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#1001 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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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#1002 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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squeek502 closed issue fortressforever/fortressforever#201 ('Add in-game on-screen keyboard functionality')
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#1003 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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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#1004 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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.View on Github |
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#1005 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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squeek502 created fortressforever/fortressforever:fixes/hud_keystate at 93ce77 (+1 new commit)
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1 members found this post helpful. |
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#1006 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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squeek502 opened pull request fortressforever/fortressforever#247 ('Fix hud_keystate crashes')
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1 members found this post helpful. |
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#1007 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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alaswell merged pull request fortressforever/fortressforever#247 ('Fix hud_keystate crashes') from squeek502 to beta
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#1008 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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.View on Github |
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#1009 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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.View on Github |
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#1010 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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mervaka commented on issue fortressforever/fortressforever#207 ('Clean up CompatibilityAttenuation out of sound scripts'):
http://hlcoders.valvesoftware.narkive.com/ckaDgIZ0/compatibilityattenuationView on Github |
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#1011 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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fpsmoto opened issue fortressforever/fortressforever#248 ('Sabotage meter does not reset if enemy engineer dismantles gun.')
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#1012 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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Xylemon commented on issue fortressforever/fortressforever#174 ('Old Maps Pack'):
Was this ever released?View on Github |
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#1013 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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alaswell commented on issue fortressforever/fortressforever#174 ('Old Maps Pack'):
I don't believe it was, no.View on Github |
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#1014 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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.View on Github |
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#1015 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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:View on Github |
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#1016 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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:View on Github |
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#1017 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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 sdkView on Github |
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#1018 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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....View on Github |
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#1019 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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BullyFF opened issue fortressforever/fortressforever#249 ('Jump pads bug on Schtop bridge')
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#1020 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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...View on Github |
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