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tf2 update Jan 13th, 2010

Created 14th January 2010 @ 01:18

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M24_

[-]January 13, 2010 – Team Fortress 2 Update Released

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

Additions

Various improvements to Spy disguise and feign death

Disguise weapons copying weapons with special animation requirements (Sword, FaN) now look correct

Spies now play the appropriate death cry on feign death based on the corpse that appears

Feigning death can now play custom death animations like a normal death (head loss, sniper shot, backstab, etc)

Feigning death due to explosive damage now has a chance to gib, like a normal death

Corpses from a feign death now use the correct wearable behavior (hats stay on, or fall off as they should)

The weapons dropped by feign death corpses now have appropriate physics and collision for their type

Combat text for damage done to Spies that feign death will now show the un-modified damage amount

Fixed Spies that feign death while disguised as enemy spies dropping fake ragdolls wearing a mask

Fixed a couple of physics issues on ragdolls created by feign death

Added convars to further customize the “play a hit sound whenever you injure an enemy” option

tf_dingaling_volume”. Sets the volume of the hit sound

tf_dingaling_pitchmindmg”. Sets the desired pitch of the hit sound when a minor damage hit is done

tf_dingaling_pitchmaxdmg”. Sets the desired pitch of the hit sound when a major damage hit is done

tf_dingaling_wav_override”. Specifies an optional custom wav hit sound. If unspecified, the default ding sound is used

Added Medic Ubersaw kill taunt

Added backstab death animations for Scout, Spy, Medic, Demo, Engineer, and Pyro. All death animations have a 25% chance to play

Updated various localization strings

Changes

Removed the clamps on the “viewmodel_fov” convar

Added “viewmodel_fov_demo”, a convar that controls viewmodel fov during demo playback

Force-a-Nature will now correctly knock back players on the ground

Increased minimum damage required for the Force-a-Nature to cause a knockback from 30 to 40

Changed the Direct Hit to only minicrit enemies that have been launched into the air by an explosion

Increased the rate of the Soldier’s Rage generation by 40%

Reduced the duration of the Soldier’s Buff Banner effect from 14 seconds to 10

Reduced the explosive damage resistance on the Chargin’ Targe to 50%

Fixes

Fixed the Scout’s legs twisting out of shape during a double jump

Fixed player models popping up and then down when they duck during a jump

Fixed Sniper rifle not penetrating friendlies

Fixed Bonk! Atomic Punch phase effect

Fixed rockets not being removed if they explode in func_nogrenades zones

Fixed the Sandman being able to bat balls through doors

Fixed the Gunboats absorbing damage from the Soldier’s grenade kill taunt

Fixed the naming of non-unique quality unique items (Community Kritzkriegs, etc)

Minor fixes to the crafting UI

Changed the item layout in the crafting panel to better fit the backpack panel

Each 1 of the 4 crafting pages now shows half of 1 of the 2 backpack pages

Fixed the crafting panel next/prev page buttons being hard to use while dragging

Fixed the “equipped” label in the item panels stealing the mouse focus from the item panel itself

Updated Novint Falcon settings (no effect on non-Falcon players)

Recoil/Reload force added for the Direct Hit rocket launcher

Recoil/Reload force added for the Scottish Resistance sticky bomb launcher

More defined flesh hit force added for the Equalizer pick axe

More defined flesh hit/world hit force added for the Eyelander sword

Added swing forces for Eyelander sword

Added appropriate trumpet forces for Blu Buff Banner

Added appropriate trumpet forces for Red Buff Banner

Shotgun reload for Heavy & Pyro changed to feel more appropriate now

Changed Huntsman pullback force so that it goes in the right direction (was still pulling as if the Huntsman was on the left hand side of the screen, which was default until a later update

Rotab

≧◡≦

Removed the clamps on the “viewmodel_fov” convar

wooo wowo oo o

and dingaling override :D


Last edited by Rotab,

jason

PHX

So does this allay any of the fears that the new “gaylocks” are overpowered?

And most importantly ubersaw taunt kill.

FADe

loads of awesome fixes

Qun

GoT<3

TDH love :D

cheee

fa»
[SpA]

And most importantly ubersaw taunt kill.

awesome, want an achievement for this too

EDIT: cool give 50 % of charge
PS: only equalizer needs to fixed now then TF2 is more or less (again) perfect


Last edited by cheee,

Grem

rEJ
TG

http://www.teamfortress.com/contribute/

TDH is still gay :/
Since rocketjumping probably counts as “launched by projectile” this doesn’t really help fix the inherent game-slowing fail that is the direct hit.

But ye good changes.


Last edited by Fluffy Meowington,

Deleteme

Tfture void? :D. I love how it feels like we can control the mechanics of the game just by threatening to use a mod for comp play ;)

lolage

TSPAG

wheyy viewmodels fixed. however ill probably keep 0 viewmodel for pipes and 100 for sticky launcher :) :)

Bash

Tfture void? :D. I love how it feels like we can control the mechanics of the game just by threatening to use a mod for comp play ;)

That’s the way every change for the better in this game has come about. TFTrue, scaring valve shitless for two years now…

The stickybug remains unchanged, I am seriously raging. It’s the most infuriating thing ever and just makes demo vs demo on granary or badlands middle like 4x less fun.


Last edited by Bash,

Bryn

I guess a fair few people will want CPMA-style hitsounds, here’s how:

1) download it here http://www.fpsbanana.com/sounds/10038

2) Put in tf/sound folder and put in console or your config:
tf_dingaling_wav_override ding_a_ling.wav

3) Console commands for pitch changes similar to CPMA:
tf_dingaling_pitchmaxdmg 66
tf_dingaling_pitchmindmg 133

That should be it


Last edited by Bryn,

phy-

viewmodels are back!! They aint limited anymore.. woot<3

kurt

trick17
trick17

This new medic taunt looks so vapidly. I really like the old tunes. Why did they change it. Was there anybody in the steam forums crying for a medic kill taunt or did they bring the idea up themselves?

Admirable

(Toucan Ambassador)

Had a quick play around…

TDH still seems excessive, but no random minicrits is a plus.
Buff Banner is filling fast, should be a big threat again.
FaN really launches opponents, quite cool on pub :>

Ban em all ;D

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