New Unknown Items (Thursday, May 20)

Apr 19, 2009
4,460
1,724
New items have been introduced into the system. It appears that they remain outside of the backpack and are unequippable.
Note: This is similar how the first round of community-made weapons were introduced.

Summary of these new items:

Unknown Item 171
- Level 5

Unknown Item 172
- Level 5

Unknown Item 174
- Level 83
- Probably a hat.

Unknown Item 175
- Level 92
- Probably a hat.

Unknown Item 184
- Level 46
- Probably a hat.
- This one was a result from attempting to craft a hat... (?)

Thanks to this thread.
 
Mar 23, 2010
1,874
1,699
yay!
 

Okrag

Wall Staples
aa
Jun 10, 2009
1,029
655
How early before the contribute update did the items start popping up?
 
Mar 23, 2010
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UPDATE RELEASED!

Added new community weapons and hats
Updated CP_Gorge
Added nobuilds to the awnings outside BLU's forward spawn to preventing players building up there.
More clip work and model collision work based on community feedback.
Fixed BLU forward spawn door appearing through roof.
Updated PLR_Pipeline
Added new stairwell in Stage 1 and window access to both teams’ platforms by main choke point to help alleviate stalemates.
Reverted the starting position for the cart in Stage 3 if a team had won the first 2 stages to where you no longer get a big cart-start-position advantage.
Fixed rare cases where stage would break when cart had no nearby capper(s).
Fixed carts not always moving to their starting locations correctly.
Fixed respawn times in Stage 3 not being set to the proper values.
Fixed the map not finishing correctly in Stage 3 if the two teams capture the final point at the same time.
Removed sv_showhitboxes to avoid players confusing it with the method by which we do hit detection (see http://developer.valvesoftware.com/w...yer_Networking for info)


http://farm5.static.flickr.com/4038/4625755868_cd5637bbcc_b.jpg
"TF_ScoutWhoopee" "Whoopee Cap"
"TF_PyroMonocle" "Whiskered Gentleman"
"TF_MedicGoggles" "Ze Goggles"
"TF_MedicGoggles_Desc" "Nothing"
"TF_EngineerEarmuffs" "Safe'n'Sound"
"TF_DemomanTricorne" "Tippler's Tricorne"
"TF_SpyBeret" "Frenchman's Beret"
"TF_SniperFishingHat" "Bloke's Bucket Hat"
"TF_PyroHelm" "Vintage Merryweather"
"TF_SoldierDrillHat" "Sergeant's Drill Hat"
"TF_MedicGatsby" "Gentleman's Gatsby"
"TF_HeavyDorag" "Heavy Duty Rag"
http://farm5.static.flickr.com/4015/4625150469_dbd0b87f1b_b.jpg

http://tf2stats.net/all_items <- Check out the question marks for new weapons .they are meh really. sniper's is ok. demomans is teh stupid.

Jarate + axtinguisher = demo's wep*
DR + huntsman = shiv
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
reverted the starting position for the cart in stage 3 if a team had won the first 2 stages to where you no longer get a big cart-start-position advantage.
ffffffuuuuuuuuuuuuuuuu
 
Mar 23, 2010
1,874
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List of hats i want:
Troublemakers
Goggles
whiskered gentleman
merryweather
sergeant drill

Maybe the safensound. why are community hats so win?
 
Apr 19, 2009
4,460
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newtf2hats.jpg
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
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Axe is the new Equalizer. Valve's plan to balance the field involves giving everyone an OP as shit weapon.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
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I'll run Ye Olde GCF-differ when I get home and see if anything else below the radar changed. (You know, like new models or textures for you to use ;))
 

Retroid

L5: Dapper Member
Aug 25, 2009
206
22
You can craft these new weapons, Axtiguisher + Jarate = something new (I think it's the sniper weapon). Or so the rumour goes...