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 Post subject: Re: The updates thread
PostPosted: 26 Oct 2012 23:55 
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Real men don't sleep.

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If you say "plz" because it is shorter than please, then I'll say "no" because it is shorter than yes.


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 Post subject: Re: The updates thread
PostPosted: 27 Oct 2012 06:56 
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Quote:
Real men don't sleep.
What's your excuse then :?: :lol:


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 Post subject: Re: The updates thread
PostPosted: 27 Oct 2012 08:56 
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They say they fixed invisible buildings as well. I was getting worried it would impact highlander games.

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 Post subject: Re: The updates thread
PostPosted: 20 Dec 2012 13:26 
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Steam update
Quote:
- (Linux) Fixed excessive Steam cpu use when running Team Fortress 2
That's it, downloading ubuntu now.

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please do be careful what you post. There are nutters about hehe.


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 Post subject: Re: The updates thread
PostPosted: 18 Apr 2013 18:09 
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The steampipe beta is live. I'm converting now!


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 Post subject: Re: The updates thread
PostPosted: 18 Apr 2013 18:13 
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Don't rush for this! Apparently you can't join any servers till they are updated. I haven't tried it yet, but it could be no TF2 for me for a bit. :evil: :P


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 Post subject: Re: The updates thread
PostPosted: 18 Apr 2013 19:55 
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If you convert you can't join servers that haven't converted! Best to wait for the live update!


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 Post subject: Re: The updates thread
PostPosted: 19 Apr 2013 05:53 
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Whole Nut

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Wait, whats Steampipe?

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 Post subject: Re: The updates thread
PostPosted: 19 Apr 2013 16:16 
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It's a new file system Valve are implementing.


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 Post subject: Re: The updates thread
PostPosted: 19 Apr 2013 17:01 
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Joined: 03 Sep 2010 20:05
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https://support.steampowered.com/kb_art ... -QPFN-2491


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 Post subject: Re: The updates thread
PostPosted: 19 Apr 2013 19:43 
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Wasn't TF2 (Orange box) last game to use GCF files?

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 Post subject: Re: The updates thread
PostPosted: 22 Apr 2013 07:22 
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The conversion to SteamPipe is scheduled for 30th April. Here is a good FAQ to get ready for this. This info will be useful especially for those who involved in competitive TF2 and modding.

HOW TO GET READY FOR STEAMPIPE LAUNCH


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 Post subject: Re: The updates thread
PostPosted: 02 May 2013 10:41 
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Still no steampipe over here?

nvm, had to actually start tf2 lol

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If you say "plz" because it is shorter than please, then I'll say "no" because it is shorter than yes.


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 Post subject: Re: The updates thread
PostPosted: 10 Jul 2013 22:41 
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Update notes:

General:

-Added over 60 Gold Star community-submitted Workshop items
-Summer Claim Checks can now be redeemed for Summer Coolers
-Summer Cooler Keys are now available in the Mann Co. Store
-Map Stamps and Strange Filters for the new community maps cp_standin and cp_process are now available in the Mann Co. Store
-Reduced intensity of Bleed and Jarate screen effects under DX8
-Added text search functionality to the backpack and the store
-Added tf_hud_show_servertimelimit to display the server’s per-map time limit on the in-game HUD
-In MvM, if all team members unready, the pre-round countdown will stop
-In MvM, when robots are killed by sniper headshots or explosive headshot upgrade, they will drop ‘red’ money that will automatically be collected when it would otherwise dissolve
-Fixed a bug with the Unusual Adjustment Slider that would cause changes not to take effect
-Double-clicking a crate will now take you to the appropriate key in the store
-By default, items with non-standard qualities (ie., strange, unusual) will not be selectable as craft ingredient. The ingredient selection UI has a checkbox to disable this feature and allow selection.
-Unusuals and Stranges no longer stack in loadout equip pages
-Fixed a bug that would sometimes cause incorrect Steam Community Market prices to be shown on item tooltips when using non-USD currencies
-Fixed a bug that would cause the popular items page in the store to not always update correctly
-Fixed a bug where disguised red spies spawned a blue heal particle when touching healthkits
-Fixed a bug where certain projectiles and Engineer building gibs could cause doors to become stuck
-Fixed a bug where crouch animations would not properly play while in humiliation state
-Fixed a bug where full ÜberCharge effects would always show on the client if a player was killed with full ÜberCharge
-Fixed a bug that allowed custom item names/descriptions containing HTML to sometimes change the appearance of items in Steam Community
-Fixed level 3 dispensers missing geometry
-Fixed level 2 dispensers appearing identical to level 1 dispensers at certain LODs
-Fixed the Marked-For-Death effect showing over the head of disguised or stealthed players
-Fixed suicide deathnotices showing the dead player's last deployed weapon instead of the skull and crossbones
-Fixed characters in the loadout page sometimes appearing as if they were cloaked
-Weapon attributes will now show in the same order in-game and in Steam Community
-Support for the ITFItems/GetPlayerItems and ITFItems/GetSchema WebAPIs have been removed

