Via HLDS:
Valve- Fixed a case where move speeds could be exploited using player view angles
- Fixed an exploit related to Bonk! Atomic Punch and Crit-a-Cola
- Fixed cosmetic items not using the correct team skins when attached to ragdolls
- Fixed a bug related to cancelling the Eureka Effect taunt and teleporting immediately
- Fixed baseballs causing teleporter exits to detonate
- Updated The Five-Month Shadow to fix a paint-related problem
- Updated The Merc's Mohawk so it can be equipped by all classes
- Updated the equip_region for the Exquisite Rack
- Updated beta map pl_cactuscanyon
- Redesigned the alternate window route over the choke point by stage 2 capture point 1
- Window overlooking second stage final capture point is now a doorway
- Removed stairs leading to back barn in stage 2 near final capture point
- Back alley behind water tank in stage 2 is now a 1-way drop down
- Added small health pack in the small room off the back stairwell flank near stage 1 capture point 2
- Fixed players building in spawn rooms
- Updated beta map rd_asteroid
- Mode changes
- Players must steal at least 25 points before they can leave the vault with the reactor core
- Updated power core pick up sound
- Updated robot death effects and sounds
- Updated HUD layout
- Map changes
- Layout has been adjusted with the overall goal of increasing players ability to participate in creating points for their team
- Added terrain path and cave entrance under mid bridge. Exit is located near the large row of windows. Cave contains a medium health pack
- Widened play space near cave exit leading into large row of windows
- Added small ammo pack to underwater flank that leads to enemy reactor vault
- Added small health kit to staging area before the interior battlements
- Reduced ammo pack near vault from full to medium
- Added alcove near front door staging area
- Robots have been rearranged
- A robots now circle the staircase near the front door
- B robots now roam the interior bridge above the water
- Enabled flashing lights when a team's power reactor has been stolen
- Fixed broken stair collision when exiting the water near the bridge. In some cases it would push players back into the water.
- Added player blocker to ledge above exterior battlements
- Widened glass tunnel flank doorway near C robots
- Increased attackers spawn time by 1 second
Rumor has it:
- Item schema update: https://github.com/SteamDatabase/SteamTracking/compare/88bd35486b80...516921606273
- Size is ~60 MB
Via HLDS:
[quote=Valve]- Fixed a case where move speeds could be exploited using player view angles
- Fixed an exploit related to Bonk! Atomic Punch and Crit-a-Cola
- Fixed cosmetic items not using the correct team skins when attached to ragdolls
- Fixed a bug related to cancelling the Eureka Effect taunt and teleporting immediately
- Fixed baseballs causing teleporter exits to detonate
- Updated The Five-Month Shadow to fix a paint-related problem
- Updated The Merc's Mohawk so it can be equipped by all classes
- Updated the equip_region for the Exquisite Rack
- Updated beta map pl_cactuscanyon
- Redesigned the alternate window route over the choke point by stage 2 capture point 1
- Window overlooking second stage final capture point is now a doorway
- Removed stairs leading to back barn in stage 2 near final capture point
- Back alley behind water tank in stage 2 is now a 1-way drop down
- Added small health pack in the small room off the back stairwell flank near stage 1 capture point 2
- Fixed players building in spawn rooms
- Updated beta map rd_asteroid
- Mode changes
- Players must steal at least 25 points before they can leave the vault with the reactor core
- Updated power core pick up sound
- Updated robot death effects and sounds
- Updated HUD layout
- Map changes
- Layout has been adjusted with the overall goal of increasing players ability to participate in creating points for their team
- Added terrain path and cave entrance under mid bridge. Exit is located near the large row of windows. Cave contains a medium health pack
- Widened play space near cave exit leading into large row of windows
- Added small ammo pack to underwater flank that leads to enemy reactor vault
- Added small health kit to staging area before the interior battlements
- Reduced ammo pack near vault from full to medium
- Added alcove near front door staging area
- Robots have been rearranged
- A robots now circle the staircase near the front door
- B robots now roam the interior bridge above the water
- Enabled flashing lights when a team's power reactor has been stolen
- Fixed broken stair collision when exiting the water near the bridge. In some cases it would push players back into the water.
