Team Fortress 2 Update Released

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Really hoping this becomes the impetus for some of my favorite now-defunct dedicated servers to start back up again, at least, like the Cafe of Broken Dreams and 2Fort2Furious. Hey, maybe we should consider starting one or two casual play servers of our own, complete with a mix of stock and showcase maps.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
They also nerfed the Quick Fix to the point where it's utterly useless. thx valve
Well I mean it's not like this was ever a super-useful upside to the Quick Fix anyway. Ooh, I can be slightly more effective at pocketing scouts; that's totally worth completely giving up the Ubercharge for. And then they added the rubber band effect for explosive jumpers, which made it more of a hazard than a help, especially once they added the BASE Jumper and people started explosive jumping into empty air on purpose.

Valve definitely needs to come up with a new gimmick for the Quick Fix, but they always have. This update just makes it slightly more urgent.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Spectating a cloaked Spy now cloaks the class selection menu as well. https://imgur.com/xMTZsEN

Valve's really good at coding this game. /s

Edit looks like it's only affecting Engineer.

2nd Edit nope it's not, all classes are affected, just one at the time
 
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fubarFX

The "raw" in "nodraw"
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Jun 1, 2009
1,721
1,985
How did it do harm?
well there used to be a bunch of small communities of seasoned players that hung out on specific servers, they were really fun to play in. generally those small communities liked to run custom maps to keep things fresh for regulars. When quickplay came around, it redirected the influx of new players to quickplay compliant servers. quickplay compliance removed a lot of the appeal of small community ran servers. That's when my disinterest in playing tf2 really kicked in. for the servers that didn't comply with quickplay, it became more difficult to keep a playerbase going because new players were redirected elsewhere, most communities eventually closed. what's left is LotusClan 24/7 servers and the likes.

it may have been the right move for the F2P transition, but now I'm hoping the player base is educated enough to find servers on their own. hopefully we'll see more community servers poping up. playing with a set of regulars and getting to know each others is a lot of fun, it becomes its own social circle and the gameplay/teamplay is usually better as a result. to me that's how tf2 was meant to be enjoyed and quickplay was a contributing factor to most of that disappearing
 

Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
Quickplay killed a lot of community servers because the main method of finding a game was now limited to servers running under a set of rules that most community servers did not run under. Non-regulars stopped going to "non-standardized" community servers, and the regulars weren't enough to keep them alive, so they ended up petering out. The only community servers around today tend to fit into one of three groups:

1) being really weird and/or non-standard (rtd, orange, mariokart, saxton hale, deathrun, etc.)
2) "training" maps that might as well be category 1 but i felt they needed a distinction (skill surf, jump, mge)
3) servers that still fit quickplay criteria like map rotation and sv_pure settings (i may be wrong about the specifics of quickplay restrictions so feel free to correct me)

(Note: None of these categories run the maps that this community produces. That'd be a fourth category of server that used to exist.)

I think the major problem with this update so far is that it needs community servers that don't yet exist. From what I understand, community server owners are very excited by this update for the exact opposite reasons they hated Quickplay.

I'd like to see Valve bring back Quickplay only if it's less restrictive on what servers it can dump you into. Effectively, a "random" button on the server browser already in the game (maybe excluding the "weird" and "training" categories I already listed). Sure, you can already do this yourself with the server browser, but that's just not good design.

As for the casual matchmaking system, I think it just needs to be faster and smarter. I'm not sure if I mind the abandonment penalties as a concept, but it's leading to shitty situations like 9v12 matches you can't leave unless you want to get punished. The matchmaking system should be able to fill those slots quickly, and there needs to be an outlet for people who want to join/leave matches as they please. Without either of these things, the "new pub" that system is supposed to create just isn't getting a fair shake.

tl;dr: things are a mess but this update is laying ground for things that I really hope are yet to come.
 

Egan

aa
Feb 14, 2010
1,378
1,724
Other entity things:
- tf_logic_mannpower was added to enable mannpower mode on a map without having to use the console command. This might be old but I don't have a near-er recent copy of the old datamaps.
- item_healthammokit was added (but not to the FGD) which seems to be a combination of a small healthpack / small ammopack in one. Can use ent_create in game to see what it looks like.
- trigger_particle was added (but not to the FGD) which seems to allow for particles to be attached onto whatever walks into the trigger. Haven't gotten this to function properly yet.
- At the moment tf_glow doesn't force its target to stay in PVS meaning the outline doesn't render when the prop is hidden (kinda useless atm). I've sent in a report detailing that as well as asking if they can allow the target to be set dynamically too.
 
