TF2

Lost Coast is a little add-on between HL2 and Ep1 with only very minute additions to the storyline. Its pretty much an application to show-off the HDR lighting along with all the developers commentaries. Think it was a scrapped level of the finished game.

Still has a small bit of shooting!
 
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i looked at the ocuk servers yesterday night and no one was on (about 8ish i think) there added to favs for tonight, so i might try looking at around 8 again for a game.

I was getting random pings on other servers aswell from 30 to about 200.
 
can someone tell me why i cant buy this game over steam and download the whole thing? isnt that the point of it?

i have not used steam before btw :)
 
Yesterday i bought TF2 standalone on steam im on Virgin Media 4mb and i had only just litteraly switched my pc on.
Saw it was only 1.3gb to download was like get in should be playing in like an hour. Download started ~5:30 download completed ~11:30. I was well fuming when the download completed that i only played for about half an hour.
 
I found 3 OCUK servers last night. All 3 were empty early on but after 9 ish I went back to OCUK 2 and it was 23/24 so I joined in.

Never played multiplayer anything before and spent the next 2 hours getting my butt handed to me.

Really enjoy the sniper but not very good at it. Played the heavy with the gattling gun which was cool too. Thought I'd try to help out being the medic but couldn't get the hang of it.
 
Yesterday i bought TF2 standalone on steam im on Virgin Media 4mb and i had only just litteraly switched my pc on.
Saw it was only 1.3gb to download was like get in should be playing in like an hour. Download started ~5:30 download completed ~11:30. I was well fuming when the download completed that i only played for about half an hour.

You broke your limit, and therefore got capped :)


Virgin said:
Broadband Size: L
During peak times, the top 5% on the Size: L package download at least 750MB of traffic each.

Any users hitting this amount during peak times (4pm till midnight) will have their broadband speed temporarily traffic managed – their download speed will be set to 2Mb, with their upload speed set to 192Kb. This will last for 4 hours from when the traffic management policy is applied.

Even if a Broadband: Size L user has their speed temporarily traffic managed, they can still download over 1,500 music files per day.


http://allyours.virginmedia.com/html/internet/traffic.html
 
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^ im on either a 2mb line i think getting ususally 250kb/s download or around that speed.

that works out at around 20gb download a day. so 5000 songs!

250kbx4 = 1mb
60/4 =15
15x60 = 900mb hr
900 x 24 = 21600mb

Jesus, you people with 8mb or 20gb lines must have huge hard drives if you download a lot
 
^ im on either a 2mb line i think getting ususally 250kb/s download or around that speed.

that works out at around 20gb download a day. so 5000 songs!

250kbx4 = 1mb
60/4 =15
15x60 = 900mb hr
900 x 24 = 21600mb

Jesus, you people with 8mb or 20gb lines must have huge hard drives if you download a lot

You are in "batch processing" mode - which is fine if you download torrents all day. However, if you are online with other users on the network then the 2MB line can be the bottle neck when everyone "demands" their maximum share.

I think perhaps 2mb download is fine for a gamer who doesn't share the network with another user wanting live broadcasts (e.g. internet radio etc.).
 
I have 2mb set up for gaming by my isp, its fine until the other person in my house wants to dload some video media for 20mins :\ radio/gaming/browsing dont affect it noticably.
 
update this morning it seems :D.

Team Fortress 2 Update Released
October 25, 2007, 6:31 pm - Jason Ruymen

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

Team Fortress 2

* Improved compatibility for direct sound
* Deathcam screenshots now move the player id panel to the lower right, and hide other hud elements until the freezecam fades
* Improved autobalance calculation code when determining who to switch
* Improved networking compatibility for some routers
* Fixed a crash during level init related to model loading
* Fixed issues on Dustbowl and Hydro that could occur when a server emptied in the middle of a round
* Fixed a bug in the clientside player avoidance code, and smoothed it a little more
* Further crash fixes related to paged pool memory usage
* Fixed scoreboard team scores label getting cut off
* Engineer buildings now explode when the Engineer dies during sudden death
* Fixed a spy backstab exploit where you could stab a player who was not facing away from you
* Fixed flailing at the low end of the cloak meter when the player gets uncloaked automatically
* Fixed texture detail level setting "Very high" not being preserved
* Improved various error messages, and added links to steampowered support pages
* Fixed scoring problem where destroying a buildable added a phantom point, not attributed to any scoring bucket but still included in total score
* Fixed honeypot server problems
* Fixed a rare crash caused by a medigun losing its owner
* Fixed an exploit that allowed disconnected medics to continue ubercharging their target until they timed out
* TeamMenu now disables the spectate button if mp_allowspectators is zero
* Added a missing "cannot_be_spectator" localization string
* Re-added class count numbers above class buttons for non-zero classes, in addition to the class images
* Removed prefixes (tc_, ctf_, etc.) from map names in various places where they're printed
* Fixed some edge cases where grenades could go through player or buildings
* Fixed rocket/grenade explosions being able to impart damage through thin ceilings
* The Engineer's "build X" commands will now behave properly when bound directly to keys
 
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