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TF2 Update - 10/30/14
1
#1
0 Frags +
We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2470138.

-Eric

-----------------------------------------

- Fixed a dedicated server crash related to the new map sd_doomsday_event and server-wide curses
- Fixed Blue team hearing the win audio instead of the lose audio when Red gets the tickets to the Strongmann machine
- Fixed grenade projectiles doing more damage than expected

- Fixed players changing team to respawn outside of their cart while playing a minigame
- Fixed players being able to use the Eureka effect while in their bumper car
- Fixed a bug that let Engineers move faster while carrying a building
- Fixed the Spycicle not giving the Spy fire resistance
- Fixed The Manngaroo itemset including the wrong item
- Updated the equip_region for the Vaccinator and Quick-Fix
- Fixed a bug where players would not get a kill credit for turning another player in to a ghost
- Updated player ghosts to always use team color
- Updated the new TargetID system
- Added Advance Option and ConVar to disable floating health icon (tf_hud_target_id_disable_floating_health)
- Added Advance Option to control the alpha of TargetID nameplate
- Fixed not showing for disguised enemy Spies
- Fixed showing the health of cloaked Spies
- Fixed not hiding the panel when players are no longer visible

- Added ConVar tf_weapon_criticals_melee to control whether melee weapons have random crits. Works separately from tf_weapon_criticals.
- Fixed the knife not playing its backstab animation when crits are disabled
- Fixed round-end crits not working when tf_weapon_criticals is set to zero
- Updated sd_doomsday_event
- Added spell pickups near the ticket case spawn
- Reduced mega spell respawn time from 90 seconds to 45 seconds
- Fixed curses occurring in bumper car minigames
- Fixed players being able to boost their bumper cars early
- Increased the damage that bumper cars receive from collisions
- Players can no longer suicide when in a Bumper Car
- Replaced large ammo kits near the Strongmann machine with spells
- Reduced ammo kit size on the bridge from full to medium
- Updated HHH to use a giant Necro Smasher when attacking players
- Platform game:
- Fixed Merasmus giving instructions in the platform game when it gets to the final platform
- Center tent pole now vanishes when the final platform is reached
- Soccer game:
- Added HHH, spawns 45 seconds into the match
- Duck game:
- Increased max score to 200
[quote]We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2470138.

-Eric

-----------------------------------------

- Fixed a dedicated server crash related to the new map sd_doomsday_event and server-wide curses
- Fixed Blue team hearing the win audio instead of the lose audio when Red gets the tickets to the Strongmann machine
[b]- Fixed grenade projectiles doing more damage than expected
[/b]
- Fixed players changing team to respawn outside of their cart while playing a minigame
- Fixed players being able to use the Eureka effect while in their bumper car
- Fixed a bug that let Engineers move faster while carrying a building
- Fixed the Spycicle not giving the Spy fire resistance
- Fixed The Manngaroo itemset including the wrong item
- Updated the equip_region for the Vaccinator and Quick-Fix
- Fixed a bug where players would not get a kill credit for turning another player in to a ghost
- Updated player ghosts to always use team color
[b]- Updated the new TargetID system
- Added Advance Option and ConVar to disable floating health icon (tf_hud_target_id_disable_floating_health)
- Added Advance Option to control the alpha of TargetID nameplate
- Fixed not showing for disguised enemy Spies
- Fixed showing the health of cloaked Spies
- Fixed not hiding the panel when players are no longer visible[/b]
- Added ConVar tf_weapon_criticals_melee to control whether melee weapons have random crits. Works separately from tf_weapon_criticals.
[b]- Fixed the knife not playing its backstab animation when crits are disabled[/b]
- Fixed round-end crits not working when tf_weapon_criticals is set to zero
- Updated sd_doomsday_event
- Added spell pickups near the ticket case spawn
- Reduced mega spell respawn time from 90 seconds to 45 seconds
- Fixed curses occurring in bumper car minigames
- Fixed players being able to boost their bumper cars early
- Increased the damage that bumper cars receive from collisions
- Players can no longer suicide when in a Bumper Car
- Replaced large ammo kits near the Strongmann machine with spells
- Reduced ammo kit size on the bridge from full to medium
- Updated HHH to use a giant Necro Smasher when attacking players
- Platform game:
- Fixed Merasmus giving instructions in the platform game when it gets to the final platform
- Center tent pole now vanishes when the final platform is reached
- Soccer game:
- Added HHH, spawns 45 seconds into the match
- Duck game:
- Increased max score to 200

[/quote]
2
#2
13 Frags +

thank you valve ily

thank you valve ily
3
#3
7 Frags +

.

.
4
#4
0 Frags +

God damn that was fast!

