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Update 15th September 2009
Created 15th September 2009 @ 23:36
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Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Engine
If the installation is an HLTV relay we allow clients to connect as HLTV clients even if tv_enable is set to false. A recent exploit fix made it such that we ignore the flag indicating that the client is an HLTV client if tv_enable is false, but it is possible that relays won’t have this ConVar set
Additions / Changes
Backpack improvement
Added support for 100 slots in the backpack
Backpack can now be sorted by type
Multi-selection in the backpack is now done by holding down the Ctrl key
Alt-fire on the Sandvich now drops sandviches
A single sandvich can be dropped at a time. Dropping the sandvich removes it from the Heavy
A Heavy can regain his sandvich by collecting a healthkit while already being at full health
Eating a sandvich using the taunt method now heals a Heavy to full health
Dropped sandviches heal 50% of the collector’s health
Medic regen changes
Base regen amount increased from 1/sec to 3/sec
Regen amount increase since time of last damage decreased from 3x to 2x
End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec
Blutsauger
Replaced “No critical hits” negative attribute with “-2 health drained per second on wearer”
Health drain stacks on top of the above Medic regen changes, lowering the base regen by 2h/sec
Added “mp_windifference” server ConVar (default to 0)
When set to X, matches will be considered won if a team gets X points ahead of the other team
Added a “Remember the active weapon between lives” option to the Multiplayer->Advanced options dialog
Added “Disable weather effects” option to the Multiplayer->Advanced options dialog
Added “Show non-standard items on spectated player” option to the Multiplayer->Advanced options dialog
If set (default), it’ll show non-standard items being carried by the player you’re spectating
Tournament mode changes
New item whitelist allowing tournaments to control what items can be used by players
Added “item_whitelist_example.txt”
Added “item_show_whitelistable_definitions” command to get a list of whitelistable items
Added Tournament mode Spectator HUD
Added “Use advanced spectator HUD in tournament mode” option to the Multiplayer->Advanced options dialog
Shows all the members of your team (or both if you’re a spectator) at the top of the screen, along with class/health/respawn time/charge level
Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them
Changed idle player check to include spectators & players who haven’t chosen a team
Bug Fixes
Fixed explosive radius detection using an axially aligned box instead of a sphere
Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB
Grenades/Pipes radius change: 132->159
Rocket radius change: 121->146
End result of above: Explosives have had their radius reduced at some angles, and increased at others. Radius is now consistent, angles are now irrelevant
Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses
Fixed Spies speaking their response rules lines after killing a player as the class they were disguised as
Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team
Fixed the Huntsman not firing crit arrows when the Sniper is being CritBoosted
Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged
Added check to prevent clients using the “firstperson” command to get out of thirdperson view while they’re phasing, taunting or control stunned
Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies
Fixed wearables not destroying their attached particles when they’re removed
Fixed several player & viewmodel simulation issues that occurred when the game was paused
Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2
Community Requests
Added the entindex() of the object being built to the “player_builtobject” game event
Added flag to allow CTF map authors to turn off the Overtime mode when timers expire
Added IgnitePlayer input to TFPlayer
Dropped sandviches heal 50% of the collector’s health
heavy is medic’s best friend!!!
new spectator mode :o
Replaced “No critical hits” negative attribute with “-2 health drained per second on wearer”
Wait so this means that you lose 2 hp/sec while carrying the blutsauger? Seems a bit harsh but I guess it makes the ordinary syringe gun more useful in some situations.
wow, pretty nice update. new spectator hud looks brilliant.
medic gets awesome heal rate :]]]
tho it was ~6sec to full regen rate in bet, now its 10sec :(
having 6sec was better but meh, fine…
Replaced “No critical hits” negative attribute with “-2 health drained per second on wearer”
Wait so this means that you lose 2 hp/sec while carrying the blutsauger? Seems a bit harsh but I guess it makes the ordinary syringe gun more useful in some situations.
rofl, no, just means u will want to play with normal needlegun on high matches where u want to stay alive… the regen rate with blutsauger now is 1-4hp per sec
Replaced “No critical hits” negative attribute with “-2 health drained per second on wearer”
Wait so this means that you lose 2 hp/sec while carrying the blutsauger? Seems a bit harsh but I guess it makes the ordinary syringe gun more useful in some situations.
The medic selfheals for 3 to 6 hp/second depending on how long ago the medic was damaged, with the blutsauger that changes to 1 to 4 hp/second. You won’t lose hp, you just gain less.
Oh I missed the increased regen, I guess that’s kind of nice then. ;)
I always wanted it to be like that, one syringe gun for a dedicated healer medic and another for someone that wants a little extra edge in tight situations.
Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them
Anyone else can’t get these to work? Even tried typing in slot1, slot2 etc directly into the console and it doesn’t switch.
I was testing it on a few days old STV Demo, maybe that only works in a live game or post-patch STV Demos?
Awesome update. The Sandvich stuff is brilliant. It means you choose between full regen (taunt method) or quick, half regen (drop it at your feet and pick it up). Makes the Sandvich a decent contender against the Shotgun for your secondary weapon, IMO!
Impressive support from the TF2 guys at Valve. Hats off. I wonder if I could send them a basket of heinekens…
Impressive support from the TF2 guys at Valve. Hats off. I wonder if I could send them a basket of heinekens…
If you do, provide pics.
the new blutsauger changes nothing in comparison to pre-update. which is good.
If u were in a situation when u needed to use ur needlegun, you have recently taken damage in 99% of scenarios. Pre-update this would give u 1hp regen with or without the blutsauger. now post-update u have 1hp regen whilst using the blutsauger, which means using the blutsauger pre-post patch is exactly the same
Impressive support from the TF2 guys at Valve. Hats off. I wonder if I could send them a basket of heinekens…
Send them to me and I’ll be sure to forward them on. Promise!
the new blutsauger changes nothing in comparison to pre-update. which is good.
If u were in a situation when u needed to use ur needlegun, you have recently taken damage in 99% of scenarios. Pre-update this would give u 1hp regen with or without the blutsauger. now post-update u have 1hp regen whilst using the blutsauger, which means using the blutsauger pre-post patch is exactly the same
we tested this, and using both guns hp regen is at 3hp (expecting a small fix tomorrow)
or perhaps it’s just my level 87 blutsaugher has special powers :)
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