TF2 Normal/Beta Update 3/11/11

Apr 19, 2009
4,460
1,722
Normal:
Team Fortress 2
- Fixed players not being able to fire their weapons immediately after spawning.
- Fixed the decapitation counters not being displayed for some weapons.
- Fixed the revenge crit label not being localized correctly.
- Fixed the Demoman not using the correct animations for some of his weapons.
- Fixed the new Shogun hats not being grayed out when paint is being used.
- Fixed players getting a health bonus based on the weapon they're currently holding instead of the weapon that dealt the killing blow.
- Updated Cp_Yukon
- Fixed a hole in the map.

http://store.steampowered.com/news/5117/

Beta:
Maps:
koth_badlands
Added support for offline practice
Fixed a case where players could easily fire into spawn
cp_yukon
Fixed a hole in the map


General:
Painted items are now more integrated with the game's lighting
First-pass support for Paint in DX8
Fixed a bug with health-on-kill weapons where players were gaining health if such a weapon was active, but did not cause the death.
Replay:
Fixed ‘save all’ crash in replay browser
Fixed ‘save movies now, then quit’ crash
Coaching:
The coach is now tethered to the student, so that they cannot get too far
Added the distance to student in coach GUI
Coach now has the same PVS as the student
When the student respawns, the coach warps back to student
Added an option to "like" coach by pressing F9.
Training:
Fixed issues in Spy training
Voting:
Tuning pass on CallVote cooldowns/timers:
Increased the cooldown before a player can call another vote
Increased the cooldown before a failed vote can be resubmitted
The CallVote screen now hides issues the server has disabled
Increased the percentage of players required to pass a vote
Kick issue: the player calling the vote no longer appears as an option in the Kick issue parameters list
Temporarily disabled Kick and Changelevel
Enabled nextlevel_choicesmode by default (to test it)
The server will automatically ask players to select the nextlevel shortly before the current map is over

http://forums.steampowered.com/forums/showthread.php?t=1629850
 

waxpax

L5: Dapper Member
Feb 25, 2011
238
151
There was a leak in cp_yukon? :0

It was like the right side of Red saw tunnel, you could use it watch saw tunnel without any real risk and bait people into a position that you could easily kill them.

My scouts used it a couple times in scrims but it was considered an exploit in ESEA. Really wish they could've gotten the fix out in time for Yukon week, but at least it's been fixed.

EDIT: One of my scouts, King, took this pic of it a few days ago:
http://steamcommunity.com/id/King26/screenshot/558650896679312721
 
Last edited:

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
It was like the right side of Red saw tunnel, you could use it watch saw tunnel without any real risk and bait people into a position that you could easily kill them.

My scouts used it a couple times in scrims but it was considered an exploit in ESEA. Really wish they could've gotten the fix out in time for Yukon week, but at least it's been fixed.

EDIT: One of my scouts, King, took this pic of it a few days ago:
http://steamcommunity.com/id/King26/screenshot/558650896679312721

Thats a pretty blatant hole.
 

tyler

aa
Sep 11, 2013
5,102
4,621
It just looked like any old time you look through a brush onto nodrawed edges of a map.