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TF2 Update Thread


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#226 Pandut

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Posted 29 October 2010 - 08:27

View PostDestiny, on 29 Oct 2010, 0:39, said:

Buddha? <87

Tell me you're joking D:!
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#227 Destiny

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Posted 29 October 2010 - 09:05

Whaddya mean?
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#228 Pandut

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Posted 29 October 2010 - 09:35

View PostDestiny, on 29 Oct 2010, 3:05, said:

Whaddya mean?

Do you know what Buddha is referring to?
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#229 Destiny

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Posted 29 October 2010 - 10:08

Yeah I do, but...I never knew it existed, only a god 1 god 0 <87
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#230 Dutchygamer

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Posted 29 October 2010 - 16:34

Buddha is the global Godmode cheat in the Half-Life series, and it seems in TF2 too. I wouldn't be surprised if it would be the same in all Valve games <87
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#231 MR.Kim

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Posted 20 November 2010 - 00:58

It has been pretty long time almost forgot TF2 update. :P

And if you pre-oder or buy Poker Night At Inventory, it will get 4 promotion TF2 items. Well, kind of lame items.

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Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

* [Windows] Added support for raw mouse input. Raw input reads directly from the mouse, bypassing Windows control panel mouse settings. This addresses issues with high DPI mice, and provides for a more reliable controller experience at various resolutions
* [Windows] Improved custom mouse acceleration
* [Windows] Updated mouse configuration UI to support raw input and acceleration; added tooltips to some of the options
* [Windows] Fixed UI tooltips so that they display correctly on first hover


Team Fortress 2

* Added the "Team Spirit" paint can.
* Added Telltale Games items:
o Dangeresque, Too?: Strong Bad's styling glasses (equipped by the Demoman)
o License to Maim: Max's Badge (equipped by all classes)
o The Iron Curtain: The Heavy's first love (equipped by the Heavy, obviously)
o The Enthusiast's Timepiece: Tycho's favorite timepiece (equipped by the Spy)
* Updated some item capabilities:
o Employees badges can now have custom names.
o The Stickybomb Jumper can now be gift wrapped.
o The Spine-Chilling Skull and Voodoo Juju hats are now paintable.
o Improved the Spine-Chilling Skull and Voodoo Juju hat positions on the Sniper.
* Added the original Ubersaw taunt to the Vita-Saw.
* Fixed an issue that prevented the game from running on Fat32 systems.
* Fixed a problem with the Sackston Hale achievement sometimes not being awarded correctly.
* Fixed the holiday gamestartup sound files being included in the random startup selection after the holiday is over.
* Fixed numerous WebAPI issues.
* Fixed a Heavy exploit that let him run at full speed while shooting.
* Fixed a Frontier Justice exploit that let Engineers have infinite crits for their current life/round.
* Fixed the shotgun reload animations for the Soldier/Pyro/Heavy looping endlessly.
* Fixed the Medigun charge percent for other players being steppy.
* Fixed not being able to light arrows after the first arrow is fired unless they're drawn back.
* Updated the localization files


#232 deltaepsilon

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Posted 20 November 2010 - 02:28

I'll just leave this here...
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The name's Bond.

Covalent Bond.

#233 Dutchygamer

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Posted 20 November 2010 - 10:45

Ah, they fixed the infinite reload bug for Shotguns :P
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#234 MR.Kim

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Posted 03 December 2010 - 18:10

Team Fortress 2 has began public beta from yesterday.

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What sorts of things will we use the beta for, you ask?

* Testing and tuning various class, item, and weapon changes
* Testing map changes and variants
* Running higher level, game-wide experiments (like doubling player health)
* Testing new technologies without the risk of breaking the game

What's in the initial release?

Three Natascha variants:

* -40% damage
* -25% damage, -25% health
* Spin-up/down time increased, slowdown-on-hit effect falls off over distance.

Map changes:

* cp_granary: new entrance added into the RED and BLU mid ramp room.
* cp_5gorge: 5 CP version of cp_gorge.

Misc balance changes:

* Players being healed by a medic are immune to movement-impairing effects generated by hit-scan weapons.


See more details: http://www.teamfortress.com/

Edited by MR.Kim, 03 December 2010 - 18:11.


