Team Fortress 2 *Updates*

Discussion in 'Team Fortress 2 (CS)' started by Mr. BlueZone, Dec 12, 2008.

  1. Mr. BlueZone

    Mr. BlueZone <FONT size="1" face="Arial" color="blue"><B>►Super

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    Having helped get Left 4 Dead's Versus Mode ready for primetime, the Team Fortress 2 developers have resumed work on updates and class packs for their much-loved multiplayer game:
    We've been pretty quiet lately, but thankfully, that's about to end. In the next few days we'll have an update out that has a couple of new features for the Engineer and Spy, and a variety of other smaller fixes.
    Teleporters will be upgradeable to level 3. As the teleporter is upgraded, the cooldown will decrease.
    Dispensers will be upgradeable to level 3. They will heal faster and generate metal faster as they are upgraded.
    Spies will be able to recharge their cloaking ability by picking up ammo off of the ground.
    We've made a bunch of minor changes by adding particle systems and upgrading the HUD to show things like deaths by critical hits, players that are overhealed, and giving more information to medics when people are calling for them.
    These are just to work on some class balance and depth issues that we've seen in the wild with these two classes, but aren't meant to replace their entire class packs. They will be getting more attention further down the road.
    While that's in testing, we're off working on several things that folks have been emailing us about, so we thought it'd be good to provide some detail:
    The next class pack will be the Scout. One of the main goals we're focusing on for him has been to provide tools that make him useful in maps like Dustbowl & Goldrush. If you have any ideas for what you think would work well, post them over on the Team Fortress 2 Forum and we'll take a look.
    We are actively working on a massive XBox 360 update, which will include pretty much everything we've shipped on the PC in the last year. We'll provide you with a rough date when we have one.
    We're also working on bringing over a variety of engine improvements from Left 4 Dead into the TF2 engine, but it won't be a wholesale replacement of the engine. This means we'll get some of L4D's performance improvements, like the better multicore support, but not all of them. For example, we can't bring over some improvements without dropping support for DX8, which we're not prepared to do.
    Update: The aforementioned patch has been released:
    • The Engineer's teleporters can now be upgraded to level three. It will recharge faster the higher level it is
    • The Engineer's dispensers can now be upgraded to level three. It will give out metal and heal faster as it is upgraded
    • Spies will be able to recharge their cloaking ability by picking up ammo off of the ground or from health cabinets
    • Some changes to the second part of the first stage of Goldrush to give the attackers more of an advantage
    • Any weapons that fire bullets (shotguns, sniper's machine gun, heavy's minigun, etc.) can now break apart the Demoman's stickybombs
    • The icon on the HUD for a person calling for Medic will now give more information to the medic (if the target is low on health, on fire, etc.)
    • Added an achievement tracker that will allow people to choose specific achievements that they are trying to get
    • There is now a custom icon for death messages when the player was killed from a critical hit
    • Added a new particle effect for when a player enters the water
    • Added smoke to the feet of a rocket jumping soldier
    • Players will now have some particles swirling around them so other players can see when they are overhealed
     
  2. Xylon

    Xylon New Member

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    Does this update is real, or its a joke?
     
  3. diS

    diS Programmer

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    It's real mate ;)
     
  4. Xylon

    Xylon New Member

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    wooow thats sound cool, and hum...when will it be released?
     
  5. diS

    diS Programmer

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    It is allready released today ;)
    I have played a couple of hours ago and it was really awesome :D
     
  6. vlees91

    vlees91 New Member

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    update is made in 1 or 2 days of work and contains alot of bugs (as medic heal enemy spy and you see instantly that he is enemy)
    upgrade your tele entrance to level 3. exit gets destroyed. bam. level 1 again
     
  7. Xylon

    Xylon New Member

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    bah... they will fix that I think :)
     
  8. Mr. BlueZone

    Mr. BlueZone <FONT size="1" face="Arial" color="blue"><B>►Super

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    Super Awesome TF2 Update Released

    Valve issued a mini-patcharoo for Team Fortress 2 and Day of Defeat Source on Steam today.
    Updates to Team Fortress 2 and Day of Defeat: Source have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
    Additions Added a Quick List view to the serverbrowser
     
