Via HLDS:
Valve- Added Crate #90 and Crate #91 to the drop list
- Removed Naughty Winter Crate 2014 and Nice Winter Crate 2014 from the drop list
- Added convar sv_rcon_whitelist_address. Rcon clients failing to auth from the specified IP address will never get banned.
- Added convar r_drawtracers_firstperson to disable the drawing of first person bullet tracer particles
- Added "redirect" client command that can be used to send clients to a different server. Does not function for clients that came from matchmaking or certain server browser tabs.
- Fixed an exploit related to the "connect" command allowing servers to redirect clients when they should not be able to
- Fixed a client crash related to extreme viewmodel_fov settings
- The viewmodel_fov convar is now clamped to valid values. Users who were using this to hide the viewmodel and tracers should use r_drawtracers_firstperson 0 and r_drawviewmodel 0 to achieve the same effect.
- Fixed missing Killstreak sheen effects for the Iron Bomber
- Fixed the Explosive Headshot upgrade in Mann vs. Machine not applying to The Classic
- Fixed the Panic Attack not using the correct sound for crits
- Fixed The Peacenik's Ponytail not using the correct team skins
- Fixed not being able to switch away from the Minigun while spinning down
- Fixed not being able to deliver wrapped Giftapult packages
- Fixed The Classic zooming-in when the Sniper teleports while charging a shot
- Fixed The Bootenkhamuns not hiding the correct bodygroup when equipped
- Fixed the Diamondback accumulating crits for backstabbing invlun players
- Fixed players not receiving timed drops when running the game in Ukrainian
- Updated weapons sounds for the axe_hit, blade_hit, and cbar_hit sound effects
- Updated the equip_region for the Brimstone
- Updated Mann Co. Store prices for foreign currencies to current USD equivalents
- Updated the localization files
- Mannpower mode changes:
- Fixed bug that sometimes caused two intel briefcases to spawn
- Reduced capture trigger size to match capture area on CTF_Gorge
- Powerup changes:
- Haste: Doubles the Medigun's uber charge build up speed
- Vampire: Reduced health leeched when using the Flamethrower and Minigun
Rumor has it:
- waterandroid of reddit has a list of the stuff that can be found in crates #90 and #91
- Raw schema: https://github.com/SteamDatabase/SteamTracking/commit/24d5dfde8070c5dc266d832f9231ec42798d7e28
- Strings: https://github.com/SteamDatabase/GameTracking/commit/25b4ff0dd66a734e34994810dd24c0ed3b879cbe
- Size is ~85 MB
Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]:
[quote=Valve]- Added Crate #90 and Crate #91 to the drop list
- Removed Naughty Winter Crate 2014 and Nice Winter Crate 2014 from the drop list
- Added convar sv_rcon_whitelist_address. Rcon clients failing to auth from the specified IP address will never get banned.
- Added convar r_drawtracers_firstperson to disable the drawing of first person bullet tracer particles
- Added "redirect" client command that can be used to send clients to a different server. Does not function for clients that came from matchmaking or certain server browser tabs.
- Fixed an exploit related to the "connect" command allowing servers to redirect clients when they should not be able to
- Fixed a client crash related to extreme viewmodel_fov settings
- The viewmodel_fov convar is now clamped to valid values. Users who were using this to hide the viewmodel and tracers should use r_drawtracers_firstperson 0 and r_drawviewmodel 0 to achieve the same effect.