Hope ESEA's servers are up and running for IM grand finals tonight.

also, its really cool the floating health is optional I kinda like it, but its also not awesome on medic.

God damn that was fast!

Hope ESEA's servers are up and running for IM grand finals tonight.



also, its really cool the floating health is optional I kinda like it, but its also not awesome on medic.
5
#5
8 Frags +

Oh it will be weird to have the backstab animation now

Oh it will be weird to have the backstab animation now
6
#6
9 Frags +

Props to fixing these major bugs within a day. They're just warming us up for the real demo nerf

Props to fixing these major bugs within a day. They're just warming us up for the real demo nerf
7
#7
16 Frags +

Added ConVar tf_weapon_criticals_melee to control whether melee weapons have random crits. Works separately from tf_weapon_criticals.

CAN WE ADD THIS TO COMPETITIVE TF2 LOL AND TURN IT OFF

[b]Added ConVar tf_weapon_criticals_melee to control whether melee weapons have random crits. Works separately from tf_weapon_criticals.[/b]

CAN WE ADD THIS TO COMPETITIVE TF2 LOL AND TURN IT OFF
8
#8
5 Frags +

But did they fix the double-firing glitch?

But did they fix the double-firing glitch?
9
#9
11 Frags +
flameAdded ConVar tf_weapon_criticals_melee to control whether melee weapons have random crits. Works separately from tf_weapon_criticals.

CAN WE ADD THIS TO COMPETITIVE TF2 LOL AND TURN IT OFF

Melee Crits... the balance 6s needs to get valve support?

[quote=flame][b]Added ConVar tf_weapon_criticals_melee to control whether melee weapons have random crits. Works separately from tf_weapon_criticals.[/b]

CAN WE ADD THIS TO COMPETITIVE TF2 LOL AND TURN IT OFF[/quote]
Melee Crits... the balance 6s needs to get valve support?
10
#10
0 Frags +
flameAdded ConVar tf_weapon_criticals_melee to control whether melee weapons have random crits. Works separately from tf_weapon_criticals.

CAN WE ADD THIS TO COMPETITIVE TF2 LOL AND TURN IT OFF

stop that

[quote=flame][b]Added ConVar tf_weapon_criticals_melee to control whether melee weapons have random crits. Works separately from tf_weapon_criticals.[/b]

CAN WE ADD THIS TO COMPETITIVE TF2 LOL AND TURN IT OFF[/quote]

stop that
11
#11
14 Frags +
- Fixed grenade projectiles doing more damage than expected

So I checked, and instead of just reducing the rampup multiplier to make pipes do less damage, they just made them inconsistent again

[quote]- Fixed grenade projectiles doing more damage than expected[/quote]

So I checked, and instead of just reducing the rampup multiplier to make pipes do less damage, they just made them inconsistent again
12
#12
5 Frags +

I literally just finished my Target ID fix.

Also, I've always used F1-F4 to change my loadouts and it's respawned me immediately. Been very useful for forward spawns or respawning with full health/ammo when you're just hitting spawn instead of running to the cabinet. If you were on Loadout A and hit your keybind for loadout A, it would respawn you if in the spawn area -- allowing you to keep ubers or whatever you've got while being on the exact same loadout.

The last update broke this and this one didn't address it. Not sure if they intentionally broke it, but I'm not used to manually clicking on my loadouts or the supply cabinet anymore. Weird they're messing with mechanics that have been in the game for so long without keeping the old options in, but at least they fixed the targetID.

I literally just finished my Target ID fix.

Also, I've always used F1-F4 to change my loadouts and it's respawned me immediately. Been very useful for forward spawns or respawning with full health/ammo when you're just hitting spawn instead of running to the cabinet. If you were on Loadout A and hit your keybind for loadout A, it would respawn you if in the spawn area -- allowing you to keep ubers or whatever you've got while being on the exact same loadout.

The last update broke this and this one didn't address it. Not sure if they intentionally broke it, but I'm not used to manually clicking on my loadouts or the supply cabinet anymore. Weird they're messing with mechanics that have been in the game for so long without keeping the old options in, but at least they fixed the targetID.
13
#13
10 Frags +

too bad, i liked having consistent damage rather than having 2 pipes do 99 damage.

too bad, i liked having consistent damage rather than having 2 pipes do 99 damage.
14
#14
-1 Frags +
Warithey just made them inconsistent again

It's my understanding that they just do less near the head and more near the feet. Still annoying when you two pipe a soldier and he lives with 4 HP and kills you

[quote=Wari]they just made them inconsistent again[/quote]
It's my understanding that they just do less near the head and more near the feet. Still annoying when you two pipe a soldier and he lives with 4 HP and kills you
15
#15
12 Frags +

