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TF2 Update/Patch Info

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TF2 Update/Patch Info Empty TF2 Update/Patch Info

Post by Kenny Fri May 22, 2009 12:13 pm

Finally at 2:00am (UK time) the patch was released! Below is the release notes to the Sniper/Spy Update. Briefly looking at it, big changes and fixes for the spy, a new Payload map as well as the Payload race map and as expected game balance changes and fixes, but no pickup items!

Maps

Added new map, Pipeline. Pipeline is the first map in a new game mode named payload race, which uses two carts in each map instead of only one like traditional payload maps

Added new arena map Sawmill

Added new arena map Nucleus

Added new community payload map Hoodoo

Updated Dustbowl to fix not being able to jump into the window in the first building of the second stage

Sniper Changes

Added new sniper rifle replacement, The Huntsman. Instead of a sniper rifle, you have a bow that allows you to move around faster while firing, and fire more quickly than the sniper rifle. Works better at medium range than the standard rifle

Added new SMG replacement, Jarate. If thrown on an enemy they will take more damage for short period of time. Also extinguishes flames on yourself or allies

Added new SMG replacement, The Razorback. Will protect you against a single spy backstab, and stun the spy for a short period of time. Comes with a 15% move speed penalty for the wearer

Standard sniper rifle now shoots through friendly players

Added 54 new Sniper voice lines

Added 35 new Sniper achievements

Spy

Added new revolver replacement, The Ambassador. First shot is very accurate and will cause a critical hit if it hits an enemy's head. Accuracy is poor for a period after that

Added new watch replacement, the Dead Ringer. When armed, you will appear in all ways to die to the first damage you take from an enemy. You'll be cloaked for 8 second after taking this damage. Upon de-cloaking you'll make a loud, distinct sound

Added new watch replacement, the Cloak and Dagger. Your cloak meter is only depleted when you move, so you can stay invisible indefinitely if you're standing still

Spy name tags now show up properly when disguised as their own team

Fixed a bug that would cause spectators to see disguise weapons incorrectly

Fixed a bug where enemy spies disguised as friendly spies would have cigarettes that didn't burn

Fixed a bug where overhealing disguised spies would show the wrong overhealing amount to the medic

Made it more obvious on first person view model when your motion cloak is out of juice and you are partially visible

Also made it more obvious on first person view model when you're bumped while cloaked

Improved the way your disguise weapon is determined to make it clearer and fix a couple of rare issues

Spies disguised as enemy spies now get a random mask to help complete the disguise, and their target id will be set appropriately

Spies disguised as medics now have an Ubercharge: line in their disguise target info

Spies outward facing "disguise health" now matches their disguise target when they first apply the disguise

Spies can now pick up health kits for their "disguise health", even when uninjured

Disguise UI doesn't show up in minimum UI mode (hud_minmode)

Spies that disguise as a player using an unlockable now show that unlockable in hand

Spies can now use enemy teleporters

Added 70 new Spy voice lines

Added 34 new Spy achievements


Scoreboard changes

Dominations no longer get wiped when teams switch sides

Dead players draw slightly darker in scoreboard

Converted class labels to class icons

All players now display the total number of people they are dominating


General

Fixed a bug that would cause the scout's ball to regenerate at inappropriate times

Demomen can now detonate their stickies while taunting

Flamethrower's air burst now extinguishes fire on friendly targets

Grenades and rockets deflected by a pyro under the effects of Kritzkrieg will now be criticals

The Heavy and Sniper now have new custom death animations

Fixed payload HUD not updating properly if you join in the middle of a match and the cart isn't moving

Engineer's dispensers now give 20%, 30%, or 40% of player's max_ammo (for each ammo type) on each use, based on the level of the dispenser

Added -sillygibs commandline parameter which will allow the non-violent gibs to be enabled

Added a new taunt for the Kritzkrieg, which also heals for 10 points

Improved the deathcam camera handling used when a player plays a custom death animation

Added missing chalkboard and serverbrowser images for community maps shipped in previous updates

