Go Back   Tactical Gamer > Action > Team Fortress 2 > Team Fortress 2 - General Discussion


Team Fortress 2 - General Discussion General discussion for Team Fortress 2

Reply
 
Thread Tools
Old 10-25-2007, 11:32 PM   #1 (permalink)
 
Micster's Avatar
 
Join Date: Oct 2007
Location: Canberra, Australia
Posts: 34
TF2 Update 10/26/07

Restart your Steam clients.

Quote:
Improved compatibility for direct sound

Deathcam screenshots now move the player id panel to the lower right, and hide other hud elements until the freezecam fades

Improved autobalance calculation code when determining who to switch

Improved networking compatibility for some routers

Fixed a crash during level init related to model loading

Fixed issues on Dustbowl and Hydro that could occur when a server emptied in the middle of a round

Fixed a bug in the clientside player avoidance code, and smoothed it a little more

Further crash fixes related to paged pool memory usage

Fixed scoreboard team scores label getting cut off

Engineer buildings now explode when the Engineer dies during sudden death

Fixed a spy backstab exploit where you could stab a player who was not facing away from you

Fixed flailing at the low end of the cloak meter when the player gets uncloaked automatically

Fixed texture detail level setting "Very high" not being preserved

Improved various error messages, and added links to steampowered support pages

Fixed scoring problem where destroying a buildable added a phantom point, not attributed to any scoring bucket but still included in total score

Fixed honeypot server problems

Fixed a rare crash caused by a medigun losing its owner

Fixed an exploit that allowed disconnected medics to continue ubercharging their target until they timed out

TeamMenu now disables the spectate button if mp_allowspectators is zero

Added a missing "cannot_be_spectator" localization string

Re-added class count numbers above class buttons for non-zero classes, in addition to the class images

Removed prefixes (tc_, ctf_, etc.) from map names in various places where they're printed

Fixed some edge cases where grenades could go through player or buildings

Fixed rocket/grenade explosions being able to impart damage through thin ceilings

The Engineer's "build X" commands will now behave properly when bound directly to keys
__________________

Last edited by Micster; 10-25-2007 at 11:34 PM. Reason: Changed Title to Month/Day/Year format.
Micster is offline   Reply With Quote
Old 10-26-2007, 12:40 AM   #2 (permalink)
 
machowner's Avatar
 
Join Date: Apr 2007
Location: TN
Posts: 2,898
Re: TF2 Update 10/26/07

wonder if I can run dx9 now, I always get that page pool memory error.
__________________



|New to TG? Start here|*|Become a Supporting Member|
"Remember to pillage BEFORE you burn!"
machowner is offline   Reply With Quote
Sponsored links
Old 10-26-2007, 06:53 PM   #3 (permalink)
 
MagnaCentipede's Avatar
 
Join Date: May 2007
Posts: 1,957
Re: TF2 Update 10/26/07

"Engineer buildings now explode when the Engineer dies during sudden death"
So, I'm trading my dispenser for their L3 turret? I guess that's fair. Sorta.

"Re-added class count numbers above class buttons for non-zero classes, in addition to the class images"
About bleedin' time.
__________________
MagnaCentipede is offline   Reply With Quote
Old 10-26-2007, 08:05 PM   #4 (permalink)
 
machowner's Avatar
 
Join Date: Apr 2007
Location: TN
Posts: 2,898
Re: TF2 Update 10/26/07

Quote:
Originally Posted by machowner View Post
wonder if I can run dx9 now, I always get that page pool memory error.
nope, what the hell
__________________



|New to TG? Start here|*|Become a Supporting Member|
"Remember to pillage BEFORE you burn!"
machowner is offline   Reply With Quote
Old 10-26-2007, 09:13 PM   #5 (permalink)
 
icky's Avatar
 
Join Date: Jul 2005
Location: Ottawa Valley
Posts: 6,154
Re: TF2 Update 10/26/07

Quote:
Originally Posted by MagnaCentipede View Post
"Re-added class count numbers above class buttons for non-zero classes, in addition to the class images"
About bleedin' time.
Ya sheesh, tell me about it. I can't believe they made us wait so long! How dare they be so unresponsive to their customers! I DEMAND JUSTICE!
__________________
Peace through fear... since 1947!
icky is offline   Reply With Quote
Old 10-27-2007, 03:05 PM   #6 (permalink)
 
nulloperations's Avatar
 
Join Date: Apr 2006
Location: Tampa, Fl (org. New Orleans, La pre-Katrina)
Age: 25
Posts: 479
Re: TF2 Update 10/26/07

