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TF2 Update 17.8.10
Created 17th August 2010 @ 19:58
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Source Engine Changes (CS:S, DoD:S, TF2)
The mat_hdr_level, r_rootlod, and r_waterforceexpensive settings are now saved in the user’s config file.
Fixed clients being able to connect to servers with spoofed SteamIDs.
Fixed a bug where some video configurations could get reset by restarting the engine.
Fixed materials compiled into a map not being loaded correctly if they’re in the root materials folder.
Fixed a case of uneven performance on multicore machines.
Fixed point contents not respecting detail brushes. This fixes a bullet penetration bug in some community maps.
Fixed clients being able to spam servers using the ai_set_move_height_epsilon, mission_show, and sv_querycache_stats commands.
Audio fixes:
Reduced overlap in the sound timing code.
Fixed a case where audio could skip.
Fixed voice communication getting corrupted while playing on a Mac.
sv_pure 2 now protects the game_sounds files in the scripts directory.
Team Fortress 2
Added server ConVar “sv_max_usercmd_future_ticks” which prevents clients from running usercmds too far in the future.
Added missing Mac intro movie for cp_coldfront.
Fixed “Hit ‘%disguiseteam%’ to Toggle Team” string and code so they’re not hard coded to ‘e’ and ‘-‘.
Fixed servers trying to validate backpack positions in inventories.
Fixed clients validating inventories other than their own.
Fixed item selection HUD elements showing un-acknowledged items, which resulted in items in invalid backpack positions.
Fixed players not always getting “recent damager” credit for player suicides.
Fixed the weapon selection menu not displaying properly when using hud_fastswitch and lastinv at the same time.
Updated Engineer startup music.
Updated localization files.
Updated Pl_ThunderMountain
Clipped off sticky outcrops for smoother movement
Clipped various exploit ledges
Increased environment ambient exterior light level
Stage 1
Fixed hole in respawn room brushes in RED spawn
Shifted respawn times to favor BLU by two seconds
Stage 3
Clipped rocks off by BLU’s spawn exit that leads to building B (allowed Snipers to snipe the entire area)
Removed embedded displacement (building B interior roof)
Removed rogue clip brush from building A balcony
Updated Plr_Hightower
Fixed players building in the RED spawn room.
Fixed players building on the back window decks of the barns.
Fixed players getting on the satellite dish platform.
Fixed players building on the elevators.
Reduced the ammo packs in the barns down to small ammo packs.
Increased the hill speed modifier to 1.2 (up from .95)
Fixed explosion particle effects playing in the skybox.
Mine cart “window” collision fixed.
Upped Scout-loop health to large.
Updated Pl_Upward
Fixed respawnroom entities not reaching the floor of split-level spawns
Fixed griefable fence facing BLU spawn near RED base
Added BLU high flanking route at RED base
Added health & ammo along BLU flanking route at RED base
Sealed BLU base left exit with block bullets brushes
Extended clip between C and BLU spawn to prevent sticky jump spawn camping
Fixed non-clipped non-solid railing in RED base
Fixed kill brush in middle spawn not extending to the ceiling
Put a block bullets brush on grate below middle spawn
Fixed some high micro-ledges accessible to sticky-jumpers
Community Request
Added “item_pickup” game event for ammo/health packs.
Last edited by Waebi,
Nothing special.
Fixed a case of uneven performance on multicore machines.
brb quad test :D
aye, read that quads had their cores used unevenly… Though I doubt it will make a difference for dualcores :/
Quoted from Waebi
Fixed clients being able to spam servers using the ai_set_move_height_epsilon, mission_show, and sv_querycache_stats commands.
name drop by valve pewpewpew
no difference on quad at all
quad approves
This is so sad, I mean we live in 2010, and the game is still not optimized for quad-cores, but they give us hats tough…fucking cunts
Quoted from Edd
a more important question is Do i have to reinstall my hud?
no, doesnt destroy anything except sound hacks
…and fps
Last edited by AnimaL,
how mcuh of an impact did it have on the fps?
Last edited by ZeyOrk,
Quoted from ZeyOrk
how mcuh of an impact did it have on the fps?
none im just trolling :D
wait for the new weapon update, that will kill fps fo sure
This made my fps be constantly maxed out at 300 where I previously had 180-200. I approve.
I’m liking this update.
Quoted from Lynn
This made my fps be constantly maxed out at 300 where I previously had 180-200. I approve.
I’m liking this update.
what cpu?
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