Removed "Final" from map names in the serverbrowser quick list


Servers


Added "sv_allow_voice_from_file" convar, which defaults to 1. When set to 0, it'll prevent clients from using the "voice_inputfromfile" feature to broadcast wav files over voice

Enabled "sv_allow_wait_command" convar, which defaults to 1. When set to 0, it'll prevent clients from using the "wait" command

Added 24 hours later

* The Ambassador now does full critical hits on headshots, instead of mini crits
* The Dead Ringer now fully drains the cloak meter, even if the Spy leaves cloak early
* Fixed Spy disguise menu not being visible in HUD minimal mode

Server log improvements:
* Added "player_extinguish" event for servers to log when a Pyro extinguishes flame with the airburst
* Fixed kill descriptions for Force-A-Nature & Sandman, so server logs can distinguish them
* Identified feign deaths in the events sent to server logs

* Fixed server crash related to the Jarate


Last edited by Kenny on Tue Jun 30, 2009 7:11 pm; edited 1 time in total
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Post by Kenny Sat May 30, 2009 11:39 am

It seems that Valve has heard the criticism about the new award system, (it was very load!), and have come to their senses a bit and have added the traditional way of getting the new weapons in the recent update for the game. So going from just having the Jarate, I join a game tonight and did one achievement and then it unlocked all the Sniper milestones for me and now I have all the new Sniper weapons, YAY! Farming is here again!

* Added Sniper/Spy milestone achievements as an additional way players can get the new unlockables

* Arena Mode
Added tf_arena_use_queue server convar. Turn this on to get the old queue behavior. Default is off
Added tf_arena_round_time to set a timelimit on the round

* Added the userid of the player who built the teleporter to the "player_teleported" event

* Fixed player killed event causing server crash

* Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled

* Fixed attackers seeing the mini-crit particle effect for full crits if the victim has the Jarate effect enabled

* Fixed the Ambassador not doing damage to buildings

* Fixed Spies disguised as their own team not drawing blood effects

* Fixed players killed by flaming arrows not showing the appropriate death icon
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Post by Kenny Wed Jun 10, 2009 4:43 am

An interesting updates for Team Fortress 2 have been released today, (09/06/09). I've heard about some of these bugs in the game e.g. backstabs failing. Good to see that they have increase the power of the Force of Nature and being able to reflect arrows with the Flamethrower.

Engine

* Fixed Day of Defeat: Source server crash when loading dod_jagd.

Team Fortress 2

* Added a "Discard" button to the item pickup panel.

* Added a backstab custom death animation to the Heavy.

* Changed default for tf_arena_use_queue to 1. This was the original behaviour prior to the last update.

* Changed the Dead Ringer so it can be activated while carrying the flag.

* Increased the Force-A-Nature's damage by 10%.

* Fixed not being able to reflect arrows with the Flamethrower.

* Fixed The Huntsman drawing a muzzle flash under lagged conditions.

* Fixed the background color of the Spy disguise panel not always matching his disguise team.

* Fixed idle players being kicked when the server has tf_arena_use_queue set to 0.

* Fixed Spies not being able to sap a building if an enemy player was colliding with the building.

* Fixed getting a real target ID on an enemy Spy that's disguised as one of your teammates if you are disguised as an enemy.

* Fixed the Ambassador not shooting enemy sticky bombs.

* Fixed Spies being able to automatically cloak after uncloaking at the moment of a weapon switch.

* Fixed Jarate instantly exploding when thrown in some places, like the final area of Badwater.

* Fixed spectators not having their items removed when they enter spectator mode.

* Fixed Sniper "civilian" exploit where players could crash the server.

* Fixed a couple of cases where viable backstabs would fail.
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TF2 Update/Patch Info Empty Re: TF2 Update/Patch Info

Post by Kenny Tue Jun 30, 2009 6:53 pm

June 23, 2009 Updates to Team Fortress 2, Half-Life 2: Episode 1 & 2, and Portal have been released.

