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Clueless Update tf2
Cpt Obvious
CAMERA BEARD! Grin Grin

Also i noticed Valve hinting about a new community map!!

Viaduct is also the first Team Fortress map to take place during a snowfall (not counting Acegikmo"™s awesome cp_glacier map, or for that matter all the other community mappers who manage to think up and execute on all the cool stuff before we even think of it)

Edited by Cpt Obvious on 13-08-2009 02:16

 
tomregev
ooow we have a celebrity among usGrin
 
agrippa

Quote

Mike wrote:
So...it's basically arena except with respawning and a timer?


In fairness the respawning is a pretty big and important thing...
 
matswatz
All hail Acegikmo! Smile
nothing but dust down here
 
Raven
Ace is becoming soo popular gratz Grin


img696.imageshack.us/img696/5314/mariasig2.jpg
 
alecom

Quote

tomregev wrote:
From how it sounds koth will really need a short round limit and map time, I can see it easily turning into a horrible stalemate.


it's going to be 3 minutes
 
tomregev
No it's holding the point for 3 minutes to win, with the timer stopping once it's capped, so a back and forward game will be a lot longer.

Edited by tomregev on 13-08-2009 16:11

 
spaceboy
Yeah.. but still probably not THAT long I wouldn't think given that it won't tick down again. I can't see many games going beyond 15-20 minutes as a maximum (although I guess if there's a lot of people on each side traipsing onto the point in dribs and drabs and continually blocking then maybe..we'll have to see Grin ). It sounds like a workable format though and I'm pretty interested to see if it actually ends up being fun or not Grin I hope it is as some of those arena maps were quite nice so it's a shame that they're basically marginalised by a format that no one likes.
 
Cpt Obvious
i dont think it will last too long, about 10 min rounds unless the point is under contest ALL THE TIME.
 
alecom
oh my gosh



Quote


New Content:

* Added King Of The Hill game mode.
* Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them.
* Added lots of new hats.
* Added koth_Viaduct.
* Added ctf_Sawmill
* Added community map Arena_Offblast
* Added community map Cp_Yukon

Additions / Changes:

* Added "Auto Reload" option to the multiplayer advanced options.
* Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing.
* Pistol now fires at a fixed rate, not based on the speed at which you press the firing button.
* Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity.
* Significantly reduced the amount of network traffic being sent.
* Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost.
* Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.
* Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.
* Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal).
* Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps.
* Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating.
* Added an "Inspect" key that allows you to look at items being carried by your team mates.
* Backpack improvements:
- Added drag & drop to move items around. Item positions are maintained on the backend.
- Added multi-select, allowing you to delete multiple items at once.
- Added a new key to the key binding page that opens your inventory directly to your backpack.
- Fixed mouseover panel being incorrectly position when the backpack first appears.
* Cloaked Spies standing in valid backstab positions no longer raise their knife.
* Added current map name and gametype to the bottom right of scoreboard.
* Added class icons to tips on the loadout and loading screens.
* Improved visuals around flags when they're being carried by a player.
* Improved critboosted visuals, making it much clearer when an enemy has critboost.
* Updated the loading panel to show the game type under the map name during level transition.
* In-game chat dialog now supports full Unicode characters.
* Added BLU main menu background.
* Added response caching for some server queries to help reduce the CPU load from DOS attacks.
* Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail.

Map Changes:

* Update PLR_Pipeline
- Increased the starting advantage in the third round if a team has won the first two rounds.
- Fixed carts not continuing to the second round if they're capped at the same time in the first round.
- Fixed being able to shoot pipebombs over the starting gates in the first round.
- Fixed being able to open the doors in the first round before the setup time was finished.
- Fixed players getting stuck in some doors.
- Fixed players being able to get onto rooftops and out of the map boundaries.
- Fixed other minor bugs and exploits.
* Update Arena_Sawmill
- Fixed DirectX8 bug where some models would not be visible.
- Fixed exploit with building teleporters outside of the map.
* Updated CP_Granary
- Made a few changes to improve balance based on competitive community feedback.

Item Reworks:

* The Force of Nature
- The enemy knockback now only `works in close range and behaves more like the Pyro's air blast.
- Enemies cannot be juggled by the FaN's effect.
- The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards.
- Knockback is now scaled by damage done.
* The Sandman
- A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun.
- Stunned players now take 75% of all incoming damage instead of 50%.
- Ãœbercharged players can no longer be stunned.
- Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed).
- The minimum distance to stun a target has been reduced.
- The negative attribute has changed from "no double jump" to "-30 max health".

Fixes:

* Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs.
* Fixed an exploit that allowed players to work around sv_pure.
* Particle files are now protected by sv_pure.
* Fixed critboost effect getting stuck on when you die while critboosted.
* Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players.
* Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife.
* Fixed an exploit where you could reload The Huntsman faster than intended.
* Fixed Heavy "civilian" exploit.
* Fixed a set of exploits using the DXSupport config files.
* Fixed r_screenfademinsize and r_screenfademaxsize exploits.
* Fixed sentries firing at a fully cloaked Spy if they're still the closest target.