Update:

Servers crash now upon people joining

Update:

Servers crash now upon people joining
16
#16
0 Frags +
rowrowWarithey just made them inconsistent againIt's my understanding that they just do less near the head and more near the feet. Still annoying when you two pipe a soldier and he lives with 4 HP and kills you

well yeah
but they had a working fix for this problem that people complained about for literal years

idk they couldve just decreased GL base damage by 10% and it'd be coooooool

[quote=rowrow][quote=Wari]they just made them inconsistent again[/quote]
It's my understanding that they just do less near the head and more near the feet. Still annoying when you two pipe a soldier and he lives with 4 HP and kills you[/quote]
well yeah
but they had a working fix for this problem that people complained about for literal years

idk they couldve just decreased GL base damage by 10% and it'd be coooooool
17
#17
0 Frags +

I'm getting broken quakelive/simple textures (both of them, purple checkerboards everywhere).

Also, connecting to servers sometimes causes my game to crash, and other times to get stuck at sending client info.

Anybody else?
Anybody else for the sending client info?

Anecdotal evidence from both teams in scrim have successfully joined by joining a pub and then the servers in question.

Also: game randomly crashes.

I'm getting broken quakelive/simple textures (both of them, purple checkerboards everywhere).

Also, connecting to servers sometimes causes my game to crash, and other times to get stuck at sending client info.

[s]Anybody else?[/s]
Anybody else for the sending client info?

Anecdotal evidence from both teams in scrim have successfully joined by joining a pub and then the servers in question.

Also: game randomly crashes.
18
#18
10 Frags +

y are updates always before scrims

y are updates always before scrims
19
#19
1 Frags +

I'm not getting crashes on connect but I've been stuck on sending client for about 10 minutes now

I'm not getting crashes on connect but I've been stuck on sending client for about 10 minutes now
20
#20
0 Frags +

Going off of that, if you guys rename your server's Sourcemod/Metamod files, people can join and play.

Going off of that, if you guys rename your server's Sourcemod/Metamod files, people can join and play.
21
#21
-6 Frags +

can't stand on granary windows
lelzorz

can't stand on granary windows
lelzorz
22
#22
0 Frags +
Merchant- Added Advance Option and ConVar to disable floating health icon (tf_hud_target_id_disable_floating_health)

Does this man if we disable it, it gets reverted to the wold target id health or what?

[quote=Merchant]
- Added Advance Option and ConVar to disable floating health icon (tf_hud_target_id_disable_floating_health)[/quote]


Does this man if we disable it, it gets reverted to the wold target id health or what?
23
#23
1 Frags +
KanecoMerchant- Added Advance Option and ConVar to disable floating health icon (tf_hud_target_id_disable_floating_health)
Does this man if we disable it, it gets reverted to the wold target id health or what?

yeah

[quote=Kaneco][quote=Merchant]
- Added Advance Option and ConVar to disable floating health icon (tf_hud_target_id_disable_floating_health)[/quote]


Does this man if we disable it, it gets reverted to the wold target id health or what?[/quote]

yeah
24
#24
2 Frags +

Do minisentries still do more damage per shot than they used too?

Do minisentries still do more damage per shot than they used too?
25
#25
2 Frags +
drakI'm getting broken quakelive/simple textures (both of them, purple checkerboards everywhere).

Also, connecting to servers sometimes causes my game to crash, and other times to get stuck at sending client info.

Anybody else?
Anybody else for the sending client info?

Anecdotal evidence from both teams in scrim have successfully joined by joining a pub and then the servers in question.

Also: game randomly crashes.

Like this? http://i.imgur.com/AsOytbL.jpg http://i.imgur.com/aAPV3cZ.png http://i.imgur.com/gQ6pEsz.png
After yesterday's update I had the same problem. I uninstalled and reinstalled it last night and the problem was fixed.

[quote=drak]I'm getting broken quakelive/simple textures (both of them, purple checkerboards everywhere).

Also, connecting to servers sometimes causes my game to crash, and other times to get stuck at sending client info.

[s]Anybody else?[/s]
Anybody else for the sending client info?

Anecdotal evidence from both teams in scrim have successfully joined by joining a pub and then the servers in question.

