'Buff jetpack a bit more'
  • cc2c3e AfterShockFF: 'Remove old IC push-you-backwards code'
  • 6d69d5 AfterShockFF: 'Scale the IC bonus damage with range; expose cvar for it - ffdev_ic_bonusdamage'
  • 163672 AfterShockFF: 'Scale pyro IC self damage when IC jumping; add cvar for multplier ffdev_ic_self*'
  • 4fe26b AfterShockFF: 'Raise burntime from 4 to 5 sec; Raise bonus damage from 45 to 80; scale bonus damage between...'
  • 0ddbac AfterShockFF: 'Increase flame size since there are no burn levels now, so make it more obvious'
  • 84b194 AfterShockFF: 'Increase speed to extinguish flames from 500 to 700, so soldiers dont accidentally do it whilst...'
  • 0a098a AfterShockFF: 'Jetpack fuel bar is always full colour now the ground boost has gone'
  • 975361 AfterShockFF: 'Scouts, medics and spies burn for 1/4 of the time'
  • c8d718 squeek502: 'Add jetpack effect based on the flamethrower effect. - ff_fx_jetpack.cpp could do we A LOT of...'
  • 3f1876 squeek502: 'Small refactor: Add CanJetpack function to player'
  • b4e90a squeek502: 'Add basic support in code for a jetpack sound ("Player.JetpackLoop"). - Example soundscript...'
  • 6be73d squeek502: 'Add a delay before you can jetpack when out of fuel so the sound doesn't bug out'
  • 85177d squeek502: 'Add pyro fuel bar to global pyro crosshair. - Can be disabled with cl_pyro_fuelbar 0'
  • 7e3551 AfterShockFF: 'Playing around with the jetpack effect - add a randomness to the vertical speed, reduce the...'
  • 9ce1e2 squeek502: 'Small jetpack effect tweaks + more cvars. - Made a percentage of the player's velocity get added to...'
  • 10e855 AfterShockFF: 'Go back to a flat +dmg on the bonus... we did some maths and this is correct altho it seems silly'
  • 9c5140 AfterShockFF: 'Jetpack works less well going downwards to make the landing more predictable'
  • 7f4465 AfterShockFF: 'Expose a minimum jetpack vertical push even when travelling downwards quickly'
  • 45b3ac AfterShockFF: 'Reduce IC bonus damage from 40 to 30, this takes total damage down from 95 to 85'
  • 8fb57e AfterShockFF: 'Reduce downwards limit leeway from 30 to 1 so basically kicks in any time you are going downwards'
  • 1fd986 squeek502: 'Fix jetpack sounds playing twice on high ping. - Only send m_bJetpacking to players other than the...'
  • fe8610 squeek502: 'Fade out the beginning of the jetpack when in first-person mode'
  • eb76d8 squeek502: 'Give jetpack particles a bit more spread and a bit less alpha'
  • 192650 AfterShockFF: 'Remove the "flames extinguish if you move fast" - it triggers accidentally on people you are...'
  • d0c24b AfterShockFF: 'Allow the IC rockets to collide with the pyro after 0.5 seconds'
  • 7fd7b7 AfterShockFF: 'Remove commented code and introduce cvars for flame size and min/max velocity of napalmlets'
  • 9bd2d6 AfterShockFF: 'Remove smoke production from the napalm nade'
  • aaae57 AfterShockFF: 'Reduce visual flame size of napalmlets slightly (50 -> 30)'
  • ea8ee4 AfterShockFF: 'Remove comments'
  • 550eee AfterShockFF: 'Rename function'
  • 351270 AfterShockFF: 'Cvars and better defaults for the IC rocket flare - smaller less obscuring trail from the pyros...'
  • 3b0763 AfterShockFF: 'Remove cvars'

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Old 07-18-2016, 11:29 AM   #1444
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SPAGHETTIsponge commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
Dear God, please don't rework this class to be, "offensive". I would be beyond sad if afterburn and everything that what makes the Pyro to be a true pyromaniac be nerfed or even removed, which is what makes this game far more enjoyable than TF2. Pyro already feels a little underpowered compared to...
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Old 07-18-2016, 02:49 PM   #1445
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FDA- commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
You know what though, imo, the only things that make the pyro fun for a select few, is exactly what makes it not fun for everyone else. Because no matter how much skill you can put into the class, it's always aided by some exceptionally skill-less mechanics. Playing against a constant firing hitbox...
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Old 07-18-2016, 05:14 PM   #1446
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squeek502 opened issue fortressforever/fortressforever#291 ('Flamethrower hit registration bugs')

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Old 07-18-2016, 05:22 PM   #1447
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squeek502 commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
> Plus, hybrid really fits for pyro role since he's supposed to be like a primary damage\dps strike and oppression class