  9. Mr. BlueZone

    Mr. BlueZone <FONT size="1" face="Arial" color="blue"><B>►Super

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    Super Awesome TF2 Update Released

    An Escapist article speaks to Valve to discover what's happened to the long-promised Team Fortress 2 updates:
    With Left 4 Dead now launched, the team is once again turning its attention to future TF2 updates. The Scout is the next class slated for the special treatment, and Walker expects the update will be available early this year. Additionally, the team is juggling a number of side projects at the moment, including finally bringing a year's worth of the downloadable content and upgrades to the Xbox 360 version of the game. A new Payload map is in the works, more community maps are on the way and the team will soon unveil a very different new game mode.
    Walker says they haven't made any decisions about adding new classes yet, but that doesn't mean they're not considering them. "We've got several new class designs floating around, some of which we like a lot, but right now we're focusing on the broadening of our existing classes through the addition of the unlockables," he says. In the meantime, the weapon selections offered through the upgrades have created subclasses that let players specialize in certain tactics, such as using the Pyro's Backburner flamethrower to ambush opponents. "We've got some ideas as to where we'd like to go, but like always, we'll be trying to stay fluid and responsive to customer feedback. We're aiming to keep shipping class updates, trying out new game modes and evolving the way we can bring players into the ongoing design of the game," Walker says.
     
  10. rh3z

    rh3z New Member

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    What I want most is some new maps :D
     
  11. Mr. BlueZone

    Mr. BlueZone <FONT size="1" face="Arial" color="blue"><B>►Super

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    Super Awesome TF2 Update Released

    Valve has released the latest super awesome update for Team Fortress 2.

    Updates to Team Fortress 2 and Day of Defeat: Source have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

    Team Fortress 2:

    • Added percentage to UberCharge HUD panel for the Medic
    • Added upgrade progress and levels to Engineer HUD panel for all buildings
    • Added mp_tournament_allow_non_admin_restart server ConVar to allow server admin to toggle whether non-admin players can issue the mp_tournament_restart ConCommand on the server. Default is 1 (current behavior)
    • Added flag to the gamerules entity so map authors can override the HUD type being used. Allows map authors to force CTF or CP HUD to be used if they mix CTF/CP entities in the map
    • Added check in CTF HUD to make sure it doesn't point at disabled capture zones when the player is carrying the flag. Allows map authors to have more than one capture zone for each team in the map
    • Changed AutoTeam to give new players to the attackers on attack/defend maps if the teams are even
    • Fixed Pyro model not animating in the class menu
    • Fixed players getting stuck in the "prepare to respawn..." countdown loop
    • Fixed Natascha not getting the proper 75% of damage and slightly increased the strength of Natascha's slowdown
    • Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit
    • Fixed announcer saying "the cart is nearing the checkpoint" after the round has already been won
    • Fixed cloaked spies having a particle-beam effect while standing next to a dispenser that's healing them
    • Fixed server crash when trying to load a map that contains control points with duplicate index values
    • Fixed several materials warnings in the console
    • Fixed "Cart.Explode" sound script entry using an unknown sound channel
    • Marked the cl_bobcycle and cl_bobup ConVars as cheats

    Team Fortress 2 and Day of Defeat: Source:

    • Fixed clients using reloadresponsesystems, sv_soundemitter_flush, sv_soundemitter_filecheck, sv_findsoundname, and sv_soundscape_printdebuginfo to lag/crash servers

    Source Engine:

    • Fixed client "timeout on mapchange" problem
    • Fixed setinfo exploit
    • Marked the r_aspectratio ConVar as a cheat

    Server Browser:

    • Renamed "Quick List" to "Map List"
    • Removed minimum ping filter from Map List
     
