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Posted: October 9th, 2007, 17:09
by Dr. kitteny berk
It's a fairly common issue with TF2 updates apparently.

still, tis fixed and behaving now. :)

Posted: October 9th, 2007, 22:49
by Dr. kitteny berk
I'm not sure if I should laugh or cry...

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A new required update to Team Fortress 2 and the dedicated servers have
been released.  Please run hldsupdatetool to receive the updates.  The
specific changes include:

- Improved driver checks for various cards that can have problems with
specific driver versions
- Various updates to Russian and Polish localization
- Fixed loading screen and intro movie showing up on Windows Fista with
full screen AA
- Spies can no longer reload their revolver while cloaked
- Demomen grenades now collide with players and Engineer buildings after
the first bounce, but still won't explode on contact
- Improved startup network initialization to catch issues with server
firewalls popping up in the background
- Fixed a sound corruption issue which could cause audio popping
- Fixed achievement storage issues that caused a problem with the Head
of the Class achievement

Posted: October 9th, 2007, 23:17
by FatherJack
Perhaps laugh, then wank. WTF I thought demoman 'nades exploded on contact. Time for a :cry:

Posted: October 9th, 2007, 23:19
by Dr. kitteny berk
Fortunately, it seems everyone has finished preloading, so only ~30 minutes for a full, clean download. :)

Posted: October 10th, 2007, 0:22
by deject
FatherJack wrote:Perhaps laugh, then wank. WTF I thought demoman 'nades exploded on contact. Time for a :cry:
Originally, they exploded on contact no matter what. They realized this was a considerable advantage, so it was changed to only direct hits with grenades caused a boom. If it hit any surface first, there was no contact explosion. Now, they realized this was over-nerfing it, because part of the point of the grenade launcher was being able to hit people around obstacles, which generally requires bouncing the grenade off of things. I think this should be a good compromise.

Posted: October 10th, 2007, 0:47
by buzzmong
In otherwords, if I'm reading it correctly, they'll bounce off walls and stuff and physically hit people, just not boom on contact (after a bounce).
If you hit someone in any body part after the bounce, the 'nade will probably fall to the floor at their feet, meaning the explosion from the timer won't be far way.

It'll just mean you've got to figure out the range vs grenade time when bouncing so it'll explode just where you want it.


If I'm understanding correctly after a bounce they *was* no collision detection after a bounce for entities (still get another bounce off wall/floor/ceiling/world object), which was a bit wrong.

Can't say I noticed though.

Posted: October 10th, 2007, 2:24
by deject
buzzmong wrote:In otherwords, if I'm reading it correctly, they'll bounce off walls and stuff and physically hit people, just not boom on contact (after a bounce).
If you hit someone in any body part after the bounce, the 'nade will probably fall to the floor at their feet, meaning the explosion from the timer won't be far way.

It'll just mean you've got to figure out the range vs grenade time when bouncing so it'll explode just where you want it.


If I'm understanding correctly after a bounce they *was* no collision detection after a bounce for entities (still get another bounce off wall/floor/ceiling/world object), which was a bit wrong.

Can't say I noticed though.
They way it should be now is this:

Direct Hit: BOOM
1 Bounce: BOOM
2+ Bounces: no boom

Posted: October 26th, 2007, 1:42
by Dr. kitteny berk
Required updates for Team Fortress 2 and it's dedicated servers are now
available. Please run hldsupdatetool to update. The specific changes
include:

- Improved compatibility for direct sound
- Deathcam screenshots now move the player id panel to the lower right,
and hide other hud elements until the freezecam fades
- Improved autobalance calculation code when determining who to switch
- Improved networking compatibility for some routers
- Fixed a crash during level init related to model loading
- Fixed issues on Dustbowl and Hydro that could occur when a server
emptied in the middle of a round
- Fixed a bug in the clientside player avoidance code, and smoothed it a
little more
- Further crash fixes related to paged pool memory usage
- Fixed scoreboard team scores label getting cut off
- Engineer buildings now explode when the Engineer dies during sudden
death
- Fixed a spy backstab exploit where you could stab a player who was not
facing away from you
- Fixed flailing at the low end of the cloak meter when the player gets
uncloaked automatically
- Fixed texture detail level setting "Very high" not being preserved
- Improved various error messages, and added links to steampowered
support pages
- Fixed scoring problem where destroying a buildable added a phantom
point, not attributed to any scoring bucket but still included in total
score
- Fixed honeypot server problems
- Fixed a rare crash caused by a medigun losing its owner
- Fixed an exploit that allowed disconnected medics to continue
ubercharging their target until they timed out
- TeamMenu now disables the spectate button if mp_allowspectators is
zero
- Added a missing "cannot_be_spectator" localization string
- Re-added class count numbers above class buttons for non-zero classes,
in addition to the class images
- Removed prefixes (tc_, ctf_, etc.) from map names in various places
where they're printed
- Fixed some edge cases where grenades could go through player or
buildings
- Fixed rocket/grenade explosions being able to impart damage through
thin ceilings
- The Engineer's "build X" commands will now behave properly when bound
directly to keys

Posted: October 26th, 2007, 2:49
by HereComesPete
Dr. kitteny berk wrote:
- Engineer buildings now explode when the Engineer dies during sudden
death
Good, it bugs me that a patient scout can beat down an engineer thats got bored and gone forward, then run into his gun later whilst trying to capture a point. If the engineer dies, his stuff should too.

