Team Fortress 2 Update Released

Discussion in 'Team Fortress 2 Talk' started by tf2.com, Oct 1, 2014.

  1. tf2.com

    tf2.com L11: Posh Member

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    An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
    • Improved memory usage for Mac clients
    • Fixed an exploit that allowed item nametags to go beyond the 40 character limit
    • Fixed a bug where reflected rocket explosions from non-stock flamethrowers would cause the flame sound to loop
    • tf_teamtalk is now on by default - the dead can talk to the living
    • When you mute a player, the mute settings now apply to text chat as well as voice chat. If you want the previous behavior, change convar cl_mute_all_comms to 0.
    • More weapon models are now loaded on demand to reduce overall memory usage
    • Added "Enable/Disable Auto TeamBalance" votes
      • Successful votes will enable/disable team player count balancing
      • Use sv_vote_issue_autobalance_allowed to control if this vote is enabled on the server
      • Votes not allowed in Mann vs. Machine, Medieval mode, Arena mode, Tournament Mode, or Training
    • Updated rd_asteroid
      • Increased overtime to 45 seconds
      • Added more sound cues when overtime starts
      • Dropped reactor cores now blink on the HUD when they are about to return
      • Added latest art assets to blue base exterior

    Source: TF2.com
     
  2. Pocket

    aa Pocket func_croc

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    Man, I want an exploit that lets me exceed the limit on description tags. It's bullshit how much shorter they have to be than some of the stock items. Even if it only applied to cosmetics since weapons need room for stats and stuff.
     
  3. sevin

    aa sevin

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  4. Turbo Lover

    aa Turbo Lover Fight me under Glasgow Central Station

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    Asteroid: Prettiest Turd 2014
     
  5. BigBros

    BigBros L3: Member

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    Wow, that exterior is amazing :D I seem more and more to look at the scenery in asteroid than actually play :p

    beep boop

    path not found
     
  6. xzzy

    aa xzzy

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    Man the lighting on those blue objects is awesome.

    I tried to get that hazy gloss look once and was a total failure at it, gonna be fun to dig into that one.

    edit - oh, they're all props? Man Valve is really giving brush based mapping a big middle finger on this one.
     
    Last edited: Oct 1, 2014
  7. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    It reminds me of 2Fort a bit- I wonder if Valve is deliberately aping that.
     
  8. BigBros

    BigBros L3: Member

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    It actually really does, now I think about it. The only difference is that it isn't dominated by trolldiers, snipers and pyrosharks.
     
  9. BigBros

    BigBros L3: Member

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    Also, I think everyone read over this:

    Added "Enable/Disable Auto TeamBalance" votes

    WTF.

    YAY! LETS VOTE TO MAKE THE TEAMS UNBALANCED PERMANENTLY AND MAKE PEOPLE RAGE AT A 1v16 :D
     
  10. RubbishyUser

    RubbishyUser L7: Fancy Member

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    I saw it Bigbros, and are just as confused. I think it's pretty harmless because it's very rare that people agree to anything, like scrambling.

    I think you hit the nail on the head, Boojum. I noted when it first came out that it had many simularities with 2fort, and now they've started detailing it's only got stronger. The real question is: why? Gameplay wise, 2fort has only gotten worse over the years as TF2 has developed into a faster moving, health hungry game. Visually, 2fort is very pretty but it also doesn't actually have any kind of theme. It's just 2 buildings by a river - with a little farm stuff, rail stuff, whatever. Really, it had no story behind it because TF2 didn't have a story. Asteroid is MoonFort - and likewise all I've gathered so far is that ZOMG I'M IN SPACE. A location without a purpose.
     
  11. Muddy

    Server Staff Muddy Muddy

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    So, Valve, about those comics...
     
  12. wareya

    wareya L7: Fancy Member

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    TF2's CTF and RD are fundamentally different. It follow, then, that having a similar map will play so differently. IMO, RD makes the map (note: I'm not saying the gamemode, I'm saying the MAP) function more like it would if it were a CTF map for an earlier installment of TF.