2/13: TF2 Update tomorrow!

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
Thought you might want to check out the new update notes. The update is scheduled for release tomorrow, 2/14(/2008)!

Biggest news: Badlands!

Source Engine

* Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly
* Optimized some particle systems to improve performance on some hardware configurations
* Player stats are now sent up as they change, rather than when the player dies
* Improved playback of sub-frame sounds
* Fixed a crash caused by alt-tabs during map load
* Eliminated unnecessary temporary memory allocation in scenefilecache

Team Fortress 2

* Badlands released

* Changes to Dustbowl
o Added a new access point to the stage2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and sentry gun fire
o Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the "ceiling" clip
o Fixed a gap behind stage 1, cap 1 house
o Fixed a high perch on stage1 cap1 house roof
o Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier)
o Fixed a few places where rockets/demoman pipes could pass through non-solid models
o Sealed up a gap over stage1 lower startgate
o Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them

* Changes to Capture the Flag Well
o Fixed trains not starting on map spawn
o Removed cap association from red spawns that were spamming console

* Changes to Granary
o Removed spawn timing advantage from the middle (from -3 to 0)
o Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe)
o Fixed a few places where players could get stuck between containers and silos
o Adjusted playerclips on red container that made it appear like players were floating

* Added a small delay (200 ms) before a zoomed sniper shot can get a critical hit
* Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events
* Added flamethrower "sizzle" sound when the Pyro is hitting a target
* Updated explosion debris to be a bit darker
* Fixed idle players not being kicked from the server if mp_allowspectators was set to 0
* Added ctf_well to the default mapcycle.txt file
* Added ctf_well to the default motd.txt file
* Fixed floor tile material type
* Fixed some weapon damage info missing from TF2 game stats
* Made some small changes to the Demoman viewmodel that were causing performance problems
* Added exec'ing a .cfg file on the client when you select a class to play.
* Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions.
* Added server log entry for buildings destroyed by their owner
* Fixed sentry gun shadows being clipped
* Updated glass material

SourceTV

* SourceTV now uses a hidden slot on the game server. This allows for 24 player servers to also have a SourceTV proxy connected to it
* Fixed Pyro's flamethrower flames not showing up in SourceTV
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
w00t just read this on another forum, when is 11PST in GMT? its tomorrow morning isnt it.
 
Last edited:

PkunkBot

L1: Registered
Jan 31, 2008
15
0
* Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly

OMG, if I'm right, this has been the bane of my existence since the game came out. I'm so crossing my fingers right now
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
7pm Gmt (valve time) - shame i start my nightshifts tonight :<
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
that sucks :(

what exactly does that do?

why would they put that small delay in?


...once again, I didnt get the memo :blushing:
 

FleshGolem

L1: Registered
Nov 21, 2007
25
4
what exactly does that do?

why would they put that small delay in?


...once again, I didnt get the memo :blushing:

The delay with the sniping scope means that a quick shot (scoping and shooting straight after) will no longer crit, basically means snipers are going to have to camp even more.

As for the reason, I'd guess it was put in to stop lucky headshots from close range, or to combat aimbots.
 

drp

aa
Oct 25, 2007
2,273
2,628
The delay with the sniping scope means that a quick shot (scoping and shooting straight after) will no longer crit, basically means snipers are going to have to camp even more.

As for the reason, I'd guess it was put in to stop lucky headshots from close range, or to combat aimbots.

im an offensive sniper, and this pretty much derails my game with the fail train.
 

drp

aa
Oct 25, 2007
2,273
2,628
They seem to be an hour late, oh well, another shattered dream

did you think they meant 11amm our time? its 11am valve time. which means 11 days from our 11am date.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Why is it valve miss deadlines all the friking time!
its so stupid, why not just set a later deadline and not dissapoint us
 

Buddikaman

L3: Member
Dec 31, 2007
107
11
Im downloading as we speak, lets hope they didnt ruin badlands like they did well! ;)

Update- Honestly the only thing that really stood out at all for me is the new rock textures, and the 3d skybox. Than again, im not a big fan of CP either.

-Buddikaman-
 
Last edited:

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
It likes it. I vastly prefer CP to CTF and it sure is a looker. but thb the most exciting thing is a few new textures and props to use :D
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
Biggest news: Badlands!

Phht, no... THIS is the biggest news:

* Fixed a crash caused by alt-tabs during map load

FINALLY I can load new maps while engaging my ADD (I actually dont have ADD, but I do get bored waiting on maps to D/L)