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TF2 update for 11/1/17 (11/2/17 UTC)
1
#1
Patch Notes
0 Frags +

Via HLDS:

Valve- Fixed a client crash related to the Mann Co. Store
- Fixed server crash related to the ConTracker
- War Paints directly purchased with Blood Money in the Mercenary Park Gift Shop and the Dragon Slayer come as Factory New again
- Existing War Paints and weapons affected by yesterday's change will be fixed-up in the coming days
- Fixed the bite bodygroup for The Fishcake and The Dalokohs Bar
- Fixed the Festive Jag not drawing the lights
- Fixed a bug related to the Razorback and touching a resupply closet or respawning
- Fixed the Mantreads description for reduced airblast vulnerability
- Fixed bots constantly respawning during Training mode
- Fixed bots constantly respawning when tf_bot_force_class is set
- Fixed a case where bots would constantly respawn if tf_bot_spawn_use_preset_roster was disabled
- Added tf_bot_reevaluate_class_in_spawnroom convar to allow servers to disable bot reselecting their class while in spawn rooms
- Fixed a bug with the Phlogistinator's attack distance so it matches the other flamethrowers
- Fixed the War Paint icons in the Steam Community Market
- Known issue: War Paints still show as blank and with zero quantity in search results
- Fixed a bug related to the Medi Gun overheal upgrade in Mann vs. Machine
- War Paints now have individual listings on the Steam Community Market
- Outgoing party invites now get a notification panel
- Updated cp_badlands
- Disabled collision on a bunch of props (mainly lights/lamps)
- Reduced attackers' spawn advantage by 1 second when working on final control point
- Upgraded the small ammo pack to medium in the yard (on the porch)

Rumor has it:

- What you see above is what you're getting, model updates and string fixes: https://github.com/SteamDatabase/GameTracking-TF2/commit/6d9a901768edc63a2e9f96dbb0f9efda960942e6

- Size is ~35 MB

Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]:

[quote=Valve]- Fixed a client crash related to the Mann Co. Store
- Fixed server crash related to the ConTracker
- War Paints directly purchased with Blood Money in the Mercenary Park Gift Shop and the Dragon Slayer come as Factory New again
- Existing War Paints and weapons affected by yesterday's change will be fixed-up in the coming days
- Fixed the bite bodygroup for The Fishcake and The Dalokohs Bar
- Fixed the Festive Jag not drawing the lights
- Fixed a bug related to the Razorback and touching a resupply closet or respawning
- Fixed the Mantreads description for reduced airblast vulnerability
- Fixed bots constantly respawning during Training mode
- Fixed bots constantly respawning when tf_bot_force_class is set
- Fixed a case where bots would constantly respawn if tf_bot_spawn_use_preset_roster was disabled
- Added tf_bot_reevaluate_class_in_spawnroom convar to allow servers to disable bot reselecting their class while in spawn rooms
- Fixed a bug with the Phlogistinator's attack distance so it matches the other flamethrowers
- Fixed the War Paint icons in the Steam Community Market
- Known issue: War Paints still show as blank and with zero quantity in search results
- Fixed a bug related to the Medi Gun overheal upgrade in Mann vs. Machine
- War Paints now have individual listings on the Steam Community Market
- Outgoing party invites now get a notification panel
- Updated cp_badlands
- Disabled collision on a bunch of props (mainly lights/lamps)
- Reduced attackers' spawn advantage by 1 second when working on final control point
- Upgraded the small ammo pack to medium in the yard (on the porch)[/quote]

Rumor has it:

- What you see above is what you're getting, model updates and string fixes: https://github.com/SteamDatabase/GameTracking-TF2/commit/6d9a901768edc63a2e9f96dbb0f9efda960942e6

- Size is ~35 MB
2
#2
52 Frags +
Updated cp_badlands
- Disabled collision on a bunch of props (mainly lights/lamps)
- Reduced attackers' spawn advantage by 1 second when working on final control point
- Upgraded the small ammo pack to medium in the yard (on the porch)

https://pbs.twimg.com/media/Cc4cHcdWIAA2xom.png

[quote]Updated cp_badlands
- Disabled collision on a bunch of props (mainly lights/lamps)
- Reduced attackers' spawn advantage by 1 second when working on final control point
- Upgraded the small ammo pack to medium in the yard (on the porch)[/quote]

[img]https://pbs.twimg.com/media/Cc4cHcdWIAA2xom.png[/img]
3
#3
27 Frags +

- Updated cp_badlands
- Disabled collision on a bunch of props (mainly lights/lamps)
- Reduced attackers' spawn advantage by 1 second when working on final control point
- Upgraded the small ammo pack to medium in the yard (on the porch)

holy shit

edit:

https://i.imgur.com/t1ziMFA.png

wtf

- Updated cp_badlands
- Disabled collision on a bunch of props (mainly lights/lamps)
- Reduced attackers' spawn advantage by 1 second when working on final control point
- Upgraded the small ammo pack to medium in the yard (on the porch)

holy shit

edit: [img]https://i.imgur.com/t1ziMFA.png[/img] wtf
4
#4
tf2pickup.org
13 Frags +
wickedplayer494- Updated cp_badlands
- Disabled collision on a bunch of props (mainly lights/lamps)
- Reduced attackers' spawn advantage by 1 second when working on final control point
- Upgraded the small ammo pack to medium in the yard (on the porch)

waaaaat

[quote=wickedplayer494]
- Updated cp_badlands
- Disabled collision on a bunch of props (mainly lights/lamps)
- Reduced attackers' spawn advantage by 1 second when working on final control point
- Upgraded the small ammo pack to medium in the yard (on the porch)[/quote]
waaaaat
5
#5
-23 Frags +

But why

But why
6
#6
26 Frags +
springrollsedit: https://i.imgur.com/t1ziMFA.png wtf

i saw the hlds_announce email from Eric and started writing my post in advance...

