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upcoming changes
agrippa
hopefully they will take the oppertunity to fix a few things as well. Facestabs, pathfinding with teleporters on inclines, a few maps still have clipping problems that are exploitable etc
 
Ramini
Yeah the huge outcries at the start about lack of radar and friendly fire, both would have made the spy class a whole lot different. Headshots I find it a bit silly that the stats tracker counts them for everyone but that would make it too much like CSS. And how exactly do you get a headshot with a grenade? Grin
 
militant camel
Some new official maps will be good, getting a wee bit bored of some of the existing ones. Frown
 
Zap
http://forums.steampowered.com/forums...p?t=647086

here is some more info

so there'll soon be some tweaks for the soldier, but also the demoman
and not forgetting that the pyro will be better against anengi hiding behind his sentry gun :uhoh:
img237.imageshack.us/img237/7803/scoutbombcopygw0.jpg
 
Ramini
Pyros already massacre me and a level 2 sentry if they've got a medic healing them Sick When I'm medic I tend to prefer pyros to heal unless the enemy is dug in with 2 or more level 3 sentries since they can not only kill loads of enemies but cause panic with their flames. If someone's set on fire they leg it for a health pack.
I agree that 3 melee weapons is pointless but the melee weapon for all classes is meant to be a novelty and the shotgun is shared with most classes. The pyro also seems to be able to run down most classes... only thing I would suggest to change them is have burn do loads of damage at the start and slowly decrease as flames disappear. That way you'll get more kills before someone reaches a medikit, the burn damage will be even greater while you're spraying someone and the chaos will remain without having people moan about their damage more.
Maybe the unlockables will add new functions to the pyro though.
 
Megalomania
Pyro definitely needs reworking... but I agree with Ramini they're already too effective against sentries and their engis.
img401.imageshack.us/img401/9208/tf2sigtz5.png
 
Tim
UPDATE! CTF_Well is out!!!!!!!!!!!!!!!!!!!!!!! Grin

changelog

Quote

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

Edited by Clever Idiot on 25-01-2008 23:14

 
Zap
nice, should we add this to the server?

Edited by Zap on 25-01-2008 23:30


img237.imageshack.us/img237/7803/scoutbombcopygw0.jpg
 
Tim
it's already up! thanks free!
 
Zap
omg that was fast Shock
img237.imageshack.us/img237/7803/scoutbombcopygw0.jpg
 
jem58
Well seems pretty huge for ctf. It works really well though, and the number of routes around well mean things probably wont get that stalematey. It's going to be confusing going from one version to the other though with the slight differences Wink
 
Tim
Yeah, I love it, works nicely. Think there'll be big battles for control of the centre, so that engineers can set up teleporters and sentries in preparation for a main attack on the intel. Great stuff.
 
MESER
when i first started beta testing tf2 there were alot of pyros and saw alot of negative comments on persistantly using pyro or too many and same when xmas noobs started ( we were all noobs once ). but there is skill to using pyro which comes with experience, pounce attack hiding behind enemy lines etc and ofcourse makes everyfucker run when ubered and when playing against experienced players healing all burn victims evenly and rapidly cancelling kill assist they get no points for alighting the whole team and causing massive upset and delaying their progress like alot of the classes solo efforts i like to see rewards for all in these hard to stat record situations.

atleast we dont have class or weapon restrictions like that so became the norm soon after css release so many years ago (i feel old)

maybe we could pre dertermine the fixes upgrades that will still remain class balanced.

One i thought of through playing medic ( who me play med ) is when you have managed to charge a uber with out being backstabbed or crit'd is to use it as a weapon decreasing enemys hp at same decrease of charge only minor but could be effective and makes heal hose a weapon only in uber mode, as in bf2 when you could paddle charge to shock enemys to death.
 
jem58
meser thats an cool idea, using the mediray to sap health instead while you're locked onto the person. And if you ubered with the deathray then you'd just have to run around frantically locking onto people lol.

You'd probably get even more suicidal medics than you already find though Wink
 
militant camel
Goldrush out within the month. Smile

http://www.eurogamer.net/article.php?...e_id=92074
 
Cold
am i sorted out as an 'admin' on tf2? if there is such a thing...
 
