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Old 04-15-2016, 05:24 AM   #1041
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TrepidJon commented on commit fortressforever/fortressforever@a07dbc:
Also, I think we can use merge magic (#Mergic) to take sdk 2006 to 2007 to 2013, and then apply those changes via some kind of patch or something. Am I right, is this possible? In my head movies it makes sense.

Are there patch files already for 2006-2007-2013? Who am I even talking to right now?
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Old 04-15-2016, 08:19 PM   #1042
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squeek502 commented on commit fortressforever/fortressforever@a07dbc:
I'm not really sure why that'd be a preferable route to take. You're basically saying we should take 2006 FF and try to patch it with the SDK updates? Why would that be easier than taking the updated SDK and patching it with FF? *Way more* has changed with the SDK between versions than FF has...
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Old 04-15-2016, 11:11 PM   #1043
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TrepidJon commented on commit fortressforever/fortressforever@a07dbc:
Yeah I know about all that stuff. I dunno, I'm just thinking about a way to get rid of the instances of "sdk" renamed to "ff" so it's easier to port any future engine changes. It's trivial, I know, but I've always hated this rename extravaganza (like the special FF skeletons instead of a source...
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Old 04-16-2016, 12:26 AM   #1044
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squeek502 commented on commit fortressforever/fortressforever@a07dbc:
That's true, it could help with merging some of the sdk_ files, although I think that would always be something of a challenge with a mod that deviates so much from the base game.
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Old 04-16-2016, 01:25 PM   #1045
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AfterShockFF commented on issue fortressforever/fortressforever-scripts#54 ('Add scripts for the scout jumpgun'):
From squeek: TODO: given its own sound definition, adding a localized string for its name to the language files, etc).
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Old 04-17-2016, 01:08 AM   #1046
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DexterHaslem commented on commit fortressforever/fortressforever@a07dbc:
valve doesn't seem too concerned with source sdk anymore
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Old 04-18-2016, 08:27 PM   #1047
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AfterShockFF pushed 1 commit to fortressforever/fortressforever-scripts:jumpgun

  • da40ee AfterShockFF: 'Reference jumpgun sound file'

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Old 04-18-2016, 08:27 PM   #1048
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AfterShockFF synchronized pull request fortressforever/fortressforever-scripts#54 ('Add scripts for the scout jumpgun')

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Old 04-18-2016, 08:29 PM   #1049
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AfterShockFF synchronized pull request fortressforever/fortressforever-scripts#54 ('Add scripts for the scout jumpgun')

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Old 04-18-2016, 08:29 PM   #1050
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AfterShockFF pushed 1 commit to fortressforever/fortressforever-scripts:jumpgun

  • 68fbc4 AfterShockFF: 'Add jumpgun sound to weapons txt'

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Old 04-18-2016, 08:45 PM   #1051
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squeek502 pushed 1 commit to fortressforever/fortressforever-scripts:jumpgun

  • 262905 squeek502: 'Add FF_WPNHUD_JUMPGUN localization'

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Old 04-18-2016, 08:45 PM   #1052
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squeek502 synchronized pull request fortressforever/fortressforever-scripts#54 ('Add scripts for the scout jumpgun')

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Old 04-18-2016, 09:01 PM   #1053
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AfterShockFF opened issue fortressforever/fortressforever#250 ('Update or remove hints')

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Old 04-18-2016, 09:18 PM   #1054
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squeek502 commented on issue fortressforever/fortressforever#250 ('Update or remove hints'):
The state of this is actually not too bad. NeoNL also gave us a set of updated hints a while back on the beta forums that I'm not sure we ever did anything with:

http://forums.fortress-forever.com/showthread.php?t=23242
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Old 04-21-2016, 03:26 AM   #1055
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WillWowmc commented on issue fortressforever/fortressforever#117 ('Spanner swing animation is the most broken thing of all time'):
Is this still an issue? I've been re-animating/fixing animations in some FF weapons (like the pellet gun's dodgy&unrealistic pumping), and I could do some work on the spanner if that's wanted.
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Old 04-21-2016, 03:54 AM   #1056
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WillWowmc commented on issue fortressforever/fortressforever#164 ('Give the engineer a better secondary grenade'):
Are new grenades for Spy and Scout a possibility in the future? Also, was the gas grenade removed due to the hallucinations being too confusing for some players? I think that a more dynamic hint system, which alerts newer players to status effects and such would eliminate some confusion on that...
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Old 04-21-2016, 03:55 AM   #1057
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WillWowmc commented on issue fortressforever/fortressforever#164 ('Give the engineer a better secondary grenade'):
On that, are new grenades for Spy and Scout a thing being looked into for the future? Also, was the gas grenade removed due to the hallucinations being too confusing for some players? I think that a more dynamic hint system, which alerts newer players to status effects and such would eliminate some...
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Old 04-21-2016, 04:03 AM   #1058
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WillWowmc opened issue fortressforever/fortressforever#251 ('Gameplay (not just advanced movement) training')

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Old 04-21-2016, 10:17 AM   #1059
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WillWowmc commented on issue fortressforever/fortressforever#117 ('Spanner swing animation is the most broken thing of all time'):
Is this still an issue? I've been re-animating/fixing animations in some FF weapons (like the pellet gun's dodgy&unrealistic pumping), and I could do some work on the spanner if that's wanted.
EDIT: So it's the third person animation? I'll check that out now.
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Old 04-21-2016, 06:24 PM   #1060
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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 (the state of our model source files are unfortunately pretty messy/incomplete).
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