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13th August TF2 Update - WTF

Created 13th August 2009 @ 23:39

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Macisum

YOYO\'
syster

yay! the demos don’t work anymore

Thats rather annoying!

Koeitje

AUTOBOTS

Losing animation make me lol :D

Pistol thing is fail imo, sandman’s still gonna be freaking aggravating (stun still does not belong in fps games) and gran still isnt even. Can add the critboost on CTF to the negative list if it cant be disabled like first blood.

That out of the way, the losing-animations are awesome, the FaN got changed for the better hopefully and the not-failing jumps because of teammates thing is great. Oh and the blue loading screen. 1440×900 WP kthx.

tesco

mrp.

undocumented changes:

http://forums.steampowered.com/forums/showthread.php?t=938156

gniedler

T4F
FuDoo :>

OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME

ambra

OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME

this

Smofo

Im THAT good!

Pistol now fires at a fixed rate, not based on the speed at which you press the firing button.

Wtf?

мιssιōи_

Added “Auto Aim” option to the multiplayer advanced options

next update

Hiper

27
-YSND-

Nice,welcome to 85 hp demoman jumps.

Also,Pipes do 0 hp Self damage,a balanced drawback?

ChOun

iCon

Serious guys, where is the new KGB ? ;'(((

fear887

entropy

fucks m0rehud :[[[[[

nope, you just need to reinstall it :D

SfynX

T2P

Added King Of The Hill game mode: Awsome, looking forward to it. worked in other games.

Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them: sweet, more cartoon animations!

Added lots of new hats: i woulda liked somethin else but wateva

Additions / Changes

Added “Auto Reload” option to the multiplayer advanced options: fkin epic, hope it works!

Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing: nice

Pistol now fires at a fixed rate, not based on the speed at which you press the firing button: i duno bout this, id expect people to do somethin to counteract this but we’ll see.

Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity: ROFL

Significantly reduced the amount of network traffic being sent: great for the russians (wink) :D

Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost: …why. so if all rush for the flag in turbine then heavy crits vs non uber is a bit unstable, however with the no criticals thing it shouldnt be a problem.

Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists: thats a bit gay tbh, so u sap one tele it saps the other…then how can the engy stop them….oh wait they cant.

Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist: ooooooh…ok

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: Nice nice

Added an item panel to the spectator cam that shows non-standard items being carried by the player you’re spectating: pritty sweet

Added an “Inspect” key that allows you to look at items being carried by your team mates: kewl, altho its a bit pointless

Backpack improvements:

Added drag & drop to move items around. Item positions are maintained on the backend: nice, hate all my jarates messin around everywhere

Added multi-select, allowing you to delete multiple items at once: finally was waitin for this.

Added a new key to the key binding page that opens your inventory directly to your backpack: itl be good for the medics for fastswitching.

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: gr8 for spectators who dont know the map.

Added class icons to tips on the loadout and loading screens

Improved visuals around flags when they’re being carried by a player: il have to see if thatl works for the friendly team

Improved critboosted visuals, making it much clearer when an enemy has critboost: good for enemy team, bad for us

Updated the loading panel to show the game type under the map name during level transition: nice one

In-game chat dialog now supports full Unicode characters: awsome now i can macro some weird shit

Added BLU main menu background: cool, blue is awsome

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: FUCK YEAH LOVE IT, now demos can stop whining.

Map Changes

Update PLR_Pipeline

Increased the starting advantage in the third round if a team has won the first two rounds: ok

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: nice

Fixed being able to open the doors in the first round before the setup time was finished: another nice

Fixed players getting stuck in some doors: yet another nice

Fixed players being able to get onto rooftops and out of the map boundaries: one more for the road

Fixed other minor bugs and exploits

Added community map Arena_Offblast

Added community map Cp_Yukon

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: finally

Enemies cannot be juggled by the FaN’s effect: even if they cant be juggled, doesnt mean they cant be one combo’d (2 shot)

The self-knockback has also changed to respect the firer’s view angle. Looking up while shooting will no longer propel the enemy upwards: nice

Knockback is now scaled by damage done: hmmmm

The Sandman

A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun: so u can be the highest scorer by just sniping with a baseball?

Stunned players now take 75% of all incoming damage instead of 50%: ok

Ubercharged players can no longer be stunned: cool

Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed): coolio

The minimum distance to stun a target has been reduced: hm, ok

The negative attribute has changed from “no double jump” to “-25 max health”: ROFL

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” committed suicide with “world” (customkill “%s”) (attacker_position “%d %d %d”)

Added new “medic_death” event for server logs

Format: “%s” triggered “medic_death” against “%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

Randdalf

(0v0)

Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost

Surely that only works in erm an environment where crits are on.

gniedler

T4F
FuDoo :>

wtf SfnX :D

btw http://www.youtube.com/watch?v=QkbN0Y1yktU

Atty

ORKZORKZORKZORK

LOOOOOOOOOOOOOL,I left my Steamstats through the night to idle and now I see that I have the brand new scout hat “Bonks Helm”.It’s my first hat ever and I get it right after the new update :D.WTT Bonks helm for Viking hat!
The bonks hat is the one on the far left: http://upload.snelhest.org/images/090814hats.PNG

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