TF2 update tommorrow..

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shadd_
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Joined: Tue Jun 28, 2005 4:02 pm

TF2 update tommorrow..

Post by shadd_ »

http://storefront.steampowered.com/v/in ... 1441&cc=CA
Updates to Team Fortress 2, the Source Engine, and SourceTV will be released tomorrow. The updates will be applied automatically when your Steam client is restarted. Click the link below for the full change list.

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
slowly
o Removed spawn timing advantage from the middle (from -3 to 0)
o Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe)
o Fixed a few places where players could get stuck between containers and silos
o 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
slowly move away from the button juggy.
+JuggerNaut+
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Re: TF2 update tommorrow..

Post by +JuggerNaut+ »

:olo: this one's fine. you tube link goes bye bye.
scared?
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Re: TF2 update tommorrow..

Post by scared? »

i thought this was gonna be the good update...fuck u...
shadd_
Posts: 2512
Joined: Tue Jun 28, 2005 4:02 pm

Re: TF2 update tommorrow..

Post by shadd_ »

it is. you don't like it.

pwned!
scared?
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Re: TF2 update tommorrow..

Post by scared? »

wait this one has new map badlands...fuck u again...

http://www.steampowered.com/v/index.php ... ws&id=1441
scared?
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Re: TF2 update tommorrow..

Post by scared? »

nice edit too pussy...
shadd_
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Re: TF2 update tommorrow..

Post by shadd_ »

scared? wrote:nice edit too pussy...
huh? crack pipe?
scared?
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Re: TF2 update tommorrow..

Post by scared? »

don't deny it moron...
Lieutenant Dan
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Re: TF2 update tommorrow..

Post by Lieutenant Dan »

Looking forward to it.
shadd_
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Re: TF2 update tommorrow..

Post by shadd_ »

the update was a lie!

but the cake was good.
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seremtan
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Re: TF2 update tommorrow..

Post by seremtan »

the lightmap update looks good

even better would be updating hl2/ep1 to use orange box tech, updating the SDK from beta to stable, allowing orange box mod creation and fixing the broken faceposer

oh, and do all this without breaking something else in the process, that would be an honest-to-gosh huckabee miracle!
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seremtan
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Re: TF2 update tommorrow..

Post by seremtan »

scared? wrote:don't deny it moron...
fuck u...
scared?
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Re: TF2 update tommorrow..

Post by scared? »

shadd_ wrote:the update was a lie!

but the cake was good.
fuck u kid...
shadd_
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Joined: Tue Jun 28, 2005 4:02 pm

Re: TF2 update tommorrow..

Post by shadd_ »

punk...
I cant spell u
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Re: TF2 update tommorrow..

Post by I cant spell u »

Can you still bunnyhop in tf2?
scared?
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Re: TF2 update tommorrow..

Post by scared? »

downloading now...jellus?...
scared?
Posts: 20988
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Re: TF2 update tommorrow..

Post by scared? »

cp is gayer than ctf...so does this make valve a herd of homosexuals?...
shadd_
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Joined: Tue Jun 28, 2005 4:02 pm

Re: TF2 update tommorrow..

Post by shadd_ »

Memphis wrote:I think i'm gonna give this a pop as I can't play much else that's big at the moment. Is it Half-Life 2 specs to run this or is it more hungry? HL2 engine stuff is about as far as my rig will stretch without trying to spontaneously combust.
tf2 is a little more cpu intensive. you should be ok though. you'll probably get the odd slowdown here and there.
scared? wrote:cp is gayer than ctf...so does this make valve a herd of homosexuals?...
it's called a flock of homo's.

moran..
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