Yay! Updates for TF2 (and Source Engine & SourceTV)

Deadly! Heard about this map, sounds interesting. I seriously might go home and play this instead of going out on the beer. I know it's Thurday but I'm torn.:D
 
Its seems TF2 is getting its update today. Some tweaks to current maps and the addition of Badlands. Im not sure if this is the one where the classes start changing, the update notes dont say so anyway.

One thing that make me grin:

# Added flamethrower "sizzle" sound when the Pyro is hitting a target


http://www.steampowered.com/v/index.php?area=news&id=1441&cc=CA

Have fun.

C.

Thanks for the update...;):cool:

Updates to Team Fortress 2, the Source Engine, and SourceTV will be released tomorrow. The updates will be applied automatically when your Steam client is restarted. Click the link below for the full change list.

Source Engine


Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly

Optimized some particle systems to improve performance on some hardware configurations

Player stats are now sent up as they change, rather than when the player dies

Improved playback of sub-frame sounds

Fixed a crash caused by alt-tabs during map load

Eliminated unnecessary temporary memory allocation in scenefilecache


Team Fortress 2


Badlands released

Changes to Dustbowl

Added a new access point to the stage2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and sentry gun fire

Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the "ceiling" clip

Fixed a gap behind stage 1, cap 1 house

Fixed a high perch on stage1 cap1 house roof

Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier)

Fixed a few places where rockets/demoman pipes could pass through non-solid models

Sealed up a gap over stage1 lower startgate

Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them
Changes to Capture the Flag Well

Fixed trains not starting on map spawn

Removed cap association from red spawns that were spamming console
Changes to Granary

Removed spawn timing advantage from the middle (from -3 to 0)

Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe)

Fixed a few places where players could get stuck between containers and silos

Adjusted playerclips on red container that made it appear like players were floating
Added a small delay (200 ms) before a zoomed sniper shot can get a critical hit

Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events

Added flamethrower "sizzle" sound when the Pyro is hitting a target

Updated explosion debris to be a bit darker

Fixed idle players not being kicked from the server if mp_allowspectators was set to 0

Added ctf_well to the default mapcycle.txt file

Added ctf_well to the default motd.txt file

Fixed floor tile material type

Fixed some weapon damage info missing from TF2 game stats

Made some small changes to the Demoman viewmodel that were causing performance problems

Added exec'ing a .cfg file on the client when you select a class to play.

Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions.

Added server log entry for buildings destroyed by their owner

Fixed sentry gun shadows being clipped

Updated glass material


SourceTV


SourceTV now uses a hidden slot on the game server. This allows for 24 player servers to also have a SourceTV proxy connected to it

Fixed Pyro's flamethrower flames not showing up in SourceTV
 
Last edited:
Back
Top Bottom