01/27/09 TF2 Update

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Team Fortress 2

Added 3 new hats that can be worn by any class

*Towering Pillar of Hats

*Noble Amassment of Hats

*Modest Pile of Hat

Added Propaganda contest winners' hats for First Place, First Runner-up, and Second Runner-up

Added "Edit Loadout" button to the class menu

Changed the main menu background to randomly use the Red, Blue, and Soldier/Demo background images

Fixed Snipers being able to shoot enemies through gates

Fixed Linux servers not properly reconnecting to Steam when they lose their connection

Fixed stickies being destructible before they're stuck to something

Fixed the return progress bar above a dropped flag not animating if the return time on the flag is less than 30 seconds

Fixed the CTF HUD not properly handling flags being disabled/enabled during the round

Fixed player health panels sometimes using the wrong animations for buffed or low health values

Updated the net_showevents convar to be marked as a cheat

Updated the main menu news buttons to direct players to the most recent TF2 update and the TF2 blog

Updated Italian localization strings

Updated the custom TF2 fonts with Polish characters

Updated CP_Gorge

*Added more cover outside of the initial BLU spawn area

*Added a forward spawn for the BLU team after Cap1 is captured

*Added another access point to the upper level from the front of the RED base

*Added more cover in the room just before Cap2

*Decreased RED team's respawn time while they own Cap1

*Fixed a few areas where players would sometimes become stuck


Community requests

Added new options for the Invade CTF game mode flag. Default is 1

*0 : No neutral time

*1 : Flag goes neutral in 30 seconds (current behavior)

*2 : Flag goes neutral in 1/2 the return time

Added scoring choice for the Invade CTF game mode. Default is 0

*0 : Increment score (current behavior)

*1 : Increment capture count

Added new inputs to item_teamflag

*ForceDrop : Force the flag to be dropped if it's being carried by a player

*ForceReset : Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location

*SetReturnTime : Set the length of time (in seconds) before a dropped flag returns to base

Added new output to item_teamflag

*OnTouchSameTeam : Sent when the flag is touched by a player on the same team

In regards to the new hats...

asdasdfasd.PNG
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
so...i demand someone find that thread from way back where people were wearing as many hats as they could at once, i think shmitz won ;)

and yay at server reconnection
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Each hat model has a _nr version that doesn't have the rosette. So from that, and the way they worded it I think that they're a normal drop for everyone else too!

:D
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
The way they word that concerns me. From the ORIGINAL contest wording:

FIRST PRIZE is a one-of-a-kind in-game item—blah blah blah

SECOND AND THIRD PRIZES won’t be nearly as cool as the first prize, but blah blah blah

As if that weren’t enough, 25 RUNNERS-UP will get the MANN CO PRIZE PACKAGE

But now they're calling second and third places "first runner up and second runner up". Something tells me they're trying to cover up the fact that they never announced any runner ups, and they probably never will.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,721
1,985
they were totaly overwhelmed with the propaganda contest and it's partly our fault. you can't blame them for that.

also, I think the contest kinda gave birth to the contribution system as valve realised there is a lot of users out there who can release high qual stuff.

can't say I'm unhappy with how it came out in the end but yeah... they said there'd be 25 runner ups... haven't seen any... which is kinda rude but w/e
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Let's just say I'm extremely disappointed with how they've handled that contest. Maybe they didn't know what they were getting into with it, but their complete silence on the topic is just unacceptable and unprofessional.

Hmmm yes, you have a valid point. Their total silence has been very concerning. Not much to do about it though :(
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
"Fixed Snipers being able to shoot enemies through gates"

I swear they do this every update..

But <3<3<3 for the CTF Settings.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,820
Heh, thanks Mangy for sending those (not all) ctf-logic request to Eric, I was thinking of doing the same but:
1. I don't have any contacts at valve :(
2. I kinda got it to work anyway.

Good news either way! This will make it a lot easier (hopefully) to experiment with the gamemode.
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
Updated CP_Gorge

*Added a forward spawn for the BLU team after Cap1 is captured

It already worked pretty well without a forawrd spawn, i dont know if this really makes the map better.

Anyway, cool update.
 
Dec 25, 2007
566
440
I'm really glad that they brought in the fixes for Invade flags; the extra flag I/O will also be useful.

Good job Valve!
 
Feb 14, 2008
1,051
931
Gorge was changed to better suit competitive play - the ETF2L admins were in direct contact with Valve and giving feedback based on how it played in 6v6 - as it's being used as a map in ETF2L season 7.