TEEF update

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Gunslinger42
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Post by Gunslinger42 »

BUT HAVE THEY FIXED "IT DOESNT FUCKING WORK"??
Shada
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Post by Shada »

Gunslinger42 wrote:BUT HAVE THEY FIXED "IT DOESNT FUCKING WORK"??
Who cares if it works or not if I can't spam voice commands? :<
Fear
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Post by Fear »

Gunslinger42 wrote:BUT HAVE THEY FIXED "IT DOESNT FUCKING WORK"??
Mine hasn't stopped working. In fact I've put in many a TEEF hour this week.

Might be worth verifying files and checking drivers are current, etc.
spoodie
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Post by spoodie »

That team of people dedicated to fixing Gunslinger's problems is obviously not earning their wages.
Dr. kitteny berk
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Post by Dr. kitteny berk »

The required Team Fortress 2 update is now released. Please run
hldsupdatetool to receive this update. The specific changes include:

- Added Custom Tab explanation dialog to be shown the first time the
server browser is opened
- Changed Medigun Ubercharge meter to drain faster for each target that
still has Ubercharge beyond your current target. This means there is a
penalty for having multiple people being Ubercharged at one time
- Fixed crouch-jump exploit that allowed players to get outside of the
world
- Fixed bad characters in the chat string when achievements are
announced in languages other than English
- Fixed a few instances of truncated text in the menus and dialogs for
languages other than English
- Fixed problem that was preventing some dedicated servers from
uploading gamestats
- Fixed scoring bug during Sudden Death when the map timelimit is
triggered
- Added the string "(extra slot was added for SourceTV)" when maxplayers
is increased for SourceTV
HereComesPete
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Post by HereComesPete »

Code: Select all

- Changed Medigun Ubercharge meter to drain faster for each target that still has Ubercharge beyond your current target. This means there is a
penalty for having multiple people being Ubercharged at one time 
This was bound to be fixed, a good medic was rather useful with the multi-uber. I thought it worked quite well, they still couldn't capture a point.
Dr. kitteny berk
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Post by Dr. kitteny berk »

Y'know that bighuge update they promised about 3 months ago?


Yeah, it's out.

edit: changelog.

Code: Select all

Source Engine:
Improved particle performance on multi-core machines.
Added FOV slider to Options | Video | Advanced for all games (moved
there from TF2's multiplayer options)
Fixed surround sound initialization problems with new speaker modes
defined in Fista.

Team Fortress 2:
Added Goldrush.
Added Character Info and Loadout to the main menu.
Added 39 Medic achievements.
Added unique Medic items:
 - The Blutsaugher, The Kritzkrieg, and The Ubersaw.
Added new attack animations to most melee weapons.
Added new speech for the Heavy and Demoman.
Added Stopwatch mode to Tournament mode.
 - Automatically used on Attack/Defense maps.

Teleporter effect no longer shows up on invisible or disguised Spies.
Spies disguised as their own team can now capture control points.
Increased horse taken by pipebombs by bullets and explosions
Target ID hud is now colored red or blue to match the spectator target.
Tournament mode no longer ends matches early if the time limit is nearly
up when a new round starts.
Fixed exploit where clients could start benchmark mode on servers.
Fixed drowning exploit that allowed players to regenerate health.
Fixed reload exploit that allowed plays to fire instantly after
switching weapons.
Fixed flamethrower bug where a player flush against a wall couldn't be
lit on fire from the front.
Fixed invulnerability overlay not drawing if the invuln player was
previously on fire.
Fixed "times used" entry in teleporters maxing out at 32.
Fixed rare client crash on level change during control point capturing.
Minor fix to stat gathering to prevent players using sv_cheats to easily
garner achievements.

For mapmakers:
 - Mapmakers can now directly place the tf_gamerules entity into their
map. Fixes Hammer thinking the inputs to it are broken.
 - Mapmakers can now place Engineer buildings directly into a map, with
an option for them to be invulnerable.
 - Added "AddRedTeamScore" and "AddBlueTeamScore" inputs to
tf_gamerules.
 - Added "SetRequiredObserverTarget" input to tf_gamerules. horse
spectators to use the specified viewpoint. 

Granary:
 - Added setup time logic, and gates to the middle.
 - Fixed an overlay alignment bug on one of blue's gate signs.
 - Minor lighting fixes in red/blue spawns.

2Fort:
 - Added medium ammo and health to basement hallways.
 - Added small ammo and health to top of spiral.
 - Fixed a clip brush exploit outside blue sniper deck.
 - Fixed number "2" overlay on front of red base not being assigned to
the brush face.
Dr. kitteny berk
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Post by Dr. kitteny berk »

:lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:


I predict a rollback.


Dedicated servers are crashing as soon as anyone joins them. Valve FAIL.
HereComesPete
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Post by HereComesPete »

I guess I'll update it, not that I play anymore.
Baliame
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Post by Baliame »

The new achievements, weapon and map are rather fucking fun. Much more than CoD that is.
FatherJack
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Post by FatherJack »

Think I'll wait til next week if it's a bit buggy. Also, is everyone basically a medic now?
Mr. Johnson
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Post by Mr. Johnson »

new map is fun, new achievements are... impossible. or very hard at least.
Shada
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Post by Shada »

anyone tried achievement_unlock_all yet?
HereComesPete
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Post by HereComesPete »

I have seen no buggy at all.

I got quite a few records defending the final bomb capture point, medic and I as a heavy casually cut a swathe through about 8 people hunched behind the bomb truck. I enjoyed it all over again and we should play.

I have two medic achievements so far. some of them re pure fluke or being a cheaty bugger, like healing a guy in mid-air so when he hits the ground he doesn't die. Others are super easy, getting ubercharge before the round starts gives an achievement.
Baliame
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Post by Baliame »

Shada wrote:anyone tried achievement_unlock_all yet?
I have. I got bored of running around with a bonesaw trying to hit medics after about the eleventh.
MrGreen
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Post by MrGreen »

Baliame wrote:
I have. I got bored of running around with a bonesaw trying to hit medics after about the eleventh.
:above:
Anery
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Post by Anery »

FatherJack wrote:Think I'll wait til next week if it's a bit buggy. Also, is everyone basically a medic now?
Yes they are and bloody annoying it is too! I like playing medic (cos I'm a shit shot) but now I connect to a server only to find 7/12 medics. Should have given other classes unlocks at the same time to avoid this.
Goldrush is win btw.
spoodie
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Post by spoodie »

The quick go I had last night was a bit lame with at least 50% medics on each side. And many people I came across were uber'd, which was annoying.

The new map is quite nice though, but I couldn't play long because it was annoying.
deject
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Post by deject »

the kritzkreig is insane really, especially if it's used on a good demoman. it's also not that apparent that someone is using the kritzkreig, so I think they need to tweak that somewhat.
HereComesPete
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Post by HereComesPete »

That's the grant critical damage instead of invulnerability whilst the ubercharge is running isn't it?

The super syringe gun is a fucking 'mare too. I've been shot apart by people using that and steadily regaining their health as a result. So I've put a lot of time in recently as a heavy, that many medics means it's quite hard for me to die.
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