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Old 05-13-2011, 08:20 PM   #21
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Quote:
Originally Posted by KubeDawg View Post
Also, the timerefresh command cannot be used as cheats have to be turned on first.

This command is useful for getting rid of the infinite loop you hear sometimes when a rocket is fired or something is on fire.

Currently, you must use the snd_restart command which freezes your screen for a second, and I get these sound loop issues frequently. Having to press a button that gets rid of the sound loop that freezes my screen gets annoying after a while.

I can still use the timerefresh command on CS 1.6, just not in any source games.

Can this command have a cvar to allow it to be enabled or can this command cause cheating problems if enabled?
"timerefresh" either doesn't exist in the Source engine or is defined outside the SDK, meaning we can't make it not require cheats. "stopsound" doesn't seem to be defined within the SDK either. So, it looks like snd_restart is going to have to stay, or I could try implementing something like ff_stopsound, which might not be too hard after a small amount of investigation.
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Old 05-14-2011, 01:29 AM   #22
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ahh I'm sorry. stopsound was the command I was thinking of not timerefresh. ff_stopsound would be pretty neat.
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Old 05-16-2011, 04:30 AM   #23
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snd_restart works to stop the repeating sound just fine.
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Old 05-16-2011, 02:10 PM   #24
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Originally Posted by Gwarsbane View Post
snd_restart works to stop the repeating sound just fine.
agreed...and if they changed it now i would still be trying snd_restart just 'cause it's what I'm used to...LOL
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Old 05-17-2011, 09:48 AM   #25
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agreed...and if they changed it now i would still be trying snd_restart just 'cause it's what I'm used to...LOL
Yeah, I'm too used to snd_restart, you can just bind it to a key and hit it whenever a terrible class gives you a recurring sound. *cough* Pyro, Soldier *cough*
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Old 05-04-2012, 06:50 AM   #26
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Further requests. : D

1: Demoman's green pipes blink red to show when they're inactive BUT the trail on them when fired is also red. Please choose two different enough colors so we can more precisely see how long until a pipe can det.

2: A slider bar under "Video Options" for default_fov. It's in HL2 and TF2.

3: Nerf level 2 fire damage by just a few points.

Maps:

destroy - Ceiling without tiles can get the flag stuck in them. (You remember the col. game? : D)

That's all for now. Thoughts?
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Old 05-04-2012, 01:34 PM   #27
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Quote:
Originally Posted by XPelargos View Post
Further requests. : D

1: Demoman's green pipes blink red to show when they're inactive BUT the trail on them when fired is also red. Please choose two different enough colors so we can more precisely see how long until a pipe can det.

2: A slider bar under "Video Options" for default_fov. It's in HL2 and TF2.

3: Nerf level 2 fire damage by just a few points.

Maps:

destroy - Ceiling without tiles can get the flag stuck in them. (You remember the col. game? : D)

That's all for now. Thoughts?
1. The only two pipes I have seen come out of a demoman are blue and yellow. Which are the green pipes?

2. That would be nice.

3. I'm down.

Maps:

Openfire - the flag can get stuck in the ceiling there too.
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Old 05-04-2012, 02:34 PM   #28
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Quote:
Originally Posted by CaptainAhab View Post
1. The only two pipes I have seen come out of a demoman are blue and yellow. Which are the green pipes?

2. That would be nice.

3. I'm down.

Maps:

Openfire - the flag can get stuck in the ceiling there too.
personally i want team color pipes, timers, rockets, shotgun shells, you name it. other than being a nice touch im tired of trying to figure out whose team the pipes came from. yes, in pubs people do play offensive demoman.
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Old 05-04-2012, 03:01 PM   #29
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personally i want team color pipes, timers, rockets, shotgun shells, you name it. other than being a nice touch im tired of trying to figure out whose team the pipes came from. yes, in pubs people do play offensive demoman.
Okay then, modify them yourself. Not everything needs to be made to hold everyone's hand. If you don't know where the projectiles or traps come from, then you're not playing correctly.
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Old 05-04-2012, 06:12 PM   #30
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Originally Posted by NeoNL View Post
Okay then, modify them yourself. Not everything needs to be made to hold everyone's hand. If you don't know where the projectiles or traps come from, then you're not playing correctly.
I want team colored pipes as well. And I play the only correct way. To high to tell where pipes are coming from.
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Old 05-04-2012, 06:14 PM   #31
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If you can dodge a wrench, you can dodge a random blue in your face, fat ass.
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Old 05-04-2012, 06:30 PM   #32
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If you can dodge a wrench, you can dodge a random blue in your face, fat ass.
Rofl.
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Old 05-04-2012, 08:31 PM   #33
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Old 05-04-2012, 08:32 PM   #34
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He can't dodge shit.
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Old 05-04-2012, 09:31 PM   #35
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Quote:
Originally Posted by CaptainAhab View Post
1. The only two pipes I have seen come out of a demoman are blue and yellow. Which are the green pipes?