Team Fortress 2, Episode 1 & 2, and Portal

* Added support for the Novint Falcon

General

* Added an option to the advanced multiplayer menu to select left or right handed view models
* Fixed a bug where a spectator's wearable items could be seen floating around the player they were spectating
* Fixed a bug where a fake Spy hand would appear on the screen of other players
* Custom death animations now only play 25% of the time
* Fixed teleporters not being build-able in some places where they should be (such as within the pit at the end of Badwater Basin)
* Fixed rare client crash on connection and level change
* Removed refract from water ripples caused by bullet impacts for performance reasons
* Added log entries for player extinguished events using the medigun, jarate, flamethrower and dispenser
* Started tracking localization settings to help make decisions regarding localization in the future
* Fixed the blank progress bar in the upper-left of the screen when the client scheme is reloaded

Mapmaker requests

* Added spawn flag to func_respawnroomvisualizer that allows it be non-solid to players
* Added SetSolid input to func_respawnroomvisualizer to change solidity to players dynamically
* Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy

Sniper

* Fixed a bad detection case in the "Friendship is Golden" achievement
* Changed the description of the "Triple Prey" achievement so it better describes how to get it
* Critical arrows now have a trail and correctly deal enhanced damage
* The Huntsman now defaults to be right handed
* Friendly arrows will no longer trigger the near miss sound on you
* Fixed several sources of floating arrows

Spy

* Fixed disguised Spies occasionally looking like they have invulnerability, instead of the correct fake Spy mask
* Disguised spies will no longer lose their disguise weapon when they interact with a weapon locker
* Fixed a bug where the spy's watch would randomly change models during play
* Fixed uncloaked spies flickering in and out of the cloak effect when taking damage
* The Cloak and Dagger now always regenerates at its intended rate. Previously it only regenerated at the correct rate when the spy was cloaked
* Increased the Cloak and Dagger regeneration rate slightly
* Capped the rate of energy loss from moving faster than run speed (falling / air toss) while cloaked with the Cloak and Dagger
* The Dead Ringer's cloak consume rate has been slightly reduced, giving about an extra second of cloak time on a full meter
* Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak meter instead of 100%. This drain only happens if the meter is at least 60% full
* The Dead Ringer's cloak meter can now be regenerated from ammo sources
* The Ambassador now only crits when fully accurate and no longer penetrates enemies
* The Spy can no longer change weapons from the knife while shocked by the Razorback
* Force-A-Nature & Flamethrower air blast knockback effects no longer work on disguised spies
* Fixed disguised Spies showing the wrong teleporter effects when using an enemy teleporter


Last edited by Kenny on Tue Jun 30, 2009 7:00 pm; edited 1 time in total
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Post by Kenny Tue Jun 30, 2009 6:59 pm

I'm not too impressed by this updates as they have reverted Force-A-Nature and airblast knockback on disguised Spies, so that they can once again be knocked back. Once again the spy is probably the weakness class in the game and the spy update didn't really address these issues.

Linux Dedicated Server

* Improved connection logic to help servers that aren't automatically reconnecting to Steam, and added extra logging to track it
* Added extra data gathering to help us understand and improve Linux performance

Team Fortress 2

* Changed cl_flipviewmodels so it can no longer be set while connected to a server
* Fixed problem with Loadout Menu "Back" button not preserving the currently equipped weapon
* Fixed a case where an observer could set the observed player's view models
* Fixed the Heavy's punches not matching mouse button presses when the view models are flipped
* Fixed Bonk! ammo count exploit after using a regeneration locker
* Fixed Dead Ringer damage reduction exploit involving Spy taunting
* Reverted Force-A-Nature and airblast knockback on disguised Spies, so that they can once again be knocked back

Missed notes from previous update

* The Ambassador no longer penetrates buildings
* Removed the movement speed penalty on The Razorback
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TF2 Update/Patch Info Empty Re: TF2 Update/Patch Info

Post by Kenny Fri Aug 14, 2009 10:36 am

I agree with Lewis, very fast to come out after a couple of days for such a big update. As expected, changes have been made to the Sandman and Force of Nature.