- Added player blocker to ledge above exterior battlements
- Widened glass tunnel flank doorway near C robots
- Increased attackers spawn time by 1 second[/quote]
Rumor has it:
- Item schema update: https://github.com/SteamDatabase/SteamTracking/compare/88bd35486b80...516921606273
- Size is ~60 MB
Valve- Fixed a case where move speeds could be exploited using player view angles
Can someone explain this in greater depth?
[quote=Valve]- Fixed a case where move speeds could be exploited using player view angles
[/quote]
Can someone explain this in greater depth?
maybe the fact that you could jump further by flailing your mouse left to right? and there was some video on here recently that used a hack to go full retard with that
maybe the fact that you could jump further by flailing your mouse left to right? and there was some video on here recently that used a hack to go full retard with that
unf that works because you're airstrafing and that increases your speed, i doubt they'd change how that works because its a part of the engine
unf that works because you're airstrafing and that increases your speed, i doubt they'd change how that works because its a part of the engine
fixed invisible players
jk
[quote]fixed invisible players[/quote]
jk
Valve- Updated the equip_region for the Exquisite Rack
Thank you.
[quote=Valve]- Updated the equip_region for the Exquisite Rack[/quote]
Thank you.
GeknaiirValve- Fixed a case where move speeds could be exploited using player view angles
Can someone explain this in greater depth?
It could have to do with how if you look a little to the side while moving backwards you can move at full speed, instead of reduced backwards speed.
[quote=Geknaiir][quote=Valve]- Fixed a case where move speeds could be exploited using player view angles
[/quote]
Can someone explain this in greater depth?[/quote]
It could have to do with how if you look a little to the side while moving backwards you can move at full speed, instead of reduced backwards speed.
joejoe347GeknaiirValve- Fixed a case where move speeds could be exploited using player view angles
Can someone explain this in greater depth?
It could have to do with how if you look a little to the side while moving backwards you can move at full speed, instead of reduced backwards speed.
Just tested it. That's still the same.
[quote=joejoe347][quote=Geknaiir][quote=Valve]- Fixed a case where move speeds could be exploited using player view angles
[/quote]
Can someone explain this in greater depth?[/quote]
It could have to do with how if you look a little to the side while moving backwards you can move at full speed, instead of reduced backwards speed.[/quote]
Just tested it. That's still the same.
I made an album of the changes to pl_cactuscanyon for those who were wondering about them: http://imgur.com/a/T0Se8
I made an album of the changes to pl_cactuscanyon for those who were wondering about them: http://imgur.com/a/T0Se8
GeknaiirValve- Fixed a case where move speeds could be exploited using player view angles
Can someone explain this in greater depth?
The +movedown command allowed you to slow down when congaing
[quote=Geknaiir][quote=Valve]- Fixed a case where move speeds could be exploited using player view angles
[/quote]
Can someone explain this in greater depth?[/quote]
The +movedown command allowed you to slow down when congaing
Cactus Canyon is fucking sweet.
Cactus Canyon is fucking sweet.
best new payload in a while.
best new payload in a while.
im always get scared there's gonna be a demo nerf in one of these.
im always get scared there's gonna be a demo nerf in one of these.
Whenever i hit something with a direct rocket there is a ripple effect. Am i going crazy?
Whenever i hit something with a direct rocket there is a ripple effect. Am i going crazy?
WandumWhenever i hit something with a direct rocket there is a ripple effect. Am i going crazy?
http://teamfortress.tv/thread/19137/sticky-explosion-particle
[quote=Wandum]Whenever i hit something with a direct rocket there is a ripple effect. Am i going crazy?[/quote]
http://teamfortress.tv/thread/19137/sticky-explosion-particle