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Hitman Smurf
09-15-2009, 07:27 PM
What's everyones thoughts on the new update?


September 15, 2009 - Team Fortress 2 Update Released

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


Heavy

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

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

Kuiper
09-15-2009, 11:02 PM
I'm a huge fan of the "Remember the active weapon between lives" option. One of my biggest pet peeves as a medic was spawning with syringe gun firing needles because my medigun script forced +attack, now I can spawn with my medigun out.

The sandvich tweaks look interesting, I'm interested to see whether it drastically impacts the way heavy is played.

Fish #641
09-15-2009, 11:39 PM
Blutsauger's -2 is currently bugged, so it still has the 3-6 hp regen, not 1-4.

bahbahbah
09-16-2009, 12:26 AM
Interesting little update. As far as pubs go, it kinda seems to make Medic even less desirable for players. Though I do like how evenly powered the two Medic guns are now (at least it seems that way (when the 'bug' is fixed)).

Hitman Smurf
09-16-2009, 12:54 AM
Blaut changes make both guns an option now, though I'd still rather take the Blaut. Medic regen changes should make things interesting as people stay alive just a bit longer. Anyone else notice the new Blaut is the one in that Beta video?

Ben
09-16-2009, 02:36 AM
I find the sandvich dropping a little cumbersome, especially since you yourself can't pick it back up. The (unannounced ?) sandvich heal buff is nice, I can get back to full health with one om nom instead of two now.

bahbahbah
09-16-2009, 10:19 AM
Also, this: http://www.youtube.com/watch?v=u4F1bft_A7M

Ben
09-16-2009, 03:15 PM
Also, this: http://www.youtube.com/watch?v=u4F1bft_A7M

I like how they got that "first" claim in there.

Fish #641
09-16-2009, 05:38 PM
I wonder if sandvich could be used during loadout to actually SPEED UP how fast a team gets to mid. o.O

Hitman Smurf
09-16-2009, 10:08 PM
Also, this: http://www.youtube.com/watch?v=u4F1bft_A7M

Hahaha, that's f***ing epic!

remix
09-16-2009, 10:58 PM
I find the sandvich dropping a little cumbersome, especially since you yourself can't pick it back up. The (unannounced ?) sandvich heal buff is nice, I can get back to full health with one om nom instead of two now.

The sandvich is amazing, and you can pick your own sandvich back up. That is what makes it awesome.

Ben
09-16-2009, 11:37 PM
The sandvich is amazing, and you can pick your own sandvich back up. That is what makes it awesome.

Hmm I ran over it a couple times and it didn't pick up. I'll try again.

midblue
09-17-2009, 01:14 AM
I think remix means pick it up in the form of health, not the item itself.

remix
09-17-2009, 01:17 PM
I think remix means pick it up in the form of health, not the item itself.

Yes. If you are injured, you can throw down your own sandvich and pick it up for 100 hp. It allows you to take that extra rocket and live. To get another sandvich, you can go to your locker or you can run over a health pack while you have full health.

Hitman Smurf
09-17-2009, 02:09 PM
After watching the match last night on pwnagetv I really like the addition of the advanced HUD.

remix
09-17-2009, 03:18 PM
After watching the match last night on pwnagetv I really like the addition of the advanced HUD.

That was the thing I thought was going to be the best for the HUD; watching matches in a shoutcast, TV, or even a Source TV demo. It has enhanced the experience like ten-fold.