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Old 01-19-2009, 01:23 PM   #21
MatiZ
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Yes, ya finally fixed flag status
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Old 01-19-2009, 03:03 PM   #22
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Quote:
Originally Posted by Bridget View Post
Even the heavy weapons guy gets slaughtered by a good soldier. Soo..
Not anymore. Seriously. If HW is used right, he can murder soldiers.
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Old 01-19-2009, 03:13 PM   #23
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The HW really is the king of all monsters now.
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Old 01-19-2009, 03:57 PM   #24
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going to try it again.
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Old 01-19-2009, 05:53 PM   #25
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Quote:
Originally Posted by Credge View Post
Scout:
- Scouts now take half fall damage (up from zero fall damage)
Fail =(
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Old 01-19-2009, 05:59 PM   #26
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Quote:
Originally Posted by KD18 View Post
Fail =(
+1
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Old 01-19-2009, 06:05 PM   #27
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Eh, at least it's not full damage. You can thank myself and other beta testers for constantly nagging the dev team to not make it full damage.
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Old 01-19-2009, 06:26 PM   #28
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I'm still strongly in favor of full scout fall damage.
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Old 01-19-2009, 06:32 PM   #29
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Quote:
Originally Posted by psychonic View Post
Any chance of getting more details on this? (i need to know if i need to change anything with the HLstatsX:CE support for FF)
I'd also like to get some more detailed information on that subject please.
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Old 01-19-2009, 06:35 PM   #30
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Quote:
- Massive server logging upgrades/changes
Somebody make FF Logalyzer now!

Quote:
- Sped up the conc explosion effect
- Fixed flaginfo
- Reduced starting mirvs from 2 to 1
Best 3 changes of the patch.

Quote:
Soldier:
- Increased RPG re-fire rate from 0.65 to 0.7
You increased the time between rockets firing, you decreased the re-fire rate.
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Old 01-19-2009, 07:08 PM   #31
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gg
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Old 01-19-2009, 07:25 PM   #32
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Quote:
Originally Posted by squeek. View Post
I'm still strongly in favor of full scout fall damage.
Imho, scouts should explode the size of a nuke when they fall, taking half the map with them! Falldmg? What? Tsk, just kill everyone with it!!
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Old 01-19-2009, 07:38 PM   #33
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Quote:
Originally Posted by Mad_Clog View Post
I'd also like to get some more detailed information on that subject please.
Will post that in a little bit.
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Old 01-19-2009, 08:08 PM   #34
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Quote:
Originally Posted by Mad_Clog View Post
I'd also like to get some more detailed information on that subject please.
*C* SERVER LOGGING: Player changes class (DONE)
*C* SERVER LOGGING: Player upgrades an SG (DONE)
*C* SERVER LOGGING: Building SGs/Dispensers is now valve logging standard and compatible with hlstatsX (DONE)
*C* SERVER LOGGING: Player exposes a spy or undisguises a spy (DONE)
*C* SERVER LOGGING: Player touches a flag (DONE)
*C* SERVER LOGGING: Player captures a flag (DONE)
*C* SERVER LOGGING: Player drops or throws a flag (DONE)
*C* SERVER LOGGING: Flag is returned (DONE)
*C* SERVER LOGGING: Security going up or down (DONE)
*C* SERVER LOGGING: Ability for maps to log their own custom messages from LUA (such as dustbowl gates opening) (DONE)
*C* SERVER LOGGING: Dismantle and detonate SG / dispenser (DONE)
*C* SERVER LOGGING: Build + detonate mancannon (DONE)
*C* SERVER LOGGING: Detpack explodes (DONE)


All server logging messages are valve standard and compatible with hlstatsx. Player worldspace co-ords are now tagged every time you touch or drop a flag too, meaning we have the ability to make flag-touching heat maps. (eventually i'm hoping to tag player co-ords in kills too but that code is embedded in the base sdk)

Quote:
Originally Posted by AfterShock
SERVER LOGGING: added valve-standard LUA triggered logs. use like this:

LogLuaEvent(int victimID, int attackerID, string eventname)
LogLuaEvent(int victimID, int attackerID, string eventname, string key0, string value0)
LogLuaEvent(int victimID, int attackerID, string eventname, string key0, string value0, string key0, string value0, string key1, string value1)
LogLuaEvent(int victimID, int attackerID, string eventname, string key0, string value0, string key0, string value0, string key1, string value1, string key2, string value2)

e.g.

LogLuaEvent(0, player:GetId(), "flag_touch", "flag_name", flag:GetName())

outputs

L 09/18/2008 - 00:50:33: "AfterShock<1><STEAM_ID_LAN><#FF_TEAM_BLUE>" triggered "flag_touch" (flag_name "yellow_flag")

For world triggered stuff just called with ID 0 for both players

e.g.

LogLuaEvent(0, 0, "flag_returned", "flag_name", flag:GetName());

outputs

L 09/18/2008 - 00:58:58: World triggered "flag_returned" (flag_name "green_flag")
Probably the best way is to take a look at a server log file

EDIT: didn't mean to steal your thunder, squeek!
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Old 01-19-2009, 09:56 PM   #35
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Translation, please?

Also sex.
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Old 01-19-2009, 10:22 PM   #36
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Quote:
Originally Posted by Credge View Post
The change log can be found here.

http://www.fortress-forever.com/changelogs/

Visuals
.
.
- Frag grenade no longer has the pin still attached when you throw it
A pin missing from a grenade is a minor concern. When the spoon flies off it's time for MAJOR concern.



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Last edited by 4est; 01-19-2009 at 10:27 PM.
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Old 01-19-2009, 10:35 PM   #37
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It's called a safety lever.
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Old 01-20-2009, 02:58 AM   #38
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Quote:
Originally Posted by Bridget View Post
It's called a safety lever.
It's commonly referred to as the spoon.
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Old 01-20-2009, 10:16 AM   #39
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Quote:
Originally Posted by AfterShock View Post
...
Sweet, thanks for the info.
Do custom team names (eg. Blue Parrots) show up as the default #FF_TEAM_<COLOR> now aswell? (instead of actually showing the custom name in the logs)
I know looking at the logs is the best way but i'm stuck at work for the moment
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Old 01-20-2009, 12:37 PM   #40
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Playing as a scout fighting hard for the flag. I get out of the opposing teams base with 1 health point, I go to conc across the field and as I land.. I die.. I cried a little considering no one had hit me.

Fall damage needs to go, or up the scouts health to 100.
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