#235 Kaido

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Posted 18 December 2010 - 09:49

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Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
Improved sv_pure:
Materials / Models / Sounds / Animations are more comprehensively protected.
Switched from CRC to MD5 hashes for stronger per-file validation.
Fixed some issues between custom files and server whitelists over level changes.
Added HL2:MP to the list of dedicated server games when starting a server via the Tools tab in the Library

Team Fortress 2
Added Medieval Mode, a game mode where players are restricted to using olde weapons.
'Your Eternal Reward' changes:
Spies can now change their disguise weapon via 'lastdiguise' while using 'Your Eternal Reward'
Already-disguised 'Your Eternal Reward' Spies are no longer forced to switch to displaying the melee weapon when they make a kill
Spies no longer play speech lines when making a kill with 'Your Eternal Reward'
Sentries no longer track 'Your Eternal Reward' Spies after they backstab someone
'Natascha' changes:
Spin-up time increased.
Slowdown-on-hit effect is reduced over distance.
Added 'The Medi-eval Medic', 'The Hibernating Bear', and 'The Expert's Ordnance' item sets.
Added new weapons: 'The Claidheamohmor', 'The Back Scratcher', 'The Boston Basher', 'The Fists of Steel', 'The Amputator', 'The Crusader's Crossbow', 'The Ullapool Caber', 'The Loch-n-Load', 'The Buffalo Steak Sandvich', 'The Brass Beast', 'The Warrior's Spirit', 'The Candy Cane', and 'The Jag'.
Added 20 new hats.
Added a prototype item testing map, and associated functionality, for contributors to test their work. Further details in an upcoming blog post.
Spies can now see TargetID's of players and objects regardless of their own disguise status.
Fixed some speech lines continuing after the speaker changes class
The Spy 'Sap Auteur' achievement now increments in cases where the Spy was the assister in the building destruction.
Fixed the arrow burning effect getting stuck on if you changed class in a respawn room with your arrow lit.
Fixed a Flamethrower bug that allowed players to rapidly fake the Pyro's airblast effect.
Throwing the Jarate or Milk now returns you to your previous weapon, instead of your Primary.
Added leaderboard to track duel wins.
Added ability for players to donate money directly to the creators of their favorite community maps.
Increased backpack size by 100 slots.

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#236 MR.Kim

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Posted 18 December 2010 - 18:37

I got 3 hats last night. Including definant spartan :lol:

http://www.tf2items.com/id/MR_Kim82

Edited by MR.Kim, 18 December 2010 - 18:37.


#237 Pandut

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Posted 19 December 2010 - 01:39

World of Team Fortress 2...
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#238 MR.Kim

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Posted 22 March 2011 - 18:39

Well, this is not part of update. But, I found interseting with this goody stuff in Steam Forum: http://forums.steampowered.com/forums/show...d.php?t=1803644

Including interview audio(you better listent to this) with Robin Walker's answer of TF2 and more. Of coures, Meet The Medic is almost done and it's coming soon :D

#239 Kaido

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Posted 22 March 2011 - 18:47

Here are the main points taken out

Quote

I don't have a transcript, but I do have a crappy summary that misses some stuff.
Best update? Probably Spy vs. Sniper due to how it all came together both in and out of game and because the Spy can be changed up a lot by items like the Dead Ringer compared to, say, the Heavy's narrow focus. The Spy has probably the widest scope of possible changes of any class.

Weapon stats are thought up and tested by the entire TF team - though one guy usually "owns" a weapon and drives it's development - it's hard to really point fingers.

Lots of feedback from e-mail, forums, stream games and playing the game themselves. They try and find common threads between all the conversations they find and reconciling them, it's not "who should we listen to more" due to biases and tradeoffs (see: the different opinions between a games forum talking about TF and a TF-dedicated forum). No bias towards the Steam forums either, they're only around 3% of the player base. They try to focus on problems, not solutions, until they're sure they've identified the problems correctly. THEN they're interested in what solutions the community proposes.

The original closed beta didn't die due to some sort of internal problems, it was simply "solving a different problem" from the current one, that problem being getting feedback from the hardcore comp players. Now that they get more regular feedback from that group and they had this whole Replay thing they'd been working on for a year, it made sense to open the beta to the public to make sure huge code changes didn't render the game unplayable for a couple of days.

They knew the whole Unusual Hat sales on eBay were going to happen, just not how much they'd go for. That's why they dragged their feet on adding trading for so long, because they were worried about having the backend, enough customer support to deal with this sort of thing. Whether he LIKES it or not is irrelevant, it'll happen regardless. If anything, they'd like to make it less risky, to stop scamming.

