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Old 11-16-2007, 12:09 AM   #1 (permalink)
 
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TF2/Source Engine Update 11/16/07

Restart those engines! I mean clients!

Quote:
Source Engine


Fixed a bug in networking that would cause long stalls (up to 10 seconds) when a split packet would not be reassembled properly, which forced a full update to all clients

General optimization to tracelines

Fix for broken .dem file playback

Added backward compatibility code to allow demos recorded with protocol 12 to continue to be playable under protocol version 13

When showing "WARNING: Connection Problem", now indicate the number of seconds remaining before an auto-disconnect will occur

Fixed a bug that would cause NULLNAME to be shown as the player's name in the scoreboard for a short time


Team Fortress 2


Fixed exploit where spectators could spawn into the world without actually joining a team


Hydro map changes


Fixed an exploit that would allow players to jump out of the map


Granary map changes


Cover changes to the first capture points of both teams. Reduces some of the sight lines for defenders, and should make the area easier to capture

Teams that are holding more points will receive a greater spawn time bonus (spawn timer reduced for the winning team). This should help attacking teams build momentum

Minor visual tweaks to the BLU side between capture points 2 and 3

Clipped off a super high (demo pipe jump) perch in the middle area

Increased base round timer to 10 minutes

Added windows overlooking the final cap from the capture point 2 building (via new room next to conveyor route)

Minor changes to lighting in the middle area

Moved the middle spawn points farther forward (saves 6-7 seconds off a Heavy's run from this spawn to enemy capture point 2)

Reduced spawn advantage/penalty to a total of -/+ 6 seconds when on the final cap (from 10 seconds)

Fixed material alignment and model interpenetration issues in home spawn rocket rooms


SourceTV


Increased default bandwidth rate from 5 to 8 KB/sec for spectator clients

Increased SourceTV demo buffer size for table class descriptions from 64 to 96KB. Team Fortress 2 was running over this

Performance improvement for copying unreliable data buffers to SourceTV clients

Updated the list of events in TF2 tagged for the director to play
Bring on the Granary!
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Old 11-16-2007, 06:04 AM   #2 (permalink)
 
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Re: TF2/Source Engine Update 11/16/07

Ugh... so more and more they punish the defenders. I notice a number of the valve/source games seem to have this model of making the winners win more and making the losers suffer.

Anyway we can remove that spawn time adjustment from helping the winning team? I've seen granary shutouts far too often (granted with an organized team delivering them usually) that they don't need a helping hand to further beat the defenders down.
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Old 11-16-2007, 11:40 AM   #3 (permalink)

 
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Re: TF2/Source Engine Update 11/16/07

I thought cp_well needed more re-balancing than cp_granary. You almost never see a team come back and take the middle point after they enemy establishes control of it. If you don't hold control of the middle point after the first few minutes all you can really hope for is a stalemate.
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Old 11-16-2007, 12:49 PM   #4 (permalink)
 
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Re: TF2/Source Engine Update 11/16/07

Theres new music when you start the client too (if you launch TF2 before joining a server)
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Old 11-16-2007, 01:43 PM   #5 (permalink)
 
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Re: TF2/Source Engine Update 11/16/07

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Theres new music when you start the client too (if you launch TF2 before joining a server)
Woo!

I've found on both Well and Granary that teams pushed back on defense fail miserably when it comes to understanding what needs to be done on offense. Turtling is almost never effective on these maps, and this is a good thing. Once you get pushed back and you prove that you can't muster an offense, you might as well lose and try again.
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Old 11-16-2007, 03:01 PM   #6 (permalink)
 
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Re: TF2/Source Engine Update 11/16/07

Yeah those two maps are all about pushing and keeping the other guys on their heels. I'm a big fan of defending points in other games, but this map type really doesn't fit well with people defending a flag. It's a linear push map that requires just about everyone on the front, winning the head to heads and putting pressure on the next point.
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Old 11-16-2007, 03:11 PM   #7 (permalink)
 
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Re: TF2/Source Engine Update 11/16/07

Songs located here: C:\Program Files\Steam\steamapps\<steamusername>\team fortress 2\tf\sound\ui
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Old 11-16-2007, 03:36 PM   #8 (permalink)

 
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Re: TF2/Source Engine Update 11/16/07

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Originally Posted by Beatnik View Post
Yeah those two maps are all about pushing and keeping the other guys on their heels. I'm a big fan of defending points in other games, but this map type really doesn't fit well with people defending a flag. It's a linear push map that requires just about everyone on the front, winning the head to heads and putting pressure on the next point.
The problem is that the middle CP takes significantly longer to capture than the others. This means that you need dedicated defenders watching the point for scouts and spies that slip past the front line, otherwise they will cap your second point before you cap the middle point.
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Old 11-16-2007, 04:43 PM   #9 (permalink)
 
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Re: TF2/Source Engine Update 11/16/07

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The problem is that the middle CP takes significantly longer to capture than the others. This means that you need dedicated defenders watching the point for scouts and spies that slip past the front line, otherwise they will cap your second point before you cap the middle point.
When I am playing either of these maps, I urge the same approach for my team.

- small defense
- huge offense
- bypass the enemy rather than fighting them

If you own the middle already, I urge people to forget defense completely, since given equal attack forces you will easily grab the 4th point before they get the 3rd.
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Old 11-19-2007, 05:36 AM   #10 (permalink)
 
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Re: TF2/Source Engine Update 11/16/07

There is a very large difference in spawn time on the map. It makes it nearly impossible to come back under any circumstances. The team with the middle cp will have something like 25% more living player on the field at any given time.

I've only seen teams that are pushed back win through sudden death.
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Old 11-19-2007, 05:04 PM   #11 (permalink)
 
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Re: TF2/Source Engine Update 11/16/07

Grainary just went from first-cap-wins to first-cap-wins-more, which means nothing changed.

The fix that's needed is for the penultimate point gates (the ones that open into the area between mid and penny) to be locked. That way, the scouts still get first contact, but the TEAM is able to play too. As it is, scout rush gets about half the cap timer down before demo and pyro can do any serious disruption. Gating it at half-way will shorten the scout-others gap, making it play a bit more like Well which sees mid change hands as soon as the lead team quits paying attention to it.
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