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TF2 Update (06/01/10)

Created 6th January 2010 @ 21:03

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AnAkkk

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Server Browser (for TF2 and DoD:S)

* Added a client-side server blacklist
o Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range
o Saves the server list to a file, and has an Import button to allow easy sharing (cfgserver_blacklist.txt)

Balance changes

* Reduced the health penalty on The Sandman
* The Force-A-Nature knockback on target now
o Only applies to hits that deal more than 30 damage and are in close range
o Factors in the firer’s angle of attack when determining the knockback direction
o Has less of an effect on grounded targets
* The Dead Ringer now
o Reduces cloak to 40% when uncloaking early
o Has a 35% cap on the amount of cloak it can gain from an ammo pack
o Has a quieter de-cloak sound

Changes / Fixes

* Fixed a performance & stability issue with AMD processors
* Improved the stability of the game server -> item backend connection
* Fixed a rare server crash related to dispensers
* Added min/max values to viewmodel_fov convar to match the settings in the slider
* Reduced the number of moons in ctf_doublecross, sadly
* Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content
* Fixed a crash related to sv_pure and the wireframe_dx6 shader
* Players can no longer shoot while stunned
* Fixed a bug that caused movement speed reductions to not work on stunned players
* Soldier Rage bar no longer resets when touching a resupply cabinet

Achievement fixes

* Fixed the “Second Eye” Demoman achievement
* Fixed a bug in the “Play Doctor” Medic achievement
* Changed the requirements for the “Medals of Honor” Soldier achievement
* Updated description for the “Blind Fire” Demoman achievement to better explain the requirements
* Fixed an issue that affected several achievements requiring the use of the Equalizer

Community requests

* Added “skip_next_map” server ConCommand to skip the next map in the map cycle
* Added “Play a hit sound whenever you injure an enemy” option to the Multiplayer->Advanced options menu
* Added server “tf_use_fixed_weaponspreads” convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution
* Added a “show_htmlpage” command to allow server operators to display custom web pages to clients

Changes to the TF Bots

* In KOTH mode, Bots are now
o More likely to roam around and hunt enemies if there is lots of time left
o Become more likely to push for the point as time runs down, or their teammates start to capture it
* Medic bots now
o Opportunistically “overheal” nearby friends when they can
o Prioritize healing of injured nearby friends more
o Don’t focus on Heavies quite so exclusively
o Don’t spam their Medigun continuously at round start
o Won’t choose cover far below their heal target so much (koth_nucleus)
o Fight back with their syringe-gun appropriately
* Various improvements to combat behaviors
* General bot improvements
o They no longer stand still on the point when capturing or defending it
o They choose more varied routes now
o They choose better defensive spots around captured points
o They fall back to another weapon when they entirely run out of ammo
o They adjust their FOV when using zoomed in sniper scope
o They treat in-range Sentries as the most dangerous threat
o They fire their weapons is more realistic bursts
o Engineers use their shotgun properly
* Added a “virtual mousepad” concept to rework how bots track enemy players
o They now periodically estimate the position and velocity of the enemy they are tracking, instead of “locking on”
o After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their “virtual mouse”
o Allows for over/undershoot “slop” in aiming. Looks more natural, and allows skilled players to dodge
o Addresses the “180 spin around and fire”, “Heavy bot is OP”, “Sniper is OP”, and “I can’t fight a Heavy bot as a Scout” issues
* Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the “Predictable Sniper camping spots” issue
* Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them
* Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer
* Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the “BOT” tag
* Added more bot names as suggested by the TF community


Last edited by AnAkkk,

ilike2spin

RLM

Excitement!

Desann

Royal`
Argo

Drama!

klu

-[MG]-
MG//

Hopefully they’ll fix the fucking TDH

supamazii

Hopefully they’ll fix the fucking TDH

Sir Remix

frø
DANMARK

Hopefully they’ll fix the fucking TDH

:)

sKaz

KP

damn it!
i cant watch the Dignitas vs. YYT 3 map demo!!!!
http://www.resupply.eu/index.php?site=files&file=55
!!!!
no the pain!! :(

jgmaster

BM

Hopefully they’ll fix the fucking TDH

I love you :D

klu

-[MG]-
MG//

Hopefully they’ll fix the fucking TDH

I love you :D

I heard you love broken weapons.

Confirm/deny?

jgmaster

BM

Hopefully they’ll fix the fucking TDH

I love you :D

I heard you love broken weapons.

Confirm/deny?

