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TF2 Update June 11
91
#91
0 Frags +
marmadukeGRYLLSthrasher Engineer EMP 2gud, new meta.
don't forget to drop your extra pack before you leave spawn breh

heh i remember having a script that dropped an ammo pack when you release an EMP to put extra damage out

[quote=marmadukeGRYLLS][quote=thrasher] Engineer EMP 2gud, new meta.[/quote]

don't forget to drop your extra pack before you leave spawn breh[/quote]
heh i remember having a script that dropped an ammo pack when you release an EMP to put extra damage out
92
#92
0 Frags +

nail grenades in the ceiling

nail grenades in the ceiling
93
#93
0 Frags +
marmadukeGRYLLSthrasher Engineer EMP 2gud, new meta.
don't forget to drop your extra pack before you leave spawn breh

Hell no. I discard that pack with a well timed EMP for extra damage (yes I used to main engineer in QWTF where it was actually a beast class)

[quote=marmadukeGRYLLS][quote=thrasher] Engineer EMP 2gud, new meta.[/quote]

don't forget to drop your extra pack before you leave spawn breh[/quote]

Hell no. I discard that pack with a well timed EMP for extra damage (yes I used to main engineer in QWTF where it was actually a beast class)
94
#94
-4 Frags +

TF classes vs TF2 classes, 9 new classes maybe?

TF classes vs TF2 classes, 9 new classes maybe?
95
#95
0 Frags +
BlueberryVillainnail grenades in the ceiling

Fucking nailbug.

Also thrasher. Plz not MIRV's >:|

[quote=BlueberryVillain]nail grenades in the ceiling[/quote]

Fucking nailbug.

Also thrasher. Plz not MIRV's >:|
96
#96
1 Frags +

MIRVs would be nasty in TF2. Toss one behind a team as they are trying to back up...

I don't think it would be a problem tho if only heavies got them. Give the demo the detpack as his grenade instead of a MIRV

I'd love to get back the normal frag grenades too. That old one two with a primed nade and a rocket. The good old days...

MIRVs would be nasty in TF2. Toss one behind a team as they are trying to back up...

I don't think it would be a problem tho if only heavies got them. Give the demo the detpack as his grenade instead of a MIRV

I'd love to get back the normal frag grenades too. That old one two with a primed nade and a rocket. The good old days...
97
#97
3 Frags +

Is it me or do spies cloak quicker now? And also more quietly?

Is it me or do spies cloak quicker now? And also more quietly?
98
#98
-1 Frags +
etherIs it me or do spies cloak quicker now? And also more quietly?

I didn't noticed anything

[quote=ether]Is it me or do spies cloak quicker now? And also more quietly?[/quote]
I didn't noticed anything
99
#99
2 Frags +
etherIs it me or do spies cloak quicker now? And also more quietly?

I swear this is true. In scrims last night spies would uncloak right behind me and I couldn't hear them.

[quote=ether]Is it me or do spies cloak quicker now? And also more quietly?[/quote]

I swear this is true. In scrims last night spies would uncloak right behind me and I couldn't hear them.
100
#100
3 Frags +
kaceetherIs it me or do spies cloak quicker now? And also more quietly?
I swear this is true. In scrims last night spies would uncloak right behind me and I couldn't hear them.

I had this same problem in-game with the dead ringer and I restarted tf2 and it was all fine, probably a bug that could be easily fixed

[quote=kace][quote=ether]Is it me or do spies cloak quicker now? And also more quietly?[/quote]

I swear this is true. In scrims last night spies would uncloak right behind me and I couldn't hear them.[/quote]

I had this same problem in-game with the dead ringer and I restarted tf2 and it was all fine, probably a bug that could be easily fixed
101
#101
12 Frags +

So, the whole bread thing, I might have figured it out.

Wheat is used to make bread. Wheatley is in Portal 2, which is made by Valve (obviously). In the end of Portal 2, Wheatley is shot into space, to the moon. Therefore, it seems like they're trying to hype the whole Moonbase thing.

I don't know, it could be a thing.

So, the whole bread thing, I might have figured it out.

Wheat is used to make [u]bread[/u]. Wheatley is in Portal 2, which is made by Valve (obviously). In the end of Portal 2, Wheatley is shot into space, to the [b]moon[/b]. Therefore, it seems like they're trying to hype the whole Moonbase thing.

I don't know, it could be a thing.
102
#102
10 Frags +
sfanSo, the whole bread thing, I might have figured it out.