Maps:

-Added cp_standin and cp_process
-Renamed mvm_coaltown_event to mvm_ghost_town to fix a problem with voting for challenges in MvM when on Coal Town
cp_badlands
-Fixed jumps being ruined by small rock ledge near spiral
-Fixed prop collisions
-Fixed clip smoothing

cp_dustbowl

-Fixed players building in Blu's first spawn
-Fixed players shooting through rocks in stage 2
-Fixed collision in tunnels in stage 2
-Fixed textures not displaying properly in Pyrovision
-Fixed lighting on cliff faces
-Fixed skybox error in stage 3.
-Fixed players getting killed through the ceiling under stage 2 cap 1
-Adjusted ceiling height in stage 3 tunnel for better clearance
-Cleaned up prop collision

cp_egypt

-Fixed clip brush exploits
-Players can no longer build on top of arches and high ledges

cp_gorge

-Players can no longer build in Blu's first spawn room
-Changed scale of water texture

cp_granary

-Fixed improper orientation on arrow signs
-Fixed players getting above red forward spawn
-Fixed players building on cargo containers inside spawn room
-Fixed holes in skybox geometry
-Removed collision from hanging lamp over Red spawn
-Removed collision from security cameras above Red and Blue spawns
-Mirrored fence alcove from Blu final cap arena to Red side
-Balanced collision of rocks in final capture arenas
-Re-ordered spawns in the first spawn room to be consistent between Red and Blu

cp_gravelpit

-Clipped roof of building over cap A
-Removed helthpack under terrain
-Added decals under health kits and ammo packs

cp_gullywash

-Fixed players getting out of the map near the middle capture point
-Fixed collision exploits near middle capture point

cp_mountainlab

-Fixed collision issues on the ladders and hill that lead to the first point
-Fixed static prop lighting

cp_steel

-Fixed players blocking Blu's spawn exit door leading to capture point B
-Fixed collision on ledge near capture point B
-Players can no longer build inside Red spawn room.
-Blu spawn point over grate removed.

ctf_2fort

-Fixed building inside of spawn doors
-Fixed clipping exploits on battlements
-Fixed height of door leading to spiral stairs in Blu base so players can now crouch past a placed dispenser
-Cleaned up prop collision
-Smoothed clipping on wagon wheel and other props

ctf_well

-Fixed players jumping out of the map

koth_king

-Health and ammo packs now match on Red and Blu sides of the map
-Players can no longer build in spawn doors

