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TF2 updates installed https://forum.specialattack.net/viewtopic.php?t=6847 |
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Author: | [SpA]SaintK [ 06 Jan 2010, 23:05 ] |
Post subject: | TF2 updates installed |
Quote: 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 |
Author: | Bartg [ 06 Jan 2010, 23:12 ] |
Post subject: | Re: TF2 updates installed |
Finally amd processor fix ![]() |
Author: | Crovax20 [ 06 Jan 2010, 23:19 ] |
Post subject: | Re: TF2 updates installed |
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. |
Author: | [SpA]demm [ 06 Jan 2010, 23:19 ] |
Post subject: | Re: TF2 updates installed |
[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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Author: | Bartg [ 06 Jan 2010, 23:42 ] |
Post subject: | Re: TF2 updates installed |
Well amd fix doesnt work for me, still the same crashes ![]() 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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Author: | [SpA]Dekar [ 07 Jan 2010, 07:58 ] |
Post subject: | Re: TF2 updates installed |
They killed Deadringer once again. ![]() |
Author: | [SpA]Relentless [ 07 Jan 2010, 11:53 ] |
Post subject: | Re: TF2 updates installed |
Quote: Added min/max values to viewmodel_fov convar to match the settings in the slider.
Why Valve. Why.
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Author: | [SpA]Minimoose! [ 07 Jan 2010, 13:08 ] |
Post subject: | Re: TF2 updates installed |
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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Author: | needy [ 07 Jan 2010, 13:19 ] |
Post subject: | Re: TF2 updates installed |
Quote: Added min/max values to viewmodel_fov convar to match the settings in the slider.
Worst update ever ![]() |
Author: | [SpA]Relentless [ 07 Jan 2010, 14:35 ] |
Post subject: | Re: TF2 updates installed |
[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? |
Author: | sebas [ 07 Jan 2010, 15:03 ] |
Post subject: | Re: TF2 updates installed |
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) |
Author: | [SpA]Relentless [ 07 Jan 2010, 15:38 ] |
Post subject: | Re: TF2 updates installed |
Crouchjump script: Code:
For class specific sens just addCode:
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/ |
Author: | [SpA]Minimoose! [ 07 Jan 2010, 22:49 ] |
Post subject: | Re: TF2 updates installed |
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 |
Author: | sebas [ 08 Jan 2010, 11:15 ] |
Post subject: | Re: TF2 updates installed |
Cheers Rele! ![]() |
Author: | dckjns [ 08 Jan 2010, 13:15 ] |
Post subject: | Re: TF2 updates installed |
Now what's a class C range? |
Author: | [SpA]SaintK [ 08 Jan 2010, 13:36 ] |
Post subject: | Re: TF2 updates installed |
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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