Team Fortress 2 Update 9/15/09

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
http://store.steampowered.com/news/2825/

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Engine


If the installation is an HLTV relay we allow clients to connect as HLTV clients even if tv_enable is set to false. A recent exploit fix made it such that we ignore the flag indicating that the client is an HLTV client if tv_enable is false, but it is possible that relays won't have this ConVar set


Additions / Changes

Backpack improvement

Added support for 100 slots in the backpack

Backpack can now be sorted by type

Multi-selection in the backpack is now done by holding down the Ctrl key

Alt-fire on the Sandvich now drops sandviches

A single sandvich can be dropped at a time. Dropping the sandvich removes it from the Heavy

A Heavy can regain his sandvich by collecting a healthkit while already being at full health

Eating a sandvich using the taunt method now heals a Heavy to full health

Dropped sandviches heal 50% of the collector's health

Medic regen changes

Base regen amount increased from 1/sec to 3/sec

Regen amount increase since time of last damage decreased from 3x to 2x

End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec

Blutsauger

Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer"

Health drain stacks on top of the above Medic regen changes, lowering the base regen by 2h/sec

Added "mp_windifference" server ConVar (default to 0)

When set to X, matches will be considered won if a team gets X points ahead of the other team

Added a "Remember the active weapon between lives" option to the Multiplayer->Advanced options dialog

Added "Disable weather effects" option to the Multiplayer->Advanced options dialog

Added "Show non-standard items on spectated player" option to the Multiplayer->Advanced options dialog

If set (default), it'll show non-standard items being carried by the player you're spectating

Tournament mode changes

New item whitelist allowing tournaments to control what items can be used by players

Added "item_whitelist_example.txt"

Added "item_show_whitelistable_definitions" command to get a list of whitelistable items

Added Tournament mode Spectator HUD

Added "Use advanced spectator HUD in tournament mode" option to the Multiplayer->Advanced options dialog

Shows all the members of your team (or both if you're a spectator) at the top of the screen, along with class/health/respawn time/charge level

Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them

Changed idle player check to include spectators & players who haven't chosen a team


Bug Fixes

Fixed explosive radius detection using an axially aligned box instead of a sphere

Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB

Grenades/Pipes radius change: 132->159

Rocket radius change: 121->146

End result of above: Explosives have had their radius reduced at some angles, and increased at others. Radius is now consistent, angles are now irrelevant

Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses

Fixed Spies speaking their response rules lines after killing a player as the class they were disguised as

Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team

Fixed the Huntsman not firing crit arrows when the Sniper is being CritBoosted

Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged

Added check to prevent clients using the "firstperson" command to get out of thirdperson view while they're phasing, taunting or control stunned

Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies

Fixed wearables not destroying their attached particles when they're removed

Fixed several player & viewmodel simulation issues that occurred when the game was paused

Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2


Community Requests

Added the entindex() of the object being built to the "player_builtobject" game event

Added flag to allow CTF map authors to turn off the Overtime mode when timers expire

Added IgnitePlayer input to TFPlayer
 
Last edited:

Hawk

L7: Fancy Member
Dec 3, 2007
419
213
Alt-fire on the Sandvich now drops sandviches
Eating a sandvich using the taunt method now heals a Heavy to full health

Medic regen changes:
Base regen amount increased from 1/sec to 3/sec

Blutsauger:
Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer"
Health drain stacks on top of the above Medic regen changes, lowering the base regen by 2h/sec

WOW. I'll be interested in seeing how these things work in the game. I don't see any reason why it will break the game, but it looks like it could definitely change it.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Well I'm glad the syringe gun got a buff which left the blutsauger where it was, rather than them nerfing the blutsauger!!
 

JoshuaC

L420: High Member
Sep 2, 2008
444
164
I am pretty disappointed that they've yet to fix the particle bug. Oh well I'm sure it'll be done in another 2-3 weeks.................

I wonder if the ignite players thing is a response to a query I sent to Robin a few weeks back.
 

Mexican Apple Thief

L3: Junior Member<br>LEAD FARMER
Aug 23, 2008
345
60
Well I'm glad the syringe gun got a buff which left the blutsauger where it was, rather than them nerfing the blutsauger!!

It isn't really a nerf... It's buffing the medic and making the bluts cancel the buff. Either way that thing needed a nerf.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
I like. Compared to some past updates, I don't have a load of unanswered questions about what each thing means, either. :)

I'm think some of the folks in the SPUF whining about performance might benefit from that "Disable weather effects" option.

_________

P.S.: I'll have to test if their AABB -> Sphere change for explosives also affects direct collisions by grenades/rockets and/or huntsman arrows.
 
Last edited:

PL-7764

L6: Sharp Member
Aug 4, 2009
376
84
So essentially what the Blutsauger's new auto-damage thing results in is just that the Medic heals himself faster than before without it, but will still heal at the old rate with the Blutsauger equipped, right? Or perhaps a slightly different rate than before - but the point is he just heals slower, correct?

I immediately thought that the full-healing thing for the Heavy when using the taunt with the Sandvich sounded like a horrible idea, but then I thought about how he's completely vulnerable + immobile while using it and he loses his shotgun to be able to use it, and I felt better. I'll just have to see how it works.
The drop-able one should be interesting, and useful in many situations. Imagine - no more (or at least fewer) problems with Medics with 1/3 health following a Heavy and not having access to healthkits. Heavy throws the Sandvich, Medic collects it and is able to go on a bit longer, disaster momentarily averted. Hooray for teamwork! :)
 

PL-7764

L6: Sharp Member
Aug 4, 2009
376
84
Amusing two page backpack is amusing

page 1 = duplicates, page 2 = "keep" items

Funny, I organized them the exact opposite way (page 1 = keeps, page 2 = duplicates). :O Looks like someone needs to update their site to accomodate the new backpack.

I answered my own earlier questions by actually playing the game. :p I love the little plate the Sandvich appears on. Much more appetizing than in the leaked beta video where you would have had to eat it straight off the floor...
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Use page 2 for keeps since new drops automatically go into page 1, you dont want to have to keep carting them over now do you??
 
T

The Asylum

It's a player input. Fire it from a trigger with !activator as the target. Same as you change a player's fog controller.

So that's any trigger brush, with outputs as follows:

OnTrigger
!activator
IgnitePlayer

Sorry, as long as I've been here, I'm still a hopeless noob.