Wheat is used to make bread. Wheatley is in Portal 2, which is made by Valve (obviously). In the end of Portal 2, Wheatley is shot into space, to the moon. Therefore, it seems like they're trying to hype the whole Moonbase thing.

I don't know, it could be a thing.

dang you got it

[quote=sfan]So, the whole bread thing, I might have figured it out.

Wheat is used to make [u]bread[/u]. Wheatley is in Portal 2, which is made by Valve (obviously). In the end of Portal 2, Wheatley is shot into space, to the [b]moon[/b]. Therefore, it seems like they're trying to hype the whole Moonbase thing.

I don't know, it could be a thing.[/quote]

dang you got it
103
#103
9 Frags +

New stuff found:

In addition, the following are new UserMessages, both of size 3, indices 51 and 52 (if you don't know what it is, I can't really explain it properly):
RDTeamScoreBar, RDTeamScoreIntel
Relevant: tf_logic_robot_destruction.cpp, as testinglol pointed out. Also tf_robot_destruction_robot.cpp.

Also ubercharge_ammo and ubercharge_transfer. A weapon with the "ubercharge_ammo" attribute will, upon firing, lose that amount of Uber from the player's Medigun. If the weapon also has ubercharge_transfer, and if you fire at another Medic, they gain (ubercharge_ammo value) * (ubercharge_transfer value). Only works if your uber percentage is above the ubercharge_ammo limit.
...FUN TIMES.

back_headshot does as advertised, but only for tf_weapon_scout_pistol_secondary (the Scout pistol unlocks): shots from behind that hit the head are crits.

mod_flamethrower_spinup_time does as advertised, though to the client (because of clientside prediction and the way I'm accessing these attributes) it appears as if you're still firing even though you're not actually firing until the time specified by the attribute elapses after pressing attack. However, the sound you hear for the flamethrower sounds a bit empty until you start actually firing; it's hard to describe, but it adds the "roasting" sound effect, I guess, when the fire actually starts emitting.

sniper_crit_no_scope seems to be for the new Sniper rifle.
Zooming for CTFSniperRifleClassic is very interesting:
When you first zoom in, you aren't slowed down and you don't have a sniper dot (but it seems like you also cannot fire). However, after a certain amount of time spent zoomed, you slow down and gain the sniper dot, and can fire (if you're not in midair); I think Valve will also add the zoom penalty to it so that it has no FOV change on zoom either, and here's why:
Valve presumably added the sniper_crit_no_scope attribute because typically the "can this sniper crit" check looks at, among other things, your FOV being less than your default FOV, and having this attribute allows you to bypass that check. Zooming just adds the scope overlay, without actually zooming in. testinglol's already posted the aforementioned scope overlay.
(Walkabout much?)

and

So I was doing more digging.

It looks like the tf_weapon_throwable (bread) weapon slots are: secondary for every class except Medic, who gains it as primary, and Spy, who actually doesn't appear to gain it at all.

In addition, the tf_weapon_parachute weapon slots are secondary for Soldier and primary for Demoman. There's code in here that does have it for Demoman. Once again: FUN TIMES.

I got this info from the weapon ent translation list, which takes a given classname from schema (e.g. tf_weapon_shotgun) and turns it into the actual entity classname used for a particular class (tf_weapon_shotgun_primary, etc.). For both tf_weapon_parachute and tf_weapon_throwable, there's _secondary and _primary as well, and they're mapped to the classes as I described above.

by FlaminSarge from facepunch

New stuff found:
[quote]In addition, the following are new UserMessages, both of size 3, indices 51 and 52 (if you don't know what it is, I can't really explain it properly):
RDTeamScoreBar, RDTeamScoreIntel
Relevant: tf_logic_robot_destruction.cpp, as testinglol pointed out. Also tf_robot_destruction_robot.cpp.

Also [b]ubercharge_ammo and ubercharge_transfer[/b]. A weapon with the "ubercharge_ammo" attribute will, upon firing, lose that amount of Uber from the player's Medigun. If the weapon also has ubercharge_transfer, and if you fire at another Medic, they gain (ubercharge_ammo value) * (ubercharge_transfer value). Only works if your uber percentage is above the ubercharge_ammo limit.
...FUN TIMES.

back_headshot does as advertised, but only for tf_weapon_scout_pistol_secondary (the Scout pistol unlocks): shots from behind that hit the head are crits.

