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My CommunityForumGamingTeam Fortress 2Topic: New update applied to WDG servers!!!
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Junta
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« on: January 29, 2009, 08:30:52 AM »

Team Fortress 2/Day of Defeat: Source Update Released
January 28, 2009, 4:50 pm - Jason Ruymen - Product Update

Updates to Team Fortress 2 and Day of Defeat: Source have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2

    * Added percentage to UberCharge HUD panel for the Medic
    * Added upgrade progress and levels to Engineer HUD panel for all buildings
    * Added mp_tournament_allow_non_admin_restart server ConVar to allow server admin to toggle whether non-admin players can issue the mp_tournament_restart ConCommand on the server. Default is 1 (current behavior)
    * Added flag to the gamerules entity so map authors can override the HUD type being used. Allows map authors to force CTF or CP HUD to be used if they mix CTF/CP entities in the map
    * Added check in CTF HUD to make sure it doesn't point at disabled capture zones when the player is carrying the flag. Allows map authors to have more than one capture zone for each team in the map
    * Changed AutoTeam to give new players to the attackers on attack/defend maps if the teams are even
    * Fixed Pyro model not animating in the class menu
    * Fixed players getting stuck in the "prepare to respawn..." countdown loop
    * Fixed Natascha not getting the proper 75% of damage and slightly increased the strength of Natascha's slowdown
    * Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit
    * Fixed announcer saying "the cart is nearing the checkpoint" after the round has already been won
    * Fixed cloaked spies having a particle-beam effect while standing next to a dispenser that's healing them
    * Fixed server crash when trying to load a map that contains control points with duplicate index values
    * Fixed several materials warnings in the console
    * Fixed "Cart.Explode" sound script entry using an unknown sound channel
    * Marked the cl_bobcycle and cl_bobup ConVars as cheats


Team Fortress 2 and Day of Defeat: Source

    * Fixed clients using reloadresponsesystems, sv_soundemitter_flush, sv_soundemitter_filecheck, sv_findsoundname, and sv_soundscape_printdebuginfo to lag/crash servers


Source Engine

    * Fixed client "timeout on mapchange" problem
    * Fixed setinfo exploit
    * Marked the r_aspectratio ConVar as a cheat


Server Browser

    * Renamed "Quick List" to "Map List"
    * Removed minimum ping filter from Map List
« Last Edit: January 29, 2009, 08:32:23 AM by Junta » Logged
mark
Guest
« Reply #1 on: January 29, 2009, 08:44:33 AM »

This forum needs a proper list feature.

I like some of the fixes and that the medic can now see how many percent he is at [unlike before when it was just guessing]
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Hzza
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« Reply #2 on: January 29, 2009, 09:31:43 AM »

Not too happy about the Natascha fix (I would call it a buff, but they're only making it do what it was supposed to do!!) for obvious reasons Tongue. Everything else looks pretty tits though.
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mark
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« Reply #3 on: January 29, 2009, 09:33:54 AM »

Not too happy about the Natascha fix (I would call it a buff, but they're only making it do what it was supposed to do!!) for obvious reasons Tongue. Everything else looks pretty tits though.
I rather liked it before anyways, now there is just more the reason to use it!
Whiners on the official forum are claiming that the slowdown is now completely gone. read
« Last Edit: January 29, 2009, 09:58:33 AM by mark » Logged
Hzza
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« Reply #4 on: January 29, 2009, 10:21:22 AM »

Thats prolly a bug though mark, they said in the blog that the slowdown was actually getting increased. It'll come back either with the scout update or when they do the next general update (soon-ish).
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mark
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« Reply #5 on: January 29, 2009, 10:36:44 AM »

Thats prolly a bug though mark, they said in the blog that the slowdown was actually getting increased. It'll come back either with the scout update or when they do the next general update (soon-ish).
Very soon I hope.
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r007
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« Reply #6 on: January 29, 2009, 10:43:29 AM »

Wow. Those are quite some bugfixes. I'm curious how the improved Natasha will work out. Wink
Also looking forward to a proper hoodoo HUD.
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mark
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« Reply #7 on: January 29, 2009, 10:55:43 AM »

Wow. Those are quite some bugfixes. I'm curious how the improved Natasha will work out. Wink
Also looking forward to a proper hoodoo HUD.
Turns out the heavy thing didn't work and we now have a 100% damage gun and a 75% damage gun...
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mode_seven
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« Reply #8 on: January 29, 2009, 10:58:53 AM »

Quote from: Valve
Changed AutoTeam to give new players to the attackers on attack/defend maps if the teams are even

What? Idiots! Attack advantage is not a good thing. Sad
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mark
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« Reply #9 on: January 29, 2009, 11:01:50 AM »

Quote from: Valve
Changed AutoTeam to give new players to the attackers on attack/defend maps if the teams are even

What? Idiots! Attack advantage is not a good thing. Sad
I just realized that autoTeam isn't even placing randomly any more then, it is placing you on the team with least players OR the attacking team.

Kinda dumb...
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claws
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« Reply #10 on: January 29, 2009, 11:09:36 AM »

I suppose the idea is that it stops you playing the same stage of Goldrush for an hour and an half...I kind of agree with mode though.
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mark
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« Reply #11 on: January 29, 2009, 11:14:15 AM »

I suppose the idea is that it stops you playing the same stage of Goldrush for an hour and an half...I kind of agree with mode though.
Nope, four has been known to hold it against 300.
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Teatime


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« Reply #12 on: January 29, 2009, 02:14:52 PM »

Quote from: Valve
Changed AutoTeam to give new players to the attackers on attack/defend maps if the teams are even

What? Idiots! Attack advantage is not a good thing. Sad

Hmm, looking at the TF2Stats (Round win percentage by team) you can see that on Dustbowl, Goldrush and Badwater the attackers appear to have an disadvantage (even when considering how many braindead people are playing the game), so for those maps the idea might be valid.
However, interestingly enough Gravel Pit appears to favour the attacking team ...

Perhaps Valve should make the way AutoTeam is handled a server variable (allowing to be set differently for each map?)
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Terror
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« Reply #13 on: January 29, 2009, 02:17:05 PM »

I suppose the idea is that it stops you playing the same stage of Goldrush for an hour and an half...I kind of agree with mode though.
Nope, four has been known to hold it against 300.

That would be an epic machinima vid.

"4 spartan engies against an army of 300 Persian soldiers"

etc.etc.
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Teatime


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« Reply #14 on: January 29, 2009, 02:19:58 PM »

On second thought, sometimes I wish the AutoTeam mechanism would take - in whatever way - skill into account (perhaps based on points, which might not be an accurate representation but at least gives an estimate) and assign the new player to the "weaker" team.

I have seen it a number of times that one team slaughtered the other just to have a newcomer autoteamed into their ranks to make the bloody thing even more lopsided.
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