They're working on giving people something to do with Crates if they don't want to open them. They don't really want to force the issue because people are interested in different things with the store. They're doing data analysis to see whether crates are dropped enough so that they have trade value. They're trying to find out how they can give everyone something they're interested in (hence the newer crate series.)

Hats and artstyle... The original TF2 art design didn't have anything for character customization at all. Just adding that means changes to the design and art direction. So the art direction's different now because its trying to do different things from the original art direction. It would have been nice to have known at the time what they'd do later on so they could better prepare for it, but hindsight...

"Thousands" of community item submissions, narrowed down by a quality bar and what fits whatever design problems/ideas they're thinking of addressing at the time. "We're pretty bad at this part", need to provide better feedback to contributers on why some items are selected and some aren't. The primary problem is volume. They're working on some stuff to make things better in that regard and make things more transparent.

Promotional items... "An incredibly small amount of work for us" when it's just a hat/misc item - they usually work with raw source files from the collaborating game, so it only takes a day or two while working on all the other updates at the same time. They're happiest with the Shogun pack because they fit the artstyle so well and it had class-update levels of attention paid to weapon design. They want to do more promo updates like that, where you'd barely tell it was a promo and it's a true collaboration with the other developer and the community. Though, of course, they take more work since they ARE another update.

Promo items were also used early on to test just how far they could bend the artstyle before it just plain looks bad. They hit that point (the Dangeresque glasses being specifically pointed out) so they won't go there again.

"We're not ready to talk about the Portal 2 stuff yet."

Paints! Some of it is testing the edges, as said above. The swatch on the Contribute site was for the original content and didn't remotely allow for customization. Paints are a challenge because if there's not enough changes from the original skin, nobody would want to use them.

Clientside hat/paint disabling: "We've talked about it, but haven't come to any decision yet."

Class distinction: There's other ways to heal yourself, but nobody's really gonna argue that that means Medics are obsolete. "To be honest, any issues we have there today are probably ones we had when we shipped."

The future: They don't plan too far ahead, they perfer to react to customers. They have ideas, but those are just ideas!

More "big" updates: They just tend to build stuff, then talk later about how to package it. You can get bigger updates slightly slower. It's a tradeoff, though community assets can help with this. They've thought of doing a second round of Class Updates, there's all the Beta stuff, and there's constant community suggestions... there isn't a lack of stuff to do.

Community perception seems to be that an update with three or so Medic items would be less than a "Medic Update". It's something they need to think about.

Story-heavy updates: Maybe? The writing team's been busy on Portal 2. Most changes in update content are less due to philosophy changes as it is team members running off to help ship things on other teams.

Will there be a "final" update? "I have no idea what we'll be doing six years from now." Nothing's off the table, though. They certainly didn't think they'd still be working on this game! Customer opinions make the decisions.

More out of the game stuff like graphic novels, post-Meet The Team shorts, maybe? They've talked about it. The desire for a Raising The Bar-style art book is "absolutely there", but it's a whole lot of work and nobody's gone off to actually do it.

Console Orange Box Updates: "I don't even know how we'd pull that off." Optimising 3+ years of updates that didn't consider, say, strict memory budgets or controller support for the new menus is a huge amount of work that nobody wants to do. It's not IMPOSSIBLE, but there's just been more important things to do. Like the PC updates. PS3 Steamworks helps, but doesn't solve the aformentioned problems.

"The hard part isn't doing the work, it's figuring out, what's the right work to do?"

Edited by Drag#!, 22 March 2011 - 18:49.


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#240 Dutchygamer

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Posted 22 March 2011 - 18:57

Meet the Medic? About time Valve :D
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#241 CJ

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Posted 22 March 2011 - 18:59

Dropbox link ain't working, generating too much traffic they say...
Well anyway the fact that the Source Video Editor is getting released is good news, maybe we'll see less crappy GMod videos on YT now :D

EDIT : What is weird about this though is that Valve said they wouldn't release it until the two last Meet the Team videos were released, which is not the case...

Edited by CJ, 22 March 2011 - 19:00.

