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Old 01-19-2015, 01:39 PM   #181
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twincannon commented on issue fortressforever/fortressforever#109 ('creditting kill assists.'):
In TF2 it's it's pretty simple, in that you just get an assist and however many points per assist (just 1 I think). It's based on who did the most damage in the previous x amount of time. If a medic is healing the person who got the kill, they're given priority over other damage dealers.

The...
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Old 01-19-2015, 06:08 PM   #182
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FDA- commented on issue fortressforever/fortressforever#109 ('creditting kill assists.'):
Yeah basically who ever did the most amount of damage in a certain amount of time before the kill gets an assist. Killing blow rewards the kill, and the kill feed would read "FDA + Twincannon ===,=[H] Squeek". That's a rocket launcher. I'd say add a threshold, where you have to do at least 50% to...
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Old 01-19-2015, 11:07 PM   #183
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fpsmoto commented on issue fortressforever/fortressforever#109 ('creditting kill assists.'):
In addition to that, an Assists column on the Scoreboard would be nice.
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Old 01-19-2015, 11:35 PM   #184
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AfterShockFF commented on issue fortressforever/fortressforever#109 ('creditting kill assists.'):
What happens if the damage dealt by the previous person is then healed up, then he gets oneshot headshot?

Also do I get an assist if i single shotty someone who then takes a detpack?
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Old 01-19-2015, 11:55 PM   #185
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FDA- commented on issue fortressforever/fortressforever#109 ('creditting kill assists.'):
In the event of healing lost health, there's still a lack of armor, meaning the assist still played substantial role in the kill.

Though maybe if the killing blow deals a total of damage greater than the assist dmg and the remaining health, the assist is nulled. As in detpacks, backstabs, and...
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Old 01-21-2015, 01:13 AM   #186
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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 01-21-2015, 01:13 AM   #187
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alaswell pushed 1 commit to fortressforever/fortressforever-scripts:features/id-defenders-objective

  • e1902e alaswell: 'better custom startup() than simply overwriting;. see...'

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Old 01-21-2015, 01:17 AM   #188
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alaswell commented on issue fortressforever/fortressforever-scripts#14 ('Fixed defender's objective tracking flag carrier ID'):
haha no worries :smile:
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Old 02-01-2015, 09:25 AM   #189
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squeek502 created fortressforever/fortressforever-scripts:fixes/font at 9bf9f7 (+1 new commit)

  • 9bf9f7 squeek502: 'Improve HUD font: add Latin-1 Supplement and other missing chars. * Adds things like custom...'

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Old 02-01-2015, 09:25 AM   #190
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squeek502 opened pull request fortressforever/fortressforever-scripts#15 ('Improve HUD font: add Latin-1 Supplement and other missing chars')

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Old 02-01-2015, 10:09 AM   #191
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squeek502 created fortressforever/fortressforever-scripts:cleanup/encrypted-scripts at 5d4aa7 (+1 new commit)

  • 5d4aa7 squeek502: 'Unencrypt the player/weapon scripts. * Encryption no longer serves a purpose with FF being open...'

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Old 02-01-2015, 10:09 AM   #192
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squeek502 opened pull request fortressforever/fortressforever-scripts#16 ('Unencrypt the player/weapon scripts')

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Old 02-06-2015, 06:33 PM   #193
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ddm999 commented on issue fortressforever/fortressforever#7 ('Move all weapon + class balancing into code, remove weapon/class scripts'):
With values being moved into code, could this also open up the ability for more changes to classes / weapons with Lua? (Maybe being restricted to only in startup() to avoid confusion / brokenness.)

I realise this could potentially just cause the game to be unbalanced again, but perhaps any...
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Old 02-09-2015, 11:32 AM   #194
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caesyum commented on issue fortressforever/fortressforever#6 ('Remove excess maps from the default installation'):
From Mike's 25th October post above I would...

Definitely drop:
- all with <downarrow> or <?> except palermo
- aardvark
- hunted
- cz2

Probably drop:
- waterpolo

Unless new players really prefer them over CTF/AvD (I'm not in a position to know), drop:
- fusion
- genesis

A few...
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Old 03-05-2015, 10:18 AM   #195
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BullyFF commented on issue fortressforever/fortressforever#101 ('Add effect/sound while sharking'):
https://soundcloud.com/tudberry/sharkff
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Old 03-05-2015, 10:18 AM   #196
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BullyFF commented on issue fortressforever/fortressforever#100 ('Add splashes for entities/players entering water'):
https://soundcloud.com/tudberry/sets/ffwaterstuff
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Old 03-05-2015, 08:29 PM   #197
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squeek502 opened issue fortressforever/fortressforever#111 ('Railgun charge sound loops forever in SourceTV demos')

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Old 03-05-2015, 08:33 PM   #198
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squeek502 commented on issue fortressforever/fortressforever#111 ('Railgun charge sound loops forever in SourceTV demos'):
By the way, this only started happening after e756b5060669139d2904beb7c1594f6c6682ff54
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Old 03-05-2015, 08:40 PM   #199
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squeek502 commented on issue fortressforever/fortressforever#101 ('Add effect/sound while sharking'):
Thanks for helping out with this Bully, sorry I didn't respond earlier. I think what we'd ideally want is a subtle looping ripple sound, basically like the sound of a flowing stream/river.
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Old 03-05-2015, 08:43 PM   #200
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squeek502 commented on issue fortressforever/fortressforever#100 ('Add splashes for entities/players entering water'):
Thanks @BullyFF.

If you want to try making some other sounds, 2 looping rampslide sounds would be really nice for #96 (one for sliding on metal and one for sliding on dirt/concrete/etc)
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