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Old 08-02-2007, 07:20 PM   #581
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Quote:
Originally Posted by PHISH
It doesn't seem strange to me.. its 10:48 AM here.
We'll likely bring on some more people here though, but we need to transfer our svn and forums over to a new server as the current one is going down. After that is setup we can look at bringing on some more should it be necessary... the important capability, besides the first impressions and finding and isolating bugs that you only find with a larger testing group, is being able to fill a server during peak times for load testing and full on gamebalance tweaking. That's sort of the thing I was talking about with adding additional people as necessary.
You guys are doing it like the pro's.

good job.
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Old 08-02-2007, 07:21 PM   #582
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Quote:
Originally Posted by squeek.
I thought the devs decided that the max number of server slots for FF would be 24 (at least on first release).
Oh, Iunno that's why I asked.. You guys can control the max number of server slots allowed? I didn't know that, I was just thinking about the TFC Pubs around that have 30 slot, BUT I wont miss a 30 slot server if there are no more.
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Old 08-02-2007, 10:59 PM   #583
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Originally Posted by exoskeletaL
thats awesome, at first i was disapointed that i didnt get invited to beta test; but in all honesty just yesterday my crew at work started working 9pm - 5am shift so i would think that is when everyone for ff beta gets together so it wouldnt have worked out for me anyways. TELL US MORE TELL US MORE HOWS THE BHOP!?!?
Just picking up on the question about the BHOP. The short answer is that its extremely easy to pick up; I bound my mousewheel to jump and was hopping about smoothly within a few minutes. I've played scout at a pretty high clan level for years now though, so I was already starting from a position of relative familiarity. It feels a little different to TFC (as do many things in the game), but once you've played the mod for a few hours things start to feel normal. I think that its a little bit slower than in TFC, but that might be because I'm not quite good enough at it yet.

Whilst we're on the subject of movement, I'd like to let you all know that the movement possibilities in FF far outstrip what most of you will be accustomed to in TFC. Combining concs, for example, with other new movement techniques should allow you to pull off some extremely high speed manoeuvres if you can time things exactly right. It should add some interesting dynamics to old maps (I'm currently using the bridge on monkey to gain momentum before launching a high speed conc into the fd), and also give mappers some new things to think about when designing new environments. The beauty of these new techniques is that they're incredibly easy to pull off on a basic level, but also offer some real scope for advanced manoeuvres.
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Old 08-02-2007, 11:00 PM   #584
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For the record, binding your mousewheel to jump accomplishes nothing. FF has Quake-style jump queueing, so as long as you let go of jump and then hold it again while you land your jump timing will always be perfect.
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Old 08-02-2007, 11:04 PM   #585
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thats cool to hear even tho i never needed a script to jump perfect hehe.

TFC vet reppin since 2000
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Old 08-02-2007, 11:12 PM   #586
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Ahhhh, I'll have another look at bunnyhop tomorrow. I just went for mousewheel because I'm so used to using it, but perfect jump timing sounds inviting
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Old 08-02-2007, 11:25 PM   #587
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So wait, the beta testers have been selected?
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Old 08-02-2007, 11:53 PM   #588
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Old 08-03-2007, 12:38 AM   #589
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Yeah, but I understand that more will be selected at some point if the need arises to call upon more people to stress test the server. If not though, hang tight, its getting close
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Old 08-03-2007, 12:57 AM   #590
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I honestly use a combo of Mouse wheel up and space to bhop, and it works I think. Just takes getting used to control wise.
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Old 08-03-2007, 01:23 AM   #591
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I'm the same, I think a lot of people use both buttons
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Old 08-03-2007, 03:03 AM   #592
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Damn, oh well.
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Old 08-03-2007, 05:19 AM   #593
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Quote:
Originally Posted by Uncle-Argon
I'm the same, I think a lot of people use both buttons
Since the jump timing change I just use Ctrl to jump (I'm an arrow key player).
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Old 08-03-2007, 06:41 AM   #594
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Quote:
Originally Posted by Circuitous
For the record, binding your mousewheel to jump accomplishes nothing. FF has Quake-style jump queueing, so as long as you let go of jump and then hold it again while you land your jump timing will always be perfect.
does tapping it work too? or is holding it down before you land the only way to get the right timing?
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Old 08-03-2007, 08:21 AM   #595
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Tapping works too.
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Old 08-03-2007, 09:46 AM   #596
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keep trying new ways to make thoes keys squirt, its not going to happen
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Old 08-03-2007, 10:32 AM   #597
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AHAHAHA ARROW KEYS!! on a sidenote, everything UA has said is spot on.
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Old 08-03-2007, 11:10 AM   #598
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Quote:
Originally Posted by Nuk3m
TFC vet reppin since 2000

Al'bout that Late '98, Cuzz!
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Old 08-03-2007, 11:52 AM   #599
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Quote:
Originally Posted by Nuk3m
thats cool to hear even tho i never needed a script to jump perfect hehe.

TFC vet reppin since 2000
You cannot bhop perfectly without a script. Trust me.. I don't use one, I use good ol' space, and I miss my jumps sometimes.
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Old 08-03-2007, 12:21 PM   #600
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How very unexpected!
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