New Content:

* Added King Of The Hill game mode.

* Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them.

* Added lots of new hats.

* Added koth_Viaduct.

* Added ctf_Sawmill

* Added community map Arena_Offblast

* Added community map Cp_Yukon

Additions / Changes:

* Added "Auto Reload" option to the multiplayer advanced options.

* Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing.

* Pistol now fires at a fixed rate, not based on the speed at which you press the firing button.

* Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity.

* Significantly reduced the amount of network traffic being sent.

* Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost.

* Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.

* Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.

* Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal).

* Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps.

* Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating.

* Added an "Inspect" key that allows you to look at items being carried by your team mates.

* Backpack improvements:
- Added drag & drop to move items around. Item positions are maintained on the backend.
- Added multi-select, allowing you to delete multiple items at once.
- Added a new key to the key binding page that opens your inventory directly to your backpack.
- Fixed mouseover panel being incorrectly position when the backpack first appears.

* Cloaked Spies standing in valid backstab positions no longer raise their knife.

* Added current map name and gametype to the bottom right of scoreboard.

* Added class icons to tips on the loadout and loading screens.

* Improved visuals around flags when they're being carried by a player.

* Improved critboosted visuals, making it much clearer when an enemy has critboost.

* Updated the loading panel to show the game type under the map name during level transition.

* In-game chat dialog now supports full Unicode characters.

* Added BLU main menu background.

* Added response caching for some server queries to help reduce the CPU load from DOS attacks.

* Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail.

Map Changes:


* Update PLR_Pipeline
- Increased the starting advantage in the third round if a team has won the first two rounds.
- Fixed carts not continuing to the second round if they're capped at the same time in the first round.
- Fixed being able to shoot pipebombs over the starting gates in the first round.
- Fixed being able to open the doors in the first round before the setup time was finished.
- Fixed players getting stuck in some doors.
- Fixed players being able to get onto rooftops and out of the map boundaries.
- Fixed other minor bugs and exploits.

* Update Arena_Sawmill
- Fixed DirectX8 bug where some models would not be visible.
- Fixed exploit with building teleporters outside of the map.

* Updated CP_Granary
- Made a few changes to improve balance based on competitive community feedback.

Item Reworks:

* The Force of Nature
- The enemy knockback now only `works in close range and behaves more like the Pyro's air blast.
- Enemies cannot be juggled by the FaN's effect.
- The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards.
- Knockback is now scaled by damage done.

* The Sandman
- A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun.
- Stunned players now take 75% of all incoming damage instead of 50%.
- Übercharged players can no longer be stunned.
- Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed).
- The minimum distance to stun a target has been reduced.
- The negative attribute has changed from "no double jump" to "-30 max health".

Fixes:

* Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs.

* Fixed an exploit that allowed players to work around sv_pure.

* Particle files are now protected by sv_pure.

* Fixed critboost effect getting stuck on when you die while critboosted.

* Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players.

* Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife.

* Fixed an exploit where you could reload The Huntsman faster than intended.

* Fixed Heavy "civilian" exploit.

* Fixed a set of exploits using the DXSupport config files.

* Fixed r_screenfademinsize and r_screenfademaxsize exploits.

* Fixed sentries firing at a fully cloaked Spy if they're still the closest target.

Community requests:

* Added a HUD element for hybrid CTF & CP maps.
- Supports 1 or 2 flags, and any number of CPs.
- Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it.

* Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards.
Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")

* Added new "medic_death" event for server logs
Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")
- healing is the amount the Medic healed in that life
- ubercharge (1/0) is whether they died with a full charge

* Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it.
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Post by Kenny Tue Aug 18, 2009 11:49 pm

August 14, 2009

* Fixed "r_rootlod" being marked as a cheat, which prevented it from being changed and caused a significant performance loss for some GPUs

* Changed "The Big Hurt" Scout achievement to be "Stun 2 Medics that are ready to deploy an UberCharge."

