TF2 Updates thread

78 replies  ·  19 participants  ·  🔒 Locked by AncientEagleHelm on Mar 25, 2014

Apr 29, 2010, 02:18 PM#1
Starting with todays update, I guess. Sticky pls!

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

New content:
- Added new community map cp_freight.
- Added missing physics models for several items.
- Added jiggle bones to the Sam & Max items, and The Buff Banner.
- Added Crit-a-Cola.

Dedicated Server
- Linux optimizations.
- Fixed Linux servers not relisting correctly after a master server restart
- Fixed a case where servers could have "ghost" players consuming player slots

Engine
Marked the "snd_show" convar as a cheat

Gameplay Changes
Pyro changes
Flamethrower direct damage reduced 20%.
Burn duration reduced (10 -> 6 seconds).
Airblast re-fire delay reduced by 25%.
Airblast ammo usage reduced by 20%.
All reflected rockets/grenades/arrows now mini-crit.
Airblasting enemies into environmental deaths now awards the death credit to the Pyro.

Heavy changes
Minigun spin-up/down time reduced by 25%
Minigun firing movement speed increased to just under half-normal (from 80 to 110).
Throwing a sandvich to a teammate now earns a full bonus point (was half a point).

Bonk! changes
Post-use movement penalty removed.
Now has a re-use cooldown time, like The Sandman.

The Chargin' Target changes
Direct charge hit now does 50 damage + 10 per head (up to 5 heads).
Capped the turn rate from +left and +right while charging.

The Huntsman changes
Removed restriction that arrows need to be aimed before they can be lit by a Pyro.
Bow can now be lowered without losing the lit arrow.
Changed bow so you can start charging it while you're jumping, but you can't fire until you're on the ground.
Fixed bug where flame effect would get stuck on if you change weapons with a lit arrow.

Backpack changes
Moved Crafting button out to the root class/backpack selection panel.
Dragging and dropping items in your backpack now makes appropriate sounds.

Bot changes
Bots don't retreat to gather health as readily if they are in combat.
Bots no longer retreat when moving to block a point capture.
Bots should now equip an appropriate combat weapon and fight while moving to collect health.
Bots who are roaming the map and hunting now chase down their victims, following them around corners.
Bots That fire projectiles (ie: rockets/grenades/etc) don't hold down their fire button for a minimum time. This was causing Soldier bots to fire rockets into nearby walls as they strafed, killing themselves.
Soldiers bots now switch to their shotgun after firing all four rockets when engaging an enemy.
Added a few more bot names from community suggestions.
Fixed a behavior loop with Engineer metal gathering.

The Sandman change
Added a slight speed reduction to stunned players.

Community requests
Added ConVars log_verbose_enable and log_verbose_interval to report player positions in the server log at regular intervals
log_verbose_enable default: 0
log_verbose_interval default: 3 secs
"Last-weapon" initialization on respawn now sets itself to be the melee weapon if you don’t have a selectable secondary weapon (like The Razorback).

Bug Fixes
Fixed an case where The Gunboats didn’t apply their damage reduction properly.
The amount count in the HUD now flashes red when you’re low on ammo.
Extinguishing a burning teammate now earns a full bonus point (was half a point).
Fixed a permanent overheal exploit involving dispensers.
Fixed a bug in spectator mode where the user aborted out of freezecam, setup a spec mode (like IN_EYE), and would then have the setting stomped after the freezecam timer expired.
Fixed bug with disguised spy sometimes seeing his own name in the disguise status HUD.
Fixed a client crash that could result from players with arrows embedded in them.
Fixed items that can be worn by any class having the wrong model when worn by a disguised Spy.
Added missing map prefixes to server browser game types.
Killing yourself with your own sentry no longer increments the sentry's kill counter.
Fixed dropped hats sometimes having the wrong team color.
Fixed crit-boosted players not getting critical hits if their weapon has custom no-crit behavior.
Fixed the achievement dialog taking a long time to pop up, and completed achievements now sort to the bottom of the list.
Fixed Spies disguised as Medics hearing the autocaller sound.


The new Crit-a-Cola has the effects: While under the effects, damage done and damage taken will be mini-crits.

Video of it in action:
Page 3
Jul 9, 2010, 12:35 AM#41
Engine
Fixed client crash related flashlight usage.
Fixed several issues related to alt-tabbing (invisible players, etc).

Team Fortress 2
Added The Frontier Justice.
Added The Wrangler.
Added The Gunslinger.
Added The Southern Hospitality.
Added 35 Engineer achievements.
Engineers can now pickup & move their buildings.
Added Engineer main menu music.
Added 4 new maps:
Thunder Mountain, a 3 stage Payload map.
Hightower, a Payload Race map.
Upward, a Payload map.
ColdFront, a community built Capture Point map.
Item tuning:
The Sandvich now uses a cooldown timer, instead of the health pack recharge mechanic.
The Gunboats now reduce self-damage by 60% (was 75%)
The Tribalman's Shiv bleed duration reduced to 6 second (was 8), and its damage penalty increased to 50% (was 35%).
Added better feedback sound for Pyros on when their flamethrower is doing damage.
Fixed blood effect on bleeding player.
Added a glow effect to Payload carts.
Added Romanian language support.
Jul 9, 2010, 12:45 AM#42
Included in the Update a Combat Mini-Sentry.



