I'm so glad about the Badlands change.
4 months ago I released an updated badlands that increased cap time and clipped the stairs and now Valve officially changed it.
Would be nice if they could use blockbullet on the railings on middle so that splashing was further improved.
Also, it'd be a good change to remove the collision mesh from railings and replace their collision with playerclip so that railings don't stop rockets in maps like Gullywash last and Badlands lobby/last.
I'm so glad about the Badlands change.
4 months ago I released an updated badlands that increased cap time and clipped the stairs and now Valve officially changed it.
Would be nice if they could use blockbullet on the railings on middle so that splashing was further improved.
Also, it'd be a good change to remove the collision mesh from railings and replace their collision with playerclip so that railings don't stop rockets in maps like Gullywash last and Badlands lobby/last.
CommonPlebanyone know of any huds that are updated already? I know it's unlikely bud I hate the default HUD
don't expect any until at the very earliest tomorrow.
this is a BIG fucking update hud-wise, you don't even know
[quote=CommonPleb]anyone know of any huds that are updated already? I know it's unlikely bud I hate the default HUD[/quote]
don't expect any until at the very earliest tomorrow.
this is a BIG fucking update hud-wise, you don't even know
prplWhy wouldn't they make The Carlton and Disco Fever all class
why do you care
[quote=prpl]Why wouldn't they make The Carlton and Disco Fever all class[/quote]
why do you care
Fixed the Engineer's missing pelvis hitbox
I'm actually afraid to ask how this was found
[code]Fixed the Engineer's missing pelvis hitbox[/code]
I'm actually afraid to ask how this was found
yttriumCommonPlebanyone know of any huds that are updated already? I know it's unlikely bud I hate the default HUD
don't expect any until at the very earliest tomorrow.
this is a BIG fucking update hud-wise, you don't even know
yeah thats what i expected thanks
[quote=yttrium][quote=CommonPleb]anyone know of any huds that are updated already? I know it's unlikely bud I hate the default HUD[/quote]
don't expect any until at the very earliest tomorrow.
this is a BIG fucking update hud-wise, you don't even know[/quote]
yeah thats what i expected thanks
now that spies are harder to hit the gun-spy is more powerful against scouts
now that spies are harder to hit the gun-spy is more powerful against scouts
CommonPlebyttriumCommonPlebanyone know of any huds that are updated already? I know it's unlikely bud I hate the default HUD
don't expect any until at the very earliest tomorrow.
this is a BIG fucking update hud-wise, you don't even know
yeah thats what i expected thanks
I REALLY wish that a feature was added to modify the damage numbers in the default hud. That's one thing I'd love to see in the future
[quote=CommonPleb][quote=yttrium][quote=CommonPleb]anyone know of any huds that are updated already? I know it's unlikely bud I hate the default HUD[/quote]
don't expect any until at the very earliest tomorrow.
this is a BIG fucking update hud-wise, you don't even know[/quote]
yeah thats what i expected thanks[/quote]
I REALLY wish that a feature was added to modify the damage numbers in the default hud. That's one thing I'd love to see in the future
I'm happy matchmaking is now part of the game and I'm sure this will not be the last competitively significant update, but my gut still tells me that something is missing in Valve's mindset. To me it still feels like they don't know what they want competitive TF2 to be. Without whitelists and class limits(which the competitive community had to invent over the years), there just doesn't seem to be a framework for a competitive game.
Pick a map type, decide the feel of the game and how each class can use a few skills(some more potent than others) within that environment. If the player plays the class skillfully and intelligently, they should be able to either use skills normally belonging to other classes at a weaker level, or be able to circumvent the skills of other classes. Then, and only then, you can start making interesting unlocks which make the game interesting instead of breaking either the feel(and therefore player/spectator enjoyment) or fairness of the competitive game. Unlocks which trade all or part of one of those class skills and reinforce another skill to compensate for it are the ones which make the game dynamic but not broken, and allow for actual decision-making and risk-taking instead of roulette.
