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Updates of the Week (ongoing discussion) - Printable Version

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+--- Thread: Updates of the Week (ongoing discussion) (/showthread.php?tid=203)



Re: Updates of the Week (ongoing discussion) - K2 - 08-13-2010

(08-12-2010, 07:43 PM)geoff link Wrote: [quote author=K2 link=topic=206.msg169038#msg169038 date=1281659493]
[quote author=PyroZombie link=topic=206.msg169013#msg169013 date=1281654419]
The longer the range, The stronger it gets. The shorter the range, the weaker it gets.

I personally don't have a problem with that idea, but I guarantee you that Valve will never implement something like that. They specifically designed TF2 so that 99% of all combat takes place at medium-to-close range (with the Sniper as the one exception). That's why there's damage falloff for all weapons, regardless of whether it makes any sense, and that's why the main secondary weapon is a shotgun.
[/quote]

k2, isnt that how flares work?
[/quote]

If they're already on fire, yeah, I guess it does. Valve kind of broke one of their own rules there. Still, hitting someone with a slow-loading projectile from across the map is a little different than a hitscan weapon with a high fire rate.


Re: Updates of the Week (ongoing discussion) - Kirby - 08-13-2010

(08-13-2010, 01:45 AM)K2 link Wrote: [quote author=geoff link=topic=206.msg169039#msg169039 date=1281660231]
[quote author=K2 link=topic=206.msg169038#msg169038 date=1281659493]
[quote author=PyroZombie link=topic=206.msg169013#msg169013 date=1281654419]
The longer the range, The stronger it gets. The shorter the range, the weaker it gets.

I personally don't have a problem with that idea, but I guarantee you that Valve will never implement something like that. They specifically designed TF2 so that 99% of all combat takes place at medium-to-close range (with the Sniper as the one exception). That's why there's damage falloff for all weapons, regardless of whether it makes any sense, and that's why the main secondary weapon is a shotgun.
[/quote]

k2, isnt that how flares work?
[/quote]

If they're already on fire, yeah, I guess it does. Valve kind of broke one of their own rules there. Still, hitting someone with a slow-loading projectile from across the map is a little different than a hitscan weapon with a high fire rate.
[/quote]


They followed their own rule to the letter with the flare crit , they reward good aim at long range with a substantial hit. Snipers get the crit if they drill you in the noggin, we get crits if we've popped you twice with flares at range. Skill gets rewarded in both cases.


Re: Updates of the Week (ongoing discussion) - PyroZombie - 08-14-2010

...1-2-1-2-1-2-1-2-1-2...

I think this is the formula for a long range heavy weapon.


Re: Updates of the Week (ongoing discussion) - Chief - 08-17-2010

Source Engine Changes (CS:S, DoD:S, TF2)
- The mat_hdr_level, r_rootlod, and r_waterforceexpensive settings are now saved in the user’s config file.
- Fixed clients being able to connect to servers with spoofed SteamIDs.
- Fixed a bug where some video configurations could get reset by restarting the engine.
- Fixed materials compiled into a map not being loaded correctly if they're in the root materials folder.
- Fixed a case of uneven performance on multicore machines.
- Fixed point contents not respecting detail brushes. This fixes a bullet penetration bug in some community maps.
- Fixed clients being able to spam servers using the ai_set_move_height_epsilon, mission_show, and sv_querycache_stats commands.
- Audio fixes:
    - Reduced overlap in the sound timing code.
    - Fixed a case where audio could skip.
    - Fixed voice communication getting corrupted while playing on a Mac.
- sv_pure 2 now protects the game_sounds files in the scripts directory.

Team Fortress 2
- Added server ConVar "sv_max_usercmd_future_ticks" which prevents clients from running usercmds too far in the future.
- Added missing Mac intro movie for cp_coldfront.
- Fixed "Hit '%disguiseteam%' to Toggle Team" string and code so they're not hard coded to 'e' and '-'.
- Fixed servers trying to validate backpack positions in inventories.
- Fixed clients validating inventories other than their own.
- Fixed item selection HUD elements showing un-acknowledged items, which resulted in items in invalid backpack positions.
- Fixed players not always getting "recent damager" credit for player suicides.
- Fixed the weapon selection menu not displaying properly when using hud_fastswitch and lastinv at the same time.
- Updated Engineer startup music.
- Updated localization files.
- Updated Pl_ThunderMountain
    - Clipped off sticky outcrops for smoother movement
    - Clipped various exploit ledges
    - Increased environment ambient exterior light level
    - Stage 1
        - Fixed hole in respawn room brushes in RED spawn
        - Shifted respawn times to favor BLU by two seconds
    - Stage 3
        - Clipped rocks off by BLU's spawn exit that leads to building B (allowed Snipers to snipe the entire area)
        - Removed embedded displacement (building B interior roof)
        - Removed rogue clip brush from building A balcony
- Updated Plr_Hightower
    - Fixed players building in the RED spawn room.
    - Fixed players building on the back window decks of the barns.
    - Fixed players getting on the satellite dish platform.
    - Fixed players building on the elevators.
    - Reduced the ammo packs in the barns down to small ammo packs.
    - Increased the hill speed modifier to 1.2 (up from .95)
    - Fixed explosion particle effects playing in the skybox.
    - Mine cart "window" collision fixed.
    - Upped Scout-loop health to large.
- Updated Pl_Upward
    - Fixed respawnroom entities not reaching the floor of split-level spawns
    - Fixed griefable fence facing BLU spawn near RED base
    - Added BLU high flanking route at RED base
    - Added health & ammo along BLU flanking route at RED base
    - Sealed BLU base left exit with block bullets brushes
    - Extended clip between C and BLU spawn to prevent sticky jump spawn camping
    - Fixed non-clipped non-solid railing in RED base
    - Fixed kill brush in middle spawn not extending to the ceiling
    - Put a block bullets brush on grate below middle spawn
    - Fixed some high micro-ledges accessible to sticky-jumpers
- Community Request
    - Added "item_pickup" game event for ammo/health packs.