Pyro isn't "supposed to be" anything; that's entirely subjective. That said, we do want pyro to be pretty good against heavy classes. We might not get the balance quite right...
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Old 07-18-2016, 05:28 PM   #1448
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squeek502 synchronized pull request fortressforever/fortressforever#270 ('WIP: Pyro revamp')

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Old 07-18-2016, 05:28 PM   #1449
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squeek502 force-pushed fortressforever/fortressforever:features/pyro-jetpack from 3b0763 to 8f935b

  • 03e736 AfterShockFF: 'First implementation of a pyro jetpack'
  • 076a56 AfterShockFF: 'Remove push from flamethrower, jetpack replaces it'
  • 184029 AfterShockFF: 'Reduce hitbox on flamethrower a bit from 24 to 16'
  • bfebf2 AfterShockFF: 'IC has a clip'
  • 518b4d AfterShockFF: 'Revamp pyro burn system - only burn level 1 is possible, from flamethrower or napalm nade. Shooting...'
  • 6db616 AfterShockFF: 'Add cap to pyro max horizontal speed when jetpacking'
  • 55031c AfterShockFF: 'Added support for jumping then jetpacking, triggering a slightly different trajectory based on how...'
  • 03f0be AfterShockFF: 'Clean up some comments and add a BUG comment to come back to'
  • 8da02b AfterShockFF: 'Right click no longer retriggers a 2nd jump unless you reclick it; Added toggle to prevent hovering...'
  • 405f31 AfterShockFF: 'WIP work on a jetpack charge system'
  • 6c8883 AfterShockFF: 'Finished a charge system so the jetpack ground push takes 0.5sec to activate'
  • 2f06ee AfterShockFF: 'Added Jetpack fuel bar - large boost takes 50% fuel; hovering takes 20% per second. You recharge 7%...'
  • 422cf8 AfterShockFF: 'Drastically reduce damage taken from a pyros own IC so they can rocket jump a lot more'
  • 48a332 AfterShockFF: '* Remove afterburn damage-over-time. * Remove red-screen effect when on fire. * Expose a cvar for...'
  • dbc4df AfterShockFF: '* Reduce jetpack horizontal push in air; Remove ground boost; halve the size of the fuel tank'
  • 935652 AfterShockFF: 'Undo a few jetpack nerfs - increase horizontal speed to 0.8, enlarge fuel tank slightly, recharge a...'
  • 234d7c AfterShockFF: 'Fix compilation'
  • c646fd AfterShockFF: 'HW Overpressure now puts out fire from everyone nearby'
  • a8f280 AfterShockFF: 'Going over 500 speed extinguishes flames'
  • fa9e40 AfterShockFF: 'Increase speed at which most weapons can fire after being deployed (DeployDelay default from 0.5 to...'
  • 45e793 AfterShockFF: 'Changed fire-extinguish speed to be horizontal movement only'
  • f26a98 AfterShockFF: 'Buff jetpack a bit more'
  • 16371e AfterShockFF: 'Remove old IC push-you-backwards code'
  • 1f8c50 AfterShockFF: 'Scale the IC bonus damage with range; expose cvar for it - ffdev_ic_bonusdamage'
  • 1a7402 AfterShockFF: 'Scale pyro IC self damage when IC jumping; add cvar for multplier ffdev_ic_self*'
  • 7025dc AfterShockFF: 'Raise burntime from 4 to 5 sec; Raise bonus damage from 45 to 80; scale bonus damage between...'
  • 5d5888 AfterShockFF: 'Increase flame size since there are no burn levels now, so make it more obvious'
  • eddb2c AfterShockFF: 'Increase speed to extinguish flames from 500 to 700, so soldiers dont accidentally do it whilst...'
  • 46a157 AfterShockFF: 'Jetpack fuel bar is always full colour now the ground boost has gone'
  • bcf039 AfterShockFF: 'Scouts, medics and spies burn for 1/4 of the time'
  • 5d8704 squeek502: 'Add jetpack effect based on the flamethrower effect. - ff_fx_jetpack.cpp could do we A LOT of...'
  • 54ae0f squeek502: 'Small refactor: Add CanJetpack function to player'
  • 625f6f squeek502: 'Add basic support in code for a jetpack sound ("Player.JetpackLoop"). - Example soundscript...'
  • d64065 squeek502: 'Add a delay before you can jetpack when out of fuel so the sound doesn't bug out'
  • d0caaa squeek502: 'Add pyro fuel bar to global pyro crosshair. - Can be disabled with cl_pyro_fuelbar 0'
  • 214d1e AfterShockFF: 'Playing around with the jetpack effect - add a randomness to the vertical speed, reduce the...'
  • 3df777 squeek502: 'Small jetpack effect tweaks + more cvars. - Made a percentage of the player's velocity get added to...'
  • 4d6d12 AfterShockFF: 'Go back to a flat +dmg on the bonus... we did some maths and this is correct altho it seems silly'
  • 9c6b1f AfterShockFF: 'Jetpack works less well going downwards to make the landing more predictable'
  • 80726c AfterShockFF: 'Expose a minimum jetpack vertical push even when travelling downwards quickly'
  • a7c40d AfterShockFF: 'Reduce IC bonus damage from 40 to 30, this takes total damage down from 95 to 85'
  • ea40fe AfterShockFF: 'Reduce downwards limit leeway from 30 to 1 so basically kicks in any time you are going downwards'
  • 1ce885 squeek502: 'Fix jetpack sounds playing twice on high ping. - Only send m_bJetpacking to players other than the...'
  • 21f742 squeek502: 'Fade out the beginning of the jetpack when in first-person mode'
  • ab68f2 squeek502: 'Give jetpack particles a bit more spread and a bit less alpha'
  • 4b12c0 AfterShockFF: 'Remove the "flames extinguish if you move fast" - it triggers accidentally on people you are...'
  • 5004f2 AfterShockFF: 'Allow the IC rockets to collide with the pyro after 0.5 seconds'
  • 783baa AfterShockFF: 'Remove commented code and introduce cvars for flame size and min/max velocity of napalmlets'
  • dc5da8 AfterShockFF: 'Remove smoke production from the napalm nade'
  • f910f2 AfterShockFF: 'Reduce visual flame size of napalmlets slightly (50 -> 30)'
  • 299ab4 AfterShockFF: 'Remove comments'
  • 63e14c AfterShockFF: 'Rename function'
  • b08b6c AfterShockFF: 'Cvars and better defaults for the IC rocket flare - smaller less obscuring trail from the pyros...'
  • 8f935b AfterShockFF: 'Remove cvars'

