View Full Version : Steam News - Team Fortress 2/Source Engine Update Released
jkaupp
December 20th, 2007, 07:18 PM
For the most part this update was good. Sudden death is now an option on servers, spies sappers do less damage (Engies everywhere rejoice), and the medigun charges faster during setup so no mindless damaging needed.
As a medic, I like this. However I'm not happy with the fix that takes away pocketing of an uber. Now, if you use it, and swtich weapons it will run out. They had this labeled as an 'exploit', but I don't see it as such.
While I don't like it, on the flipside is does make choke point maps a lot better as you can use an uber-scare, pocket it, have them turn the corner, then mow them all down.
Thoughts on the update ?
Mike-KT
December 20th, 2007, 07:30 PM
Just so everyone knows, cause the RSS feeder hasn't picked it up yet
Team Fortress 2
Sudden Death mode is now a server option (a convar) and defaults to OFF
Sapped buildings now take slightly less damage from the Spy who sapped them
The Medic's Medigun now charges at an increased rate during Setup time, to remove the need for self-damage grinding
Fixed an rcon/console command that could cause server crashes
Prevented players from playing the "civilian" class
Prevented players from hiding their name in the scoreboard
Fixed exploit where the Medigun UberCharge wouldn't drain if you switched weapons
Fixed decals not being correctly applied to the world in some cases
Fixed critical bullet tracers not being visible to players other than the firer
Fixed first person spectator view of the Spy watch not showing the correct cloak value
Fixed the teleporter's player shaped particles not drawing
Fixed the flamethrower stuttering when firing directly into a building
Fixed a rare crash that can happen when a player being healed leaves the server suddenly
Fixed rocket trail effects sometimes existing permanently in world
Added effects to players when they earn an achievement, visible to other players nearby
Tweaked achievement HUD fonts and color palette for more readability
Improved stat gathering for map play times to increase accuracy
Improved stat gathering around draws to better understand why they're occurring
Fixed occasional misreporting of syringe gun & fireaxe damage distances to the stats system
Fixed an occasional crash caused by an achievement not being found during a game announcement
Dustbowl
Now waits until either team wins fully before changing to another map on server timelimit expiring
Teams now score a point per captured control point, rather than per sub round
Prevented Demomen being able to launch grenades into the stage three alleys while standing at the final cap point
Fixed gaps in stage gates that allowed snipers to kill defenders during setup
Fixed several model and brush perch exploits in stage three
Added stair access to the upper area in stage three after the first cap
Limited line-of-sight at the first control point in stage 3 to remove a griefable sniper spot
Source Engine
Fixed some audio buffer support issues with Vista
WorldVertexTransition under dxlevel 80 + 81 now correctly uses vertex alpha to blend the two textures
Improved the console in the graphical UI version of the dedicated server
SourceTV
Relay proxies can now record demos now with tv_autorecord 1
Fixed an interpolation code bug during demo playback that was resulting in view jitter
Added several TF specific game events to SourceTV auto director logic
Increased the average shot length by 2 seconds
I am glad for a lot of these changes, and I think they will make the game a lot better. It's like I said earlier, if Valve fixes it, it was an exploit.
Boodah
December 20th, 2007, 09:31 PM
Hmm. Curious as to how the increased medic healing during spawn time will play out...
If the medics can heal any class and be maxed out before round start, going to start seeing 6+ man uber rushes!
WiseGuy
December 20th, 2007, 09:57 PM
- Fixed critical bullet tracers not being visible to players other than the firer
sounds like a cool one :) seeing blue bullets flyin around will be neat
- Added effects to players when they earn an achievement, visible to other players nearby
is prolly gonna scare the crap outta me when i see it
Kura
December 20th, 2007, 11:36 PM
- Added effects to players when they earn an achievement, visible to other players nearby
is prolly gonna scare the crap outta me when i see it
Yeah what effects are theu talking about exactly???
