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 Post subject: TF2 updates installed
PostPosted: 16 Sep 2009, 07:03 
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Quote:
ENGINE
* If the installation is an HLTV relay we allow clients to connect as HLTV clients even if tv_enable is set to false. A recent exploit fix made it such that we ignore the flag indicating that the client is an HLTV client if tv_enable is false, but it is possible that relays won't have this ConVar set

TEAM FORTRESS 2
Additions / Changes
* Backpack improvement
- Added support for 100 slots in the backpack
- Backpack can now be sorted by type
- Multi-selection in the backpack is now done by holding down the Ctrl key
* Alt-fire on the Sandvich now drops sandviches:
- A single sandvich can be dropped at a time. Dropping the sandvich removes it from the Heavy
- A Heavy can regain his sandvich by collecting a healthkit while already being at full health
- Eating a sandvich using the taunt method now heals a Heavy to full health
- Dropped sandviches heal 50% of the collector's health
* Medic regen changes:
- Base regen amount increased from 1/sec to 3/sec
- Regen amount increase since time of last damage decreased from 3x to 2x
- End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec
* Blutsauger:
- Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer"
- Health drain stacks on top of the above Medic regen changes, lowering the base regen by 2h/sec
* Added "mp_windifference" server ConVar (default to 0)
- When set to X, matches will be considered won if a team gets X points ahead of the other team
* Added a "Remember the active weapon between lives" option to the Multiplayer->Advanced options dialog
* Added "Disable weather effects" option to the Multiplayer->Advanced options dialog
* Added "Show non-standard items on spectated player" option to the Multiplayer->Advanced options dialog
- If set (default), it'll show non-standard items being carried by the player you're spectating
* Tournament mode changes
- New item whitelist allowing tournaments to control what items can be used by players
- Added "item_whitelist_example.txt"
- Added "item_show_whitelistable_definitions" command to get a list of whitelistable items
- Added Tournament mode Spectator HUD
- Added "Use advanced spectator HUD in tournament mode" option to the Multiplayer->Advanced options dialog
- Shows all the members of your team (or both if you're a spectator) at the top of the screen, along with class/health/respawn time/charge level
- Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them
* Changed idle player check to include spectators & players who haven't chosen a team

Bug Fixes
* Fixed explosive radius detection using an axially aligned box instead of a sphere
- Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB
- Grenades/Pipes radius change: 132->159
- Rocket radius change: 121->146
- End result of above: Explosives have had their radius reduced at some angles, and increased at others. Radius is now consistent, angles are now irrelevant
* Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses
* Fixed Spies speaking their response rules lines after killing a player as the class they were disguised as
* Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team
* Fixed the Huntsman not firing crit arrows when the Sniper is being CritBoosted
* Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged
* Added check to prevent clients using the "firstperson" command to get out of thirdperson view while they're phasing, taunting or control stunned
* Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies
* Fixed wearables not destroying their attached particles when they're removed
* Fixed several player & viewmodel simulation issues that occurred when the game was paused
* Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2

Community Requests
* Added the entindex() of the object being built to the "player_builtobject" game event
* Added flag to allow CTF map authors to turn off the Overtime mode when timers expire
* Added IgnitePlayer input to TFPlayer


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PostPosted: 16 Sep 2009, 07:30 
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Hm, nice update. :D
I like the idea of heavies throwing sandviches. :mrgreen:

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PostPosted: 16 Sep 2009, 08:08 
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[SpA]Migu wrote:
Hm, nice update. :D
I like the idea of heavies throwing sandviches. :mrgreen:
:mrgreen: Yeah, going to make the game even more funny

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PostPosted: 16 Sep 2009, 08:31 
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yey for sandvich throwing heavies. Can someone explain abit more about the medic changes(i am a bit tired this early in the morning)

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PostPosted: 16 Sep 2009, 08:35 
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The sandvich got so buffed. :shock:
300 heal over 4 seconds and dropping for other players.


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PostPosted: 16 Sep 2009, 08:52 
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Several steamservers seem to be b0rked. Some servers refuse to update and the server browser list seems rather broken.


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PostPosted: 16 Sep 2009, 08:56 
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YAY, I can finally play spy again! I truly hated the spy saying the lines for the class he was disguised as. You almost never could hear the spy taunts because of it.