There should be an option for not being able to build during sudden death, would make it far more attack oriented. Instead of a few minutes of screen watching for those that ran forward into masssed guns.

Posted: October 26th, 2007, 4:14
by deject
HereComesPete wrote:
Good, it bugs me that a patient scout can beat down an engineer thats got bored and gone forward, then run into his gun later whilst trying to capture a point. If the engineer dies, his stuff should too.

There should be an option for not being able to build during sudden death, would make it far more attack oriented. Instead of a few minutes of screen watching for those that ran forward into masssed guns.
Fuck that shit. If you did that there'd be zero reason to be an engineer. That'd be as dumb as making the medic gun not work in sudden death.

Posted: October 26th, 2007, 7:08
by Lateralus
Having them explode in sudden death I can understand, but like deject so eloquently put it, they should remain intact when the engineer dies in normal gameplay.

/may have 3 times as much play time as engineer than any other class.

Posted: October 26th, 2007, 7:18
by Dr. kitteny berk
Lateralus wrote:Having them explode in sudden death I can understand, but like deject so eloquently put it, they should remain intact when the engineer dies in normal gameplay.
Well, that (as far as the changelog says) is exactly what they've done.

Posted: October 27th, 2007, 1:07
by Roman Totale
At least they've fixed the fucking auto balance.

Posted: October 27th, 2007, 10:35
by spoodie
What I like most about this most recent update is the way my TF2 now maximises and minimises repeatedly when I start it up, I blame the overlay community thing. Fortunately I can get it to stay put if I threaten to "End Task" but don't actually click "End Now".

No cake for you Valve.

Posted: October 27th, 2007, 11:03
by buzzmong
spoodie wrote:What I like most about this most recent update is the way my TF2 now maximises and minimises repeatedly when I start it up, I blame the overlay community thing. Fortunately I can get it to stay put if I threaten to "End Task" but don't actually click "End Now".

No cake for you Valve.
Or you could set Steam to not use the community thing while a game is loaded, that option does exist.

Posted: October 27th, 2007, 13:21
by Lee
buzzmong wrote:
Or you could set Steam to not use the community thing while a game is loaded, that option does exist.
It doesn't work in teef though unfortunately. If steam overlay is anything like xfire overlay for reducing framerates then I'd probably be able to run teef on max if I could disable it but I have no way of knowing.

Posted: October 27th, 2007, 15:33
by spoodie
buzzmong wrote:Or you could set Steam to not use the community thing while a game is loaded, that option does exist.
That's done it. I'm sure that overlay thing was causing problems with my desktop as well.

Posted: October 27th, 2007, 18:04
by buzzmong
Lee wrote:
It doesn't work in teef though unfortunately. If steam overlay is anything like xfire overlay for reducing framerates then I'd probably be able to run teef on max if I could disable it but I have no way of knowing.
Pretty sure it does, as I've disabled it and it doesn't pop up during teef for me (when I play)

Posted: October 27th, 2007, 19:07
by Lee
buzzmong wrote:
Pretty sure it does, as I've disabled it and it doesn't pop up during teef for me (when I play)
Well it's b0rked for me then :(

I tried deleting clientregistry.blob before but it didn't fix it.

Posted: November 1st, 2007, 1:29
by Dr. kitteny berk
:lol: :cry:

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A required update for Team Fortress 2 and it's dedicated have been
released.  Please run hldsupdatetool to update your server.  The
specific changes include:

- Fixed problems with 3d sound in surround mode for some Audigy X-Fi
users
- Medigun no longer continues to heal enemy Spies who have lost their
disguise
- Fixed a weapon switching exploit that allowed Snipers to fire slightly
faster than intended
- Tweaked shadow filtering to make shadows look more smooth
- Fixed Server Plugin "StartQueryCVarValue" falsely returning
CvarNotFound for cvars that did exist
- Fixed crash in HTML control in IE7 on page load, most often seen in
the server Message of the Day
- Fixed small memory leak in HTML controller
- Made HTML output more compatible with new XHTML document styles
- Fixed physics crash involving bad ragdoll friction values
- Fixed detail sprite fading
- Added anti-bunny hopping code

Jason
edit: update went fine :)