You must first decide to use nails or screws before opting for the hammer or the screwdriver. This update was Valve deciding that fixing the boards together was worthwhile in the first place, which is a welcome start. I remain hopeful the rest will follow.
I'm happy matchmaking is now part of the game and I'm sure this will not be the last competitively significant update, but my gut still tells me that something is missing in Valve's mindset. To me it still feels like they don't know what they want competitive TF2 to be. Without whitelists and class limits(which the competitive community had to invent over the years), there just doesn't seem to be a framework for a competitive game.
Pick a map type, decide the feel of the game and how each class can use a few skills(some more potent than others) within that environment. If the player plays the class skillfully and intelligently, they should be able to either use skills normally belonging to other classes at a weaker level, or be able to circumvent the skills of other classes. Then, and only then, you can start making interesting unlocks which make the game interesting instead of breaking either the feel(and therefore player/spectator enjoyment) or fairness of the competitive game. Unlocks which trade all or part of one of those class skills and reinforce another skill to compensate for it are the ones which make the game dynamic but not broken, and allow for actual decision-making and risk-taking instead of roulette.
You must first decide to use nails or screws before opting for the hammer or the screwdriver. This update was Valve deciding that fixing the boards together was worthwhile in the first place, which is a welcome start. I remain hopeful the rest will follow.
It would be nice if valve was consistant about what they allowed and just forced all settings to be the same across all of tf2. csgo was like that for a while with timers and such and its so much better with it all the same all the time.
Of course, they might be trying to slowly get everyone to adjust but im not really sure
It would be nice if valve was consistant about what they allowed and just forced all settings to be the same across all of tf2. csgo was like that for a while with timers and such and its so much better with it all the same all the time.
Of course, they might be trying to slowly get everyone to adjust but im not really sure
still missing pelvis in the MvM model
https://www.youtube.com/watch?v=3VRUTeN3Kmo
wow, they actually restricted brightness and net_graph. i figured they would unrestrict upon release but i guess not. they better allow it soon
wow, they actually restricted brightness and net_graph. i figured they would unrestrict upon release but i guess not. they better allow it soon
sage78still missing pelvis
https://www.youtube.com/watch?v=3VRUTeN3Kmo
only the robot model is missing it
[quote=sage78]still missing pelvis
https://www.youtube.com/watch?v=3VRUTeN3Kmo[/quote]
only the robot model is missing it
Tangyywow, they actually restricted brightness and net_graph. i figured they would unrestrict upon release but i guess not. they better allow it soon
even zoom_sensitivity_ratio
also i played a community server after someone left in my MM match and my viewmodel_fov was blocked.... at 54
they also did an undocumented change where they removed the viewmodel_fov slider from Adv. Options
[quote=Tangyy]wow, they actually restricted brightness and net_graph. i figured they would unrestrict upon release but i guess not. they better allow it soon[/quote]
even zoom_sensitivity_ratio
also i played a community server after someone left in my MM match and my viewmodel_fov was blocked.... at 54
they also did an undocumented change where they removed the viewmodel_fov slider from Adv. Options
is anyone else's tf2 icon a hl2 icon on the task bar now?
is anyone else's tf2 icon a hl2 icon on the task bar now?
Tangyywow, they actually restricted brightness and net_graph. i figured they would unrestrict upon release but i guess not. they better allow it soon
Brightness might be an unfair advantage in Valve's eyes since higher brightness levels make it easier to see people. It's not much of one in any case.
net_graph makes no sense though. All it does is show you your internet quality and FPS.
[quote=Tangyy]wow, they actually restricted brightness and net_graph. i figured they would unrestrict upon release but i guess not. they better allow it soon[/quote]
Brightness might be an unfair advantage in Valve's eyes since higher brightness levels make it easier to see people. It's not much of one in any case.
net_graph makes no sense though. All it does is show you your internet quality and FPS.