Also: game randomly crashes.[/quote]
Like this? http://i.imgur.com/AsOytbL.jpg http://i.imgur.com/aAPV3cZ.png http://i.imgur.com/gQ6pEsz.png
After yesterday's update I had the same problem. I uninstalled and reinstalled it last night and the problem was fixed.
26
#26
5 Frags +

From reddit:

tf_mm_servermode" = "0"
 game notify
 - Activates / deactivates Lobby-based hosting mode.
   0 = not active
   1 = Put in quickplay pool (based on current map)
   2 = Put in MvM pool.  (Lobby will control current map)
   3 = Put in Ladder pool.  (Lobby will control current map)

Is the ladder pool what I think it is? Especially considering: http://teamfortress.tv/thread/19531/player-skill-rating-added-to-the-game

From reddit:

[code]
tf_mm_servermode" = "0"
game notify
- Activates / deactivates Lobby-based hosting mode.
0 = not active
1 = Put in quickplay pool (based on current map)
2 = Put in MvM pool. (Lobby will control current map)
3 = Put in Ladder pool. (Lobby will control current map)
[/code]

Is the ladder pool what I think it is? Especially considering: http://teamfortress.tv/thread/19531/player-skill-rating-added-to-the-game
27
#27
7 Frags +

Yes. Seems like these changes are slowly creeping into the main game.

Yes. Seems like these changes are slowly creeping into the main game.
28
#28
1 Frags +

A million of spy mains have just been resurrected

A million of spy mains have just been resurrected
29
#29
0 Frags +
takramI literally just finished my Target ID fix.

Also, I've always used F1-F4 to change my loadouts and it's respawned me immediately. Been very useful for forward spawns or respawning with full health/ammo when you're just hitting spawn instead of running to the cabinet. If you were on Loadout A and hit your keybind for loadout A, it would respawn you if in the spawn area -- allowing you to keep ubers or whatever you've got while being on the exact same loadout.

The last update broke this and this one didn't address it. Not sure if they intentionally broke it, but I'm not used to manually clicking on my loadouts or the supply cabinet anymore. Weird they're messing with mechanics that have been in the game for so long without keeping the old options in, but at least they fixed the targetID.

Noticed this too, will have to change class now to forward spawn :( It was sometimes buggy anyway though, I remember a number of times I'd have to hammer on it multiple times to get the respawn to happen.

Odd though because the advanced option to 'auto-respawn on loadout changes in respawn zones' still exists and is still enabled for me.

Is it only for, say Loadout A -> Loadout A? I think I wasn't getting respawns even with swapping loadouts (for demo I usually just swap between paintrain and bottle loadouts to switch spawns).

[quote=takram]I literally just finished my Target ID fix.

Also, I've always used F1-F4 to change my loadouts and it's respawned me immediately. Been very useful for forward spawns or respawning with full health/ammo when you're just hitting spawn instead of running to the cabinet. If you were on Loadout A and hit your keybind for loadout A, it would respawn you if in the spawn area -- allowing you to keep ubers or whatever you've got while being on the exact same loadout.

The last update broke this and this one didn't address it. Not sure if they intentionally broke it, but I'm not used to manually clicking on my loadouts or the supply cabinet anymore. Weird they're messing with mechanics that have been in the game for so long without keeping the old options in, but at least they fixed the targetID.[/quote]

Noticed this too, will have to change class now to forward spawn :( It was sometimes buggy anyway though, I remember a number of times I'd have to hammer on it multiple times to get the respawn to happen.

Odd though because the advanced option to 'auto-respawn on loadout changes in respawn zones' still exists and is still enabled for me.

Is it only for, say Loadout A -> Loadout A? I think I wasn't getting respawns even with swapping loadouts (for demo I usually just swap between paintrain and bottle loadouts to switch spawns).
30
#30
3 Frags +
MessyRecipeNoticed this too, will have to change class now to forward spawn :( It was sometimes buggy anyway though, I remember a number of times I'd have to hammer on it multiple times to get the respawn to happen.

Odd though because the advanced option to 'auto-respawn on loadout changes in respawn zones' still exists and is still enabled for me.

Is it only for, say Loadout A -> Loadout A? I think I wasn't getting respawns even with swapping loadouts (for demo I usually just swap between paintrain and bottle loadouts to switch spawns).

For all loadout changes. You cannot forward spawn by changing loadouts/items anymore. Only by changing class. HL forward spawns are nonexistent as it stands.

[quote=MessyRecipe]
Noticed this too, will have to change class now to forward spawn :( It was sometimes buggy anyway though, I remember a number of times I'd have to hammer on it multiple times to get the respawn to happen.

Odd though because the advanced option to 'auto-respawn on loadout changes in respawn zones' still exists and is still enabled for me.

Is it only for, say Loadout A -> Loadout A? I think I wasn't getting respawns even with swapping loadouts (for demo I usually just swap between paintrain and bottle loadouts to switch spawns).[/quote]

For all loadout changes. You cannot forward spawn by changing loadouts/items anymore. Only by changing class. HL forward spawns are nonexistent as it stands.
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