Re: Updates of the Week (ongoing discussion) - shoopfox - 08-17-2010

"Sealed BLU base left exit with block bullets brushes"

God Upward needed that so bad. I can't even remember the amount of matches on that map where half the pubs on my team would try to go out that exit when it's being sticky camped or if there's a bored sniper on red


Re: Updates of the Week (ongoing discussion) - backfire - 08-17-2010

Oh, they removed that annoying harmonica in the third version of the Engie song. They sorta changed up the riff in the beginning though. Sounds much nicer imo.


Re: Updates of the Week (ongoing discussion) - Kirby - 08-17-2010

Quote:Community Request
Added "item_pickup" game event for ammo/health packs.


NEEDS MOAR HL:X TRACKING OF PICKING UP PACKS. AMIRITE?


NOW EVERYONE CAN LEARN MERC AND LOQ'S SECRET.


Re: Updates of the Week (ongoing discussion) - Chief - 08-17-2010

(08-17-2010, 05:14 PM)Kirby, the AxeHammer Zealot link Wrote:
Quote:Community Request
Added "item_pickup" game event for ammo/health packs.


NEEDS MOAR HL:X TRACKING OF PICKING UP PACKS. AMIRITE?


NOW EVERYONE CAN LEARN MERC AND LOQ'S SECRET.
YESYESYESYESYESYESYESYES


Re: Updates of the Week (ongoing discussion) - Versus - 08-18-2010

we need those overhead maps of stuff happening like valve did with kills on stock maps one time


Re: Updates of the Week (ongoing discussion) - at0m - 08-18-2010

(08-18-2010, 12:11 AM)Versus-pwny- link Wrote: we need those overhead maps of stuff happening like valve did with kills on stock maps one time
heatmaps.


Re: Updates of the Week (ongoing discussion) - shoopfox - 08-18-2010

shit or they could just do heatmaps for all their other stock/community maps. Weren't the ones they did just on the original 6 levels?


Re: Updates of the Week (ongoing discussion) - Black Aspen - 08-18-2010

Someone fill me in on this Engineer startup music, please?


Re: Updates of the Week (ongoing discussion) - backfire - 08-18-2010

(08-18-2010, 03:20 AM)Black Aspen link Wrote: Someone fill me in on this Engineer startup music, please?

Team Fortress 2 OST : More Gun V3


Re: Updates of the Week (ongoing discussion) - Vlambo - 08-20-2010

TABBED STEAM CHATTTTTTTTTTTTTTTTTTTTTTTTTTTTTT


Re: Updates of the Week (ongoing discussion) - backfire - 08-21-2010

(08-20-2010, 09:38 PM)Vlambo link Wrote: TABBED STEAM CHATTTTTTTTTTTTTTTTTTTTTTTTTTTTTT

lrn2beta

Rest of us's been enjoyin this for a week or so now Tongue


Re: Updates of the Week (ongoing discussion) - Duck, Duck, Goose - 08-24-2010

Pre-order Worms Reloaded, get Worms Solly hat + Misc slot Holy Hand Grenades to replace the grenades hanging on his chest.

Fuck yes


Re: Updates of the Week (ongoing discussion) - backfire - 08-24-2010

(08-24-2010, 08:59 PM)Nitrous Oxide link Wrote: Pre-order Worms Reloaded, get Worms Solly hat + Misc slot Holy Hand Grenades to replace the grenades hanging on his chest.

Fuck yes

Woo, meanwhile I'm broke as hell. Sad


Re: Updates of the Week (ongoing discussion) - at0m - 08-24-2010

(08-24-2010, 08:59 PM)Nitrous Oxide link Wrote: Pre-order Worms Reloaded, get Worms Solly hat + Misc slot Holy Hand Grenades to replace the grenades hanging on his chest.

Fuck yes
I wonder if I got that too, I preordered before they announced it ;x


Re: Updates of the Week (ongoing discussion) - CaffeinePowered - 08-24-2010

Bah, I thought the grenades would actually be a weapon  Sad


Re: Updates of the Week (ongoing discussion) - at0m - 08-24-2010

I didn't get them, even though I preordered. WTF, I hate this shit.