This one, that came today, is more recent than the one I posted this morning, and more updated.
Most interesting:
- Goldrush will use a “cinematic physics” system
- The current version of the unlockable medi-gun gives you 100% uber instead of invulnerability
- The goldrush cart will also act as a dispenser to help the attackers
CVG Interview VALVe, again.
So, where is hunted? First of all, goldrush is a hunted replacement:
Goldrush grew out of thinking about Hunted (Team Fortress 1’s game mode in which one team must defend a player-controlled VIP from the other - Ed),wanting to bring forward the value you get out of a Hunted game but at the same time solve some of the problems that caused Hunted to not really work in the public space.
But that doesn’t mean we won’t get our hunted in the future:
Goldrush grew out of that, and themain difference is that we’ve replaced the VIP character with, er, acart. This doesn’t preclude us from doing the original Hunted style -obviously some of the pros of Hunted didn’t come through, we did lose alittle bit. We’ll just see what people think.
Notice he means pros in the meaning of pros vs cons, not professionals (Though I know quite a bit of hardcore hunted players that didn’t move to 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.”
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
Published by MoD on February 5, 2008
in Smalls.
Android brought to our attention a new Israeli TF2 blog, which is covering our league with predictions and match results.
PCGamerUK visited VALVe, and have some preliminary details.
The game will have unlockable weapons for each class, which will be not only stronger, but will have various implications on the game balance.
The weapons will be unlocked by the new achievements - starting with medic, each class will have 36 new achievements. Getting half of them will unlock first weapon, getting other half will get second.
The first unlocked weapon for medic will be a double charger - instead of giving a temporary 150% health, it will give a permanent boost to max health to 200% - healing a heavy to full health will give him 600 health - and let him keep it while you go heal others. To balance this, using this weapon will barely charge Uber, if at all.
Second unlockable was not yet revealed.
The second new map, other than badlands, that valve are workign on, is not hunted, as we thought - not exactly.
It is called Goldrush, and will feature a cart that needs to reach certain stages of the level. The cart moves faster the more blue players are near it, but stops when a red player is in range.
- - -
The way I see it right now, valve doesn’t care much for clanned gameplay - How can such changes fit into professional play?
A nice big update was released for TF2. Changes are:
- Reduced Granary spawn advantage for capping the middle point
- Added new option for medigun beam to the Multiplayer->Advanced dialog.
If on, the medigun beam will stay attached to the current target without
the need to hold down the fire button
- Added new option for the sniper rifle to the Multiplayer->Advanced
dialog. If disabled, the sniper rifle won’t re-zoom after firing a
zoomed shot
- Added “nextlevel” server cvar. If set to a valid map name, server will
change to that map during the next changelevel
- Fixed PerfUI being used as a type of wall-hack on servers without
sv_cheats set to 1
- Fixed players turning into “Scout” model after lagouts (and a variety
of related issues, such as disappearing doors)
- Fixed obscure crash related to resolution changing
- Gave machinima creators access to “tf_testvcd” and “tf_testrr”
commands for playing scenes on characters
- SDK Launcher now has a drop list of engine versions in addition to a
drop list of games/mods. This eliminates the need to specify engine
version as a launch option
Servers have been updated, enjoy!
The time has come for the good ol’ TFC server to make a reappearance, it is up at 62.128.58.183:27015.
Server has plenty of maps (I uploaded most of the maps I have) but if you want another map uploaded contact me (MoD).
Currently voting is enabled, it takes 65% of the people in the server to change map - The current rotation is temporary, has most of the valve maps and a few customs.
If anyone wants to organise a pickup, reunion clan match, concmap contest or whatever, contact me as usual.
Enjoy!
Gamers prepare yourselves!
Next Friday, January 4th, 16:00 Israel Time, Mossad TF2 servers will go live!
The pre-launch party will start at 15:00 in #mossad.il, come show us your excitement!
We will celebrate the occasion with a festive one hour game of Dustbowl, followed by pickup matches at 17:00.
The launch will be preceded by a pre-launch 24 slots server that will come up Wednesday night, so you can get yourselves familiar in the Mossad neighborhood!
- - - -
While you wait you can also:
Published by MoD on December 24, 2007
in News.
VALVe are offering a lot on stuff on sale until January 1st:
TF2 - $26.95 - 105₪
The Orange Box - $37.45- 147₪
And 10%-50% Off on everything!
Steam purchases can be made with an international credit card and let you start downloading the game immediately, buy TF2 and join the fun!