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 Post subject: TF2 updates installed
PostPosted: 06 Jan 2010, 23:05 
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A required update for Team Fortress 2 is now available. Please run hldsupdatetool to receive the update. The specific change include:

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_fixedshotgunspreads" 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.

Jason


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PostPosted: 06 Jan 2010, 23:12 
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Finally amd processor fix :4 And dead ringer is quiter yay


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PostPosted: 06 Jan 2010, 23:19 
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yay amd processor fix and I might actually want to try and use the deadringer now. No more KRZIKZIK!!1!!! sound to warn everyone within 20 km that a deadringer spy is active. Lets hope its around the same sound value as the normal cloak now.

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PostPosted: 06 Jan 2010, 23:19 
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[SpA]SaintK wrote:
- Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer.
Either they simply mean the building blueprint or this could be a hint to a new feature the engi update.


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PostPosted: 06 Jan 2010, 23:42 
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Well amd fix doesnt work for me, still the same crashes :ugly:
Btw massage from steampowered from admin:
Quote:
Xavros Stanthis messed up and shipped a debug build of the game UI. This will be fixed promptly, but may cost Xavros his job.


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PostPosted: 07 Jan 2010, 07:58 
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They killed Deadringer once again. :4


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PostPosted: 07 Jan 2010, 11:53 
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Added min/max values to viewmodel_fov convar to match the settings in the slider.
Why Valve. Why.

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PostPosted: 07 Jan 2010, 13:08 
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Quote:
Added min/max values to viewmodel_fov convar to match the settings in the slider.
Does this mean you can't have viewmodel 0?

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PostPosted: 07 Jan 2010, 13:19 
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Added min/max values to viewmodel_fov convar to match the settings in the slider.
Worst update ever :?


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PostPosted: 07 Jan 2010, 14:35 
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[SpA]Minimoose! wrote:
Quote:
Added min/max values to viewmodel_fov convar to match the settings in the slider.
Does this mean you can't have viewmodel 0?
viewmodel_fov 0 equals r_drawviewmodel 0 anyway, but you cant have something like 90 which is what I used to use.

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All roads may lead to Rome, but all Wikipedia pages eventually get you to the Third Reich. - m3n


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PostPosted: 07 Jan 2010, 15:03 
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Has no REAL life! (3017)
Speaking of cfg tweaks, I can't find m0re's stuff anymore. Anyone mind quick linking me a crouchjump script please. ^_^ And maybe an example for class specific sensitivity. <3

(Again, if you ever take a long break from the game >remember< to save your configs)

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PostPosted: 07 Jan 2010, 15:38 
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Crouchjump script:
Code:
alias +crouchjump "+jump;+duck"
alias -crouchjump "-duck;-jump"
bind space +crouchjump
For class specific sens just add
Code:
sensitivity xx
to each class.cfg and replace xx with the number of your choice.

And you can find m0re's cfg here:
http://www.m0re.nocrits.com/

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All roads may lead to Rome, but all Wikipedia pages eventually get you to the Third Reich. - m3n


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PostPosted: 07 Jan 2010, 22:49 
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the net settings on m0re's really help when using soldier/demo for me, although on 6v6/dm servers I use cl_interp 0.015 instead of 0.02

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PostPosted: 08 Jan 2010, 11:15 
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Cheers Rele! :D

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PostPosted: 08 Jan 2010, 13:15 
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Now what's a class C range?

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PostPosted: 08 Jan 2010, 13:36 
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m3n wrote:
Now what's a class C range?

Class C 192.0.1.1 to 223.255.254.254 Supports 254 hosts on each of 2 million networks.

Beats me why they want to block the entire C range thou....


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