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TF2 Update - 29/04
Created 29th April 2010 @ 01:37
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Quoted from Abhorrence
[…]
They are visibly hidden using tags. You can only “see” the links if you view page’s source, otherwise, its invisible whilst browsing. Not sure the point of those, though.
Just using your TAB key to cycle through the links in the page also shows them, if you don’t want to look at the source.
ROFL have anyone spotted the cs joke?
http://www.teamfortress.com/119/
Scroll to soldier with medals; look to the right. Vertical text.
“For the record you couldn’t have done it without us either – Without us you’d still be running around in de_dust. Just saying”
Quoted from Sir Remix
ROFL have anyone spotted the cs joke?
http://www.teamfortress.com/119/
Scroll to soldier with medals; look to the right. Vertical text.“For the record you couldn’t have done it without us either – Without us you’d still be running around in de_dust. Just saying”
Never saw that first time i looked at it
Quoted from Traxantic
http://i266.photobucket.com/albums/ii278/Traxantic/cp_orange_x0005.jpg
haha nice use of tellies :)
Valve should add a sv_cheats cvar that allows engies to build infinite buildings so people on private servers can continue doing this epic stuff :D
Last edited by Rele,
Quoted from Rele
Valve should add a sv_cheats cvar that allows engies to build infinite buildings so people on private servers can continue doing this epic stuff :D
You can easily do it, I’ve actually had a mix before on a server modified so that you could build up to 200 sentries and it took 1 metal to build and upgrade them. Was funny to say the least.
If you have FTP access to your server, its quite easy. In the tf folder go to “scripts/objects.txt”. In it is all the settings regarding engi buildables. Time to build, Metal taken to build, maximum number per user, etc,,,
Oh also, you need to actually RESTART your server for those changes to take effect.
Last edited by Skyride,
[-]April 30, 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:
Team Fortress 2
Added further PropHunt mode support
Added a “SetCustomModelRotates” input, which will enable/disable whether the custom model should rotate yaw (enabled by default)
Added a “SetCustomModelVisibletoSelf” input, which will set whether or not the local player should see his own custom model
Fixed the Engineer being able to build more than 1 of each type of building
Fixed old Engineer build keybinds not working with the new system
Fixed a client crash on shutdown
Fixed the Gunboats not properly applying the damage reduction when Spectators are nearby
Fixed post-processing bug which could cause tone mapping to become stuck at highest setting
“Fixed the Gunboats not properly applying the damage reduction when Spectators are nearby”
lolwat
Quoted from nbik
[…]
“Fixed the Gunboats not properly applying the damage reduction when Spectators are nearby”
lolwat
Gunboats do not apply damage reduction if you hit another player that is not in your team. Spectators are technically players so if someone spectated you, the gunboats would bug out and not work.
Quoted from nbik
Yeah, I understood what that means, I meant like how could they make such a mistake :P
Spectators are essentially invisible players with noclip, according to the engine. The gunboat code was changed so that it didn’t hurt the player more when team mates were about, and it hurt the player when opposition players were about. As spectators are also players, they acted the same as opposition players did.
I just re-read what you said, and I realised you weren’t… asking for what I just explained. Blah.
I hate this update the game is unplayable im lagging all the time
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