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

I bet I could program an internet


#242 Sgt. Nuker

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Posted 22 March 2011 - 21:51

View PostDutchygamer, on 22 Mar 2011, 14:57, said:

Meet the Medic? About time Valve :D


^ This. Was kind of hoping for a "Meet the Pyro", but I suppose we'll have to wait another 3 years :D for that to come to fruition. I will admit though, I did have a feeling that the "Meet the Medic" trailer would come out next, given the teaser photos that VALVe released over the holidays and before.
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#243 Soul

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Posted 22 March 2011 - 22:06

Sweet source filmmaker is getting released soon.
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View PostInsomniac!, on 16 Sep 2008, 20:12, said:

Soul you scare the hell out of me, more so than Lizzie.

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#244 MR.Kim

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Posted 08 April 2011 - 05:01

Here is another good stuff I found. This time, some TF2 fan post about Meet the Medic's concept.

Quote

The actual video's release will be extra special, as they plan on doing a series of blog posts about the history of their work on Meet the Medic, and even going so far as to show a good number of past iterations before (or possibly after) showing the final product. I was only able to take pictures of the lobby area, but when we were touring through, I saw some concept pictures for Meet the Medic on a wall. One was of the Medic operating on the Heavy in a large room with some crazy gizmo with a bunch of lights hanging over the table. The other was of a Heavy in a wheelchair.


Of course, same as voice actor Robin Atkin Downes in Meet the Medic and the rest is about hats and Source Filmmaker.

Link: http://forums.steampowered.com/forums/show...d.php?t=1826357

#245 Kaido

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Posted 15 April 2011 - 04:05

The Hatless Update
http://www.teamfortress.com/hatless/

Quote

Added new map Koth_Badlands
Updated CP_Well
Spawn room by second cap for each time is now a one-way door
Updated Training
Added 3 new training courses for the Demoman, Engineer, and Spy
Added the Ready for Duty achievement for completing all of the training courses
Added a new system to associate dedicated servers with Steam accounts
Use the ConCommand "cl_gameserver_create_identity" in the Team Fortress 2 client console to create a server account using the currently logged in Steam account. This will generate values for "tf_server_identity_account_id" and "tf_server_identity_token"
Put the values for "tf_server_identity_account_id" and "tf_server_identity_token" into your server.cfg
Use the ConCommand "cl_gameserver_list" in the Team Fortress 2 client console to list all of the game server accounts owned by the currently logged in Steam account
Added a new system for coaching players
Added a new vote system
Server convars to control the vote system
sv_allow_votes : Allow voting?
sv_vote_failure_timer : A vote that fails cannot be voted on again during this period.
sv_vote_allow_specators : Allow spectators to vote?
sv_vote_issue_changelevel_allowed : Allow votes to change levels?
sv_vote_issue_kick_allowed : Allow votes to kick players from the server?
sv_vote_issue_nextlevel_allowed : Allow votes to set the next level?
sv_vote_issue_nextlevel_allowextend : Allow votes to extend the current map?
sv_vote_issue_restart_game_allowed : Allow votes to restart the game?
sv_vote_issue_scramble_teams_allowed : Allow votes to scramble the teams?
sv_vote_issue_nextlevel_choicesmode : Present players with a list of maps with the lowest playtimes to choose from?
sv_vote_kick_ban_duration : How long should a kick vote ban someone from the server? (in minutes)
dynamic model loading to improve performance
Combat Text changes
Added a new convar "hud_combattext_healing" to display the amount of healing done per second
Added bonus points to the items displayed using Combat Text
Starting position of values is now affected by range to target, making it easier to see numbers when next to targets
Updated voice to use the Steam voice codec to improve quality
Servers can toggle between the old codec and the new codec with the convar "sv_use_steam_voice", which defaults to 1.
Fixed not being able to see the correct colors for painted hats when running with DX8
Fixed not being able to see the | character in custom names and descriptions
Fixed a couple cases where custom sprays would not import correctly
Duel changes
The duel dialog has been extended to include class-specific duels in addition to the default duels
Duel badges now only show the number of wins a player has
Added Payload maps to Offline Practice
Fixed taunt kills made with a Katana not counting towards honorbound kills
Fixed a bug where killing a Katana wielder with a Katana was incorrectly causing an increased crit chance
Fixed infinite noisemakers exploit where noisemakers could continue to be used after their charges had run out
Improved the Medic overheal effect so it's more noticeable
Fixed func_build entities to respect the team value and prevent the associated team from building in the area
Items changes:
Added new "Sort by Rarity" option for sorting backpack items
Improved the backpack sorting algorithms
Added "styles" for the Ghastlier Gibus, Scotsman's Stove Pipe, Treasure Hat, Hat of Undeniable Wealth And Respect, and the Googly Gazer
Added paint preview to the preview section when shopping for hats
Updated the Googly Gazer to be paintable
Added new paint styles to the Pyromancer's Mask
Items in the action slot won't be swapped until returning to a supply cabinet
Replaced the no-crit attribute with -25% damage on the following:
The Eyelander, The Gunslinger, The Southern Hospitality, The Powerjack (also added +20% melee vulnerability)
The Horseless Headless Horseman's Headtaker, The Ullapool Caber, The Claidheamohmor
Dalokohs Bar
Removed item cool down meter and ammo count when using the Dalokohs Bar
Fists of Steel
Increase deploy times 20%
Ranged damage reduced 40% (down from 60%)
Loch-n-Load
Damage increased by 10%
Equalizer
Tuned high-end damage range so it's no longer possible to one-shot certain classes
Suppress the medic call effect while active
Battalion’s Backup
Reduced rage generation rate by 50%
Concheror
Damage-to-health conversion increased to 35% (from 20%)
Mad Milk
Heal 60% of damage done (down from 75%)
Sun-on-a-Stick
Base damage lowered slightly but guarantees crits against burning players instead of mini-crits
Fan O’ War
Marking someone for death now lasts 15 seconds (from 10 seconds)
Flaregun
Flares always crit burning targets, regardless of range
Backburner
Removed the restriction on airblast
Ammo cost increased 150% (4 blasts at full ammo)
Damage bonus reduced to 10% (from 15%)
Sydney Sleeper:
Charge rate increased 25%
Bot changes:
Added Spy TFBots. Spy bots have basic cloaking, diguising, sapping, and backstabbing behaviors now, and are ready to join the fight
TFBots understand the basics of the Payload scenario now, and will push the cart on offense, and try to stop the cart on defense
Added navigation meshes for pl_goldrush, pl_badwater, pl_upward, pl_thundermountain, and pl_hoodoo_final
Improved TFBot reactions to cloaked and/or disguised enemy Spies
Improved Demoman bot behaviors for planting sticky bomb traps
Demoman bots will now try to move to a safe spot and lob stickybombs onto enemy sentry nests to destroy them
Soldier bots switch to their shotgun after emptying their rocket launcher at close/medium range
TFBots will no longer hide from sapped or carried sentryguns
Engineer bots are better at moving their sentry gun nest as the scenario changes
Improved Sniper bot algorithm for finding good sniping spots for both Capture Point and Payload scenarios
Sniper bots will take opportunistic shots at targets while they move to their desired sniping spot
Fixed bug where Sniper bots would sometimes stand around in their spawn room doing nothing.
Improved TFBot ability to find a safe vantage spot to attack enemy sentry guns
TFBots will no longer try to use a teleporter entrance they can't actually reach
Added tf_bot_melee_only cvar. If set to 1, all TFBots will be restricted to only using their melee weapon