- Fixed missing Killstreak sheen effects for the Iron Bomber
- Fixed the Explosive Headshot upgrade in Mann vs. Machine not applying to The Classic
- Fixed the Panic Attack not using the correct sound for crits
- Fixed The Peacenik's Ponytail not using the correct team skins
- Fixed not being able to switch away from the Minigun while spinning down
- Fixed not being able to deliver wrapped Giftapult packages
- Fixed The Classic zooming-in when the Sniper teleports while charging a shot
- Fixed The Bootenkhamuns not hiding the correct bodygroup when equipped
- Fixed the Diamondback accumulating crits for backstabbing invlun players
- Fixed players not receiving timed drops when running the game in Ukrainian
- Updated weapons sounds for the axe_hit, blade_hit, and cbar_hit sound effects
- Updated the equip_region for the Brimstone
- Updated Mann Co. Store prices for foreign currencies to current USD equivalents
- Updated the localization files
- Mannpower mode changes:
- Fixed bug that sometimes caused two intel briefcases to spawn
- Reduced capture trigger size to match capture area on CTF_Gorge
- Powerup changes:
- Haste: Doubles the Medigun's uber charge build up speed
- Vampire: Reduced health leeched when using the Flamethrower and Minigun[/quote]
Rumor has it:
- waterandroid of reddit [url=http://www.reddit.com/r/tf2/comments/2vlhfk/tf2_update_for_21115_21215_utc/coipqfh]has a list of the stuff that can be found in crates #90 and #91[/url]
- Raw schema: https://github.com/SteamDatabase/SteamTracking/commit/24d5dfde8070c5dc266d832f9231ec42798d7e28
- Strings: https://github.com/SteamDatabase/GameTracking/commit/25b4ff0dd66a734e34994810dd24c0ed3b879cbe
- Size is ~85 MB
thank you wicked player
- Added convar r_drawtracers_firstperson to disable the drawing of first person bullet tracer particles
thank you wicked player
- Added convar r_drawtracers_firstperson to disable the drawing of first person bullet tracer particles
edit: figured the ghost medibeam would come back nvm
edit: figured the ghost medibeam would come back nvm
EDIT: Nevermind, it's just fixing a bug from trying to switch weapons while cooling down the minigun
EDIT: Nevermind, it's just fixing a bug from trying to switch weapons while cooling down the minigun
wickedplayer494Valve- Added convar r_drawtracers_firstperson to disable the drawing of first person bullet tracer particles
- Fixed a client crash related to extreme viewmodel_fov settings
- The viewmodel_fov convar is now clamped to valid values. Users who were using this to hide the viewmodel and tracers should use r_drawtracers_firstperson 0 and r_drawviewmodel 0 to achieve the same effect.
Was the bug that hard to fix? Still nice though.
[quote=wickedplayer494][quote=Valve]- Added convar r_drawtracers_firstperson to disable the drawing of first person bullet tracer particles
- Fixed a client crash related to extreme viewmodel_fov settings
- The viewmodel_fov convar is now clamped to valid values. Users who were using this to hide the viewmodel and tracers should use r_drawtracers_firstperson 0 and r_drawviewmodel 0 to achieve the same effect.[/quote] [/quote]
Was the bug [i]that[/i] hard to fix? Still nice though.
- Added convar r_drawtracers_firstperson to disable the drawing of first person bullet tracer particles
- The viewmodel_fov convar is now clamped to valid values. Users who were using this to hide the viewmodel and tracers should use r_drawtracers_firstperson 0 and r_drawviewmodel 0 to achieve the same effect.
:O
[quote]- Added convar r_drawtracers_firstperson to disable the drawing of first person bullet tracer particles
- The viewmodel_fov convar is now clamped to valid values. Users who were using this to hide the viewmodel and tracers should use r_drawtracers_firstperson 0 and r_drawviewmodel 0 to achieve the same effect.[/quote]
:O
rowrowSo heavies can now switch weapons after letting go of mouse1, instantly?
there was a recent bug where heavies couldn't switch weapons for a good 2 extra seconds after un-revving. this is fixing that, not buffing heavy.
[quote=rowrow]So heavies can now switch weapons after letting go of mouse1, [i]instantly?[/i][/quote]
there was a recent bug where heavies couldn't switch weapons for a good 2 extra seconds after un-revving. this is fixing that, not buffing heavy.
"The viewmodel_fov convar is now clamped to valid values"
What exactly are these valid values?
"The viewmodel_fov convar is now clamped to valid values"
What exactly are these valid values?
now we can play scout again!!!!
now we can play scout again!!!!
rowrowSo heavies can now switch weapons after letting go of mouse1, instantly?
there was a bug where weapon switch speed was inconsistent and slower than normal if you didn't user mousewheel to switch
[quote=rowrow]So heavies can now switch weapons after letting go of mouse1, [i]instantly?[/i][/quote]
there was a bug where weapon switch speed was inconsistent and slower than normal if you didn't user mousewheel to switch
Does this mean I can't play with viewmodels at the top of the screen anymore
Does this mean I can't play with viewmodels at the top of the screen anymore
Hopefully they thought about being able to hide medibeam and/or flamethrower particles with the new valid values of viewmodel_fov/cvar.
