Updates of the Week (ongoing discussion) - Printable Version +- Be Right Back, Uninstalling (https://www.brbuninstalling.com) +-- Forum: Old Boards (https://www.brbuninstalling.com/forumdisplay.php?fid=8) +--- Forum: TF2 (https://www.brbuninstalling.com/forumdisplay.php?fid=45) +--- Thread: Updates of the Week (ongoing discussion) (/showthread.php?tid=203) Pages:
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Re: Updates of the Week (ongoing discussion) - AMCZombine - 10-05-2011 @pyros Tested it out in the beta on walkway. Flame particles for the degreaser do 6 dmg W normal afterburn. The backburner and Stock flamethrower both do 7 iirc 7 is currently the BBs dmg and 6 is the dmg for the degreaser and flamethrower. @geoff Thanks for the shoutout, awesome video. Re: Updates of the Week (ongoing discussion) - backfire - 10-07-2011 So anyone who doesn't have the fishcake or spacechem pin (aka: most of you), you can pick up SpaceChem through the latest Humble Indie Bundle for however much you wanna pay. Game's actually a lot of fun too (though a real brain-destroyer at that) Re: Updates of the Week (ongoing discussion) - at0m - 10-07-2011 (10-07-2011, 02:42 AM)backfire link Wrote: So anyone who doesn't have the fishcake or spacechem pin (aka: most of you), you can pick up SpaceChem through the latest Humble Indie Bundle for however much you wanna pay. Game's actually a lot of fun too (though a real brain-destroyer at that)uh, yeah, I played the demo and was like this is simple enough, then it got into pipes and reactors and now my brain hurts Re: Updates of the Week (ongoing discussion) - backfire - 10-07-2011 (10-07-2011, 06:36 AM)at0m link Wrote: [quote author=backfire link=topic=206.msg225875#msg225875 date=1317973377]uh, yeah, I played the demo and was like this is simple enough, then it got into pipes and reactors and now my brain hurts [/quote] AND IT JUST GETS MORE CONFUSING FROM THERE Re: Updates of the Week (ongoing discussion) - Vandamguy - 10-07-2011 (10-07-2011, 03:06 PM)backfire link Wrote: [quote author=at0m link=topic=206.msg225882#msg225882 date=1317987404]uh, yeah, I played the demo and was like this is simple enough, then it got into pipes and reactors and now my brain hurts [/quote] AND IT JUST GETS MORE CONFUSING FROM THERE [/quote] we talkin about chips challenge ? Re: Updates of the Week (ongoing discussion) - backfire - 10-11-2011 Someone on the HLDS mailing list, check if you got an email saying something about a potential large update on Wednesday. Can't tell if he's serious or just another steam forums troll. Re: Updates of the Week (ongoing discussion) - Kirby - 10-11-2011 (10-11-2011, 10:10 AM)backfire link Wrote: Someone on the HLDS mailing list, check if you got an email saying something about a potential large update on Wednesday. Can't tell if he's serious or just another steam forums troll. Yes there's a large update coming Wednesday. Unknown how large the client side content will be, but I do know part of it is a rewrite of the engine and the way it simulates the world. Server-side FPS is being done away with completely and the tickrate is now hard capped and unchangeable from 66. Re: Updates of the Week (ongoing discussion) - Dr. Zaius - 10-11-2011 (10-11-2011, 03:36 PM)Kirby the Dick link Wrote: [quote author=backfire link=topic=206.msg226438#msg226438 date=1318345845] Yes there's a large update coming Wednesday. Unknown how large the client side content will be, but I do know part of it is a rewrite of the engine and the way it simulates the world. Server-side FPS is being done away with completely and the tickrate is now hard capped and unchangeable from 66. [/quote] Does this mean better hitboxes/detection? Re: Updates of the Week (ongoing discussion) - CaffeinePowered - 10-11-2011 (10-11-2011, 03:49 PM)Dr. Zaius link Wrote: [quote author=Kirby the Dick link=topic=206.msg226484#msg226484 date=1318365371] Yes there's a large update coming Wednesday. Unknown how large the client side content will be, but I do know part of it is a rewrite of the engine and the way it simulates the world. Server-side FPS is being done away with completely and the tickrate is now hard capped and unchangeable from 66. [/quote] Does this mean better hitboxes/detection? [/quote] Possibly yes, it might greatly simplify things as far as rate adjustment goes as well... Re: Updates of the Week (ongoing discussion) - Dr. Zaius - 10-11-2011 (10-11-2011, 04:01 PM)Caffeine link Wrote: [quote