* Fixed Announcer overtime bug on KOTH servers using mp_timelimit

* Due to many requests, added server ConVar "tf_overtime_nag". When set to 1, it keeps the broken announcer behavior

* Fixed tournament stopwatch not displaying the time in the HUD

* Fixed a bug with cloak meter regen and drain rates

* Fixed Spies not being able to go invis while reloading

* Fixed pipebombs sticking to saw blades

* Fixed weapons not being hidden properly during loser state anims

* Fixed a case where radius damage didn't reduce damage to self

* Fixes Demomen taking too much damage from their pipebombs

* Fixed a case where items would never show up in the backpack, even though they were available to equip

* Fixed a case where items weren't being validated properly in class loadout slots


Community requests

* Removed centerprint texts for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode

* Changed TF_FLAGTYPE_ATTACK_DEFEND capture reward from 30 kills to 1 capture


August 17, 2009

* Updated PL_Hoodoo. Changes from community mapmaker Tim Johnson:

* "Added a balcony at 2-1 that I've rotated and cleaned up so it's a much better point, it attracts less sentry spam but is still holdable. 2-2 has a bit more breathing room and the one way route between BLU/RED spawn in stage 3 has gone and in its place some stairs up to the second level accessible from BLU's side."

* Added "tf_ctf_bonus_time" ConVar to set the CritBoost bonus time for capturing the intelligence (0 to disable it)

* Added "tf_arena_first_blood" ConVar to toggle the first blood feature in Arena mode (0 to disable it)

* Added missing snowpuff particles for DX8 players

* Fixed rocket jumping

* Fixed sticky bomb attachment to props. They will now only ignore the saws in sawmill

* Fixed Scouts going into reference pose in double jumps

* Fixed the Ubersaw not displaying team colors

* Fixed Spies disguised as RED Scouts not cloaking properly

* Removed two more text messages for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode
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Post by Kenny Sun Aug 23, 2009 12:38 am

This was the cause of our problems last night on the sever, but everything is fine and won't have any more problems till the new update come is release. Interesting about the changing the bullet spread!

Orange Box Engine

* Fixed an exploit that allowed files to be uploaded to the server at arbitrary locations in the file system

* Fixed a server crash caused by a client packet claiming to be an HLTV client when HLTV is disabled on the server

* Fixed a server crash caused by spoofing a client disconnect message

* Fixed a server crash caused by sending malformed reliable subchannel data

* Fixed a server crash related to unbounded settings on some convars


Team Fortress 2

* Bullet spread algorithm changed to fire a bullet right down the cross-hair under these circumstances:

* The first bullet of a spread weapon (except for rapid fire spread weapons like the minigun)

* The first bullet of a non-spread weapon if it's been >1.25 seconds since firing

* Added a "Disable HTML MOTDs" option to the multiplayer->advanced dialog

* Added "motdfile_text" convar to servers, which allows them to specify a text file that’️s shown instead of the HTML MOTD to clients who've turned on this option

* Fixed radius damage not tracing out of enemies when the explosion occurs within them

* Fixes rockets & grenades doing no splash damage when fired point blank into enemies

* Added missing snowpuff particles for DX8 players (honest)

* Restored LOD for the Demoman player model

* Fixed being able to alt-fire with the fists while stunned as a Heavy

* Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the middle of a round

* Fixed the "The Big Hurt" achievement not being awarded for players who already have the required count

* Fixed sv_pure not reloading the map's custom particle file

* Custom particle effects contained within maps must now be placed in the \particles directory

* Fixed another case where items weren't being validated properly in class loadout slots


Community requests

* Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode

* Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10 kills to 1 capture

* Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and func_capturezone entities

* Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and TF_FLAGTYPE_INVADE CTF game modes using the wrong team color

* Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using the wrong skin
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Post by Kenny Tue Sep 01, 2009 6:08 pm

Team Fortress 2

* Added "tf_allow_player_use" server ConVar to control players executing +use while playing (defaults to 0)