The Metropolitan Police have issued a statement confirming that they are pissed.

:P
Jul 9, 2010, 08:36 AM#43
Okay what? First they nerf my Tribalman's Shiv. Secondly, moving level 3 sentries and everything? That's hella OP.
Jul 10, 2010, 06:33 AM#44
Okay what? First they nerf my Tribalman's Shiv. Secondly, moving level 3 sentries and everything? That's hella OP.


And having too rebuild for every inch you move is not retarded? :P
Jul 10, 2010, 08:26 AM#45
I like the new update. Makes the engineer more a combat engineer, which is awefully nice. I think things will all work out fine when people stop mass-playing the engi.
Jul 10, 2010, 11:20 AM#46
"Fixed several issues related to alt-tabbing (invisible players, etc)."

thx valve. I needed that one <:)
Jul 10, 2010, 03:59 PM#47
I hate them for giving heavies CD on sandvich. :<

And wow the class-balance is horrid atm. xD No defense because you only have 4 x level 1 sentries.
Jul 11, 2010, 04:15 AM#48
I hate them for giving heavies CD on sandvich. :<

And wow the class-balance is horrid atm. xD No defense because you only have 4 x level 1 sentries.


Do not underestimate the awesomeness of a group of mini-sentries, they can be rebuilt super fast and aren't that bad at damage, i think at one point i had 7 kills and 4 assists with the same mini-sentry right outside the spawn area on upward :)
Jul 11, 2010, 07:49 AM#49
I know they are evil. :D
I played yesterday as Wrangler/gunslinger engie. And I was topping the list. :3
It's damn overpowered that the turrets have unlimited range. :D
Aug 17, 2010, 07:09 PM#50
Required updates to TF2/CSS and DODS are up now.  The specific changes include:

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.

{skipping boring CS:S stuff}

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.
Sep 25, 2010, 05:45 PM#51
Sep 25, 2010, 09:15 PM#52
http://150mbupdate.co.cc/
Made me lol :v


Awesome. xD
Sep 30, 2010, 06:31 PM#53
Added the Mann-conomy.
- Added 65 new items (hats, weapons, tools, minigames, gifts, crates).
- Added the Mann Co. Store & Catalog.
- Added Trading.
- Added Item customization.

Additional TF2 features:
- Added new auto-team-scramble system:
Set mp_scrambleteams_auto to 1 (default) to automatically scramble the teams if the criteria is met
Set mp_scrambleteams_auto_windifference to set the number of round wins a team must lead by in order to trigger an auto scramble (default is 2)
- Updated how Spy disguise targets are selected to more randomly distribute the selections
- Fixed the FreezePanel background not using the correct color if you were killed by a player or building on your own team
- Server browser tweaks:
It will now encourage you to add servers to Favorites or Blacklists after you have a good/bad experience on them.
The Server Browser now automatically closes after successfully connecting to a server (opt-out via the Options-Multiplayer->Advanced dialog)

Achievement tuning:
- Demoman achievement "The Stickening" changed to 3 from 5.
- Heavy achievement "Krazy Ivan" changed to 50 from 100.
- Medic achievement "Consultation" changed to 3 from 5.
- Medic achievement "Peer Review" changed to 10 from 50.
- Medic achievement "Placebo Effect" changed to 2 from from 5.
- Medic achievement "FYI I am A Medic" changed to 1 from 5.
- Medic achievement "Family Practice" changed to 5 from 10.
- Soldier achievement "Geneva Contravention" changed to 3 from 5.
- Scout achievement "Strike Zone" now counts assists.
- Scout achievements "Fall Classic" and "Foul Territory" are fixed.
Sep 30, 2010, 06:34 PM#54
Man i just wanted to point it out and you beat me xD
Oct 1, 2010, 08:57 AM#55
Could anyone explain the whole "mini-game" thing to me?

Also.. Lol at fucking valve for making microtransactions for TF2. As if I'm going to buy a hat for 20€ that I can craft at some point in time. No way.
So screw you valve. :P
Oct 1, 2010, 12:19 PM#56
Could anyone explain the whole "mini-game" thing to me?

i think you have to buy it for some 5€, its an icon with 2 ambassadors, but how exactly, i don't know
Oct 1, 2010, 05:10 PM#57
Could anyone explain the whole "mini-game" thing to me?

i think you have to buy it for some 5€, its an icon with 2 ambassadors, but how exactly, i don't know


I didn't read anything after "buy"...
Dec 11, 2010, 01:17 AM#58
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Team Fortress 2
Updated some files, for no reason whatsoever

Errr... Right.
Dec 11, 2010, 07:21 AM#59
LOL
Dec 11, 2010, 08:09 PM#60
And they probably fill around 200mb.
4160
of 78 posts
Jul 2010
Dec 2010