author=Dr. Zaius link=topic=206.msg226494#msg226494 date=1318366181] Yes there's a large update coming Wednesday. Unknown how large the client side content will be, but I do know part of it is a rewrite of the engine and the way it simulates the world. Server-side FPS is being done away with completely and the tickrate is now hard capped and unchangeable from 66. [/quote] Does this mean better hitboxes/detection? [/quote] Possibly yes, it might greatly simplify things as far as rate adjustment goes as well... [/quote] I want to say 'boing' but we all know valve isn't going to do anything to make tf2 better. Re: Updates of the Week (ongoing discussion) - Reevesith - 10-11-2011 (10-11-2011, 04:53 PM)Dr. Zaius link Wrote: [quote author=Caffeine link=topic=206.msg226498#msg226498 date=1318366884] Yes there's a large update coming Wednesday. Unknown how large the client side content will be, but I do know part of it is a rewrite of the engine and the way it simulates the world. Server-side FPS is being done away with completely and the tickrate is now hard capped and unchangeable from 66. [/quote] Does this mean better hitboxes/detection? [/quote] Possibly yes, it might greatly simplify things as far as rate adjustment goes as well... [/quote] I want to say 'boing' but we all know valve isn't going to do anything to make tf2 better. [/quote] Maybe worst.. And or maybe a few new Hats 8) Re: Updates of the Week (ongoing discussion) - at0m - 10-11-2011 (10-11-2011, 04:55 PM)Reevesith link Wrote: [quote author=Dr. Zaius link=topic=206.msg226508#msg226508 date=1318370014]Yes there's a large update coming Wednesday. Unknown how large the client side content will be, but I do know part of it is a rewrite of the engine and the way it simulates the world. Server-side FPS is being done away with completely and the tickrate is now hard capped and unchangeable from 66. [/quote]Does this mean better hitboxes/detection? [/quote]Possibly yes, it might greatly simplify things as far as rate adjustment goes as well... [/quote]I want to say 'boing' but we all know valve isn't going to do anything to make tf2 better. [/quote]Maybe worst.. And or maybe a few new Hats 8) [/quote]Dedicated server hat, with blinkenlights! Re: Updates of the Week (ongoing discussion) - backfire - 10-12-2011 Since when does the TF2 team test? Re: Updates of the Week (ongoing discussion) - CaffeinePowered - 10-12-2011 (10-12-2011, 01:24 PM)backfire link Wrote: I always assumed they kicked things out the door at 5pm PST and just dealt with any fallout from it the next day Re: Updates of the Week (ongoing discussion) - Kirby - 10-12-2011 According to some much earlier HLDS mailer message, the entire dev team plays games LAN style before they roll out patches to playtest it for themselves. Re: Updates of the Week (ongoing discussion) - Maxon - 10-13-2011 TF2 Update is go! Team Fortress 2 Manniversary: - Experimenting with a new store interface with a subset of players - Added several dozen community items in celebration of the Manniversary - Added loadout presets -- each class can now store four complete loadouts, including weapons and cosmetic items, and change between them with the press of a button. - Added a new item type that can accept user-applied decals. Take any image off your hard drive, put it on a stick, and then smash people with it! (See the Decal Tool in the store!) - Added new co-operative high five taunt - Class select menu now shows the active loadout for each class - Characters can now equip two misc-slot items at once - Added a new in-game abuse-reporting system (see "Capture abuse report data" under "Miscellaneous" controls) - Non-newly-released weapons in the store can now be tried out for free once per week! This will give you a fully-functional version of the weapon to be used in-game for no cost. If you decide you like it, you can purchase it for a discount during the trial period. - All items purchased in the store can be used for crafting and can be traded after a few days - Added a new startup music track from Meet The Medic - Integrated with the new Steam Workshop to enable the publication and management of community contributed content Maps: - Added new community control point map Gullywash. Stamps are available in the store to support community map authors! - Barnblitz is now available for offline practice - Frontier: various geometry fixes - Gorge/5Gorge: added team-specific func_nobuild brushes in elevated forward