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 Post subject: The updates thread
PostPosted: 24 Jun 2009 07:34 
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There were other threads about updates but I am too lazy to find them, so here is a new single one for all the upcoming updates.

Quote:
Team Fortress 2, Episode 1 & 2, and Portal
Added support for the Novint Falcon


General
Added an option to the advanced multiplayer menu to select left or right handed view models
Fixed a bug where a spectator's wearable items could be seen floating around the player they were spectating
Fixed a bug where a fake Spy hand would appear on the screen of other players
Custom death animations now only play 25% of the time
Fixed teleporters not being build-able in some places where they should be (such as within the pit at the end of Badwater Basin)
Fixed rare client crash on connection and level change
Removed refract from water ripples caused by bullet impacts for performance reasons
Added log entries for player extinguished events using the medigun, jarate, flamethrower and dispenser
Started tracking localization settings to help make decisions regarding localization in the future
Fixed the blank progress bar in the upper-left of the screen when the client scheme is reloaded

Mapmaker requests
Added spawn flag to func_respawnroomvisualizer that allows it be non-solid to players
Added SetSolid input to func_respawnroomvisualizer to change solidity to players dynamically
Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy


Sniper
Fixed a bad detection case in the "Friendship is Golden" achievement
Changed the description of the "Triple Prey" achievement so it better describes how to get it
Critical arrows now have a trail and correctly deal enhanced damage
The Huntsman now defaults to be right handed
Friendly arrows will no longer trigger the near miss sound on you
Fixed several sources of floating arrows

Spy
Fixed disguised Spies occasionally looking like they have invulnerability, instead of the correct fake Spy mask
Disguised spies will no longer lose their disguise weapon when they interact with a weapon locker
Fixed a bug where the spy's watch would randomly change models during play
Fixed uncloaked spies flickering in and out of the cloak effect when taking damage
The Cloak and Dagger now always regenerates at its intended rate. Previously it only regenerated at the correct rate when the spy was cloaked
Increased the Cloak and Dagger regeneration rate slightly
Capped the rate of energy loss from moving faster than run speed (falling / air toss) while cloaked with the Cloak and Dagger
The Dead Ringer's cloak consume rate has been slightly reduced, giving about an extra second of cloak time on a full meter
Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak meter instead of 100%. This drain only happens if the meter is at least 60% full
The Dead Ringer's cloak meter can now be regenerated from ammo sources
The Ambassador now only crits when fully accurate and no longer penetrates enemies
The Spy can no longer change weapons from the knife while shocked by the Razorback
Force-A-Nature & Flamethrower air blast knockback effects no longer work on disguised spies
Fixed disguised Spies showing the wrong teleporter effects when using an enemy teleporter


"Force-A-Nature & Flamethrower air blast knockback effects no longer work on disguised spies" this seems the most critical to me, even though I haven't seen it in effect very much

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 Post subject: Re: The updates thread
PostPosted: 24 Jun 2009 07:44 
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Force-A-Nature & Flamethrower air blast knockback effects no longer work on disguised spies.

That ^ makes me very sadface.

Stickied btw.

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 Post subject: Re: The updates thread
PostPosted: 24 Jun 2009 07:49 
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itzkin wrote:
There were other threads about updates but I am too lazy to find them, so here is a new single one for all the upcoming updates.

Quote:

Increased the Cloak and Dagger regeneration rate slightly
The Dead Ringer's cloak consume rate has been slightly reduced, giving about an extra second of cloak time on a full meter
Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak meter instead of 100%. This drain only happens if the meter is at least 60% full
The Dead Ringer's cloak meter can now be regenerated from ammo sources
Force-A-Nature & Flamethrower air blast knockback effects no longer work on disguised spies


They forgot one update : "The Dead Ringer has now been renamed to "God Mode".

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 Post subject: Re: The updates thread
PostPosted: 24 Jun 2009 15:06 
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Joined: 12 Dec 2008 20:26
Posts: 532
Location: Essex
Couldn't start up tf2 today after the update. I kept getting an error: "Steam has found a problem with your local game files. Games files will now be re-acquired from the Steam servers."

The file then failed to be re-acquired from the Steam servers.

Fix for me was to delete/rename the file "multiplayer op binaries.gcf" found in steam/steamapps and then restart steam.


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 Post subject: Re: The updates thread
PostPosted: 24 Jun 2009 18:59 
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Had the same problem as you Astro, my fix was more long winded by deleting local content and re-installing.


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 Post subject: Re: The updates thread
PostPosted: 24 Jun 2009 19:22 
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Joined: 02 Nov 2008 01:28
Posts: 91
Location: Belgium
I had the same problem with the update and renaming the 'multiplayer op binaries.gcf' resolved the problem.

Gazz

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 Post subject: Re: The updates thread
PostPosted: 24 Jun 2009 19:39 
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Location: Lincolnshire
OMG. It's already 20.38. I'm late! I hope I don't have any problems!

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 Post subject: Re: The updates thread
PostPosted: 25 Jun 2009 22:08 
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New update to fix the last update :lol:

Quote:
Team Fortress 2
Changed cl_flipviewmodels so it can no longer be set while connected to a server
Fixed problem with Loadout Menu "Back" button not preserving the currently equipped weapon
Fixed a case where an observer could set the observed player's view models
Fixed the Heavy's punches not matching mouse button presses when the view models are flipped
Fixed Bonk! ammo count exploit after using a regeneration locker
Fixed Dead Ringer damage reduction exploit involving Spy taunting
Reverted Force-A-Nature and airblast knockback on disguised Spies, so that they can once again be knocked back


Missed notes from previous update
The Ambassador no longer penetrates buildings
Removed the movement speed penalty on The Razorback


"Reverted Force-A-Nature and airblast knockback on disguised Spies, so that they can once again be knocked back"
what the hell, Valve? Make up your mind!

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 Post subject: Re: The updates thread
PostPosted: 26 Jun 2009 14:32 
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Joined: 12 Dec 2008 20:26
Posts: 532
Location: Essex
Quote:
Team Fortress 2
Removed the movement speed penalty on The Razorback


Obviously they have also decided that the Razorback is next to useless as instead of being backstabbed, snipers now get shot in the back of the head with the ambassador.


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 Post subject: Re: The updates thread
PostPosted: 26 Jun 2009 15:04 
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maybe if it added some speed boost it would be able to compete with jarate :D

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 Post subject: Re: The updates thread
PostPosted: 26 Jun 2009 15:32 
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Joined: 13 Apr 2009 14:32
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Razorback is way better than jarate on several maps, but lazytown is FAAAR from one of them. There is no way razorback can compete with jarate on lazy, even without the movement reduction.


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 Post subject: Re: The updates thread
PostPosted: 26 Jun 2009 20:07 
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i stick to smg tbh.

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 Post subject: Re: The updates thread
PostPosted: 26 Jun 2009 22:10 
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JumpinJesus wrote:
i stick to smg tbh.


Same here, generally.

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 Post subject: Re: The updates thread
PostPosted: 27 Jun 2009 00:25 
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Jarate gets you lots of assists.

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 Post subject: Re: The updates thread
PostPosted: 27 Jun 2009 01:58 
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Helps the team more as well... I almost never miss smg when using jarate. Getting loads more unscoped kills with rifle as well :P


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