A required update for Team Fortress 2 has just been released. Please
run hldsupdatetool to receive the updates. The specific changes
include:
- Fixed a crash with ATI cards running on Fista
- Fixed a networking problem that could cause a crash certain types of
home networking hardware with out of date firmware installed
- Fixed a networking problem that could cause some animation jittering
- Fixed bug causing incorrect .dem files to be written (all files after
first .dem file would be corrupted)
- Fixed bug with placement of teleporters that could result in players
being unable to move
- Removed mp_friendlyfire cvar for servers. Team Fortress 2 breaks in a
number of ways if this is on
- Fixed some truncated strings in the destroy menu
- Spectators can now see all player classes in the scoreboard
- When a round finishes, if there's less than 5 minutes left on the
timelimit, the server now goes ahead and switches level right away,
instead of going into Sudden Death
- The affinity of the main thread is not set explicitly for dedicated
servers. This will properly load balance multiple instances of the
dedicated server running on a multi-processor machine. The affinity is
still set to CPU 1 for clients and listen servers
- Fixed crash on startup
- Fixed crash caused by .dlls being loaded from the user's path, instead
of from the install directory
Shame they haven't helped fix ATi cards full stop. Or used their lots of money to run an ATi amnesty, hand them in without ridicule for one month folks, one month only!
Required updates to Team Fortress 2 and it's dedicated server have been
released. Please run hldsupdatetool to receive those updates. The
specific changes include:
- Added option to change Field-of-view, between 75 & 90, from the
Options->Multiplayer tab
- Added option to disable Player sprays
- Fixed flamethrower hit detection
- Increased flamethrower damage at point blank range
- Demoman grenades (not stickybombs) no longer explode on contact after
the first bounce
- Fixed a startup crash
- Fixed a case where players could get stuck in tc_hydro
- Fixed player movement prediction errors
- Fixed third-person sniper aim animation not matching player's view
exactly
- Fixed achievements and stats being awarded when watching other
player's demos
- Fixed rare server crash due to data corruption in networking
- Fixed a case where some sounds had incorrect volumes
Played this for about 15 mins last night, and my first impression is that it seems very fucking frenetic. Never played TFC, so I'm rather new to the whole game, but I'm looking forward to trying it with 5punkers.
Good, it was annoying to watch your very pretty flames do very little unless you got right in their face, and even then it wasn't guaranteed. I felt the pyro was great fun, but a little weak, this should help a great deal in tweaking a very balanced game.
To be fair, it did work kind of correctly, in that closer=more hurt, just that the extreme closeness (:buggered: range) was bugged. I personally liked to see my victims whole body when attacking in it's wonderous flaming glory, so hadn't noticed it that much. Still my weakest class on points, but highest for fun. Best 'G' anims by a bit.
People still suck at avoiding the incendiary one's attacks though - they keep dodging and trying to get a shot in, all the while moving inexorably closer to their inevitable incineration. Much lols.
I went from having the best score of about 2 with the pyro to having 9 (which makes it tied with demoman, medic, and sniper for lowest score). It's so much better now
- Added "Very High" texture resolution option
- Added "Minimal HUD" option to Options->Multiplayer
- Fixed headshots not always registering for crouched players
- Fixed player interpolation bug that caused jittery player animation in
some cases
- Fixed rare crash when players exited water
- Fixed server crash related to Spy sappers
- Fixed overlapping UI elements in Options->Video->Advanced
- Fixed non-English language text overlapping in a few places
- Fixed players being able to use spectator points in dustbowl that were
not in play
- Removed "listdeaths" command that could be abused by clients
- Added "Very High" texture resolution option
-stuff-
- Fixed player interpolation bug that caused jittery player animation in
some cases
Good stuff, I was wondering when they'd get round to letting us push the cards a bit, because it doesn't seem to so far, hooray for beautiful code writing.
Also, thank the fucking gods that they have worked on hit boxes a bit. All I want now is for people to run into the back of me and cause us both to judder to a halt.