Page 6 of 17
Posted: January 15th, 2008, 14:40
by Dr. kitteny berk
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
- 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
Posted: January 15th, 2008, 15:03
by Dog Pants
Posted: January 15th, 2008, 15:25
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.
Posted: January 15th, 2008, 15:28
by Hehulk
That is quite win
Posted: January 15th, 2008, 15:32
by spoodie
I don't really see the point of that option, it's no big effort holding the button down.
Posted: January 15th, 2008, 16:05
by Baliame

It's for the later to be implemented Follow The Heavy feature, which allows you to go to the pub without anyone noticing.
Posted: January 15th, 2008, 16:17
by Lateralus
Baliame wrote:
It's for the later to be implemented Follow The Heavy feature, which allows you to go to the pub without anyone noticing.
Pfffft
Posted: January 15th, 2008, 18:32
by HereComesPete
FFS, moar updates?
Posted: January 15th, 2008, 18:38
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.
Posted: January 25th, 2008, 23:02
by Dr. kitteny berk
Code: Select all
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
Posted: January 26th, 2008, 0:02
by Dog Pants
Another TEEF update. Keep calm Pants, you can handle it....
Can't handle...
RAAAAGE!

Posted: January 26th, 2008, 0:19
by buzzmong
new map? NEW OFFICAL MAP?
Might reinstall it then.
Posted: January 26th, 2008, 2:48
by Gunslinger42
CTF Well?
Is that like the well we have now but with flags/intelligence?
Posted: January 26th, 2008, 2:56
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.
Posted: January 26th, 2008, 3:40
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.
Posted: January 26th, 2008, 4:05
by Hehulk
Eh, still easy to lockdown with 1-2 sentries, but then what isn't I guess.
Posted: January 26th, 2008, 4:25
by Fear
Map seems good. A little too big if anything. And no trains for lulz.
Posted: January 26th, 2008, 4:43
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.
Posted: January 26th, 2008, 10:34
by Dog Pants
deject wrote:
if your team can't kill 2 sentries, your team is shit.

Posted: January 26th, 2008, 14:32
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