2. That would be nice.

3. I'm down.

Maps:

Openfire - the flag can get stuck in the ceiling there too.
1. Pipes look yellow-green. Make an actual response to this one, please?

Quote:
Originally Posted by WiFiDi View Post
personally i want team color pipes, timers, rockets, shotgun shells, you name it. other than being a nice touch im tired of trying to figure out whose team the pipes came from. yes, in pubs people do play offensive demoman.
Wait, I'm not the only person who wants this? Wow...

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Originally Posted by NeoNL View Post
Okay then, modify them yourself. Not everything needs to be made to hold everyone's hand. If you don't know where the projectiles or traps come from, then you're not playing correctly.
*sigh*

I don't even want to argue this, because I'm sure you have a misconception here in your mind that I probably can't get out.

But, I'll try anyway.

Knowing what team the pipes or grenades it came from is very useful, because being able to regonize IMMEDIATELY which team it came from. In any video game, it is the game's job to give the player as much information as possible so he can make the RIGHT decision for the situation.

Having to hesitate because you have to stop to figure out whose grenades or pipes those are could be critical when the other option is being able to recognize immediately what team they are on and either avoid them or go through them.

(Plus, can you even modify this? I would imagine that, because the game uses one model for the grenades and pipes for obvious reasons, and changing it for one team would change it for all teams, which would leave the same problem)
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Old 05-04-2012, 09:44 PM   #36
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I'm sorry, but this isn't a new-age game where every little thing has to be told to you, and you respawn from the same spot with full hp while everything else has the same as when you died minus some.

For PickUps/COMP Play, this doesn't even matter at all, you'll be damaged even if it is your own team.

For PUB,it doesn't matter because you wont be damaged. See where I am going with this.

You want to avoid it anyway, regardless of what team. So having blue-blue pipes does nothing.

If you are getting hit by random blue pipes or grenades it means you have to pay more attention. It is not hard at all to see grenades, blue pipes, yellows, laser or any thing for that matter.


Also, pipes are green-yellow, not green or yellow, but GREEN-YELLOW.
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Last edited by Ricey; 05-04-2012 at 09:45 PM.
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Old 05-04-2012, 09:54 PM   #37
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Quote:
For PUB,it doesn't matter because you wont be damaged. See where I am going with this.
Wrong. Sure, if it's a team's one, you won't be damaged, but you KNOW you won't be damage if it's team-colored. Otherwise, you don't KNOW if you will be damaged or not.

Quote:
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I'm sorry, but this isn't a new-age game where every little thing has to be told to you, and you respawn from the same spot with full hp while everything else has the same as when you died minus some.
What. I don't even know what you're trying to say here.

What makes FF so special that it's except from giving the player necessary information?
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Old 05-04-2012, 10:01 PM   #38
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Quote:
Originally Posted by Respect38 View Post
Wrong. Sure, if it's a team's one, you won't be damaged, but you KNOW you won't be damage if it's team-colored. Otherwise, you don't KNOW if you will be damaged or not.



What. I don't even know what you're trying to say here.

What makes FF so special that it's except from giving the player necessary information?
I guess you missed the point of paying attention to everything around you, which isn't hard.

If you are so worried about being damaged by pipes or grenades, stay away from them. Period. Pickup players do it all the time, even the nubs.

Next we'll hear, "We want red flames to be red and blue flames to be blue so we know which team fired em", which in the end, dumbs down the game.
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Old 05-04-2012, 10:04 PM   #39
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Quote:
Originally Posted by Ricey View Post
I guess you missed the point of paying attention to everything around you, which isn't hard.

If you are so worried about being damaged by pipes or grenades, stay away from them. Period. Pickup players do it all the time, even the nubs.

Next we'll hear, "We want red flames to be red and blue flames to be blue so we know which team fired em", which in the end, dumbs down the game.
Paying attention + getting good information > Paying attention + getting lacking information

Simple as that.

(Plus, it wouldn't dumb down the game if it was an option... this OR Pyro flame team colors)

EDIT: AND Sniper dots. I think both teams have identical colored sniper dots, and that's just... stupid. I see that adding nothing to the game.

Last edited by Respect38; 05-04-2012 at 10:16 PM.
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Old 05-04-2012, 10:10 PM   #40
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And I play the only correct way. To high to tell where pipes are coming from.
My pipe came from a glassblower in southern california. Where does YOUR pipe come from?
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