Jungle Inferno

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
I found this irritating. After we capped the first point, I was waiting for a med kit to respawn and it took me a while to realize it will never come. I'm wondering if it was done to save resources, but I can't imagine pick ups taking a lot of resources...
My guess is that they do it to discourage people from sticking around in the first section of the map (the same reason they activate the one-way doors to prevent players from going back), but like you said, it's just weird and confusing.
 

hutty

aa
Mar 30, 2014
538
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As some have mentioned the lighting on the mercenary park map feels quite odd. It feels like a map where light bounces wern't computed propperly, although they do appear to be there, I might investigate further if i'm bored enough later today.

TF2 maps have usually had a flat stagnant feel to their lighting compared to other games (overwatch, cs:go), but mercenary park is especially bad.
 

Powerlord

L3: Member
May 8, 2010
127
60
Mandatory update just hit. Patch notes below.

Edit: Forgot to mention, the game version is now 4197184 in case HUD authors need it.

  • Fixed a client crash related to the Dragon's Fury
  • Fixed showing only a few weapons instead of the full set when redeeming a War Paint
  • Fixed an exploit related to the Heavy's health and the G.R.U.
  • Fixed contract objectives related to the Direct Hit not registering
  • Fixed contract objectives related to sentries not registering
  • Fixed War Paints and weapons that came out of campaign cases not displaying the correct rarity
  • Fixed being unable to turn-in one of the bonus objectives for the Medic contract
  • Fixed players being able to use the Thermal Thruster during the freeze period at the beginning of the round
  • Updated koth_lazarus
    • Fixed an issue with map-specific sprites not loading
  • Updated pl_enclosure_final
    • Fixed various errors related to textures
  • Updated cp_mercenarypark
    • Fixed enemy players being able to enter opposing spawn rooms
    • Fixed an area near cap A and cap B where engineers could build in inaccessible areas
    • Fixed spawn room doors sometimes becoming blocked
  • Updated Steam Controller support
    • Game controllers which are attached but left idle no longer cause the game to assume that Steam Controller input is desired.
    • Reverted configuration change which caused some non-Steam Controller devices to default to using Steam Controller configuration. Users can re-enable this via the Steam Big Picture UI if desired.(Conversely, players who prefer the legacy gamepad mode, should ensure this setting is not enabled.)
 
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CafeineMan

L2: Junior Member
Jul 31, 2010
95
17
  • Fixed an exploit related to the Heavy's health and the G.R.U.

Good ! Yesterday I've played 3 party in a row with an immortal heavy. So exasperating...
I still see a lot of aimbot and players who change weapons out of the spawn.

...and this update do nothing with the most important : the matchmaking. Very unbalanced party, with lot of AFK and at times, 10 players vs 6 (or all of a sudden, no one). It's not good for the game.
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
4,694
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  • Updated Steam Controller support
    • Game controllers which are attached but left idle no longer cause the game to assume that Steam Controller input is desired.
Nice. I was getting sick of not being able to use the mouse in the class menu, and having to reach over to hit the A button to join arena maps.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
They still haven't fixed the Double Donk feature, which is unfortunate because that's one of the bonus objectives for the Loose Cannon

EDIT: I also hope that the TF Team updates the Ubercharge objectives so that they can be done with anything that isn't the stock Medi Gun

EDIT #2: they fixed double donking yay
 
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Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
They still haven't fixed the Double Donk feature, which is unfortunate because that's one of the bonus objectives for the Loose Cannon
It's possible to do the bonus objective, but h a r d. Double Donk effect only works on ubered enemies apparently, every other occasion is just a mini-crit.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
Some of the bonus objectives are... tedious. I don't think I'll get the "extinguish with jetpack" one without having a friend ignite themselves with the Cow Mangler. That said it's nice to have something akin to achievements back.

I like the Dragon's Fury and jetpack. Not sure when using gas can is better than just spamming Detonator/Scorch Shot?
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Don't think this is supposed to happen...

B179A65C6AE616989078FDCCE4425869575294D2


Nope it's not.

A5195BC0397BBFA54944AB7A9E1EA77A9EE409AA
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
So about that bar at the top of the window that has the Find a Game button, the quit button, and what I'm guessing are some kind of chat button and a list of your "party" on the left... it sticks around during the map change screen, but isn't actually clickable. And not just when the game literally freezes up because Source can't actually do a map change without freezing; even when input is still working and I can make the Cancel button light up by hovering over it. I was excited for a moment that maybe Valve had finally fixed the responsiveness issue. The reality was so much dumber than I could have imagined.
 

hutty

aa
Mar 30, 2014
538
444
Considering that source freezing while loading a map is still a thing in cs:go I doubt its going away anytime soon. Would be nice, but its probably part of the engine that dates back to quake and fixing it would cause a cascade of other issues.
 

