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I go lethal on grim missions
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Author Topic: New TF2 update  (Read 6336 times)
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Junta
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« on: August 18, 2009, 07:30:30 AM »

APPLIED TO SERVER 1 AND 2

Team Fortress 2

Updated PL_Hoodoo. Changes from community mapmaker Tim Johnson:

"Added a balcony at 2-1 that I've rotated and cleaned up so it's a much better point, it attracts less sentry spam but is still holdable. 2-2 has a bit more breathing room and the one way route between BLU/RED spawn in stage 3 has gone and in its place some stairs up to the second level accessible from BLU's side."

Added "tf_ctf_bonus_time" ConVar to set the CritBoost bonus time for capturing the intelligence (0 to disable it)

Added "tf_arena_first_blood" ConVar to toggle the first blood feature in Arena mode (0 to disable it)

Added missing snowpuff particles for DX8 players

Fixed rocket jumping

Fixed sticky bomb attachment to props. They will now only ignore the saws in sawmill

Fixed Scouts going into reference pose in double jumps

Fixed the Ubersaw not displaying team colors

Fixed Spies disguised as RED Scouts not cloaking properly

Removed two more text messages for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode

« Last Edit: August 18, 2009, 07:34:52 AM by Junta » Logged
Power


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« Reply #1 on: August 18, 2009, 07:42:38 AM »

If by "reference pose" they mean "his legs are going against common laws of physics and/or anatomy" then what the hell is this pose referencing? Okay, with this update it looks like I can go back and actually start playing Smiley though I played yesterday already, but only as a sniper (which I'm rubbish at).
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Karthus
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« Reply #2 on: August 18, 2009, 10:29:18 AM »

CTF and Arena critcommands = awesome valve, now we can play them in Leagues again Tongue

I just hope they fixed the fps drops a bit, that ATI-users have on all the new maps.

And the rocket jumping issue: I was 100% sure, there will be a fix this night, so no big deal.

and with that sticky fix I hope they mean that stickys will now attach to cps again.
« Last Edit: August 18, 2009, 10:33:32 AM by abda » Logged
Hzza
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« Reply #3 on: August 18, 2009, 10:32:35 AM »

I just hope they fixed the fps drops a bit, that ATI-users have on all the new maps.
I thought that it was the latest drivers being shite that caused that? I just started using an FPS config so don't really notice it much any more.
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Karthus
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« Reply #4 on: August 18, 2009, 10:35:13 AM »

I just hope they fixed the fps drops a bit, that ATI-users have on all the new maps.
I thought that it was the latest drivers being shite that caused that? I just started using an FPS config so don't really notice it much any more.
I use a highfps config too, which sets all to dx8 and stuff. Before this update Ive got 200 fps all the time and now it drops to 50 in 12 player combats and to 30 on the new maps. I never changed something on my ATI drivers.
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Hzza
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« Reply #5 on: August 18, 2009, 10:37:48 AM »

Odd, I've only had the problem since I updated to the latest driver set. I think Chaos has the same problem.
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Power


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« Reply #6 on: August 18, 2009, 11:13:43 AM »

Wasn't this fixed with the update before this one? Something to do with level of detail being a fixed value, which made every card render every detail, no matter how far away it is, which caused the FPS drop?

I use ATI but didn't notice any drops yesterday (first time I played post classless update), no highfps config either.
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HeX
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« Reply #7 on: August 18, 2009, 11:41:43 AM »

Added missing snowpuff particles for DX8 players

HA HA HAHAHA Cheesy

Must be having a weird morning, thought this was hilarious!!! Cheesy
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egg



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« Reply #8 on: August 18, 2009, 11:58:46 AM »

What was needed to be fixed with rocket jumps??
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discordance


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« Reply #9 on: August 18, 2009, 12:02:48 PM »

the height got reduced and the damage increased
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Power


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« Reply #10 on: August 18, 2009, 12:03:58 PM »

The rockets weren't bouncing, when shot into the ground. Instead they exploded on impact.
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Hzza
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« Reply #11 on: August 18, 2009, 12:04:40 PM »

The rockets weren't jumping, when shot into the ground. Instead they exploded on impact.
That's Nineblade worthy.
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Power


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« Reply #12 on: August 18, 2009, 12:07:01 PM »

I realized that it got lost in translation somewhat and switched "jumping" with "bouncing" but now it sucks even more Sad ah well.

Quote
That's Nineblade worthy.

Is that a good or a bad thing?
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Junta
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« Reply #13 on: August 18, 2009, 12:11:05 PM »

Definitions of "To be Nineblade worthy"

1) To have plumbed the depths of humour, to have dug deep and extracted the worst, most awful gag that you could in any given situation - and to present this gag to the WDG community

2) To mention the obvious gag in response to a post on the forum, but have the genius to twist *anything* into a sexual angle - and to present this gag to the WDG community
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egg



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« Reply #14 on: August 18, 2009, 12:14:32 PM »

but have the genius to twist *anything* into a sexual angle

I'm sure you can twist *anything* into a sexual position/angle lol
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