Fortress Forever

Go Back   Fortress Forever > Community > General Discussion

Closed Thread
 
Thread Tools Display Modes
Old 04-25-2015, 07:41 PM   #821
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 commented on issue fortressforever/fortressforever-scripts#41 ('Tweak railgun charge sounds'):
I think this is the same situation as [this old thread on the dev forums](http://forums.fortress-forever.com/showthread.php?t=23072) and I feel the exact same way about it.

This seems better suited to a customization that you make to your client. The railgun charge sounds are satisfying to me...
View on Github
FF_Team is offline  


Old 04-25-2015, 09:54 PM   #822
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 created fortressforever/fortressforever-scripts:spanner-specialhit-sound at 2832e1 (+1 new commit)

  • 2832e1 squeek502: 'Fix the spanner special hit sound getting covered up by the clang sound. * This plays when you...'

View on Github
FF_Team is offline  


Old 04-25-2015, 10:00 PM   #823
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 created fortressforever/fortressforever:features/sg-upgrade-choice at 72e29d (+1 new commit)

  • 72e29d squeek502: 'Make upgrading SGs require 3 consecutive clangs at full HP. * Allows players to intentionally avoid...'

View on Github
FF_Team is offline  


Old 04-25-2015, 10:03 PM   #824
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 opened pull request fortressforever/fortressforever#217 ('Make upgrading SGs require 3 consecutive clangs at full HP')

View on Github
FF_Team is offline  


Old 04-26-2015, 07:53 PM   #825
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 commented on issue fortressforever/fortressforever#217 ('Make upgrading SGs require 3 consecutive clangs at full HP'):
Here's a quick video demonstration:

https://www.youtube.com/watch?v=4T-KN2x5GlQ
View on Github
FF_Team is offline  


1 members found this post helpful.
Old 04-27-2015, 01:00 AM   #826
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
R00Ki3 opened pull request fortressforever/fortressforever-scripts#46 ('Dispenser cells to build displayed incorrectly ')

View on Github
FF_Team is offline  


Old 04-27-2015, 01:21 AM   #827
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
AfterShockFF commented on issue fortressforever/fortressforever-scripts#46 ('Dispenser cells to build displayed incorrectly '):
:+1:
View on Github
FF_Team is offline  


Old 04-27-2015, 01:21 AM   #828
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
AfterShockFF merged pull request fortressforever/fortressforever-scripts#46 ('Dispenser cells to build displayed incorrectly ') from R00Ki3 to master

View on Github
FF_Team is offline  


Old 04-27-2015, 10:01 AM   #829
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
caesyum commented on issue fortressforever/fortressforever#216 ('Examine possibilities for a 3rd offense class in competitive play'):
I'd love to see pyro as a viable specialist for taking down a key [primarily front-line] defender (of any class) to open up the route for team mates.

So, put over-simplistically:
- Scout = movement specialist
- Spy = sentry specialist
- Pyro = player specialist
- Medic = blend of all of the...
View on Github
FF_Team is offline  


Old 04-27-2015, 10:12 AM   #830
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
caesyum commented on issue fortressforever/fortressforever#217 ('Make upgrading SGs require 3 consecutive clangs at full HP'):
What about having "consecutive clangs" meaning no delay between clangs?
View on Github
FF_Team is offline  


Old 04-27-2015, 06:26 PM   #831
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 commented on issue fortressforever/fortressforever#217 ('Make upgrading SGs require 3 consecutive clangs at full HP'):
AfterShock and NeoNL both mentioned there should be a time threshold as well. I'll try adding that.
View on Github
FF_Team is offline  


Old 04-27-2015, 09:33 PM   #832
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 synchronized pull request fortressforever/fortressforever#217 ('Make upgrading SGs require 3 consecutive clangs at full HP')

View on Github
FF_Team is offline  


Old 04-27-2015, 09:33 PM   #833
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 pushed 2 commits to fortressforever/fortressforever:features/sg-upgrade-choice

  • 3b5753 squeek502: 'Add a timeout to SG upgrade progress. * Makes upgrade progress reset after 1 second of no new...'
  • 0e1aa7 squeek502: 'Fix upgrade progress sound playing multiple times on the client. * Also moved soundscript name from...'

View on Github
FF_Team is offline  


Old 04-27-2015, 09:40 PM   #834
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 created fortressforever/fortressforever-scripts:sg-upgrade-sounds at fbb451 (+1 new commit)

  • fbb451 squeek502: 'Add SG partial upgrade/downgrade soundscript definitions. * Necessary for...'

View on Github
FF_Team is offline  


Old 04-27-2015, 09:53 PM   #835
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 commented on issue fortressforever/fortressforever#216 ('Examine possibilities for a 3rd offense class in competitive play'):
@caesyum's list is my ideal for the class roles as well.
View on Github
FF_Team is offline  


Old 04-27-2015, 10:49 PM   #836
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
squeek502 commented on issue fortressforever/fortressforever#217 ('Make upgrading SGs require 3 consecutive clangs at full HP'):
Here's an updated video with the timeout added and some potentially-final sounds.

https://www.youtube.com/watch?v=1Is7k1XGz_I
View on Github
FF_Team is offline  


Old 04-27-2015, 11:13 PM   #837
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
mikeparker commented on issue fortressforever/fortressforever#217 ('Make upgrading SGs require 3 consecutive clangs at full HP'):
I think:
* The cog sounds should be a bit louder
* The timeout should be shorter. I think if you stop clanging it should timeout near instantly.
* I also think theres no need for a timeout sound.
View on Github
FF_Team is offline  


Old 04-27-2015, 11:13 PM   #838
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
AfterShockFF commented on issue fortressforever/fortressforever#217 ('Make upgrading SGs require 3 consecutive clangs at full HP'):
I think:
* The cog sounds should be a bit louder
* The timeout should be shorter. I think if you stop clanging it should timeout near instantly.
* I also think theres no need for a timeout sound.
View on Github
FF_Team is offline  


Old 04-27-2015, 11:57 PM   #839
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
AfterShockFF commented on issue fortressforever/fortressforever#217 ('Make upgrading SGs require 3 consecutive clangs at full HP'):
After some discussion i think the timeout is probably ok as it is. Any repairs will stop the upgrade process and the longer timeout will help noobs maybe.
View on Github
FF_Team is offline  


Old 04-28-2015, 12:14 AM   #840
FF_Team
Fortress Forever Staff
 
FF_Team's Avatar
 
Join Date: Nov 1999
Posts Rated Helpful 71 Times
FDA- commented on issue fortressforever/fortressforever#216 ('Examine possibilities for a 3rd offense class in competitive play'):
I think the two main problems with pyro in terms of comp play are high potential for friendly fire, and afterburn. I think after burn is a largely undeserved reward for a relatively easy application, and I don't really think DoT type mechanics really belong in an FPS. It's just not a fun...
View on Github
FF_Team is offline  


Closed Thread


Currently Active Users Viewing This Thread: 2 (0 members and 2 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 06:16 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.