TF2/DODS Update January 28, 2009

Icarus

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Sep 10, 2008
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Updates to Team Fortress 2 and Day of Defeat: Source have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2


Added percentage to UberCharge HUD panel for the Medic

Added upgrade progress and levels to Engineer HUD panel for all buildings

Added mp_tournament_allow_non_admin_restart server ConVar to allow server admin to toggle whether non-admin players can issue the mp_tournament_restart ConCommand on the server. Default is 1 (current behavior)

Added flag to the gamerules entity so map authors can override the HUD type being used. Allows map authors to force CTF or CP HUD to be used if they mix CTF/CP entities in the map

Added check in CTF HUD to make sure it doesn't point at disabled capture zones when the player is carrying the flag. Allows map authors to have more than one capture zone for each team in the map

Changed AutoTeam to give new players to the attackers on attack/defend maps if the teams are even

Fixed Pyro model not animating in the class menu

Fixed players getting stuck in the "prepare to respawn..." countdown loop

Fixed Natascha not getting the proper 75% of damage and slightly increased the strength of Natascha's slowdown

Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit

Fixed announcer saying "the cart is nearing the checkpoint" after the round has already been won

Fixed cloaked spies having a particle-beam effect while standing next to a dispenser that's healing them

Fixed server crash when trying to load a map that contains control points with duplicate index values

Fixed several materials warnings in the console

Fixed "Cart.Explode" sound script entry using an unknown sound channel

Marked the cl_bobcycle and cl_bobup ConVars as cheats


Team Fortress 2 and Day of Defeat: Source

Fixed clients using reloadresponsesystems, sv_soundemitter_flush, sv_soundemitter_filecheck, sv_findsoundname, and sv_soundscape_printdebuginfo to lag/crash servers


Source Engine

Fixed client "timeout on mapchange" problem

Fixed setinfo exploit

Marked the r_aspectratio ConVar as a cheat


Server Browser

Renamed "Quick List" to "Map List"

Removed minimum ping filter from Map List

http://forums.steampowered.com/forums/showthread.php?t=793423
 
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Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
SWWeeet, a lot of great bug fixes...

and Shmitz, If you're reading this, I'm expecting a new version of meridian out soon :)
 

Altaco

L420: High Member
Jul 3, 2008
484
120
Ooh!

Added flag to the gamerules entity so map authors can override the HUD type being used. Allows map authors to force CTF or CP HUD to be used if they mix CTF/CP entities in the map

Added check in CTF HUD to make sure it doesn't point at disabled capture zones when the player is carrying the flag. Allows map authors to have more than one capture zone for each team in the map

Changed AutoTeam to give new players to the attackers on attack/defend maps if the teams are even

Those look intriguing. Especially the HUD! Meridian can finally work!
 

Nineaxis

Quack Doctor
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May 19, 2008
1,767
2,820
Finally. This is a pretty huge update fixing a ton of problems. Nice to see VALVe fixing the game instead of just releasing new content to break it.
 

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
Finally. This is a pretty huge update fixing a ton of problems. Nice to see VALVe fixing the game instead of just releasing new content to break it.

That will come next week ;)

Patch Notes said:
Fixed cloaked spies having a particle-beam effect while standing next to a dispenser that's healing them

Oh, this will be fun!
 
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GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
Fixed cloaked spies having a particle-beam effect while standing next to a dispenser that's healing them

As a person who plays engineer...I always thought that was a feature :angry:
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
Added flag to the gamerules entity so map authors can override the HUD type being used. Allows map authors to force CTF or CP HUD to be used if they mix CTF/CP entities in the map

Has anyone figured this out yet? Do we need to do somethign special so hammer gets the new stuff?
 

YM

LVL100 YM
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Dec 5, 2007
7,135
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i am also stumped on this. ive been trying to figure out for hours what the flag is!!
Heres what shmitz said
Shmitz: hud_type(choices) : "Hud Type" : 0 : "Override the HUD type clients should display." =
[
0 : "Default"
1 : "CTF HUD"
2 : "CP HUD"
3 : "Payload HUD"
]
Shmitz: add that to the tf.fgd file
Shmitz: in the tf_gamerules entry
 

YM

LVL100 YM
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Dec 5, 2007
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it works! amazing! thanks! is there also an input that goes along with it? so that the hud can be changed on the fly as the situation changes?:wow:

nope, shmitz said there was no input for it meaning it can't be changed in the middle of a game.
 
Feb 14, 2008
1,051
931
Interesting... so this means Payload TC and other weird and wonderful (PLCTFCP anyone?) gametypes can become possible.
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
Shmitz: hud_type(choices) : "Hud Type" : 0 : "Override the HUD type clients should display." =
[
0 : "Default"
1 : "CTF HUD"
2 : "CP HUD"
3 : "Payload HUD"
]
Shmitz: add that to the tf.fgd file
Shmitz: in the tf_gamerules entry

now to see if I can find the fgd file, figure out if I can open it, etc :)

I had 2...sourcesdk/bin/ep1/bin
and ...sourcesdk/bin/orangebox/bin
 
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theydidntnameme

L1: Registered
Jan 2, 2009
40
8
now to see if I can find the fgd file, figure out if I can open it, etc :)

I had 2...sourcesdk/bin/ep1/bin
and ...sourcesdk/bin/orangebox/bin

they open in notepad.

use the one in the orangebox folder. the one in ep1 doesnt even have a tf_gamerules entry.

this is how i got it to work. there may be a better way

dont edit the tf.fgd, make a copy of it. i made my copy 'tf2.fgd'. the reason is because everytime i edited the fgd and loaded up hammer, hammer reset the fgd to its default state. even when i made the fgd read only, that was taken off too.

so open tf2.fgd and copy and paste that part about the hud type in the tf_gamerules block. then save it and load hammer.

in hammer go to tools>options and where it shows the path of the steam game data file (should be something like $steam/.../.../.../orangebox/bin/tf.fgd) and remove that and click add to add your own 'custom' fgd, the one named tf2.fgd.

after that the tf_gamerules should have the option for hud type.:thumbup:
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
they open in notepad.

use the one in the orangebox folder. the one in ep1 doesnt even have a tf_gamerules entry.

this is how i got it to work. there may be a better way

dont edit the tf.fgd, make a copy of it. i made my copy 'tf2.fgd'. the reason is because everytime i edited the fgd and loaded up hammer, hammer reset the fgd to its default state. even when i made the fgd read only, that was taken off too.

so open tf2.fgd and copy and paste that part about the hud type in the tf_gamerules block. then save it and load hammer.

in hammer go to tools>options and where it shows the path of the steam game data file (should be something like /.../.../.../orangebox/bin/tf.fgd) and remove that and click add to add your own 'custom' fgd, the one named tf2.fgd.

after that the tf_gamerules should have the option for hud type.:thumbup:

Can this be stickied as a resource somewhere? I just went searching for it to find it again so that might be a good idear.