Powerlord

L3: Member
May 8, 2010
127
60
Considering that source freezing while loading a map is still a thing in cs:go I doubt its going away anytime soon. Would be nice, but its probably part of the engine that dates back to quake and fixing it would cause a cascade of other issues.
Warning: This may sound like technobabble.

It's because they're loading the map on the UI thread, which is basically the first thing you learn not to do when designing UIs (you spin off a new thread instead and then have a callback to the UI thread when it finishes).
 

Powerlord

L3: Member
May 8, 2010
127
60
Another mandatory update arrived while I was typing that last message.

  • Added a Steam Workshop tag for War Paint submissions
  • Updated the description for The Gas Passer
  • Updated The Ubersaw to support the Cool, Hot, and Isotope Unusual effects
  • Updated the models/materials for The Nuke, The Snowmann, and The Fireman's Essentials
  • Updated the following Contracts:
    • Reduced the number of times the bonus objectives for the Thermal Thruster Contract need to be completed
    • Reduced the number of times "Defend the control point" objectives need to be completed
  • Fixed The Loose Cannon not being able to Double Donk
  • Fixed the afterburn duration for The Huo-Long Heater, The Sharpened Volcano Fragment, The Huntsman, and The Cow Mangler
  • Fixed the charge meters for The Phlogistinator and The Gas Passer overlapping in the HUD
  • Fixed the charge meter not recharging for The Fishcake and The Robo-Sandvich
  • Fixed The Fishcake not honoring the viewmodel minmode setting
  • Fixed The Festive Black Box not working for Black Box Contracts
  • Fixed the charge meter for The Sandvich not resetting to 100% when the player picks up a health kit
  • Fixed the 2nd objective for the Brass Beast Contract
  • Fixed the HUD prompt for a movable building so it shows the proper Steam Controller button text
  • Fixed party invite and join requests being inconsistent with five or more players in the group
  • Fixed the party invite mode setting not saving when exiting the game
  • Fixed party invite mode and ignore party invites settings not always working as expected
  • Fixed a case were a party invite or join request would reappear after being acted upon
 

henke37

aa
Sep 23, 2011
2,075
515
The thing is, graphics often require being done on the UI thread because of reasons. A lot of the loading has to be done on the UI thread.
 

Powerlord

L3: Member
May 8, 2010
127
60
New update is about to land

  • Fixed the firing speed for the Pretty Boy's Pocket Pistol (now faster)
  • Fixed a client/server crash related to contracts
  • Fixed a server crash related to taunting
  • Updated The Dragon's Fury such that extinguishing a teammate will return 20 health to the Pyro, matching other flamethrowers
  • Abandon/disconnect dialogs now show controller hint icons when Steam Controller is active
  • Removed trade restrictions from the Prinny items
 

Powerlord

L3: Member
May 8, 2010
127
60
I'll include all of the patch notes, including the Scream Fortress note:

  • Scream Fortress IX has arrived!
    • Play your favorite classic Scream Fortress maps!
    • Free Halloween contracts and rewards added to the ConTracker!
    • Event runs through November 8, 2017
    • Updated Brimstone
      • Players now crit and healthboost when exiting the Hell area instead of just ubercharge
      • Increased slightly RED team respawn time on the last area
      • Fixed the coffin music playing into the next round from previous one
      • Fixed Monoculus sometimes getting stuck to certain locations
      • Fixed players sometimes getting stuck to other players in Hell area
      • Adjusted preferred nav-path for Merasmus to prevent him going into RED final base
  • Fixed The Thermal Thruster not doing 3x damage when landing on enemies
  • The Thermal Thruster no longer fully stuns mini-bosses in Mann vs. Machine mode
  • Fixed an LOD bug with The Holiday Punch
  • Updated model/materials for The War Eagle
 

Powerlord

L3: Member
May 8, 2010
127
60
Another day, another update. That's 5 in a row, 6 if you ignore weekends.

  • Updated the Case Global Unusual Effects to draw from a pool of previous years' Halloween Unusual effects during the Scream Fortress IX event. This applies to all cosmetic cases.
  • Fixed all classes doing 3x damage when landing on enemies
  • Fixed the Flare Contract Bonus Objective requiring mini-crit kills instead of crit kills
  • Made it easier to score "defend an objective" style Contract objectives
  • Lowered the requirements for the Amputator Contract's bonus objectives
  • Fixed a case where players standing directly in front of the Pyro would not get burned
  • Fixed a bug related to the Medi Gun and changing class/loadout while being healed
  • Updated Mann vs. Machine
    • Removed the "Faster recharge rate" upgrades from The Dragon's Fury
    • Fixed the missing "Increased Airblast Push Force" upgrade on The Dragon's Fury
 

Powerlord

L3: Member
May 8, 2010
127
60
Just to mess with us:

We've released a second mandatory update to fix some missing files from the first. Apologies for the confusion. You will need to update your servers again. The new version number is 4207643.