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Old 07-18-2016, 05:29 PM   #1450
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squeek502 commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
@AfterShockFF rebased onto beta to solve some merge conflicts.
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Old 07-18-2016, 06:11 PM   #1451
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ax-rwnd commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
Can't say I'm too happy about the jetpack change. From what I've gathered, the new pyro will work more or less like a scout or a medic, except it won't have concs but a (somewhat slower?) jetpack. I'm not sure that defense evasion is a niche that needs more filling--the scouts and medics avoid the...
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Old 07-18-2016, 06:18 PM   #1452
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FDA- commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
> That said, we do want pyro to be pretty good against heavy classes. We might not get the balance quite right on the first release, but we're focusing on the mechanics and these new mechanics I think lead to fun and interesting interactions for both the pyro and the pyro's enemies.

And I think...
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Old 07-18-2016, 08:17 PM   #1453
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squeek502 commented on issue fortressforever/fortressforever#281 ('Add basic support for spawning entities through Lua'):
@AfterShockFF, any objections to this being merged?
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Old 07-18-2016, 08:22 PM   #1454
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MaxRideWizardLord commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
> Pyro isn't "supposed to be" anything; that's entirely subjective. That said, we do want pyro to be pretty good against heavy classes. We might not get the balance quite right on the first release, but we're focusing on the mechanics and these new mechanics I think lead to fun and interesting...
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Old 07-18-2016, 08:29 PM   #1455
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AfterShockFF commented on issue fortressforever/fortressforever#281 ('Add basic support for spawning entities through Lua'):
No go ahead :+1:
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Old 07-18-2016, 08:52 PM   #1456
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squeek502 closed issue fortressforever/fortressforever#63 ('Allow Lua to spawn entities')

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Old 07-18-2016, 08:52 PM   #1457
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squeek502 pushed 2 commits to fortressforever/fortressforever:beta

  • b6ddca squeek502: 'Add basic support for spawning entities through Lua. - Not very well tested, but is able to spawn...'
  • 8739ab squeek502: 'Merge pull request #281 from fortressforever/lua/spawn-entity. Add basic support for spawning...'

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Old 07-18-2016, 08:52 PM   #1458
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squeek502 merged pull request fortressforever/fortressforever#281 ('Add basic support for spawning entities through Lua') from squeek502 to beta

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Old 07-18-2016, 10:32 PM   #1459
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squeek502 commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
> That's pretty much what the official wikipedia once said, at least from what I remember, and the "hybrid" is still a icon you can see in the game itself.

Yes, and those will be changed. They document what exists in the game, not the other way around.

> "fun and interesting interactions" -...
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Old 07-18-2016, 10:44 PM   #1460
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doublah opened issue fortressforever/fortressforever#292 ('Add more HUD options to Fortress Options')

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