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 Post subject: New tf2 update
PostPosted: 06 Mar 2009, 00:57 
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Has no REAL life! (1715)
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Major changes:
-Increased backstab check so that Spies can side-stab again
-When disguising, Spies now always start showing the primary weapon in their disguise, and can then switch it with the last-disguise key
-Fixed a bug that caused Natasha's slow on hit effect to be inverted from 75% to 25%


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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 01:03 
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Has no REAL life! (1242)
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hurrah, watch out motherfuckers, cause here comes stabby!

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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 03:40 
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Has no REAL life! (1156)
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Really nice update ffs
Try to crouch jump:



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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 06:51 
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Community slut (13474)
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Ah, that figures.... it broke the servers.... :?


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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 06:53 
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Has no REAL life! (1120)
Quote:
March 5, 2009 - Team Fortress 2 Update Released

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Gameplay changes
  • Added a duck timer that prevents duck spamming while running around on-ground
    In-air, players are only allowed to duck once before they touch ground again
    Fixed several bounding box issues with jumping, falling, and rocket jump air-walking. Bounding box should be much more accurate there now
    Increased backstab check so that Spies can side-stab again
    When disguising, Spies now always start showing the primary weapon in their disguise, and can then switch it with the last-disguise key
TF2 Fixes
  • Fixed flamethrower loophole that resulted in the flame effect being stuck on while the flamethrower wasn't really firing
    Fixed exploit that allowed players to circumvent the force-fire timeout on the pipebomb launcher
    Fixed a bug that caused Natasha's slow on hit effect to be inverted from 75% to 25%
    Restored sawmill_logs.mdl file, fixing some user maps that used it
    Fixed some localization issues with Scout achievement strings
    Removed the "Final" phrasing in the map loading screen

Engine fixes
  • Fixed a server crash on startup under Linux
    Fixed a buffer overflow issue related to network string tables
    Gamestats uploading is now done asynchronously. This fixes the client timeout issues on map changes
CP_Junction
  • Fixed an exploit where engineers could build a teleporter exit in an invalid area
    Fixed a few bad overlay assignments and other minor issues
Hooray for Spy change, boo for no crouch-walking.

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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 08:09 
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Community slut (13474)
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Servers are updated.


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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 08:19 
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Has no REAL life! (1548)
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Yay Natasha is fixed! But now all the scouts are gone... :cry:

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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 08:24 
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Now it will be hell to get on anything with the crouch jump bugged, but it will be fixed~
Quote:
It was a side effect of the changes we made to ensure the bounding box more correctly matched the player’s animation, so that hitboxes were correct. We want you to still be able to jump sentryguns, so we’ll be doing something about it.


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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 08:59 
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Geek (778)
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I constantly camp on top of engineers dispensers to fill cloak before i strike, or to wait for people to leave the area.

what F'ing good is it if i can't climb ontop of it ffs.. Atleast it's a bug and they're gonna fix it.

Rest of it is good, side stabs were definately missed. Now i dnt have to wait 3 mins for a sniper to get his back off a wall (i actually did in egypt.. wait 3 mins.. for a sniper.. .to make a mistake, he never looked round once (in that dark room behind stage 1 second point) haha...

Not sure i like the new "always first weapon" thing, hitting 2 after selecting 4 for demoman isn't challenging to ensure you have stickybomb out, defaulting to 1 sure great helps noobs or people that don't want to fiddle changing weapons, this will actually slow my disguising down personally, but i suppose i'm the wrong one since everyone else was QQing about the update.

It means now i have to use last disguise button and make a concious effort, where as before i could just hit 2, and as soon as my smoke image thing appeared when disguised, switch to knife or whatever.

Good good though.

Oh and can someone please tell me why we need a crouch timer? or a crouch fix at all? I don't understand it's never been an issue for me.

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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 09:05 
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Has no REAL life! (1120)
[SpA]MikeDH wrote:
Now i dnt have to wait 3 mins for a sniper to get his back off a wall (i actually did in egypt.. wait 3 mins.. for a sniper.. .to make a mistake, he never looked round once (in that dark room behind stage 1 second point) haha...
Assuming there was no Sentry in range, why didn't you just shoot him?

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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 09:45 
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Geek (778)
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m3n wrote:
[SpA]MikeDH wrote:
Now i dnt have to wait 3 mins for a sniper to get his back off a wall (i actually did in egypt.. wait 3 mins.. for a sniper.. .to make a mistake, he never looked round once (in that dark room behind stage 1 second point) haha...
Assuming there was no Sentry in range, why didn't you just shoot him?
For fun. Plus it's more noisy shooting the 2 (hopefully not 3) shots i'd need. I wanted mah back stab >:O

Anyway, after actually playing the update, crouching now feels less fluid, i feel a bit lame in one leg or something, it's not longer a "pleasure" to crouch.

Good luck jumping up these places in dustbowl, the first 1 is impossible as spy and the second is possible, but you clip constantly and it's really awkward getting.. over.. the planks....

Maybe it's just spy xD

Didn't have a problem jumping on dispensers though.

Image

Image

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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 10:33 
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Ah... Natasha is back. Many thanks! :4

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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 12:58 
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Has no REAL life! (4896)
[SpA]Migu wrote:
Yay Natasha is fixed! But now all the scouts are gone... :cry:
Think that was really a bug?

