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| Team Fortress 2 - General Discussion General discussion for Team Fortress 2 |
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#1 (permalink) |
![]() Join Date: May 2007
Posts: 1,957
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TF2 Update for Valentines.
Source Engine
Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly Optimized some particle systems to improve performance on some hardware configurations Player stats are now sent up as they change, rather than when the player dies Improved playback of sub-frame sounds Fixed a crash caused by alt-tabs during map load Eliminated unnecessary temporary memory allocation in scenefilecache Team Fortress 2 Badlands released Changes to Dustbowl Added a new access point to the stage2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and sentry gun fire Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the "ceiling" clip Fixed a gap behind stage 1, cap 1 house Fixed a high perch on stage1 cap1 house roof Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier) Fixed a few places where rockets/demoman pipes could pass through non-solid models Sealed up a gap over stage1 lower startgate Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them Changes to Capture the Flag Well Fixed trains not starting on map spawn Removed cap association from red spawns that were spamming console Changes to Granary Removed spawn timing advantage from the middle (from -3 to 0) Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe) Fixed a few places where players could get stuck between containers and silos Adjusted playerclips on red container that made it appear like players were floating Added a small delay (200 ms) before a zoomed sniper shot can get a critical hit Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events Added flamethrower "sizzle" sound when the Pyro is hitting a target Updated explosion debris to be a bit darker Fixed idle players not being kicked from the server if mp_allowspectators was set to 0 Added ctf_well to the default mapcycle.txt file Added ctf_well to the default motd.txt file Fixed floor tile material type Fixed some weapon damage info missing from TF2 game stats Made some small changes to the Demoman viewmodel that were causing performance problems Added exec'ing a .cfg file on the client when you select a class to play. Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions. Added server log entry for buildings destroyed by their owner Fixed sentry gun shadows being clipped Updated glass material SourceTV SourceTV now uses a hidden slot on the game server. This allows for 24 player servers to also have a SourceTV proxy connected to it Fixed Pyro's flamethrower flames not showing up in SourceTV -------------------------------------- Lots of cleanup which is nice, especially the auto-execution of class-specificy config files... I had seven keys bound for that. Spy can still eat a fail sandwich. The sniper tweak is slick... that'll help tame any aimbots and script tricks.
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#9 (permalink) |
![]() Join Date: May 2007
Posts: 1,957
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Re: TF2 Update for Valentines.
Considering my position on the scoreboard tonight, they did something that screwed everything up. First impression is that backslashes are now as likely to fail as animated backstabs, Ruger seems a bit more accurate, and animated stabs are on crack. I rolled an animated, when the animation completed the medic was long gone and he still fell down, yet direct animated and backslashes were rolling off all the time.
At first I thought they removed backslash completely since I threw seven before one of them registered. I am very depressed and exceedingly bored. Later.
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#10 (permalink) | |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: TF2 Update for Valentines.
Quote:
I also seem to get "lag pauses" with the new patch, as well as one (so far) complete crash to desktop. I haven't experienced these issues before this patch. |
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#11 (permalink) |
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Join Date: Mar 2007
Location: In the shed fixing my lawnmower!
Posts: 1,920
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Re: TF2 Update for Valentines.
I just noticed that Badlands had some very serious lag spikes. Maybe it is the map as I have noticed it twice especially early on in the map. I think that this bears some watching. I also noticed the bad stab animations and I hope that they come out with a fix for it.
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"Don't tell people how to do things, tell them what to do and let them surprise you with their results." Gen. George Patton
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#12 (permalink) |
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Join Date: Jan 2008
Posts: 516
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Re: TF2 Update for Valentines.
You should have bolded Badlands; I missed it the first skim through. Yea, hopefully it was just last night that the backstabs were screwy. My dad got a total facestab; he was directly in front of the guy, not even close to his side, and it registered as a backstab. Hopefully the Medic update comes out and the backstab registries are fixed along with it!
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