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Team Fortress 2 Update Thread

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#1
Lewdis

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Since Valve is always updating TF2 with either bug fixes or gameplay fixes or anything, I thought I would make a thread with every single update that is released to reduce the amount of TF2 threads we seem in this forum.

February 7th, 2010

QUOTE
Fixed a client crash during the localization of item names
Fixed a client crash caused by selecting Random in the class menu and then clicking on "Edit Loadout"


---------------------------------

January 28th, 2010

QUOTE
Team Fortress 2


Added 3 new hats that can be worn by any class

Towering Pillar of Hats"

Noble Amassment of Hats"

Modest Pile of Hat"

Added Propaganda contest winners' hats for First Place, First Runner-up, and Second Runner-up

Added "Edit Loadout" button to the class menu

Changed the main menu background to randomly use the Red, Blue, and Soldier/Demo background images

Fixed Snipers being able to shoot enemies through gates

Fixed Linux servers not properly reconnecting to Steam when they lose their connection

Fixed stickies being destructible before they're stuck to something

Fixed the return progress bar above a dropped flag not animating if the return time on the flag is less than 30 seconds

Fixed the CTF HUD not properly handling flags being disabled/enabled during the round

Fixed player health panels sometimes using the wrong animations for buffed or low health values

Updated the net_showevents convar to be marked as a cheat

Updated the main menu news buttons to direct players to the most recent TF2 update and the TF2 blog

Updated Italian localization strings

Updated the custom TF2 fonts with Polish characters

Updated CP_Gorge

Added more cover outside of the initial BLU spawn area

Added a forward spawn for the BLU team after Cap1 is captured

Added another access point to the upper level from the front of the RED base

Added more cover in the room just before Cap2

Decreased RED team's respawn time while they own Cap1

Fixed a few areas where players would sometimes become stuck


Community requests

Added new options for the Invade CTF game mode flag. Default is 1

0 : No neutral time

1 : Flag goes neutral in 30 seconds (current behavior)

2 : Flag goes neutral in 1/2 the return time

Added scoring choice for the Invade CTF game mode. Default is 0

0 : Increment score (current behavior)

1 : Increment capture count

Added new inputs to item_teamflag

ForceDrop : Force the flag to be dropped if it's being carried by a player

ForceReset : Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location

SetReturnTime : Set the length of time (in seconds) before a dropped flag returns to base

Added new output to item_teamflag

OnTouchSameTeam : Sent when the flag is touched by a player on the same team



---------------------------------

January 14th, 2010

QUOTE
Additions


Various improvements to Spy disguise and feign death

Disguise weapons copying weapons with special animation requirements (Sword, FaN) now look correct

Spies now play the appropriate death cry on feign death based on the corpse that appears

Feigning death can now play custom death animations like a normal death (head loss, sniper shot, backstab, etc)

Feigning death due to explosive damage now has a chance to gib, like a normal death

Corpses from a feign death now use the correct wearable behavior (hats stay on, or fall off as they should)

The weapons dropped by feign death corpses now have appropriate physics and collision for their type

Combat text for damage done to Spies that feign death will now show the un-modified damage amount

Fixed Spies that feign death while disguised as enemy spies dropping fake ragdolls wearing a mask

Fixed a couple of physics issues on ragdolls created by feign death

Added convars to further customize the "play a hit sound whenever you injure an enemy" option

tf_dingaling_volume". Sets the volume of the hit sound

tf_dingaling_pitchmindmg". Sets the desired pitch of the hit sound when a minor damage hit is done

tf_dingaling_pitchmaxdmg". Sets the desired pitch of the hit sound when a major damage hit is done

tf_dingaling_wav_override". Specifies an optional custom wav hit sound. If unspecified, the default ding sound is used

Added Medic Ubersaw kill taunt

Added backstab death animations for Scout, Spy, Medic, Demo, Engineer, and Pyro. All death animations have a 25% chance to play

Updated various localization strings


Changes

Removed the clamps on the "viewmodel_fov" convar

Added "viewmodel_fov_demo", a convar that controls viewmodel fov during demo playback

Force-a-Nature will now correctly knock back players on the ground

Increased minimum damage required for the Force-a-Nature to cause a knockback from 30 to 40

Changed the Direct Hit to only minicrit enemies that have been launched into the air by an explosion