KanecoScout airblast ayyy
https://www.youtube.com/watch?v=91g1XSiJ5lY&feature=youtu.be
what the fuck is that voice actor LMAO
did they just grab a random nearby intern
[quote=Kaneco]Scout airblast ayyy
[youtube]https://www.youtube.com/watch?v=91g1XSiJ5lY&feature=youtu.be[/youtube][/quote]
what the fuck is that voice actor LMAO
did they just grab a random nearby intern
hookyTangyywow, they actually restricted brightness and net_graph. i figured they would unrestrict upon release but i guess not. they better allow it soon
Brightness might be an unfair advantage in Valve's eyes since higher brightness levels make it easier to see people. It's not much of one in any case.
net_graph makes no sense though. All it does is show you your internet quality and FPS.
i can even understand restricting net_graph to certain values (lol net_graph 4) but like, even net_graph 1?
[quote=hooky][quote=Tangyy]wow, they actually restricted brightness and net_graph. i figured they would unrestrict upon release but i guess not. they better allow it soon[/quote]
Brightness might be an unfair advantage in Valve's eyes since higher brightness levels make it easier to see people. It's not much of one in any case.
net_graph makes no sense though. All it does is show you your internet quality and FPS.[/quote]
i can even understand restricting net_graph to certain values (lol net_graph 4) but like, even net_graph 1?
hookyTangyywow, they actually restricted brightness and net_graph. i figured they would unrestrict upon release but i guess not. they better allow it soon
Brightness might be an unfair advantage in Valve's eyes since higher brightness levels make it easier to see people. It's not much of one in any case.
net_graph makes no sense though. All it does is show you your internet quality and FPS.
brightness is allowed in csgo which is why i dont understand. maybe an oversight,
Elepimpis anyone else's tf2 icon a hl2 icon on the task bar now?
mine is as well. i also experianced where you leave a matchmaking game (or end one) and you cant change anything afterwards until you restart.
[quote=hooky][quote=Tangyy]wow, they actually restricted brightness and net_graph. i figured they would unrestrict upon release but i guess not. they better allow it soon[/quote]
Brightness might be an unfair advantage in Valve's eyes since higher brightness levels make it easier to see people. It's not much of one in any case.
net_graph makes no sense though. All it does is show you your internet quality and FPS.[/quote]
brightness is allowed in csgo which is why i dont understand. maybe an oversight,[quote=Elepimp]is anyone else's tf2 icon a hl2 icon on the task bar now?[/quote]
mine is as well. i also experianced where you leave a matchmaking game (or end one) and you cant change anything afterwards until you restart.
- All Mediguns allow the Medic to match the speed of their heal target
Great idea, buff the two best classes in the game at once.
[quote=- All Mediguns allow the Medic to match the speed of their heal target][/quote]
Great idea, buff the two best classes in the game at once.
OsirisI'm happy matchmaking is now part of the game and I'm sure this will not be the last competitively significant update, but my gut still tells me that something is missing in Valve's mindset...
Yeah man their plan is to take all of the data from thousands and thousands of matchmaking games to shape the 6v6 ruleset moving forward.
[quote=Osiris]I'm happy matchmaking is now part of the game and I'm sure this will not be the last competitively significant update, but my gut still tells me that something is missing in Valve's mindset...[/quote]
Yeah man their plan is to take all of the data from thousands and thousands of matchmaking games to shape the 6v6 ruleset moving forward.
Has anyone been able to get into a game yet? I've been trying for like 2 hours on and off with no luck at all...
Has anyone been able to get into a game yet? I've been trying for like 2 hours on and off with no luck at all...
i'll pay someone ten bux to update and fix broken shit in my hud
http://puu.sh/pUgkX/8235403247.rar
i'll pay someone ten bux to update and fix broken shit in my hud
http://puu.sh/pUgkX/8235403247.rar
SkyeTested the medic movespeed buff: If the scout on your healbeam dies, you keep moving at scout speed indefinitely (or until you latch onto a slower heal target).
