TF2 Update Thread
CJ 06 May 2010
MR.Kim 06 May 2010
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.
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.
Kaido 13 May 2010
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.
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.
Sgt. Nuker 13 May 2010
It only takes two weapons now!!! That's good news, as it's still taking me ages to craft anything for scrap metal.
Nid 13 May 2010
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 , so this should help me gain a lot more scrap metal, and thus reclaimed and refined.
Kaido 13 May 2010
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
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
MR.Kim 13 May 2010
I noticed last night about new update and it was so awesome.
I finally got crit-a-cola with craft items. Now, that's more like.
I finally got crit-a-cola with craft items. Now, that's more like.
MR.Kim 19 May 2010
Sorry for double post. Here are some interesting new stuffs with The Fancy Vs. Nasty Update(Note:Those are replace skins and models).
http://www.alphastud..._nasty/day1.php
Edited by MR.Kim, 19 May 2010 - 03:30.
http://www.alphastud..._nasty/day1.php
Edited by MR.Kim, 19 May 2010 - 03:30.
CJ 19 May 2010
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
- 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%
- Flamethrower changes
Kaido 21 May 2010
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.
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.
Ghostrider 21 May 2010
Holy monkeys, that's a big update...
Also, what are those DL's available on the update page? Can anyone get them?
Also, what are those DL's available on the update page? Can anyone get them?
Pandut 21 May 2010
Wow, the Tribalman's Shiv is soooo cool...
I unlocked it as soon as I loaded a game after the update finished
I unlocked it as soon as I loaded a game after the update finished
CodeCat 21 May 2010
I think it's going a bit overboard with all these weapons. It's beginning to look a lot like dustbowl Total Annihilation...
CJ 21 May 2010
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...
Seriously, Valve should review their community objects approval standards, otherwise we're gonna end up with hundreds of crappy hats...
Destiny 21 May 2010
MR.Kim 21 May 2010
I got craft 2 new weapons last night.
But, I did't try test yet.
Edited by MR.Kim, 21 May 2010 - 14:58.
But, I did't try test yet.
Edited by MR.Kim, 21 May 2010 - 14:58.
TheDR 21 May 2010
Destiny 21 May 2010
TheDR 21 May 2010
Liten 21 May 2010
I want science hat D:
You also see your hat when the round ends in a failure for your team or a stalment
TheDR, on 21 May 2010, 19:04, said:
You also see your hat when the round ends in a failure for your team or a stalment
TheDR 27 May 2010
New update:
Not too shabby, small updates are better than no updates
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.
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