Jump to content


TF2 Update Thread


319 replies to this topic

#51 CJ

    Rocket soldier

  • Member Test
  • 2,144 posts
  • Projects: Nothing yet

Posted 06 May 2010 - 15:40

View PostCodeCat, on 6 May 2010, 9:15, said:

As far as I know, Meet the Pyro is coming first.

I'd tend to think that it's the opposite which will happen, since everyone is looking forward to see if the pyro's a man or a woman, so they should be keeping it's video as the last one, with an epic troll in it :P

View PostChyros, on 11 November 2013 - 18:21, said:

I bet I could program an internet


#52 MR.Kim

    Insane Solider

  • Member Test
  • 2,740 posts

Posted 06 May 2010 - 17:34

When I watched video there are 3 things with new engine's stuffs.

1. Repair node: http://www.teamfortr...ost.php?id=3539

2. New blueprint with robot arms.

3. There is new unknown poster with robot.


Of course, I alway want the answer about pyro. Because, he or she is very mystery.

#53 Drag#!

    The one who screams.

  • Member Test
  • 898 posts
  • Projects: Nothin'

Posted 13 May 2010 - 04:04

Ninja tf2 update

IMPORTANT HIDDEN CHANGES
TWO WEAPONS: ONE SCRAP METAL.
Equalizer + Eyelander = Homewrecker
Sanvich + Bonk! = Dakolah's Bar
Charge 'n Targe + Razorback = Gunboats
kritzkrieg + bonk = crit-a-cola.
Batters helm + bonk + bonk = Bonk Helm
Sandman + Scrap metal = Pain train
"PUT A RECLAIMED METAL INTO THE CRAFT BOX, AND YOU CAN CRAFT BACK INTO 3 SCRAP "
"It works with refined to gives you 3 reclamed"
There's a file named sfm_defaultanimationgroups in /tf/cfg/

Linux Dedicated Server
- Fixed srcds_run to work properly with the Counter-Strike: Source beta dedicated server when autoupdating.

Engine
- Fixed the startmovie command not using the codec dialog.

Team Fortress 2
- Fixed dropped weapons and ammo kits not being affected by explosions.
- Adding missing "+lookup" and "+lookdown" keybind options.
- Added SetCTFCaptureBonusTime tf_gamerules input to allow map authors to set the length of crit bonus time (in seconds) for CTF captures.

Edited by Drag#!, 13 May 2010 - 04:14.


Posted Image

TS3: 194.135.95.221:10017

#54 Sgt. Nuker

    Greenskin Inside

  • Global Moderator
  • 13,457 posts
  • Projects: Shoot. Chop. Smash. Stomp.

Posted 13 May 2010 - 04:11

It only takes two weapons now!!! That's good news, as it's still taking me ages to craft anything for scrap metal.
Posted Image

#55 TheDNR

    Whispery Undead

  • Administrator
  • 5,827 posts

Posted 13 May 2010 - 08:33

What an awesome update :P

Took Valve long enough :P
Posted ImagePosted Image

#56 Nid

    Human Being number 80446219302

  • Project Team
  • 2,501 posts

Posted 13 May 2010 - 09:01

Excellent, I'm still slugging along trying to gather three of each weapon, I only have one reclaimed metal and two scrap metal so far :P, so this should help me gain a lot more scrap metal, and thus reclaimed and refined. :P
Posted Image

#57 Drag#!

    The one who screams.

  • Member Test
  • 898 posts
  • Projects: Nothin'

Posted 13 May 2010 - 14:27

Some more "info"

Random Headgear:
2 headgear or 54 weapons = 27 Scrap Metal = 9 Reclaimed Metal = 3 Refined Metal = 27 weapons

Class-specific Headgear
75 weapons = (36 Scrap metal = 12 Reclaimed Metal = 4 Refined Metal) + 3 weapons (1 Class Token)

Smelt Primary Weapons:
2 Identical primary weapons
Eg. Force-A-Nature + Force-A-Nature 1 Scrap Metal

Smelt Secondary Weapons:
2 Identical secondary weapons
Eg. Flare gun + Flare gun 1 Scrap Metal

Smelt Melee Weapons:
2 Identical melee weapons
Eg. Übersaw + Übersaw 1 Scrap Metal

Smelt Class Weapons
Any 2 weapons wielded by the same class
Eg. Ambassador + Dead Ringer (Spy Weapons) 1 Scrap Metal

Smelt Tokens
3 Tokens
Eg. Heavy Token + Demoman Token + Melee Token 1 Reclaimed Metal