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#246 deltaepsilon

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Posted 15 April 2011 - 08:38

It's been a while for Valve actually releasing a useful update.
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The name's Bond.

Covalent Bond.

#247 Dutchygamer

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Posted 15 April 2011 - 15:44

I dislike the Eyelander nerf, but I do like the Loch-n-Load buff. One-shotting Scouts coming up! 8|
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#248 Soul

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Posted 15 April 2011 - 16:03

How come the backburner can airblast now? That makes no sense, it couldn't since it was put into the game and now it can?
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View PostInsomniac!, on 16 Sep 2008, 20:12, said:

Soul you scare the hell out of me, more so than Lizzie.

I've been given a Bob coin from Mr. Bob, a life time supply of cookies from Blonde-Unknown, some Internet Chocolate from the Full Throttle mod team, and some Assorted Weapons from Høbbesy.

#249 Dutchygamer

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Posted 15 April 2011 - 16:25

View PostSoul, on 15 Apr 2011, 17:03, said:

How come the backburner can airblast now? That makes no sense, it couldn't since it was put into the game and now it can?

Beta. Most (if not all) stuff in this update has been from the TF2 Beta. I immediately recognized some of them from the TF2 Wiki, because I looked at the previous Beta updates a while ago (just to see what kind of stuff can be expected).
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#250 Destiny

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Posted 15 April 2011 - 18:33

You should put a bold BETA. Lucky my intuition told me this wasn't part of a retail update, phew.
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