Increased the rate of the Soldier's Rage generation by 40%

Reduced the duration of the Soldier's Buff Banner effect from 14 seconds to 10

Reduced the explosive damage resistance on the Chargin' Targe to 50%


Fixes

Fixed the Scout's legs twisting out of shape during a double jump

Fixed player models popping up and then down when they duck during a jump

Fixed Sniper rifle not penetrating friendlies

Fixed Bonk! Atomic Punch phase effect

Fixed rockets not being removed if they explode in func_nogrenades zones

Fixed the Sandman being able to bat balls through doors

Fixed the Gunboats absorbing damage from the Soldier's grenade kill taunt

Fixed the naming of non-unique quality unique items (Community Kritzkriegs, etc)

Minor fixes to the crafting UI

Changed the item layout in the crafting panel to better fit the backpack panel

Each 1 of the 4 crafting pages now shows half of 1 of the 2 backpack pages

Fixed the crafting panel next/prev page buttons being hard to use while dragging

Fixed the "equipped" label in the item panels stealing the mouse focus from the item panel itself


Updated Novint Falcon settings (no effect on non-Falcon players)

Recoil/Reload force added for the Direct Hit rocket launcher

Recoil/Reload force added for the Scottish Resistance sticky bomb launcher

More defined flesh hit force added for the Equalizer pick axe

More defined flesh hit/world hit force added for the Eyelander sword

Added swing forces for Eyelander sword

Added appropriate trumpet forces for Blu Buff Banner

Added appropriate trumpet forces for Red Buff Banner

Shotgun reload for Heavy & Pyro changed to feel more appropriate now

Changed Huntsman pullback force so that it goes in the right direction (was still pulling as if the Huntsman was on the left hand side of the screen, which was default until a later update)



---------------------------------

January 8th, 2010

QUOTE
Team Fortress 2


Fixed grounded players receiving falling damage from Force-A-Nature shots directly above them

Fixed the Force-A-Nature firing fewer pellets when tf_use_fixed_weaponspreads was 1

Updated the achievement icon for the "May I Cut In?" Spy achievement to match the achievement description




---------------------------------

January 6th, 2010

QUOTE
Server Browser (for TF2 and DoD:S)


Added a client-side server blacklist

Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range

Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt)


Balance changes

Reduced the health penalty on The Sandman

The Force-A-Nature knockback on target now

Only applies to hits that deal more than 30 damage and are in close range

Factors in the firer's angle of attack when determining the knockback direction

Has less of an effect on grounded targets

The Dead Ringer now

Reduces cloak to 40% when uncloaking early

Has a 35% cap on the amount of cloak it can gain from an ammo pack

Has a quieter de-cloak sound


Changes / Fixes

Fixed a performance & stability issue with AMD processors

Improved the stability of the game server -> item backend connection

Fixed a rare server crash related to dispensers

Added min/max values to viewmodel_fov convar to match the settings in the slider

Reduced the number of moons in ctf_doublecross, sadly

Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content

Fixed a crash related to sv_pure and the wireframe_dx6 shader

Players can no longer shoot while stunned

Fixed a bug that caused movement speed reductions to not work on stunned players

Soldier Rage bar no longer resets when touching a resupply cabinet


Achievement fixes

Fixed the "Second Eye" Demoman achievement

Fixed a bug in the "Play Doctor" Medic achievement

Changed the requirements for the "Medals of Honor" Soldier achievement

Updated description for the "Blind Fire" Demoman achievement to better explain the requirements

Fixed an issue that affected several achievements requiring the use of the Equalizer


Community requests

Added "skip_next_map" server ConCommand to skip the next map in the map cycle

Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu

Added server "tf_use_fixed_weaponspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution

Added a "show_htmlpage" command to allow server operators to display custom web pages to clients


Changes to the TF Bots

In KOTH mode, Bots are now

More likely to roam around and hunt enemies if there is lots of time left

Become more likely to push for the point as time runs down, or their teammates start to capture it

Medic bots now

Opportunistically "overheal" nearby friends when they can

Prioritize healing of injured nearby friends more

Don't focus on Heavies quite so exclusively

Don't spam their Medigun continuously at round start

Won't choose cover far below their heal target so much (koth_nucleus)