  12. Mr. BlueZone

    Mr. BlueZone <FONT size="1" face="Arial" color="blue"><B>►Super

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    Team Fortress 2 Updated

    New Client Features:
    Added view model FOV slider to advanced multiplayer options.
    Added a hide view model option to advanced multiplayer options.
    Added custom crosshair support.
    Added crosshair image, scale, and color settings to the Options->Multiplayer settings tab.
    Moved HUD minimal mode & Disable Spray options into the Advanced Multiplayer settings.
    Added "open_charinfo_direct" command that opens the loadout directly to the class you're currently playing.
    Replaced the "Open Loadout" entry in the options->keys dialog with this new command. Rebind / reset your config to defaults to use it.
    New Server Features:
    Added "tf_damage_disablespread" convar to disable the 25% damage spread on all damage.
    Added class limit support to tournament mode.
    Set the "tf_tournament_classlimit_X" convars to the max number of class X allowed.
    Added "tf_tournament_hide_domination_icons" convar, that allows a tournament mode server to force clients not to display domination icons over their nemeses.
    Gameplay Changes:
    Modified critical hit calculation. Overall, critical hit chance is now much more recent-performance based.
    • Base chance is now 2% (was 5%).
    • Bonus range based on damage done changed from 0%-15% to 0%-10%
    • Damage range required for bonus changed from 0-1600 to 0-800.
    Reduced random damage spread applied to all player damage from +-25% to +-10%.
    Slight reduction (improvement) of the minigun's spread.
    Increased flare direct hit damage from 20 to 30.
    Rewrote Natascha's slowdown code to be more consistent.
    Sniper rifle now supports Crit Boost state like all other weapons (i.e. Kritzkrieg makes all shots critical hits).
    Stealthed spies are no longer able to pickup the intelligence. They must uncloak first.
    Increased soldier primary ammo count from 16 to 20.
    Bug Fixes:
    Added UTIL_IsCommandIssuedByServerAdmin() checks to several "physics_" CON_COMMAND scripts to prevent clients issuing the commands.
    Fixed bug in teleporter logic that allowed engineers to build teleporters with HUGE health values.
    Fixed matching teleporter not getting a health buff when the pair is upgraded (only the tele you were hitting got the health buff).
    Fixed Medic ÜberCharge percentage in minimal-HUD mode.
    Protected against an HLTV related server crash. Note that we are still working on the client timeout and lag issues.
     
  13. diS

    diS Programmer

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    Nice!

    I like the update that the soldier has more ammo.
    He just had to few ammo before :/
     
  14. Mr. BlueZone

    Mr. BlueZone <FONT size="1" face="Arial" color="blue"><B>►Super

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    Team Fortress 2 Patcharoo

    Valve issued a minor update to Team Fortress 2 (and DoD Source) on Steam this evening. Snip:
    Updates to Team Fortress 2 and Day of Defeat: Source have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
    • Team Fortress 2
    • Sticky bombs now get a reduced close range damage ramp up (like Rocket Launcher & Syringe Gun)
    • Ultimately reduces damage done by sticky bombs to enemies <512 units from the Demoman
    • Moved the unlockable system over to the new item backend:
    • Added a warning dialog to the loadout screen telling clients when the server they're on could not get their loadout
    • Made "tf_damage_disablespread" a replicated convar, so clients can see the value of it on the server they're connected to
    • Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to better explain its function now that stalemate is optional
    • Fixed muzzle flashes & shell ejections still playing when viewmodels are hidden
    • Server tags can now be used to include or exclude servers from the list

    • Team Fortress 2 and Day of Defeat: Source
    • Protected several more commands from client exploitation
     
  15. Mr. BlueZone

    Mr. BlueZone <FONT size="1" face="Arial" color="blue"><B>►Super

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    Team Fortress 2 Scout Update Released

    Following who-knows-how-many-months, the latest Team Fortress 2 class update has been released! This time, it's the Scout, and the results of yesterday's poll mean that the first weapon to unlock, at the ten achievement milestone, will be the Force-A-Nature:

    • New features:
    • Added The Force-A-Nature, The Sandman, and Bonk!
    • Added 35 new Scout achievements.
    • Added crit boosted on/off sound effects.
    • Added new sounds for upgraded teleporters.
    • Added new sound for a fully charged medic dying.
    • Add bonus points section to scores (Scouts earn a bonus point for killing Medics who are actively healing a target).
    • Added several new speech concepts, mostly hooked up to new Scout lines.
    • Added new "Remember last weapon between lives" option to the Multiplayer Advanced dialog.
    • Spies can now control which weapon the enemy team sees them holding. Hitting the "last disguise" key while disguised updates the disguise to show the Spy's currently held weapon.
    • Added several new Arena mode announcer speech events.
    • Added "First Blood" to Arena mode.
    • Removed 2x item respawn times in arena.
    • Changed backstab handling to fix facestabs.
    • Spies disguised as enemy team can now see player IDs for enemies.