* Fixed a bug where full backpacks resulted in an item being repeatedly found each time the game is started

* Fixed being able to burn players/buildings that are in the water while standing outside the water

* Fixed teleporting Spies getting stuck in enemy players standing on the exit

* Fixed server log not listing telefrag kills as weapon "telefrag"

* Fixed the Pyro's airblast pushing Spectators in free-look mode

* Fixed Pyro's Hadouken killing Scouts that have used Bonk! and are phasing

* Fixed freezecam screenshots sometimes being saved outside the Screenshots folder

* Fixed deathnotice and server log entries not using the unique item names/icons when buildings are destroyed

* Fixed a case where the weapon selection menu wasn't drawing the images of non-standard items if the player was using hud_fastswitch 1 and using slot7-10 to view the panel

* Fixed CTF HUD not centering the flag panel if there is only one active flag

Community requests

* Added the ability to set a parent for the item_teamflag entity

* Added OnPickUpTeam1 and OnPickUpTeam2 outputs to the item_teamflag entity

* Added intro movie .mp3 files to the sound/misc folder
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TF2 Update/Patch Info Empty Re: TF2 Update/Patch Info

Post by stio_naz Tue Sep 01, 2009 9:48 pm

when will this game get pefect so many f#cking bugs damnit

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TF2 Update/Patch Info Empty TF2 Updates (again)

Post by electric20v Wed Sep 16, 2009 5:47 pm

Valve quite resently have updated TF2 for the millionth time now and is starting to get annoying but it means in these small paccages we don't have to wait 5 years for it to download. Valve have made new changes that can be found in Steam news but here are the new changes:


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

This post will be updated to inculde the lastest update features if I can remember!
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Post by Kenny Wed Sep 16, 2009 6:30 pm

At last someone is updating this thread rather than being me who does it all the time! Thank you James.

electric20v wrote:- Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies
lol
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TF2 Update/Patch Info Empty Re: TF2 Update/Patch Info

Post by Kenny Thu Oct 15, 2009 9:58 am

Team Fortress 2

* Added "+quickswitch" command, which brings up a small panel allowing you to rapidly change the loadout of your current class & active weapon slot

* Added server ConVar "tf_teamtalk" to allow alive/dead teammates to talk with each other during a match (default is 0)

* Added 1/2 Bonus Point for healing a teammate with a dropped sandvich

* Updated the class menu to show the local player's current class

* Updated server ConVar "tf_playergib" to have 3 settings for player gibs: 0: never, 1: normal, 2: always (default is 1)

* Updated "player_hurt" game event to include "damageamount" and "crit" values

* Fixed a rare crash in particle system

* Fixed being able to eat your sandvich (via taunt) and drop it in the same frame

* Fixed not correctly remembering the last weapon if you're using "remember active weapon" and the last weapon was the weapon in slot 0

* Fixed Medic not being able to release his UberCharge if his team won the previous round and the Medigun was his last active weapon (while using "remember last active weapon")

* Fixed not remembering the last active weapon correctly if the player didn't die before the next round restart

* Prevented servers from using steam:// commands in their MOTD text

* Fixed using the regen cabinets to get more health than you should when you switch between weapons with/without max health reduction attributes

* Fixed friendly-fire/spectator exploit using projectiles

* Fixed disguised spies not getting ammo from enemy dispensers

* Fixed thrown sandvich traveling through players before being activated

* Fixed sandviches sometimes spawning inside walls, or being thrown through thin walls

* Fixed fire overlay drawing on hats in DX80

* Fixed an exploit that allowed servers to corrupt client's item database

* Fixed full packet updates showing cloaked Spies for an instant

* Fixed a prediction error resulting in mis-predictions of crits

Community requests

* Added new "func_flag_alert" entity that fires an alert when a player carrying a flag starts touching the entity

* Added server ConVar "bot_crouch" to make bots crouch

* Added model override for item_teamflag entity

* Added ability to turn off particle trail for players carrying the item_teamflag entity

* Updated team_train_watcher to support 8 cp/track links (was previously 4)
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TF2 Update/Patch Info Empty Re: TF2 Update/Patch Info

Post by Kenny Sat Dec 12, 2009 3:56 am

October 29, 2009

Team Fortress 2

Added a new community map: Koth_Harvest

Added a Halloween edition called Koth_Harvest_Event

Contains a variety of Halloween related features: New hats, achievements, exploding pumpkins, ghosts, and more!

