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Old 07-17-2015, 11:38 PM   #941
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squeek502 closed issue fortressforever/fortressforever#233 ('scout can't spawn with crowbar')

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Old 07-17-2015, 11:38 PM   #942
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squeek502 commented on issue fortressforever/fortressforever#233 ('scout can't spawn with crowbar'):
As a rule of thumb, don't put cl_spawnweapon_ cvars in class cfgs. All cl_spawnweapon_ settings should go in your main config.cfg, because they only need to be set once.
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Old 07-31-2015, 01:00 AM   #943
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fpsmoto opened issue fortressforever/fortressforever#234 ('Add hud indicator on ')

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Old 07-31-2015, 05:24 AM   #944
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FDA- commented on issue fortressforever/fortressforever#234 ('Add hud indicator on Medic's screen when teammates nearby call for a medic'):
Ok, but only if the player calling for medic gets a pop up that says "Medics have been alerted to your request, and will get around to it if available. How ever it should be noted that healing is not the medics primary role, and may not currently be a priority to your teams medics. Due to the fast...
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Old 08-01-2015, 07:41 PM   #945
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fpsmoto opened issue fortressforever/fortressforever#235 ('Recording a demo sometimes causes user's game to freeze')

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Old 08-01-2015, 07:49 PM   #946
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fpsmoto opened issue fortressforever/fortressforever#236 ('Disabling or enabling mat_antialias during game causes crash on map change.')

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Old 08-01-2015, 07:51 PM   #947
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fpsmoto opened issue fortressforever/fortressforever#237 ('Sabotage does not always work.')

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Old 08-01-2015, 11:53 PM   #948
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FDA- commented on issue fortressforever/fortressforever#236 ('Disabling or enabling mat_antialias during game causes crash on map change.'):
From my experience changing any video options(or at least any of the advanced options) before or after loading a map will result in a crash. Easy to replicate, change an advanced video option, load a map or join a server. What I have to do to avoid this is launch FF, change my options, close FF,...
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Old 08-01-2015, 11:55 PM   #949
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FDA- commented on issue fortressforever/fortressforever#235 ('Recording a demo sometimes causes user's game to freeze'):
I don't remember this bug ever beening fixed, I may have missed it though. I experienced it a lot a long time ago until I started recording right away or reconnecting prior to recording.
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Old 08-02-2015, 04:06 PM   #950
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fpsmoto opened issue fortressforever/fortressforever#238 ('Petition to change default server values for secondary grenades for Pyro class')

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Old 08-04-2015, 04:02 PM   #951
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DexterHaslem commented on issue fortressforever/fortressforever#236 ('Disabling or enabling mat_antialias during game causes crash on map change.'):
my only worry is this is an engine crash that we wouldnt be able to fix. will give it a look tho becaus I never knew what triggered that map change crash before
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Old 08-04-2015, 07:48 PM   #952
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DexterHaslem closed issue fortressforever/fortressforever#236 ('Disabling or enabling mat_antialias during game causes crash on map change.')

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Old 08-04-2015, 07:48 PM   #953
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DexterHaslem commented on issue fortressforever/fortressforever#236 ('Disabling or enabling mat_antialias during game causes crash on map change.'):
Unfortunately this crash happens in the engine code with no FF code triggered in the meantime so we will be unable to fix it for now.

For my future reference
```
Unable to remove d:\games\steam\steamapps\common\fortress forever\fortressforever\textwindow_temp.html!
First-chance exception at...
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Old 08-04-2015, 07:49 PM   #954
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DexterHaslem commented on issue fortressforever/fortressforever#237 ('Sabotage does not always work.'):
do you by chance have a replay of that? Could you record it and provide a demo and I'll take a look
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Old 08-04-2015, 07:58 PM   #955
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squeek502 commented on issue fortressforever/fortressforever#237 ('Sabotage does not always work.'):
Sounds like the menu code uses a different method of determining if the player has sabotaged a buildable than the buildable code. Likely a bug in the menu code.
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Old 08-04-2015, 08:03 PM   #956
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fpsmoto commented on issue fortressforever/fortressforever#237 ('Sabotage does not always work.'):
Unfortunately I do not. It happens at random times and most of the time the sabotage works. I'll try to get a recording of it.
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Old 08-04-2015, 08:05 PM   #957
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squeek502 commented on issue fortressforever/fortressforever#237 ('Sabotage does not always work.'):
Relevant code:

* https://github.com/fortressforever/fortressforever/blob/beta/cl_dll/ff/ff_hud_menu.cpp#L411-L420
* https://github.com/fortressforever/fortressforever/blob/29d77663fc6512158f9f683970da3e1a6445f9e0/cl_dll/ff/c_ff_player.h#L212
*...
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Old 08-07-2015, 06:26 AM   #958
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ndo360 opened issue fortressforever/fortressforever#239 ('Spy weapons show on three classes')

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Old 08-07-2015, 06:41 AM   #959
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squeek502 commented on issue fortressforever/fortressforever#239 ('Spy weapons show on three classes'):
Duplicate of https://github.com/fortressforever/fortressforever/issues/178, which has been fixed in code and should have been fixed in the last update, but something seems to have gone wrong with that.

Need to push a new build to Steam, probably. I think the build @alaswell pushed missed some...
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Old 08-07-2015, 06:41 AM   #960
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squeek502 closed issue fortressforever/fortressforever#239 ('Spy weapons show on three classes')

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