Sep 10, 2015
142
39

Did he actually get them though? At the time it showed nobody as having the achievement for hours after he posted
Thank you for your contribution to mankind.

I'd be checking out a recompiled Brickyard, but I gotta sign off for the night. Let us know wherever the search takes you.

We've found out how to do it. And I'm pretty sure basedsatan was lying. Because his hints were nowhere close, and he wouldn't show anyone his steam account.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
Did he actually get them though? At the time it showed nobody as having the achievement for hours after he posted


We've found out how to do it. And I'm pretty sure basedsatan was lying. Because his hints were nowhere close, and he wouldn't show anyone his steam account.

Is this your video?

 

Izotope

Sourcerer
aa
May 13, 2013
698
764
Other entity things:
- tf_logic_mannpower was added to enable mannpower mode on a map without having to use the console command. This might be old but I don't have a near-er recent copy of the old datamaps.
- item_healthammokit was added (but not to the FGD) which seems to be a combination of a small healthpack / small ammopack in one. Can use ent_create in game to see what it looks like.
- trigger_particle was added (but not to the FGD) which seems to allow for particles to be attached onto whatever walks into the trigger. Haven't gotten this to function properly yet.
- At the moment tf_glow doesn't force its target to stay in PVS meaning the outline doesn't render when the prop is hidden (kinda useless atm). I've sent in a report detailing that as well as asking if they can allow the target to be set dynamically too.

Please keep us updated on all of these entities while you find out more.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
I'm a little disappointed they removed being able to hide your view models in the advanced settings. You can still use commands, but because match making disables all graphical commands, you can't hide your view model in mm. I could use the minimized view models, but for some classes it looks weird. Speaking of disabling graphics setting accessed through commands in match making; why do they feel the need to force the settings? This game still has a terrible memory leak, and all I want to do is hide rag dolls, fibs, and view models. But no, I have to play matchmaking with 15 frames. I'm still confused as to why they haven't fixed the memory leak yet. I start at a decent 50 frames in mm, then after like 3 games, I'm at like 5. It's annoying to have to restart my game all the time.
 

FrostyHoneyJuicy

L3: Member
Jun 12, 2014
148
110
Interestingly enough, if you're having a problem where a game sends you all the time to the servers that give you more than 100 ping, then there are some commands that counter that.

tf_matchmaking_ping_a 100
tf_matchmaking_ping_b 100
tf_matchmaking_ping_c 100

(100 represents the ping, so you can replace that with any number you want)
 

Ælement

I'm so happy :D
aa
Dec 21, 2010
1,483
1,616
977D07A887F83CFC80316A26C96A03C2955243AD


I'm legit going mad
 
Sep 7, 2012
638
501
This game still has a terrible memory leak, and all I want to do is hide rag dolls, fibs, and view models. But no, I have to play matchmaking with 15 frames. I'm still confused as to why they haven't fixed the memory leak yet. I start at a decent 50 frames in mm, then after like 3 games, I'm at like 5. It's annoying to have to restart my game all the time.

Is this a new thing? I couldn't even get into a server last night so I didn't have a chance to play. If it isn't new, then are you playing on windows or on a Unix/Linux system? I can't say I ever remember having an issue with memory and I'm on windows.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
I'm a little disappointed they removed being able to hide your view models in the advanced settings. You can still use commands, but because match making disables all graphical commands, you can't hide your view model in mm. I could use the minimized view models, but for some classes it looks weird. Speaking of disabling graphics setting accessed through commands in match making; why do they feel the need to force the settings? This game still has a terrible memory leak, and all I want to do is hide rag dolls, fibs, and view models. But no, I have to play matchmaking with 15 frames. I'm still confused as to why they haven't fixed the memory leak yet. I start at a decent 50 frames in mm, then after like 3 games, I'm at like 5. It's annoying to have to restart my game all the time.
You on OS X by any chance? Because TF2 has had that memory leak ever since Gun Mettle, and I think a developer should not get a way with such a broken game but because it's Valve they apparently can.