Hopefully they thought about being able to hide medibeam and/or flamethrower particles with the new valid values of viewmodel_fov/cvar.
omni"The viewmodel_fov convar is now clamped to valid values"
What exactly are these valid values?
.1 to 179.88884
i.e. rip upside down viewmodels, everything else can be accomplished with commands now and (hopefully) not break.
artichokeHopefully they thought about being able to hide medibeam and/or flamethrower particles with the new valid values of viewmodel_fov/cvar.
It doesn't. Sad.
[quote=omni]"The viewmodel_fov convar is now clamped to valid values"
What exactly are these valid values?[/quote]
.1 to 179.88884
i.e. rip upside down viewmodels, everything else can be accomplished with commands now and (hopefully) not break.
[quote=artichoke]Hopefully they thought about being able to hide medibeam and/or flamethrower particles with the new valid values of viewmodel_fov/cvar.[/quote]
It doesn't. Sad.
omni"The viewmodel_fov convar is now clamped to valid values"
What exactly are these valid values?
According to the command ingame, 0.1 - 179.899994
[quote=omni]"The viewmodel_fov convar is now clamped to valid values"
What exactly are these valid values?[/quote]
According to the command ingame, 0.1 - 179.899994
artichokeHopefully they thought about being able to hide medibeam and/or flamethrower particles with the new valid values of viewmodel_fov/cvar.
Sadly no, with r_drawtracers_firstperson on flames are visible. :c
Edit: it seems viewmodel_fov 0.1 works for hiding flames though
[quote=artichoke]Hopefully they thought about being able to hide medibeam and/or flamethrower particles with the new valid values of viewmodel_fov/cvar.[/quote]
Sadly no, with r_drawtracers_firstperson on flames are visible. :c
Edit: it seems viewmodel_fov 0.1 works for hiding flames though
+ "supply_crate_loot_list_90_weapons_rare_strange"
+ {
+ "The AWPer Hand" "1"
hype???
[code]+ "supply_crate_loot_list_90_weapons_rare_strange"
+ {
+ "The AWPer Hand" "1"[/code]
hype???
pl3x+ "supply_crate_loot_list_90_weapons_rare_strange"
+ {
+ "The AWPer Hand" "1"
cow mangler + third degree as well
p dank
http://git.optf2.com/schema-tracking/tree/Team%20Fortress%202%20Schema?h=teamfortress2
[quote=pl3x][code]+ "supply_crate_loot_list_90_weapons_rare_strange"
+ {
+ "The AWPer Hand" "1"[/code][/quote]
cow mangler + third degree as well
p dank
http://git.optf2.com/schema-tracking/tree/Team%20Fortress%202%20Schema?h=teamfortress2
artichokeHopefully they thought about being able to hide medibeam and/or flamethrower particles with the new valid values of viewmodel_fov/cvar.
you could consider removing all flamethrower particles.
i tried it out myself, and i'm gonna stick to it.
flamethrowers, besides the actual particles, show another effect coming from the nose.
and of course there's also the sound. so, even with flamethrower particles disabled, you'll still see/hear when pyros are firing.
and a big bonus (for me, at least) is that i can now always clearly see pyros, because their flames aren't in the way.
i used to miss alot of my shots on w+m1 pyros because of their flames, but no more!
it also removes the fire you see when players are on fire. but it doesn't matter, because players always glow their team-colour when on fire, so you'll still see it when someone's on fire.
[quote=artichoke]Hopefully they thought about being able to hide medibeam and/or flamethrower particles with the new valid values of viewmodel_fov/cvar.[/quote]
you could consider removing all flamethrower particles.
i tried it out myself, and i'm gonna stick to it.
flamethrowers, besides the actual particles, show another effect coming from the nose.
and of course there's also the sound. so, even with flamethrower particles disabled, you'll still see/hear when pyros are firing.
and a big bonus (for me, at least) is that i can now always clearly see pyros, because their flames aren't in the way.
i used to miss alot of my shots on w+m1 pyros because of their flames, but no more!
it also removes the fire you see when players are on fire. but it doesn't matter, because players always glow their team-colour when on fire, so you'll still see it when someone's on fire.
artichokeHopefully they thought about being able to hide medibeam and/or flamethrower particles with the new valid values of viewmodel_fov/cvar.