spawn areas Replay: - New camera shake functionality added for replays that are not sufficiently dramatic - New slow-motion functionality added for replays where even camera shake does not provide sufficient drama - Added support for recording voice chat into replays Items: - Pocket Medic can now be equipped by the Soldier in addition to the Heavy - World Traveler's Hat and the Connoisseur's Cap are now paintable - Bonk Boy and Foster's Facade are now misc slot items - Fixed The Director's Vision not playing animations correctly for all classes in the loadout screen - The Killer Exclusive is now paintable - When sorting the backpack, otherwise-equivalent items will sort by strange weapon rank and crate series number if possible - When selecting items from the loadout, weapons with different kill eater ranks will all show up - Hat of Undeniable Wealth And Respect animations have been added. Really. - LOD models added to several older cosmetic items Response Rules: - Reduced the chance of many response lines occurring - Responses related to cart progress no longer play when disguised - Players will now always call for a medic when low on health or when on fire when a medic is under the crosshair, whereas previously the character would ask the medic to follow them - Named base items will no longer trigger responses that were supposed to be for new item variants - Added additional Jarate hit responses - Demoman: - Added achievement award response - Removed "I didn't need your help y'know" line if being healed by a Medic - Saxxy kills will use the same lines as kills from the frying pan - Taunting with The Pain Train or the Saxxy now plays the same taunt as the grenade launcher - Added a taunt for The Ullapool Caber - Engineer: - Fixed a problem that caused him not to say thanks after exiting a teleporter - Saxxy kills will use the same lines as kills from The Golden Wrench - Added a previously unused golden wrench kill line - Added an occasional response when swinging The Gunslinger - Wrangler taunt now performs the pistol taunt animation - Heavy: - Added a previously unused fist swing line - Medic: - Added a line to the response that occurs when doing a battle cry while looking at an enemy while holding a melee weapon - Taunting with a Saxxy plays the medigun taunt - Taunting with the Solemn Vow or the Crusader's Crossbow now plays the same taunt as the syringe gun - Scout: - Removed the response when killing an enemy Scout or Pyro and moved the lines to the dominating Pyro/Scout response - Added a rare response to double jumping after getting a recent kill - Sniper: - Reduced chattiness when getting many sequential kills - Added a missing line to the scoped revenge response - Taunting with a Saxxy no longer play lines that reference a knife - Soldier: - Added a line to the getting übercharged response - Taunting with the Righteous Bison, Battalion's Backup, or the Saxxy now play the Buff Banner taunt Bots: - TFBots have a percentage chance of noticing weapon fire based on their difficulty level. Easy bots are fairly oblivious, and Expert bots notice pretty much everything. - TFBots now treat certain weapon attacks as "quiet" (Spy knife, cloaking/uncloaking, some melee weapons, fists, etc). "Quiet" weapons can only be heard by TFBots when nearby, and their chance of being noticed is halved if the environment is "noisy" (ie., lots of non-quiet gunfire going on in the area). This greatly improves Spies ability to backstab TFBots without the entire team immediately turning on them. - Spy bot improvements: - Spy bots are much better about circling around and backstabbing their victims now - Improved Spy bot target selection in some situations (ie: clusters of sentries and enemy players) - Spy bots will give up on an attack and retreat if an enemy sentry gun aims at them - Spy bots now avoid nearby enemies while disguised and/or cloaked so they don't bump into them and give themselves away - Spy bots now have a simple notion of when their âcover is blown" now - Spy bots lead their target's position as they chase them down for a backstab now - Spy bots don't go after victims until setup time has elapsed - Hard and Expert Spy bots avoid looking at their prey until they get close and go for the stab - Easy Spy bots don't avoid enemies, or try to get behind before stabbing - Normal Spy bots don't avoid enemies - Fixed bug where Spy bots would jump against the enemy spawn gates during setup time - Medic bot