[b]mod_flamethrower_spinup_time[/b] does as advertised, though to the client (because of clientside prediction and the way I'm accessing these attributes) it appears as if you're still firing even though you're not actually firing until the time specified by the attribute elapses after pressing attack. However, the sound you hear for the flamethrower sounds a bit empty until you start actually firing; it's hard to describe, but it adds the "roasting" sound effect, I guess, when the fire actually starts emitting.

sniper_crit_no_scope seems to be for the new Sniper rifle.
Zooming for [b]CTFSniperRifleClassic[/b] is very interesting:
When you first zoom in, you aren't slowed down and you don't have a sniper dot (but it seems like you also cannot fire). However, after a certain amount of time spent zoomed, you slow down and gain the sniper dot, and can fire (if you're not in midair); I think Valve will also add the zoom penalty to it so that it has no FOV change on zoom either, and here's why:
Valve presumably added the sniper_crit_no_scope attribute because typically the "can this sniper crit" check looks at, among other things, your FOV being less than your default FOV, and having this attribute allows you to bypass that check. Zooming just adds the scope overlay, without actually zooming in. testinglol's already posted the aforementioned scope overlay.
(Walkabout much?)[/quote]
and
[quote]So I was doing more digging.

It looks like the tf_weapon_throwable (bread) weapon slots are: secondary for every class except Medic, who gains it as primary, and Spy, who actually doesn't appear to gain it at all.

In addition, the tf_weapon_parachute weapon slots are secondary for Soldier and primary for Demoman. There's code in here that does have it for Demoman. Once again: FUN TIMES.

I got this info from the weapon ent translation list, which takes a given classname from schema (e.g. tf_weapon_shotgun) and turns it into the actual entity classname used for a particular class (tf_weapon_shotgun_primary, etc.). For both tf_weapon_parachute and tf_weapon_throwable, there's _secondary and _primary as well, and they're mapped to the classes as I described above.[/quote]
by FlaminSarge from facepunch
104
#104
5 Frags +

Holy shit back headshots and flying demomen

Holy shit back headshots and flying demomen
105
#105
4 Frags +

Good luck headshoting demomen from behind

Good luck headshoting demomen from behind
106
#106
6 Frags +
back_headshot does as advertised, but only for tf_weapon_scout_pistol_secondary (the Scout pistol unlocks): shots from behind that hit the head are crits.

Valve has been looking at the dumbest weapon suggestion?

[quote]back_headshot does as advertised, but only for tf_weapon_scout_pistol_secondary (the Scout pistol unlocks): shots from behind that hit the head are crits.[/quote]

[url=http://i.imgur.com/SX3MfWH.png]Valve has been looking at the dumbest weapon suggestion?[/url]
107
#107
0 Frags +
SnevilGood luck headshoting demomen from behind

I think it'd be more effective to crit things that are trying to run away from me than to flank behind and force back crits personally. Seems like a really good chasing/finishing pistol.

[quote=Snevil]Good luck headshoting demomen from behind[/quote]

I think it'd be more effective to crit things that are trying to run away from me than to flank behind and force back crits personally. Seems like a really good chasing/finishing pistol.
108
#108
11 Frags +

Fuck me, I can't hit shit with the pistol and now they're making one where hitting the head does more damage. Unless it has much better spread it will be almost completely luck based and extremely rage enducing for players that get hit by an entire mag of crits.

decimated

Fuck me, I can't hit shit with the pistol and now they're making one where hitting the head does more damage. Unless it has much better spread it will be almost completely luck based and extremely rage enducing for players that get hit by an entire mag of crits.

decimated
109
#109
6 Frags +

more things found by FlaminSarge

EDIT - Sunday, Jun15 at around Midnight:
MOAR THINGS.
lifeleech_on_damage, which, as you could probably tell, gives you back any damage you deal as health (like the Kunai, but for any weapon and any damage instead of just backstabs). The value of the attribute scales the damage so, say I deal 20 damage to somebody and the attribute value is 0.2, then I gain 4 health. It doesn't overheal, so I'm hoping this ends up as a Kunai buff (if it even needs one) for like, .1 damage dealt regained as health.

taunt_by_itemid, a command. Personally I think this is huge, as it means you can equip like, four taunts at once. I'll explain why with an example.
See this? http://optf2.com/440/item/76561197998466511/1550342122
It's got an itemID, that ID field there. Say I equip my High Five on the Soldier. Then I switch to Medic and I equip, say, a Spellbook (or the Director's Vision). If I press my action slot key, I'll use my spellbook/Director's Vision. If I use the command 'taunt_by_id 1550342122', I use the High Five taunt. That is to say, if you've equipped a taunt on any class, you can use it on any other class, though MtM is still class-locked to Medic. Note that it must be in some class's ACTIVE loadout, not simply in any of the four preset loadouts you've saved.
more things found by FlaminSarge

[quote]EDIT - Sunday, Jun15 at around Midnight:
MOAR THINGS.
[b]lifeleech_on_damage[/b], which, as you could probably tell, gives you back any damage you deal as health (like the Kunai, but for any weapon and any damage instead of just backstabs). The value of the attribute scales the damage so, say I deal 20 damage to somebody and the attribute value is 0.2, then I gain 4 health. It doesn't overheal, so I'm hoping this ends up as a Kunai buff (if it even needs one) for like, .1 damage dealt regained as health.