Show Content
i have no life
[quote=springrolls]
edit: [img]https://i.imgur.com/t1ziMFA.png[/img] wtf[/quote]
i saw the hlds_announce email from Eric and started writing my post in advance...

[spoiler]i have no life[/spoiler]
7
#7
refresh.tf
27 Frags +

Hey Valve Can You Make It So That We Can Rocket Jump Properly Of The Walls Without Hitting Our Heads?

Hey Valve Can You Make It So That We Can Rocket Jump Properly Of The Walls Without Hitting Our Heads?
8
#8
0 Frags +

nvm

nvm
9
#9
21 Frags +

eric tends to read his emails when he sends out the HLDS notifications so if you haven't sent an email about the sticky det bug you can send it now

erics @ valvesoftware . com (just in case bots roam this forum for emails or anything)

also:

http://www.valvesoftware.com/email.php?recipient=TF+Team

eric tends to read his emails when he sends out the HLDS notifications so if you haven't sent an email about the sticky det bug you can send it now

erics @ valvesoftware . com (just in case bots roam this forum for emails or anything)

also:

http://www.valvesoftware.com/email.php?recipient=TF+Team
10
#10
20 Frags +
Fixed a bug related to the Medi Gun overheal upgrade in Mann vs. Machine

https://media.giphy.com/media/1Z02vuppxP1Pa/200.gif

[quote]Fixed a bug related to the Medi Gun overheal upgrade in Mann vs. Machine[/quote]
[img]https://media.giphy.com/media/1Z02vuppxP1Pa/200.gif[/img]
11
#11
35 Frags +
Show Content
[spoiler][img]https://i.imgur.com/xaIdNkR.jpg[/img][/spoiler]
12
#12
29 Frags +

do flames still instagib

do flames still instagib
13
#13
26 Frags +

dude i wanna hug tf team and bake them a cake and chocolate chip cookies

dude i wanna hug tf team and bake them a cake and chocolate chip cookies
14
#14
31 Frags +

i like the new tf team :)

i like the new tf team :)
15
#15
25 Frags +

All those lamp hiding spots are gone now. Also you can't stand on the lamp in the tube at last anymore (on the edges you still can though).

All those lamp hiding spots are gone now. Also you can't stand on the lamp in the tube at last anymore (on the edges you still can though).
16
#16
14 Frags +

i like updates

i like updates
17
#17
13 Frags +

more ammo Kreygasm

more ammo Kreygasm
18
#18
17 Frags +

this new TF Team is amazing

this new TF Team is amazing
19
#19
15 Frags +

I think when Valve moved to a new office, many new people crawl/drove their desks to TF2 section because it was closer to them :)

I think when Valve moved to a new office, many new people crawl/drove their desks to TF2 section because it was closer to them :)
20
#20
9 Frags +
Valve in the coming days

This is legendary tbh.

[quote=Valve] in the coming days[/quote]

This is legendary tbh.
21
#21
9 Frags +

imo the two most annoying things right now they need to fix is the sticky det bug and flamethrowers hit detection, the new system they have is not great

imo the two most annoying things right now they need to fix is the sticky det bug and flamethrowers hit detection, the new system they have is not great
22
#22
4 Frags +
loserline49imo the two most annoying things right now they need to fix is the sticky det bug and flamethrowers hit detection, the new system they have is not great

wasnt there an update for FT on 31.10.2017

[quote=loserline49]imo the two most annoying things right now they need to fix is the sticky det bug and flamethrowers hit detection, the new system they have is not great[/quote]

wasnt there an update for FT on 31.10.2017
23
#23
3 Frags +

give me my hecking lamps back

https://static-cdn.jtvnw.net/emoticons/v1/160401/3.0

give me my hecking lamps back [img]https://static-cdn.jtvnw.net/emoticons/v1/160401/3.0[/img]
24
#24
8 Frags +
yahoo
wasnt there an update for FT on 31.10.2017

I think he means parkinson's flamethrower, which still exists.

Edit: Also, I think tf_flamethrower_boxsize should be changed to 1 imo, only to make the weapon harder to use so you can't just mongo and shred everything. I tried testing tf_flamethrower_boxsize 0, but it's like super inconsistent for no reason? 1 seems like a better choice. Default boxsize is 12, for reference and the hitbox is fucking ginormous.

[quote=yahoo]

wasnt there an update for FT on 31.10.2017[/quote]

I think he means [url=http://www.youtube.com/watch?v=aIIgr_qt8mw&t=2m6s]parkinson's flamethrower[/url], which still exists.

Edit: Also, I think tf_flamethrower_boxsize should be changed to 1 imo, only to make the weapon harder to use so you can't just mongo and shred everything. I tried testing tf_flamethrower_boxsize 0, but it's like super inconsistent for no reason? 1 seems like a better choice. Default boxsize is 12, for reference and the hitbox is fucking ginormous.
25
#25
15 Frags +
springrollsI think he means parkinson's flamethrower, which still exists.

Amazing that Valve has somehow found a way to make Pyro require even less aim.

[quote=springrolls]
I think he means [url=http://www.youtube.com/watch?v=aIIgr_qt8mw&t=2m6s]parkinson's flamethrower[/url], which still exists.[/quote]
Amazing that Valve has somehow found a way to make Pyro require even less aim.
26
#26
8 Frags +

What will be ETF2L's stance about prolands now?

What will be ETF2L's stance about prolands now?
27
#27
cp_granary_pro
13 Frags +

fix sticky det bug pls

fix sticky det bug pls
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