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PostPosted: 16 Sep 2009, 09:08 
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Some servers update but refuse to come online :x


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PostPosted: 16 Sep 2009, 09:22 
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[SpA]SaintK wrote:
Several steamservers seem to be b0rked. Some servers refuse to update and the server browser list seems rather broken.
Was wondering what happened yesterday, I couldnt find almost any interwebs servers at all..
Wonder how long it takes them to fix it..

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PostPosted: 16 Sep 2009, 10:00 
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Mr.green wrote:
Can someone explain abit more about the medic changes(i am a bit tired this early in the morning)
Pre-Update:

Imagine you're a medic and get damaged. You will recover health with the rate of 1HP/sec, and if you dont get damaged further, it increases to 2HP/sec and then to 3HP/sec.

After Update:

Same as above, but the basic regen rate is now 3HP/sec and increases until 6HP/sec.
However, if you wear the Blutsauger, the regen rate is only 1HP/sec and goes up until 4HP/sec (because you "lose" 2HP/sec, it means that you just recover HP slower).

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PostPosted: 16 Sep 2009, 10:34 
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[SpA]Relentless wrote:
Mr.green wrote:
Can someone explain abit more about the medic changes(i am a bit tired this early in the morning)
Pre-Update:

Imagine you're a medic and get damaged. You will recover health with the rate of 1HP/sec, and if you dont get damaged further, it increases to 2HP/sec and then to 3HP/sec.

After Update:

Same as above, but the basic regen rate is now 3HP/sec and increases until 6HP/sec.
However, if you wear the Blutsauger, the regen rate is only 1HP/sec and goes up until 4HP/sec (because you "lose" 2HP/sec, it means that you just recover HP slower).
So the Blutslaughter can now get crits, but loses it's main benefit (of +health to keep you alive when on fire) as unless close enough* to get a decent number of hits (+1/s) you're health isn't much better off anyway.



*Normally spammed in the direction of the enemy as you flee to a healthpack whilst burning. It would still work whilst a pyro was actively trying to run you down

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PostPosted: 16 Sep 2009, 11:23 
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The blut has crits otherwise it's identical to pre update blut, the syringe gun has a ramped up regen rate.
With the blut you will be able to survive a fight better with the syringe gun you'll be able to recover from a fight better.
However right now there seems to be a bug with the blut, it doesn't have a decreased regen rate as it should.


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PostPosted: 16 Sep 2009, 12:30 
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Marmelada wrote:
However right now there seems to be a bug with the blut, it doesn't have a decreased regen rate as it should.
Sweet!

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PostPosted: 16 Sep 2009, 12:34 
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[SpA]Tpyo wrote:
[SpA]Relentless wrote:

Pre-Update:

Imagine you're a medic and get damaged. You will recover health with the rate of 1HP/sec, and if you dont get damaged further, it increases to 2HP/sec and then to 3HP/sec.

After Update:

Same as above, but the basic regen rate is now 3HP/sec and increases until 6HP/sec.
However, if you wear the Blutsauger, the regen rate is only 1HP/sec and goes up until 4HP/sec (because you "lose" 2HP/sec, it means that you just recover HP slower).
So the Blutslaughter can now get crits, but loses it's main benefit (of +health to keep you alive when on fire) as unless close enough* to get a decent number of hits (+1/s) you're health isn't much better off anyway.



*Normally spammed in the direction of the enemy as you flee to a healthpack whilst burning. It would still work whilst a pyro was actively trying to run you down
Actually, if it worked properly, using the Blutsauger would change nothing in comparison to pre-update - it's the same regen rate (even better - max is 4HP/sec instead of 3), PLUS you can now also crit with the Blutsauger AND get 3HP per hit.

As Marmelada said - Blutsauger for in-combat survival, Syringe Gun for out-of-combat recovery.

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PostPosted: 16 Sep 2009, 17:41 
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Really interesting update. I might actually consider using the syringe gun now.
And the sandwich as well for that matter ^^

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PostPosted: 16 Sep 2009, 18:43 
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I'm going to keep using the blutsauger (because it is the greatest weapon ever concieved, within a game or outside of one)... but critting is a bad thing. let's say I'm on fire and dashing for a health pack with a pyro in pursuit. now, usually the regen I get from the needle spam is enough to keep me alive to get to said health pack. but, let's say I get a crit. the pyro dies way too quickly, I lose health regeneration and I'm now dead. maybe this isn't the best example, but all too often I've died with my blutsauger out simply because there isn't anybody left to shoot. crits means things die faster and, for once, this isn't a good thing.

