פוסטים המתויגים בDustbowl

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

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TF2 Update 12/20/2007 – Dustbowl changes!

An update was released for Team Fortress 2:

Major points:

Team Fortress 2:
- Sudden Death mode is now a server option (a convar) and defaults to
OFF
- Sapped buildings now take slightly less damage from the Spy who sapped
them
- The Medic's Medigun now charges at an increased rate during Setup
time, to remove the need for self-damage grinding
- Prevented players from playing the "civilian" class
- Fixed exploit where the Medigun UberCharge wouldn't drain if you
switched weapons
- Fixed the flamethrower stuttering when firing directly into a building
- Added effects to players when they earn an achievement, visible to
other players nearby

Dustbowl:
- Now waits until either team wins fully before changing to another map
on server timelimit expiring
- Teams now score a point per captured control point, rather than per
sub round

- Prevented Demomen being able to launch grenades into the stage three
alleys while standing at the final cap point
- Fixed gaps in stage gates that allowed snipers to kill defenders
during setup
- Added stair access to the upper area in stage three after the first
cap
- Limited line-of-sight at the first control point in stage 3 to remove
a griefable sniper spot

How will the dustbowl scoring change affect league play?
And what's that exploit talking about, medic not draining Uber? That was a proper tactic :(

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