Fight back with their syringe-gun appropriately

Various improvements to combat behaviors

General bot improvements

They no longer stand still on the point when capturing or defending it

They choose more varied routes now

They choose better defensive spots around captured points

They fall back to another weapon when they entirely run out of ammo

They adjust their FOV when using zoomed in sniper scope

They treat in-range Sentries as the most dangerous threat

They fire their weapons is more realistic bursts

Engineers use their shotgun properly

Added a "virtual mousepad" concept to rework how bots track enemy players

They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on"

After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse"

Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge

Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues

Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue

Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them

Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer

Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag

Added more bot names as suggested by the TF community




---------------------------------

December 22nd, 2009

QUOTE
Team Fortress 2


Added an "equipped" tag to currently equipped items in the Backpack and Crafting screens

Fixed the TFBots not reacting correctly to stun effects

Fixed the Heavy picking up his own thrown sandvich if it was thrown while running forward

Fixed Pyros not getting the proper kill icon for kills with deflected Direct Hit rockets

Fixed the player keeping their rage setting when the Buff Banner isn't equipped

Fixed resupply cabinet not clearing the rage and the buff status effect

Fixed the Buff Banner not working when +reload has been forced in console

Fixed the motion blur on charging Demomen not always drawing

Fixed the Direct Hit mini-critting enemies submerged in water

Fixed the Chargin' Targe's crit not working on servers with tf_weapon_criticals 0

Capped the amount of overhealing from taking heads to the player's max buffed health

Updated the Gunboats to absorb damage from any self-inflicted rocket blast that doesn't hurt another player

Updated the Scottish Resistance to detonate bombs near the player's feet (in addition to what it normally detonates). This enables sticky jumping with this weapon

Updated the Baseball and Jarate HUD indicators to stay on screen when full


Crafting improvements

Spy's unlockable PDAs can now be smelted into scrap metal

Recipes can no longer produce items matching any of the items used in the crafting

Added some new recipes


Achievement fixes

Fixed the "Ride of the Valkartie" Soldier achievement being earned by Soldiers on the defending team

Fixed the "Gorky Parked" Heavy achievement being incremented by committing suicide on a control point

Fixed several Scout achievements that were broken by the new type of bat stun

Fixed the "Ghastly Gibus Grab" achievement not awarding the hat correctly

Updated the "Big Pharma" (Medic) and "Division of Labor" (Heavy) achievements to be 10 kills in a single life

Updated the "Ubi concordia, ibi victoria" Medic achievement to only be 3 assists

Edited by Lewdis, 07 February 2010 - 08:13 PM.


#2
Weiman

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CRIT NERF! FUCK YES icon_biggrin.gif Less random, more performance based!


QUOTE (Weiman @ Apr 5 2009, 01:09 PM) <{POST_SNAPBACK}>
This is exactly what has been going on through the entire thread, and it's not the first time either.
You come to us for advice..you just spell out what you want to get, and then ask us if it is okay, and we have to explain why it isn't. That's the world upside down.. If you would just say 'hey guys, I have an X amount of money, what should I buy?' Then this would be over in 2-3 posts, not 2-3 pages.
QUOTE (Kazzerax @ May 21 2009, 09:01 AM) <{POST_SNAPBACK}>
Every time someone goes against Weiman's sig I feel like they should be bludgeoned for a few minutes in the head to feel the headache I feel when I realize someone really IS that dense.

#3
SmakTurd

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Fuck yes, valve listens :>

Edit: "Fixed setinfo exploit" WHAT THE FUCK? ITS NOT AN EXPLOIT.

#4
Destructor

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QUOTE (Weiman @ Feb 3 2009, 04:36 PM) <{POST_SNAPBACK}>
CRIT NERF! FUCK YES icon_biggrin.gif Less random, more performance based!

My thoughts exactly! Love crit nerf. Also, the random damage spread of standard weapons was nerfed to +-10% too, which is awesome. I don't know how much the soldier ammo buff will change gameplay, but I'm betting not much. It's still better than nothing though. The spy changes seem like a good idea, not really good or bad, but different. Spread reduction for minigun is credit to team! As for natascha, screw it, at least until the scout update when it might be useful. Flare gun buff might make me use it over the shotgun for once.

