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That's what I'm talking about - Printable Version

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Re: That's what I'm talking about - CaffeinePowered - 01-28-2009

(01-28-2009, 05:25 PM)Radio Raheem link Wrote: so far all of the class update weapons have just generally been annoying. medics surviving what they shouldnt, backburner, axetenguisher, flares, natasha, they all suck. im not looking forward to this at all.

Blutslager and Axstinguisher are good, flares are lulz

Everything else sucks


Re: That's what I'm talking about - Scary Womanizing Pig Mask - 01-28-2009

(01-28-2009, 08:32 PM)CaffeinePowered link Wrote: [quote author=Radio Raheem link=topic=2229.msg63797#msg63797 date=1233181535]
so far all of the class update weapons have just generally been annoying. medics surviving what they shouldnt, backburner, axetenguisher, flares, natasha, they all suck. im not looking forward to this at all.

Blutslager and Axstinguisher are good, flares are lulz

Everything else sucks
[/quote]

Kritz and Flare are situatinol, but great. Ubersaw is win in any circumstance.


Re: That's what I'm talking about - Vlambo - 01-28-2009

Update is up. Few tihngs I've noticed is soldier moving a bit faster, and Natascha seems to do more damage


Re: That's what I'm talking about - shoopfox - 01-28-2009

(01-28-2009, 09:15 PM)Vlambo link Wrote: Update is up. Few tihngs I've noticed is soldier moving a bit faster, and Natascha seems to do more damage

Natascha does do more damage-- it used to do 66% instead of the advertised 75%.


Re: That's what I'm talking about - Versus - 01-28-2009

Updates to Team Fortress 2 and Day of Defeat: Source have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2


Added percentage to UberCharge HUD panel for the Medic

Added upgrade progress and levels to Engineer HUD panel for all buildings

Added mp_tournament_allow_non_admin_restart server ConVar to allow server admin to toggle whether non-admin players can issue the mp_tournament_restart ConCommand on the server. Default is 1 (current behavior)

Added flag to the gamerules entity so map authors can override the HUD type being used. Allows map authors to force CTF or CP HUD to be used if they mix CTF/CP entities in the map

Added check in CTF HUD to make sure it doesn't point at disabled capture zones when the player is carrying the flag. Allows map authors to have more than one capture zone for each team in the map

Changed AutoTeam to give new players to the attackers on attack/defend maps if the teams are even

Fixed Pyro model not animating in the class menu

Fixed players getting stuck in the "prepare to respawn..." countdown loop

Fixed Natascha not getting the proper 75% of damage and slightly increased the strength of Natascha's slowdown

Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit

Fixed announcer saying "the cart is nearing the checkpoint" after the round has already been won

Fixed cloaked spies having a particle-beam effect while standing next to a dispenser that's healing them

Fixed server crash when trying to load a map that contains control points with duplicate index values

Fixed several materials warnings in the console

Fixed "Cart.Explode" sound script entry using an unknown sound channel

Marked the cl_bobcycle and cl_bobup ConVars as cheats


Team Fortress 2 and Day of Defeat: Source

Fixed clients using reloadresponsesystems, sv_soundemitter_flush, sv_soundemitter_filecheck, sv_findsoundname, and sv_soundscape_printdebuginfo to lag/crash servers


Source Engine

[size=4]Fixed client "timeout on mapchange" problem

Fixed setinfo exploit

Marked the r_aspectratio ConVar as a cheat


Server Browser

Renamed "Quick List" to "Map List"

Removed minimum ping filter from Map List



Re: That's what I'm talking about - Geoff - 01-28-2009

The HUD thing is huge, for me at least.  Was running into issues while making me and benito's map.


Re: That's what I'm talking about - Ianki - 01-28-2009

when they say they fixed the map timeout, don't believe them.  The perfectly fixed game is a lie.

But god bless valve for everything else.


Re: That's what I'm talking about - ScottyGrayskull - 01-29-2009

(01-28-2009, 10:16 PM)Versus-p- link Wrote: Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit

Finally. Now we don't have to feel stupid when we realize why the teleporter we're standing on isn't working despite having the flashy effect.

Of course by we I mean "not me". Wink


Re: That's what I'm talking about - shoopfox - 01-29-2009

(01-29-2009, 12:57 AM)ScottyGrayskull link Wrote: [quote author=Versus-p- link=topic=2229.msg63864#msg63864 date=1233198962]
Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit

Finally. Now we don't have to feel stupid when we realize why the teleporter we're standing on isn't working despite having the flashy effect.

Of course by we I mean "not me". Wink
[/quote]

I stood on a teleporter for like a full minute once, when I was pretty fucked up. I'm glad I was just on some random pub server Wink


Re: That's what I'm talking about - copulatingduck - 01-29-2009

It is looking like the reason I can't get #2 back online after the update is because valve apparently shipped windoze server files to linux servers. Again. I think this is the second consecutive time this has happened. That's fantastic, really. Biggest, saddest little boner of an update I've seen in quite some time. Though at least I wasn't expecting much, so the disappointment isn't so bad.


Re: That's what I'm talking about - CaffeinePowered - 01-29-2009

(01-29-2009, 01:45 AM)CopulatingDuck link Wrote: It is looking like the reason I can't get #2 back online after the update is because valve apparently shipped windoze server files to linux servers. Again. I think this is the second consecutive time this has happened. That's fantastic, really. Biggest, saddest little boner of an update I've seen in quite some time. Though at least I wasn't expecting much, so the disappointment isn't so bad.

#1 is linux and it updated just fine  :-\


Quote:Fixed client "timeout on mapchange" problem

Unfortunately, this is BULLSHIT, cause I saw it happen *again* last night



Re: That's what I'm talking about - Vongore - 01-29-2009

(01-29-2009, 06:25 AM)CaffeinePowered link Wrote:
Quote:Fixed client "timeout on mapchange" problem

Unfortunately, this is BULLSHIT, cause I saw it happen *again* last night

maybe they haven't fixed that on linux


Re: That's what I'm talking about - Ianki - 01-29-2009

(01-29-2009, 01:45 AM)CopulatingDuck link Wrote: I'm angry at valve for producing a great game that i love to play and striving to provide continued support even though they already have my 30 dollars.

My reasons for this is unclear.

Fixed it to get at what you meant to say.


Re: That's what I'm talking about - ZargonX - 01-29-2009

(01-28-2009, 10:27 PM)Geoff link Wrote: The HUD thing is huge, for me at least.  Was running into issues while making me and benito's map.

Hell yes.  Caff and I were just talking about that last night.  I'm doing a mixed-type map now, and this is great news.


Re: That's what I'm talking about - copulatingduck - 01-29-2009

(01-29-2009, 05:57 PM)Ianki link Wrote: [quote author=CopulatingDuck link=topic=2229.msg63886#msg63886 date=1233211533]
I'm angry at valve for producing a great game that i love to play and striving to provide continued support even though they already have my 30 dollars.

My reasons for this is unclear.

Fixed it to get at what you meant to say.
[/quote]

newp try again homo. Game was much more playable 6 months ago before valve continued adding all these retarded particle effects, facestabs, timeout bugs, etc etc etc. They just keep finding new ways to break the game and that's what pisses me off.