Team Fortress 2, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

tf2.com

L13: Stunning Member
Jun 16, 2010
1,146
703
Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Source Engine Changes (TF2, DoD:S, HL2:DM)
  • Fixed a client crash bug caused by overflow of the audio cacheFixed a bug that allowed server browser network activity to continue after choosing a server
Team Fortress 2
  • Added new promo items
  • Unlocked the "What's in the Sandvich Box?"
  • Unlocked the "What's in the Companion Square Box?"
  • Fixed a server crash related to Demoman bot AI
  • Updated the Tin Pot to use the correct skin for each style
  • Fixed seeing the fire texture on Gold Botkiller items in DirectX 8
  • Updated the localization files
  • Updated Mann vs. Machine
    • Matchmaking search criteria supports selecting multiple missions
    • Mann Up servers will retry notification of mission victory to game coordinator, to ensure loot is eventually granted in the case of service disruption
    • Matchmaking will prevent late joining into the a server near the end of the last wave
    • Added a new currency UI element to indicate money that is active in the world
    • Added the tour number to the information on the scoreboard
    • Fixed the Medigun overheal duration attribute causing the overheal effect to decay faster, rather than slower
    • Added the ability to buy projectile penetration for the Crusader's Crossbow
    • Fixed a false positive for the achievement "Clockwork Carnage"
    • Added a new command "bot_hurt"
      • Parameters -name [bot name], -team [red/blue/all], -damage [amount]
    • Fixed the Demoman shields not saving their upgrades upon round reset
  • Updated koth_king
    • Reflections fixed for the floors and some glass windows
    • Modified model file for the sign 6 through 9 to avoid Red signs on Blu side of the map
    • Modified light pole to merge bulb and pole into a single model for perf
    • Fixed location where mini-sentries can shoot through a bush without being seen
    • Clipping pass
    • Added glass on footbridge roof and lights nearby
    • Prop reduction for perf
    • Some props changed to non-solid for player mobility
    • Adjusted health and ammo in various spots
  • Community requests:
    • Add a new server ConVar "tf_avoidteammates_pushaway" to control whether or not teammates push each other away when occupying the same space
    • Add a new server ConVar "tf_arena_override_team_size" to allow server owners to set the maximum team size in arena mode

Source: TF2.com
 

henke37

aa
Sep 23, 2011
2,075
515
Are we happy about koth_king now?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
    • Modified model file for the sign 6 through 9 to avoid Red signs on Blu side of the map
I don't remember any RED signs on BLU's side of the map. Or is it talking about the white signs with red lettering, which really shouldn't count any more than putting those air canisters with the blue lids in a RED base.
 
Mar 23, 2010
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tyler

aa
Sep 11, 2013
5,102
4,621
OK, now can Snacks or Grazr or some other server admin change arena to allow 12v12? Otherwise I'm putting a limit of one arena map per gameday in all future gamedays.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I don't suppose they've actually done any tweaks to the HUD to accommodate this, and the "Your Team" box is going to be going off the edges of the screen if there are more than 9 players on a team. And I don't get how having 24 players at a time in arena mode was such a bad thing that they had to scale it back in the first place.

But maybe we'll get to find out now.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
12v12 Arena works fine on Randomizer, they just needed a plugin for it. Funnily enough basically every Arena map is big enough to facilitate 24 players.
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I thought people wanted to test their maps on vanilla settings, that's why we don't have crits or spread turned off?

We can test arena for 12 vs 12 but you wouldn't be getting an accurate test unless that becomes the norm for arena.
 

Harribo

aa
Nov 1, 2009
871
851
We can test arena for 12 vs 12 but you wouldn't be getting an accurate test unless that becomes the norm for arena.

I would say the large majority of arena servers have run their server with the extended playercount using the plugins. I feel like it has been the norm for ages
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
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Robo-Sandvich_1st_person_red.png


Valve never seizes to surprise me.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
I thought people wanted to test their maps on vanilla settings, that's why we don't have crits or spread turned off?

SOME people want that. Not everyone. I still feel having these random factors, while okay when just playing the game on a mostly finished map, is detrimental to determining a map's balance when testing it.
 

henke37

aa
Sep 23, 2011
2,075
515
So we should start hosting 24 player MVM sessions?
 

Sel

Banned
Feb 18, 2009
1,239
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I thought people wanted to test their maps on vanilla settings, that's why we don't have crits or spread turned off?

Make the people who voted in that poll public, I'd love to see how many people who voted on it were actually half decent mappers, as opposed to pubbies and/or people who dabbled in level design for a day.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
SOME people want that. Not everyone. I still feel having these random factors, while okay when just playing the game on a mostly finished map, is detrimental to determining a map's balance when testing it.

I agree, but the poll was 50/50 until some random scrubs with less than 100 posts started voting against it. I believe there's sound logic against using those vanilla settings too, but apparently the majority still disagrees. So we have to use vanilla (even though nobody complained until they were made aware of the settings months after they were originally changed).

Make the people who voted in that poll public, I'd love to see how many people who voted on it were actually half decent mappers, as opposed to pubbies and/or people who dabbled in level design for a day.

IIRC the poll was public. Perhaps it closes when the poll finishes? I'll have a look later. But the poll was 50/50 amongst our regulars and then people (who at least don't frequently post) turned the poll 2 thirds for vanilla.

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If people are happy with these new settings then i see no reason why we can't use them since i'm all for increasing an underated map mode's popularity. Arena all too frequently empties our gamedays.
 
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