Community requests:

* Added a HUD element for hybrid CTF & CP maps.
- Supports 1 or 2 flags, and any number of CPs.
- Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it.
* Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards.
Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")
* Added new "medic_death" event for server logs
Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")
- healing is the amount the Medic healed in that life
- ubercharge (1/0) is whether they died with a full charge
* Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it.

 
vadoom
* New Content
* Added King Of The Hill game mode
* Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them
* Added lots of new hats


* Additions / Changes
* Added "Auto Reload" option to the multiplayer advanced options
* Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing
* Pistol now fires at a fixed rate, not based on the speed at which you press the firing button
* Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity

* Significantly reduced the amount of network traffic being sent
* Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost
* Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists
* Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist

* Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal)
* Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps
* Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating
* Added an "Inspect" key that allows you to look at items being carried by your team mates
* Backpack improvements:
* Added drag & drop to move items around. Item positions are maintained on the backend
* Added multi-select, allowing you to delete multiple items at once
* Added a new key to the key binding page that opens your inventory directly to your backpack
* Fixed mouseover panel being incorrectly position when the backpack first appears
* Cloaked Spies standing in valid backstab positions no longer raise their knife
* Added current map name and gametype to the bottom right of scoreboard
* Added class icons to tips on the loadout and loading screens
* Improved visuals around flags when they're being carried by a player
* Improved critboosted visuals, making it much clearer when an enemy has critboost
* Updated the loading panel to show the game type under the map name during level transition
* In-game chat dialog now supports full Unicode characters
* Added BLU main menu background
* Added response caching for some server queries to help reduce the CPU load from DOS attacks
* Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail

* Map Changes
* Update PLR_Pipeline
* Increased the starting advantage in the third round if a team has won the first two rounds
* Fixed carts not continuing to the second round if they're capped at the same time in the first round
* Fixed being able to shoot pipebombs over the starting gates in the first round
* Fixed being able to open the doors in the first round before the setup time was finished
* Fixed players getting stuck in some doors
* Fixed players being able to get onto rooftops and out of the map boundaries
* Fixed other minor bugs and exploits
* Added community map Arena_Offblast
* Added community map Cp_Yukon
* Update Arena_Sawmill
* Fixed DirectX8 bug where some models would not be visible
* Fixed exploit with building teleporters outside of the map
* Updated CP_Granary
* Made a few changes to improve balance based on competitive community feedback


* Item Reworks
* The Force of Nature
* The enemy knockback now only works in close range and behaves more like the Pyro's air blast
* Enemies cannot be juggled by the FaN's effect
* The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards
* Knockback is now scaled by damage done
* The Sandman
* A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun
* Stunned players now take 75% of all incoming damage instead of 50%
* Ubercharged players can no longer be stunned
* Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed)
* The minimum distance to stun a target has been reduced
* The negative attribute has changed from "no double jump" to "-25 max health"

* Fixes
* Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs
* Fixed an exploit that allowed players to work around sv_pure
* Particle files are now protected by sv_pure
* Fixed critboost effect getting stuck on when you die while critboosted
* Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players
* Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife
* Fixed an exploit where you could reload The Huntsman faster than intended
* Fixed Heavy "civilian" exploit
* Fixed a set of exploits using the DXSupport config files
* Fixed r_screenfademinsize and r_screenfademaxsize exploits
* Fixed sentries firing at a fully cloaked Spy if they're still the closest target

* Community requests
* Added a HUD element for hybrid CTF & CP maps
* Supports 1 or 2 flags, and any number of CPs
* Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it
* Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards
* Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")
* Added new "medic_death" event for server logs
* Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")
* healing is the amount the Medic healed in that life
* ubercharge (1/0) is whether they died with a full charge
* Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it

Edited by vadoom on 13-08-2009 23:55

 
Cpt Obvious
Nice double wallo text there. Grin
ITS UPDATING NOW, GIVE ME MY CAMERABEARD!
 
alecom
ninjad ;D
 
matswatz
And I, who wished to sleep this night.

time to read the update news..
nothing but dust down here
 
vadoom
Shame on you Smile
 
NaughtyMe
I am verrry happy!
click->
cleveridiot.com/images/photoalbum/album_12/sig2smallercx5.jpg<-click

Join me in Tribes 2: [url]https://account.hirezstu
 
Mike
Like

*Pistol now fires at a fixed rate, not based on the speed at which you press the firing button

*Significantly reduced the amount of network traffic being sent

*In-game chat dialog now supports full Unicode characters

*Fixed an exploit where you could reload The Huntsman faster than intended

*Updated CP_Granary -Made a few changes to improve balance based on competitive community feedback

*Enemies cannot be juggled by the FaN's effect

*Ubercharged players can no longer be stunned


Don't like

*Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost

*Stunned players now take 75% of all incoming damage instead of 50%

*Added lots of new hats

Edited by Mike on 14-08-2009 00:11

 
Hunt0r
cant run tf2 says i havent got enough diskspace! guess 200gb isnt enough for the update Shock
 
Raven
Sandman doesnt stun ubers= good

Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists

interesting Grin
img696.imageshack.us/img696/5314/mariasig2.jpg
 
Leif
Cred goes to Ace for being mentioned in the blog twice AND getting his (and Mangy's) map to become a community map.
 
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