Via HLDS:
Valve- Added content and features necessary to begin limited public testing of the TF2 Competitive Mode beta
- For more information on how you can participate in testing, please visit https://steamcommunity.com/groups/tfcompetitive
- Updated several maps to support competitive mode
- Community request: Added SetPlayerPointsOnDeath input to tf_player_destruction_logic and a PointsValue key field to the item_teamflag entity when used in Player Destruction mode
- Fixed Mann vs. Machine Mann-Up victories sometimes failing to take player tickets and reward loot
- Fixed security issues when loading certain custom content (thanks to Nathaniel Theis and Simon Pinfold for these reports)
- Added the Civilian Grade Stat Clock
- Applies a Strange Stat Clock to a Civilian grade weapon
- Can be obtained by trading in a combination of 5 Freelance grade or better items through Mann. Co Trades
- Mannpower update
- Grappling hook movement speed penalty for powered up flag carriers increased by 10%. Flag carriers with no powerup still have no penalty.
- Reflect powerup
- Removed 25% resistance attribute
- All classes can now have up to 400 health
- Fixed a bug where reflection damage was being calculated prior to distance falloff reduction
- Reflection damage increased from 50% to 80% of damage received
- Fixed a bug where sentry rockets would reflect damage to the owning Engineer rather than the sentry itself
- Supernova powerup
- Minimum stun duration increased from 1 to 2 seconds
- Stun duration increased by 0.5 seconds for each additional victim stunned (max 4 seconds)
- Vampire powerup
- Melee attack now returns 1.25x damage as health (up from 1.0x)
- Regen and King powerup
- Increased the frequency of health regeneration. Rate of heal is increased for Scout and Spy
- Increased metal regeneration amount
- Gift Wrap has returned!
- Gift wrapped items will be delivered through Steam trading, and are subject to trade holds if the sender doesn't have a Steam Guard Mobile Authenticator
- Items can now be unwrapped by their original wrapper
- Moving forward, only tradable items can be gift wrapped. Items that are currently gift wrapped can be delivered regardless of the tradability of the contents of the gift.
- Giftapults can again deliver items to random players online, but will remain un-craftable
- Updated The Bounty Hat, Treasure Hat, and Hat of Undeniable Wealth and Respect to be tradable
- Vote kick events now display that target player's Steam avatar
- Updated models/materials for Hot Heels, The Trencher's Topper, The Exorcizor, The Mutton Mann, Doc's Holiday, The Cotton Head
- Update the Crusader's Crossbow
- Added a new shoot sound
- Added a new impact/heal sound when a teammate is healed
- Fixed the Taunt: Kazotsky Kick not hiding the Heavy's weapon
- Fixed That '70s Chapeau not being removed when the Sniper taunts
- Fixed the Catastrophic Companions hiding the player's hat and headphones
- Fixed an LOD issue for The AWPer Hand
- Added combat text and hit sounds for damage done to buildings
- Added a "Last Hit" sound option to Hit Sounds
- Triggered when one of your attacks causes the death of a player or building
- Can be toggled in the Adv. Options menu
- Updated the materials for the Panic Attack to support mat_picmip
- Updated the Taunt: Zoomin' Broom sound effects
- PASS Time update
- Fixed workshop maps not loading correctly
- Fixed being able to get inside jump pads
- Removed Sandman long-distance steal
- Added experimental cvars for playtesting
- Updated cp_vanguard
- Removed teleporter exploit on second point
- Various minor fixes (lighting, collision, optimization)
- Updated pl_borneo
- Fixed an exploit related to the final control point and dropped weapons
- Updated pl_snowycoast
- Adjusted various spawn point facings to make side exits more obvious
- Adjusted position of resupply cabinet in RED's 1st spawn
- Added ledge to 2nd point flank route window