Updated the CTF, Arena, and KOTH versions of Sawmill

Fixed Engineer exploit

Added check to prevent clients from sending empty or all whitespace names to the server

Fixed "item_found" announcements coloring the player names if the player has :: in their name

QuickSwitch improvements

Added key input so you can cycle through it using the slot input keys

Added all loadout slots (not just primary, secondary, and melee)

Removed duplicate entries (should only see 1 flaregun, etc.)

Fixed a few small layout & empty slot bugs


Community requests

Updated item_teamflag with flags to toggle the trail effects: 0 none, 1 all, 2 paper only, 3 color only

Added a "both" selection to the invalid winners field for team_control_point_master and team_control_point_round entities


November 2, 2009

Team Fortress 2

Added Bill's Hat for players who pre-purchase Left 4 Dead 2

Fixed client-side perf problem after changing levels on Koth_Harvest_Event


December 7, 2009

Engine

Added checks to prevent transferring .smx, .gcf, and .sys files between client/server

Fixed upload/download exploits with spaces in the file extension or a path separator at the beginning of the requested file (as reported on the HLDS mailing lists)

Team Fortress 2

Fixed custom particle systems inside maps causing particles to break in successive maps

Fixed a rare vphysics crash

Fixed background highlight for KOTH timers not being aligned properly in minmode

Fixed the Heavy's fists being hidden while taunting

Fixed cloaked Spies having the critboost effect on their weapon

Fixed banned clients being able to spamming a server with the "joined" chat text

Fixed seeing the wrong class counts if the game swapped teams while the class menu was open

Fixed Spies being able to disguise while performing a taunt

Fixed having to press the voice menu key twice if the menu timed out and closed itself last time it was open

Fixed the "Confirm Delete" dialog in the Items menu not handling the key correctly

Fixed dispenser not healing players at the correct rate if it's upgraded while the players are already touching the dispenser

Fixed exec'ing the .cfg file for a class change before the player has actually changed class


December 10, 2009

It's WAR! Update competition
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TF2 Update/Patch Info Empty Re: TF2 Update/Patch Info

Post by electric20v Fri Dec 18, 2009 11:14 pm

Hello, my name is electric and i thought I would include the new tf2 updates for the 17 of december, 2009;

New Content

Added new control point map Gorge
Added new capture the flag map Double Cross
Added item crafting
Added work-in-progress TF Bots for beta testing in KOTH maps (blog post coming with more info)
Added headshot death animations
Added more backstab animations


Soldier

Added 35 new Soldier achievements
Added 4 new Soldier items
Added new Soldier Domination lines


Demoman

Added 35 new Demoman achievements
Added 3 new Demoman items
Added new Demoman Domination lines


Spy

Now pretends to be carrying the weapons & wearables of the target he's disguised as
Moved the Spy's camera-beard to the Misc loadout slot so he can equip it with a hat


Scout

The Sandman now only stuns on a max range hit (when you hear the cheering)
All shorter hits now force the enemy into the thirdperson fleeing state (also removed the damage reduction on them)


Minor changes

Added new options to the Multiplayer->Advanced dialog:
Combat text, which displays damage amounts you do to enemies.
Medic auto caller, which automatically shows you nearby friends at low health.
Heal target marker, which better highlights the target your medigun is locked onto.
Alternative Spy disguise menu, which lets you choose disguises using just the 1-3 keys.
Fixed being able to affect friendly pipes with airblast (they would unstick)
Added recharge sound to abilities with a recharge bar
Fixed attachable wearables not staying on ragdolls
Players no longer see the wearables that are a part of a friendly spy's disguise, fixing various graphical glitches
Added jiggle bones for Pyro's chicken hat
Added 2 new game startup songs


