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The Official Team Fortress 2 Thread V. Lets get a game together once in a while

Started by lateralus88, July 10, 2009, 05:20:59 PM

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Spolt


faemir

Quote from: Spolt on August 06, 2009, 06:11:02 PM
Add me up, Spolt22, i'm a regular player !

"Sorry! The Steam Community is currently down for maintenance. Please try back in a little while."

:sadpanda:

antigoon


HarlequinForest

Been playing soldier a lot lately; loving the class that I used to find most boring.

AcidLameLTE



Sigz


tri.ad




AcidLameLTE


Sigz


AcidLameLTE


Sigz


AcidLameLTE


Sigz


AcidLameLTE

Can someone post information from the new update? I can't view it at work without going on the broadband machine and I'm too lazy for that.

Sigz

There you go, nicely bolded and everything, you Iain.

QuoteNew Content:
Added King Of The Hill game mode.
Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them.
Added lots of new hats.
Added koth_Viaduct.
Added ctf_Sawmill
Added community map Arena_Offblast
Added community map Cp_Yukon

Additions / Changes:
Added "Auto Reload" option to the multiplayer advanced options.
Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing.
Pistol now fires at a fixed rate, not based on the speed at which you press the firing button.
Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity.
Significantly reduced the amount of network traffic being sent.
Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost.
Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.
Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.
Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal).
Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps.
Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating.
Added an "Inspect" key that allows you to look at items being carried by your team mates.
Backpack improvements:
- Added drag & drop to move items around. Item positions are maintained on the backend.
- Added multi-select, allowing you to delete multiple items at once.
- Added a new key to the key binding page that opens your inventory directly to your backpack.
- Fixed mouseover panel being incorrectly position when the backpack first appears.
Cloaked Spies standing in valid backstab positions no longer raise their knife.
Added current map name and gametype to the bottom right of scoreboard.
Added class icons to tips on the loadout and loading screens.
Improved visuals around flags when they're being carried by a player.
Improved critboosted visuals, making it much clearer when an enemy has critboost.
Updated the loading panel to show the game type under the map name during level transition.
In-game chat dialog now supports full Unicode characters.
Added BLU main menu background.
Added response caching for some server queries to help reduce the CPU load from DOS attacks.
Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail.

Map Changes:

Update PLR_Pipeline
- Increased the starting advantage in the third round if a team has won the first two rounds.
- Fixed carts not continuing to the second round if they're capped at the same time in the first round.
- Fixed being able to shoot pipebombs over the starting gates in the first round.
- Fixed being able to open the doors in the first round before the setup time was finished.
- Fixed players getting stuck in some doors.
- Fixed players being able to get onto rooftops and out of the map boundaries.
- Fixed other minor bugs and exploits.
Update Arena_Sawmill
- Fixed DirectX8 bug where some models would not be visible.
- Fixed exploit with building teleporters outside of the map.
Updated CP_Granary
- Made a few changes to improve balance based on competitive community feedback.

Item Reworks:

The Force of Nature
- The enemy knockback now only `works in close range and behaves more like the Pyro's air blast.
- Enemies cannot be juggled by the FaN's effect.
- The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards.
- Knockback is now scaled by damage done.
The Sandman
- A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun.
- Stunned players now take 75% of all incoming damage instead of 50%.
- Ãœbercharged players can no longer be stunned.
- Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed).
- The minimum distance to stun a target has been reduced.
- The negative attribute has changed from "no double jump" to "-30 max health".

Fixes:
Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs.
Fixed an exploit that allowed players to work around sv_pure.
Particle files are now protected by sv_pure.
Fixed critboost effect getting stuck on when you die while critboosted.
Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players.
Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife.
Fixed an exploit where you could reload The Huntsman faster than intended.
Fixed Heavy "civilian" exploit.
Fixed a set of exploits using the DXSupport config files.
Fixed r_screenfademinsize and r_screenfademaxsize exploits.
Fixed sentries firing at a fully cloaked Spy if they're still the closest target.

Community requests:
Added a HUD element for hybrid CTF & CP maps.
      - Supports 1 or 2 flags, and any number of CPs.
      - Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it.
Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards.
      Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")
Added new "medic_death" event for server logs
Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")
            - healing is the amount the Medic healed in that life
            - ubercharge (1/0) is whether they died with a full charge
Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it.

AcidLameLTE



tri.ad

Quote from: acidrainlte on August 14, 2009, 01:34:14 AM
:omg: :omg:

This update is fucking amazing.

Indeed it is. There are a lot of improvements, but also some things I don't really approve of (like the crit-boost after capturing a flag).

AcidLameLTE


lateralus88



tri.ad

I think I've never received one single hat yet. But that's OK, since I want to play with the characters, not give them a fancy look.

HarlequinForest

I played 160 hours since the hats came out and I still haven't gotten a single one; I want the soldier's viking helm sooo bad.  The update is FTW, though.  King of the Hill is a lot of fun, especially since they integrated it to my two favorite arena maps: nucleus and sawmill.   Koth_viaduct is really fun, too.  The loser animations are hilarious.

AcidLameLTE


faemir

My new pc is so awesome, installing TF2 now.

I did get two BSODs, but they both happens within a minute of each other when I was clicking the news link in the games tab in steam to see the update... pretty sure it's a bug in the nvidia driver as I've now playing many other intensive games that were all fine and no other BSODs, if I get any more i'll try the newer beta driver then an older one.

Also, I want that chicken hat and the beard. Badly.

lateralus88

Quote from: acidrainlte on August 14, 2009, 03:03:06 PM
Quote from: HarlequinForest on August 14, 2009, 02:59:45 PM
The loser animations are hilarious.
YES!!!

I've only seen the scout one so far but my god it was amazing.
Running around in circles with the scout on a losing team is quite awesome.

faemir

Played on my new pc for the first time tonight. Just wow, I didn't realise how good looking TF2 was  :omg:

I love how people underestimate the spy when he's just running around headshotting with the ambassador, combined with lots of backstab kills I managed to top the leaderboard of a ~27 people server  :hat

Scurvy!Dreams

Why do noobs always go for the 32 man servers?! 24 is the real way to play.

HarlequinForest

Quote from: Scurvy!Dreams on August 15, 2009, 10:29:44 PM
Why do noobs always go for the 32 man servers?! 24 is the real way to play.

My PC struggles even at 24 players.  I mainly stick to 10-20 player matches; plus, those smaller matches feel much more personal.  I don't like the spamminess of 24+, especially on a map like Dustbowl.

AcidLameLTE

Quote from: faemir on August 15, 2009, 07:21:41 PM
Played on my new pc for the first time tonight. Just wow, I didn't realise how good looking TF2 was  :omg:
I know. It's amazing what they managed to get out the source engine there. Particularly since newer games using it (Left 4 Dead) look worse.

tri.ad

It's very likely that I'm going to play a bit tonight. Someone who wants to join?

And I agree, TF2 looks amazing. Plus, its unique look fits perfectly in the general mood this game creates.

faemir