- Adjusted common sentry nests on 2nd
- Added stronger light to entrance of lower flank route
- Door near RED's first spawn now opens on A capture and closes on final bulkhead opening
- RED no longer get forced respawn when 2nd is captured
- Added minor spawn for RED once 2nd is captured, active until BLU pushes through kennels
- Adjusted timing of flank doors at 2nd and in mines
- Updated door texture for flank exit by 2nd point gate
- Improved defendability and enlarged 3rd point
- Adjusted position of 3rd cap
- Adjusted health & ammo at 3rd
- Updated door texture for flank exit by mines
- Changed a medium ammo pack at last to full ammo pack
- Added door to ledge at last to improve RED defendability (closes when bulkhead opens)
- Added 3rd exit to BLU's last forward spawn
- Improved defendability of ledges at last inside building
- Added new dropdown area to RED's last
- Adjusted lighting in various areas
- Fixed dx settings on light pole props
Rumor has it:
- AgentSpy reveals that the menu for competitive matchmaking has been significantly updated now that more components have landed:
http://i.imgur.com/aTOdK3t.jpg
- aabicus of the Steam forums recorded the new Crusader's Crossbow sounds:
https://www.youtube.com/watch?v=LwORWpNcxMI
- An item schema update that heralds the return of gift wrap: https://github.com/SteamDatabase/SteamTracking/commit/5e2980620d67369f6c48930615638babd40ca2cd.diff
- This is a totally inconspicuous API addition
- Size is close to 450 MB on Windows XP(!)/Vista/7/8/8.1/10, except close to 425 MB on Mac OS X - data capped users should be aware
Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]:
[quote=Valve]- [b]Added content and features necessary to begin limited public testing of the TF2 Competitive Mode beta[/b]
- For more information on how you can participate in testing, please visit [url]https://steamcommunity.com/groups/tfcompetitive[/url]
- Updated several maps to support competitive mode
- Community request: Added SetPlayerPointsOnDeath input to tf_player_destruction_logic and a PointsValue key field to the item_teamflag entity when used in Player Destruction mode
- Fixed Mann vs. Machine Mann-Up victories sometimes failing to take player tickets and reward loot
- Fixed security issues when loading certain custom content (thanks to Nathaniel Theis and Simon Pinfold for these reports)
- Added the Civilian Grade Stat Clock
- Applies a Strange Stat Clock to a Civilian grade weapon
- Can be obtained by trading in a combination of 5 Freelance grade or better items through Mann. Co Trades
- Mannpower update
- Grappling hook movement speed penalty for powered up flag carriers increased by 10%. Flag carriers with no powerup still have no penalty.
- Reflect powerup
- Removed 25% resistance attribute
- All classes can now have up to 400 health
- Fixed a bug where reflection damage was being calculated prior to distance falloff reduction
- Reflection damage increased from 50% to 80% of damage received
- Fixed a bug where sentry rockets would reflect damage to the owning Engineer rather than the sentry itself
- Supernova powerup
- Minimum stun duration increased from 1 to 2 seconds
- Stun duration increased by 0.5 seconds for each additional victim stunned (max 4 seconds)
- Vampire powerup
- Melee attack now returns 1.25x damage as health (up from 1.0x)
- Regen and King powerup
- Increased the frequency of health regeneration. Rate of heal is increased for Scout and Spy
- Increased metal regeneration amount
- Gift Wrap has returned!
- Gift wrapped items will be delivered through Steam trading, and are subject to trade holds if the sender doesn't have a Steam Guard Mobile Authenticator
- Items can now be unwrapped by their original wrapper
- Moving forward, only tradable items can be gift wrapped. Items that are currently gift wrapped can be delivered regardless of the tradability of the contents of the gift.