Quote:
Engineer buildings now explode when the Engineer dies during sudden death
Thank goodness. No killing all but 1 enemy to have to deal with 3-4 level 3 turrets waiting for you.

Quote:
Fixed a spy backstab exploit where you could stab a player who was not facing away from you
Was badly needed.
__________________

Not for the Glory. Not for the Honor. For the Team.

Second Life
Let your creativity flow in a fully functional MMO enviroment
nulloperations is offline   Reply With Quote
Sponsored links
Old 10-27-2007, 03:21 PM   #7 (permalink)
Avs

 
Join Date: Jan 2006
Posts: 297
Re: TF2 Update 10/26/07

Don't know about the backstab exploit but frontal backstabs are still working.
Avs is offline   Reply With Quote
Old 10-28-2007, 07:19 PM   #8 (permalink)
 
Sirusblk's Avatar
 
Join Date: Jul 2006
Location: Orange County
Age: 19
Posts: 1,111
Re: TF2 Update 10/26/07

Quote:
Originally Posted by Avs View Post
Don't know about the backstab exploit but frontal backstabs are still working.
They are? Wasn't that the whole point of the update?

Also any fixes to the Orange Box for us Boot Camp users? No steam overlay?
__________________
Sirusblk is offline   Reply With Quote
Old 10-28-2007, 07:29 PM   #9 (permalink)
 
RedForman's Avatar
 
Join Date: Dec 2006
Location: MA
Age: 28
Posts: 489
Re: TF2 Update 10/26/07

I think you can "frontal backstab" if you began the stab in the 180 degree back radius, if they then turn around before the actual strike. I might have read that from someone else posting here so I'm not taking credit for that info, just putting it out there,
__________________
"I've been working since I was sixteen. I fought two in wars. Hell, I've killed people. I'm not saying that I didn't enjoy it..."
-- Red Forman

|TG-Irr|RedForman
RedForman is offline   Reply With Quote
Old 10-29-2007, 02:56 AM   #10 (permalink)
 
Sirusblk's Avatar
 
Join Date: Jul 2006
Location: Orange County
Age: 19
Posts: 1,111
Re: TF2 Update 10/26/07

Quote:
Originally Posted by RedForman View Post
I think you can "frontal backstab" if you began the stab in the 180 degree back radius, if they then turn around before the actual strike. I might have read that from someone else posting here so I'm not taking credit for that info, just putting it out there,
I heard they haven't fixed it in game so I'm not so sure it's fixed
__________________
Sirusblk is offline   Reply With Quote
Sponsored links
Old 10-29-2007, 11:11 AM   #11 (permalink)
 
RedForman's Avatar
 
Join Date: Dec 2006
Location: MA
Age: 28
Posts: 489
Re: TF2 Update 10/26/07

No, like Avs said you can still do it so I'm not sure what they fixed...
__________________
"I've been working since I was sixteen. I fought two in wars. Hell, I've killed people. I'm not saying that I didn't enjoy it..."
-- Red Forman

|TG-Irr|RedForman
RedForman is offline   Reply With Quote
Old 10-30-2007, 02:02 AM   #12 (permalink)
Avs

 
Join Date: Jan 2006
Posts: 297
Re: TF2 Update 10/26/07

Well, its a good thing most people can't or don't attempt it.
Avs is offline   Reply With Quote
Sponsored links
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are Off


All times are GMT -4. The time now is 09:33 AM.


Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0
©2004-2008 - Tactical Gamer - All Rights Reserved