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Old 04-21-2016, 06:24 PM   #1061
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squeek502 commented on issue fortressforever/fortressforever#117 ('Spanner swing animation is the most broken thing of all time'):
@WillWowmc, definitely still an issue, and yes, only the third person animation is messed up. Let me know if getting you the model source files we currently have would help you out (although the state of our model source files are unfortunately pretty messy/incomplete).
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Old 04-21-2016, 06:30 PM   #1062
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squeek502 commented on issue fortressforever/fortressforever#164 ('Give the engineer a better secondary grenade'):
We've never really had an idea for a replacement scout grenade. I'm actually not totally opposed to bringing caltrops back, but the old FF implementation definitely wasn't good (canisters that were primed like normal grens rather than instant deployment like in TFC).

The gas grenade was removed...
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Old 04-21-2016, 06:38 PM   #1063
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AfterShockFF commented on issue fortressforever/fortressforever#117 ('Spanner swing animation is the most broken thing of all time'):
Extra support on the animation front would be amazing. https://github.com/fortressforever/fortressforever/issues/146 is another issue which would be awesome to fix.
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Old 04-21-2016, 06:46 PM   #1064
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AfterShockFF synchronized pull request fortressforever/fortressforever#85 ('Scout movement weapon')

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Old 04-21-2016, 06:46 PM   #1065
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AfterShockFF pushed 1 commit to fortressforever/fortressforever:features/scout-movement-weapon

  • f188df AfterShockFF: 'Remove jumpgun cvars; change effect lifetime from 0.5 to 0.3'

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Old 04-21-2016, 11:11 PM   #1066
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AfterShockFF pushed 2 commits to fortressforever/fortressforever:features/spy-overhaul

  • fef642 AfterShockFF: 'Remove GetLegacyAbsOrigin as it was removed'
  • 07e648 AfterShockFF: 'Fix compilation errors'

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Old 04-22-2016, 05:36 AM   #1067
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WillWowmc commented on issue fortressforever/fortressforever#114 ('Weapon model for scout movement weapon'):
What type of weapon model do you actually have in mind for this? Like, a concept in particular? My first thought would be something that resembles a player-mounted jump-pad-like backpack with a control switch for first person, like how TF2's medigun has a backpack, and then the gun itself for...
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Old 04-22-2016, 08:36 PM   #1068
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AfterShockFF pushed 1 commit to fortressforever/fortressforever:features/spy-overhaul

  • 08a3c5 AfterShockFF: 'Fix final compilation bugs - largely auto reload related'

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Old 04-22-2016, 08:50 PM   #1069
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AfterShockFF pushed 1 commit to fortressforever/fortressforever:features/spy-overhaul

  • 74f025 AfterShockFF: 'Remove some commented code'

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Old 04-22-2016, 09:26 PM   #1070
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AfterShockFF created fortressforever/fortressforever:features/grapple-hook-gun at 36f6a7 (+1 new commit)

  • 36f6a7 AfterShockFF: 'Fix comments'

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Old 04-22-2016, 09:57 PM   #1071
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AfterShockFF created fortressforever/fortressforever:features/spy-overhaul2 at 6f1c4b (+13 new commits)

  • 68b464 AfterShockFF: 'Merge across of spy grappling hook gun, removal of ff_weapon_flag'
  • 6a02ac AfterShockFF: 'First merge of the spy ShockEMP / Disable grenade. Only does generic damage and destroys pipes at...'
  • bf1db0 AfterShockFF: 'Bit of cleanup'
  • f955ee AfterShockFF: 'Spy secondary disable / shockEMP grenade - disables SGs now. Also checked for allied teammates so...'
  • 94dc98 AfterShockFF: 'Fixed short disables overwriting long ones'
  • ae6b2c AfterShockFF: 'Tidy up'
  • fa8f2b AfterShockFF: 'Made DevMsg function which prepends "SERVER" or "CLIENT" depending on which side it's running on,...'
  • 0f1d20 AfterShockFF: 'Slight tidy up to the most stupid 7 lines of code FF has ever seen (potentially the source of...'
  • 276617 AfterShockFF: 'Electric knife weapon / Cloakstab / Shockblade / whatever we're going to call this new weapon....'
  • 6850cc AfterShockFF: 'Added a trail to the hook projectile, needs making team coloured'
  • 5371df AfterShockFF: 'Fixed a bug where sounds from weapons, grenades etc weren't being correctly filtered from clients...'
  • 5959c1 AfterShockFF: 'Finished electric knife:. * Electrifying now loses your SG lock. * Fixed laggy weapon switching...'
  • 6f1c4b AfterShockFF: 'Overpressure breaks hooks'

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Old 04-22-2016, 10:25 PM   #1072
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BullyFF commented on issue fortressforever/fortressforever#245 ('Add sound to rampsliding'):
Sound files now in my shared folder
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Old 04-22-2016, 10:25 PM   #1073
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BullyFF commented on issue fortressforever/fortressforever#245 ('Add sound to rampsliding'):
https://soundcloud.com/tudberry/sets/ffsoundstuff
FFslide1 - 5 tracks ?
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Old 04-24-2016, 02:50 PM   #1074
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kos8bit commented on issue fortressforever/fortressforever#114 ('Weapon model for scout movement weapon'):
I was thinking about that for couple of days and came up with following concept (i can only describe it in words since my drawing skills weren't improved at all since first grade):
In my vision, it should be a round metal fan turbine, with handles on sides, so it's being held with both hand in...
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Old 04-24-2016, 05:08 PM   #1075
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AfterShockFF pushed 2 commits to fortressforever/fortressforever:features/spy-overhaul2

  • e82ca9 AfterShockFF: 'Fix merge error'
  • 596198 AfterShockFF: 'Fix project files'

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Old 04-24-2016, 05:39 PM   #1076
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AfterShockFF pushed 2 commits to fortressforever/fortressforever:features/spy-overhaul2

  • 907948 AfterShockFF: 'Fix more merge issues'
  • 9c4597 AfterShockFF: 'Added more HUD states for charging the electric knife to make it cleared when you're fully charged'

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Old 04-24-2016, 07:25 PM   #1077
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squeek502 created fortressforever/fortressforever-scripts:electric-spy at 99c315 (+1 new commit)

  • 99c315 squeek502: 'Electric cloak/knife soundscript definitions from ff_dev. * Not sure why the knife sounds are in...'

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Old 04-24-2016, 07:28 PM   #1078
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squeek502 created fortressforever/fortressforever-scripts:disable-gren at a786d1 (+1 new commit)

  • a786d1 squeek502: 'Disable gren script from ff_dev'

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Old 04-24-2016, 07:41 PM   #1079
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squeek502 created fortressforever/fortressforever:reference/electric-cloak-fx at 151ebe (+1 new commit)

  • 151ebe squeek502: 'Electric cloak: Very unfinished tesla experimentation. - This will not compile on its own, this is...'

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Old 04-29-2016, 06:08 PM   #1080
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squeek502 commented on commit fortressforever/fortressforever@ae6b2c:
@AfterShockFF, I happened to notice that this `m_DmgRadius` is confusing/ambiguous. Unless I'm missing something, it will end up being 100 but only because that's the default in CBaseGrenade. Would be good to make this more explicit (#define or a separate variable/getter).
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