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Created 21st August 2009 @ 22:38
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[-]August 21, 2009 – Team Fortress 2/Day of Defeat: Source Update released
Updates to Team Fortress 2 and Day of Defeat: Source have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Orange Box Engine
Fixed an exploit that allowed files to be uploaded to the server at arbitrary locations in the file system
Fixed a server crash caused by a client packet claiming to be an HLTV client when HLTV is disabled on the server
Fixed a server crash caused by spoofing a client disconnect message
Fixed a server crash caused by sending malformed reliable subchannel data
Fixed a server crash related to unbounded settings on some convars
Team Fortress 2
Bullet spread algorithm changed to fire a bullet right down the crosshair under these circumstances:
The first bullet of a spread weapon (except for rapid fire spread weapons like the minigun)
The first bullet of a non-spread weapon if it’s been >1.25 seconds since firing
Added a “Disable HTML MOTDs” option to the multiplayer->advanced dialog
Added “motdfile_text” convar to servers, which allows them to specify a text file that’s shown instead of the HTML MOTD to clients who’ve turned on this option
Fixed radius damage not tracing out of enemies when the explosion occurs within them
Fixes rockets & grenades doing no splash damage when fired point blank into enemies
Added missing snowpuff particles for DX8 players (honest)
Restored LOD for the Demoman player model
Fixed being able to alt-fire with the fists while stunned as a Heavy
Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the middle of a round
Fixed the “The Big Hurt” achievement not being awarded for players who already have the required count
Fixed sv_pure not reloading the map’s custom particle file
Custom particle effects contained within maps must now be placed in the particles directory
Fixed another case where items weren’t being validated properly in class loadout slots
Community requests
Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10 kills to 1 capture
Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and func_capturezone entities
Fixed HUD “carried” image for the TF_FLAGTYPE_ATTACK_DEFEND and TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using the wrong skin
mostly rubbish, except the bullet patterns thing :x
Soldier self-damage buff, zomg.
Bullet spread algorithm changed to fire a bullet right down the crosshair under these circumstances:
The first bullet of a spread weapon (except for rapid fire spread weapons like the minigun)
The first bullet of a non-spread weapon if it’s been >1.25 seconds since firing
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So this basically means one pellet of the shotguns will always be accurate and the first shot of the pistols and smg.
Scouts n’ shotgun solis (lame) buffed even more. Clap clap. :DD
Seriously though, this is nice. gj
Team Fortress 2
Bullet spread algorithm changed to fire a bullet right down the crosshair under these circumstances:
The first bullet of a spread weapon (except for rapid fire spread weapons like the minigun)
The first bullet of a non-spread weapon if it’s been >1.25 seconds since firing
Fixes rockets & grenades doing no splash damage when fired point blank into enemies
So the Grenade thing was a bug :/.I really thought that the “scout to the face” strategy was over.
The bullet spread change seems a decent one,but it is mostly another buff for scouts.
Good update, going to test the splash and shotgun changes rightaway :p
how about testing the spy’s old revolver?
Yeah, immediately I think the revolver is even more superiorerer than the ambassador with this buff. Obviously I haven’t tested though.
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