Obviously, if you stop healing the scout normally you go back to medic speed.
Edit: If the scout runs out of your range, you also keep the speed.
Smart gamers,
Do you expect this specific aspect of the buff to stay or is it likely to be removed? Seems like more of an oversight but idk.
Also, I know this isn't the place, but it'd be nice after 8 years of this stuff, huge update didn't = steam servers taking a huge shit.
[quote=Skye]Tested the medic movespeed buff: If the scout on your healbeam dies, [b]you keep moving at scout speed indefinitely[/b] (or until you latch onto a slower heal target).
Obviously, if you stop healing the scout normally you go back to medic speed.
Edit: If the scout runs out of your range, you also keep the speed.[/quote]
Smart gamers,
Do you expect this specific aspect of the buff to stay or is it likely to be removed? Seems like more of an oversight but idk.
Also, I know this isn't the place, but it'd be nice after 8 years of this stuff, huge update didn't = steam servers taking a huge shit.
Failed to update TF2 because of corrupt content files
please help
Failed to update TF2 because of corrupt content files
please help
DoomLordSkyeTested the medic movespeed buff: If the scout on your healbeam dies, you keep moving at scout speed indefinitely (or until you latch onto a slower heal target).
Obviously, if you stop healing the scout normally you go back to medic speed.
Edit: If the scout runs out of your range, you also keep the speed.
Smart gamers,
Do you expect this specific aspect of the buff to stay or is it likely to be removed? Seems like more of an oversight but idk.
Also, I know this isn't the place, but it'd be nice after 8 years of this stuff, huge update didn't = steam servers taking a huge shit.
just got removed
[quote=DoomLord][quote=Skye]Tested the medic movespeed buff: If the scout on your healbeam dies, [b]you keep moving at scout speed indefinitely[/b] (or until you latch onto a slower heal target).
Obviously, if you stop healing the scout normally you go back to medic speed.
Edit: If the scout runs out of your range, you also keep the speed.[/quote]
Smart gamers,
Do you expect this specific aspect of the buff to stay or is it likely to be removed? Seems like more of an oversight but idk.
Also, I know this isn't the place, but it'd be nice after 8 years of this stuff, huge update didn't = steam servers taking a huge shit.[/quote]
just got removed
nobelharvardsMedic retaining run speed is gone.
http://www.teamfortress.com/post.php?id=22767
For those of you who don't want to open a new tab:
Fixed a bug where the Medic's run speed would not adjust when his heal target was killed
Fixed client crash related to custom HUDs
[quote=nobelharvards]Medic retaining run speed is gone.
http://www.teamfortress.com/post.php?id=22767[/quote]
For those of you who don't want to open a new tab:
[quote]Fixed a bug where the Medic's run speed would not adjust when his heal target was killed
Fixed client crash related to custom HUDs[/quote]
MY TF2 IS STUCK INFINITELY VALIDATING AAA
MY TF2 IS STUCK INFINITELY VALIDATING AAA
whoa flatline did i beat you to releasing an update?
as a sidenote
WHAT THE FUCK IS THIS THING.
http://i.imgur.com/ONGgALq.png
and yeah my game is giving the hl2 logo too
whoa flatline did i beat you to releasing an update?
as a sidenote
WHAT THE FUCK IS THIS THING.
[img]http://i.imgur.com/ONGgALq.png[/img]
and yeah my game is giving the hl2 logo too
ive never wanted to main roamer less than i do now
also, to talk about the new quickplay, i personally really like it. way more fun than normal valve pubs, and if i want to just dick around I'll join a community server.
ive never wanted to main roamer less than i do now
also, to talk about the new quickplay, i personally really like it. way more fun than normal valve pubs, and if i want to just dick around I'll join a community server.