86 Online Users ? click here to register!

Login

email address
 
password
 

SlashQuit

  • Front
  • Forums
  • RSS Feeds
  • Other Tools
  • Who's Online

Games

  • Servers

Hosted by

  • COMCEN
  • Spin Internet

TF2 Update [30/04/2008]

noetix, 03:48pm 30th April go to team fortress 2

The required Team Fortress 2 update is now live. Please run hldsupdatetool to receive it. The specific changes include:

Source Engine:
Improved particle performance on multi-core machines.
Added FOV slider to Options | Video | Advanced for all games (moved there from TF2's multiplayer options) Fixed surround sound initialization problems with new speaker modes defined in Vista.

Team Fortress 2:
Added Goldrush.
Added Character Info and Loadout to the main menu.
Added 39 Medic achievements.
Added unique Medic items:
- The Blutsaugher, The Kritzkrieg, and The Ubersaw.
Added new attack animations to most melee weapons.
Added new speech for the Heavy and Demoman.
Added Stopwatch mode to Tournament mode.
- Automatically used on Attack/Defense maps.

Teleporter effect no longer shows up on invisible or disguised Spies.
Spies disguised as their own team can now capture control points.
Increased force taken by pipebombs by bullets and explosions Target ID hud is now colored red or blue to match the spectator target.
Tournament mode no longer ends matches early if the time limit is nearly up when a new round starts.
Fixed exploit where clients could start benchmark mode on servers.
Fixed drowning exploit that allowed players to regenerate health.
Fixed reload exploit that allowed plays to fire instantly after switching weapons.
Fixed flamethrower bug where a player flush against a wall couldn't be lit on fire from the front.
Fixed invulnerability overlay not drawing if the invuln player was previously on fire.
Fixed "times used" entry in teleporters maxing out at 32.
Fixed rare client crash on level change during control point capturing.
Minor fix to stat gathering to prevent players using sv_cheats to easily garner achievements.

For mapmakers:
- Mapmakers can now directly place the tf_gamerules entity into their map. Fixes Hammer thinking the inputs to it are broken.
- Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable.
- Added "AddRedTeamScore" and "AddBlueTeamScore" inputs to tf_gamerules.
- Added "SetRequiredObserverTarget" input to tf_gamerules. Force spectators to use the specified viewpoint.

Granary:
- Added setup time logic, and gates to the middle.
- Fixed an overlay alignment bug on one of blue's gate signs.
- Minor lighting fixes in red/blue spawns.

2Fort:
- Added medium ammo and health to basement hallways.
- Added small ammo and health to top of spiral.
- Fixed a clip brush exploit outside blue sniper deck.
- Fixed number "2" overlay on front of red base not being assigned to the brush face.

Jason
back to the top flat / nested Start of Replies (13)
wch you are not logged in
04:49pm 30-04-2008 #1

Gates in the middle of Granary..

To little, to late :<

stan! you are not logged in
05:45pm 30-04-2008 #2

one of the maps forgot which one but you can get on the roof if your an engineer by building a dispenser to climb up, was awesome cause we had 4 engineers on the roof with sentries :D

Ninja you are not logged in
07:30pm 30-04-2008 #3

They could have released this on the new month. most people are capped in aus, including me, and it pisses me off i cant play :P

Grrrdian you are not logged in
08:02pm 30-04-2008 #4

ooh goldrush

DeKrow you are not logged in
10:50pm 30-04-2008 #5

Had a crack this afternoon and there were a minimum of 5 medics on each team all trying to get their achievements, so much so that very few of them were healing injured teammates or showing any signs of actually trying to play the game properly. It also highlighted, to me anyway, how quickly spies and scouts can be killed by medics (with their frequent crit bonesaw slashes) to the point it made me feel that the medic should be nerfed a bit.

The medic rush will disappear pretty soon, but it ruined the fun for me today, and I can see the same class rush happening if they progressively add bonus items for one class at a time.

Grrrdian you are not logged in
11:53am 01-05-2008 #6

do people really care about achievements that much? :/
i have nfi which achievements its possible to get even, never really looked

DeKrow you are not logged in
03:36pm 01-05-2008 #7

As it turns out, I've only got 15 of a possible 56 awards. I don't give a fuck, I just like stabbing cunts in the back and persistently annoying engineers by sapping their gear.

I think they care more about getting the extra weapons that are available once certain achievements (or a certain quota of achievements) have been gained. There were even dickheads asking the opposing team to have a spy (or whatever class they needed) "meet me here" so I can kill you to get my X award. My semi-sarcastic reply was along the lines of Generation Y and their wanting everything for nothing, and what's the point of an award if it's not earnt.

grrrr cunts

But then my IRL personality says: who cares, it's a fucking computer game, how can you not expect to run into teenyboppers with an underdeveloped concept of reality?

wch you are not logged in
04:20pm 01-05-2008 #8

oh internet, you have given me the lulz again.

DeKrow you are not logged in
09:10pm 01-05-2008 #9

I have teh intarweb at hoem

Grrrdian you are not logged in
10:11pm 01-05-2008 #10

HAHAHA wch

Lin you are not logged in
11:16am 02-05-2008 #11

http://au.pc.gamespy.com/pc/team-fortress-2/867088p1.html

A list of the new medic achievements. Personally I think a fair few of them are quite ridiculous and pointless, I really cant imagine a lot of these being achieved legitimately.

Master Phi you are not logged in
11:20pm 02-05-2008 #12

all they need is a field ops and goldrush is like ET now :D

unifex you are not logged in
08:20pm 04-05-2008 #13

they obviously cranked the medic achievements due to the fact there's rarely any of them in pub.

back to the top flat / nested End of Replies (13)
© 2008 SlashQuit Enterprises This is your 1st page this session. Loaded in 0.011 seconds.