Combine Scrap Metal = 1 Reclaimed Metal
3 Scrap Metal

Combine Reclaimed Metal = 1 Refined Metal
3 Reclaimed Metal

Smelt Refined Metal = 3 Reclaimed Metal
1 Refined Metal

Smelt Reclaimed Metal = 3 Scrap Metal
1 Reclaimed Metal

Posted Image

TS3: 194.135.95.221:10017

#58 MR.Kim

    Insane Solider

  • Member Test
  • 2,740 posts

Posted 13 May 2010 - 20:44

I noticed last night about new update and it was so awesome. :P

I finally got crit-a-cola with craft items. Now, that's more like. :P

#59 MR.Kim

    Insane Solider

  • Member Test
  • 2,740 posts

Posted 19 May 2010 - 01:21

Sorry for double post. Here are some interesting new stuffs with The Fancy Vs. Nasty Update(Note:Those are replace skins and models). :P

http://www.alphastud..._nasty/day1.php

Edited by MR.Kim, 19 May 2010 - 03:30.


#60 CJ

    Rocket soldier

  • Member Test
  • 2,144 posts
  • Projects: Nothing yet

Posted 19 May 2010 - 23:22

Another small update for the pyro, basically, they're kinda reverting all the changes they made for last 3 ones....

Quote

Team Fortress 2
    - Fixed a case where the Spy could start taunting and cloak at the same time
    - Flamethrower changes
  • Increased base damage 10%
  • Afterburn duration increased (from 6 to 10)
  • Flares that hit a burning player at mid-to-long range will crit
  • Reduced Backburner damage bonus from 20% to 15%

View PostChyros, on 11 November 2013 - 18:21, said:

I bet I could program an internet


#61 Drag#!

    The one who screams.

  • Member Test
  • 898 posts
  • Projects: Nothin'

Posted 21 May 2010 - 04:03

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
Added new community weapons and hats
Updated CP_Gorge
Added nobuilds to the awnings outside BLU's forward spawn to preventing players building up there.
More clip work and model collision work based on community feedback.
Fixed BLU forward spawn door appearing through roof.
Updated PLR_Pipeline
Added new stairwell in Stage 1 and window access to both teams’ platforms by main choke point to help alleviate stalemates.
Reverted the starting position for the cart in Stage 3 if a team had won the first 2 stages to where you no longer get a big cart-start-position advantage.
Fixed rare cases where stage would break when cart had no nearby capper(s).
Fixed carts not always moving to their starting locations correctly.
Fixed respawn times in Stage 3 not being set to the proper values.
Fixed the map not finishing correctly in Stage 3 if the two teams capture the final point at the same time.
Removed sv_showhitboxes to avoid players confusing it with the method by which we do hit detection (see http://developer.val....yer_Networking for info)
Weapons: Jarate + Axtinguisher = Scotsman's Skullcutter
Dead Ringer + Huntsman = Tribalman's Shiv
Hats: Hats
New Pipeline Stage 1: 1 2 3

Edited by Drag#!, 21 May 2010 - 04:17.


Posted Image

TS3: 194.135.95.221:10017

#62 Ghostrider

    Duly Appointed Federal Marshal

  • Project Team
  • 991 posts
  • Projects: The Pants Party, Irradiated Inc.

Posted 21 May 2010 - 05:07

Holy monkeys, that's a big update... 8|
Also, what are those DL's available on the update page? Can anyone get them?

Posted Image
AJ is responsible for this signature masterpiece... if you see him, tell him I say thanks.
Posted Image

#63 Pandut

    Abdomen and some dried fish.

  • Project Team
  • 1,261 posts
  • Projects: Frontlines and European Conflict

Posted 21 May 2010 - 06:49

Wow, the Tribalman's Shiv is soooo cool...

I unlocked it as soon as I loaded a game after the update finished 8|
Formerly Sobek

#64 CodeCat

    It's a trap!

  • Gold Member
  • 6,111 posts

Posted 21 May 2010 - 09:21

I think it's going a bit overboard with all these weapons. It's beginning to look a lot like dustbowl Total Annihilation...
CodeCat

Posted Image
Posted Image

Go dtiomsaítear do chód gan earráidí, is go gcríochnaítear do chláir go réidh. -Old Irish proverb

#65 CJ

    Rocket soldier

  • Member Test
  • 2,144 posts
  • Projects: Nothing yet

Posted 21 May 2010 - 09:28

I definitely don't like the new hats, well at least I don't like most of them...
Seriously, Valve should review their community objects approval standards, otherwise we're gonna end up with hundreds of crappy hats...

View PostChyros, on 11 November 2013 - 18:21, said:

I bet I could program an internet


#66 TheDNR

    Whispery Undead

  • Administrator
  • 5,827 posts

Posted 21 May 2010 - 09:58

The Medic hat is awesome :/

If i got that, i think I'd play medic a lot more 8|
Posted ImagePosted Image

#67 Destiny

    Twintails are eternal!