Overall great update. Can't wait for scout!
Current blog entry: The Future of Gaming According to Bobby Kotick
You are Likely to be Eaten by a Grue

#5
d4rbzz

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Oy, Valve really needs to not release updates before the scout update. I see update news and I go OMFG WAT OMG YAYYYYYYY SCOUT TIME and it's just some other crap and I rage.

Nice updates though, after I look past the rage of not having Scout yet.

#6
Jengerer

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It's about time they turned down criticals; now I can get angry 3/5 times less! I was expecting scout update details to be revealed today. icon_sad.gif

#7
Tree_

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QUOTE (d4rbzz @ Feb 4 2009, 01:17 PM) <{POST_SNAPBACK}>
Oy, Valve really needs to not release updates before the scout update. I see update news and I go OMFG WAT OMG YAYYYYYYY SCOUT TIME and it's just some other crap and I rage.

Nice updates though, after I look past the rage of not having Scout yet.

If updates come out that are intended to fix the game (Because... it did need fixing) than i'm all for them. I can wait a little longer to hack for my new weapons that i'm not even going to use.

#8
Slinky

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Great update.
Solly buff wont effect gameplay that much.\
Spy cloak is sweet.. I hate being uncloaked automatically.
Crit edit is awesome.
Natascha fix is much needed.
Flare gun buff is also much needed.

<3 valve for this one.

GO GO GO SCOUT!


QUOTE (BearHugger @ Jan 10 2010, 01:54 PM) <{POST_SNAPBACK}>
I dont respondd cause i have a life my girlfriend came over and she sucked me off

#9
Lewdis

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Original post updated

#10
Jengerer

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You should just link it if it's a blog update, because there's a graph there that's important to the post.

On a side note, Valve is teasing us. Not a single word on the Scout update! Argh!

#11
Lewdis

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I did post the graph, it worked for the first 10 minutes I posted it and then it didn't work.

I'll edit it in the URL for the blog update.

#12
Lewdis

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QUOTE (Shaun. @ Feb 5 2009, 04:55 PM) <{POST_SNAPBACK}>
There's a new blog (dated 4th February) explaining some of the recent updates icon_smile.gif


Yeah, I updated the OP yesterday with that blog

#13
K0RRUPTED

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Great idea for a thread and I'm loving the updates icon_biggrin.gif

If only they would release the scout achievement pack already god dammit D:
QUOTE (StrykerGamer @ Aug 3 2009, 01:31 AM) <{POST_SNAPBACK}>
It's rather simple. K0RRUPTED is the smartest 15-year-old in existence and is fucking with all of us.
Or he's Gillz's younger brother.


#14
Lewdis

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original post updated

#15
Lisa!

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QUOTE
Ultimately reduces damage done by pipebombs to enemies <512 units from the Demoman

I always thought demos could do way too much damage >.<

#16
Jengerer

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Well, Valve said in a blog post that once they've got Steam cloud up with TF2, they're ready to ship the scout pack. It's gotta be imminent!

#17
K0RRUPTED

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QUOTE (Jengerer @ Feb 16 2009, 08:02 PM) <{POST_SNAPBACK}>
Well, Valve said in a blog post that once they've got Steam cloud up with TF2, they're ready to ship the scout pack. It's gotta be imminent!


DO WANT SCOUT PACK NAOW!
QUOTE (StrykerGamer @ Aug 3 2009, 01:31 AM) <{POST_SNAPBACK}>
It's rather simple. K0RRUPTED is the smartest 15-year-old in existence and is fucking with all of us.
Or he's Gillz's younger brother.


#18
Lisa!

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QUOTE (Jengerer @ Feb 16 2009, 08:02 PM) <{POST_SNAPBACK}>
Well, Valve said in a blog post that once they've got Steam cloud up with TF2, they're ready to ship the scout pack. It's gotta be imminent!

Like I said, be prepared to punch lots of babymakers.
icon_wink.gif

#19
Jengerer

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QUOTE (lisa! @ Feb 16 2009, 08:06 PM) <{POST_SNAPBACK}>
Like I said, be prepared to punch lots of babymakers.

I have faith that the baby-makers will not require punching. Information will be released tomorrow!


#20
TheBlackOut

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QUOTE (Jengerer @ Feb 16 2009, 09:26 PM) <{POST_SNAPBACK}>
I have faith that the baby-makers will not require punching. Information will be released tomorrow!

How do you know tomorrow?


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