viewmodel_fov .1 has been working for me
[quote=artichoke]Hopefully they thought about being able to hide medibeam and/or flamethrower particles with the new valid values of viewmodel_fov/cvar.[/quote]
viewmodel_fov .1 has been working for me
its nice to see that the tf2 team is at least trying to improve the mannpower mode
its nice to see that the tf2 team is at least trying to improve the mannpower mode
classic buff?? where's bloodsire when you need him
classic buff?? where's bloodsire when you need him
MartyartichokeHopefully they thought about being able to hide medibeam and/or flamethrower particles with the new valid values of viewmodel_fov/cvar.
viewmodel_fov .1 has been working for me
yeah this works for everything but syringes, i'll take it
also there was another update just now, i wonder what they fixed
[quote=Marty][quote=artichoke]Hopefully they thought about being able to hide medibeam and/or flamethrower particles with the new valid values of viewmodel_fov/cvar.[/quote]
viewmodel_fov .1 has been working for me[/quote]
yeah this works for everything but syringes, i'll take it
also there was another update just now, i wonder what they fixed
they reduced the amount of sparkles generated by the machina when trying to fire while noscoped
:(
they reduced the amount of sparkles generated by the machina when trying to fire while noscoped
:(
Foxthey reduced the amount of sparkles generated by the machina when trying to fire while noscoped
:(
optimization update
[quote=Fox]they reduced the amount of sparkles generated by the machina when trying to fire while noscoped
:([/quote]
optimization update
wheres my strange bison
EDIT: also whats the diff between killstreakifiers and killstreak kits
wheres my strange bison
EDIT: also whats the diff between killstreakifiers and killstreak kits
THEBILLDOZERwheres my strange bison
EDIT: also whats the diff between killstreakifiers and killstreak kits
you add a billion mvm parts into a killstreakifier that turn into the kits
[quote=THEBILLDOZER]wheres my strange bison
EDIT: also whats the diff between killstreakifiers and killstreak kits[/quote]
you add a billion mvm parts into a killstreakifier that turn into the kits
Valve-
- Added "redirect" client command that can be used to send clients to a different server. Does not function for clients that came from matchmaking or certain server browser tabs.
More stuff for matchmaking-to-be?
[quote=Valve]-
- Added "redirect" client command that can be used to send clients to a different server. Does not function for clients that came from matchmaking or certain server browser tabs.[/quote]
More stuff for matchmaking-to-be?
FoxTHEBILLDOZERwheres my strange bison
EDIT: also whats the diff between killstreakifiers and killstreak kits
you add a billion mvm parts into a killstreakifier that turn into the kits
like a fabricator?
[quote=Fox][quote=THEBILLDOZER]wheres my strange bison
EDIT: also whats the diff between killstreakifiers and killstreak kits[/quote]
you add a billion mvm parts into a killstreakifier that turn into the kits[/quote]
like a fabricator?
Found some interesting (cheat-protected) convars:
"hud_damagemeter" = "1" ( def. "0" ) client
cheat
- Display damage-per-second information in the lower right corner of the screen.
"hud_damagemeter_ooctimer" = "1"
client
- How many seconds after the last damage event before we consider the player out of combat.
"hud_damagemeter_period" = "0" client
- When set to zero, average damage-per-second across all recent damage events, otherwise average damage across defined period (number of seconds).
http://puu.sh/fNIoj/aa4d511955.png (bottom right)
http://puu.sh/fNIsb/b6d9cd656c.png (after 1 second)
It shows your DPS as calculated over the last hud_damagemeter_period seconds. Not especially useful as of now.
Found some interesting (cheat-protected) convars:
[code]"hud_damagemeter" = "1" ( def. "0" ) client
cheat
- Display damage-per-second information in the lower right corner of the screen.
"hud_damagemeter_ooctimer" = "1"
client
- How many seconds after the last damage event before we consider the player out of combat.
"hud_damagemeter_period" = "0" client
- When set to zero, average damage-per-second across all recent damage events, otherwise average damage across defined period (number of seconds).
[/code]
http://puu.sh/fNIoj/aa4d511955.png (bottom right)
http://puu.sh/fNIsb/b6d9cd656c.png (after 1 second)
It shows your DPS as calculated over the last hud_damagemeter_period seconds. Not especially useful as of now.