TEEF update

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Dr. kitteny berk
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Post by Dr. kitteny berk »

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- Added new option for medigun beam to the Multiplayer->Advanced dialog.
If on, the medigun beam will stay attached to the current target without
the need to hold down the fire button
- Added new option for the sniper rifle to the Multiplayer->Advanced
dialog. If disabled, the sniper rifle won't re-zoom after firing a
zoomed shot
- Added "nextlevel" server cvar. If set to a valid map name, server will
change to that map during the next changelevel
- Fixed PerfUI being used as a type of wall-hack on servers without
sv_cheats set to 1
- Reduced Granary spawn advantage for capping the middle point
- Fixed players turning into "Scout" model after lagouts (and a variety
of related issues, such as disappearing doors)
- Fixed obscure crash related to resolution changing
- Gave machinima creators access to "tf_testvcd" and "tf_testrr"
commands for playing scenes on characters
- SDK Launcher now has a drop list of engine versions in addition to a
drop list of games/mods. This eliminates the need to specify engine
version as a launch option
Dog Pants
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Post by Dog Pants »

:facepalm:
Baliame
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Post by Baliame »

Dr. kitteny berk wrote:

Code: Select all

- Added new option for medigun beam to the Multiplayer->Advanced dialog.
If on, the medigun beam will stay attached to the current target without
the need to hold down the fire button
Revolutionary I believe.
Hehulk
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Post by Hehulk »

That is quite win
spoodie
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Post by spoodie »

I don't really see the point of that option, it's no big effort holding the button down.
Baliame
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Post by Baliame »

:above: It's for the later to be implemented Follow The Heavy feature, which allows you to go to the pub without anyone noticing.
Lateralus
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Post by Lateralus »

Baliame wrote::above: It's for the later to be implemented Follow The Heavy feature, which allows you to go to the pub without anyone noticing.
Pfffft
HereComesPete
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Post by HereComesPete »

FFS, moar updates?
deject
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Post by deject »

HereComesPete wrote:FFS, moar updates?
Apparently there's going to be mahoosive changes in a month or two. Plus a new, cp version of badlands.
Dr. kitteny berk
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Post by Dr. kitteny berk »

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Required updates for Team Fortress 2 and it's dedicated servers have
been released.  Please run hldsupdatetool to receive these updates.  The
specific changes include:

- Added new capture the flag map CTF_Well
- Added Spanish map descriptions
- Added new option to auto-save a scoreboard screenshot at the end of a
map to the Multiplayer->Advanced dialog
- Added more particle optimizations for mid range and low end hardware
- Updated CP_GravelPit to fix all known exploits and changed the scoring
method to score per capture rather than per round
- Updated "nextlevel" CVAR to trigger a changelevel at the end of the
current round (not mini-round)
- Fixed SourceTV demo recording problem
- Fixed mp_stalemate_enable not preventing Sudden Death mode on some
maps
- Fixed a couple cases where player stats were not being recorded
correctly
- Fixed some log entries being truncated
- Fixed crash caused by trying to import a custom player spray
- Removed the "Reset Stats" button from the Player Stats screen

Jason
Dog Pants
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Post by Dog Pants »

Another TEEF update. Keep calm Pants, you can handle it....


Can't handle...


RAAAAGE!

:x
buzzmong
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Post by buzzmong »

new map? NEW OFFICAL MAP?

Might reinstall it then.
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Post by Gunslinger42 »

CTF Well?

Is that like the well we have now but with flags/intelligence?
Dr. kitteny berk
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Post by Dr. kitteny berk »

Gunslinger42 wrote:CTF Well?

Is that like the well we have now but with flags/intelligence?
yep, almost exactly the same.
deject
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Post by deject »

ctf_well is much win. It's better than 2fort because it's bigger and more open but it's not like you're exposed. Plus, the modifications really make it suited for CTF play.
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Post by Hehulk »

Eh, still easy to lockdown with 1-2 sentries, but then what isn't I guess.
Fear
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Post by Fear »

Map seems good. A little too big if anything. And no trains for lulz.
deject
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Post by deject »

Hehulk wrote:Eh, still easy to lockdown with 1-2 sentries, but then what isn't I guess.
if your team can't kill 2 sentries, your team is shit.
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Post by Dog Pants »

deject wrote:
if your team can't kill 2 sentries, your team is shit.
:wave:
Hehulk
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Post by Hehulk »

deject wrote:if your team can't kill 2 sentries, your team is shit.
In theory, yer, easy. Dump an invul'd heavy with medic on-top of them, watch turrets die. Against a decent team, medic is gona get wasted long before he can build up an invul :roll:
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