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Team Fortress 2 Update Released
Posted: March 6th, 2009, 8:01
by News Reader
Team Fortress 2 Update Released
Author: valve valve
Category: Valve news update Valve news update
Publish Date: Thu, 5 Mar 2009 03:34:52 -0800
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Gameplay changes
- -Added a duck timer that prevents duck spamming while running around on-ground
-In-air, players are only allowed to duck once before they touch ground again
-Fixed several bounding box issues with jumping, falling, and rocket jump air-walking. Bounding box should be much more accurate there now
-Increased backstab check so that Spies can side-stab again
-When disguising, Spies now always start showing the primary weapon in their disguise, and can then switch it with the last-disguise key
TF2 Fixes
- -Fixed flamethrower loophole that resulted in the flame effect being stuck on while the flamethrower wasn't really firing
-Fixed exploit that allowed players to circumvent the horse-fire timeout on the pipebomb launcher
-Fixed a bug that caused Natasha's slow on hit effect to be inverted from 75% to 25%
-Restored sawmill_logs.mdl file, fixing some user maps that used it
-Fixed some localization issues with Scout achievement strings
-Removed the "Final" phrasing in the map loading screen
Engine fixes
- -Fixed a server crash on startup under Linux
-Fixed a buffer overflow issue related to network string tables
-Gamestats uploading is now done asynchronously. This fixes the client timeout issues on map changes
CP_Junction
- -Fixed an exploit where engineers could build a teleporter exit in an invalid area
-Fixed a few bad overlay assignments and other minor issues
Read more...
Source: Steam RSS News Feed
Description: All Steam news, all the time!
Posted: March 6th, 2009, 10:44
by buzzmong
Ahh, that didn't take too long for some of the fixes to come out.
Posted: March 6th, 2009, 15:25
by TezzRexx
Gameplay changes
-Added a duck timer that prevents duck spamming while running around on-ground
That fucking duck!
Posted: March 6th, 2009, 21:00
by HereComesPete
Fucking fuck backstab fuck. That consistently grinds my gears and boils my piss. Every update they re-break the bloody thing and I get face stabbed whilst murderising whole teams as a heavy.
Posted: March 6th, 2009, 21:06
by Baliame
Well last update they broke it so hard that it wasn't just facestabs not working, backstabs weren't either. I guess you can't break it harder than that now can you?
Posted: March 7th, 2009, 2:04
by buzzmong
Lolollolol. The jumping thing broke the game as it meant scouts couldn't jump properly (3 times using the recoil for FON) and soldiers couldn't do more than one decent jump.
Team Fortress 2 Update Released
March 6, 2009, 5:47 pm - Valve - Product Update
- You can now duck twice in the air. Scout double jumps reset the in-air jump counts
- Increased the jump velocity to account for the tuned bounding box sizes. Jump height should now match the prior-to-last-update heights
- Added "tf_clamp_airducks" convar, set to 1 by default
Setting it to 0 will remove all constraints on ducking while in the air. Useful for servers running RJ challenge maps
And fix'd. Nicely done Valve, I like your QA Department for not spotting stuff that breaks the game.
Posted: March 7th, 2009, 19:32
by Baliame
buzzmong wrote:Nicely done Valve, I like your QA Department
WHAT QA Department?
Posted: March 7th, 2009, 19:51
by Dr. kitteny berk
Baliame wrote:WHAT QA Department?

That'd be us.
Posted: March 7th, 2009, 20:12
by buzzmong
Hurm.
Well, the game is now well and truely broken for me. After the patch it upon spawning I get presented occasionally with misplaced arms/models, an incredibly sensitive mouse, no abilty to change weapon and crashing when I actually try to do anything but move.
Quite interesting. Anyone else got a problem?
Edit: Apparently it's a server issue as auto update hasn't worked correctly! Woo!