Clever Idiot
sadly no , sick will have to do it , ive reformatted and lost all my admin bookmarks Pfft
 
Tim

Quote

Updates coming tomorrow, guys! Exciting! New map, Badlands!

Source Engine
Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly
Optimized some particle systems to improve performance on some hardware configurations
Player stats are now sent up as they change, rather than when the player dies
Improved playback of sub-frame sounds
Fixed a crash caused by alt-tabs during map load
Eliminated unnecessary temporary memory allocation in scenefilecache


Team Fortress 2
Badlands released
Changes to Dustbowl
Added a new access point to the stage2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and sentry gun fire
Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the "ceiling" clip
Fixed a gap behind stage 1, cap 1 house
Fixed a high perch on stage1 cap1 house roof
Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier)
Fixed a few places where rockets/demoman pipes could pass through non-solid models
Sealed up a gap over stage1 lower startgate
Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them
Changes to Capture the Flag Well
Fixed trains not starting on map spawn
Removed cap association from red spawns that were spamming console
Changes to Granary
Removed spawn timing advantage from the middle (from -3 to 0)
Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe)
Fixed a few places where players could get stuck between containers and silos
Adjusted playerclips on red container that made it appear like players were floating
Added a small delay (200 ms) before a zoomed sniper shot can get a critical hit
Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events
Added flamethrower "sizzle" sound when the Pyro is hitting a target
Updated explosion debris to be a bit darker
Fixed idle players not being kicked from the server if mp_allowspectators was set to 0
Added ctf_well to the default mapcycle.txt file
Added ctf_well to the default motd.txt file
Fixed floor tile material type
Fixed some weapon damage info missing from TF2 game stats
Made some small changes to the Demoman viewmodel that were causing performance problems
Added exec'ing a .cfg file on the client when you select a class to play.
Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions.
Added server log entry for buildings destroyed by their owner
Fixed sentry gun shadows being clipped
Updated glass material


SourceTV
SourceTV now uses a hidden slot on the game server. This allows for 24 player servers to also have a SourceTV proxy connected to it
Fixed Pyro's flamethrower flames not showing up in SourceTV

Edited by Clever Idiot on 14-02-2008 00:39

 
jem58
Sounds awesome.

I was just thinking, the changes in respawn times for granary would have helped us a hell of a lot if they'd introduced them like a fortnight ago lol.
 
Clever Idiot

Quote

One of the things that customers have been consistently requesting from
us a better method of finding game servers with the specific settings
that they like. Some players want servers with friendly-fire on, or TF2
birthday mode, or 24/7 Dustbowl, and so on. Other players specifically
want none of these, asking us how they can find servers with no changes.
At the same time, we've watched as server operators have increasingly
filled out their server names with descriptions of their custom
settings.

We've been working on a solution to these problems that we hope will
make sense, solving the player's desire to search for specific settings,
and the server operator's desire to have better descriptive tools for
their server. The concept is similar to web page metatags, where server
operators can specify descriptive tags in any manner, and clients can
search for servers by specifying the tags they're interested in. Some
tags are automatically filled in, based on server convars. For example,
in TF2 we've removed the restrictions on a variety of server options
(like friendly fire & respawn wave times), and now the tag system will
automatically add a tag when they're changed, so that customers who want
to play on these servers can easily find them.

Click here: http://www.steamg...erTags.jpg for
a screenshot of the new server browser interface that players will have.
As you can see, we've put a new tab onto it called "Custom". Servers
with tags will appear in this list, where the player can specify a list
of tags they're interested in. The "Add Common Tags" button will give
them a list of the top 20 tags in use across all the servers, so they're
able to easily choose the popular tags. Untagged servers will show up in
the old Internet games list.

Jason


Quote

I should also point out that we're planning on releasing this to you
guys first, with clients having to opt-in to a beta to see the custom
UI.

Jason


right click icon setting > account > opt into beta > restart

Edited by Clever Idiot on 14-02-2008 02:14

 
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