Update 120

Apr 19, 2009
4,460
1,722
Engineer update!!!!!!!

Team Fortress 2 Update Released
Product Update - Valve
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Team Fortress 2
  • Added further PropHunt mode support
  • Added a "SetCustomModelRotates" input, which will enable/disable whether the custom model should rotate yaw (enabled by default)
  • Added a "SetCustomModelVisibletoSelf" input, which will set whether or not the local player should see his own custom model
  • Fixed the Engineer being able to build more than 1 of each type of building
  • Fixed old Engineer build keybinds not working with the new system
  • Fixed a client crash on shutdown
  • Fixed the Gunboats not properly applying the damage reduction when Spectators are nearby
  • Fixed post-processing bug which could cause tone mapping to become stuck at highest setting

Na its just a bunch of bug fixes.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
I'm always amazed how bits of their code seemingly unrelated to an update get broken, then the speed at which they manage to fix them. Whenever I coded and something broke it might take me a week to figure out a solution :/

But then I was only 9 or 10
 

Sel

Banned
Feb 18, 2009
1,239
2,570
I would love to know how spectators could cancel the effect of gunboats lol.
 

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
I would love to know how spectators could cancel the effect of gunboats lol.

spectators counted as people within the radius of rocket blasts, negating the gunboat effect

it is the engineer update, it's just a minor one regarding his buildings
 

Azazoth!

L1: Registered
Feb 6, 2010
33
14
Ah well. I had my five minutes of fun spamming sentries across koth_sawmill with friends, so I'm happy.

(Also, I'm amused at the first bullet point. I wonder what "further PropHunt mode support" entails?)
 
Last edited:

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
(Also, I'm amused at the first bullet point. I wonder what "further PropHunt mode support" entails?)

Update 118 removed the ability to parent things to players, breaking all the prophunt movement code. (Valve intended this to break Custom Hat plugins, not prophunt)

Update 119 silently added the player input SetCustomModel and SetCustomModelOffset which Drunken_f00l requested and then told us (GM) about.

Update 120 contained "Further" support for SetCustomModel settings, which was requested by Drunken_F00l and I

Update 121 will hopefully fix the crashes related to using SetCustomModel that I reported to Valve.
 

zaratustra

L2: Junior Member
Feb 1, 2009
52
1
OK I successfully change a player's model by using

Code:
	SetVariantString(sPath);
	AcceptEntityInput(client, "SetCustomModel", client, client, 0);
but how do I change him back?
 

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
OK I successfully change a player's model by using

Code:
	SetVariantString(sPath);
	AcceptEntityInput(client, "SetCustomModel", client, client, 0);
but how do I change him back?
If you call SetCustomModel with a parameter of “”, it’ll clear the custom model and return to using the appropriate class model.
 

Retroid

L5: Dapper Member
Aug 25, 2009
206
22
Do we reckon that we'll get mutations like LFD2 did? I know they're very different games and with TF2 being a flat-out, fair competition it doesn't hand itself to rule changes. It could work though, I wouldn't mind seeing crit-scouts vs crit-soldiers for example...
 

Azazoth!

L1: Registered
Feb 6, 2010
33
14
Update 118 removed the ability to parent things to players, breaking all the prophunt movement code. (Valve intended this to break Custom Hat plugins, not prophunt)

Update 119 silently added the player input SetCustomModel and SetCustomModelOffset which Drunken_f00l requested and then told us (GM) about.

Update 120 contained "Further" support for SetCustomModel settings, which was requested by Drunken_F00l and I

Update 121 will hopefully fix the crashes related to using SetCustomModel that I reported to Valve.

Ahh, interesting! I haven't played Prophunt much (or recently), so I hadn't heard about it breaking. Nice to see how much support Valve's giving the prophunters!
 
Mar 23, 2010
1,872
1,696
Do we reckon that we'll get mutations like LFD2 did? I know they're very different games and with TF2 being a flat-out, fair competition it doesn't hand itself to rule changes. It could work though, I wouldn't mind seeing crit-scouts vs crit-soldiers for example...

nah. mods pretty much cover it.

CTF w/ no engies/scouts?