  • Member Test
  • 3,138 posts

Posted 21 May 2010 - 14:47

View PostTheDR, on 21 May 2010, 17:58, said:

The Medic hat is awesome |8

If i got that, i think I'd play medic a lot more 8|

But the problem is you can't see your own model in-game which kinda defeats the purpose of wearing hats... :/
Posted Image

#68 MR.Kim

    Insane Solider

  • Member Test
  • 2,740 posts

Posted 21 May 2010 - 14:56

I got craft 2 new weapons last night. 8|

But, I did't try test yet.

Edited by MR.Kim, 21 May 2010 - 14:58.


#69 TheDNR

    Whispery Undead

  • Administrator
  • 5,827 posts

Posted 21 May 2010 - 15:10

View PostDestiny, on 21 May 2010, 15:47, said:

View PostTheDR, on 21 May 2010, 17:58, said:

The Medic hat is awesome 8|

If i got that, i think I'd play medic a lot more 8|

But the problem is you can't see your own model in-game which kinda defeats the purpose of wearing hats... |8

Yeah you can. Press G more :/
Posted ImagePosted Image

#70 Destiny

    Twintails are eternal!

  • Member Test
  • 3,138 posts

Posted 21 May 2010 - 15:13

View PostTheDR, on 21 May 2010, 23:10, said:

View PostDestiny, on 21 May 2010, 15:47, said:

View PostTheDR, on 21 May 2010, 17:58, said:

The Medic hat is awesome :D

If i got that, i think I'd play medic a lot more 8|

But the problem is you can't see your own model in-game which kinda defeats the purpose of wearing hats... 8|

Yeah you can. Press G more :/

I binded my G to spray, what does the original do? Taunt? |8
Posted Image

#71 TheDNR

    Whispery Undead

  • Administrator
  • 5,827 posts

Posted 21 May 2010 - 17:04

View PostDestiny, on 21 May 2010, 16:13, said:

View PostTheDR, on 21 May 2010, 23:10, said:

View PostDestiny, on 21 May 2010, 15:47, said:

View PostTheDR, on 21 May 2010, 17:58, said:

The Medic hat is awesome :D

If i got that, i think I'd play medic a lot more 8|

But the problem is you can't see your own model in-game which kinda defeats the purpose of wearing hats... 8|

Yeah you can. Press G more :/

I binded my G to spray, what does the original do? Taunt? |8

Yeah, G makes you taunt and when taunting you can clearly see your hat.
Posted ImagePosted Image

#72 Libains

    Light up life.

  • Gold Member
  • 4,950 posts

Posted 21 May 2010 - 17:10

*Renames thread*

All the better now 8|
For there can be no death without life.

#73 Liten

    Morally Moose

  • Member
  • 322 posts

Posted 21 May 2010 - 18:20

I want science hat D:

View PostTheDR, on 21 May 2010, 19:04, said:

View PostDestiny, on 21 May 2010, 16:13, said:

View PostTheDR, on 21 May 2010, 23:10, said:

View PostDestiny, on 21 May 2010, 15:47, said:

View PostTheDR, on 21 May 2010, 17:58, said:

The Medic hat is awesome :D

If i got that, i think I'd play medic a lot more 8|

But the problem is you can't see your own model in-game which kinda defeats the purpose of wearing hats... :D

Yeah you can. Press G more :/

I binded my G to spray, what does the original do? Taunt? |8

Yeah, G makes you taunt and when taunting you can clearly see your hat.

You also see your hat when the round ends in a failure for your team or a stalment 8|
Posted Image

Kyle Carter said:

Harry Potter is the safety scissors of the Fantasy genre


#74 CodeCat

    It's a trap!

  • Gold Member
  • 6,111 posts

Posted 21 May 2010 - 18:40

Might as well pin it since it's likely to keep coming back anyway.
CodeCat

Posted Image
Posted Image

Go dtiomsaítear do chód gan earráidí, is go gcríochnaítear do chláir go réidh. -Old Irish proverb

#75 TheDNR

    Whispery Undead

  • Administrator
  • 5,827 posts

Posted 27 May 2010 - 23:16

New update:

Quote

Team Fortress 2

Added community submitted deathnotice icons for the community submitted weapons.
Changed the deathnotice text color to use black instead of white when the local player is involved.
Fixed domination/revenge messages not using team colors for the player names.
Fixed an issue where sequences with an activity weight of 0 never get selected.

Updated Koth_Nucleus:
Changed side spawn exits to prevent sniping from inside the spawn door.
Fixed graphical glitch on platform floor.
Fixed blue-colored models in RED area.

Updated Tc_Hydro:
Added respawn time advantages when a team begins to cap any point. Resets when the cap progress resets.
Fixed various nobuild and playerclip issues reported by the community.
Removed logic that reduced spawn times based on roundtime.


Not too shabby, small updates are better than no updates 8|
Posted ImagePosted Image





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users