Only if I’m using it.

wpminnows

[PG]

maybe it will fix the buff banner

edit: hey it did
also

Added “Play a hit sound whenever you injure an enemy” option to the Multiplayer->Advanced options menu

Added server “tf_use_fixedshotgunspreads” convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution

The Force-A-Nature knockback on target now:
Only applies to hits that deal more than 30 damage and are in close range
Factors in the firer’s angle of attack when determining the knockback direction
Has less of an effect on grounded targets

Fixed a performance & stability issue with AMD processors

yeaaaa


Last edited by wpminnows,

morf

[j]\\\'
[j]'

I’m seriously hoping for a pure fix that Robin promised us a month ago :P

sKaz

KP

maybe it will fix the buff banner

edit: hey it did
also

Added “Play a hit sound whenever you injure an enemy” option to the Multiplayer->Advanced options menu

Added server “tf_use_fixedshotgunspreads” convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution

The Force-A-Nature knockback on target now:
Only applies to hits that deal more than 30 damage and are in close range
Factors in the firer’s angle of attack when determining the knockback direction
Has less of an effect on grounded targets

Fixed a performance & stability issue with AMD processors

yeaaaa

hey dude, can i watch the demo from today? XD
did this “patch” break demos??!?!?

klu

-[MG]-
MG//

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Server Browser (for TF2 and DoD:S)

Added a client-side server blacklist

Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range

Saves the server list to a file, and has an Import button to allow easy sharing (cfgserver_blacklist.txt)

Balance changes

Reduced the health penalty on The Sandman

The Force-A-Nature knockback on target now

Only applies to hits that deal more than 30 damage and are in close range

Factors in the firer’s angle of attack when determining the knockback direction

Has less of an effect on grounded targets

The Dead Ringer now

Reduces cloak to 40% when uncloaking early

Has a 35% cap on the amount of cloak it can gain from an ammo pack

Has a quieter de-cloak sound

Changes / Fixes

Fixed a performance & stability issue with AMD processors

Improved the stability of the game server -> item backend connection

Fixed a rare server crash related to dispensers

Added min/max values to viewmodel_fov convar to match the settings in the slider

Reduced the number of moons in ctf_doublecross, sadly

Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content

Fixed a crash related to sv_pure and the wireframe_dx6 shader

Players can no longer shoot while stunned

Fixed a bug that caused movement speed reductions to not work on stunned players

Soldier Rage bar no longer resets when touching a resupply cabinet

Achievement fixes

Fixed the “Second Eye” Demoman achievement

Fixed a bug in the “Play Doctor” Medic achievement

Changed the requirements for the “Medals of Honor” Soldier achievement

Updated description for the “Blind Fire” Demoman achievement to better explain the requirements

Fixed an issue that affected several achievements requiring the use of the Equalizer

Community requests

Added “skip_next_map” server ConCommand to skip the next map in the map cycle

Added “Play a hit sound whenever you injure an enemy” option to the Multiplayer->Advanced options menu

Added server “tf_use_fixedshotgunspreads” convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution

Added a “show_htmlpage” command to allow server operators to display custom web pages to clients

Changes to the TF Bots

In KOTH mode, Bots are now

More likely to roam around and hunt enemies if there is lots of time left

Become more likely to push for the point as time runs down, or their teammates start to capture it

Medic bots now

Opportunistically “overheal” nearby friends when they can

Prioritize healing of injured nearby friends more

Don’t focus on Heavies quite so exclusively

Don’t spam their Medigun continuously at round start

Won’t choose cover far below their heal target so much (koth_nucleus)

Fight back with their syringe-gun appropriately

Various improvements to combat behaviors

General bot improvements

They no longer stand still on the point when capturing or defending it

They choose more varied routes now

They choose better defensive spots around captured points

They fall back to another weapon when they entirely run out of ammo

They adjust their FOV when using zoomed in sniper scope

They treat in-range Sentries as the most dangerous threat

They fire their weapons is more realistic bursts

Engineers use their shotgun properly

Added a “virtual mousepad” concept to rework how bots track enemy players

They now periodically estimate the position and velocity of the enemy they are tracking, instead of “locking on”

After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their “virtual mouse”

Allows for over/undershoot “slop” in aiming. Looks more natural, and allows skilled players to dodge

Addresses the “180 spin around and fire”, “Heavy bot is OP”, “Sniper is OP”, and “I can’t fight a Heavy bot as a Scout” issues

Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the “Predictable Sniper camping spots” issue

Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them

Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer

Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the “BOT” tag

Added more bot names as suggested by the TF community

Skyride

DUCS

Added min/max values to viewmodel_fov convar to match the settings in the slider

Wtf? Why?

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