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

Discussion in 'Team Fortress 2 Talk' started by tf2.com, Sep 21, 2012.

  1. tf2.com

    tf2.com L11: Posh Member

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    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
     
  2. henke37

    aa henke37

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    Are we happy about koth_king now?
     
  3. Sel

    Sel Banned

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    nope, it's still a bad koth map.
     
  4. Pocket

    aa Pocket func_croc

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    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.
     
  5. Prestige

    aa Prestige im not gay anymore

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  6. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    32 man arena lets go
     
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  7. Terwonick

    Terwonick L6: Sharp Member

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    Two things about arena

    [1] It never should have gotten out of the testing stages
    [2] It should have been planned for 12v12 anyway.
     
  8. tyler

    aa tyler snail prince, master of a ruined tower

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    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.
     
  9. Pocket

    aa Pocket func_croc

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    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.
     
  10. Trotim

    aa Trotim

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    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.
     
    Last edited: Sep 22, 2012
  11. grazr

    aa grazr Old Man Mutant Ninja Turtle

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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?

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

    aa theharribokid

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    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
     
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  13. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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  14. Trotim

    aa Trotim

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    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.
     
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  15. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    In addition, Arena team sizes is a "needs of the many"-all the people in a gameday who want a good playercount- "outweigh the needs of the few"- The arena mapper who has to see his map being played with too many people.
     
  16. henke37

    aa henke37

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    So we should start hosting 24 player MVM sessions?
     
  17. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    No, because we don't test MVM alongside other maps.
     
  18. tyler

    aa tyler snail prince, master of a ruined tower

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  19. Sel

    Sel Banned

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    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.
     
  20. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    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).

    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.

    ---

    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.
     
    Last edited: Sep 25, 2012