Archive for February, 2008

CVG interviews VALVe about TF2

Not much new information here, Robin mentions a matching system that they are making for Left For Dead, but I’ll put it in the same category of “New medic achievements coming in two weeks”.

What I found most interesting in this interview was this quote, regarding more one liners for the classes:

“We’re bringing the voice actors backfor another session soon, and one of the things we want to do is torecord even more of those lines, so that if people have actuallyexhausted the lines there’ll be a new bunch for them to discover.”

Huge TF2 update coming tomorrow

There’s a very big update to TF2 coming tomorrow - it will include 4 maps, which means it will be around 200MB.

It’s recommended you all go to Steam Settings and enable Beta Participation in the first tab - that should get you high download speeds.

As usual, our servers will be updated as soon as the update is out, and cp_badlands will be put twice in the mapcycle so we can all learn it.

Full list of changes:

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

  • Badlands released
  • Changes to Dustbowl
    • Added a new access point to the stage2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and sentry gun fire
    • Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the “ceiling” clip
    • Fixed a gap behind stage 1, cap 1 house
    • Fixed a high perch on stage1 cap1 house roof
    • Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier)
    • Fixed a few places where rockets/demoman pipes could pass through non-solid models
    • Sealed up a gap over stage1 lower start gate
    • Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them
  • Changes to Capture the Flag Well
    • Fixed trains not starting on map spawn
    • Removed cap association from red spawns that were spamming console
  • Changes to Granary
    • Removed spawn timing advantage from the middle (from -3 to 0)
    • Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe)
    • Fixed a few places where players could get stuck between containers and silos
    • 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 asCounter-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 <class>.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 24player servers to also have a SourceTV proxy connected to it
  • Fixed Pyro’s flamethrower flames not showing up in SourceTV

Israeli TF2 Blog

Android brought to our attention a new Israeli TF2 blog, which is covering our league with predictions and match results.

Mossad League Launched

After a small delay we are happy to announce that we have finally finished our work on the league and are launching it! :)

The league will be played 6 vs 6 in a round rotation.

each round will be played on a weekend( Friday + Saturday) and will include 4 games per round with a total of 7 rounds.

A clan will play one game per round, a total of 7 games until the semi-finals.

The top 4 clans will move to the semi-finals to determine the top 3.

The prizes will be announced in a few days.

It is the clan leader’s duty to contact a ref in order to coordinate his match.

League Rules:

  • Games will be played as 6 vs 6.
  • Players are asked to behave towards all members and admins (no swearing,cursing,flaming,racism,etc`)
  • Cheating is not allowed - if a player is suspected to be cheating the suspected player needs to provide the demo from the clan match. If a Player has been found cheating the clan will be disqualified from the league.
  • All clan members must be registered in the forums and have their steamid in their forum profile.
  • All games will be played in Mossad League Server with an admin / ref present.
  • Every clan member MUST record a demo and take a screenshot at the end of the map.
  • If a player drops during the match the clan can request the other clan to put a player on “idle”.
  • Games will be scheduled by an admin / ref and the date/hour will fit both the clans.
  • In case a clan doesn’t show up to a match on time, they will be given 15 minutes extra for showing up. if they do not show up by then the clan will take a tech loss giving their opponent a win.
  • Games can be postponed up to one week , if the game won’t be played by then the failing to show up clan will get a tech loss.
  • Not obeying to the two above rule for 3 times will disqualify the clan from the league automatically.
  • If a clan did not coordinate by Thursday his match BOTH clans might be disqualified(will depend on the admins decision)
  • Maps to be played: cp_well, cp_granary, cp_gravelpit, cp_dustbowl, ctf_2fort, ctf_well
  • Game is played “vanilla” - no class limits, no crit limits, no respawn changes.

League Refs:

  • nick-
  • Shesek
  • Popeye
  • LukeAR
  • void

League Admins:

  • Eternal Bliss
  • Zal
  • MoD

If there is any problem feel free to contact one of the refs or admins.

Don’t forget you can practice as much as you want on our server by requesting a time slot

The league’s first round will start on Friday the 15th of February.

you can see the scores of the league and progress on the website