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OH FUCK CLASSLESS UPDATE
Mr. Face
Necrophiliamaniac


Posts: 1,628
Joined: Dec 2008
#81
08-13-2009, 03:59 PM

"TF_Demo_Scott_Hat" "Glengarry Bonnet"

I'M SO EXCITED TO SEE WHAT VALVE COMES UP WITH FOR MY HERITAGE!!! ;D

[Image: displayImage.php?imageID=234]

FFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUU



Sticks and stones may break my bones (but -1s hurt forever ;_Wink
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Honest
Ignoooore Meee, kupo


Posts: 2,334
Joined: Sep 2008
#82
08-13-2009, 04:18 PM

Meet the Hat.

Enjoy being pissed off if it's true.


(05-10-2009, 07:39 PM)Radio Raheem link Wrote:in the straightest way possible i have to say honest is by far the best looking person here

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backfire
Uninstalling


Posts: 3,520
Joined: Jun 2008
#83
08-13-2009, 04:41 PM

Anyways, I already got my triple hat.

[Image: 6d2e00towerhat.png]

You can't get anymore elegant than that.


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Mr. Face
Necrophiliamaniac


Posts: 1,628
Joined: Dec 2008
#84
08-13-2009, 05:47 PM

(08-13-2009, 04:18 PM)SUPER MACHO MAN link Wrote: Meet the Hat.

Enjoy being pissed off if it's true.
Links or it never happened.



Sticks and stones may break my bones (but -1s hurt forever ;_Wink
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Spore
2 guys, no cups necessary


Posts: 2,587
Joined: Mar 2008
#85
08-13-2009, 05:50 PM

Third update is ready.

Edit: In the list of updates. Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them.

Epic.


Feeling generous? Karf is a respectable human being. http://i.imgur.com/MTVw5.png
Thank you, Mr. Pelican.
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Vongore
The Chilean God of Lightning


Posts: 3,371
Joined: Jul 2008
#86
08-13-2009, 05:51 PM

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

What? I want to see how this works before complaining :/


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Scary Womanizing Pig Mask
Fierce Pork Trooper


Posts: 2,553
Joined: May 2008
#87
08-13-2009, 05:52 PM

Lot's of changes. -30 health seems pretty rough for the scout. Glad to see them trying to rebuff sandman though!



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Duck, Duck, Goose
Guest

 
#88
08-13-2009, 05:56 PM

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.

It's live, go forth and enjoy your truly classless update. Looks like it's paving the way for a quicker class update.

AND FUCK YES THE FAN IS NERFED.
(This post was last modified: 08-13-2009, 05:59 PM by Nitrous Oxide.)
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KarthXLR
Free of STD's ... lolwut?


Posts: 9,927
Joined: May 2008
#89
08-13-2009, 06:03 PM

(08-13-2009, 05:56 PM)Nitrous Oxide link Wrote: AND FUCK YES THE FAN IS NERFED.

YES! YES!- For a little over 2 minutes
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Spore
2 guys, no cups necessary


Posts: 2,587
Joined: Mar 2008
#90
08-13-2009, 06:04 PM

Ubercharged players can no longer be stunned! Yes, yes, YES! That was serious bullshit. I wonder what they will do with the achievement about stunning ubers though.

Edit: Lol @ fixing Heavy Civilian glitch for the tenth time.


Feeling generous? Karf is a respectable human being. http://i.imgur.com/MTVw5.png
Thank you, Mr. Pelican.
(This post was last modified: 08-13-2009, 06:06 PM by Spore.)
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Honest
Ignoooore Meee, kupo


Posts: 2,334
Joined: Sep 2008
#91
08-13-2009, 06:05 PM

The FAN and the Sandman are nerfed?

I...I am...I am masturbating.

Right now.


(05-10-2009, 07:39 PM)Radio Raheem link Wrote:in the straightest way possible i have to say honest is by far the best looking person here

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KarthXLR
Free of STD's ... lolwut?


Posts: 9,927
Joined: May 2008
#92
08-13-2009, 06:07 PM

SAndman also takes away 30 health instead of taking away double jump


95 health scouts? EVEN MORE YES YES YES YES YES
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Mr. Face
Necrophiliamaniac


Posts: 1,628
Joined: Dec 2008
#93
08-13-2009, 06:16 PM

BLU Team Main Menu Background... Neonie will be happy.

(08-13-2009, 06:05 PM)SUPER MACHO MAN link Wrote: The FAN and the Sandman are nerfed?

I...I am...I am masturbating.

Right now.
Sandman wasn't nerfed it was practically buffed Sad



Sticks and stones may break my bones (but -1s hurt forever ;_Wink
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Duck, Duck, Goose
Guest

 
#94
08-13-2009, 06:17 PM

(08-13-2009, 06:16 PM)Mr. Face link Wrote: BLU Team Main Menu Background... Neonie will be happy.

Civilian Exploits gone... WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY.

[quote author=SUPER MACHO MAN link=topic=3446.msg105917#msg105917 date=1250204737]
The FAN and the Sandman are nerfed?

I...I am...I am masturbating.

Right now.
Sandman wasn't nerfed it was practically buffed Sad
[/quote]
LOL 95 HP SCOUTS ARE EVEN EASIER TO KILL

Double jump WILL. NOT. SAVE THEM.
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Wedge
I make Reavers my Bitch


Posts: 2,704
Joined: Apr 2008
#95
08-13-2009, 06:23 PM

Biggest thing I saw there was this:

* 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.

NO MORE SPY TELEPORTER CAMPING, YAY!


(09-11-2008, 05:11 PM)Dave link Wrote:i would totaly ride that gay ass dragon thing.
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Spore
2 guys, no cups necessary


Posts: 2,587
Joined: Mar 2008
#96
08-13-2009, 06:24 PM

Also, I can already see Scouts having like, 150 points in games from just stunning everybody near their spawn.


Feeling generous? Karf is a respectable human being. http://i.imgur.com/MTVw5.png
Thank you, Mr. Pelican.
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Loqutus
Lurker
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Posts: 143
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#97
08-13-2009, 06:27 PM

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


...what

I mean, no one plays ctf anyway... but... what

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

I CALLED this one. It makes perfect sense, and the Spy doesn't lose out... if he can keep putting sappers on that whole time, he will destroy it. This is awesome.

Knockback is now scaled by damage done. (FAN)

This makes sense. I honestly use the FAN primarily for mobility. (see mach4's intel room)

# 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".


I may use the Sandman as a primary from now on. This is definitely a buff if you can work it right. Also, thank you for removing an uber counter... it's called an uber for a reason Undecided

# 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.


Awesome.


Bulletproof.
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backfire
Uninstalling


Posts: 3,520
Joined: Jun 2008
#98
08-13-2009, 06:28 PM

Quote:Fan and Sandman was nerfed.

[Image: thisisdelicious.png]
YES!!!


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Loqutus
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#99
08-13-2009, 06:28 PM

(08-13-2009, 06:24 PM)Spore link Wrote: Also, I can already see Scouts having like, 150 points in games from just stunning everybody near their spawn.

Yeah. It should be .5 points for a stun, 1 point for a long stun.

Scouts are not snipers, and should not be rewarded for slowing an enemy down for 2 or 3 seconds the same that a sniper gets for making them die and respawn 20 seconds later.


Bulletproof.
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KarthXLR
Free of STD's ... lolwut?


Posts: 9,927
Joined: May 2008
08-13-2009, 06:30 PM

THIS UPDATE SUCKS



BECAUSE I CAN'T DOWNLOAD IT
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