koth_lakeside

-Fixed rockets passing through terrain near the capture point

koth_viaduct

-Players can no longer build in spawn room rafters

mvm_bigrock

-Fixed players building on rock in cave section

pl_badwater

-Fixed player clip brush exploits and missing player clip brushes on roofs and rock walls
-Fixed player clip smoothing
-Fixed fence collisions
-Fixed floating rocks in skybox
-Fixed lighting on props
-Fixed lighting on canyon vista
-Handrails no longer collide with bullets and projectiles
-Performance increase through poly reduction, model collision reduction and model fade distances
-Players can no longer build inside Blu spawn room
-Players can no longer be trapped with teleporters under the sign by the first capture point
-Players can no longer enter the room overlooking the final cap through the windows before point 3 is captured
-Players will now be crushed by closing doors upon the capture of point 2

pl_barnblitz

-Fixed building in the skybox above Red's final spawn
-Teleporters will no longer self destruct when used on the battlements near Blu's first spawn

pl_frontier

-Fixed spawn doors not working properly after second capture.
-Players can no longer build inside kill volumes
-Players can no longer build inside of Blu's second spawn room
-Red players can now enter the Blu team spawn upon round win

pl_goldrush

-Fixed collision on props and clip exploits
-Fixed buildings being prohibited from construction in the garage near the end of stage 3
-Players can no longer block the cart through the wall in stage
-Players can no longer build in spawn exits
-Players can no longer build on the shack roof near the end of stage 3
-Players and buildings can no longer be killed through the floor in stage 1 in the upper room by the cap
-Players can no longer build on the perch in stage 1
-Handrails no longer collide with bullets and projectiles

pl_thundermountain

-Fixed gate visible through ceiling in stage 3
-Fixed clipping in stage 3 Blu spawn
-Prevented players from building in the cliffside kill zone in stage 1

pl_upward

-Fixed exploit where Blu team could be trapped in their final spawn room
-Fixed gap in collision which allowed Blu players to be shot in their first spawn
-Fixed fade distances on props in Blu spawn
-Fixed players building under catwalk on the ledge of the final pit
-Fixed clip brush exploits
-Players can no longer be trapped by teleporting under stairs near final capture point
-Players can no longer build inside of Red's final spawn room
-Players can no longer build inside of spawn room doors
-Players can no longer be trapped inside of the capture point sign
-Prevented Blu team from entering final spawn room while it is neutral
-Smoothed clipping collision
-Collision performance increases
-Handrails no longer collide with bullets and projectiles
-Replaced floor texture in Red team final spawn room

plr_hightower

-Fixed clip brush exploit above building on cliff edge

plr_nightfall

-Fixed players jumping outside of the map
-Reduced prop collision

plr_pipeline

-Fixed invisible faces
-Handrails no longer collide with bullets and projectiles

tc_hydro

-Fixed clip brush exploit where players could get out of world
-Fixed players getting on top of monument.

Items:

-The Chieftain's Challenge, Lord Cockswain's Pith Helmet, That '70s Chapeau, The K-9 Mane, The Stovepipe Sniper Shako, The Pounding Father, and Vox Diabolus can now be painted
-"The Public Enemy", "The Urban Professional", and "The Dumpster Diver" sets will now show up as sets in the in-game UI
-Cursed Soul items (Halloween zombie skins) are now renameable
-Strange Bacon Grease can now be gift-wrapped
-Added LODs to the Airborne Armaments set items
-Fixed Bison/Pomson projectiles getting stuck on doors
-Fixed Baseballs and Jars sometimes going through thin geometry

-Crit-A-Cola
Removed: Damage taken mini-crits
Added: Damage taken increased 25%

-Shortstop
Added 20% bonus healing while deployed
Added 80% vulnerability increase to all push forces while deployed

-Winger
Added +25% Jump Height bonus when active

-The Special Delivery (set)
Removed: +25 max health on wearer
Added: Leave a calling card on your victims

-Battalion's Backup
Added additional +15% Sentry damage resistance to all teammates while banner effect is active (50% damage reduction while banner is active)
Rage is now generated from damage dealt instead of damage received

-Black Box
Rocket explosions now use correct sound

-Begger’s Bazooka
Fixed an exploit that allowed players to hold a set fixed number of rockets (reload cancelling)
Misfired Rockets now remove one loaded rocket from the clip

-Concheror
Rage is now generated only from damage dealt
Buffed players now receive a speed boost, in addition to the previous Health-On-Hit effect

-Cow Mangler 5000
Reduced clip size (from 5 to 4)
Removed -10% damage attribute
Removed 5% slower reload attribute
Added missing "sets players on fire" description text
New particles and sound

-Escape Plan
Players receive the Marked-For-Death effect after deploying, and for a short period after holstering.