DeathSniper
December 20th, 2007, 11:46 PM
Just because Valve changed something doesn't necessarily make it an exploit. :p
rk-
December 21st, 2007, 12:25 AM
Impressed. Took out a lot of stuff that annoyed the hell out of me. Not too shabby for VALVe.
The Killing Joke
December 21st, 2007, 08:12 AM
"Sapped buildings now take slightly less damage from the Spy who sapped them"...
Yay! It's tough when you're an Engineer, trying to save your sentry and dispenser from a repeatedly sapping Spy! It's like click, call "Spy!", click, fix Dispenser, click, fix Sentry, click, click, click, attempt to hit Spy with wrench, click, call "Spy!", click, fix Dispenser, click, fix Sentry, click, click, click, attempt to hit Spy with wrench... ...repeat.
Hopefully, it will keep my sentry up long enough for the Spy to get tired and try to attack me directly, just after I knock his sapper off, of course!
:))
rk-
December 21st, 2007, 08:24 AM
I like this because it will promote more uber-Pyro rushes to take out sentries :)
TNR-RSS Poster
December 21st, 2007, 09:10 AM
Updates to Team Fortress 2 and the Source Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Team Fortress 2
Sudden Death mode is now a server option (a convar) and defaults to OFF
Sapped buildings now take slightly less damage from the Spy who sapped them
The Medic's Medigun now charges at an increased rate during Setup time, to remove the need for self-damage grinding
Fixed an rcon/console command that could cause server crashes
Prevented players from playing the "civilian" class
Prevented players from hiding their name in the scoreboard
Fixed exploit where the Medigun UberCharge wouldn't drain if you switched weapons
Fixed decals not being correctly applied to the world in some cases
Fixed critical bullet tracers not being visible to players other than the firer
Fixed first person spectator view of the Spy watch not showing the correct cloak value
Fixed the teleporter's player shaped particles not drawing
Fixed the flamethrower stuttering when firing directly into a building
Fixed a rare crash that can happen when a player being healed leaves the server suddenly
Fixed rocket trail effects sometimes existing permanently in world
Added effects to players when they earn an achievement, visible to other players nearby
Tweaked achievement HUD fonts and color palette for more readability
Improved stat gathering for map play times to increase accuracy
Improved stat gathering around draws to better understand why they're occurring
Fixed occasional misreporting of syringe gun & fireaxe damage distances to the stats systemFixed an occasional crash caused by an achievement not being found during a game announcement
Dustbowl
Now waits until either team wins fully before changing to another map on server timelimit expiring
Teams now score a point per captured control point, rather than per sub round
Prevented Demomen being able to launch grenades into the stage three alleys while standing at the final cap point
Fixed gaps in stage gates that allowed snipers to kill defenders during setup
Fixed several model and brush perch exploits in stage three
Added stair access to the upper area in stage three after the first capLimited line-of-sight at the first control point in stage 3 to remove a griefable sniper spot
Source Engine
Fixed some audio buffer support issues with Vista
WorldVertexTransition under dxlevel 80 + 81 now correctly uses vertex alpha to blend the two texturesImproved the console in the graphical UI version of the dedicated server
SourceTV
Relay proxies can now record demos now with tv_autorecord 1
Fixed an interpolation code bug during demo playback that was resulting in view jitter
Added several TF specific game events to SourceTV auto director logicIncreased the average shot length by 2 seconds
Source (http://www.steampowered.com/index.php?area=news&id=1372)
theCakeisaSpy
December 21st, 2007, 03:49 PM
does it mean that the sapper itself does less dmg or the spy who sapped it gets reduced damage when firing his pistol/ knife at the sapped sentry. Its weird wording
**Auto-merged Double Post**
im a fan of the stage 3 dustbowl fixes, but not a fan of all the clippings being taken out in general, theres not enough vertical ledges to access in the game, reducing the fun of rocket jumping.
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