I'll also keep it so that I can be elitist and laugh at people playing e-z-mode regen medic while I stick with old school duck and cover. this is a shit excuse for being elitist but hey, everyone needs a hobby D;

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PostPosted: 16 Sep 2009, 20:29 
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Aye, it's a rather specific example, since the pyro is the only class with a DoT. I think most weapons out damage the blutsauger in most cases of a medic vs random class fight, and when you kill the enemy their dmg output is zero, except for the sole case of a pyro that has set you ablaze :/
The blutsauger has been an awesome weapon from day one, and have gotten my sorry hiney out of trouble more than once, but I have also encountered your scenario you mention above Scatter ^^
I reckon it's even nastier now with crits enabled, but now the syringe gun also offers increased survivability instead of just more fire power, just in a more passive way.
Then again, you won't be able to benefit from the full effect of the syringe gun unless you make it out of the fight alive, so perhaps the blutsauger is still to be prefered.
Need to try it out anyhow :D

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PostPosted: 16 Sep 2009, 21:21 
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* Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies


awww, that was the best and only good thing about the halo, you could spot very dim spies and laugh as you kukri their face.

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PostPosted: 16 Sep 2009, 21:28 
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[SpA]ArchLurker_Chad wrote:
Aye, it's a rather specific example, since the pyro is the only class with a DoT. I think most weapons out damage the blutsauger in most cases of a medic vs random class fight, and when you kill the enemy their dmg output is zero, except for the sole case of a pyro that has set you ablaze :/
The blutsauger has been an awesome weapon from day one, and have gotten my sorry hiney out of trouble more than once, but I have also encountered your scenario you mention above Scatter ^^
I reckon it's even nastier now with crits enabled, but now the syringe gun also offers increased survivability instead of just more fire power, just in a more passive way.
Then again, you won't be able to benefit from the full effect of the syringe gun unless you make it out of the fight alive, so perhaps the blutsauger is still to be prefered.
Need to try it out anyhow :D
Of course there is the other big advantage of the Blutslaughter to consider.

+3 healths telling you when your random needle spam over walls etc has hit something and helping with the spychecking.

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PostPosted: 16 Sep 2009, 21:52 
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[SpA]Tpyo wrote:
[SpA]ArchLurker_Chad wrote:
Aye, it's a rather specific example, since the pyro is the only class with a DoT. I think most weapons out damage the blutsauger in most cases of a medic vs random class fight, and when you kill the enemy their dmg output is zero, except for the sole case of a pyro that has set you ablaze :/
The blutsauger has been an awesome weapon from day one, and have gotten my sorry hiney out of trouble more than once, but I have also encountered your scenario you mention above Scatter ^^
I reckon it's even nastier now with crits enabled, but now the syringe gun also offers increased survivability instead of just more fire power, just in a more passive way.
Then again, you won't be able to benefit from the full effect of the syringe gun unless you make it out of the fight alive, so perhaps the blutsauger is still to be prefered.
Need to try it out anyhow :D
Of course there is the other big advantage of the Blutslaughter to consider.

+3 healths telling you when your random needle spam over walls etc has hit something and helping with the spychecking.
didnt they remove those visuals?

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PostPosted: 16 Sep 2009, 22:00 
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Yep they removed, you can notice it only if you havent got full hp.


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PostPosted: 16 Sep 2009, 22:00 
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Mr.green wrote:
[SpA]Tpyo wrote:

Of course there is the other big advantage of the Blutslaughter to consider.

+3 healths telling you when your random needle spam over walls etc has hit something and helping with the spychecking.
didnt they remove those visuals?
they said they did in a changelog, but they haven't. and they better not cos it's one of the coolest things in the game.

edit: well I'm fairly certain they haven't..? :p

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PostPosted: 16 Sep 2009, 22:25 
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I think they only removed it for disguised spies.

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PostPosted: 17 Sep 2009, 10:30 
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i mainly meant cloaked spies. seeing a floating ring coming towards you was hilarious, and you just think to yourself ... "idiot".... great, you didnt idle, good for you, but now you are wondering why you are getting raped on every server you join. :ugly:

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