[b]taunt_by_itemid[/b], a command. Personally I think this is huge, as it means you can equip like, four taunts at once. I'll explain why with an example.
See this? http://optf2.com/440/item/76561197998466511/1550342122
It's got an itemID, that ID field there. Say I equip my High Five on the Soldier. Then I switch to Medic and I equip, say, a Spellbook (or the Director's Vision). If I press my action slot key, I'll use my spellbook/Director's Vision. If I use the command 'taunt_by_id 1550342122', I use the High Five taunt. That is to say, if you've equipped a taunt on any class, you can use it on any other class, though MtM is still class-locked to Medic. Note that it must be in some class's ACTIVE loadout, not simply in any of the four preset loadouts you've saved.[/quote]
110
#110
-1 Frags +

Concs...not sure if I believe it...they trying to make CTF not suck in TF2?! Would love the classic sniper rifle charge at least, I'm intrigued!

Concs...not sure if I believe it...they trying to make CTF not suck in TF2?! Would love the classic sniper rifle charge at least, I'm intrigued!
111
#111
9 Frags +

http://puu.sh/9wGKh/0b7ee4f75d.png

this is what the tentacle bread is going to look like

[img]http://puu.sh/9wGKh/0b7ee4f75d.png[/img]
this is what the tentacle bread is going to look like
112
#112
3 Frags +

by iiAzure from Facepunch:

The taunt menu was added to the hud files and I found out how to show it:
http://i.imgur.com/FKAu3ik.jpg
There is a file called "hudmenutauntselection.res" and I copied all the text in it and put it in the hudlayout.res

there are multiple taunt slots planned

by iiAzure from Facepunch:
[quote]The taunt menu was added to the hud files and I found out how to show it:
[img]http://i.imgur.com/FKAu3ik.jpg[/img]
There is a file called "hudmenutauntselection.res" and I copied all the text in it and put it in the hudlayout.res[/quote]
there are multiple taunt slots planned
113
#113
1 Frags +

http://www.teamfortress.com/countdown/suspense.htm

http://puu.sh/9wSGY/04f2fb1398.png

GO TO THIS THREAD KIDS

http://www.teamfortress.com/countdown/suspense.htm
[img]http://puu.sh/9wSGY/04f2fb1398.png[/img]
[url=http://teamfortress.tv/thread/18349/tf2-countdown]GO TO THIS THREAD KIDS[/url]
114
#114
-1 Frags +

so for me this newest update made it so that typing hud_reloadscheme in console crashes my game. however, when i press the key that i have bound to hud_reloadscheme it works perfectly fine. also, my game doesn't crash when i remove the hud folder, i haven't been able to further isolate the issue however. just a heads up for anyone else who this issue affects.

so for me this newest update made it so that typing hud_reloadscheme in console crashes my game. however, when i press the key that i have bound to hud_reloadscheme it works perfectly fine. also, my game doesn't crash when i remove the hud folder, i haven't been able to further isolate the issue however. just a heads up for anyone else who this issue affects.
115
#115
-1 Frags +
hanbroloso for me this newest update made it so that typing hud_reloadscheme in console crashes my game. however, when i press the key that i have bound to hud_reloadscheme it works perfectly fine. also, my game doesn't crash when i remove the hud folder, i haven't been able to further isolate the issue however. just a heads up for anyone else who this issue affects.

I've found that it's crashing in demos for me. If I'm not, then either hitting a bound button or manually typing it is fine.

[quote=hanbrolo]so for me this newest update made it so that typing hud_reloadscheme in console crashes my game. however, when i press the key that i have bound to hud_reloadscheme it works perfectly fine. also, my game doesn't crash when i remove the hud folder, i haven't been able to further isolate the issue however. just a heads up for anyone else who this issue affects.[/quote]

I've found that it's crashing in demos for me. If I'm not, then either hitting a bound button or manually typing it is fine.
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