CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
01-28-2009, 08:32 PM
(01-28-2009, 05:25 PM)Radio Raheem link Wrote: so far all of the class update weapons have just generally been annoying. medics surviving what they shouldnt, backburner, axetenguisher, flares, natasha, they all suck. im not looking forward to this at all. Blutslager and Axstinguisher are good, flares are lulz Everything else sucks  Sig by Joel |
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Scary Womanizing Pig Mask Fierce Pork Trooper Posts: 2,553 Joined: May 2008 |
01-28-2009, 08:37 PM
(01-28-2009, 08:32 PM)CaffeinePowered link Wrote: [quote author=Radio Raheem link=topic=2229.msg63797#msg63797 date=1233181535] Blutslager and Axstinguisher are good, flares are lulz Everything else sucks [/quote] Kritz and Flare are situatinol, but great. Ubersaw is win in any circumstance. |
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Vlambo BRB, Posting Posts: 1,175 Joined: Nov 2008 |
01-28-2009, 09:15 PM
Update is up. Few tihngs I've noticed is soldier moving a bit faster, and Natascha seems to do more damage
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shoopfox BRB, Posting Posts: 725 Joined: Sep 2008 |
01-28-2009, 09:20 PM
(01-28-2009, 09:15 PM)Vlambo link Wrote: Update is up. Few tihngs I've noticed is soldier moving a bit faster, and Natascha seems to do more damage Natascha does do more damage-- it used to do 66% instead of the advertised 75%. |
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Versus My fursona is a blops attack dog Posts: 10,103 Joined: Mar 2008 |
01-28-2009, 10:16 PM
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 [size=4]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 |
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Geoff Real World Azn Posts: 3,921 Joined: Apr 2008 |
01-28-2009, 10:27 PM
The HUD thing is huge, for me at least. Was running into issues while making me and benito's map.
(10-06-2011, 04:24 AM)Vandamguy link Wrote:just ignore everything Geoff posts its always trolling or ignorant drivel |
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Ianki Pedo^H^H Appreciator of the Youth Posts: 2,450 Joined: Apr 2008 |
01-28-2009, 11:14 PM
when they say they fixed the map timeout, don't believe them. The perfectly fixed game is a lie.
But god bless valve for everything else. |
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ScottyGrayskull Unbalancer of the Internet Posts: 1,718 Joined: Mar 2008 |
01-29-2009, 12:57 AM
(01-28-2009, 10:16 PM)Versus-p- link Wrote: Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit Finally. Now we don't have to feel stupid when we realize why the teleporter we're standing on isn't working despite having the flashy effect. Of course by we I mean "not me". Caffeine`brb!u: /facepalm Caffeine`brb!u: you have the technological ability of Dede Caffeine`brb!u: OOOOOOO what does this button do Caffeine`brb!u: *break* Caffeine`brb!u: SCOTTY GET OUT OF MY SERVER |
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shoopfox BRB, Posting Posts: 725 Joined: Sep 2008 |
01-29-2009, 01:00 AM
(01-29-2009, 12:57 AM)ScottyGrayskull link Wrote: [quote author=Versus-p- link=topic=2229.msg63864#msg63864 date=1233198962] Finally. Now we don't have to feel stupid when we realize why the teleporter we're standing on isn't working despite having the flashy effect. Of course by we I mean "not me". [/quote] I stood on a teleporter for like a full minute once, when I was pretty fucked up. I'm glad I was just on some random pub server |
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copulatingduck Following in Gordon's Footsteps Posts: 7,518 Joined: Apr 2008 |
01-29-2009, 01:45 AM
It is looking like the reason I can't get #2 back online after the update is because valve apparently shipped windoze server files to linux servers. Again. I think this is the second consecutive time this has happened. That's fantastic, really. Biggest, saddest little boner of an update I've seen in quite some time. Though at least I wasn't expecting much, so the disappointment isn't so bad.
Ripped like paper raped with ease hey scrub nerd pyros suck on these |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
01-29-2009, 06:25 AM
(01-29-2009, 01:45 AM)CopulatingDuck link Wrote: It is looking like the reason I can't get #2 back online after the update is because valve apparently shipped windoze server files to linux servers. Again. I think this is the second consecutive time this has happened. That's fantastic, really. Biggest, saddest little boner of an update I've seen in quite some time. Though at least I wasn't expecting much, so the disappointment isn't so bad. #1 is linux and it updated just fine :-\ Quote:Fixed client "timeout on mapchange" problem Unfortunately, this is BULLSHIT, cause I saw it happen *again* last night  Sig by Joel |
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Vongore The Chilean God of Lightning Posts: 3,371 Joined: Jul 2008 |
01-29-2009, 06:26 AM
(01-29-2009, 06:25 AM)CaffeinePowered link Wrote:Quote:Fixed client "timeout on mapchange" problem maybe they haven't fixed that on linux |
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Ianki Pedo^H^H Appreciator of the Youth Posts: 2,450 Joined: Apr 2008 |
01-29-2009, 05:57 PM
(01-29-2009, 01:45 AM)CopulatingDuck link Wrote: I'm angry at valve for producing a great game that i love to play and striving to provide continued support even though they already have my 30 dollars. Fixed it to get at what you meant to say. |
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ZargonX Hit em with a Splersh Posts: 1,323 Joined: Mar 2008 |
01-29-2009, 06:08 PM
(01-28-2009, 10:27 PM)Geoff link Wrote: The HUD thing is huge, for me at least. Was running into issues while making me and benito's map. Hell yes. Caff and I were just talking about that last night. I'm doing a mixed-type map now, and this is great news. |
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copulatingduck Following in Gordon's Footsteps Posts: 7,518 Joined: Apr 2008 |
01-29-2009, 07:57 PM
(01-29-2009, 05:57 PM)Ianki link Wrote: [quote author=CopulatingDuck link=topic=2229.msg63886#msg63886 date=1233211533] Fixed it to get at what you meant to say. [/quote] newp try again homo. Game was much more playable 6 months ago before valve continued adding all these retarded particle effects, facestabs, timeout bugs, etc etc etc. They just keep finding new ways to break the game and that's what pisses me off. Ripped like paper raped with ease hey scrub nerd pyros suck on these |
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