- Giftapults can again deliver items to random players online, but will remain un-craftable
- Updated The Bounty Hat, Treasure Hat, and Hat of Undeniable Wealth and Respect to be tradable
- Vote kick events now display that target player's Steam avatar
- Updated models/materials for Hot Heels, The Trencher's Topper, The Exorcizor, The Mutton Mann, Doc's Holiday, The Cotton Head
- Update the Crusader's Crossbow
- Added a new shoot sound
- Added a new impact/heal sound when a teammate is healed
- Fixed the Taunt: Kazotsky Kick not hiding the Heavy's weapon
- Fixed That '70s Chapeau not being removed when the Sniper taunts
- Fixed the Catastrophic Companions hiding the player's hat and headphones
- Fixed an LOD issue for The AWPer Hand
- Added combat text and hit sounds for damage done to buildings
- Added a "Last Hit" sound option to Hit Sounds
- Triggered when one of your attacks causes the death of a player or building
- Can be toggled in the Adv. Options menu
- Updated the materials for the Panic Attack to support mat_picmip
- Updated the Taunt: Zoomin' Broom sound effects
- PASS Time update
- Fixed workshop maps not loading correctly
- Fixed being able to get inside jump pads
- Removed Sandman long-distance steal
- Added experimental cvars for playtesting
- Updated cp_vanguard
- Removed teleporter exploit on second point
- Various minor fixes (lighting, collision, optimization)
- Updated pl_borneo
- Fixed an exploit related to the final control point and dropped weapons
- Updated pl_snowycoast
- Adjusted various spawn point facings to make side exits more obvious
- Adjusted position of resupply cabinet in RED's 1st spawn
- Added ledge to 2nd point flank route window
- Adjusted common sentry nests on 2nd
- Added stronger light to entrance of lower flank route
- Door near RED's first spawn now opens on A capture and closes on final bulkhead opening
- RED no longer get forced respawn when 2nd is captured
- Added minor spawn for RED once 2nd is captured, active until BLU pushes through kennels
- Adjusted timing of flank doors at 2nd and in mines
- Updated door texture for flank exit by 2nd point gate
- Improved defendability and enlarged 3rd point
- Adjusted position of 3rd cap
- Adjusted health & ammo at 3rd
- Updated door texture for flank exit by mines
- Changed a medium ammo pack at last to full ammo pack
- Added door to ledge at last to improve RED defendability (closes when bulkhead opens)
- Added 3rd exit to BLU's last forward spawn
- Improved defendability of ledges at last inside building
- Added new dropdown area to RED's last
- Adjusted lighting in various areas
- Fixed dx settings on light pole props[/quote]
Rumor has it:
- AgentSpy reveals [url=https://www.reddit.com/r/tf2/comments/48dws4/major_tf2_update_for_22916_3116_utc_competitive/d0iut60]that the menu for competitive matchmaking has been significantly updated now that more components have landed[/url]:
[img]http://i.imgur.com/aTOdK3t.jpg[/img]
- aabicus of the Steam forums [url=http://forums.steampowered.com/forums/showthread.php?p=36223166#post36223166]recorded the new Crusader's Crossbow sounds[/url]:
[youtube]https://www.youtube.com/watch?v=LwORWpNcxMI[/youtube]
- An item schema update that heralds the return of gift wrap: https://github.com/SteamDatabase/SteamTracking/commit/5e2980620d67369f6c48930615638babd40ca2cd.diff
- This is [url=https://github.com/SteamDatabase/SteamTracking/commit/325883d121e9754bf3bcd71b2998aa3c1481a4ee]a totally inconspicuous API addition[/url]
- Size is close to 450 MB on Windows XP(!)/Vista/7/8/8.1/10, except close to 425 MB on Mac OS X - data capped users should be aware
- Added a "Last Hit" sound option to Hit Sounds
- Triggered when one of your attacks causes the death of a player or building
- Can be toggled in the Adv. Options menu
YES
- Added a "Last Hit" sound option to Hit Sounds
- Triggered when one of your attacks causes the death of a player or building
- Can be toggled in the Adv. Options menu
YES
Frost_Bite- Added a "Last Hit" sound option to Hit Sounds
- Triggered when one of your attacks causes the death of a player or building
- Can be toggled in the Adv. Options menu
YES
Can you make this custom?
[quote=Frost_Bite]- Added a "Last Hit" sound option to Hit Sounds
- Triggered when one of your attacks causes the death of a player or building
- Can be toggled in the Adv. Options menu
YES[/quote]
Can you make this custom?
WOAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
WOAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
- Update the Crusader's Crossbow
- Added a new impact/heal sound when a teammate is healed
Hopefully this will allow custom sounds along with the new "Last Hit" sound
[code]- Update the Crusader's Crossbow
- Added a new impact/heal sound when a teammate is healed[/code]
Hopefully this will allow custom sounds along with the new "Last Hit" sound
The xbow firing noise is TERRIBLE ;__;
The xbow firing noise is TERRIBLE ;__;
i know lol hl and all but did valve really feel the need to release it right before match time
i know lol hl and all but did valve really feel the need to release it right before match time
the crossbow sounds like the grapplehook
the crossbow sounds like the grapplehook
- Updated pl_borneo
- Fixed an exploit related to the final control point and dropped weapons
my pub life is back
- Updated pl_borneo
- Fixed an exploit related to the final control point and dropped weapons
my pub life is back
Last Hit = Kill Noise/Notification
Last Hit = Kill Noise/Notification
wish i could play the game latest updates have been neat
springrollsi know lol hl and all but did valve really feel the need to release it right before match time
part of valve's plan to get people to only play 6s so MM succeeds
wish i could play the game latest updates have been neat [quote=springrolls]i know lol hl and all but did valve really feel the need to release it right before match time[/quote]
part of valve's plan to get people to only play 6s so MM succeeds
springrollsi know lol hl and all but did valve really feel the need to release it right before match time
They have repeatedly shown they have no regard to competitive TF2 when it comes to update timing, how is this a surprise to you?
[quote=springrolls]i know lol hl and all but did valve really feel the need to release it right before match time[/quote]
They have repeatedly shown they have no regard to competitive TF2 when it comes to update timing, how is this a surprise to you?
ONE SMALL STEP FOR MAN, ONE GIANT STEP FOR MANKIND
ONE SMALL STEP FOR MAN, ONE GIANT STEP FOR MANKIND
how do you change the "last hit" sound?
how do you change the "last hit" sound?
Some of the default last hit noises are hilarious :P
Here, you killed someone, have an electric guitar riff.
EDIT: It's also affected by max/min dmg for the hitsound
Some of the default last hit noises are hilarious :P
Here, you killed someone, have an electric guitar riff.
EDIT: It's also affected by max/min dmg for the hitsound
[img]
http://i.imgur.com/aTOdK3t.jpg
[/img]
Festive crossbow still uses old firing sound, good work valv
Festive crossbow still uses old firing sound, good work valv
The day my modem dies, the day a major TF2 update comes out, awesome.
The day my modem dies, the day a major TF2 update comes out, awesome.
Conkyhow do you change the "last hit" sound?
Same folder as your other hit sounds and it's called "killsound.wav"
[quote=Conky]how do you change the "last hit" sound?[/quote]
Same folder as your other hit sounds and it's called "killsound.wav"
The changes to some of the maps are weird. Foundry blue last has some weird hole in the ground. I'm curious what all the map changes are.
The changes to some of the maps are weird. Foundry blue last has some weird hole in the ground. I'm curious what all the map changes are.
beepo is the best last hit sound
beepo is the best last hit sound
Conkyhow do you change the "last hit" sound?
http://i67.tinypic.com/2n8ro0y.jpg
[quote=Conky]how do you change the "last hit" sound?[/quote]
[IMG]http://i67.tinypic.com/2n8ro0y.jpg[/IMG]
how do you disable the last hit sound?
how do you disable the last hit sound?
Daggerhow do you disable the last hit sound?
you could just set the kill sound to the same thing as your hitsound
[quote=Dagger]how do you disable the last hit sound?[/quote]
you could just set the kill sound to the same thing as your hitsound
time to use the squisher sound so i can feel like im swatting flies
time to use the squisher sound so i can feel like im swatting flies
The last hit sound doesnt play on a DR spy when they feign, and that new crossbow sounds exactly like the black mesa crossbow
The last hit sound doesnt play on a DR spy when they feign, and that new crossbow sounds exactly like the black mesa crossbow
any1 know the command of the kill sound?
they changed the sticky launcher reload
any1 know the command of the kill sound?
they changed the sticky launcher reload
can i please remove this last hit sound i do not like it and there doesnt seem to be a way to make it like your custom hitsound
can i please remove this last hit sound i do not like it and there doesnt seem to be a way to make it like your custom hitsound
ALT-F-XConkyhow do you change the "last hit" sound?
Same folder as your other hit sounds and it's called "killsound.wav"
This does not work.
[quote=ALT-F-X][quote=Conky]how do you change the "last hit" sound?[/quote]
Same folder as your other hit sounds and it's called "killsound.wav"[/quote]
This does not work.
about 5 years too late valve
about 5 years too late valve