Community Mapmaker requests

Implemented InputSetSetupTime() for team_round_timer (was in the .fgd but never implemented)
Added "SetDispenserLevel" input to cart dispenser (1, 2, or 3)
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TF2 Update/Patch Info Empty Re: TF2 Update/Patch Info

Post by electric20v Sun Dec 20, 2009 6:31 am

18th December, 2009

Fixed a client crash related to arrows
Fixed a server crash related to items
Fixed a server crash caused by the Demo taunt kill
Fixed a server crash caused by using the Equalizer
Fixed client ragdoll commands resulting in ragdolls standing around
Restored the missing point_teleport entity
Fixed stats and achievements being tracked while using sv_cheats
Fixed Spies being able to build dispensers
Fixed clients not fixing up inventory items in bad backpack positions
Added a new chat message when players craft an item
Fixed "Bloody Merry" and "Second Eye" achievements being achieved incorrectly
Updated the description of the "Bravehurt" achievement
Fixed Blutsauger attributes
Fixed the Direct Hit having an incorrect short range damage curve (now matches the normal Rocket Launcher curve)
Fixed the Spy's unlockables watches using the wrong consume/recharge rates
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TF2 Update/Patch Info Empty Re: TF2 Update/Patch Info

Post by Kenny Fri Jan 15, 2010 2:55 am

December 22, 2009

Fixed inconsistent Rage generation with the Buff Banner

Added an "equipped" tag to currently equipped items in the Backpack and Crafting screens

Fixed the TFBots not reacting correctly to stun effects

Fixed the Heavy picking up his own thrown sandvich if it was thrown while running forward

Fixed Pyros not getting the proper kill icon for kills with deflected Direct Hit rockets

Fixed the player keeping their rage setting when the Buff Banner isn't equipped

Fixed resupply cabinet not clearing the rage and the buff status effect

Fixed the Buff Banner not working when +reload has been forced in console

Fixed the motion blur on charging Demomen not always drawing

Fixed the Direct Hit mini-critting enemies submerged in water

Fixed the Chargin' Targe's crit not working on servers with tf_weapon_criticals 0

Capped the amount of overhealing from taking heads to the player's max buffed health

Updated the Gunboats to absorb damage from any self-inflicted rocket blast that doesn't hurt another player

Updated the Scottish Resistance to detonate bombs near the player's feet (in addition to what it normally detonates). This enables sticky jumping with this weapon

Updated the Baseball and Jarate HUD indicators to stay on screen when full

Crafting improvements

Spy's camera beard can now be smelted into scrap metal

Recipes can no longer produce items matching any of the items used in the crafting

Added some new recipes

Achievement fixes

Fixed the "Ride of the Valkartie" Soldier achievement being earned by Soldiers on the defending team

Fixed the "Gorky Parked" Heavy achievement being incremented by committing suicide on a control point

Fixed several Scout achievements that were broken by the new type of bat stun

Fixed the "Ghastly Gibus Grab" achievement not awarding the hat correctly

Updated the "Big Pharma" (Medic) and "Division of Labor" (Heavy) achievements to be 10 kills in a single life

Updated the "Ubi concordia, ibi victoria" Medic achievement to only be 3 assists


January 6, 2010

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 (cfg\server_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_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

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

January 7, 2010

Fixed grounded players receiving falling damage from Force-A-Nature shots directly above them

Fixed the Force-A-Nature firing fewer pellets when tf_use_fixed_weaponspreads was 1

Updated the achievement icon for the "May I Cut In?" Spy achievement to match the achievement description
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Post by Kenny Fri Jan 15, 2010 3:01 am

January 13, 2010

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)
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TF2 Update/Patch Info Empty Re: TF2 Update/Patch Info

Post by Jakko Fri Jan 15, 2010 10:28 am

Finally they nerfed the Targe, wasting all my ammo on a single demoman was getting abit anoying.
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