    • New maps:
    • Added community maps: cp_egypt, arena_watchtower, and cp_junction.
    • Updated cp_fastlane with Arttu's new version.

    • Mapmaker requests:
    • Added new input for forward speed modifier to FuncTrainTrain.
    • Added TeleportToPathTrack input to func_tracktrain.

    • Bugfixes:
    • Fixed a bug where players would sometimes gib from non-gib damage kills.
    • Fixed stat screen showing an entry for a class called "map."
    • Fixed item model panels not using team skins.
    • Fixed obscure bug where spectators were able to carry the flag.
     

    Attached Files:

  16. Reflax

    Reflax It's Reflax!^.^

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    sexy :D
     
  17. Mr. BlueZone

    Mr. BlueZone <FONT size="1" face="Arial" color="blue"><B>►Super

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    Team Fortress 2 Updated

    Another rather hefty update was released tonight for Valve's Team Fortress 2. This update addresses a few exploits within the gameplay and a number of other general issues.
    • Gameplay changes:
    • Added a duck timer that prevents duck spamming while running around on-ground.
    • In-air, players are only allowed to duck once before they touch ground again.
    • Fixed several bounding box issues with jumping, falling, and rocket jump air-walking. Bounding box should be much more accurate there now.
    • Increased backstab check so that Spies can side-stab again.
    • When disguising, Spies now always start showing the primary weapon in their disguise, and can then switch it with the last-disguise key.

      TF2 Fixes:
    • Fixed flamethrower loophole that resulted in the flame effect being stuck on while the flamethrower wasn't really firing.
    • Fixed exploit that allowed players to circumvent the force-fire timeout on the pipebomb launcher.
    • Fixed a bug that caused Natasha's slow on hit effect to be inverted from 75% to 25%.
    • Restored sawmill_logs.mdl file, fixing some user maps that used it.
    • Fixed some localization issues with Scout achievement strings.
    • Removed the "Final" phrasing in the map loading screen.
     
  18. Mr. BlueZone

    Mr. BlueZone <FONT size="1" face="Arial" color="blue"><B>►Super

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    Engine fixes:

    • Engine fixes:
    • Fixed a server crash on startup under Linux.
    • Fixed a buffer overflow issue related to network string tables.
    • Gamestats uploading is now done asynchronously. This fixes the client timeout issues on map changes.

      CP_Junction:
    • Fixed an exploit where engineers could build a teleporter exit in an invalid area.
    • Fixed a few bad overlay assignments and other minor issues.
     
  19. Mr. BlueZone

    Mr. BlueZone <FONT size="1" face="Arial" color="blue"><B>►Super

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    Team Fortress 2 Update Released

    Team Fortress 2 Update Released

    Someone was high at Valve when they implemented that second change - can anyone work out a reason for adding such a bizarre thing?

    Game Changes:


    Reworked the character loadout screens to support future features.
    Added the ability for players to permanently delete items from their inventory using the new Backpack menu. This does not reset achievements. Once an item has been deleted it can never be re-earned
    Added the ability for players to reset their player stats using the Reset Stats button on the Stats menu. This does not reset achievements
    Added a "player_teleported" game event that is sent when a player is teleported
    Updated cp_junction_final to score per-capture instead of per-round. This fixes the map not working correctly with Tournament mode and the stopwatch
    Scouts now drop the flag if they're carrying it when they start phasing
    Fixes:
    Fixed instances where Steam connection problems would cause some unlocked items to be unusable
    Fixed the custom crosshair menu not clearing itself when "None" is selected for non-English clients
    Fixed warning about not being able to execute skill1.cfg when starting the dedicated server
     

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