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Update 15th September 2009

Created 15th September 2009 @ 23:36

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Deleteme

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

Is also quite an important part of the update.

Added “Disable weather effects” option to the Multiplayer->Advanced options dialog

Yeeees, should get >10fps on sawmill now!

reCon

I think… Valve wins!!!

Taimou

LOLWINVALVE

Qun

GoT<3

Impressive support from the TF2 guys at Valve. Hats off. I wonder if I could send them a basket of heinekens…

Send it to all the BETA testers ;)

Commander

”Added check to prevent clients using the “firstperson” command to get out of thirdperson view while they’re phasing, taunting or control stunned”

pwnt ;)

bm

“Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2”

does this mean what i fear it does? :[

edit: it doesnt :]

Squide

keso

Dude..

The new spec stuff.. i.. i.. LOVE IT!

.____________.

Blut equipped, medigun out = 45.5 seconds regen *sigh*
Blut out = 45.5 seconds regen
Needlegun = 30.8 seconds regen

Awesome, slash my wrists please. What am i gonna do without the +3 thingy in my hud when shooting needles? I’m too lazy to actually rely on aiming to know what i’m hitting.

Yay sandvich though, it’ll be like having your own healthpack dispenser

Randdalf

(0v0)

mp_windifference 5 should be useful :)

BoneS

swimp
ciortai

has those updates to the splash damage shape and size made any changes to rocket jumping ie Speed jumping etc?

Skyride

DUCS

has those updates to the splash damage shape and size made any changes to rocket jumping ie Speed jumping etc?

Well bassically its a completely retarded way to do it imo, but we’ll see how well it works.

Essentially the logic for splash damage for explosives works something like this:
1: Draw a no-render sphere around the explosion of a set size
2: Check for any players or objects within that sphere
3: If so, measure the distance and perform actions based on that.

My understanding (which if im wrong, please tell me) is that it now does a box instead of sphere, I cannot possibly understand why thats a better way to do it.

Koeitje

AUTOBOTS

It used a box, it now uses a sphere.

Moose

[MIPC]
#10

My understanding (which if im wrong, please tell me) is that it now does a box instead of sphere, I cannot possibly understand why thats a better way to do it.

No, it used to be a box and now it’s a sphere. Meaning less wtf moments when getting killed by stickies from miles away when you happened to be in one of the corners of the said box.

Sekhel

Edit: ^ They answered faster…

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