Team Fortress 2 Update Released

Discussion in 'Team Fortress 2 Talk' started by tf2.com, Dec 15, 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:
    • Fixed a client crash related to ragdolls
    • Updated Mann Co. Store prices for foreign currencies to current USD equivalents
    • Updated rd_asteroid
      • Began interior art-pass process
      • Reduced respawn times for both teams by 1 second

    Source: TF2.com
     
  2. Muddy

    Server Staff Muddy Muddy

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    Is this the new "updated localisation files"?
     
  3. radarhead

    aa radarhead Level 20 "Mapper"

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    Cool! Pics?
     
  4. Crash

    aa Crash func_nerd

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    Oh man dem props...

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  5. Moonfixer

    Moonfixer L5: Dapper Member

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    Nice!
     
  6. Shogun

    Shogun L6: Sharp Member

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    I'm sorry, Dave. I'm afraid I can't do that.
     
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  7. wareya

    wareya L7: Fancy Member

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    Dat not-devtexture devtexture.
     
  8. Pocket

    aa Pocket func_croc

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    Eurostile number overlays. Nice. Very nice indeed.
     
  9. radarhead

    aa radarhead Level 20 "Mapper"

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    This detailing in itself makes up for all of EOTL.

    Except for the snowplow snubbing.
     
  10. Lampenpam

    aa Lampenpam

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    They only put the new props in RED's base. They just had to give hte props a blue skin and mirror it into the other base... but instead when you play the map now it's now ugly-station vs better-looking-station
     
  11. hutty

    aa hutty

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    if you look at the underground tunnels, they are different shapes for each size (one is circle one is a trapezoid)

    so its possible that they are planning to make blue side detailed differently
     
  12. BigBros

    BigBros L3: Member

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    They are detailing blu's side differently, like they always do.
     
  13. Moonfixer

    Moonfixer L5: Dapper Member

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    I look forward to seeing how it looks later on.
     
  14. hutty

    aa hutty

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    they don't always ... foundry was pretty identical on both sides ... as is 5gorge
     
  15. Pocket

    aa Pocket func_croc

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    5gorge was a straight copy-paste job because it's an abomination that was never meant to be. I'm pretty sure it was actually community-made, or at least the community made a version and Valve went "OK we'll just take that and make it over again because it was our map to start with".

    Foundry I can understand because both bases are the exact same type of facility, and pretty much all the rest are community maps so we can blame that on lack of creativity or a desperate drive to pander to comp players. It's a little odd to be making two space stations different on the inside, though. Usually once you get into the industrial/Spytech type theming, you hit the palette swap zone, and a space station ought to be pretty much nothing but industrial/Spytech, or at least a spacefaring equivalent.
     
  16. Moonfixer

    Moonfixer L5: Dapper Member

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    I wonder if the asymmetry will go as far as it does in koth sawmill.
     
  17. radarhead

    aa radarhead Level 20 "Mapper"

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    Naw, it's still a symmetrical map.
     
  18. Moonfixer

    Moonfixer L5: Dapper Member

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    O OK then, gotcha.
     
  19. Zed

    aa Zed Certified Most Crunk™

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    "A Valve employee has stated that the idea for 5Gorge existed months before Gorge was released."
     
  20. Crash

    aa Crash func_nerd

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    I always thought 5 gorge should have rotated the other direction. Make what is the final now the last on both ends and make a unique mid where the spawn is. That way the last half of the map isn't the opposite of how the map is intended to be played.

    It was actually a plan for Stoneyridge at one point, a tower on each end, but we never ended up doing it.