-Liberty Launcher:
Removed: 25% reduced clip size penalty
Added: 25% reduced damage penalty

-Original
Rocket explosions now use correct sound

-The Tank Buster (set)
Removed: +20% Sentry damage resistance on wearer
Added: Leave a calling card on your victims

-Phlogistinator
Fixed "Mmmph" progress resetting after touching a resupply cabinet

-Powerjack
Added: 15% increase move speed while deployed
Added: 20% damage vulnerability to all sources

-The Gas Jockey's Gear (set)
Removed: +10% faster move speed on wearer
Removed: +10% bullet damage vulnerability on wearer
Added: Leave a calling card on your victims.

-Chargin' Targe
Added: Afterburn immunity

-Loose Cannon
Range no longer affects direct cannonball impact damage
Reduced charge time to 1 second
Added: Double-Donk (directly impacting an enemy within half a second before the bomb explosion) sound and particle effects
Double-Donk damage now mini-crits

-The Expert's Ordnance (set)
Removed: +10% fire damage resistance on wearer

-Buffalo Steak Sandwich
Removed: Damage taken mini-crits
Added: Damage taken increased 25%

-Dalokoh's Bar
Increased amount of health restored per-bite from 15 to 25

-Gunslinger
Fixed a bug that caused mini-sentries to heal while being constructed

-Rescue Ranger
Minor increase in damage per bolt
Increased building healing from 50 to 75 per bolt

-Short Circuit
Ammo cost reduced when an attack destroys a projectile.

-Wrangler:
Slightly reduced accuracy of manually-controlled sentry at long range
Protective shield now fades 1 second after the owning Engineer dies

-Crusaders Crossbow
Changed arrow projectile to a large syringe
Added new trail effects
Smoothed out reload animation (DPS unchanged)
Fixed being able to heal players that are using items that block healing

-Quick-Fix
Added 50% Overheal
Über now affects the medic when there's no heal target
Shotguns with pushback (Force O' Nature) no longer affect players under the effect of Quick-Fix’s Über

-Vaccinator
Über now fully absorbs crit damage for the selected damage type, but depletes Übercharge based on the amount of damage prevented

-Bazaar Bargain
Fixed the starting charge rate being -40% instead of -20%
Capped the max charge rate to 200%

-Cozy Camper
Removed movement penalty.
Added: Damage taken increased by 20%

-Darwin's Danger shield
Added: Bullet damage taken reduced by 15%
Added: Explosive damage taken increased by 20%

-The Croc-o-Style Kit (set)
Removed headshot immunity
Added: Leave a calling card on your victims

-Dead Ringer
When under the effect of Feign Death, damage taken decreases the duration of the effect

-L'Etranger
Added: 40% increased cloak duration

-Spy-cicle
Fixed a bug that would cause the charge meter to not reset when the spy was killed

-The Saharan Spy (set)
Removed: Reduced decloak sound volume
Removed: 0.5 sec longer cloak blink time
Added custom particle effects when taunting

_________________
There is always a Torn in garage.

If you say "plz" because it is shorter than please, then I'll say "no" because it is shorter than yes.


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 Post subject: Re: The updates thread
PostPosted: 10 Jul 2013 22:43 
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Posts: 1549
Location: Leeuwarden, Netherlands
RIP silent decloak spies :(

Well, spies WERE a bit overpowered if you ask me.

All in all a very good update with lots of weapon updates on those that weren't used at all.

_________________
There is always a Torn in garage.

If you say "plz" because it is shorter than please, then I'll say "no" because it is shorter than yes.


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