improvements: - Medic bots stick much closer to running patients now - Medic bots stick much closer to their patient if they have an Ubercharge ready, or are deploying their Uber - Medic bots hide from Sentryguns now, too - Pyro bot improvements: - Pyro bots are less "pushy" with their compression blast, but will use it against Ubers and to get enemies off of a capture point Other: - Razer Hydra support can be enabled via "sixense_enabled 1" in the console. See http://sixense.com/tf2 for details. - Added "tf_allow_taunt_switch". Set to 0 for disallowed (default behavior), 1 for old bug behavior, or 2 to allow weapon switching any time during the taunt. - Screenshots can now be hooked up to the Steam Community automatically. There is a new option to control this under "Miscellaneous" in the Advanced Options page. - Fixed gold ragdolls playing custom death animations when they should be locked in a pose - Fixed Buffalo Steak Sandvich not having a cooldown if the Heavy is at full health. - Fixed touching a cabinet while under the effects of the Buffalo Steak Sandvich removing the mini-crits but not removing the melee weapon restriction - Fixed particle effects not showing up on spy disguise items - Fixed spies never using genuine, community, or self-made items as disguise weapons - Fixed demoman weapons primary/secondary being backwards in the loadout screen - Fixed effects on Sticky Jumper grenades - Fixed net_graph not updating server framerate when FPS is greater than 1000 - Fixed game servers not being able to execute the retry command - Renamed tf_show_voice_icons to mp_show_voice_icons - Updated the localization files Source Engine Changes (CS:S, DoD:S, TF2, HL2M) -Fixed an issue with the multi-threaded renderer which could cause a crash on map change -Adjusted whitespace to improve formatting in status command output -Changed stats output to show KB/s instead of bytes/sec, added a connections column, and changed the users column to "Map changes" -Fixed game servers not being able to execute the retry command due to the dependence on the connect command (which is not executable by game servers) -Made sndplaydelay executable by servers -Server frame rate is now based on the tickrate of the active Source mod, not the fps_max convar -Server processing delays have been reduced, especially for servers on modern Linux kernels -Entity processing logic has been optimized to significantly reduce CPU usage on full servers -Multi-threaded server code is now enabled by default under Linux (already enabled on Windows) -An exploit with non-printable characters causing lag on Windows servers has been fixed -CPU is fully yielded back to the system whenever the server is running faster than the tickrate -Dramatic increase in performance for low-level math libraries Re: Updates of the Week (ongoing discussion) - Sogo - 10-13-2011 (10-13-2011, 03:56 PM)Maxon link Wrote: TF2 Update is go!All I saw when I first read the patch notes. That and the new decal weapon Re: Updates of the Week (ongoing discussion) - at0m - 10-13-2011 (10-13-2011, 04:12 PM)Sogo Payne link Wrote: [quote author=Maxon link=topic=206.msg226723#msg226723 date=1318539370]All I saw when I first read the patch notes. That and the new decal weapon [/quote]yup Re: Updates of the Week (ongoing discussion) - AMCZombine - 10-13-2011 (10-13-2011, 03:56 PM)Maxon link Wrote: - Responses related to cart progress no longer play when disguised M. Bison "Yes Yes!" Widescreen HD reupload http://wiki.teamfortress.com/wiki/October_13,_2011_Patch Undocumented changes   Added promotional items for Football Manager 2012.   Added crate #30   The Reserve Shooter can now be equipped by the Pyro.   Added The Birdcage, Pencil Pusher, The Hat With No Name, The Surgeon's Stahlhelm, The Hermes, The Gym Rat, Your Worst Nightmare, The Counterfeit Billycock, The Tavish DeGroot Experience   Moved the Noh Mercy to the Misc slot   Updated class images on the main menu to be wearing cosmetic items. Re: Updates of the Week (ongoing discussion) - Maxon - 10-13-2011 Everyone gets a present when they log in.  My free gift? A paper hat! Woo! Wait...A paper hat? That's like a fake hat...Lame! Also the scout has a wiener on his head...yup... There's a sale on a number of things and I can't say I'm really all that interested in many of the new items, other than maybe the pirate gear for the Demo, the Sniper hat, and the Engineer VR thing,w hich would look good with the Gunslinger worn lol |