I fancy a wee bitch here. This Scout update really grinds my gears. Now as you mofo's probably know, I like to play as Pyro. Coming up against more than one Scout now is a massive pain in the rear now, especially if I'm own my lonesome.

Basically I can't get near the little shit's if they have that new shotgun. If I can't get near them, I can't burn them. I tried using my own shotgun, but two of them together was basically pointless. And if they're not blasting me from all angles at once, one of the dicks bonk's me with the baseball. Then I have to stand there and take it right up the shitter.

I honestly feel like they're overpowered now. Being able to push me back is one thing, but also being able to completely incapacitate me is just cold.


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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 13:37 
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I wonder what was bad in crouch-jumping, since it was the same in all valve games since hl1 & counter-strike :shock:


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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 13:41 
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prolly u could exploit with it, so they fuck up the system, same way they 'fixed' the bunnyhopping in CS, lets just introduce a slowdown :|


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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 14:53 
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Hmm, maybe not Illiterate (21)
update sucks, cause i am so used to duck jumps , esspecially as engi ...
the natasha part is nice and also the sidestabs <3


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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 15:18 
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Quicked wrote:
update sucks, cause i am so used to duck jumps , esspecially as engi ...
the natasha part is nice and also the sidestabs <3
exactly what i think <3

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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 15:21 
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I'm getting an impression, that all recent gameplay updates were just made like this "Hey lets make xxx and lets see how it works", then when they did XXX 25 new bugs appeared, so they went "Oh merde new bugs lets fix them", and then after a week or so "Oh piss our last xxx update was shit, lets revert it back", and after reverting back another 25 bugs surfaced - and all over again :mrgreen:


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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 15:32 
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Hmm, maybe not Illiterate (21)
unfortunately your right ...
played 20 minutes ago as soldier ... rocket jumps to areas which u are used to reach,( like on badwater the vault above the second cart point) are now impossible or anyway much harder to jump :?


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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 20:41 
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So no one actually knows here, or seen anyone exploiting ducking? Must be serious.

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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 21:02 
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The Necromancer (4970)
I know the ducking exploit - when you duck your hitbox is shifted and people have been exploiting that with scripts that made one "twitch" in the air all the time and made it very hard to actually hit anyone...

I think the "fix" is kind of a dirty and crude though...

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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 21:44 
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Hmm, maybe not Illiterate (21)
never heard about the exploit ...
yea, a fix should fix the exploit, not the circumstance which is used by the exploit :shock:


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 Post subject: Re: New tf2 update
PostPosted: 06 Mar 2009, 21:56 
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Find get!

Only 1 video on youtube i can find, and i've never seen anyone doing it.

So we're all punished <3

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Computer is fixed. That is all.


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 Post subject: Re: New tf2 update
PostPosted: 07 Mar 2009, 02:11 
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That exploit is pretty common in matches... I'm pretty sure that there will be a fix for that just after the weekend, because if it will stay like this there won't be any soldiers anymore :x

Sollies can't do even their normal routine jumps during the matches anymore :?


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 Post subject: Re: New tf2 update
PostPosted: 07 Mar 2009, 03:53 
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The Necromancer (4970)
Quote:
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2

* You can now duck twice in the air. Scout double jumps reset the in-air jump counts
* Increased the jump velocity to account for the tuned bounding box sizes. Jump height should now match the prior-to-last-update heights
* Added "tf_clamp_airducks" convar, set to 1 by default
o Setting it to 0 will remove all constraints on ducking while in the air. Useful for servers running RJ challenge maps
Sooo... I guess our servers will run with tf_clamp_airducks 0? ^^
I haven't seen a single instance of this kind of cheat either - in FFA of course.

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War does not determine who is right - only who is left. - Bertrand Russell


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 Post subject: Re: New tf2 update
PostPosted: 07 Mar 2009, 08:33 
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[SpA]Lim-Dul wrote:
Sooo... I guess our servers will run with tf_clamp_airducks 0? ^^
I haven't seen a single instance of this kind of cheat either - in FFA of course.
No, the variable should stay at 1.
Even if you didn't see someone exploiting it, doesn't mean there was nobody. And also, the variable will be set to 1 in all leagues. Imho it's always better to have a similar config, so our soldiers don't get confused when they switch between public and competitive :ugly:


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 Post subject: Re: New tf2 update
PostPosted: 07 Mar 2009, 12:12 
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Too true :wink: I didn't have any problems jumping/rj yesterday, don't know what the fuss was about.

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 Post subject: Re: New tf2 update
PostPosted: 07 Mar 2009, 13:14 
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Has no REAL life! (1120)
[SpA]MikeDH wrote:


Find get!

Only 1 video on youtube i can find, and i've never seen anyone doing it.

So we're all punished <3
Any old Counter-Strike player does this subconsciencely. :mrgreen:

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 Post subject: Re: New tf2 update
PostPosted: 07 Mar 2009, 14:18 
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Moose the problem was, you could jump on dispenser, but you couldnt jump on your sentry :mrgreen:


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 Post subject: Re: New tf2 update
PostPosted: 07 Mar 2009, 15:12 
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Bartg wrote:
Moose the problem was, you could jump on dispenser, but you couldnt jump on your sentry :mrgreen:
I didn't notice that either, oh well

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